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Glory II: Across the Rappahannock

Glory II: Across the Rappahannock Rulebook

Table of Contents

Table of Contents

  • 1. Introduction
  • 2. Components
    • 2.1 The Map
    • 2.2 The Counters
    • 2.3 The Die
    • 2.4 Definitions and Abbreviations
    • 2.5 The Scale
  • 3. Sequence of Play
  • 4. Activation
    • 4.1 Activation Markers (AMs)
    • 4.2 How AMs are Used
  • 5. Leadership
    • 5.1 Leaders and Command Control
    • 5.2 Initiative
  • 6. Movement
    • 6.1 Movement in General
    • 6.2 Movement and Terrain
    • 6.3 Artillery Movement
    • 6.4 Stacking
    • 6.5 Reinforcements
  • 7. Facing
    • 7.1 Facing in General
  • 8. Combat
  • 9. Artillery Fire
    • 9.1 In General
    • 9.2 Procedure
    • 9.3 Combined Fire
    • 9.4 Line of Sight (LOS)
    • 9.5 Misguided Friendly Fire
  • 10. Charge
    • 10.1 In General
    • 10.2 Resolving a Charge
    • 10.3 Defensive Fire (DF)
    • 10.4 Terrain and Charge
  • 11. Combat Results
    • 11.1 Disorder
    • 11.2 Retreat
    • 11.3 Advance
    • 11.4 Withdrawal
    • 11.5 Rally
    • 11.6 Recovery
  • 12. Cavalry
    • 12.1 To Mount or Dismount
    • 12.2 Mounted Cavalry
    • 12.3 Dismounted Cavalry
    • 12.4 Disordered Cavalry
  • 13. Night
  • 14. Refitting Glory I
    • 14.1 General Rules
    • 14.2 Errata Applicable to GLORY I
    • 14.3 1st Manassas Scenario Changes
    • 14.4 2nd Manassas Scenario Changes
    • 14.5 Chickamauga Scenario Changes
  • Player Aid Cards (Charts and Tables)
    • Artillery Fire Resolution
    • Artillery Range Chart
    • Charge Resolution
    • The Odds Ratio DRM Chart
    • Defensive Fire Resolution
    • Terrain Effects on Combat Chart
    • Weather Table
    • Terrain Effects on Movement Chart for Chancellorsville and Fredericksburg
    • Confederate Off-Map Movement Chart
    • Union Off-Map Movement Chart
    • Terrain Effects Chart for Glory I: Manassas & Chickamauga

1. Introduction

This is the 2nd, and revised, edition of the rules for the Glory game system, a system that emphasizes accessibility and playability. Given a choice between those two and strict historicity/reality, we have tended to go with the former.

2. Components

The component list for each game in the series appears in the Battle Book. The following is applicable to all such components.

2.1 The Map

The game maps cover the area over which the battles were fought. The map is overlaid with a grid of hexagons—hexes—that are used to regulate movement. The various types of terrain represented are discussed in the rules, below.

2.2 The Counters

Glory contains three different types of Combat units: the large, 5/8" counters are the infantry; the smaller, 1/2" counters represent cavalry and artillery. They are all color-coded for ease in identifying to which command (see 2.4) they belong. All combat units are printed on both sides; the reverse shows the unit in a "Disordered" state, except for cavalry, whose Reverse side is its dismounted state.

The Activation Markers (4.1) indicate the Command to be activated and the battle they apply to. Some AMs have special uses, discussed in 4.1, et seq., and the Battle rules.

Counter anatomy (the labels on the manual's counter diagrams):

  • Full Strength Infantry Unit: unit identification (e.g., "'a' unit in Kershaw's Brigade"); Activation Marker Indicator (e.g., I Corps); Division Commander (appears only in Chancellorsville); Combat Strength; Cohesion; Movement Allowance.
  • Disordered Infantry Unit: Disordered Indicator; Reduced Cohesion.
  • Mounted Cavalry Unit: unit identification (e.g., Fitz Lee's Brigade, 'a' battalion); Activation Marker Indicator (e.g., Stuart; appears in both Chancellorsville and Fredericksburg); Charge Strength; Mounted Cohesion; Mounted Movement Allowance.
  • Dismounted Cavalry Unit: Dismounted Combat Strength; Dismounted Cohesion; Dismounted Movement Allowance.
  • Full Strength Artillery Unit: Command (e.g., Hays at Fredericksburg; Tyler at Chancellorsville; appears in both); Activation Indicator (e.g., Army Reserve); Fire Strength DRM; Range (e.g., Medium); Cohesion; Movement Allowance.
  • Disordered Artillery Unit: Disordered Indicator; No Fire Strength.
  • Leader Unit: Name (appears only in Chancellorsville); Rank; Command Range; Combined Activation Rating; Movement Allowance.
  • Activation Marker: Corps; Commander's Name (Chancellorsville only); Activation Die roll Range.

2.3 The Die

The game uses a ten-sided die to resolve combat. A '0' is a "zero", not a "ten".

2.4 Definitions and Abbreviations

Awareness of the following terms will help as you read through the rules:

  • AM = Abbreviation for Activation Marker, discussed in 4.1.
  • CCDR = Cohesion Check Die roll, a die roll made against a unit's Cohesion rating to see whether something happens; cf. Charge Results, Rallying, Defensive Fire, etc. A CCDR is failed if after any applicable modifiers it exceeds the unit's Cohesion rating. A separate CCDR is made for each affected unit.
  • Cohesion = A unit's ability to withstand the rigors of combat.
  • Combat Strength = A unit's ability to engage in combat, a number based on how many men are present. See 8.0.
  • Combined Activation (CA) = The ability to use more than one command in an AM at the same time; see 4.25.
  • Command = A group of combat units under one leader.
  • DF = Defensive Fire.
  • DR = Die roll
  • DRM = Die roll Modifier, a numerical adjustment to the DR.
  • May = The word "may" means it's up to the player, as opposed to "must", which invokes something mandatory.
  • Withdrawn = What happens to a unit when it can no longer withstand the rigors of combat.

2.5 The Scale

Each infantry and cavalry unit contains around 200 men per strength point, with dismounted cavalry units' strength being adjusted in many cases for weapon types and tactical capabilities. Each artillery SP represents a section of 2-3 guns.

Map scales are given in the Battle Book.

3. Sequence of Play

Each game-turn follows a set sequence. When individual units move within that sequence is somewhat random, dependent upon when their Activation Marker is drawn.

Play Note: Some battles may add a segment to the basic Sequence; see the Scenario Rules in the Battle Book.

A. Initiative Determination Phase

  1. Roll the die to see who goes first. (5.2)
  2. Initiative Player chooses which Command (AM) will start the turn, holding out that command's AM for the first Activation. (4.21)

B. Marker Selection Phase

Place all other Activation markers for commands that are either on the map or scheduled to enter that turn in The Pool.

C. Activation Phase

  1. Draw Activation Marker from Pool. (Exception: 3.A.2)
  2. Activation Sequence:
    • a. Artillery Fire (9.0)
    • b. Units Move (except for firing artillery) (6.0)
    • c. Infantry/Artillery Defensive Fire (10.3)
    • d. Infantry/Cavalry Charge (10.2)
    • e. Rally (for Disordered units that did none of the above) (11.5)
    • f. Set aside the AM drawn for that Phase.
    • g. Remove Artillery Fired/Moved markers.

The Activation Phase "C" is repeated until there are no markers left in the Pool. When finished with all Activations go to the Recovery Phase "D."

D. Recovery Phase

  1. All units in the Recovery Box check for Return to the game (11.6)
  2. All units in the Withdrawn Box are moved to the Recovery Box.

4. Activation

4.1 Activation Markers (AMs)

(4.11) Activation markers are used to determine which player may "go", and what units he may then use. Each Activation Marker (AM) represents the superior Command level for a particular unit, or group of units, as indicated on the 2nd line of each counter.

Play Note: Some AMs activate the units of one Leader, some AMs activate the units of all Leaders in a corps. Each scenario has a set of specific rules.

Example: The Chancellorsville AM for Howard/XI Corps would apply to—and activate—all Union units whose Activation Indicator is "Howard/XI".

(4.12) All Commands have two AMs. There are, however, several exceptions, which are covered in the scenario rules in the Battle Book.

4.2 How AMs are Used

(4.21) Unless otherwise indicated in the scenario rules, each command that has at least one unit, either on the map or available to enter as a reinforcement, will have that Command's AM(s) available for that turn. Most Commands have two AMs; some have one for specific turns. The Initiative Player selects one of his available AMs for use as the first Command to activate that turn. Then, all other available AMs, from both players, are placed in an opaque cup (or similar container)—The Pool—in the Marker Selection Phase.

(4.22) In the first segment of the Activation Phase after the Initiative Player has gone, one of the players (it doesn't matter which player) draws, randomly and blindly, one AM from The Pool. That AM designates which command's units are activated. Only units from the drawn command may be activated.

(4.23) When an AM is drawn, the activated units of that command may Move and engage in Combat. Units that are Disordered which neither move nor engage in combat, may attempt to be Rallied.

(4.24) All the units under the command of a single Leader must finish all their movement/combat before those of another Leader may do so. Units of different Leaders may not be combined, unless the Player attempts a Combined Activation.

(4.25) COMBINED ACTIVATION: When there is more than one Leader/Command activated by an AM, the player may choose to attempt to combine more than one of those commands so that he may move/fight with the units of all chosen commands, rather than one at a time, as in 4.24. To attempt this, the player chooses which Leaders' commands under that AM that he wants to combine; each selected Leader must be within the Command Range (use the range of either Leader) of at least one of the other selected Leaders. The player then totals the Combined Activation Rating (5.12) of the chosen Leaders. He does not have to select all Leaders under that AM. He then rolls the die, comparing it to the total CA:

  • If the die roll is higher than the total CA, the units of those Leaders may all move/fight as one (although Stacking rules still apply).
  • If the die roll is the same as or lower than the total CA, the units of those Leaders may not combine; they operate under 4.24. Moreover, they all act as if they are Out of Command for that Activation (5.13).

Example: Cedar Creek: The Union Player has drawn his VI Corps AM, and he wishes to combine the divisions of Getty (CA of 2) and Ricketts (CA of 3). The total CA is '5', so he would need a DR of 6 or more to combine. If he rolls a '5' or less, all of Getty's and Ricketts' units are Out of Command.

(4.26) When all the units of the chosen Command have finished their actions, that AM is set aside and a player draws another AM, repeating the 4.23 process.

5. Leadership

5.1 Leaders and Command Control

(5.11) LEADERS IN GENERAL: Each side has Leaders, with the Leaders commanding a group of units, usually a brigade or division, depending on the battle and the side. The Leaders may be at the same level of Command as the AM (e.g., both sides at Monocacy Junction), or they may be at one level lower (e.g., the Union Division Commanders at Chancellorsville, where the Union AM are at Corps Level).

(5.12) Leaders have three Ratings:

  • Command Range; see 5.13.
  • Combined Activation; see 4.25
  • Movement Allowance; see 6.1.

(5.13) COMMAND RANGE: The Command Range is used to determine whether that Leader's combat units are In or Out of Command. Range is counted in Movement Points (not just hexes), those MP costs determined under the Leader column on the Terrain Chart.

  • Units within a Leader's Command Range are In Command and can function at full efficiency; they are not restricted.
  • Units that start their activation outside the Leader's Command Range are Out of Command, and may not move adjacent to an enemy unit. If they start the turn adjacent, they are free to do what they want (other than moving adjacent).
  • Command range is counted from leader to unit. It cannot be traced through enemy units. It may be traced adjacent to enemy units.

(5.14) Units outside their Leader's Range but adjacent to a unit from the same command that is In Command, are treated as being In Command. Note that this rule allows a chain of units to be In Command as long as one unit in the chain is within the Leader's Command Range.

(5.15) Leaders cannot be killed. If "attacked" (an enemy unit seeks to enter a hex containing only a leader), simply move them into a vacant or friendly-occupied hex. If all of a leader's units are Withdrawn, see 11.61.

5.2 Initiative

(5.21) In the Initiative Determination Phase, each player rolls the die. If the Turn Record Track indicates, he adds to the die roll the DRM indicated. High total has the Initiative for that turn. If there is a tie, No player has the Initiative and all AMs go into The Pool and Phase 3.A.2 is skipped.

(5.22) In some battles, in certain turns, one player is given automatic Initiative; see the Battle Book for the rules.

(5.23) The Player with the Initiative may pre-select (choose specifically) with which AM he wants to start that turn.

6. Movement

6.1 Movement in General

(6.11) MOVEMENT ALLOWANCES: Each combat/leader unit has its basic Movement Allowance printed on the counter. When its AM is selected, a unit may move up to its printed MA. Units may always move less than the printed MA.

(6.12) PROCEDURE: All units move separately and individually, even if they start Stacked. As a unit moves it traces a path of contiguous hexes through the hex grid, paying the cost of each hex entered. You must complete the movement of one unit before moving another. A unit's Facing (7.1) has no effect on how or where it may move.

(6.13) EXTENDED MOVEMENT: Any unit, except for dismounted cavalry and any Disordered unit, may use Extended Movement at any time, as long as the unit does not start or move within two (2) hexes of an enemy combat unit. If it wishes to move closer (or adjacent) to an enemy unit it must use its Normal MA. Dismounted cavalry and Disrupted units may not use Extended Movement. When using Extended Movement:

  • Infantry increases its MA by two (+2)
  • Regular Artillery increases its MA by three (+3)
  • Cavalry, Horse Artillery, and Leaders increase their MA by four (+4)

Play Note: You can use only one type of Movement during any given AM. You cannot start using Extended and then switch to Normal.

(6.14) ENEMY UNITS: Units that move adjacent to an enemy unit must cease movement for the rest of that activation. Units that start their activation adjacent to an enemy unit may move, but they must stop as soon as they enter another hex so adjacent. A unit may never move into or through a hex containing an enemy combat unit.

6.2 Movement and Terrain

(6.21) MP costs depend on unit type; see the Terrain Chart. A moving unit must have enough MP's to pay the terrain cost of entering a hex, if it doesn't, it may not enter that hex.

Play Note: Horse artillery uses the MP costs under the Artillery column. However, it has the ability to Retreat before Charge (10.27) that cavalry has.

(6.22) PIKES, ROADS AND TRAILS: Units pay the Pike/Road/Trail cost if they are entering that hex from a hex containing a connecting Pike/Road/Trail hex; otherwise, they pay the cost of the other terrain in the hex. Units may not use Pike/Road/Trail costs to move adjacent to an enemy unit; they must use the MP cost of the "other" terrain in the hex. Pike/Road/Trails do negate elevation costs.

(6.23) TRAILS: The cost to use Trails is one-half of the cost of the other terrain in the hex, rounding up. Thus, an artillery unit that would normally pay 3 MP's to enter a Woods hex would pay 2 MPs to use a trail through the woods and 1 MP for a Trail in a Clear hex.

(6.24) RIVERS, CREEKS AND STREAMS: Certain river hexsides are uncrossable, except by Ford or Bridge. See the various battle rules. Roads or Trails do not negate the cost of crossing streams or creeks unless a bridge or ford symbol is present. Note that Fords and Bridges have their own MP costs.

6.3 Artillery Movement

(6.31) Artillery units may either Move or Fire during a single activation; they may not do both.

(6.32) Artillery may not move adjacent to an enemy unit, unless:

  • There is already an infantry or cavalry unit in that hex (as per 6.12, they may not move together), or
  • The hexside separating the opposing units is uncrossable by either. (Such as an uncrossable river hexside).

6.4 Stacking

(6.41) Stacking refers to having more than one unit in a hex at any one time. The Basic rule is: one combat unit per hex. However:

  1. One artillery (regular or horse) unit may stack on top of one infantry/cavalry unit.
  2. Two artillery units (regular or horse) may stack together.
  3. Two infantry units, or dismounted cavalry units, with the same Leader (second line of the counter) may Stack together.
  4. Leaders and information markers stack "freely."

(6.42) Stacking restrictions apply at all times, even during movement. However:

  • One unit, at a time, may move through a hex containing a single, friendly artillery or cavalry unit at no cost in MP.
  • One unit may always move through (not stay in the hex with) another, single (friendly) infantry unit by paying +1 MP (in addition to terrain) to do so. It does not pay this cost if it is going to stay in the hex, if allowed as above (6.41).
  • Leaders never pay any MP to move into or through any units.

(6.43) An infantry unit moving into a hex with another infantry unit, where stacking is allowed, is always placed at the bottom of the stack. That order may be changed only as a stack's entire Movement during its turn.

6.5 Reinforcements

(6.51) Reinforcements, where called for, enter the game when their AM is drawn. (Thus, their AMs are available the turn they are scheduled to enter). They enter, by Command, through the Entry hex stated in the scenario as if they were in a "column" extending off the map: the second unit in that Command pays the cost to enter plus that of the first, etc. If the reinforcements are entering the map using normal movement or Extended Movement (6.13), they may stack in the off-map "column" within the bounds of normal stacking rules (6.4). If the entry area for a group for reinforcements consists of multiple hexes that are adjacent, the group of reinforcements may split their entry between the various hexes of that entry area in any manner the controlling player desires. In the event there are multiple entry areas available for a group of reinforcements, the player controlling the group of reinforcements chooses which entry area will be used. All units and Leaders of a reinforcement group must enter through the same entry area.

(6.52) Reinforcements unable to enter under one AM (usually no room, too many other units in front of them, etc.) simply come in the next AM (for that command).

(6.53) No unit may enter or Charge any enemy Entry Hex until after all reinforcements have entered the game.

7. Facing

7.1 Facing in General

(7.11) All units must be faced in a hex so that the top of the unit (the side with its unit name) faces along one of the hexsides, as below. All units in a hex must be faced the same way. The three hexes to the front are called the Frontal Hexes, those behind, the Rear. (The manual's diagram shows the hex with the three hexes toward the faced hexside labeled "Front" and the other three labeled "Rear".)

(7.12) Facing has no effect on movement, and a unit is free to change its facing at any time during and at the end of movement. Units do not have to be facing a particular hex to enter that hex. However:

  • If an artillery, cavalry or infantry unit begins movement stacked on top of an infantry unit and wishes to exit the hex into a Rear Hex, the unit must pay an additional MP to exit the hex.
  • If an infantry unit begins movement stacked under another infantry unit and wishes to exit the hex into a Frontal Hex, the unit must pay an additional MP to exit the hex.

(7.13) Units may Charge or Fire only through their three frontal hexes.

(7.14) Activated artillery can change facing (without leaving the hex) and Fire in the same phase. They may also change facing one hexside to Return Fire (9.13). However, an artillery unit may never change its facing when it is stacked with an infantry or cavalry unit.

8. Combat

There are three types of combat: Artillery Fire, Charge and Defensive Fire. Infantry and cavalry Charge; artillery cannot Charge—they Fire. Defending infantry, dismounted cavalry, and artillery that are being charged may use Defensive Fire.

Design Note: Most combat in the Civil War consisted of short-range firefights. Charging and engaging in face-to-face, hand-to-hand melee was, while not rare, somewhat unusual—more so as the war progressed. The game term "Charge" covers all of this in one handy die roll (plus the defending unit's reaction).

9. Artillery Fire

9.1 In General

(9.11) RANGE: There are three types of artillery units, delineated by range: Short (S), Medium (M), and Long (L). Each type has the capability of firing at targets that are more than one hex away, but the allowable distance is different per type. As per the Artillery Range Chart, the farther away a target is, the more negative the DRM.

(9.12) WHEN: Artillery units may Fire once when activated (Activation Fire). They may Return Fire (9.13) once during an enemy Activation Phase. They may also use Defensive Fire (10.3) (against any, some, or all units charging it) once during an enemy Activation Phase.

(9.13) RETURN FIRE: Artillery may fire at an enemy artillery unit that has fired at it in that phase, but only once per enemy Activation Phase, regardless how many times it is fired at. Return Fire is considered to take place simultaneously. Results are applied after all units have fired. Return Fire affects all units in the targeted artillery unit's hex if those units can be affected by Artillery Fire.

Play Note: When being charged, artillery uses Defensive Fire; see 10.3. This is not Return Fire, so an artillery unit fired at by an enemy battery may Return Fire and then may use Defensive Fire if charged.

9.2 Procedure

(9.21) Artillery may Fire at any target within its Range and Line of Sight. Artillery firing at a range of two hexes or more—counted from guns to target, not counting the hex the firing unit is in—can fire only if they can see the target (see 9.4: Line of Sight). Disordered artillery may not fire.

(9.22) To resolve Artillery Fire Roll the die and add or subtract any modifiers (9.23). Then consult the Artillery Fire Table for Results. The one die roll affects all units in the target hex (including Return Fire).

(9.23) DIE ROLL MODIFIERS: The following conditions provide modifiers to a Fire Die roll:

  • The firing unit's Strength Points
  • Range Effects (See the Artillery Range Chart for each battle)
  • Terrain (see the Terrain Chart)
  • Combined Fire (9.3)

9.3 Combined Fire

If two artillery units are stacked in the same hex, they may combine fire. To do so, use the higher Strength and then add two (+2) to the die roll. If the two units are of different Range/Type (9.11), then use the least beneficial (worst) Range DRM, if the latter is different for each unit. Otherwise, artillery units fire separately. Two artillery units of different commands that are stacked may combine fire, but they may only fire once under one of the commands, not both.

Example: [Chancellorsville]. An "M" unit is stacked with an "L" unit, and they both want to combine fire at a target that is 5 hexes distant. The DRM would be +2 for combined fire, but –1 for the range effect of the "M" guns (not the "0" for the "L"s).

9.4 Line of Sight (LOS)

LOS is blocked:

  • If any intervening hex is of a higher elevation than both target and firing hex
  • If any intervening hex between target and firer is Woods, or a hex occupied by a combat unit (friendly or otherwise), and neither target nor firer is at a higher elevation than that woods/occupied hex. If both are higher, the woods/unit are ignored.
  • If the firing hex is higher than the target and the intervening woods hex, LOS is blocked if the woods is halfway between the two or closer to the target.
  • If the target hex is higher than the firing hex and the intervening woods hex, LOS is blocked if the woods is halfway between the two or closer to the firing hex.

If LOS is traced down a hexside that borders blocking terrain on either side, the LOS is blocked.

9.5 Misguided Friendly Fire

(9.51) The presence of units between firing unit and target, where one of the latter is higher than the blocking hex, does not block LOS, regardless of the relative positions of the three. However, if the intervening, occupied hex is adjacent to the target hex, and the occupying unit is friendly to the firing unit, there is a possibility that the artillery fire hits the friendly unit, not the target.

(9.52) If the unadjusted Fire die roll is '2' or less, the intervening friendly unit then undergoes a CCDR, to which you add two (+2). If that adjusted DR is higher than the unintended target's Cohesion, that unit is Disordered.

10. Charge

10.1 In General

(10.11) WHO MAY CHARGE: An active infantry or cavalry unit that is not Disordered may (voluntary) Charge any enemy unit(s) in its Frontal hexes. Infantry/dismounted cavalry and artillery units that are the target of a Charge may use Defensive Fire (10.3) to try to stop the Charge. Disordered units may not Charge; see 11.14.

(10.12) COVERING: If there is more than one enemy in its Frontal Hexes, a unit must Charge all such units if it does choose to attack, unless the enemy unit(s) is (are) in the Frontal hexes of any other friendly unit. Enemy units so "covered" by other friendly units do not have to be Charged.

  • Disordered units and artillery may not be used to Cover
  • Units from different commands/leaders may not cover for each other unless they are using Combined Action.
  • If two units are stacked together and there is more than one enemy in their Frontal Hexes (7.11), they must Charge all such units if they choose to attack unless the enemy is "covered" by other friendly units. The bottom unit in the stack cannot be used to Cover.

Design Note: The "covering" units are keeping those enemy units busy with their presence, usually in the form of sporadic fire, etc.

EXAMPLE OF COVERING (diagram: Union units A, B, C, D facing Confederate units X, Y, Z): McLaws' division is activated. Units Y and Z will charge unit D, while unit X charges units A, B and C. Unit X is covering for unit Y so he does not have to charge unit C.

Play Note: Covering units do not have to Charge; their simple presence keeps the attention of the covered units away from the other attacks. Also, the covered units remain covered even if the covering unit is subsequently Disordered (11.12) due to Defensive Fire (10.3).

10.2 Resolving a Charge

(10.21) The attacking player must designate all charges, and all units participating, before resolving any charges.

Play Note: This becomes important when Defensive Fire (10.3) disorders a charging unit, forcing any others charging along with it to attack at lesser odds.

(10.22) To determine the outcome of a Charge, the attacking player rolls the die and adjusts that die roll by the following:

  • +/–? Charge Strength odds/ratio (10.23)
  • +/–? The Difference between the two highest-rated Cohesion units on each side (10.25)
  • +/–? Terrain of Defender (see 10.4).
  • +1 If attacking through Defender's Rear hexside
  • +2 If a combined attack through both Front and Rear
  • +1 Cavalry charging infantry
  • –1 Dismounted cavalry charging

(10.23) CHARGE ODDS RATIO: To determine the DRM for odds/ratio, each player totals the Strength of all his units involved in the Charge (10.24). The attacker then compares the strength of his units with that of the defending units, stated as an odds ratio reduced to its simplest form and rounded off in favor of the Defender. Thus, a 9-point unit attacking an enemy 4-point unit would undertake a Charge at 2-to-1. If it were a 5 SP unit attacking a 7 SP unit, it would round off to 1-to-1 1/2 (listed as 2 to 3). See the Odds/Ratio Chart for the applicable DRMs, and see 10.4 for an important Terrain effect on Odds Ratios.

(10.24) COMBINED CHARGE: Charging units may combine their strengths and capabilities if they are stacked, or in adjacent (to at least one of the other attacking units) hexes. If not, each Charge must be resolved separately, the order of which is up to the attacking player. However, mounted cavalry may not combine their attack with infantry or dismounted cavalry, even if adjacent. If a unit at the bottom of a stack is going to charge, it must combine its charge with the unit it is stacked under.

Play Note: If one or more hexes involved in a combined charge is Disordered (11.12) due to Defensive Fire (10.3), the charge is still resolved as a combined charge at potentially lower odds (and revised DRMs) with the remaining units from hexes that have not been Disordered even if such units are no longer stacked with or adjacent to other units involved in that same combined charge.

(10.25) COHESION DIFFERENTIAL: The attacker subtracts the defender's best Cohesion rating from his best, and the difference is the DRM. The maximum DRM is usually +/– 3; however, when mounted cavalry is charging any defender in a Woods hex, the maximum Cohesion benefit it may get is +1. Obviously, if the defender's Cohesion is better than the attacker's, that DRM will be a negative. Artillery Cohesion ratings have no effect here; they are not used.

(10.26) CAVALRY CHARGES: Mounted cavalry, which gets a +1 DRM when Charging infantry, but only gets that DRM if it Moved at least one hex during the phase (3.C.2.B), and none of the hexes entered cost more than 2 MPs.

(10.27) RETREAT BEFORE CHARGE: When defending, mounted cavalry (and Horse artillery), even if Disordered, may retreat one or two hexes before being Charged by infantry (but not cavalry). The retreat must place them farther away from the attacker than when they started the retreat, and they may not retreat into a hex adjacent to an enemy unit or occupied by any units, unless the Stacking rules would normally allow that. In this case, the infantry must advance (as per 11.3) into the vacated hex.

(10.28) ARTILLERY: Artillery never participates in Charge. Its strength is used only for Fire.

  • If stacked with an attacker, and the attacker "loses", the artillery is Disordered and must Retreat, if necessary. If the attacker wins, it may not advance.
  • If stacked with a defending unit and it loses, it must retreat one (1) hex and check for Disorder.
  • If Charged while alone in a hex (or stacked with another artillery unit), it is automatically eliminated. No Charge Resolution is required. See 11.14.

(10.29) RESULTS: The possible results of a Charge are dependent on the adjusted die roll (see the Charge Table). Results on the Charge Resolution Table apply to all affected units (either Attacker or defender, depending on the result).

10.3 Defensive Fire (DF)

(10.31) WHO MAY USE DF: Any infantry, dismounted cavalry, or non-disordered artillery unit that is being Charged may use Defensive Fire to try to stop the Charge. Mounted cavalry may not use Defensive Fire.

(10.32) FACING AND MULTI-HEX DF: Defensive Fire is directed through the defending unit's Frontal Hexes only. However, it may be used against all enemy units charging through such hexes, even if there is only one defending unit using Defensive Fire. (And see 10.36.) If multiple units are charging a target he may use Defensive Fire at one, some or all. However,

  • For infantry using Defensive Fire, subtract one (–1) for each charging target greater than one being fired at. Example: DF against 3 charging units could have the defending unit fire at only one attacker (no DR), at two attackers (with a –1 DR for each), or against all three attackers (with a –2 DR for each).
  • For artillery using Defensive Fire, if firing at enemy unit(s) charging from only one hex, there is a +2 DRM. If firing at more than one, there is no DRM for any.

Play Note: Two attacking units stacked in one hex are considered to be one target for this purpose.

Example Continued (same diagram as the covering example): The defender (Union player) conducts his Defensive Fire (DF) first, before the attacker (Confederate) conducts his Charges. Units A, B and C use DF against unit X. There are no applicable DRMs. All three DFs require a die roll of 8 or 9 to Disorder the attacker. Two are successful, resulting in two Disorder results against unit X—causing it to Withdraw. Unit D could DF against both units Y and Z with a –1 modifier, but in this case it's better to just DF against Y (a –1 modifier would make it impossible to hit Z with a cohesion rating of 8). The die roll is a 7 which is unsuccessful (a die roll of 8 or 9 was necessary). This concludes the Defensive Fire Phase.

(10.33) RESOLVING DF: To determine the effects of Defensive Fire the defending player rolls the die and compares it to the target/attacking unit's Cohesion in each hex of charging attackers. He does not use any ratings on the defending firing unit, making adjustments to the DR as per 10.34:

  • If the adjusted DR is higher than the charging unit's Cohesion, the latter is Disordered (and cannot Charge; see 10.11).
  • If the adjusted DR is the same as or lower than the charging unit's Cohesion, there is No Effect.

(10.34) DF DRMS: The possible adjustments to a DF die roll:

  • +2 If the target/charging unit is cavalry
  • +2 Artillery defensive firing at units in only one charging hex
  • –? If using DF against more than one charging unit, add a –1 for each DR for each target greater than one (10.32).
  • +2 Artillery stacked with infantry, or two artillery units stacked in same hex using DF (this is cumulative with the DRM immediately above.)
  • –1 If the defending/firing unit is Disordered
  • –? Terrain. See the Terrain Chart.

Play Note: When two infantry are stacked, the bottom unit contributes no positive or negative DRMs to DF even if the bottom unit is disordered.

(10.35) TOP UNIT AFFECTS STACK: When Defensive Firing against a hex with stacked units, DF affects only the top unit. However, if that unit is Disordered, none of the units in that hex may Charge (even though the bottom unit in the Stack is not actually Disordered).

(10.36) MULTIPLE DISORDER RESULTS: When a single unit is attacking multiple hexes of defenders, the attacking unit must die roll for each defending unit choosing to use Defensive Fire. In such a case, Disorder results (11.1) can be cumulative.

10.4 Terrain and Charge

(10.41) THE CLEAR TERRAIN DRAWBACK: If, in determining Terrain DRM for a Charge, there is no DRM favorable to the defender—this usually occurs when opposing units are on the same level and the Defender is infantry in Clear Terrain—then, when determining Odds Ratio, players round leftover fractions up in favor of the attacker, not the defender.

Example: 7 SP Charging 3 SP, both on the same level and the defender in Clear Terrain, would be rounded up to 3-1.

Design Note: This reflects the reality of the drawback of defending out in the middle of "nowhere" vis a vis the style of warfare. Note that when a charging unit is in Clear Terrain, the defender gets a +1 DRM when using Defensive Fire.

(10.42) SMALL STREAMS: As noted in the individual battles, streams usually have no effect, in terms of DRM, on charge. However, if any attacking unit is charging across such a stream, that unit does not get the benefit of 10.41. The Small Stream effect does not apply to Defensive Fire into Clear.

(10.43) If attackers are charging from hexes of different terrain (which would give different DRM), the defender receives the single most beneficial DRM (for the defender).

(10.44) Defensive terrain benefits are cumulative. A unit in the woods being attacked across a ford gets the benefit of both.

Example Continued (charge resolution for the same diagram): After Defensive Fire the two Confederate units may conduct their charge. Note that Unit X was removed to the Withdrawn Box. The strength/odds ratio is 9 to 6 (3-2) which provides a +1 DRM. The difference between the two highest cohesion levels is three which provides a +3 DRM. There are no other applicable DRMs. A die roll of 5 is modified to 9 which results in the Union unit retreating and undergoing a CCDR. Unit Z may advance.

11. Combat Results

11.1 Disorder

(11.11) An infantry/artillery unit that suffers a Disorder result is flipped to its Disordered side. If it is already Disordered it Withdraws. Cavalry units use a Disordered marker to register that status; see 12.0.

(11.12) Disordered units:

  • May not use Extended Movement
  • May not move adjacent to an enemy unit.
  • May not Charge, but see 11.14.
  • Subtract one (–1) from Defensive fire
  • Disordered artillery may not fire
  • Disordered infantry/cavalry may not Cover (10.12)
  • May not change their order in a stack when adjacent to an enemy unit (6.43)
  • May not change facing when adjacent to an enemy unit (7.12)

(11.13) Disordered units may be Rallied, 11.5.

(11.14) An infantry or cavalry unit that is Disordered while charging an artillery unit alone in a hex may not Charge. However, a Disordered infantry unit that started its phase adjacent to a solitary artillery unit, may charge that artillery ... if it "survives" the Artillery Defensive Fire.

11.2 Retreat

(11.21) IN GENERAL: A unit that retreats must move the required number of hexes away from the enemy unit that caused the retreat. Stacked units that have to retreat may retreat together or split up, player's decision. Retreated units may change facing to move, as per 7.12.

(11.22) LENGTH OF RETREAT: Infantry, dismounted cavalry, and artillery retreat one hex. Mounted cavalry may retreat one or two hexes, retreating player's choice.

(11.23) STACKING AND RETREATS: A retreating unit may not enter a friendly, occupied hex, unless allowed by Stacking rules. However, if it is allowed to do so, and the unit originally in that hex will be subject to an enemy attack that phase, the retreating unit, does not add its strength or presence to the defense. It will, though, suffer any adverse effects that the unit with which it is now stacked incurs. An infantry unit retreating into a hex with another infantry unit, where stacking is allowed, is always placed at the bottom of the stack (6.43).

(11.24) TERRAIN AND RETREATS: Retreating units may not cross a hexside, which it could not cross in normal movement. If it must retreat as a direct result of combat across a Ford or Bridge it suffers an automatic Disorder after, and in addition to, any other mandated Disorder.

(11.25) ENEMY UNITS: A unit may retreat into a hex adjacent to an enemy unit, but if that hex is an enemy Frontal Hex (7.11) the retreating unit suffers an automatic (additional) Disorder result for each such hex entered. Any cohesion check required as a result of the attack that initiated the retreat is taken prior to the automatic (additional) disorder result.

(11.26) DISPLACEMENT: If a unit's only path of retreat is into a friendly unit with which it cannot stack, the player may Displace the stationary unit by retreating that unit one hex and having it undergo a Cohesion Check DR. If it fails, it suffers a Disorder. This may be done as many times as necessary to effect the retreat. Displaced units may force other units to displace, in a chain reaction. Displaced units may move into an enemy Frontal hex, but suffer the results (11.25) of doing so.

(11.27) ELIMINATION: If a unit does not have a valid retreat path it is eliminated, permanently.

(11.28) WITHDRAWAL: If the only valid retreat path for a unit is to exit the map, the unit is Withdrawn (11.4).

Play Note: It is possible that Displacement may cause a scheduled attack to not take place, by displacing the unit that was to attack, etc.

11.3 Advance

(11.31) PROCEDURE: If a defender vacates its hex (retreats or withdraws) as a result of a Charge, the attacking unit with the highest Cohesion, that is stacked on top, must advance immediately into the vacated hex. Ties? Attacker's choice. Only the top unit may advance in a stack—the bottom unit may never advance. Artillery stacked with infantry never advances. Advancing units may change facing after advancing. If defenders in 2 hexes are attacked from one hex and both defenders retreat, the attacker must pick one hex to advance into.

(11.32) CONTINUED ATTACK: If the adjusted Charge Resolution DR was 11 or higher, the attacking unit that advanced, as per 11.31, may Charge any enemy units it now finds in its Frontal hexes, as per 10.12 and 10.3. Only one Continued Attack is allowed, if the unit undertaking a Continued Attack rolls an 11 or higher (again), there is no Continued Attack. Continued Attacks are resolved after all other, standard attacks are resolved.

(11.33) COUNTER-ATTACK: When the adjusted Charge Resolution DR is "less than 0", forcing the attacker(s) to retreat, the defending unit(s) may, if they so choose, advance into the vacated hex and counter-charge any one hex of retreating units, ignoring any other enemy-occupied hexes in the process. Such counter-charges are undertaken immediately and resolved like normal attacks, except that any subsequent Counter-Charge/Attack or Continued Attack results are ignored.

Play Note: When a Continued Attack or Counter-Attack occurs, the charge from either is affected by Defensive Fire (10.3), but only from new defending units that were not involved in the original combat that produced the Continued Attack or Counter-Attack result.

11.4 Withdrawal

Design Note: The word "Rout" seemed to confuse some gamers; they envisioned bug-eyed soldiers streaming away from battle, tossing aside anything they could to gain speed. That's not what we wanted to "simulate." So we changed the word. Withdrawal refers to a unit's inability to stay in combat, whether from losses, fatigue, or simply it's just "had it."

(11.41) A Disordered unit that suffers an additional Disorder, Withdraws. When a unit Withdraws it is immediately removed from play and placed in that side's Withdrawn Box, regardless of its situation on the map.

Exception: if the unit is artillery (including horse artillery), it is, instead, eliminated and not eligible for Recovery.

(11.42) At the end of the turn, in the Recovery Phase (3.D.2), all units in the Withdrawn Box are moved into the Recovery Box. See 11.6.

11.5 Rally

(11.51) Disordered units that have neither moved nor Fired may undertake Rally attempts at the end of their Activation Phase, after all movement and combat has been completed. Units adjacent to an enemy unit may not undertake Rally.

(11.52) To rally a unit, roll the die.

  • If the DR is the same as or lower than its (Disordered) Cohesion flip to Normal side and reface as desired.
  • If the DR is higher than its (Disordered) Cohesion, nothing happens.

(11.53) Leaders have no effect on Rally.

11.6 Recovery

(11.61) IN GENERAL: In the Recovery Phase (3.D.1), all Withdrawn units in each player's Recovery Box are eligible for Recovery (and return to the game). If an entire Command (all units: both infantry and artillery) has been Withdrawn/Eliminated; none of its units are eligible for Recovery. That command is out of the game.

(11.62) PROCEDURE: To check for Recovery, the player may roll the die for each unit so eligible, comparing the DR to the unit's Disordered Cohesion Rating. There are no adjustments. If the DR is the same as or lower than the Cohesion, the unit is Returned to the game, as per 11.64. If the DR is higher than the Cohesion, the unit is Eliminated, permanently.

(11.63) Cavalry always uses its mounted (Disordered) Cohesion rating for Recovery, even if it was Withdrawn dismounted.

(11.64) Recovered units (that have a leader) are placed back on the map as follows:

  • Within their Leader's Command Range, and
  • At least three (3) hexes from an enemy unit. If this is not possible, the Player must wait for a turn in which it is.
  • In Disordered status.

(11.65) Recovered units that are Independent—they do not have a leader—must be placed:

  • At least three hexes from any opposing unit.
  • Behind their own lines (it sounds somewhat hazy, but your opponent will define it for you, we're sure).
  • Within Command Range of any Leader in that unit's AM.

12. Cavalry

12.1 To Mount or Dismount

Cavalry units have two states: Mounted and dismounted. One side of the counter is for mounted and the reverse is for dismounted. It costs two (2) MP to mount or dismount, and such an action must be taken at the end of Movement. Simply flip counter to the corresponding side. Cavalry may not mount/dismount when adjacent to an enemy unit.

12.2 Mounted Cavalry

Mounted cavalry may Charge, and, if doing so against infantry/dismounted cavalry, earn a +1 DRM. They may not use Defensive Fire, though. They may Retreat Before being charged by infantry, as per 10.27.

12.3 Dismounted Cavalry

Dismounted cavalry is treated like infantry. However, they may not use Extended Movement, and, when Charging, incur a –1 DRM for so doing, even if combined with regular infantry.

Play Note: Any chart or rule that says "infantry" includes dismounted cavalry, except for the two above instances.

12.4 Disordered Cavalry

To note Disorder results on cavalry, use the Disorder markers.

  • Disordered mounted cavalry, and Disordered dismounted Union cavalry has a Cohesion Rating one lower than its printed rating.
  • Disordered, dismounted Confederate cavalry has a Cohesion Rating two lower than its printed rating.

13. Night

During Night Turns, the following changes are in effect:

  • It costs +1 to move adjacent to an enemy unit
  • No Artillery Fire at a Range greater than one hex (adjacent).
  • Mounted cavalry may not Charge.
  • +2 to all CCDR resulting from a Charge.
  • Disordered units that do nothing and are not adjacent to an enemy unit are automatically Rallied in the Rally Phase.
  • No Combined Actions are allowed.
  • Players may roll for Recovery of Withdrawn units only in Night 2 Turns. Withdrawn units die rolling for Recovery are not eliminated if that DR is higher than their Cohesion (11.62); they simply do not Recover and are eligible to try again.
  • A victorious Attacker may advance after combat but is Automatically Disordered

14. Refitting Glory I

Gamers may use these 2nd edition rules, along with the additional (needed) counters, delineated below, to play the original Glory (1995) battles, with changes/additions as noted.

14.1 General Rules

(14.11) Use the Artillery Range Effects, Victory, and Night rules from original Glory. For Night rules, the –2 Fire DRM from Glory I becomes a +2 (yes, +2) DRM to Defensive Fire for G-II. Night rules that pertain to G-I rules no longer in use are, obviously, ignored.

Design Note: We have opted not to adapt the change in artillery range/type designation because the relative secondary importance of artillery in the 3 Glory I battles precluded the need for a whole bunch of new counters.

(14.12) Use the Terrain Effects Charts provided below; they replace the ones in Glory I (and take into account the changes in mechanics).

(14.13) Except for the above, all Glory II rules and combat tables are used and none of the Glory I rules. Example: the Commitment DR on the G-I AM are ignored.

(14.14) For infantry, use the larger Strength Point rating, if there are two such ratings. Ignore the smaller rating. Example: for Sherman's brigade at 1st Manassas, each unit has a Charge Strength of '8'.

(14.15) Leader, AM, and dismounted cavalry (for Chickamauga) counters for all three G-I battles are provided in the counter mix for Across the Rappahannock.

(14.16) Dismounted cavalry counters are provided only for Chickamauga. The dismounted rules are not used for either Manassas battle.

14.2 Errata Applicable to GLORY I

The following is errata for Glory I (the section references are to that version) that is still applicable to the 2nd edition rules:

The Manassas Map: Thanks to information supplied by one of our legion of fans, we determined that the two bridges near Sudley Mill, over Catharpin Run—2404 and 2503—were fords. Treat them as fords when playing.

[CLARIFICATION] [11.2.2] On the Manassas map, roads negate the movement costs of RR Embankments, but not the combat effects. And those combat effects work in both directions.

[CLARIFICATION] [15.0] The Night Rally ability supersedes the 14.4.1 adjacency restriction.

1st Manassas Scenario:

  • [ADDITION] Sherman's Brigade sets up in 4009-4010, the E 3US in 4010
  • [CLARIFICATION] While the Warrenton Pike negates streams for movement, it does not do so for Charge.
  • [CLARIFICATION] Hex 3635 is not a CSA Entrance Hex.

2nd Manassas Scenario:

  • [CORRECTION] Set-up: Union IIIv Corps units are facing "East", and Gibbon 'b' is in 1518. And Hood arrives at 1015, not 1012 on the 29th.
  • [CLARIFICATION] 5.2.1 does not apply to hex 1020 until 0515, 8/29.

Chickamauga Scenario:

  • [CLARIFICATION] Cheatham's Division sets up on "Road" hexes 2539-2342; Stewart's Division on Trail hexes 3234-3135, and the Wheeler cavalry starting w/i one hex of 3329 is J. Wheeler's brigade of Forrest's division (not Wheeler's Division).
  • [ADDITION] 2nd Day (Union). Campbell, Watkin and Ray's Cavalry starts w/i 2 hexes of 1440.
  • [CHANGE to Victory Conditions]. Remove "last to occupy". Units must physically occupy a hex to control it.

14.3 1st Manassas Scenario Changes

(14.31) The Combined Activation rule (4.25) is not used. No brigades may combine any actions.

(14.32) Ignore all the CSA AM, except for the Cavalry AM. Instead, the CSA player gets two Beauregard AM, and two Johnston AM, both of which are available at the start, which apply as follows:

  • Beauregard: Cocke, Early, Evans, KBBH.
  • Johnston: Jackson, Bee, and Smith

(14.33) Leaders start (or arrive) stacked with any unit in their command.

(14.34) There is no Leader for the KBBH group (CSA) and both sides' cavalry. Each of the brigades therein is considered independent and always In Command. (Both Radford units are in the same brigade). However, they may never combine activations; each unit therein must complete its actions before any other.

(14.35) Use the Special Rule for Tyler's Division; you may use the Third Jackson AM, if you wish.

(14.36) VP awarded for Victory for Routed units on map is now given for units in Withdrawal Box.

14.4 2nd Manassas Scenario Changes

(14.41) The Combined Activation rule (4.25) is not used for the Union. It is for the CSA.

(14.42) Ignore all the CSA AM (including the Artillery AM), except for the Stuart AM (available at start). Instead, the CSA player gets two Longstreet AM (available Aug 29, 1020 turn), and two Jackson AM (available at start). CSA Corps assignments for division are on the Leader counters. Moreover, for the Aug 28, 1745 game turn, Hill and Ewell are activated with the second Jackson AM drawn; Stuart activates on the second Cavalry AM drawn.

(14.43) CSA Artillery battalions are assigned, for AM purposes, as follows:

  • Longstreet: Right Wing, S. Lee, Walton
  • Jackson: Shumaker, Walker

(14.44) Leaders start (or arrive) stacked with any unit in their command.

(14.45) 1st US Sharpshooters, Union. While nominally assigned to Morrel's Division (1/V), the 1st US Sharpshooters may operate independently. It is activated when a V Corps/Porter AM is drawn, but it does not have to be within any leader's range to be In Command. It also has some additional features:

  • When it uses Defensive Fire, add one (+1) to the DF die roll. If stacked with another unit, it must be on top to use this.
  • When alone in a hex, it may Retreat Before Combat, like cavalry, but only one hex.
  • When alone in a hex, it may not Charge.
  • It may stack with any V/Porter Corps infantry unit as if they were both in the same command.
  • When stacked with another infantry unit, it may take part in a Charge. In addition to adding in its 2 SP, it also provides the Union Player with a +1 DRM to the Charge die roll.

(14.46) The Union cavalry has no leader; the units operate independently, and are always In Command, under the (sole) cavalry AM. However, the units of one brigade may not combine with those of another.

Play Note: The 'a' and 'b' units are both in the same brigade.

(14.47) VP awarded for Victory for Routed units on map is now given for units in Withdrawal Box.

14.5 Chickamauga Scenario Changes

(14.51) Ignore all the Chickamauga AM in Glory I, except for the Granger/Reserve and Mitchell/Cavalry AM (Union). The players use, instead, the AM supplied with this game. AM become available as per 4.21.

OPTIONAL: Players may choose to use the Chickamauga AMs from Glory I if they would like to reflect a more fragmented command structure.

(14.52) Leaders start (or arrive) stacked with any unit in their command, with the exception of Union General Granger (Reserve), who enters the game as Reinforcement in the 0630, Sept 19th game turn.

(14.53) The Confederate Artillery 'a' and 'b' units are part of Buckner's Corps, and may be activated with either Stewart or Preston, that decision being made prior to each turn. The Artillery Reserve 'c', part of Longstreet's Corps, may be so activated with either Johnson or Kershaw or Law. Ignore the Artillery AM provided with Glory I.

(14.54) There are dismounted units for cavalry, which are used as per the G-II rules.

(14.55) Use the following Special Rules from Glory I:

  • CSA Destination Designation
  • Special Terrain (but ignore references to Commitment)
  • Off-map Movement
  • Union Reserve Corps Restrictions

(14.56) Ignore the Special Rules on AM, Corps Activation Markers, and Rout direction.

(14.57) Wilder's Brigade. Ignore the rule as printed in Glory I. Instead, Wilder's Brigade, when using Defensive Fire, adds 3 (+3) to that DR.

Player Aid Cards (Charts and Tables)

The following charts are transcribed from the official Player Aid Card (updated 12/05/2003). The scenarios and special rules are in the companion Battle Book.

Artillery Fire Resolution

If the adjusted Die roll is:

  • 8 or less = nothing happens.
  • 9-12 = the target unit must undergo a Cohesion Check DR (CCDR). If that CCDR is higher than its Cohesion, it suffers a Disorder Result. (See 11.1.)
  • 13 or higher = the target unit suffers an automatic Disorder Result. (See 11.1.)

DRMs:

  • +/–? Unit's Fire Strength
  • +/–? Terrain (see the Terrain Effects on Combat Chart)
  • +/–? Range Effects (See Artillery Range Chart below)
  • +2 Stacked Artillery Firing

Artillery Range Chart

Range in HexesShortMediumLong
1+1+2+1
2-3000
4–100
5–3–10
6NA–2–1
7NA–3–2
8-9NANA

Entries are the DRM for Artillery Fire Resolution. NA = Not Allowed.

Charge Resolution

If the adjusted Die roll is:

  • 11 or Higher = The Defender is Disordered and Retreats (11.2). The Attacker must Advance and then may initiate Continued Attack; see 11.32
  • 5 to 10 = The defender Retreats (11.2) and undergoes a CCDR. If it "fails", it suffers a Disorder result.
  • 0 to 4 = The attacker is automatically Disordered and then undergoes a Cohesion Check. If it fails, it must Retreat.
  • Less than 0 = The Attacker is Disordered and Retreats (11.2). Additionally, the defender may advance into the vacated hex and Counter-Charge (11.33)

DRMs:

  • +/–? Strength odds/ratio (10.23)
  • +/–? The Difference between the two highest-rated Cohesion units on each side; +/– 3 max (10.25)
  • +/–? Terrain of Defender (10.4)
  • +1 If attacking through Defender's Rear hexside
  • +2 If a combined attack through both Front and Rear
  • +1 Cavalry charging infantry (10.26)
  • –1 Dismounted cavalry charging anyone (12.0)
  • +1 If US SS stacked with Attacker
  • +2 If Defender is using Strategic Movement
  • +2 To All Night Attack CCDR's

The Odds Ratio DRM Chart

Odds/RatioCharge Die roll Adjustment
4-1 or better+4
3-1+3
2-1+2
3-2+1
1-1none
2-3–1
1-2–2
1-3–3
1-4 or worse–4

Defensive Fire Resolution

Defender DR against Attacker Cohesion:

  • Adjusted DR is higher; the attacker is Disordered
  • Adjusted DR is same as or lower, No Effect.

DRMs:

  • +2 If the charging unit is cavalry.
  • –1 If the defending/firing unit is Disordered.
  • –? For Infantry using Defensive Fire, subtract one for each Charging target greater than one being fired at.
  • +2 For Artillery using Defensive Fire, if firing at only one charging enemy. If firing at more than one, there is no DRM for any.
  • +2 Artillery and Infantry stacked, or two artillery stacked, using DF.
  • +1 If unit using DF is 1 US SS.
  • ? Terrain

Terrain Effects on Combat Chart

Terrain TypeArty Fire [a]Def Fire [e]Charge [a]
ClearNE+1 [h][b]
WoodsNE–1–1/–2 [d]
MarshNENE–1
Town Hex [c]–1–1–1
Pike, Road, TrailOTIHOTIHOTIH
Up One Level–1NE–1
Up > One Level

OTIH = Use other terrain in hex; NE = No Effect; NA = Not Allowed

  • a = applies when Defender is in that type of terrain hex, or is Charged across the type of terrain listed.
  • b = see Clear Terrain Drawback Rule (10.41)
  • c = Individual houses in hexes have no effect on combat.
  • d = The –2 applies if unit is defending in woods against Cavalry charge.
  • e = applies when charging unit is in that type of terrain hex, or is Charging across the type of terrain listed.
  • f = Artillery may not fire at an adjacent unit that is two levels lower or higher.
  • g = Negates Clear Terrain Drawback
  • h = Cumulative
  • I = The Sunken Road, F-3717-3817, is considered an IP, as are RR hexes. Units defending in IP may Disorder instead of Retreating
  • j = Disordered if forced to Retreat across these
  • k = Not applicable to Bridges and Pontoons that cross Streams except during Bad Ground Conditions/Weather. However, in addition, Note [j] above is always applicable to Artillery retreating across a Bridge or Pontoon even during Good or Fair Ground Conditions/Weather.

Weather Table

Adjusted DRWeatherEffect on Ground
0-2Sunny, Dry, BreezyAdjust GC Track One to Left
3-6OvercastNo Change
7-8Light RainAdjust GC Track One to Right
9+Heavy RainsAdjust GC Track Two to Right

DRMs:

  • +2 on Night Turns
  • –1 All May 2 Day Turns
  • –2 All May 3 Day Turns to end of game, or "0" on Track

Terrain Effects on Movement Chart for Chancellorsville and Fredericksburg

The Weather for Fredericksburg is always Good. G = Good, F = Fair, B = Bad ground conditions/weather.

Terrain TypeInf GInf FInf BCav GCav FCav BArty GArty FArty BLeader GLeader FLeader B
Clear112112223111
Woods2232

Rows that apply to all unit types and ground conditions alike:

  • Trail [f,g]: 1/2 of cost of OTIH, rounded up
  • RR/Unfinished RR [c,f,g]: 1/2 of cost of OTIH, rounded up
  • Up/Down One Level: Elevation Changes do not affect Movement Costs
  • River/Canal: Not Allowed, Except by Bridge, Pontoon or Ford
  • Bridge / Pontoon: Negates cost / prohibition to cross OTIH
  • Stream Ford: Reduce Cost to Cross by one
  • Improved Position: Adds One to the cost of OTIH when crossing a hexside protected by the IP
  • Friendly Occupied Hex [d]: +1 to OTIH, regardless of Ground

Terrain Effects Chart Notes:

  • OTIH = Use other terrain in hex; NA = Not Allowed
  • a = Includes Dismounted cavalry.
  • b = Refers to Fredericksburg and Falmouth hexes, with multiple buildings; individual houses in hexes have no effect on play.
  • c = Treat as Trail for movement purposes.
  • d = Applies only to hexes occupied by one infantry unit; Leaders do not pay this cost.
  • e = The Sunken Road (F-3717-3817) has no effect on movement.
  • f = Not allowed to move adjacent to an enemy unit, as per 6.35.
  • g = Artillery adds one (+1) to the Trail cost in Fair and Bad Ground Conditions/Weather. In addition, trail costs for any unit or Leader can never be less than road costs in the same terrain

Confederate Off-Map Movement Chart

Rows: Enter Thru This Hex; columns: Exit Thru This Hex. Entries are the number of turns needed to transit; X = May not use.

Enter \ Exit1234567891011
1XXXXXXXXXXX
2XX12578

Union Off-Map Movement Chart

Rows: Enter Thru This Hex; columns: Exit Thru This Hex. Entries are the number of turns needed to transit; X = May not use.

Enter \ ExitABCD
AX115
B1X15
C11X5
D555X

Terrain Effects Chart for Glory I: Manassas & Chickamauga

Used when refitting Glory I (see section 14). OTIH = Use other terrain in hex; NE = No Effect; NA = Not Allowed. *Found only on the Chickamauga map; **Found only on the Manassas map.

Terrain TypeInf [h]Cavalry/LeaderArtilleryArty Fire [a]Def Fire [e]Charge [a]
Clear112NE+1 [j][b]
Woods (Manassas)233NE–1–1/–2 [d]
Woods (Chickamauga)3/2 [n]45NE–1–1/–2 [d]
Marsh*23
  • a = applies when Defender is in that type of terrain hex, or is Charged across the type of terrain listed.
  • b = see Clear Terrain Drawback Rule.
  • c = Individual houses in hexes have no effect on play.
  • d = The –2 applies if unit is defending in woods against Cavalry charge.
  • e = applies when charging unit is in that type of terrain hex, or is Charging across the type of terrain listed.
  • f = Artillery may not fire at an adjacent unit that is two levels lower or higher.
  • g = Negates Clear Terrain Drawback
  • h = Includes Dismounted cavalry
  • i = Treat as Trail for movement purposes
  • j = Cumulative
  • k = Applies only to hexes occupied by one unit; Leaders do not pay this cost.
  • l = Not allowed to move adjacent to an enemy unit, as per 6.35
  • m = Disordered if forced to Retreat across these
  • n = Leaders pay only '2'; infantry '3'.
–3
10NANA–4
–1 [f]
NA
NA
Down One LevelNENE+1
Down > One Level+1 [f]NANA
River/CanalNENANA
RunNENE–2
StreamNENE0 [g]
Bridge/Pontoon [j, k]NE+1 [h]–2
Ford (B or G) [j]NENE–1
Stream FordNENE[g]
Stone WallNE+1–1
Improved Position [I]-1+1–1
2
3
3
4
5
2
2
2
Marsh234346NANANA234
Town Hex [b]222444NANANA111
Pike/Street [f]1111111111/21/21/2
Road [e,f]1121121231/211
Run+1+1+2+1+2+3+2+3NA+1+1+2
Stream00+100+1+1+2+300+1
River Ford [G]+1+1+2+1+1+2+2+3NA+1+1+2
River Ford [B]+2+3NA+2+3NANANANA+1+2+4
Stone Wall+1+1+1NANANANANANA+1+1+1
X
X
X
X
3X1XX356XXXX
4X2XX245XXXX
5X532X24XXXX
6X7542X24567
7X86542X1123
8XXXXX41X133
9XXXXX521X22
10XXXXX6222X1
11XXXXX73321X
NA
NE
NE
–1
Groveton Hex [c]**233–1–1–1
Pike, Road [l]111OTIHOTIHOTIH
Trail [l]1/2 of cost of OTIH, rounded upOTIHOTIHOTIH
RR/Unfinished RR [i]1/2 of cost of OTIH, rounded up–1NE–1
Up One Level00+1–1 [f]NE–1
Up > One LevelNANANA–1 [f]NANA
Down One Level000NE [f]NE+1
Down > One Level+10+1+1 [f]NANA
Run (Manassas)NANANANENANA
Stream (Manassas)+1+1+1NENE0 [g]
Creek (Chickamauga)NANANANENANA
Stream (Chickamauga)00+1NENE0 [g]
Bridge000NE+1 [j]–2 [m]
Ford+1+1+1NENE–1 [m]
Friendly Occupied Hex [k]+1+1+1NENENE