Grant Takes Command
Grant Takes Command Rulebook
Table of Contents
Table of Contents
- GCACW Standard Basic Game Rules, Version 1.3
- 1.0 Introduction
- 2.0 Basic Game Concepts
- 3.0 Basic Game Sequence Of Play
- 4.0 The Action Cycle
- 5.0 Actions
- 6.0 March And Movement
- 7.0 Combat
- 8.0 Recovery
- 9.0 Entrenchments
- 10.0 Bridges, Dams, And Ferries
- 11.0 Demoralization
- 12.0 Rain
- Limited Intelligence (Optional Rule)
- Games of the Great Campaigns of the American Civil War Series
- Grant Takes Command Exclusive Rules
- 1.0 Introduction
- 13.0 Basic Game Scenarios
- 13.1 Scenario 1: The Battle of the Wilderness
- 13.2 Scenario 2: Grant Crosses the Rapidan
- 13.3 Scenario 3: Race for Spotsylvania
- 13.4 Scenario 4: Bloody Spotsylvania
- 13.5 Scenario 5: Sheridan Rides South
- 13.6 Scenario 6: Strike Them a Blow!
- 13.7 Scenario 7: Bethesda Church
- 13.8 Scenario 8: Trevilian Station
- Advanced Game Rules
- 14.0 Advanced Game Sequence of Play
- 15.0 Random Events
- 16.0 Strategic Events
- 17.0 Union Command Posture
- 18.0 Random End of Action Cycle
- 19.0 Leader Sickness and Death
- 20.0 Strategic Movement
- 21.0 Railroad Movement
- 22.0 Amphibious Movement
- 23.0 Gunboats
- 24.0 County Control
- 25.0 Reinforcements
- 26.0 The Shenandoah Valley
- 27.0 The Bermuda Hundred Campaign
- 28.0 Transfer
- 29.0 Supply
GCACW Standard Basic Game Rules, Version 1.3
1.0 Introduction
The purpose of this manual is to serve as a guide to playing Basic Game scenarios for any of the games that have been published to date in the Great Campaigns of the American Civil War (GCACW) series. The games published so far in the series are listed below (in order of publication), along with the three-letter abbreviation for each game. These abbreviations are used throughout this manual.
- Stonewall Jackson's Way (SJW) [Original Publication]
- Here Come The Rebels! (HCR)
- Roads to Gettysburg (RTG)
- Stonewall in the Valley (SIV)
- Stonewall's Last Battle (SLB)
- On to Richmond! (OTR)
- Grant Takes Command (GTC)
- Battle Above the Clouds (BAC)
- All Green Alike (AGA)
- Stonewall Jackson's Way (SJW) [redesign republication]
- Atlanta Is Ours (AIO)
- Here Come the Rebels! (HCR) [redesign publication]
- Roads to Gettysburg (RTG) [redesign publication]
- Rebels in the White House (RWH) [redesign publication]
Two modules were also published in the Skirmisher #2 magazine:
- Burnside Takes Command (BTC)
- Rebels in the White House (RWH)
The first six games in the series were each published with their own rule booklet that contained minor changes in Basic Game rules from one game to the next. The Basic Game rules for the series were then standardized with the publication of the Standard Series Rules Upgrade Kit in Issue #1 of the GCACW Gamer's Guide, The Skirmisher. This kit itemized the changes required to bring each game in line with the official common set of rules. Since the Basic Game rules have been standardized, each subsequent game in the series has included a Standard Basic Game rule book (such as this manual) and a separate set of rules that are unique to that campaign. The first version of the Standard Basic Game rules appeared in Grant Takes Command. These rules have only had minor revisions in games published since then. The new designation for the standard rules that are included herein are the GCACW Standard Basic Game Rules, Version 1.3. The rules that have been added or modified for Version 1.3 are shown in blue text for ease of identification. Since these rule sections are the most recent version of the Standard Series Rules ("Standard Rules"), they should also be used to update the rules in Sections 2.0 to 12.0 for the first six games in the series. Please note that the special rules and setups for each scenario still must be referenced from the rule booklet that was originally published with each game. The Upgrade Kit in The Skirmisher also contained 130 updated counters that are needed to convert the first five games in the series to the Standard Rules. Note: the various notes and leader counters for SJW, HCR, and RTG contained in Skirmisher 1 should not be used when playing the republished version of SJW, HCR, and RTG; these items are already included in the republication.
Although these Standard Rules enhance the realism and enjoyment of the series, particularly the early volumes, their use slightly increases the complexity of play. Although this manual's rules are considered "official", it is entirely understandable that some players may prefer to play the games strictly as originally written. Before starting play of any GCACW game, players must agree whether or not these Standard Rules will be employed. It is recommended that if these rules are used, they be used in their entirety, not selectively. However, rules listed as "optional" may be used selectively.
2.0 Basic Game Concepts
One person is chosen as the Union player and the other as the Confederate player. However, playing the game solitaire presents no special difficulties.
2.1 Game Components
The components differ from one game to the next in the Great Campaigns series. Consult the original rule booklet for each game to find the list of components for that title in the series.
2.2 Playing Pieces
The following types of playing pieces (or counters) are used in the game: military units, leaders and informational markers.
Military Units. Each player controls a set of military units. These are usually identified by their commanding officer, who is listed by name on the counter (e.g., "Ward"). Some small units, however, are simply identified by regiment (e.g., "10 GA" — the 10th Georgia Infantry). Units also have designations on each side of the organizational symbol (the colored rectangle in the middle of the counter) identifying the corps and/or the division to which the unit belongs. For example, the Union "XX" designation means the unit belongs to the Twentieth Corps; the Confederate "M-W" designation means the unit belongs to Wheeler's Corps, Morgan's Division. Union infantry units also have a numerical division designation on the right side of the organizational symbol, which is used for informational purposes only.
Military units come in five different sizes:
- II = Squadron (Union only)
- III = Regiment
- X = Brigade
- XX = Division
- X+ = Demi-Division (Confederate only)
The demi-division was not a true military organization, although several Confederate reports from early 1862 used that term. It is an aggregation of 2 to 4 brigades from the same division and is appropriate for the early period of the war, when Confederate leaders could not easily control divisions with up to 16,000 men.
Military units are divided into three types: Cavalry, Infantry, Artillery.
Military units have two values printed on their counters: the Tactical value, representing the military competence of the unit's commander and troops; and the Artillery value, representing the number of artillery batteries attached to that unit. Military units have two sides: the front ("normal") side and the reverse ("exhausted") side. The exhausted side is marked by a white stripe across the top of the unit.
Leaders. There are four types of leaders in the GCACW series. A leader may never occupy a hex by itself. It must always be stacked with a friendly, subordinate military unit. The unique characteristics of each leader (and the proper way to identify their counters) are described in the sections below.
Army Leaders: Army leaders have only a single number on their counters, which is their Command value. Army leaders are used to initiate grand assaults, and in Advanced Game scenarios of some games in the series they can perform the Activate Army Leader action. They must be attached to a subordinate infantry (not cavalry or artillery) unit at all times. Army leaders are present for both players in every game except SIV and AGA.
District Leaders: District leaders are distinguished by the presence of a colored star on their counter. Like corps and division leaders, district leader counters contain two numbers: a Tactical value and a Command value. District leaders are hybrid units that are used to both activate units for movement and assault (like corps and division leaders) and initiate grand assaults (like army leaders). District leaders may not perform the Activate Army Leader action. They must be attached to a subordinate infantry (not cavalry or artillery) unit at all times. District leaders are found leading the forces in a side theater that was not large enough historically to warrant the deployment of an entire army (such as SIV or the GTC side theaters). Note: Not all games have District Leaders.
Corps and Division Leaders: Corps and division leader counters contain two numbers: a Tactical value and a Command value, but no red star. Players must check the "Size" column in the scenario setup to determine which leaders with these two numbers are corps leaders and which are division leaders. Corps and division leaders are used to both activate units for movement and to initiate assaults. Corps and division leaders must be attached to a subordinate unit belonging to the same corps or division at all times. This subordinate unit can be of any type (infantry, cavalry, or artillery), depending on the composition of the units in that corps or division. Some combination of corps and/or division leaders are present for both players in every game in the series. Some corps may even have both corps and division leaders present; in this case some units may be activated by either the corps or division leader at the player's discretion.
Informational Markers.
Strength Markers: A military unit must always possess a single Strength marker. A Strength marker has a front (organized) and a reverse (disorganized) side. The organized side has a single number from 1 to 21, which is both its "Manpower value" and "Combat value." The disorganized side has two numbers: a smaller number in value (1/2 to 14), which is its Combat value; and a larger number in value (1 to 21), which is its Manpower value. Strength markers never function by themselves; they must always be assigned to a military unit. At the start of a scenario, a Strength marker of the correct Manpower value is placed underneath a unit on its organized side. Wherever a unit goes, its Strength marker accompanies it. A maximum of one Strength marker may be assigned to a unit at a time. As a unit suffers losses, its marker changes. A player may examine his opponent's Strength markers at any time. Leaders never possess Strength markers.
Although Strength markers can have numbers from 1 to 21, in most games in the series, players are limited to a maximum Manpower value that is less than 21.
| Game | Maximum Manpower Value |
|---|---|
| RTG | 17 |
| SIV | 8 |
| OTR | 21 |
| BAC | 14 |
| AGA | 7 |
| AIO | 16 |
| All others | 18 |
Fatigue Markers: As military units move and fight, they become "fatigued." Fatigue is represented in five "Fatigue levels" from 0 to 4. Military units must always be at one of these levels. Fatigue markers are placed underneath a unit's Strength marker. As the unit's Fatigue level changes, its Fatigue marker is adjusted. A unit at Fatigue level 0 does not possess a Fatigue marker — the lack of such a marker indicates Level 0. Leaders never possess Fatigue markers.
2.3 The Map
Major Terrain. Each land hex on the map is classified as one of nine major terrain types: clear, rolling, rough, woods, city, swamp, provisional swamp, hill, or mountain. Each terrain type has its own Movement Point cost, listed on the Terrain Chart, which military units pay to enter the hex. Clear, rolling and hill hexes have distinctive base colors: light yellow for clear, light green for rolling, and orange for hills. Other hexes can be recognized by special symbology:
- a green "brush" pattern for rough
- a dark green "forest" pattern for woods
- a gray "grid" pattern for city
- a light green "marsh" pattern for provisional swamps
- a highlight to the provisional swamp for permanent swamp hexes (in OTR and GTC this highlight is given by making the swamps a darker green; in all other games the permanent swamp hexes have a silvery-blue highlight applied)
- a brown "elevated land" pattern for mountain, and
- a tan pattern for hills.
A hex is rough even if its green "brush" pattern is sparse. Likewise a hex does not have to be fully covered with a forest pattern to be woods or a grid pattern to be city. If a hex has more than one of the major terrain types listed above, for all game purposes the hex is treated as if it only has the terrain type listed last in the list. For example, a hex with both mountain and woods is treated as a mountain hex since mountain is after woods in the list order.
Only whole hexes are playable. Partial hexes are not playable for any game purpose, they are considered off-map.
Special Hex/Hexside Features. A number of terrain types appear along hexsides, such as rivers, creeks, ridges, fords, bridges, ferries, dams, and county borders. Several types of special terrain appear within a hex, such as villages, RR stations, pikes, roads, landings and redoubts, but these have no effect on a hex's major terrain classification. Woods Hexside: A "woods hexside" is a hexside between a woods hex and any other hex (including another woods hex). The hexside itself does not have to be covered with a forest pattern to be considered a woods hexside.
2.4 Zones of Control
A military unit, regardless of its status, exerts a Zone of Control (ZOC) into each of the six adjacent hexes surrounding it. Exceptions: ZOC extend across major or minor river hexsides only at fords, dams, ferries, or bridges. Also, ZOC extend into and out of swamp and mountain hexes only across hexsides crossed by a road, pike, RR or trail. Finally, ZOC do not extend across all-water hexsides.
Restricted ZOC: If a unit exerts a ZOC across a woods hexside (see definition above), and no road, pike, RR or trail traverses that hexside, the hex into which that ZOC is exerted is referred to as a "restricted ZOC." Non-restricted ZOC are sometimes referred to as "normal" ZOC. Unless otherwise specified, restricted ZOC hexes function like normal ZOC.
2.5 Command Radius
Sometimes a leader must trace a "command radius" between itself and subordinate units or another leader. A command radius is a path of three or fewer contiguous hexes between a leader's hex (exclusive) to a unit's hex (inclusive). Terrain is irrelevant when a leader traces a command radius — the three-hex path may enter any type of hex or cross any hexside. A command radius may not enter an enemy-occupied hex or an enemy ZOC. (It may enter an enemy ZOC hex if that hex is occupied by a friendly unit.) The hex occupied by a leader is considered within its own command radius.
2.6 Abbreviations
Art: Artillery — MP: Movement Points Brig: Brigade — Org: Organized Cav: Cavalry — Regt: Regiment Cmd: Command — RR: Railroad Disorg: Disorganized — Sub: Substitute Div: Division — VP: Victory Points Dmorlze: Demoralized — ZOC: Zone of Control Inf: Infantry
3.0 Basic Game Sequence Of Play
Each turn is performed according to a Sequence of Play:
- Random Events Phase. Two dice are rolled; the players consult the Random Events Table. (Random events are only used in a Basic Game scenario if the scenario specifically calls for it.)
- Leader Transfer Phase. Leaders may be transferred from one subordinate unit to another.
- The Action Cycle
- Action Phase
- A. Initiative Segment: Both players roll a die. The player with the higher roll wins. The winner must take initiative or pass (see 4.2). If both players roll the same number, special considerations apply.
- In BAC and AIO, either the Union or Confederate player may win initiative depending on the specific number rolled. Insubordination may also occur in BAC. Check the BAC or AIO Basic Game Rules for more details.
- In all other games, the Confederate Player wins initiative.
- B. Activation Segment: The player who has taken initiative must perform a single action with an eligible leader or unit. At the end of an Activation Segment, the players return to the Initiative Segment and a new Action Phase begins. Players continue to perform Action Phases indefinitely until both players pass in the same Action Phase (see 4.4).
- A. Initiative Segment: Both players roll a die. The player with the higher roll wins. The winner must take initiative or pass (see 4.2). If both players roll the same number, special considerations apply.
- Action Phase
- Recovery Phase. Eligible units may entrench, build bridges, repair bridges and ferries, and recover from fatigue, disorganization, exhaustion, and demoralization.
- Turn Indication Phase. The Turn marker is advanced one box on the Turn Record Track and the players begin a new turn.
Exceptions: Occasionally, an individual Basic Game scenario might draw on one or more rules sections from the Advanced Game rules for that volume. In these situations, additional phases may be added to the sequence of play after the Random Events Phase.
4.0 The Action Cycle
Every turn has a single Action Cycle of indefinite length.
4.1 The Action Phase
An Action Cycle consists of a variable number of Action Phases. Each Action Phase is composed of an Initiative Segment and an Activation Segment. As soon as a player completes an action in the Activation Segment, a new Action Phase begins. Action Phases continue indefinitely until conditions for ending the Action Cycle are fulfilled.
4.2 The Initiative Segment
During this segment, both players roll a die. The player with the highest roll wins. If both players roll the same number, special considerations may apply:
- In BAC and AIO, either the Union or Confederate player may win initiative depending on the specific number rolled. Insubordination may also occur in BAC. Check the BAC or AIO Basic Game Rules for more details.
- In all other games, the Confederate Player wins initiative.
In some games, such as all OTR scenarios and the GTC Grand Campaign game, players must note the number on the winning die. In such games, this number is used to determine which units are eligible for activation with that initiative; see 5.2 for an example. If one player has no units eligible for activation in an Initiative Segment, his opponent automatically wins, and the dice are not rolled. (Exception: In some scenarios, the turn may end early or Insubordination may occur on certain tied initiative rolls. In these scenarios, both players must roll the dice in each Initiative Segment, even if one player has no units eligible for activation. If the player who has no eligible units wins the roll, he must pass.) The winning player must choose one of the following two options:
- Take Initiative: He may take the initiative, thereby obligating him to perform an action in the subsequent Activation Segment;
- Pass: He may "pass," automatically yielding initiative to his opponent.
A player who lost the initiative roll but who has initiative yielded to him by a "pass" must choose one of the following two options:
- Take Initiative: He may take the initiative, thereby obligating him to perform an action in the subsequent Activation Segment;
- Pass: He may "pass," automatically ending the Action Cycle.
Passing. If the player who wins the initiative roll passes, he does nothing. His opponent must then either take the initiative or pass. If the opponent also passes, the Action Cycle ends.
4.3 Activation Segment
The player who takes initiative must perform a single action with an eligible unit or leader in the Activation Segment. The counter selected for this action is called the "active unit" or "active leader." The player controlling this unit/leader is called the "active player."
4.4 Ending the Action Cycle
As soon as a player completes an action in an Activation Segment, a new Action Phase begins. Action Phases repeat indefinitely in an Action Cycle until both players pass in the same Action Phase. Thus, an Action Cycle ends when the player who wins the initiative roll passes, and his opponent — who is given the choice of taking initiative or passing — also passes. The Action Cycle also ends when both players have no units eligible for activation; or if a player passes when his opponent has no units eligible for activation. When an Action Cycle ends, proceed to the Recovery Phase.
5.0 Actions
The player who takes initiative must perform a single action in the Activation Segment with one of his units or leaders. There are five types of actions:
- March
- Activate Leader
- Assault
- Burn RR Station (not in SIV or OTR)
- Entrenchment (1863 or later)
5.1 March
Only a single unit (not a leader) may be chosen to perform a March action. A unit is eligible to march only if it is currently at a Fatigue Level of 3 or less — it may not march if it is at Fatigue Level 4. The unit's Strength marker may be organized or disorganized. A unit may march more than once per turn, but never more than once per Action Phase. A March is performed as follows:
- The player with initiative selects one eligible unit anywhere on the map. The unit's Movement Allowance is calculated as follows:
- Union Infantry or Artillery Unit: The Union player rolls one die. The result is the unit's Movement Allowance.
- Confederate Infantry or Artillery Unit: The Confederate Player rolls one die. The die roll is increased by 1. The modified die roll is the unit's Movement Allowance. Exception: In OTR and AGA, the Confederate Player rolls one die (but does not increase the roll by 1). The result is the unit's Movement Allowance, although the unit's minimum Movement Allowance is 2, even if the roll is 1.
- Union Cavalry Unit: The Union player rolls two dice. The sum of the dice is the unit's Movement Allowance.
- Confederate Cavalry Unit: The Confederate player rolls two dice. The sum of the dice is increased by 1. The modified dice roll is the unit's Movement Allowance.
- The chosen unit's Fatigue Level is increased by one. The unit gains a new Fatigue marker (or has an existing marker flipped over) to reflect the change. If this march brings a unit on its normal side to a new Fatigue Level of 3 or 4, or a unit on its exhausted side to a new Fatigue Level of 2, 3 or 4, it is an "extended march," and the player must consult the Extended March Table. Note: Before proceeding to Step 3, enemy cavalry units in the active unit's ZOC may perform a cavalry retreat (see 7.7).
- An eligible unit may enhance its Movement Allowance by making a "force march." The Movement Points (MP) gained by a force march are added to the Movement Allowance calculated in Step 1 to determine a final Movement Allowance. If no force march is performed, the unit's final Movement Allowance is the number determined in Step 1.
- Place the "Active Movement Allowance" marker on the Movement Track in the box corresponding to the unit's final Movement Allowance.
- The unit performs its march. As it expends MP, the Active Movement Allowance marker is adjusted downward. The march ends when the marker reaches 0 or the active player states that the action is over. If the marker reaches 0 due to an attack, the action does not end until the attack is resolved.
(Optional) A unit at Fatigue Level 4 may be selected in Step 1 of a March action if its Strength marker is organized. If a unit at Fatigue Level 4 marches, its Strength marker is automatically flipped to its disorganized side. (It retains its Fatigue Level 4 marker.) The player does not consult the Extended March Table. If a unit at Fatigue Level 4 marches, it may not also force march.
Extended March. If a unit on its normal side marches and its fatigue increase brings it to Fatigue Level 3 or 4, the action is an "extended march." If a unit on its exhausted side marches and its fatigue increase brings it to Fatigue Level 2, 3 or 4, the action is also an "extended march." Before proceeding to Step 3 of the march procedure, the active player rolls a die and consults the Extended March Table (see Charts & Tables handout). This roll may be modified. If the unit's Strength marker is organized, the modified roll is cross-referenced with the "Organized" column. If the unit's Strength marker is disorganized, the modified roll is cross-referenced with the "Disorganized" column corresponding to its current Manpower value. There are three possible results:
- NE: No effect; the extended march has no effect on the active unit.
- D: Disorganized; the unit's Strength marker is flipped to its disorganized side.
- 1/2/3: The unit's Manpower value is reduced by 1, 2, or 3. The unit's new Strength marker is placed on its disorganized side.
As long as it is not eliminated by the result, the active unit resumes its march after determining the effects of its extended march.
Example: If, in RTG, a Union unit on its exhausted side that does not belong to the Army of the Potomac performs a march, and that march brings the unit to a new Fatigue Level of 3, that march is an extended march. The Union player consults the Extended March Table, adding 3 to his die roll. (+2 because the unit does not belong to the Army of the Potomac; +1 because the march increased the exhausted unit's Fatigue Level from 2 to 3.)
Force March. A player may enhance his active unit's Movement Allowance by declaring a "Force March." A force march may only be declared in Step 3 of the March procedure. An active unit may force march only if its Strength marker is currently on its organized side. Artillery units can never force march. To conduct a force march, follow this procedure:
- Flip the unit's Strength marker to its disorganized side.
- If an infantry unit force marches, roll one die and subtract 1 from the roll. If a cavalry unit force marches, roll two dice and subtract 1 from the dice sum. The result is the number of MP added to the active unit's Movement Allowance as determined in Step 1 of the March procedure. The minimum MP bonus gained by an infantry unit's force march is 2, even if the modified roll is 0 or 1. The minimum MP bonus gained by a cavalry unit's force march is 4, even if the modified roll is 1, 2, or 3.
- If the unmodified roll in Step 2 is 6 (for infantry), the active unit's Manpower Value is reduced by two; if the unmodified roll in Step 2 is from 2 to 5 (for infantry) or 8 or more (for cavalry), the active unit's Manpower Value is reduced by one. New Strength markers are placed on their disorganized sides. If the unmodified roll in Step 2 is 1 (for infantry) or 7 or less (for cavalry), the active unit's Manpower Value is unaffected.
March Example: The Union player takes initiative and declares a march with Newton's division, which currently is exhausted at Fatigue Level 1 with an organized Strength marker (Manpower/Combat value of 7). The Union player rolls a die to determine Newton's Movement Allowance, obtaining a 3. Newton's Fatigue Level is increased to 2, indicating that an extended march is in effect because of his exhaustion. The Union player rolls a die, obtaining a 4, and consults the Extended March Table, cross-referencing 4 with the "Organized" column. One is added to the roll because Newton is a Union unit. The result is "NE," so Newton is unaffected by the extended march. (Had Newton's march brought his Fatigue Level to 3 instead of 2, the Union player's die roll of 4 would have been further modified to 6, and the result would have been "D" [Disorganized].) In this case Newton's organized Strength marker would have been flipped to its disorganized side.) The Union player decides to force march Newton, which is permissible because of his organized Strength marker. He flips Newton's Strength marker to its disorganized side and rolls a die, obtaining a 1. This is reduced by 1 to 0, but the minimum MP bonus in an infantry force march is 2. Thus, Newton's final Movement Allowance is 5 (3 + 2). The Active Movement Allowance marker is placed in the "5" box on the Movement Track. Newton does not suffer Manpower value loss due to the force march because the unmodified force march die roll was 1.
5.2 Activate Leader
The "activate leader" action enables a player to perform one or more consecutive march actions with eligible military units in the same Action Phase. The following actions may not be performed in an Activate Leader action: Assault, Burn RR Station, and (in Advanced Game scenarios) RR or amphibious embarking and movement. Only one district, division, or corps leader at a time may be chosen for activation. A leader is eligible for activation only if one or more units within his command radius belonging to his command are at a Fatigue Level of 3 or less. A leader activation is performed as follows:
-
The player with initiative selects an eligible leader anywhere on the map.
-
The player with initiative must select one or more units belonging to the active leader's command that are situated within the leader's command radius (other than the leader itself). All of the units selected to participate in an activate leader action must be at a Fatigue Level of 3 or less. Place a Union or Confederate "Leader Activation" marker on top of each unit selected. The player is not obligated to select every eligible unit within the leader's command radius, although he may do so. He must select at least one. In all games there will be units that do not belong to any leader's command. (Example: Union cavalry units in SIV, OTR, SJW, HCR, SLB and AGA do not belong to a command since there are no Union cavalry leaders in those games). These units may not be selected to join an activate leader action. They may only perform march and entrenchment actions individually. The following are special exceptions to this rule:
Exceptions:
- Artillery units in all games may be selected to join in an Activate Leader action of any non-cavalry leader, even though they do not belong to the active leader's command.
In 1864, or in 1863 if playing with the "Entrenchment" action optional rule, the player must declare whether each unit selected will march or entrench. This designation must occur in Step 2 of this procedure, prior to the calculation of the Movement Allowance. The player is free to have some units march and others entrench during a single Activate Leader action.
(Optional) A unit at Fatigue Level 4 may be selected to march (not entrench) in Step 2 of an Activate Leader action if its Strength marker is organized. If a unit at Fatigue Level 4 marches, its Strength marker is automatically flipped to its disorganized side. (It retains its Fatigue Level 4 marker.) The player does not consult the Extended March Table. If a unit at Fatigue Level 4 marches, it may not also force march.
Special Rule For On To Richmond: In OTR, if the Union player is performing the Activate Leader action, he is limited in the number of units he may select by the number he rolled during the just-completed Initiative Segment of the current Action Phase:
Union Die Roll Result 1 to 4 Union player may select only 1 eligible unit 5 Union player may select 2 eligible units 6 Union player may select any number of eligible units Note: If the Confederate player won the initiative roll in the current Action Phase but passed, the Union player may select any number of eligible units in a leader activation regardless of the number he rolled in the Initiative Segment. Also, if the Union player has taken initiative in the current Action Phase without an initiative dice roll (which is possible if the Confederate player has no units eligible for activation), the Union player may select any number of eligible units in a leader activation.
Leader Activation Example: The Union player takes initiative and declares an "Activate Leader" action with Logan. Four divisions are situated within Logan's command radius: Osterhaus (Fatigue Level 4), ML Smith (FL 0), Harrow (FL 1), and Veatch (part of XVI Corps). All four divisions are on their normal sides. Osterhaus is not eligible to participate because he is at FL4; Veatch may not participate because he is part of XVI Corps. Thus, only ML Smith and Harrow are eligible to participate and the Union player chooses them both. He places a Leader Activation marker on both units. The Union player rolls a die, obtaining a 4. Since the movement allowance is one die plus one, the Leader Movement Allowance marker is placed in the "5" box of the Movement Track, where it remains for the duration of the action. Logan, who is currently stacked with ML Smith, now transfers to Harrow's hex. The Union Player performs a march action with Harrow, whose Leader Activation marker is removed. Harrow's FL is increased to 2, so an extended march is not in effect. No force march is performed, so the Active Movement Allowance is placed in the "5" box in the Movement Track. Harrow's march ends when the Active Movement Allowance marker reaches 0. Next, the Union Player performs a march action with ML Smith. He repeats the procedure that he followed for Harrow (remove the Leader Activation marker, increase FL, place the Active Movement Allowance marker, and perform the march). The Leader Activation now ends and a new Action Phase begins.
5.3 Assault
An "assault" action enables a district, division, or corps leader to attack a single, adjacent, enemy-occupied hex with a group of subordinate units rather than attacking with each individually. Only one leader at a time may be chosen for an assault. A leader is eligible for an assault only if one or more subordinate units in the leader's hex have a Fatigue Level of 3 or less. MP are not used in an assault, and the active player does not roll a die to determine a Movement Allowance. Assaults are explained in detail in the combat section (see 7.1).
5.4 Burn RR Station
Who May Burn RR Stations. Only a single military unit (not a leader) may be chosen to perform a burn RR station action. A unit is eligible for this action if it occupies a RR station hex and is at a Fatigue Level of 3 or less; it may not be chosen if it is at Fatigue Level 4. The unit's Strength marker may be organized or disorganized, but it must have a Combat Value (not Manpower Value) of 2 or more. Units in SIV and OTR may not burn RR stations.
Procedure. The player with initiative selects a single eligible unit anywhere on the map. The chosen unit's Fatigue Level is immediately increased by one. The units gains a new Fatigue marker (or has an existing marker flipped over) to reflect the change. An extended march never occurs as a result of a burn RR station action, even if the unit goes to a new Fatigue Level of 2, 3, or 4.
If the unit's Combat Value is 2, 3, or 4, place a Damage marker in the RR station hex; if the unit's Combat Value is 5 or more, place a Destroy marker in the hex. The presence of other friendly units in the hex has no effect on the type of marker placed in the RR station hex. The action is now over and a new Action Phase begins.
Damage/Destroy markers remain in place for the duration of the game. (Exception: Damage/Destroy markers may be removed in the Advanced Game in some of the volumes in the series). However, an existing Damage marker is flipped over to its Destroy side at the moment a unit with a Combat Value of 5 or more performs a burn RR station action in that hex. An existing Damage marker is unaffected if a unit with a Combat Value of 2, 3, or 4 performs a burn RR station action in that hex. A Destroy marker is unaffected if other units later perform a burn RR station action in that hex.
5.5 Entrenchment
Who May Entrench. In any 1864 or later scenario, or in a 1863 scenario if this Entrenchment Action optional rule is used by mutual consent of the players, players may add an "Entrenchment" action to the menu of actions available to active units. Entrenchment actions may be performed by units marching individually or as part of an Activate Leader action. Entrenching during the Action Cycle is always in addition to normal entrenchment rules. Eligible units may still entrench in Step 1 of the Recovery Phase.
Entrenchment Action Restrictions: The unit must meet all the following conditions to be selected for an Entrenchment action:
- It must be a military unit (not a leader)
- It must be at a Fatigue Level of 0, 1, or 2 if the year is 1863 (Fatigue Level 0, 1, 2, or 3 in 1864). Units may not perform entrenchment actions if the year is 1862 or earlier.
- It must not be demoralized. (It may be exhausted, and its Strength marker may be disorganized.)
- It must not already possess a completed Fort marker.
Note: A unit may perform more than one Entrenchment Action per turn, assuming it is eligible.
Entrenchment Action Procedure: If an entrenchment action is declared, the active player follows one of the following two procedures, depending on the year of the game.
(Optional) 1863 Procedure:
- The active unit's Fatigue Level is increased by two. (An extended march never occurs as a result of an Entrenchment action.)
- The player places an Entrenchment marker on the active unit (or adjusts an existing Entrenchment marker) as follows:
- If the active unit does not currently possess an Entrenchment marker, place a Breastwork–Build marker atop the unit.
- If the active unit already possesses a Breastwork–Build marker, flip the marker to its Complete side (or, if using an RTG Breastwork marker, change it from a sideways to a normal alignment).
- If the active unit already possesses a completed Breastwork marker, place a Fort–Build marker atop the unit.
- If the active unit already possesses a Fort–Build marker, flip the marker to its Complete side.
- The Entrenchment action ends, and a new Action Phase (or the next action in an Activate Leader action) begins.
1864 Procedure:
- The active unit's Fatigue Level is increased by one. (An extended march never occurs as a result of an Entrenchment action).
- The player places an Entrenchment marker on the active unit (or adjusts an existing Entrenchment marker) as follows:
- If the active unit does not currently possess an Entrenchment marker, place an Abatis marker atop the unit. Exception: If an active unit is in a redoubt hex (that it is eligible to benefit from — see 9.0), place a Breastwork-Build marker atop the unit.
- If the active unit already possesses an Abatis marker, flip the marker to its Breastwork-Build side.
- If the active unit already possesses a Breastwork-Build marker, place a Breastworks marker atop the unit.
- If the active unit already possesses a Breastworks marker, flip the marker to its Fort-Build-1 side.
- If the active unit already possesses a Fort-Build-1 marker, place a Fort-Build-2 marker atop the unit.
- If the active unit already possesses a Fort-Build-2 marker, flip the marker to its Fort-Complete side.
- The Entrenchment Action ends, and a new Action Phase (or the next action in an Activate Leader action) begins.
6.0 March And Movement
6.1 Rules of Marching
A marching unit may move and/or attack.
Movement. A unit moves from hex to adjacent hex, expending a number of Movement Points (MP) equal to the cost of the major terrain in the hex entered (see the Terrain Chart). A marching unit can expend some, all, or none of its MP (unused MP may not be saved from march to march, nor may they be transferred between units). As a unit expends MPs, the Active Movement Allowance marker is adjusted downward on the Movement Track. The unit may no longer move when the marker reaches 0.
Attack. Attacks (except for assaults) are part of the march procedure. A marching unit may attack any single adjacent hex occupied by enemy units. There are four types of attacks, each of which expends a different number of MP. (The MP cost also varies for infantry and cavalry units.) A unit may not attack if it does not possess the requisite MP. The four attacks and their MP costs are:
- Column of Route: 0 MP (for both infantry and cavalry)*
- Hasty: 1 MP for infantry; 2 MP for cavalry
- Normal: 2 MP for infantry; 4 MP for cavalry
- Prepared: 4 MP for infantry; 8 MP for cavalry
* A column of route attack may not be declared if a unit's Movement Allowance is 0; it may only be used if the unit has a Movement Allowance of 1 or more at the moment of declaration.
Note: The defender's terrain does not affect an attack's MP cost. The four types of attacks listed above are used only for units attacking in a march — they are not used in an assault.
6.2 Rules of Movement
Roads, Pikes, Railroads: If a unit enters a hex through a hexside crossed by a road, pike, or railroad (RR), it ignores the cost of the hex's major terrain and instead pays 1 MP. Unfinished railroads are treated as roads (not railroads) for all game purposes.
Trails: If a unit enters a mountain hex through a hexside crossed by a trail, it expends 2 MP. If a unit enters a non-mountain hex through a hexside crossed by a trail, it expends 1 MP.
Mountains: A unit may never enter or exit a mountain hex unless this move is performed across a hexside crossed by a road, pike, trail, or railroad.
Ridge: If a unit enters a hex across a ridge hexside, it must expend an additional 1 MP above the normal cost for entering the hex. This applies even if the hexside is crossed by a road, pike, trail, or RR, and regardless of the direction of movement (i.e. there is a penalty both when moving up and when moving down the ridge).
Swamps: A unit may never enter or exit a swamp hex unless this move is performed across a hexside crossed by a road, pike, or RR. Provisional swamp hexes function in all respects as rough hexes except in rain turns, when they convert to normal swamp hexes (see 12.0).
Rivers: A unit may not cross a major or minor river hexside except at a bridge, dam, ferry, or ford. A unit crossing a bridge, dam, or ford pays no MP penalty. (The MP cost of the major terrain in the hex entered is negated if the bridge, dam, or ford is crossed by a road, pike, or RR — and the road, pike, or RR MP cost is used instead.)
Dams: Dams are considered indestructible bridges in all GCACW games. A unit may cross a dam over a major or minor river with no movement point penalty, even in a rain turn, just as if it were a bridge. Unlike bridges, dams may not be destroyed.
Ferries: A unit may cross a ferry over a minor river in non-rain turns with no MP penalty, just as if it were a ford. However, at a major river ferry on any turn (regardless of weather), or at a minor river ferry in a rain turn or while unfordable, the unit must pay a MP penalty (simulating the use of boats to cross). The unit's Manpower value is divided by 3 (drop fractions). The result is the MP penalty to cross the ferry. This penalty is in addition to the normal MP cost to enter the hex on the far side of the ferry (typically road movement cost).
Note: All fords labeled as ferries on the Potomac River are NOT considered ferries. They remain fords in the GCACW Standard Rules.
Creeks: Creek hexsides do not affect movement. Units may cross them at no special MP cost.
Water: Units may not enter water hexes.
Enemy-Occupied Hexes: A unit may not enter a hex occupied by enemy units (but see 7.6).
Enter Enemy Zone of Control: A unit must stop its movement at the moment it enters an enemy normal ZOC hex from a hex that is not in an enemy normal ZOC. The unit must then either attack or end its march. If the unit attacks successfully (i.e., it does not receive a "D," "F," "f," or "E" combat result), it is allowed to continue its march by moving and/or attacking. (However, if after a successful attack it still occupies an enemy normal ZOC, it again must either attack or end the march.) A unit must stop upon entering an enemy normal ZOC even if that ZOC is occupied by a friendly unit. If a unit enters an enemy cavalry unit's normal ZOC and the enemy unit performs a cavalry retreat, the unit may continue its march. A unit may not refuse flanks (7.8) when entering an enemy normal ZOC; however, it may refuse flanks if it marches in place in an enemy normal ZOC. In scenarios allowing Detachment (Advanced Game scenarios and Basic Game scenarios that specifically allow Detachment), a unit may detach a substitute when entering an enemy normal ZOC.
Exit Enemy Zone of Control: An active unit may not exit an enemy normal ZOC hex unless it starts its march in an enemy normal ZOC hex and its first activity is to exit that ZOC:
- ZOC to non-ZOC: If it moves from an enemy normal ZOC hex directly to a hex that is not in an enemy normal ZOC, it pays normal MP costs plus 1 MP to enter that hex. Assuming the unit has MP remaining, it may continue its march.
- ZOC to ZOC: If it moves directly from one enemy normal ZOC hex to another, it ignores the hex's MP cost and instead pays a cost equal to the unit's entire Movement Allowance. This penalty applies even if the enemy normal ZOC hex entered is occupied by a friendly unit and even if the two enemy ZOC emanate from different enemy units not in the same hex. Since the unit then has 0 MP left, its march is over and it may not attack. (Even though a hex's normal MP cost is ignored, a unit may still not enter or exit a mountain or swamp hex — except by road, pike, RR or trail — or cross a major/minor river hexside, except by ford, bridge, dam, or ferry.) If a unit moves directly from one enemy normal ZOC hex to another and the two hexes are not connected by a road, pike, RR or trail, the unit's Strength marker is flipped to its disorganized side. (If it is already disorganized, reduce the Strength marker's Manpower value by 1.) Disorganization or loss is not applied if the unit moves from one enemy normal ZOC hex to another and the two hexes are connected by a road, pike, RR or trail. A unit may neither attack nor refuse flanks (7.8) when moving directly from one enemy normal ZOC to another enemy normal ZOC.
Restricted ZOC: "Restricted" ZOC hexes — those into which a ZOC is exerted across a woods hexside not containing a road, pike, RR or trail (see 2.4) — do not affect movement in any way.
Enter Friendly-Occupied Hex: An active infantry or artillery unit must pay a penalty of 1 or more additional MP to enter a hex occupied by one or more friendly infantry and/or artillery units with a combined Combat value of 3 or more. The penalty is based on the terrain and the combined Combat value (ignoring the effects of any entrenchments) in the hex entered:
| Combined Combat Value | Clear, Rolling, Rough, Hill, City | Swamp, Woods, Mountain |
|---|---|---|
| 2 or less | No Effect | No Effect |
| 3 to 11 | +1 MP | +3 MP |
| 12 or more | +2 MP | +4 MP |
A cavalry unit never pays these MP penalties and does not trigger them if a friendly infantry/artillery unit marches into its hex.
Note: The combined Combat value may fall exactly between two rows of the chart above (e.g., 11.5). If so, round the value up.
Cavalry Retreat: When an active infantry unit moves into the normal ZOC of an enemy cavalry unit — before the active player declares an attack — the cavalry unit may make a cavalry retreat (see 7.7).
Minimum 1 Hex Movement: As long as a unit does not attack during its march, it may always move at least one hex — even if its Movement Allowance is not sufficient for it to enter an adjacent hex. Exception: A unit may still not enter or exit a mountain or swamp hex (except by road, pike, RR or trail), or cross a major or minor river hexside (except at a bridge, dam, ford, or ferry). If an enemy cavalry retreat reduces an active unit's Movement Allowance to 0 before it has moved in its march, it may still move one hex. If a unit begins a march adjacent to a ferry hexside and does not have enough MP to cross due to the ferry MP penalty, it may cross that ferry hexside anyway using all of its available MP.
6.3 Leader Movement
A leader may never occupy a hex by itself; it must always be stacked with a subordinate unit. A leader is considered "attached" to a unit with which it is stacked and must move with that unit wherever it goes during a march — including retreat and advance after combat. More than one leader may be attached to the same unit if they represent different levels within an organization (e.g. a division and corps leader or a corps and army leader). However, if a leader is stacked in the same hex with more than one subordinate unit and one of those units leaves the hex, the leader may accompany the departing unit or it may stay in the hex attached to one of the remaining units (and if one of the remaining units is already activated, it may then move and bring the leader(s) along). But, a unit may never drop a leader off onto other units and then continue its march or retreat. A leader may not move or activate by itself, although it may "transfer."
Leader Transfer. A leader may transfer from unit-to-unit in two ways:
Leader Transfer Phase: During the Leader Transfer Phase, the owning player may transfer some, none, or all of his leaders from one subordinate unit to another. To perform a transfer, the owning player must trace a path of contiguous hexes no more than 10 hexes in length from the leader's hex (exclusive) to the hex occupied by the unit to which the leader wishes to transfer (inclusive). This path may not enter enemy-occupied hexes, but it may enter enemy ZOC. It may transit any terrain type, including swamps, mountains, and rivers. The Union player must perform all desired transfers in the Leader Transfer Phase before the Confederate player executes any leader transfers.
Activate Leader Action: Leaders may transfer during an "activate leader" action (see 5.2). Such a transfer may only be performed once per action, and only before units march.
Army and District Leaders: Army and district leaders are subject to the following restrictions:
-
They may transfer in the Leader Transfer Phase, but they may not attach to a cavalry/artillery unit or cavalry leader.
-
If a District Leader is the Active Leader then he can leader transfer per section 5.2 step 5.
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If they are situated in the same hex as an active leader performing an Activate Leader action, they may transfer with the active leader in Step 5 of the Activate Leader procedure, although they are not obligated to do so. If an army/district leader transfers, it must transfer and attach to the same unit as the active leader.
Exception: If the active leader is a cavalry leader, an army/district leader may not transfer in Step 5 of the Activate Leader procedure.
-
If an army/district leader is stacked in the same hex as more than one infantry unit and one of those units leaves the hex (including an advance after combat), the army/district leader may accompany and attach to the departing infantry unit or it may stay in the hex attached to one of the remaining infantry units.
-
An army/district leader is not obligated to be attached to an infantry unit to which a non-army leader is also attached. The army/district leader may be attached to an infantry unit by itself.
6.4 Stacking
An unlimited number of friendly units and leaders may occupy the same hex at a given time.
Force Markers. Since stacks of counters are unwieldy, players should use substitute counters called "Force markers" when they have more than two units per hex. Each player has his own set of Force markers and a corresponding Force Display. Each Force marker is identified by number and has a corresponding box on the display. A player may remove an unwieldy stack of counters from the map at any time and place the units, leaders, and markers comprising this stack in an empty box of the display. (Place units and markers in separate piles so they may be viewed at a glance.) Then the Force marker corresponding to this box is placed on the map in the hex formerly occupied by the stack. All units and leaders comprising a force are considered to occupy the hex in which the Force marker is situated, and they exert ZOC normally. Subject to normal marching rules, units and leaders may leave the force and be placed back on the map at any time the owning player wishes. Units may freely join a force if they end a march in the same hex as the marker. Force markers have no effect on play. Players are not obligated to use them.
6.5 Fatigue Levels
A unit's Fatigue Level is increased when it performs an action. It may also be increased due to combat. A unit at Fatigue Level 4 may not perform an action, although it may defend and retreat due to combat. Players may wish to turn units sideways when they reach Fatigue Level 4 so that they can see at a glance which units are no longer eligible for activation. (Exception: If playing with the optional rule in Sections 5.1 and 5.2, units at Fatigue Level 4 may activate if their strength marker is organized).
7.0 Combat
7.1 Attacks
Only a unit performing a march or units participating in an assault action may attack.
Targets Of Attacks. An attacking unit (or group of units in an assault) may attack any single, adjacent hex occupied by one or more enemy units. If the attacking unit is adjacent to more than one enemy-occupied hex, it may attack only one hex of the active player's choice.
Participation In Attacks. Attacks are never mandatory. In a march, only the active unit may attack. All other friendly units, even those stacked in the same hex as the active unit, never participate in the attack. A unit may attack more than once per march as long as it has the requisite MP and does not suffer a prohibitive result on the Combat Results Table. In an assault action, only subordinate units stacked in the same hex as the active leader may participate in the attack. (Exception: see "grand assault.") A maximum of one attack may take place per assault action.
Participation In Defense. All units in a hex being attacked must participate in that combat. The attacker may not single out a unit in the hex as a target, and the defender may not withhold units in the hex from combat.
Attack Restrictions.
Rivers: An attack may not take place across a major or minor river hexside unless a bridge, dam, ferry, or ford connects the attacker's and defender's hexes.
Mountains and Swamps: An attack may not take place against a unit in a mountain or swamp hex unless the attacker's and defender's hexes are connected by a road, pike, RR or trail. A unit in a mountain or swamp hex may not attack an enemy unit unless the two hexes are connected by a road, pike, RR or trail.
Artillery: Artillery units performing march actions may not attack.
Woods Hexsides: A unit may only attack across a "woods hexside" (see 2.3) if it meets either of the following conditions:
- It starts the action in the hex from which the attack is made.
- There is a road, pike, RR or trail connecting the attacker's and defender's hexes. In this case it is permissible for the active unit to have marched one or more hexes before initiating the attack across the woods hexside.
Attack Procedure (Marching Unit Only). A unit performing a march may attack as follows:
- Select Target: The active player states the attack's target.
- Select Attack Type: The active player states his type of attack: column of route, hasty, normal, or prepared (see 6.1). Adjust the Active Movement Allowance marker downward on the Movement Track by the attack's MP cost.
- Determine Combat Values: The players determine their Combat values and calculate the "ratio modifier" to the attacker's die roll in Step 5.
- Determine Die Roll Modifiers: The players determine the "tactical" and "artillery" modifiers and any other modifiers applying to the combat (see 7.4).
- Roll Dice: The attacker and defender each roll a die, modifying their rolls as required. The defender's modified roll is subtracted from the attacker's modified roll. The players consult the Combat Chart and apply the results (see 7.5).
- Continue Action: If the marching unit has remaining MP and the combat result does not require it to end the action, it may continue to perform its march. If the unit has no more MP or the result calls for the march to end, the action is over and a new Action Phase begins.
Attack Procedure (Assault Action Only). A corps, division or district leader may be selected for an assault only if one or more subordinate units at Fatigue Level 3 or less are stacked with that leader. A Movement Allowance is not calculated in an assault and MP are not used — thus, the active player does not specify a type of attack (column of route, hasty, normal, prepared). An assault is performed as follows:
-
Select Participants: The active player selects an eligible leader. Next he chooses one or more units in the active leader's hex belonging to the same command as that leader. Each unit selected to participate in the action must be at Fatigue Level 3 or less.
Exception: A player may select one or more artillery units occupying the same hex as the active leader to participate in an assault even though the artillery units do not belong to the leader's command. Note: an artillery unit may never be the only unit in an assault.
-
Increase Fatigue: Each unit selected to participate in the assault in Step 1 has its Fatigue Level increased by one. Note: An "extended march" never occurs as a result of an assault action, even if the unit goes to a new Fatigue Level of 2, 3 or 4.
-
Select Target: The active player states the target of the attack, which must be a single, adjacent, enemy-occupied hex.
-
Cavalry Retreat: The enemy player may conduct a cavalry retreat with eligible units (see 7.7).
-
Roll for Command: The active player rolls a die. This roll may be modified.
- If he rolls a 6 (before modification), the assault automatically ends. Begin a new Action Phase — do not proceed to Step 6.
- If the roll is 5 or less, apply any appropriate modifier to this roll (see below), and subtract the modified number from the active leader's Command value. The result is the "Assault Number." If the Assault Number is less than 0, the assault ends. Begin a new Action Phase — do not proceed to Step 6. However, if the Assault Number is 0 or greater, the assault takes place — continue the assault procedure. The Assault Number is the maximum number of attacking units that may participate in the assault. (If the Assault Number is 0, one unit must participate.) If the Assault Number is equal to or greater than the number of units selected in Step 1, all the units selected in Step 1 (and no more) must participate in the assault. If the Assault Number is less than the number of units selected in Step 1, the active player must choose (from among the units selected in Step 1) a number of units to employ which equals the assault number. (The assault must proceed, even if the number of units actually employed is less than the number selected in Step 1.) Regardless of whether or not an assault takes place, all units selected to participate in Step 1, even if they ultimately are dropped from the assault, gain one Fatigue Level in Step 2.
-
Attempt Grand Assault: The active player may attempt a "grand assault" (see below). A successful grand assault allows additional units to participate in the attack. Even if a grand assault attempt fails, the assault must proceed to Step 7. The active player cannot back out of the action.
-
Determine Combat Values: The players determine their Combat values and calculate the "ratio modifier" to the attacker's die roll in Step 9.
Example: Corps leader Palmer (XIV Corps, Command value, 5) is performing an assault. He is stacked with two XIV Corps subordinate divisions (Johnson and Baird). Both divisions are selected to participate in the assault in Step 1. The Union player rolls a die, obtaining a 5. Subtracting 5 from Palmer's Command value (5) yields 0, indicating that the assault takes place — but with only one unit. The Union player retains Johnson and drops Baird from the assault. But both divisions have their Fatigue Levels increased by one.
Assault Die Roll Modifier: The following modifier applies to the active player's assault die roll in Step 5 of the assault procedure of any game with district leaders:
-2: If the active leader is a district (not a corps or division) leader, subtract 2 from the assault die roll.
Note: Advanced Game assault die roll modifiers, such as SLB's "Hooker Loses Confidence" (SLB, 16.0) and OTR's Union "Passive" Command Posture (OTR, 18.0) are in effect in all applicable scenarios.
Grand Assault. A player may attempt a "grand assault" in Step 6 of the assault procedure only if all of the following conditions are in effect:
- Army or District Leader: A friendly army or district leader is situated within the command radius of the active leader's hex.
- Eligible Hexes: One or more of the six hexes adjacent to the defender is eligible to join a grand assault. A hex is eligible to join a grand assault if both of the following conditions are met:
- It is adjacent to the defender (including the hex in which the assault action was initiated).
- It must be occupied by one or more of the attacker's units which were not selected to participate in the active leader's assault, and at least one of those units is at Fatigue Level 3 or less.
- Non-Cavalry Leader: The active leader initiating the current assault must not be a cavalry leader.
A maximum of one grand assault may be attempted per action, although an unlimited number may be attempted per turn. A grand assault is attempted as follows:
-
Roll for Command: The active player rolls a die. In the Basic Game of all GCACW games, this roll is never modified. In some Advanced Games, however, it may be modified (see below).
- If the modified roll is 6 or more, the grand assault does not take place. The grand assault ends — return to Step 7 of the assault procedure.
- If the modified roll is 5 or less, subtract the number rolled from the army (or district) leader's Command value. The result is the "Grand Assault Number." If the Grand Assault Number is 0 or less, the grand assault does not take place. Return to Step 7 of the assault procedure. If, however, the Grand Assault Number is 1 or more, the grand assault must take place. Proceed to Step 2.
Note: Advanced Game grand assault die roll modifiers, such as SLB's "Hooker Loses Confidence" (SLB, 16.0), and OTR's Union "Passive" Command Posture (OTR, 18.0) are in effect in all applicable scenarios.
-
Select Eligible Hexes: From among the six hexes adjacent to the defender, the attacker must select a number of eligible hexes (not units) equal to or less than the Grand Assault Number which he wishes to use in the grand assault. He must select at least one hex. An "eligible hex" is defined above.
-
Select Participants: In each hex selected in Step 2, the active player must select one or more eligible friendly units to join the grand assault. A unit is eligible to join a grand assault if it meets all the following conditions:
- It has a Fatigue Level of 3 or less.
- It must be eligible to participate in an attack as described in the "Attack Restrictions" rules.
- It must not have already been selected (successfully or unsuccessfully) in Step 1 of the assault procedure.
A unit's command affiliation is irrelevant in this step. Any eligible unit, regardless of its command (including all cavalry and artillery units) may join in a grand assault. Note: The attacker may not back out of a grand assault once the grand assault procedure goes beyond Step 1. Each hex chosen by the attacker in Step 2 must contribute at least one eligible unit to the grand assault.
-
Increase Fatigue: Each unit selected in Step 3 of the grand assault procedure has its Fatigue Level increased by one. An "extended march" never occurs as a result of a grand assault, even if a unit goes to a Fatigue Level of 2, 3, or 4.
-
Return to Assault Procedure: Return to Step 7 of the assault procedure. Each unit selected in Step 3 of the grand assault contributes its Combat and Artillery values to the attacker's totals in Steps 7 and 8 of the assault.
Example: Hardee, in hex W3014, successfully initiates an assault on hex W2914. Army leader Johnston (Command value 4) is in hex W3117, within Hardee's command radius. A non-active Confederate unit is in hex W3013 and another in W2813, both at Fatigue Level 2. Thus the Confederate player may attempt a grand assault. He rolls a die, obtaining a 1. Thus, the Grand Assault Number is 3 (Johnston's Command value [4] minus die roll [1] is 3). The grand assault must take place. The Confederate player selects two eligible hexes, W3013 and W2813. The non-active unit in each hex must be chosen to join the grand assault, and each unit's Fatigue Level is increased to 3. Both units contribute their Combat and Artillery values to Hardee's assault.
Ratio Modifier. The attacker's die roll must be modified by the ratio modifier. To calculate this modifier, compare the attacker's Combat value sum to the defender's Combat value sum and round this ratio down in favor of the defender to conform to one of the simplified ratios listed on the Ratio Chart. A modifier from –12 to +13 is listed next to each ratio. This is the ratio modifier.
Tactical Modifier. The attacker's die roll is modified by the tactical modifier. To calculate this modifier, the defender determines the highest Tactical value among the units and leaders in the defending hex. Meanwhile, the attacker makes the same determination among his units and leaders participating in the attack. A leader may contribute its Tactical value to an attack only if it is stacked in the same hex as a subordinate attacking unit. The defender's Tactical value is subtracted from the attacker's Tactical value. The result is the tactical modifier, which is added to (or, if a negative number, subtracted from) the attacker's die roll.
Some units have a split tactical, which consists of a number before and after a slash in the tactical position on the counter. The number before the slash is the tactical modifier to use when the unit attacks; the number after the slash is the tactical modifier to use when the unit defends.
In a March or Activate Leader action, a leader may contribute its Tactical value to any attack made by a subordinate active unit in the leader's hex, even if the attack is not being made by the unit to which the leader is attached. However in an assault action, the tactical value of the leader initiating the assault is always used, never the tactical value of a military unit or other leader.
Artillery Modifier. The attacker's die roll may be modified by the artillery modifier. (Note: If the defender occupies a woods, city, mountain, or swamp hex, it is not necessary to determine an artillery value differential because no artillery modifier can possibly apply in that circumstance.) The attacker adds the Artillery values of all attacking units and subtracts the combined Artillery values of all defending units from this sum. The result is the "Artillery Value Differential." On the Artillery Modifier Summary, cross-index the appropriate Differential column with the line corresponding to the terrain in the defender's hex. The result (a positive or negative number, or no effect) is the artillery modifier that is applied to the attacker's die roll. Some results call for the attacker to roll the die to determine the final artillery modifier.
Special Cases:
- If neither the attacker nor defender have Artillery values, no artillery modifier applies.
- If the defender's Artillery value is 0, a negative artillery modifier is converted to "no effect."
- If the defender's Artillery value is 1, a modifier of –2 is converted to –1.
Artillery Modifier Summary (Artillery Value Differential = Attacker's Artillery Value minus Defender's Artillery Value):
| Defender's Terrain | –4 or Less | –3 to +1 | +2 to +4 | +5 to +7 | +8 or more |
|---|---|---|---|---|---|
| Clear | -3 | -2 | NE | +1 | +2† |
| Rolling | -2 | -1 | NE | +1* | +1 |
| Rough/Hill• | -1 | -1* | NE | NE | +1* |
| Woods/City/Mtn | NE | NE | NE | NE | NE |
| Swamp§ | NE | NE | NE | NE | NE |
* Just prior to combat, roll a die. If roll is even, indicated modifier is used; if roll is odd, no modifier is used. † Just prior to combat, roll a die. If roll is even, +2 modifier is used; if roll is odd, +1 modifier is used instead. • Also applies to provisional swamp hexes in non-rain turns. § Also applies to provisional swamp hexes in rain turns. NE: No effect
7.2 Combat Values
Every military unit has a Combat value shown on its accompanying Strength marker. A unit's Combat value varies depending on whether its Strength marker is organized or disorganized. If a unit's Strength marker is organized, its Combat value is simply the number shown on the marker. If a unit's Strength marker is disorganized, its Combat value is the smaller number in value. A unit with a disorganized Strength marker may have a Combat value of 1/2. (If so, this fraction is retained in combat — it is not rounded up or down.) A unit's Fatigue Level has no effect on its Combat value.
In combat, the attacker and defender combine the Combat values of all their participating units. Players cannot withhold any part of their units' Combat values. To determine the Combat value of an attacking unit in a march action, simply use that unit's Combat value alone (no other units may join the attack). To determine the final Combat value in an assault, combine the Combat values of all units participating in that assault, and add in the Combat values of those units joining in a grand assault (if any). To determine the final Combat value of defending units, combine the Combat values of all units in the defending hex.
Maximum Values: The maximum combined Combat Value of attacking and defending units is limited as shown in the table below (note that there are different limits in OTR). In a grand assault, the limit shown below applies to each hex containing attacking units, so the overall total from all hexes may exceed the number listed in the "Attacking" row below.
| Situation | OTR | Other Games |
|---|---|---|
| Attacking | 70 | 80 |
| Defending | 60 | 70 |
| At least one-half defending units entrenched | 100 | 120 |
| All defending units entrenched | 130 | 160 |
If in a grand assault, the total Combat value of attacking units is 80 or more, the attacker's Manpower value loss in that combat is increased as follows:
- If the attacker's Combat value is 80 to 89, his Manpower value loss number is increased by 1.
- If the attacker's Combat value is 90 to 99, his Manpower value loss number is increased by 2.
- If the attacker's Combat value is 100 or more, his Manpower value loss number is increased by 3.
7.3 Artillery Values
A unit's Artillery value is shown directly on the unit itself. A unit's Fatigue Level or Strength marker (organized or disorganized) has no effect on its Artillery value. Artillery values are used to determine the "artillery modifier" in combat (see 7.4).
7.4 Combat Die Roll Modifiers
Several factors modify combat die rolls. Modifiers are cumulative.
Terrain. The defender's die roll may be modified by terrain:
Bridge/Dam/Ferry/Ford: If an attack takes place across a bridge, dam, ferry, or ford hexside, the defender adds 2 to his roll.
Creek: If an attack takes place across a creek (even across a road, pike, RR, or trail hexside), the defender adds 1 to his roll.
Note: If, in a grand assault, more than one hex adjacent to the defender's hex has attacking units, the above modifiers apply only if the defender's hex is separated from the active leader by a bridge, dam, ferry, or ford — or a creek hexside.
Hill: If the defender occupies a hill hex, he adds 1 to his roll. However, if the active attacking unit occupies a hill or mountain hex, or if the active attacking unit is attacking down a ridge hexside, the defender's roll is not modified.
Mountain: If the defender occupies a mountain hex, he adds 2 to his roll. However, if the active attacking unit also occupies a mountain hex, or if the active attacking unit is attacking down a ridge hexside, the defender adds only 1 to his roll.
Ridge: If an attack takes place across a ridge hexside, and the active attacking unit is attacking up a ridge hexside, the defender adds 2 to his roll. If the active attacking unit is attacking down a ridge hexside the defender adds 1 to his roll if the defender is in a mountain hex and 0 to his roll if the defender is in any other type of hex.
Note: A unit is attacking up a ridge hexside if the ridge between his hex and the defender's hex is within the defender's hex. If it is within the attacker's hex, the unit is attacking down.
Ridge Combat Example: Geary's Union division occupies Dougherty (W0533), and Cleburne's Confederate division occupies W0532. If Cleburne attacks Geary, Geary adds 2 to his roll (Cleburne is attacking up a ridge hexside). If Geary attacks Cleburne, Cleburne adds 1 to his roll (Geary is attacking down a ridge hexside into a mountain hex).
Lee (Not In RTG). If a Confederate district, corps, or division leader successfully undertakes an assault action and the army leader Lee is currently stacked in the same hex as the active leader, the Confederate player adds 1 to his attack die roll. This bonus is in addition to the +1 modifier due to assault, and is applied regardless of whether or not a "grand assault" takes place. The Lee bonus may never be applied to defending units. The Lee bonus can not be applied in any RTG scenario. Other army leaders cannot provide such a bonus.
Longstreet. In any scenario occurring in 1864 or later, the Confederate player adds 1 to his attack roll if the corps leader Longstreet successfully undertakes an assault action. This bonus is in addition to the +1 modifier due to assault, and is applied regardless of whether or not a "grand assault" takes place. The Longstreet bonus can never be combined with the Lee bonus.
Jackson. In the games SJW, HCR, and SLB the Confederate player adds 1 to his attack roll if the corps leader Jackson successfully undertakes an assault action. This bonus is in addition to the +1 modifier due to assault, and is applied regardless of whether or not a "grand assault" takes place. The Jackson bonus can never be combined with the Lee bonus. Note: in SLB Stonewall Jackson is treated as a leader with a 4 tactical for offense and defense, despite the 5/4 printed on his counter.
Types Of Attacks. In a march, the type of attack chosen by the active player may modify the attacker's die roll:
- Column of Route: –3 to attacker's roll
- Hasty: –1 to attacker's roll
- Normal: No modifier to attacker's roll
- Prepared: +1 to attacker's roll
Assault Action. In an assault action, modifiers for column of route, hasty, normal, and prepared attacks never apply. Instead, an assault action always provides a +1 modifier to the attacker's die roll.
Rain. The attacker subtracts 1 from all his die rolls in rain turns (see 12.0).
Demoralization–2. If a unit with a Demoralize-2 marker is alone in a hex and is attacked by an enemy unit, the defending player subtracts 1 from his combat die roll. If the demoralized-2 unit is in a stack of friendly units that is attacked, the –1 die roll modifier only applies if more than one-half of the total Combat value in the hex is contributed by units with Demoralize-2 markers.
Flank Attacks. If, at the moment of combat, defending units are partially or completely surrounded by active and inactive enemy units or their ZOC (or impassable terrain), the attacker's die roll is enhanced. This bonus, called a "flank attack," applies even if some of the enemy units surrounding a defender do not participate in the attack. The flank attack bonus is computed as follows:
-
"Covered" Hexes: The active player determines the number of "covered" hexes among the six hexes adjacent to the defender. A covered hex is one meeting any of the following conditions: a. It is occupied by an undemoralized unit friendly to the attacker (including the attacking unit itself). b. It is in the ZOC of the attacking unit itself or any undemoralized unit friendly to the attacker (including "restricted" ZOC; see 2.4). c. It is a mountain or swamp hex (including provisional swamps in a rain turn) or the defender's hex is a mountain or swamp hex. The two hexes are not connected to each other by a road, pike, RR or trail. d. It is separated from the defender's hex by a major or minor river hexside not containing a bridge, dam, ferry, or ford. (Exceptions: In a turn when a river is unfordable, a hex is covered if it is separated from the defender by a ford hexside over such a river. In a rain turn, a hex is covered if it is separated from the defender by a creek hexside untraversed by a road, pike, trail or RR.) e. It is a hypothetical hex just off the map that would be adjacent to a map edge hex occupied by the defender.
Note: Each of the six hexes adjacent to the defender may be counted only once in this step even if it fulfills more than one definition of "covered."
-
Basic Flank Bonus:
- Six Covered Hexes: If all six hexes adjacent to the defender are covered, the "basic flank bonus" is +4. Proceed to Step 3.
- Five Covered Hexes: If five of the six hexes adjacent to the defender are covered, the "basic flank bonus" is +2. Proceed to Step 3.
- ≤ Four Covered Hexes: If four or less of the six hexes are covered, there is no flank bonus. Skip the rest of this procedure.
-
Final Flank Bonus: The basic flank bonus from Step 2 may be reduced to determine the "final flank bonus." The basic flank bonus is reduced by one for each covered hex meeting at least one of the following conditions: a. It is occupied by an undemoralized unit friendly to the defender. b. It is unoccupied and is separated from all adjacent units friendly to the attacker (including the attacking unit itself) by woods hexsides (see 2.3) untraversed by a road, pike, trail, or RR.
Exception: In SLB only, if the Confederate player is attacking, he ignores Step 3b of the flank bonus procedure. The basic flank bonus is not reduced by one for each unoccupied covered hex separated from adjacent Confederate units by woods hexsides untraversed by a road, pike, or RR. Step 3b does apply to the Union player in SLB. c. It is a mountain or swamp hex (including provisional swamps in a rain turn) or the defender's hex is a mountain or swamp hex. The two hexes are not connected to each other by a road, pike, trail, or RR. d. It is separated from the defender's hex by a major or minor river hexside not containing a bridge, dam, ferry, or ford. (This case also includes: 1) a turn when a river is unfordable, if a hex is separated from the defender by a ford hexside over such a river, and 2) a rain turn, if a hex is separated from the defender by a creek hexside untraversed by a road, pike, trail or RR.) e. It is a hypothetical hex just off the map that would be adjacent to a map edge hex occupied by the defender.
Flank Bonus Reductions: The final flank bonus from Step 3 may be reduced in either of the following circumstances:
- Flanks Refused: Flank attack bonuses may be modified by "Flanks Refused" markers. (Flanks Refused markers are no longer optional. They are used in all GCACW games; see 7.8.)
- Cavalry: Flank attack bonuses may be modified if both the attacker and defender possess cavalry units (see "Cavalry and Flank Attacks," below).
Flank Bonus Conditions: The status of the attacker's units may modify a flank bonus. If one or more of the attacker's units occupy or exert a ZOC into a hex adjacent to the defender, and all of those units together have a combined Combat value less than one-fourth the defender's Combat value (including the defender's entrenchments and possibly capped by the Maximum Value from Section 7.2), that hex is not considered "covered" in Step 1a or 1b of the flank attack procedure. (Attacking units in different hexes can combine their Combat values to reach the one-fourth the defender's Combat value total, as long as all of the units are adjacent to the same "covered" hex). Inactive demoralized units belonging to the attacker may not contribute in any way to the achievement of a flank attack bonus. A unit helping to provide a flank attack bonus which does not participate in the attack may not contribute its Tactical value to a combat, nor does it trigger terrain modifiers.
Cavalry and Flank Attacks: The final flank bonus may be reduced if both of the following conditions are in effect:
- The active attacking unit is a cavalry unit (or the active leader making an assault is a cavalry leader).
- More than one-half of the total Combat value in the defender's hex is contributed by cavalry units.
If both of these conditions are fulfilled in a combat in which a flank bonus applies, that combat's final flank bonus may be modified as follows:
- A final flank bonus of +4 is reduced to a +2 bonus instead.
- A final flank bonus of +3 or +2 is reduced to a +1 bonus instead.
- A final flank bonus of +1 is ignored (no bonus is awarded).
Note: Non-flank attacks under these conditions do not provide the attacker with a +1 die roll bonus, as is the case with Flanks Refused markers (see 7.8). Also, if a Flanks Refused marker is already situated in the defender's hex, or if the defending units occupy a redoubt hex, normal flanks refused/redoubt rules apply instead of the above cavalry rules.
Combat Example. Leggett-B's Union division (Combat/Manpower value, 9; Artillery value, 2; Tactical value, 2) is in hex AIO W5617 (Wood Station), a rough hex, stacked with its XVII Corps leader, Blair (Tactical value, 3). Stevenson-A's Confederate division (Combat/Manpower value, 12; Artillery value, 3; Tactical value, 2) is performing a march action, attached to its division leader, Hood (Attack Tactical value, 4; Defense Tactical value, 3). Finley's Confederate brigade (Combat/Manpower value, 3; Artillery value, 0) is currently situated in AIO W5618 (Roland, southwest of Leggett). All units' Strength markers are organized; all units are at Fatigue Level 1. Stevenson moves into AIO W5717 (southeast of Leggett) and the Confederate player declares a hasty attack against Leggett, expending 1 MP. The Confederate player compares Stevenson's Combat value (12) to Leggett's Combat value (9) to obtain a combat ratio of 12-9. The Confederate player would need 6 more Combat value points for 2-1 odds: 12–9 is rounded down to a 1-1 ratio. Finley is not involved in the march, so he may not contribute to the attack. (He will shortly help to provide a flank attack bonus since his own Combat value of 3 is at least one-fourth of Leggett's Combat value). There is no ratio modifier for a 1–1 attack.
The Confederate player compares Stevenson's Artillery value (3) to Leggett's Artillery value (2). Since Stevenson's Artillery Value is 1 higher than Leggett's, the Artillery Value Differential is +1. Consulting the Artillery Modifier Summary on the "–3 to +1" column and cross-referencing it with the "Rough" terrain line corresponding to Leggett's hex, there is a –1* artillery modifier applicable to the Confederate player's die roll. The "*" means that a die must be rolled to determine whether the modifier is used. The Confederate player rolls a die and obtains a 3, so the modifier is not used.
To determine the tactical modifier, the Union player's highest Tactical value (Blair's 3) is subtracted from the Confederate player's highest Tactical value (Hood's 4). (The slash between Hood's two tactical values (4 and 3) means that the 4 is used in attack, and the 3 in defense. If Hood had been the defender, his tactical value would have been 3.) The result is 1, so there is a +1 modifier to the Confederate player's die roll.
The Confederate player must subtract 1 from his roll due to the hasty attack. For flank attack purposes, the presence of Finley's brigade in AIO W5618 means that five hexes adjacent to Leggett are "covered" because they are either enemy-occupied or enemy ZOC hexes. Five covered hexes yields a basic flank attack bonus of +2. This is also the final flank bonus since there are no conditions present reducing the basic flank bonus.
The final modifier to the Confederate roll is therefore +2: 0 (ratio) +1 (tactical) – 1 (hasty attack) + 2 (flank) = +2 (final). The Union roll is not modified.
Both players roll a die: the Confederate player obtains a 4 (modified by +2 to 6), and the Union player obtains a 2. The Union roll is subtracted from the Confederate roll, yielding a result of +4 (6 – 2 = +4). The Union player cross-references the +4 line with the "7-11" Combat Value column on the Combat Chart (Leggett's Combat value is 9). The result is "1DR". Leggett's Strength marker is removed and is replaced with a new one showing a Manpower value of 8 (9 – 1 = 8). The new marker is placed on its disorganized side due to the "D". Leggett's Fatigue 1 marker is increased by 3 to Fatigue Level 4.
Leggett, accompanied by Blair, routs four hexes to AIO W5217 (Cartersville), using Retreat Chart 1 for all four hexes entered in the retreat. In all cases, a retreat path hex existed with a Priority Number of 1, so the Union player had to retreat into such hexes. The Union player could have retreated two additional hexes past W5217 (using Retreat Chart 2) but declined to do so. There is no additional manpower loss due to the retreat. Finally, a Demoralize-1 marker is placed on Leggett due to the "R" result.
The Confederate player cross-references the +4 line with the "12-18" Attack Value column on the Combat Chart. (Stevenson's Combat value was 12.) The result is "1fa". Stevenson suffers a Manpower loss of one, reducing it to 11. His new Strength marker remains organized because he did not suffer a "D" result, and his Fatigue Level is increased by 1 to Fatigue Level 2 due to the "f" result. Stevenson's march must now end due to the "f" result, but the "a" allows him to advance into the hex vacated by Leggett. He does so, accompanied by Hood, ending the action. Finley may not advance because he did not participate in the attack. A new Action Phase now begins.
7.5 Combat Results
The Combat Chart is used to resolve combat. A combat produces two results: one for the attacker, one for the defender. To resolve a combat, the defender's modified die roll is subtracted from the attacker's modified roll. On the Combat Chart, the attacker cross-references the result with the column corresponding to his combined Combat value; the defender cross-references the result with the column corresponding to his combined Defense value (prior to applying entrenchment benefits). Both players' results, which are applied immediately, may consist of a number and/or one or two letters. A dash indicates that the player's units are unaffected.
Note: A Combat value may fall between two columns on the Combat Chart (e.g. 3½). If so, round the value up by ½ and use the right column of the two possible choices.
Note: Union panic is triggered in the SJW advanced game by any italicized result on the GCACW Standard Combat Chart (see SJW Advanced Rule 6.0).
Letter Results. There are eight possible letter results:
- D (Disorganize/Fatigue): The unit's Strength marker is flipped to its disorganized side. (If it is already disorganized it remains so.) The unit's Fatigue Level is also increased by 3 (to a maximum of 4). If the unit is already at Fatigue Level 4, it remains so. Finally, an active unit obtaining a "D" may not expend any more MP; its march action is over and a new Action Phase begins.
- F (Fatigue-2): The unit's Fatigue Level is increased by two (to a maximum of 4). An active unit may not spend any more MPs; its march is over and a new Action Phase begins.
- f (Fatigue-1): The unit's Fatigue Level is increased by one (to a maximum of 4). An active unit may not spend any more MP; its march is over and a new Action Phase begins.
- E (End Action): An active unit may not spend any more MP; its march is over and a new Action Phase begins. This result has no effect on an assault action, since an assault automatically ends after the combat has been resolved.
- r (Retreat): The unit must retreat (see 7.6).
- R (Rout/Demoralize-1): The unit is routed (see 7.6). Also, the unit gains a Demoralize-1 marker. If it already has such a marker, it is flipped to its Demoralize-2 side. If it is already at Demoralize-2, there is no further effect.
- R* (Rout/Demoralize-2): The unit is routed (see 7.6). Also, the unit gains a Demoralize-2 marker. If it is already at Demoralize-1, flip the marker to its Demoralize-2 side and there is no further effect. If it is already at Demoralize-2, its Manpower value is reduced by one in addition to its normal manpower loss result.
- a (Advance): The unit may advance after combat (see 7.6).
NOTE: An "extended march" never takes place due to a combat result, even if a unit goes to a new Fatigue Level of 2, 3 or 4.
Number Results. Number results, which precede letter results, indicate a reduction of the unit's Manpower (not Artillery) value. Remove the unit's Strength marker and replace it with another one showing its reduced Manpower value (i.e., the unit's Manpower value before the combat minus the number result). The new Strength marker may assume a new status (organized or disorganized):
- If the original Strength marker was disorganized before the combat, the new Strength marker is also disorganized.
- If the original Strength marker was organized prior to the combat, the new Strength marker is disorganized if the combat result contains a "D" (Disorganized/Fatigue), or organized if the combat result does not contain a "D."
Exception: If in a grand assault, the total Combat value of attacking units is 80 or more, the attacker's Manpower value loss in that combat is increased (see 7.2).
Applying Results. Attacker: In a march, the attacker's letter and number results apply only to the active unit, even if other friendly units occupy the same hex. In an assault, the attacker's letter result applies to each participating unit, including those joining in a grand assault. The attacker's number result applies to the attacking force as a whole — not to each individual unit. As long as the number result is fully applied, the attacker may divide it among any of his attacking units as he wishes. Units providing flank attack bonuses which do not participate in the attack are unaffected by combat results.
Defender: The defender's letter result applies to each defending unit. The defender's number result applies to the defending force as a whole — not to each individual unit. As long as the number result is fully applied, the defender may divide it among any of his defending units as he wishes.
Combat results are always applied to the defending unit(s) before they are applied to the attacking unit(s).
Entrenchments And Combat Values. Defending units' Combat values may be enhanced by entrenchments (see 9.0). However, when determining the defender's combat result, the Combat Chart columns represent the defender's Combat value prior to the application of entrenchment benefits.
Example: If Hindman's division defends with a Combat value of 8, its combat result is determined in the "7 to 11" column of the Combat Chart. If Hindman's division defends under a completed Breastwork marker, its Combat value is 16 (8 x 2). Although Hindman's Combat value of 16 would be used to calculate the ratio in that combat, its combat result is determined in the "7 to 11" column of the Combat Chart.
Unit And Leader Elimination. A unit is eliminated at the moment its Manpower value is reduced to 0. If, due to the elimination of a unit, a leader remains in that hex with no subordinate units, the leader is placed in the nearest hex occupied by a subordinate. A leader is eliminated at the moment no units subordinate to that leader exist.
7.6 Retreats, Routs, and Advances
There are three types of retreats: normal ("r"), rout ("R"), and cavalry retreat. In a normal retreat, a player must retreat all his defending units a minimum of two hexes and a maximum of four hexes. In a rout, a player must retreat all his defending units a minimum of four hexes and a maximum of six hexes. See 7.7 for cavalry retreats. The choice of retreat distance and path is left to the defender, as long as the path adheres to the following rules. Retreating units must move as a stack and cannot separate. Leaders must accompany retreating units with which they are attached. MP are not expended in retreats and, with the following exceptions, terrain is irrelevant.
Retreat Restrictions. Retreating units are subject to the following restrictions:
- Mountains and Swamps: A retreating unit may only enter or exit a mountain or swamp hex (including a provisional swamp hex in a rain turn) across a road, pike, trail, or RR hexside.
- Rivers: A retreating unit may cross a major or minor river hexside only at a bridge, dam, ferry, or ford. In a rain turn, a unit may not retreat across a ford hexside or a creek hexside untraversed by a road, pike, trail, or RR.
- Off-Map: A unit may not retreat off the map.
- Start Hex: A retreating unit may not enter the hex where a retreat began.
- Same Hex: A retreating unit may not enter the same hex twice.
- Adjacent Hex: A retreating unit may not end a retreat in a hex adjacent to the hex where the retreat began. (Exception: The retreating unit may end up adjacent in a one-hex voluntary retreat, see "Defender's Retreat Option")
- Closer to Attacker: A retreating unit may not enter a hex that is closer to the active enemy unit triggering the retreat than the hex retreated out of, counting by the shortest possible path. If there is a Grand Assault, the active enemy unit is the one initiating the corps assault. A unit may not retreat into the hex occupied by the active enemy unit.
Surrender: If there is no hex to retreat into that does not violate any of the aforementioned restrictions, a retreating unit surrenders, and is eliminated from play. VP are awarded for this occurrence.
Retreat Priorities. In addition to adhering to "retreat restrictions," a retreating player must follow "retreat priorities," which are listed on Retreat Charts 1 and 2. A retreating unit must adhere to retreat priorities in each hex entered in that retreat. Furthermore, the appropriate chart to use may change from hex-to-hex in that retreat.
Retreat Chart 1: A player must use Retreat Chart 1 in any of the following cases:
- For the first hex entered in a normal retreat.
- For each of the first four hexes entered in a rout/cavalry retreat.
- If in a retreat, rout, or cavalry retreat, a unit exits an enemy ZOC (including "restricted" ZOC; see 2.4).
Retreat Chart 2: A player must use Retreat Chart 2 in any of the following cases:
- For the second, third, or fourth hexes entered in a normal retreat, assuming the unit is not exiting an enemy ZOC.
- For the fifth or sixth hexes entered in a rout/cavalry retreat, assuming the unit is not exiting an enemy ZOC.
Using the Retreat Charts: Prior to entering each hex in a retreat, a player checks the appropriate chart and follows this procedure:
- Check Legal Retreat Hexes: The player determines how many of the six hexes adjacent to the retreating unit may be legally retreated into according to the "retreat restrictions" rules.
- Retreat Description: For each of the legal retreat hexes determined in Step 1, the player determines the "Retreat Description" from the appropriate Retreat Chart corresponding to a retreat into that hex.
- Priority: Each Retreat Description consulted in Step 2 has a corresponding "Priority Number." The player must retreat his unit into a hex using the Retreat Description from Step 2 with the lowest Priority Number. (Exception: see "Overriding Retreat Priorities.") If more than one hex fulfills this requirement, the player may retreat his unit into any of those hexes. Also, if two different Retreat Descriptions have the same Priority Number, the player may choose either description when retreating into a hex.
- Complete Retreat: The player repeats Steps 1, 2, and 3 for each hex entered in that retreat. When he fulfills retreat requirements (at least two and up to four hexes in a normal retreat; at least four and up to six hexes in a rout or cavalry retreat), the retreat is over.
Overriding Retreat Priorities. If, by adhering to retreat rules, there is no possibility of avoiding surrender of a retreating unit due to "retreat restrictions," a player may "override" retreat priorities no more than once in that retreat. To override, a player may retreat a unit into a hex by choosing any Retreat Description on the appropriate chart, regardless of its Priority Number. He is not obligated to choose the lowest Priority Number. If the unit cannot avoid surrender due to a single override, it is eliminated.
The player can make this override at any point in the retreat path, it does not have to be at the exact point that destruction would occur; thus the player may look ahead to avoid destruction. For example, if in a retreat path by following the retreat priorities a unit would get destroyed in the 3rd hex, the unit is allowed to do its override in the 1st or 2nd or 3rd retreat hex.
Manpower Loss. If a unit retreats into a hex using a Retreat Description with an accompanying Manpower loss, the retreating unit's Manpower value is reduced by the indicated number. Replace its Strength marker with a new one on its disorganized side reflecting the loss. If a stack of more than one unit retreats into a hex calling for Manpower loss, the loss number is applied to each unit in the stack — not just one.
Note: Manpower losses in retreats may vary depending on whether a unit retreats into a hex across a road, pike, trail, or RR hexside, or if the hex retreated into is friendly-occupied (see Retreat Charts). In a retreat, entering or exiting a city hex is the equivalent of crossing a road hexside, even if no road actually crosses that hexside.
Basic Retreat Principles. At first it may seem difficult to consult the Retreat Charts for every hex entered in a retreat. However, players will find them easy to use after a few games. To help the players become more familiar with the Retreat Charts, some of their basic principles are outlined below.
Retreat Chart 1: On Retreat Chart 1, the highest priority retreat is to move one hex more distant from the active enemy unit by crossing a road, pike, trail, or RR hexside into a nonenemy-occupied/non-enemy-ZOC hex. If that cannot be achieved, the next-highest priority is to attempt to do the same thing by crossing a non-road/pike/trail/RR hexside. If that in turn cannot be achieved, the next-highest priority is to retreat into any hex that is not enemy-occupied, nor in an enemy-ZOC. (This may incur manpower loss.) If that in turn cannot be achieved, the next-highest priority is to avoid retreating into an enemy-occupied hex. (This may incur manpower loss.)
Retreat Chart 2: On Retreat Chart 2, the highest priority retreat is to move into any hex that is not enemy-occupied, nor in an enemy-ZOC. If that cannot be achieved, the next-highest priority is to avoid retreating into an enemy-occupied hex. (This may incur manpower loss.)
Retreats Into Enemy-Occupied Hexes. Some Retreat Descriptions allow retreats into an enemy-occupied hex, an occurrence which causes a Manpower value loss of three to the retreating unit. (However, a unit may never retreat into the hex occupied by the active enemy unit.) A unit may not end its retreat in an enemy-occupied hex. If there is no alternative except to do so, its retreat may be extended by a sufficient number of hexes so that it ends the retreat in a hex unoccupied by an enemy unit.
Defender's Retreat Option. On any combat result applying to the defender not containing an "r" or "R", the defender may voluntarily retreat one or more of his units from one to four hexes subject to retreat rules. This is considered a retreat, not a rout. In this case the defender may end the retreat in a hex adjacent to the hex where the retreat began. There is no Fatigue cost to do this. (Exception: If the defender receives a "—" result [no effect], all units participating in the defender's retreat option gain one Fatigue Level, to a maximum of level 4.) Even units at Fatigue Level 4 may join in this retreat. The defender must execute a voluntary retreat immediately, before the enemy player performs further actions.
Advance After Combat. If the attacker receives an "a" result, none, some, or all of the attacking units may advance into the hex vacated by the defender. An advance is not considered movement and does not expend MP. A unit may enter or exit an enemy ZOC, or advance from one enemy ZOC to another, without penalty. Regardless of whether or not a unit obtaining an "a" advances, its march may continue as long as it did not also suffer a "D", "F", "f", or "E" result. However, it may not continue to move if it advances into an enemy ZOC. In this case, the unit must either attack again or end its march. Leaders (including army/district leaders) may advance with subordinate units (and must advance if no subordinate units remain in the leader's hex). A leader may advance with a subordinate unit to which it had not been attached prior to the attack, although if it does so the active player must specify its new attachment. A leader may not advance with and attach to a non-subordinate unit.
7.7 Cavalry Retreat
A cavalry unit may use "cavalry retreat" to avoid attack by an enemy infantry or artillery (not cavalry) unit. A cavalry unit may perform a cavalry retreat more than once per action. The player owning a cavalry unit may declare a retreat in any of the following circumstances:
Enemy Movement: An enemy infantry/artillery unit performing a march moves into a normal (not restricted) ZOC exerted by a cavalry unit.
Starts Adjacent: An enemy infantry/artillery unit begins a march in a normal (not restricted) ZOC belonging to a cavalry unit. Exception: If an enemy infantry unit begins a march in a restricted ZOC belonging to a cavalry unit and selects the cavalry unit as the target of his attack in Step 1 of the Attack Procedure, then the cavalry unit may perform a cavalry retreat.
Advance After Combat: An enemy infantry/artillery unit advances after combat into a cavalry unit's normal (not restricted) ZOC.
Assault: The enemy player declares an assault action against a hex containing at least one cavalry unit (unless the assault is declared by a cavalry leader — in which case a cavalry retreat is not possible).
A player wishing to declare a cavalry retreat must make his declaration as soon as any of the above circumstances occur — before the enemy player declares an attack (or, in the case of an assault action, before the enemy player rolls a die to determine whether or not the assault takes place). If he does not make the declaration at this moment, he forfeits his ability to perform a cavalry retreat in the hex occupied by his cavalry unit for the duration of the enemy unit's march.
Performing A Cavalry Retreat. A cavalry retreat is voluntary. A cavalry unit may perform a retreat regardless of its status — even if it is demoralized, disorganized, exhausted, or at Fatigue Level 4. A player wishing to perform a cavalry retreat states this fact as soon as his opponent has performed one of the aforementioned actions. The enemy unit's march (or assault) is temporarily suspended while the retreat takes place. A cavalry retreat is performed as follows:
- Roll Die: The cavalry player rolls a die. This roll may be modified (see Cavalry Retreat table in Charts & Tables handout). The modified roll is halved (round fractions down to a whole number). The result is the number by which the enemy unit's Active Movement Allowance marker is reduced on the Movement Track. In assault actions, this roll has no effect since no Movement Allowance is determined. However, the roll still takes place to see if the cavalry unit suffers loss in Step 2.
- Manpower Loss: If the Step 1 roll (before modifications and halving) is 1, the cavalry unit's Manpower value is reduced by one. Place the new Strength marker on its disorganized side. On a roll of 2 to 6, no loss occurs.
- Retreat 4–6 Hexes: The cavalry unit must retreat from four to six hexes. The retreating player must adhere to retreat restrictions, using Retreat Charts 1 and/or 2 to fulfill this retreat. However, a cavalry unit does not suffer any Manpower value loss in a cavalry retreat, even if it retreats into a hex calling for a loss on a Retreat Chart. Exception: If a cavalry unit retreats into an enemy-occupied hex, it is automatically eliminated.
- Fatigue: After executing its retreat, the cavalry unit's Fatigue Level is increased by 1 (to a maximum of 4). Note: An extended march is never triggered by a cavalry retreat.
- Disorganization: The cavalry unit's Strength marker is flipped to its disorganized side. If it is already disorganized, there is no further effect.
- Resume Action: The active enemy unit or leader resumes its activities from the point of interruption. If a unit's Movement Allowance has been reduced to 0, its march ends. (Exception: If the unit has not yet moved, it is permitted to move one hex; see 6.2. It may not refuse flanks.) In an assault action, if the hex the active leader is assaulting is completely vacated by the cavalry retreat, the units participating in the assault may advance into the hex vacated by the cavalry unit. No attack occurs and the assault action ends. (Exception: If the active player's command die roll in Step 5 of the assault procedure is unsuccessful, the units participating in the assault may not advance into the hex vacated by the cavalry unit.)
Cavalry Stacked With Other Units. With Cavalry Unit: If two or more cavalry units are stacked in the same hex, they must perform a cavalry retreat together. Only one die roll is made in Step 1, and all units must end the retreat in the same hex. If a 1 is rolled for the cavalry retreat, only 1 cavalry unit suffers a manpower loss.
With Infantry Units: A cavalry unit stacked with an infantry unit may perform a cavalry retreat, but the infantry unit may not.
Multiple Cavalry Retreats. Same Unit: A cavalry unit may perform a cavalry retreat more than once per action.
Cavalry Units — Separate Hexes: If two or more cavalry units occupying separate hexes are eligible to perform a cavalry retreat and all of them wish to retreat, each performs the retreat separately. The enemy unit's Movement Allowance reduction, if any, is cumulative.
7.8 Refusing Flanks
At a cost of one MP, the active player may place a "Flanks Refused" marker of the appropriate side on top of a unit performing a march. (Exception: A Flanks Refused marker may not be placed on a unit in a mountain or swamp hex; also, it may not be placed on top of a unit performing an assault.) As soon as a unit gains a Flanks Refused marker, its march ends. (It may perform actions later.) Since a unit must stop moving upon entering an enemy normal ZOC, it may not refuse flanks when entering an enemy normal ZOC. A unit may refuse flanks if it marches in place in a hex with an enemy normal ZOC (an extended march must be done if required per 5.1).
A maximum of one Flanks Refused marker may exist in a hex at a time; its effects apply to all units in the hex. A unit does not have to spend one MP to enter a hex in which a Flanks Refused marker is already situated; it may enter the hex at no extra MP cost and receive the marker's benefits — and may continue its march.
A Flanks Refused marker never accompanies a unit when it leaves a hex. A marker may not be placed on a unit after it performs a retreat, rout, or advance after combat. The players are not limited to the number of markers provided in the game.
Effects Of Flanks Refused Markers. Units in a hex with a Flanks Refused marker may perform all actions normally (although they may be forced to remove the marker after the action is over; see below). Units occupying a hex containing a Flanks Refused marker defend against enemy flank attacks more effectively, but less effectively against normal attacks:
- Flank attacks fulfilling the requirements for a +4 attacker die roll bonus are reduced to a +2 bonus instead.
- Flank attacks fulfilling the requirements for a +3 or +2 attacker die roll bonus are reduced to a +1 bonus instead.
- Flank attacks fulfilling the requirements for a +1 attacker die roll bonus are unchanged (the bonus remains +1).
- All non-flank attacks always provide the attacker with a +1 die roll bonus (in addition to other modifiers), even though requirements for flank attacks have not been fulfilled.
Removal Of Flanks Refused Markers. A Flanks Refused marker may be voluntarily removed from a stack of units at no MP cost if one of the units in the hex initiates a march. (The active unit does not actually have to leave the hex.) The marker must be removed if all the units in the hex participate in an assault action. It also must be removed if only one unit is in a hex and it moves or attacks. (This does not preclude the owning player from placing another marker on the unit later in its march at a cost of one MP.)
8.0 Recovery
In the Recovery Phase, the following actions are performed strictly in the listed order:
- Units at Fatigue Level 0 may entrench, build bridges, or repair bridges/ferries. A unit may not perform more than one of the aforementioned activities per Recovery Phase and may not perform any at all in a rain turn. In RTG, Confederate infantry units may impose a "levy" on Pennsylvania towns in this step (see RTG 19.0).
- In the Advanced Game, units at Fatigue Level 0, 1, or 2 may forage (see each GCACW game's "Forage" rules), but not if they undertook any activities in Step 1 of the Recovery procedure. Note: Units in RTG and SLB may not forage.
- Units at Fatigue Level 0 or 1 may be affected as follows: a. Units at Fatigue Level 0 or 1 with disorganized Strength markers have their Strength markers flipped to their organized sides. Exceptions: If a unit has a Demoralize-2 marker at the start of this step, its Strength marker remains disorganized. Also, in each GCACW volume's Advanced Game, out of supply units with disorganized Strength markers remain disorganized. Note that there is no "out of supply" status in SLB and RTG. b. Units at Fatigue Level 0 or 1 which are on their exhausted sides are flipped to their normal sides. Exception: If an exhausted unit has a Demoralize-2 marker at the start of this step, it remains on its exhausted side. c. Units at Fatigue Level 0 or 1 with Demoralize-1 markers have these markers removed; units at Fatigue Level 0 or 1 with Demoralize-2 markers have these markers flipped to their Demoralize-1 sides.
- Units at Fatigue Level 3 or 4 are flipped to their exhausted (reverse) sides. If they are already on their exhausted sides, they remain so and there is no further effect.
- All units at Fatigue Level 1 or more lose three Fatigue Levels (to a minimum Fatigue Level of 0). Replace each unit's Fatigue marker with a new marker three less than the one being removed. (Units at Fatigue Level 0 do not have markers.)
- In the Advanced Game Scenarios of HCR, SIV (Union units only), OTR, GTC, BAC, RWH (Confederate units only), SJW, AGA, and AIO, out of supply units with organized Strength markers have their Strength markers flipped to their disorganized sides. Note: Step 6 of the Recovery Phase is skipped in SLB and RTG because units are never out of supply in those games.
9.0 Entrenchments
Entrenchments enhance a unit's defensive capabilities. Units may construct entrenchments in the Recovery Phase, and in games taking place in 1863 or later, in the Action Phase. Players may also gain entrenchment benefits from a hex feature called "redoubts."
Building Entrenchments. There are four types of entrenchments: redoubts, abatis, breastworks, and forts. Redoubts, which are printed on the map and represent permanent fortifications, may not be built. However, abatis, breastworks, and forts may be built in either the Action Cycle (see 5.5) or the Recovery Phase. Units building entrenchments in the Recovery Phase must be at Fatigue Level 0. A unit building a bridge or repairing a bridge/ferry may not also entrench in the same Recovery Phase. Units may not entrench in rain turns.
The procedure for building entrenchments in the Action Phase (for games in 1864 or games in 1863 if the Entrenchment Action optional rule is being used) is described in Section 5.5. The procedure for building entrenchments in the Recovery Phase is described below. Depending on the year depicted in the game being played, players use one of three different procedures. Please select the appropriate procedure for the time frame of the game:
- 1861: games occurring within the year 1861
- 1862: games occurring within the year 1862
- 1863: games occurring within the year 1863
- 1864: games occurring in 1864 or later
Entrenchments (1861): AGA. 1861 Entrenchment Procedure:
- If a unit entrenches, place a Abatis-Build marker atop the unit. Exception: if a Confederate unit entrenches in a redoubt hex, place a BW-Complete marker atop the unit.
- If a unit already possessing a Abatis-Build marker entrenches, place an Abatis marker atop the unit.
- If a unit already possessing an Abatis marker entrenches, place a BW-Complete marker atop the unit.
- Forts: the only units that may be entrenched above the BW-Complete level are those that start a scenario in a fort marker. If those units leave the fort marker they may not re-entrench beyond the BW-Complete level.
Entrenchments (1862): SJW, HCR, SIV, And OTR. 1862 Entrenchment Procedure:
- If a unit entrenches, place a Breastwork–Build marker atop the unit. Exception: If a unit is in a redoubt hex that it is eligible to benefit from, place a Breastwork-Complete marker atop the unit.
- If a unit already possessing a Breastwork–Build marker entrenches, flip the marker to its Complete side.
- If a unit already possessing a Breastwork–Complete marker entrenches, place a Fort–Build marker atop the unit.
- If a unit already possessing a Fort–Build marker entrenches, flip the marker to its Complete side.
Entrenchments (1863): SLB, RTG And BAC. 1863 Entrenchment Procedure:
- If a unit without an entrenchment marker (or possessing a Breastworks-Build) entrenches, place a Breastwork marker atop the unit. This is the equivalent of the 1862 "Breastwork–Complete," and in SLB, the Complete side of the Breastwork marker is used. Note: if a unit is in a redoubt hex (that it is eligible to benefit from), this same procedure is still used.
- If a unit already possessing a Breastwork marker entrenches, place a Fort–Build marker atop the unit.
- If a unit already possessing a Fort–Build marker entrenches, flip the marker to its Complete side.
Entrenchments (1864): GTC, AIO, RWH. 1864 Entrenchment Procedure (described in Section 5.5 for the Action Phase; the Recovery Phase version follows the same marker progression: Abatis → Breastwork-Build → Breastworks → Fort-Build-1 → Fort-Build-2 → Fort-Complete, with a redoubt-eligible unit's first entrenchment placing a Breastwork-Build marker instead of an Abatis marker).
Effects Of Entrenchments. Entrenchments may enhance the Combat and Artillery values of defending (not attacking) units:
- Redoubts in Virginia only provide benefits when the Confederate player has units in that hex. The redoubts in Tennessee and Alabama in BAC provide benefits for either the Union or Confederate player, depending on which player has units in that redoubt hex. The redoubts in Georgia in AIO (they are all near Dalton on the west map) provide benefits only for the Confederate player. The redoubts in Maryland on the HCR East map provide benefits for only the Union player and only for scenarios in or after 1863 (RWH). Exception: the Centreville (SJW N4318) redoubt also provides the Union player with redoubt benefits if he has units in that hex (this redoubt exists in all games except those in 1861).
- Units in a redoubt hex (that they are eligible to benefit from) with no other entrenchments have their Combat and Artillery values multiplied by 1.5 when defending. (For Combat values, retain fractions; for Artillery values, multiply the sum of all the Artillery values in the hex by 1.5 and round fractions up to the nearest whole number.)
- Units directly under an Abatis marker (or a Breastworks-Build marker if the year is 1864 or later) have their Combat and Artillery values multiplied by 1.5 when defending.
- Units directly under a completed Breastwork, a Fort-Build marker (1863 or earlier), or a Fort-Build-1 marker (1864 or later) have their Combat and Artillery values doubled when defending.
- Units directly under a Fort-Build-2 marker (1864 or later) have their Combat and Artillery values multiplied by 2.5 when defending.
- Units directly under a completed Fort marker have their Combat and Artillery values tripled when defending.
- Units directly under a Breastworks-Build marker do not have their Combat and Artillery values modified if the year is 1863 or earlier.
Abatis, Breastwork, and Fort effects apply individually by unit, not by hex. In a stack of units, some may possess markers while others do not. Only units which actually entrenched in an earlier Action or Recovery Phase receive the Combat/Artillery value multiple provided by an entrenchment marker. Units without markers in the same hex use unenhanced values.
Exception: Units in a redoubt hex belonging to a player eligible to receive redoubt benefits gain the defensive benefit of the redoubt. However, only those units which entrench further in a Action or Recovery Phase gain defensive enhancements beyond those provided by the redoubt.
Entrenchments do not enhance the combat value of units for the purposes of determining if they have enough Combat value to contribute to the achievement of a flank bonus (see "Flank Bonus Conditions", 7.4). Entrenchments also do not boost a unit's Combat value for the purpose of determining the additional MP cost to enter that unit's hex (see "Enter Friendly-Occupied Hex", 6.2).
Flank Attacks Against Redoubt Hexes. If a unit occupies a redoubt and is eligible to receive defensive benefits from that hex, its defensive capabilities against some flank attacks are enhanced (see 7.4).
+4 Bonus: If the attacking player fulfills requirements for a +4 final flank bonus in an attack against one or more units in a redoubt hex, that bonus is reduced to +2.
+3/+2 Bonus: If the attacking player fulfills requirements for a +3 or +2 final flank bonus in an attack against one or more units in a redoubt hex, that bonus is reduced to +1.
+1 Bonus: If the attacking player fulfills requirements for a +1 final flank bonus in an attack against one or more units in a redoubt hex, he receives no flank bonus at all.
Unlike Flanks Refused markers, non-flank attacks against redoubt hexes do not provide the attacking player a +1 die roll bonus. Defending units situated under Breastwork or Fort markers in redoubt hexes retain the redoubts' capabilities against flank attacks. However, Breastwork or Fort markers situated in non-redoubt hexes do not provide these capabilities.
1864 Entrenchment Procedure (Recovery Phase):
- If a unit without an entrenchment marker entrenches, place a Breastwork marker atop the unit. Exception: if a unit is in a redoubt hex that it is eligible to benefit from, place a Fort-Build-1 marker atop the unit.
- If a unit already possessing an Abatis marker entrenches, place a Fort-Build-1 marker atop the unit.
- If a unit already possessing a Breastworks-Build marker entrenches, place a Fort-Build-2 marker atop the unit.
- If a unit already possessing a Breastworks, Fort-Build-1, or Fort-Build 2 marker entrenches, place a Fort Complete marker atop the unit.
Removing Entrenchments. A unit's Abatis, Breastwork or Fort marker is removed at the moment the unit leaves the hex. If a unit with an Abatis, Breastwork or Fort marker exits a redoubt hex, its marker is removed but there is no effect on the permanent redoubt.
10.0 Bridges, Dams, And Ferries
Units may cross major and minor rivers only at bridges, dams, ferries, and fords. A unit entering a hex across a bridge, dam, or ford ignores the cost of the major terrain in that hex and instead pays 1 MP as long as a road, pike, or RR crosses that bridge, dam, or ford. A unit also pays 1 MP if a pontoon bridge is constructed over that river (as long as both hexes connected by the pontoon bridge have a road, pike, trail, or RR in them). Units entering a hex across a bridge or ford which is not traversed by a road, pike or RR must pay that hex's major terrain MP cost. (See 6.2 for ferry MP penalties.) Roads crossing creek hexsides are not considered bridges, dams, ferries, or fords.
10.1 Pontoon Bridges
In the GCACW Standard Rules, bridges built during the game are known as "pontoon" bridges to differentiate them from "permanent" bridges which are printed on the map. Also, in all GCACW games except SLB (see below), a player must make a die roll if he wishes to build a bridge, rather than building it automatically.
Note: In SLB, all original bridge building rules (see SLB 10.0) are in effect, including major river bridges. These rules are unmodified by the GCACW Standard Rules.
Building Pontoon Bridges. Eligible infantry units may attempt to build pontoon bridges.
Note: In some GCACW games, units had formerly been prohibited from building bridges over major rivers, but this is now permissible in the Standard Rules. Also, in the Standard Rules, bridges may always be built at fords.
An infantry unit is eligible to build a pontoon bridge only if it meets all of the following conditions in Step 1 of the Recovery Phase:
- It is at Fatigue Level 0.
- It has a Combat value of 5 or more. Exception: In SIV, it must have a Combat value of 3 or more.
- It occupies a hex containing at least one unbridged/undammed major or minor river hexside. Exception: Confederate units may only attempt to build a bridge over a major river in OTR, GTC, and AIO. Union units may attempt to build a bridge over a major river in all GCACW games except SIV.
- It must not have entrenched or repaired a bridge or ferry in the same Recovery Phase.
- If the bridge is to be built over a minor river, the player must have an unused minor river Bridge marker. Exception: In SJW, HCR, RTG, and SIV, the number of minor river Bridge markers in the game is not a limit. Players may build as many minor river bridges as they wish.
- If the bridge is to be built over a major river, the player must have an unused major river Bridge marker.
In OTR and GTC, the Union and Confederate players are limited to eight and four minor river Bridge markers, respectively. In games in which either or both players may build major river bridges, they are limited to one major river Bridge marker each, except in AIO the Union may build 3 major river bridges. Note: In SLB, the original bridge rules limit the Union player to two major river Bridge markers, and these SLB limits remain in effect.
If a game limits the number of Bridge markers that may be employed, and all the Bridge markers of that type are in use, a player may not build a pontoon bridge of that type until one or more markers become available for use again due to dismantling or destruction (see 10.2).
Pontoon Bridge Restrictions.
- Cavalry/artillery units and leaders may not build bridges.
- Bridges may not be built across creek hexsides.
- A bridge may not be built between two hexes if one of the hexes contains an enemy unit (or units) with a combined Combat value of 5 or more. It may be built into a hex if the enemy unit(s) in that hex have a combined Combat value of less than 5. Entrenchments are not taken into account in determining the Combat value that prevents a bridge from being built. Exception: In SIV, a bridge may not be built between two hexes if one of the hexes contains an enemy unit (or units) with a combined Combat value of 3 or more. It may be built into a hex if the enemy unit(s) in that hex have a combined Combat value of less than 3.
- An eligible unit may attempt to build a maximum of one bridge per Recovery Phase, although it may attempt to build more than one bridge per game — even in the same hex.
- A maximum of one infantry unit per hex may make a bridge-building attempt in Step 1 of each Recovery Phase.
- A maximum of one bridge (of any kind) may be situated on each hexside at any time.
- Units may not build bridges in rain turns.
Pontoon Bridge Construction. For each eligible unit attempting to build a bridge in Step 1 of the Recovery Phase, the owning player follows this procedure:
Exception: In SLB, bridges are not built according to this procedure. The original SLB bridge rules are in effect.
- He specifies the hexside over which the bridge will be built.
- He rolls a die, modifying this roll if necessary (see below).
- 5 or Less: If the modified roll is 5 or less, the bridge is successfully built. Place an appropriate Bridge marker (minor or major) belonging to the building player directly on the hexside, with one end of the bridge symbol pointing to the unit's hex and the other end pointing to the hex directly across the river.
- 6 or More: If the modified roll is 6 or more, the bridge is not built. No action is taken. Another attempt to build a bridge across that hexside may not be made until the following turn.
Construction Die Roll Modifiers. A player's pontoon bridge construction die roll is modified if any of the following conditions are in effect (modifiers are cumulative):
- –3: If the Confederate player attempts to build a major river bridge within 10 hexes of the Confederate Capitol (OTR N0627/GTC S3626).
- +1: If the river being bridged is currently unfordable (see 12.0).
- +1: If the bridge is being built between hexes OTR S3409 and OTR S3509 (Barrett's Ferry).
- +2: If the river being bridged is a major river.
- +1: If there is no ford or ferry (or destroyed permanent bridge or ferry) across the hexside being bridged — but there is a road, pike, trail, or RR in both of the hexes to be connected.
- +2: If there is a road, pike, trail, or RR in only one of the two hexes to be connected.
- +3: If there is no road, pike, trail, or RR in either of the two hexes to be connected.
Note: If a pontoon bridge is successfully built, it is considered to have a road (not pike) running across it as long as both hexes connected by the bridge have roads, pikes, trails, or RR in them. Otherwise the bridge is not considered to be traversed by a road.
Chatham Bridge in SJW/SLB: In SJW, Chatham Bridge (S4328-S4427) is considered a Union pontoon bridge, even though it is printed on the map. It is subject to all GCACW Standard Rules applying to dismantling and destruction (see 10.2), and it may be rebuilt if it is destroyed or dismantled. Chatham Bridge does not count against the Union player's limit of one major river bridge in SJW. In SLB, Chatham Bridge is considered destroyed at the start of the game.
10.2 Destroying Bridges and Ferries
In the GCACW Standard Rules, rules for bridge/ferry destruction and dismantling supersede the pertinent rules sections in all GCACW games, including the SIV Advanced Game (see SIV, 23.1). (The following rules are identical to the OTR model.) In all games, permanent bridges, pontoon bridges, and ferries may be destroyed, although permanent bridges/ferries are more difficult to destroy than pontoon bridges. Bridges and ferries may be destroyed in rain turns and while rivers are unfordable.
Destroying Pontoon Bridges. When a player builds a pontoon bridge, he "owns" it. Enemy units may not cross that bridge in a march, retreat, or advance after combat; nor may they attack across it. The bridge remains on the map until an enemy unit with a Combat value of 5 or more (or, in SIV, 3 or more) ends a march, retreat, or advance after combat in one of the two hexes connected by the bridge. At that time the Bridge marker is immediately removed. A pontoon bridge is automatically destroyed at the end of the Attachment Phase if the previous turn's Recovery Phase or the current turn's Attachment Phase has caused an enemy unit to have a combat value of 5 or more (or, in SIV, 3 or more) in one of the two hexes connected by the bridge. ZOC extend across undestroyed bridges normally, even a pontoon bridge constructed by the enemy player.
Dismantling. If at any time during a march, an active unit occupies one of the two hexes connected by a friendly pontoon bridge, the active player may "dismantle" that bridge. If so, the Bridge marker is removed. This does not cost any MP, and the active unit may continue its march afterwards.
Destroying Permanent Bridges And Ferries. If an infantry unit with a Combat value of 5 or more (or, in SIV, 3 or more) ends a march in either of the two hexes connected by a permanent bridge, or if an infantry or cavalry unit of any Combat value ends a march in either of the two hexes connected by a ferry, the active player may attempt to destroy that bridge/ferry. A unit may make a maximum of one attempt to destroy bridges/ferries per turn. However, a player may make more than one attempt to destroy the same bridge/ferry in a turn, as long as the attempts are made by different units.
Exceptions: If an enemy unit occupies one of the two hexes connected by a bridge/ferry, the active player may not attempt to destroy it. Also, if one of the two hexes connected by a bridge/ferry is an enemy ZOC — including restricted ZOC — and that ZOC is not occupied by a friendly unit, the active player may not attempt to destroy it. Finally, some permanent bridges are indestructible (see below).
Dams and Fords: Dams and fords may not be destroyed.
Permanent Bridge/Ferry Destruction Procedure: To attempt to destroy a permanent bridge or ferry, a player rolls a die. (This roll may be modified; see below.)
- Bridge: If the modified roll is 2 or less, a permanent bridge is "destroyed." If the modified roll is 3 or more, the attempt to destroy the permanent bridge has failed.
- Ferry: If the modified roll is 1 or less, a ferry is "destroyed." If the modified roll is 2 or more, the attempt to destroy the ferry fails.
If a permanent bridge/ferry is destroyed, place a "Destroyed" marker directly on the hexside. If a destroy attempt fails, the player may attempt to destroy the bridge/ferry again, as many times as he wishes, as long as a given unit makes no more than one attempt per turn.
Note: SLB does not have Destroyed markers. Players may use Destroyed markers from other games, if available, or they may make their own markers.
Destruction Die Roll Modifiers: If a player attempts to destroy a permanent bridge or ferry, his die roll is modified if any of the following conditions are in effect (modifiers are cumulative):
- –2: If the Confederate player is attempting to destroy a ferry.
- –1: If neither hex connected by the bridge/ferry is an enemy ZOC hex (including restricted ZOC).
- –1: If the active unit attempting the destruction spent its entire march in the hex connected by the bridge or ferry, and the unit neither moved nor attacked during its march.
- +2: If the active player is attempting to destroy the C&O Canal Aqueduct (HCR W4126).
Indestructible Bridges: The following permanent bridges may not be destroyed:
- Chain Bridge (SJW N5809; HCR E0537)
- Aqueduct Bridge (HCR E0739)
- Patterson Viaduct (HCR E2317)
- Thomas Viaduct (HCR E2519)
- Frederick Junction RR Bridge (HCR W4317; RTG S2428)
- Long Bridge (HCR E0941)
- Hunting Creek Bridge (HCR E0845)
C&O Canal Aqueduct: This aqueduct at HCR W4126 is not a terrain feature that affects unit movement (it cannot be used as a bridge). Its only effect is destroying it gives the Confederates VPs in some scenarios. It is treated as a permanent bridge across hexside HCR W4126-W4226 for rules on how to destroy it. Note the +2 Destruction Die Roll Modifier for the Aqueduct.
Destroyed Permanent Bridge/Ferry Effects. If a permanent bridge or a ferry over a minor river is destroyed, a ford is considered to cross the hexside formerly occupied by the bridge/ferry. (ZOC do not extend across destroyed bridge/ferry hexsides when the river they are on is unfordable.) If a permanent bridge or ferry over a major river is destroyed, no ford is considered to exist at that location.
Exception: If Snicker's Ferry or Berry's Ferry, both on the Shenandoah River, are destroyed, a ford is considered to exist across that hexside.
10.3 Repairing Permanent Bridges and Ferries
The following GCACW Standard Rules for permanent bridge and ferry repair (identical to those in OTR) apply to all GCACW games.
Note: These rules supersede the pertinent repair rules in SIV (see SIV 23.2). In SIV, both Union and Confederate units may attempt to repair bridges and ferries according to the GCACW Standard Rules procedure.
An infantry unit is eligible to repair a permanent bridge/ferry only if it meets all of the following conditions in Step 1 of the Recovery Phase:
- It is at Fatigue Level 0.
- It has a Combat value of 5 or more. Exception: In SIV, it must have a Combat value of 2 or more.
- It occupies a hex containing at least one destroyed permanent bridge or ferry hexside.
- It must not have entrenched or built a pontoon bridge in the same Recovery Phase.
- In SIV, the Union player may only attempt to repair a bridge or ferry if at least one of the hexes connected by the bridge is situated in a county that is currently controlled by the Union player (see SIV, 22.1).
Repair Restrictions.
- Cavalry/artillery units and leaders may not repair bridges or ferries.
- A permanent bridge or ferry may not be repaired if one of the hexes connected by the bridge/ferry contains an enemy unit or units with a combined Combat value of 5 or more (or, in SIV, 2 or more). It may be repaired if the enemy unit(s) in the connecting hex have a combined Combat value of less than 5 (or, in SIV, a Combat value of less than 2).
- Each player may make a maximum of one repair attempt per Recovery Phase.
- Units may not repair in rain turns.
Repair Procedure. If an eligible unit attempts to repair a permanent bridge/ferry in the Recovery Phase, the owning player follows this procedure:
- He specifies the hexside on which the repair will be attempted.
- He rolls a die, modifying this roll if necessary (see below).
- Permanent Bridge: If the modified roll is 3 or less, the bridge is repaired. Remove the Destroyed marker: the bridge is functional again. If the modified roll is 4 or more, the repair attempt fails.
- Ferry: If the modified roll is 5 or less, the ferry is repaired. Remove the Destroyed marker; the ferry is functional again. If the modified roll is 6 or more, the repair attempt fails. Exception: In AIO, a roll of "1" for a major river bridge repair is always successful, regardless of the modifiers.
Repair Die Roll Modifiers: A player's repair die roll is modified if any of the following conditions are in effect (modifiers are cumulative):
- +1: If the river on which a permanent bridge or ferry is situated is currently unfordable (see 12.0).
- +2: If the river on which a permanent bridge or ferry is situated is a major river.
- +1: If the attempt is for the Etowah RR bridge (across hexsides AIO W5417-W5517)
- +1: If the attempt is for the Chattahoochee RR bridge (across hexsides AIO E2514-E2614)
Chatham Bridge in SLB: In SLB, Chatham Bridge (4328–4427) may not be repaired, although the Union player may build a bridge at that hexside according to normal SLB bridge rules (see SLB 10.0).
11.0 Demoralization
A unit is assigned a Demoralize-1 marker (or has an existing Demoralize-1 marker flipped to its Demoralize-2 side) if it suffers an "R" result in combat. A unit is assigned a Demoralize-2 marker if it suffers an "R*" result in combat. Leaders are never demoralized. Demoralized units may be chosen to perform actions normally, although their attack capabilities are less than normal.
Effects Of Demoralization –1. A unit with a Demoralize-1 marker is affected as follows:
- Its Combat value when attacking is halved. Round fractions down to a whole number. (Exception: A demoralize-1 unit with a Combat value of 1 or ½ has a Combat value of ½ when attacking.) The unit's Combat value when defending is normal.
- Its Artillery value is 0 in both attack and defense.
- If inactive, it may not contribute in any way to the achievement of a flank attack bonus.
- It may not be selected to participate in a grand assault.
Effects Of Demoralization –2. A unit with a Demoralize-2 marker is affected as follows:
- Its Combat value when attacking is 1. (Exception: A demoralize-2 unit with a Combat value of 1 or ½ has a Combat value of ½ when attacking.) The unit's Combat value when defending is normal.
- Its Artillery value is 0 in both attack and defense.
- If inactive, it may not contribute in any way to the achievement of a flank attack bonus.
- It may not be selected to participate in a grand assault.
- If a hex being attacked contains any units with Demoralize-2 markers, the defender may have to subtract 1 from his combat die roll (see 7.4).
Removal Of Demoralization Markers. A Demoralized marker remains on top of the unit to which it is assigned wherever that unit moves. However, a unit's Demoralize-1 marker may be removed (or a Demoralize-2 marker flipped to its Demoralize-1 side) during Step 3c of the Recovery Phase if that unit has a Fatigue Level of 0 or 1 (see 8.0).
12.0 Rain
Rain is a random event in all GCACW games. The GCACW Standard Rules do not change the fact that rain effects apply only in the Advanced Game in some games (SJW, AGA, HCR, RTG, SLB, and BAC), and in both Basic and Advanced Games in others (SIV, OTR and GTC). Furthermore, the GCACW Standard Rules do not modify how players determine whether or not rain occurs. Each GCACW game uses its original Random Events Table according to that game's specific rules, without modification. Also, note that in rain turns, units may not perform Entrenching actions, nor may they entrench in the Recovery Phase.
Rain. The Random Events Table has four possible "Rain" results:
- Rain (Current): Rain rules are in effect throughout the current turn only. Place a Rain marker on the Turn Track in the box corresponding to the current turn.
- Rain (Current+1): Rain rules are in effect throughout the current turn and the following turn. Place Rain markers on the Turn Track in the boxes corresponding to the current and immediately succeeding turns.
- Rain (Current+2): Rain rules are in effect throughout the current turn and the following two turns. Place Rain markers on the Turn Track in the boxes corresponding to the current and immediately succeeding two turns.
- Rain (Current+3): Rain rules are in effect throughout the current turn and the following three turns. Place Rain markers on the Turn Track in the boxes corresponding to the current and immediately succeeding three turns.
Note: If a multiple turn Rain result occurs when there are already one or more Rain markers on the Turn Track, additional markers are placed on the track only if the new Rain result extends the rain time period into turns which did not previously possess a Rain marker. For example, if a "Rain (Current +2)" result occurs on Turn 6, Rain markers are placed in the Turns 6, 7, and 8 boxes on the Turn Track. If on Turn 7 a "Rain (Current +1)" result occurs, no additional Rain markers are placed on the track because the new result does not extend the rain period. However, if on Turn 7 a "Rain (Current +2)" result had occurred, a Rain marker should be added to the Turn 9 box due to the extension of the rain period.
Rain Effects.
Provisional Swamps: Provisional swamp hexes function as full swamp hexes in rain turns. If a Rain event occurs while a unit is in a provisional swamp hex with no road, pike, or RR, the unit gains one Fatigue Level and its Strength marker is disorganized. (If it is already disorganized, it is not further affected.) It also must be immediately moved into an adjacent, non-enemy occupied hex. This special movement does not require activation and does not expend MP. It may not be into an enemy ZOC unless there are no non-enemy ZOC present. It also may not be into another swamp hex or across a major/minor river hexside without a bridge or ferry. If no legal hex is available to move into, the unit is eliminated, and VP are awarded for its loss.
Zones of Control: ZOC do not extend across ford or destroyed bridge/ferry hexsides in rain turns. They also do not extend across creek hexsides untraversed by roads, pikes, RR or trail (unless at least one of the two hexes joined by that creek hexside is a city hex).
Attacks: The attacker subtracts 1 from all combat die rolls in rain turns. Attacks cannot be made across ford or destroyed bridge/ferry hexsides in rain turns. Attacks cannot be made across creek hexsides in rain turns unless the hexside is crossed by a road, pike, trails, or RR (or at least one of the two hexes joined by the creek hexside is a city hex). In an attack across a permissible creek hexside in a rain turn, the defender gains a +2 combat die roll modifier (instead of the normal +1).
Movement: If a unit enters a hex across a road or RR hexside in a rain turn, it expends 2 (not 1) MP. A unit entering a hex across a pike hexside expends 1½ (not 1) MP in a rain turn. If a unit enters a mountain hex through a hexside crossed by a trail in a rain turn, it expends 3 MP instead of 2; if a unit enters a non-mountain hex through a hexside crossed by a trail in a rain turn, it expends 2 MP instead of 1. In rain turns, the cost to enter all types of major terrain without benefit of roads, pikes, trails, or RR is increased (see Terrain Chart).
Rivers and Creeks: In rain turns, units may cross minor and major rivers only at bridge, dam, and ferry hexsides — never at fords or destroyed bridges/ferries. Units may cross creeks only across road, pike, RR or trail hexsides in rain turns. Exception: Units may always cross a creek hexside if at least one of the two hexes joined by that hexside is a city hex.
Bridges: Units may not build or repair bridges or ferries in rain turns but may destroy them.
Entrenching: Units may not entrench in rain turns.
River Fordability. In rain turns, units may not use fords to cross major or minor river hexsides. Furthermore, Rain results on the Random Events Table may cause fords to be unusable for an extended period of time after rain turns. Each time a Rain result occurs, the players must place a "Major Rivers Unfordable" and a "Minor Rivers Unfordable" marker on the Turn Track. (If they are already on the Track, they must be advanced a variable number of boxes.) Note: If the game being played does not have either or both of these markers, players may use OTR or GTC markers, or they may make their own.
The placement and movement of these two markers on the Turn Track is governed by the type of Rain result that has occurred and the game being played. When a Rain result occurs in any game, consult the chart below to get a Rain Number for minor rivers.
Minor River Rain Number Table
| Rain Event | OTR/AIO | SIV | All Others |
|---|---|---|---|
| Rain (Current) | 1 | 0 | 0 |
| Rain (Current +1) | 2 | 1 | 1 |
| Rain (Current +2) | 4 | 3 | 2 |
| Rain (Current +3) | 6 | n/a | 3 |
Place the Minor Rivers Unfordable marker on the Turn Track a number of boxes ahead of the current turn equal to the Minor River Rain Number. If the Minor Rivers Unfordable marker is already on the Turn Track, advance it by a number of turns equal to the Rain Number. Do not place the Minor Rivers Unfordable marker on the Track if the Rain Number is 0.
Next, consult the chart below to get a Rain Number for major rivers.
Major River Rain Number Table
| Rain Event | OTR/AIO | SIV | All Others |
|---|---|---|---|
| Rain (Current) | 1 | 1 | 1 |
| Rain (Current +1) | 3 | 3 | 2 |
| Rain (Current +2) | 6 | 5 | 3 |
| Rain (Current +3) | 9 | n/a | 4 |
Place the Major Rivers Unfordable marker on the Turn Track a number of boxes ahead of the current turn equal to the Major River Rain Number. If the Major Rivers Unfordable marker is already on the Turn Track, advance it by a number of turns equal to the Rain Number. For example, in any of the games, for a Rain Current result on turn 3, if the Major Rivers Unfordable Marker is not already on the Turn Track, place it on turn 4.
Unfordability Effects. If the Major Rivers Unfordable marker is on the Turn Track, units may not move, retreat, or advance across major rivers at fords in the current turn and all succeeding turns up to and including the box occupied by the marker. If the Minor Rivers Unfordable marker is on the Turn Track, units may not move, retreat, or advance across minor rivers at fords or destroyed bridges/ferries in the current turn and all succeeding turns up to and including the box occupied by the marker. If a unit cannot cross a hexside due to unfordability effects then its ZOC does not extend across that hexside. If a unit uses a ferry to move across a minor river that is currently unfordable, that unit must pay the normal ferry movement point penalty (Manpower value divided by 3, see Section 6.2). Remove a marker from the Turn Track at the end of the turn corresponding to the box it occupies on the Track.
Limited Intelligence (Optional Rule)
This optional rule can be used with any game in the series to better reflect the uncertainties of Civil War era command. It does significantly increase the time needed to play a game, since it requires players to use Force markers (see 6.4) for every group of two or more units, and to move dummy Force markers in addition to real ones.
To use this rule, both players secretly place a number of dummy Force markers (indistinguishable from markers with real units underneath) onto their Force Display at the start of the scenario, alongside their normal Force markers containing units. A Force marker (real or dummy) may never be placed within two hexes of an enemy unit at the start of a scenario.
- A force marker may not be placed within two hexes of an enemy cavalry unit. Exception: A force marker may be placed within two hexes of enemy cavalry if all two-hex paths between the units are blocked by either: impassable terrain; woods hexsides not crossed by a road, pike, trail, or RR; or a friendly unit in the hex between the force marker and the enemy cavalry unit.
Moving Force Markers. Units on the Force Display must move according to the published rules. A player moving a hidden force still rolls for that force's movement in view of the enemy player. Thus, the enemy player will have a good idea whether or not a friendly force marker contains infantry or cavalry based on the number of dice rolled for the movement. Dummy markers can be moved as either infantry or cavalry (with or without a leader) at the discretion of the owning player. The player's choice of how to move dummy markers should be based on which type of unit he is trying to trick the enemy player into thinking is present in that force. Any extended march rolls should be rolled in view of the enemy player; however, the moving player may make fake extended march rolls for hidden forces to confuse the enemy.
Movement of dummy markers normally requires the player to win initiative and spend an activation. The only exception occurs when more than one force marker starts an activation in the same hex. In that case, one or more dummy markers may be moved from that hex at the same time as the force markers with actual units without requiring a separate activation.
Revealing Enemy Forces. Players replace friendly forces markers with the units they represent (or remove them if they are dummies) in the following cases:
- If an enemy unit or force marker is adjacent to the friendly force marker (unless impassable terrain makes it impossible to move between the two hexes).
- If an enemy cavalry unit is within two hexes of the marker. Exception: A force marker may remain on the map within two hexes of enemy cavalry if all two-hex paths between the units are blocked by either: impassable terrain; woods hexsides not crossed by a road, pike, trail, or RR; or a friendly unit in the hex between the force marker and the enemy cavalry unit.
Note: This case requires actual cavalry units to be present on the map within two hexes of the force marker; cavalry units under force markers can never reveal the composition of an enemy force.
Games of the Great Campaigns of the American Civil War Series
- Volume 1: Stonewall Jackson's Way (1992)
- Volume 2: Here Come the Rebels! (1993)
- Volume 3: Roads to Gettysburg (1994)
- Volume 4: Stonewall in the Valley (1995)
- Volume 5: Stonewall's Last Battle (1996)
- Volume 6: On to Richmond (1998)
- Volume 7: Grant Takes Command (2001)
- Skirmisher Module 1: Burnside Takes Command (2003)
- Skirmisher Module 2: Rebels in the White House (2003)
- Volume 8: Battle Above The Clouds (2009)
- Volume 9: Stonewall Jackson's Way II: Battles of Bull Run (2013, contains redesign of SJW and All Green Alike)
- Volume 10: Atlanta Is Ours (2018)
- Volume 11: Roads to Gettysburg II: Lee Strikes North (2018, contains redesigns of HCR, RTG, & RWH)
Grant Takes Command Exclusive Rules
1.0 Introduction
(The overview of the campaign and the list of game components appear in the Table of Contents block above. What follows are the rules unique to Grant Takes Command — Sections 13.0 and higher — which are used together with the GCACW Standard Basic Game Rules above. To keep a single rule-numbering scheme across the series, rules 2.0 through 12.0 belong to that shared Standard booklet.)
Abbreviations
- ANV: Army of Northern Virginia — NC: North Carolina
- AJ: Army of the James — NJ: New Jersey
- AP: Army of the Potomac — NY: New York
- Art: Artillery — OH: Ohio
- Brig: Brigade — Org: Organized
- Cav: Cavalry — P: Pickett's Division
- Ch: Church — PA: Pennsylvania
- Clrd: Colored — Ptrbg: Petersburg
- FL: Fitzhugh Lee's Division — SC: South Carolina
- GA: Georgia — Sub: Substitute unit
- H: Hampton's or Hoke's Division — VA: Virginia
- IL: Illinois — VMI: Virginia Military Institute
- J: B R Johnson's Division — VP: Victory Points
- Inf: Infantry — Wash: Washington
- Ldr: Commander — WL: W H Lee's Division
- MD: Maryland — WV: West(ern) Virginia
- MP: Movement Points — ZOC: Zone of Control
STOP! Read the GCACW Standard Basic Game Rules before continuing.
13.0 Basic Game Scenarios
There are eight Basic Game scenarios of varying degrees of complexity. Unless otherwise noted below, all units begin the game on their front (normal) side, at Fatigue Level 0, with an organized Strength marker. Before play begins, place the Turn marker on the Turn Track in the box corresponding to the scenario's starting date. This is Turn 1. At the end of the game, calculate Victory Points (VP) and determine the winner. Since combat losses affect the gain or loss of Victory Points, players should record Manpower losses on paper or on the Victory Point Track.
Map: Grant Takes Command's map is divided into a North and a South sheet. Some scenarios use only one map; others use both. In setup instructions, hexes are denoted by "N" (North Map) or "S" (South Map) and a four-digit number. For example, "S3933" is hex 3933 (Chaffin's Bluff) on the South map. To join the two maps, align the North map's south edge with the South map's north edge so that the North map's rightmost hex column (called the "5800" column, since each of its hex numbers begins with "58") lines up with the South map's "4800" column. Note that this creates a small area of overlap between the two maps. The southernmost hexes of the North map's odd-numbered columns (e.g. the "1300" hex column) are the same hexes as the northernmost hexes of the South map. For example, N2334 (Frederickshall Station) and S1301 are the same hex. Where the maps overlap, the North map sits on top of the South map.
Control markers: Some scenarios specify at the start of the game which side controls certain "objective hexes." To indicate which side controls an objective, players may place a "Control" marker on the objective hex. A player gains control of an enemy-controlled objective hex the moment a friendly infantry (not cavalry, not artillery) unit enters it. (Exception: In Scenario 1, control of some objective hexes changes the moment a cavalry unit enters them.) If Control markers are used, place a Control marker with the appropriate side face up on the hex (or flip the enemy's Control marker). Once a player gains control of an objective hex, he need not keep an infantry unit present there; he retains control unless the enemy player gains control of the hex.
13.1 Scenario 1: The Battle of the Wilderness
Note: This scenario covers the two days of bloody fighting that resulted when Grant and Lee first confronted each other in the Wilderness.
Map: North map only.
Length of Game: May 5 – May 6, 1864, 2 turns.
Confederate Setup: See "CONFEDERATE SET-UP" on page 5 of the English rulebook.
* Chambliss, Ramseur, and Steuart begin the game under Fort markers.
Union Setup: See "UNION SET-UP" on page 5 of the English rulebook.
* McIntosh and Chapman begin at Fatigue Level 1.
Special Rules
-
Random Events: There are no random events in this scenario.
-
Turn 1: The Confederate player automatically wins the first initiative of Turn 1.
-
Union Movement Restriction: In addition to his normal cavalry duties, Sheridan was given the task of helping to escort the Union supply trains. For this reason, the Union player must, from the start of the game to its end, keep 2 cavalry units (of any strength) within two hexes of Chancellorsville (N3213). If the number of cavalry units within two hexes falls below 2, the Union player may not move cavalry units outside of this radius. If this number falls below 2 due to combat losses or retreats, Union cavalry is subject to the following restrictions:
- Union cavalry may neither attack nor build entrenchments.
- Every march action performed by Union cavalry must end closer to Chancellorsville than the hex from which the march began.
These restrictions are lifted the moment the number of units within two hexes of Chancellorsville returns to 2.
-
Union Reinforcements: Burnside, Potter, and the Provisional brigade are listed as Reinforcements in this scenario. On Turn 1, instead of performing an activation, the Union player may place all three of these units onto the map. These units must be placed at N2101. If an enemy unit occupies this hex, they may instead be placed at any North-map-edge hex west of N2101. After being placed, Potter and the Provisional brigade are assigned a Fatigue Level 1 marker. These units may not move as part of this placement action, nor may any other Union unit move as part of this action.
-
Attachment: This is not an Advanced Game scenario, but the attachment rules found in the Advanced Game rules chapter "Substitute Units" (see 30.0) apply to this scenario. This adds an Attachment Phase to the sequence of play. Note that Detachment may not be performed.
-
Control of Hexes: At the start of the game, the Confederate player controls Todd's Tavern, Shady Grove Church, Piney Branch Church, and Locust Grove. The Union player controls all other objectives (Wilderness Tavern (N2814), Parker's Store (2510), Chancellorsville, and 3010).
Victory Conditions
The Union player gains and loses Victory Points (VP) as follows:
| VP | Reason |
|---|---|
| +18 | Union controls Wilderness Tavern (N2712) |
| +15 | Union controls N2814 (the Brock Road/Plank Road intersection) |
| +12 | Union controls Parker's Store (N2615) |
| +12 | Union controls N2510 (southeast side of Germanna Ford) |
| +12 | Union controls Locust Grove (N2314) |
| +9 | Union controls Chancellorsville (N3213) |
| +9 | Union controls N3010 (south side of Ely's Ford) |
| +6 | Union controls Todd's Tavern (N3117). Note that the side that last passed an infantry or cavalry unit through this hex controls it. |
| +3 | Union controls Shady Grove Church (N2818). Note that the side that last passed an infantry or cavalry unit through this hex controls it. |
| +3 | Union controls Piney Branch Church (N3316). Note that the side that last passed an infantry or cavalry unit through this hex controls it. |
| +3 | Per point of Confederate manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or a move from enemy ZOC to enemy ZOC) |
| -2 | Per point of Union manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or a move from enemy ZOC to enemy ZOC) |
At the end of the game, total the Union VP and consult the table below to determine the winner.
| Union VP | Winner |
|---|---|
| 107 or more | Union Decisive Victory |
| 91 to 106 | Union Substantive Victory |
| 75 to 90 | Union Marginal Victory |
| 59 to 74 | Confederate Marginal Victory |
| 43 to 58 | Confederate Substantive Victory |
| 42 or less | Confederate Decisive Victory |
13.2 Scenario 2: Grant Crosses the Rapidan
Note: George Meade, who at the start of this campaign led the Army of the Potomac for Ulysses Grant, entered the Wilderness with great caution. Having to escort the largest supply train in history, which was leaving its camp at Brandy Station to follow the army moving south, made him hesitant. This scenario captures in concrete form the historical difficulty Grant and Meade faced: the Union player must break winter camp and move his army (and its supplies) to a new base south of the Rapidan River.
Map: North map only.
Length of Game: May 4 – May 8, 1864, 5 turns.
Confederate Setup: See "CONFEDERATE SET-UP" on page 7 of the English rulebook.
* Chambliss, Rodes, Ramseur, and Steuart begin the game under Fort markers.
+ Johnston may not move, nor build entrenchments, until Turn 2 (May 5).
++ Hampton, Young, and Gordon may not move, nor build entrenchments, until Turn 4. See Special Rule 4.
Union Setup: See "UNION SET-UP" on page 8 of the English rulebook.
Translator's note: Wagon Train-C is placed at N1902 (there are not two Wagon Train-B markers).
Special Rules
-
Random Events: There are no random events in this scenario.
-
Pontoon Bridge: The Union player begins the game with a minor-river bridge between N2404 and N2504 (Kelly's Ford).
-
Turn 1: The Union player automatically wins the first, and several subsequent, initiative rolls of Turn 1. Before rolling for initiative, the Union player may perform up to six unconditional Action Phases (one each for commanders Hancock, Warren, Sedgwick, Torbert, Sheridan, and Wilson). During these Action Phases, Union activity is subject to the following restrictions:
- The Union player may only choose Activate Leader actions (individual units may not be activated).
- Each of the aforementioned Union commanders may be chosen only once for a leader activation action during this unconditional initiative.
- During these Action Phases, Union units may not move into a Confederate ZOC.
Note that the Union player is not obligated to perform all six of these unconditional actions. Once the Union player has completed his unconditional actions, initiative is determined normally for the rest of the game.
-
Confederate Movement Restriction: The Johnston infantry brigade may not move, nor build entrenchments, until Turn 2 (May 5). Cavalry commander Hampton, the Young cavalry brigade, and the Gordon cavalry brigade may not move, nor build entrenchments, until Turn 4 (May 7). This restriction is lifted if a Union unit comes within 10 hexes of these units' setup hexes. Note that the Gordon brigade belongs to WH Lee's Division and cannot be activated by Hampton.
-
Union Reinforcements: In this game, the IX Corps and all cavalry regiments attached to it are Reinforcements. On Turns 1 and 2, the Union player may bring on one reinforcement group in lieu of a march, entrenchment, or Activate Leader action performed with units already on the map. Each unit brought onto the map this way appears at either 2101 or 2301, at the Union player's choice. Some of these units are placed on the map already above Fatigue Level 0. The table below summarizes the order in which each group appears, the turn it appears, and its Fatigue Level upon placement. If a reinforcement does not appear on its designated turn, it may appear on a later turn only if the listed order of appearance is followed. Note that a reinforcement delayed by one or more turns always enters the map at Fatigue Level 0.
Reinforcement Group 1 Turn Fatigue Level Stevenson 1 1 Reinforcement Group 2
Victory Conditions
The Union player gains and loses Victory Points (VP) as follows:
| VP | Reason |
|---|---|
| +10 | Per Union supply train that is present at Chancellorsville (N3213) and can trace a line of communication (LOC) to both Spotsylvania Court House (N3520) and a Union supply source. |
| +6 | Per Union supply train that is present at Chancellorsville (N3213) and can trace an LOC to both Todd's Tavern (N3117) and a Union supply source, but cannot trace an LOC to Spotsylvania Court House (N3520). |
| +3 | Per Union supply train that is present at Chancellorsville (N3213) and can trace an LOC to a Union supply source, but cannot trace an LOC to either Spotsylvania Court House (N3520) or Todd's Tavern (N3117). |
| +10 | Per Union supply train that is present at Orange Court House (N0618) and can trace an LOC to both Gordonsville (N0225) and a Union supply source. |
| +6 | Per Union supply train that is present at Orange Court House (N0618) and can trace an LOC to both Madison Run Station (N0523) and a Union supply source, but cannot trace an LOC to Gordonsville (N0225). |
| +3 | Per Union supply train that is present at Orange Court House (N0618) and can trace an LOC to a Union supply source, but cannot trace an LOC to either Gordonsville (N0225) or Madison Run Station (N0523). |
For all six of the above victory conditions, a "line of communication" (LOC) is a path of hexes connected by road, pike, railroad, or bridge (not ford) between the two named locations. Neither a Confederate unit nor its ZOC may occupy any hex along that path (including its endpoints). Culpeper (N1204), Brandy Station (N1702), Aquia Creek Station (N4807), or Belle Plain (N4811) — any one of these — is defined as the Union supply source. An LOC may not cross a major or minor river unless there is a bridge on that hexside.
| VP | Reason |
|---|---|
| +3 | Per point of Confederate manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or a move from enemy ZOC to enemy ZOC) |
| -2 | Per point of Union manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or a move from enemy ZOC to enemy ZOC) |
| -5* | Per Union supply train destroyed by the Confederate player. |
| -2* | Per instance a Union supply train suffers a "D" or "1" result on an extended march. |
| -1* | Per hex a Union supply train retreats due to combat. |
* For each individual Union supply train, the total Union VP lost from the three asterisked conditions may not exceed 5. For example, if a supply train suffers a "D" or "1" result on an extended march (-2 VP) and is later destroyed (-5 VP), the total loss is 7, not 5. However, because of the manpower loss caused by the supply train's destruction, the Union player loses the 5 VP from the asterisked conditions plus an additional 4 VP for the loss of the supply train's 2 manpower points.
At the end of the game, total the Union VP and consult the table below to determine the winner.
| Union VP | Winner |
|---|---|
| 38 or more | Union Decisive Victory |
| 28 to 37 | Union Substantive Victory |
| 18 to 27 | Union Marginal Victory |
| 8 to 17 | Confederate Marginal Victory |
| -2 to 7 | Confederate Substantive Victory |
| -3 or less | Confederate Decisive Victory |
13.3 Scenario 3: Race for Spotsylvania
Note: After the Battle of the Wilderness, Grant's decision to push south raised Union morale. Grant's night march of May 7-8 was intended to get past Lee and reach a position between the Army of Northern Virginia and Richmond. However, Lee anticipated the Union move and prepared a race to establish control of Spotsylvania Court House between Anderson's Confederate First Corps and the Union corps of Warren and Sedgwick.
Map: North map only.
Length of Game: May 8, 1864, 1 turn.
Confederate Setup: See "CONFEDERATE SET-UP" on page 9 of the English rulebook.
* Lomax and Wickham begin the game at Fatigue Level 1. They are also disorganized, exhausted, and under Abatis markers.
+ Field and Kershaw begin the game at Fatigue Level 1.
Union Setup: See "UNION SET-UP" on page 9 of the English rulebook.
* Units marked with this symbol begin the game at Fatigue Level 1.
Special Rules
- Random Events: There are no random events in this scenario.
- First and Second Initiative: The game's first initiative is determined normally. The player who loses the first initiative automatically wins the game's second initiative. After that, all initiative rolls are determined normally.
- Movement Restriction: Throughout the game, no unit belonging to either player may move into, or retreat into, N3118, N3017, N2917, N2916, N2815, N2715, N2714, N2613, N2612, or N2611. Players may mark these hexes with unused Out-of-Supply markers as a reminder of this restriction. These hexes are treated as hexes that cannot be entered for the purpose of determining flank bonuses.
- Control of Hexes: At the start of the scenario, the Confederate player controls all objective hexes.
Victory Conditions
The Union player gains and loses Victory Points (VP) as follows:
| VP | Reason |
|---|---|
| +12 | Union controls Spotsylvania Court House (N3520). |
| +6 | Union controls Laurel Hill (N3418). |
| +2 | Union controls Block House Bridge (N3219). |
| +2 | Union controls Old Court House (N3321). |
| +2 | Union controls Harrison (N3419). |
| +2 | Union controls Landrum (N3519). |
| +2 | Union controls Crutchfield (N3522). |
| +2 | Union controls Beverly (N3619). |
| +2 | Union controls Quisenberry (N3621). |
| +3 | Per point of Confederate manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or a move from enemy ZOC to enemy ZOC) |
| -2 | Per point of Union manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or a move from enemy ZOC to enemy ZOC) |
At the end of the game, total the Union VP and consult the table below to determine the winner.
| Union VP | Winner |
|---|---|
| 29 or more | Union Decisive Victory |
| 22 to 28 | Union Substantive Victory |
| 15 to 21 | Union Marginal Victory |
| 8 to 14 | Confederate Marginal Victory |
| 1 to 7 | Confederate Substantive Victory |
| 0 or less | Confederate Decisive Victory |
13.4 Scenario 4: Bloody Spotsylvania
Note: The first five days of the Spotsylvania campaign became the war's most desperate fighting, reaching its climax on May 12 in the battle at the "Mule Shoe" salient. Out of necessity, Lee's army invented the defensive style of entrenched warfare that would define its style of fighting for the rest of the war. In response, the Army of the Potomac attempted several innovative countermeasures, including the massed assault against the Confederate line led by Colonel Emory Upton on May 10.
Map: North map only.
Length of Game: May 8 – May 12, 1864, 5 turns.
Confederate Setup: See "CONFEDERATE SET-UP" on page 11 of the English rulebook.
* Units marked with this symbol begin the game under Abatis markers.
+ Rodes, E Johnson, and Ramseur begin the game under Breastwork markers.
# Lomax and Wickham begin the game at Fatigue Level 1. They are also disorganized, exhausted, and under Abatis markers.
Union Setup: See "UNION SET-UP" on page 12 of the English rulebook.
* Units marked with this symbol begin the game under Abatis markers.
+ Units marked with this symbol begin the game under Breastwork markers.
# Davis, Devin, and Gibbs begin the game at Fatigue Level 1. They are also disorganized and exhausted.
Special Rules
- Random Events: There are no random events on Turn 1. Starting with Turn 2 through Turn 5, random events are determined normally at the start of each turn. Only the various Rain results apply. In this scenario, no more than 2 turns can be rain. Once 2 turns of rain have been completed, the weather for every remaining turn of the game (even if it would otherwise fall within a multi-turn rain result) is automatically treated as clear. In that case, there is no need to roll the random events die thereafter.
- Union Bridge: Place a Union major-river Bridge marker on the hexside between N4114 and N4213.
- Attachment: This is not an Advanced Game scenario, but in this scenario the attachment rules found in the Advanced Game rules chapter "Substitute Units" (see 30.0) apply. That is, an Attachment Phase is added to the sequence of play. Note that Detachment may not be performed.
- Turn 1: At the start of Turn 1, no leader transfer nor attachment may take place. The game begins with a Union Activate Army Leader action (see below).
- Army Activation: The first Action Phase of Turn 1 automatically becomes a Union Activate Army Leader action. This action is performed as described in 31.0. This action automatically succeeds; there is no need to roll a die to determine whether the action succeeds. As specified in the Army Leader Activation rules, the Confederate player automatically gains initiative in the immediately following Action Phase. This is the only opportunity a player has to use an Activate Army Leader action during the game.
- Sedgwick: On May 9, VI Corps commander John Sedgwick was shot by a Confederate sharpshooter while wandering near the front line. Because of this, Sedgwick is at risk of being killed whenever he leads an assault. If an assault is declared by Sedgwick, and the Union and Confederate players roll the same number (before modification) on their combat dice, Sedgwick is killed. Remove his counter from the game and replace him with commander Wright. Remove the Wright division counter and replace it with the Russell division counter. Sedgwick may never be killed by an attack made during a march action. No other commander may be killed in this manner.
- Upton: In this scenario, the Union player may use the Upton Special Assault marker. See 33.0 for details.
- Off-Map Movement: During the first 3 turns of the game, both players may exit cavalry units off the south edge of the map to earn Victory Points. To leave the map, a unit must first move to a hex in the xx34 column that contains a road or railroad leading off the south edge of the map. After that, by paying an additional 1 Movement Point, the unit may leave the map. Infantry units may not leave the map, and no unit may leave from the north, east, or west edges of the map. Once a unit has left the map, it may not return.
Victory Conditions
The Union player gains and loses Victory Points (VP) as follows:
| VP | Reason |
|---|---|
| +25 | Union controls Spotsylvania Court House (N3520). |
| +4 | Union controls Todd's Tavern (N3117). |
| +4 | Union controls Waite's Shop (N3019). |
| +4 | Union controls Mount Pleasant (N3225). |
| +4 | Union controls Stannard's Mill (N3924). |
| +4 | Union controls Massaponax Church (N4019). |
| +4 | Union controls Guinea Station (N4323). |
| +10 | Union controls all six of the above 4-VP objectives. |
| +2 | Per manpower point of Union cavalry units that exit the map's south edge before the end of Turn 3 (see Special Rule 8). |
| -3 | Per manpower point of Confederate cavalry units that exit the map's south edge before the end of Turn 3 (see Special Rule 8). Note that the total VP subtracted for this condition may not exceed the total the Union player received from the condition immediately above (example: Union cavalry brigades with strengths of 2 and 3 exit the map's south edge. The Union player receives +10 VP. Even if Confederate cavalry with a combined strength of 4 or more exits the map's south edge, no more than -10 may be assessed for this condition). |
| +3 | Sheridan exits the map's south edge before the end of Turn 3. |
| -3 | Stuart exits the map's south edge before the end of Turn 3. This VP is only awarded if one or more Union cavalry units have exited the map during the game. |
| +3 | Per point of Confederate manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or a move from enemy ZOC to enemy ZOC) |
| -2 | Per point of Union manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or a move from enemy ZOC to enemy ZOC) |
At the end of the game, total the Union VP and consult the table below to determine the winner.
| Union VP | Winner |
|---|---|
| 92 or more | Union Decisive Victory |
| 74 to 91 | Union Substantive Victory |
| 56 to 73 | Union Marginal Victory |
| 38 to 55 | Confederate Marginal Victory |
| 20 to 37 | Confederate Substantive Victory |
| 19 or less | Confederate Decisive Victory |
13.5 Scenario 5: Sheridan Rides South
Note: On May 8, Grant and Meade gave Sheridan permission to move aggressively against Stuart's Confederate cavalry. Seeking to draw Stuart into open ground where Union numerical superiority could tell, Sheridan set out on a raid to the south, forcing Stuart to give chase. After wrecking central Virginia around Beaver Dam Station and planting fitting terror in the citizens of Richmond, Sheridan met Stuart in the fateful battle at Yellow Tavern.
Map: Both maps.
Length of Game: May 9 – May 12, 1864, 4 turns.
Confederate Setup: See "CONFEDERATE SET-UP" on page 14 of the English rulebook.
+ 1 MD and 2 MD each begin the game under Fort markers.
# Lomax and Wickham begin the game on their exhausted sides.
Union Setup: See "UNION SET-UP" on page 14 of the English rulebook.
Special Rules
- Random Events: There are no random events in this scenario.
- Turn 1: The Union player automatically wins the first two initiative rolls of Turn 1. During Turn 1, the Leader Transfer Phase does not take place.
- Union Movement Restriction: Union units may not move into, attack into, or retreat into any hex within three hexes of either Spotsylvania Court House (N3520) or Waite's Shop (N3019). These hexes are treated as impassable terrain when calculating a flank bonus for those units.
- Confederate Movement Restriction: Confederate units may not move across, attack across, or retreat across the Ni River. These hexes are treated as impassable terrain when calculating a flank bonus for those units.
- Richmond and Drewry's Bluff Defense Forces: The Confederate player may not move Hunton, Barton, or Gracie until Turn 2. Note that there is a Victory Point penalty for moving Barton or Gracie at any time during the game.
- Death of a Commander: Stuart suffered a fatal wound at Yellow Tavern and died the following morning. For this reason, both Stuart and Sheridan may be killed in combat. In any combat in which a unit stacked with one of these commanders suffers a "D" result, that commander may be killed. If both players roll the same number (before modification) in the combat resolution procedure, combat resolution is temporarily suspended, and the player whose commander is present checks for the death of that commander. Roll one die. If the general in question is Stuart, he dies if the roll is odd; if the general is Sheridan, he dies if the roll is a 1. Note that both generals could die in the same combat. Cavalry division commanders are not subject to this special rule.
- Permanent Forts: This is not an Advanced Game scenario, but the Confederate Forts rules of Advanced Game rule 32.0 apply throughout this scenario.
Victory Conditions
The Union player gains and loses Victory Points (VP) as follows:
| VP | Reason |
|---|---|
| +3 | Beaver Dam Station (S2202) has been damaged. |
| +3 | Hanover Junction (S3307) has been damaged. |
| +2 | Ashland (S3313) has been damaged. |
| +1 | Bumpass Turnout (S1801) has been damaged. |
| +1 | Hewlett's Turnout (S2603) has been damaged. |
| +1 | Noel's Turnout (S2804) has been damaged. |
| +1 | Verdon Station (S3106) has been damaged. |
| +1 | Hungary Station (S3220) has been damaged. |
| +1 | Atlee's Station (S3719) has been damaged. |
| +3 | Per permanent fort destroyed during the game. |
| +1 | Per Union cavalry brigade that ends Turn 3 in a redoubt or fort hex within three hexes of a Richmond city hex. Note that the Union player may earn a maximum of 5 VP this way. |
| +2 | The Confederate player moves Barton at any point during the game. |
| +2 | The Confederate player moves Gracie at any point during the game. |
| -2 | Per Union cavalry brigade that does not end the game in one of the following three locations: any hex in Louisa County; any hex in Hanover County east of (not including) the 41xx hex column; or any hex in Henrico County east of (not including) the 41xx hex column. This -2 VP penalty is also assessed for each Union cavalry brigade that has been eliminated. |
| +3 | Per point of Confederate manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or a move from enemy ZOC to enemy ZOC) |
| -2 | Per point of Union manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or a move from enemy ZOC to enemy ZOC) |
At the end of the game, total the Union VP and consult the table below to determine the winner.
| Union VP | Winner |
|---|---|
| 23 or more | Union Decisive Victory |
| 19 to 22 | Union Substantive Victory |
| 15 to 18 | Union Marginal Victory |
| 11 to 14 | Confederate Marginal Victory |
| 7 to 10 | Confederate Substantive Victory |
| 6 or less | Confederate Decisive Victory |
13.6 Scenario 6: Strike Them a Blow!
Note: About two weeks after the bloody fighting in the trenches at Spotsylvania, on the night of May 20 Grant ordered the Army of the Potomac to move south of Lee, and then east. Both Lee and Grant saw this new phase of maneuver as a golden opportunity to catch the enemy army in the open. As it advanced without crossing the North Anna River, the Army of the Potomac found itself straddling the Confederate inverted-V position on the river's south bank. The only reason the Army of Northern Virginia failed to carry out Lee's declaration that "we must strike them a blow" was his sudden illness.
Map: Both maps.
Length of Game: May 21 – May 23, 1864, 3 turns.
Confederate Setup: See "CONFEDERATE SET-UP" on pages 17-18 of the English rulebook.
^ Barton begins the game on his exhausted side.
* 1 VA and 11 VA begin the game under Abatis markers.
+ Units marked with this symbol begin the game under Breastwork markers.
# 2 MD begins the game under a Fort marker.
Union Setup: See "UNION SET-UP" on page 18 of the English rulebook.
+ Units marked with this symbol begin the game under Breastwork markers.
Special Rules
- Random Events: There are no random events in this scenario.
- Turn 1: No leader transfer may take place at the start of Turn 1. The game's first Action Phase is a Union action, in which the Union player may only activate commander Torbert (see Special Rule 4 below). The second Action Phase is a Union action, in which the Union player may only activate corps commander Hancock. After these two actions, initiative is determined normally for the rest of the game.
- Lee's Illness: At the end of Turn 1, flip the Confederate army leader counter (Lee) to its Sick side. It remains on this side for the remaining 2 turns of the scenario. On this side he has a lower Command value, and the Lee bonus cannot be used either.
- Torbert: Union cavalry division commander Torbert commanded all three cavalry divisions of the Army of the Potomac at this time. During this scenario, Torbert may freely activate any unit belonging to the 1st Cavalry Division (Cav-1).
- Confederate Movement Restriction: Confederate Pickett may not be activated, nor build entrenchments, until Turn 2.
- Control of Hexes: At the start of the scenario, the Confederate player controls all objectives. Control of a hex passes to the enemy player the moment an enemy infantry unit passes through it.
Victory Conditions
The Union player gains and loses Victory Points (VP) as follows:
| VP | Reason |
|---|---|
| +12 | Union controls Hanover Junction (S3307). |
| +4 | Union controls Ashland (S3313). |
| +4 | Union controls Bowling Green (N4828). |
| +4 | Union controls Chesterfield Depot (S3303). |
| +4 | Union controls Noel's Turnout (S2804). |
| +4 | Union controls Verdon Station (N4323). |
| +2 | Union controls Guinea Station (N4323). |
| +2 | Union controls Hanover Depot (S3913). |
| +2 | Union controls Milford (N4730). |
| +2 | Union controls Wickham Station (S3611). |
| +1 | Per Confederate infantry division that does not end the game in Hanover, Henrico, or Louisa County. A Confederate infantry division that has been completely eliminated counts toward this total. |
| +3 | Per point of Confederate manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or a move from enemy ZOC to enemy ZOC) |
| -2 | Per point of Union manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or a move from enemy ZOC to enemy ZOC) |
At the end of the game, total the Union VP and consult the table below to determine the winner.
| Union VP | Winner |
|---|---|
| 39 or more | Union Decisive Victory |
| 32 to 38 | Union Substantive Victory |
| 25 to 31 | Union Marginal Victory |
| 18 to 24 | Confederate Marginal Victory |
| 11 to 17 | Confederate Substantive Victory |
| 10 or less | Confederate Decisive Victory |
13.7 Scenario 7: Bethesda Church
Note: After the clash of cavalry at Haw's Shop on May 28, Lee and Grant eyed each other across Totopotomoy Creek. On May 29, Warren crossed this creek and advanced his corps toward Bethesda Church. Lee knew that the Union flank was in the air, and that unless he crushed Grant's army before it reached the James River, it would only be a matter of time before it was besieged.
Map: South map only.
Length of Game: May 30 – June 1, 1864, 3 turns.
Confederate Setup: See "CONFEDERATE SET-UP" on pages 17-18 of the English rulebook.
* Units marked with this symbol begin the game under Breastwork markers.
Union Setup: See "UNION SET-UP" on page 18 of the English rulebook.
* Units marked with this symbol begin the game under Breastwork markers.
Special Rules
- Random Events: There are no random events in this scenario.
- Turn 1: The Confederate player automatically wins the first initiative of Turn 1.
- Union Movement Restriction: The Wilson cavalry division, and all units and commanders of the II Corps and XVIII Corps, may not move nor build entrenchments on Turn 1. In addition, army commander Grant may not be transferred, moved, or declare a grand assault on Turn 1. The moment a Confederate unit makes a move adjacent to any one of these units, all of these Union restrictions are immediately lifted.
- Confederate Movement Restriction: Young, Hampton, Rosser, WH Lee, Gordon, Chambliss, Hoke, Breckinridge, and all units and commanders of the III Corps may not move nor build entrenchments on Turn 1. Army commander Lee may not be transferred, moved, or declare a grand assault on Turn 1. The moment a Union unit makes a move adjacent to any one of these units, all of these Confederate restrictions are immediately lifted.
- Staff Failure: On Turn 2 and thereafter, when a unit of the XVIII Corps moves, each unit belonging to the XVIII Corps must move toward S4919. The hex a unit moves into may not be farther from this hex than the hex it started in. These units may attack normally, as long as they do not advance after combat into a hex farther from S4919. A unit that reaches S4919 is released from this movement restriction from that point on. In a single action, a unit must first move toward S4919, and if it still has sufficient movement points remaining, it may continue to move thereafter.
- Expiration of Enlistments: On the morning of May 31, two of the three brigades of Crawford's division mustered out of service. In the Recovery Phase of Turn 1, reduce Crawford's strength by half (rounding down). This loss does not count toward Victory Points.
- Control of Hexes: At the start of the scenario, the Union player controls Bethesda Church, Polly Hunley's Corner, Haw's Shop, and Old Church. The Confederate player controls the other 5 objectives.
Victory Conditions
The Union player gains and loses Victory Points (VP) as follows:
| VP | Reason |
|---|---|
| +10 | Union controls Mechanicsville (S3922). |
| +10 | Union controls Bethesda Church (S4320). |
| +10 | Union controls New Cold Harbor (S4422). |
| +6 | Union controls Atlee's Station (S3719). |
| +6 | Union controls Shady Grove Church (S3920). |
| +6 | Union controls Polly Hunley's Corner (S4118). |
| +6 | Union controls Haw's Shop (S4317). |
| +6 | Union controls Old Cold Harbor (S4522). |
| +6 | Union controls Old Church (S4719). |
| +3 | Per point of Confederate manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or a move from enemy ZOC to enemy ZOC) |
| -2 | Per point of Union manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or a move from enemy ZOC to enemy ZOC) |
At the end of the game, total the Union VP and consult the table below to determine the winner.
| Union VP | Winner |
|---|---|
| 56 or more | Union Decisive Victory |
| 48 to 55 | Union Substantive Victory |
| 40 to 47 | Union Marginal Victory |
| 32 to 39 | Confederate Marginal Victory |
| 24 to 31 | Confederate Substantive Victory |
| 23 or less | Confederate Decisive Victory |
13.8 Scenario 8: Trevilian Station
Note: On June 5, General David Hunter's army won a victory in the Shenandoah Valley at Piedmont and began moving south toward Lexington and Lynchburg. Grant decided it was time to send Sheridan west to join Hunter at Charlottesville. Along the way, Sheridan was to damage the Virginia Central Railroad in Louisa County. To counter Sheridan, Lee sent his newly appointed cavalry corps commander, Wade Hampton.
Map: Both maps.
Length of Game: June 8 – June 12, 1864, 5 turns.
Confederate Setup: See "CONFEDERATE SET-UP" on page 19 of the English rulebook.
Union Setup: See "UNION SET-UP" on page 19 of the English rulebook.
Special Rules
-
Random Events: There are no random events in this scenario.
-
Turn 1: On Turn 1, only the Union player may move and build entrenchments. Because the Confederate player is not permitted to activate on Turn 1, no initiative die is rolled at the start of each Action Phase of Turn 1. The Union player may perform only 2 Activate Leader actions, and these must be performed by commander Sheridan. After these two actions, the Action Cycle of Turn 1 ends. All other turns are played normally, and Sheridan (and every other unit) may be activated any number of times.
-
Union Movement Restriction: No Union unit may voluntarily move into, or attack into, a hex in Hanover County. However, Union units may retreat into this county. If forced to enter Hanover County, a unit may move normally until it exits the county again. This restriction is lifted the moment a Confederate unit crosses the North Anna River heading north.
-
Confederate Movement Restriction: No Confederate unit may voluntarily move into, or attack into, a hex in Caroline County. However, Confederate units may retreat into this county. If forced to enter Caroline County, a unit may move normally until it exits the county again. This restriction is lifted the moment a Union unit crosses the North Anna River heading south.
-
Hampton: In this scenario, use the corps commander Hampton counter (Tactical value 3, Command value 5). Do not use the division commander Hampton counter that is used in Scenarios 2, 4, and 6. In this scenario, Hampton may activate any Confederate unit (and, by using the Confederate cavalry corps commander, these units may move using two dice plus 3).
-
Off-Map Movement: After the Union player has damaged at least one of the following stations, the Union player may exit cavalry units off the west edge of the North map to earn Victory Points. The stations in question are:
- Louisa Court House (N1332)
- Trevilian Station (N0930)
- Gordonsville (N0225)
To exit the map, a unit must first move into one of the five hexes N0126, N0127, N0129, N0132, or N0133. After that, by paying an additional 1 Movement Point, the unit may leave the map. Confederate units may not exit the map, and no unit may exit the map from any other hex. Demoralized units are also not eligible to exit the map. Once a unit has exited the map, it may not return.
Victory Conditions
The Union player gains and loses Victory Points (VP) as follows:
| VP | Reason |
|---|---|
| +14 | Exactly 5 Union cavalry units exit the map during the game. |
| +8 | Exactly 4 Union cavalry units exit the map during the game. |
| +5 | Exactly 3 Union cavalry units exit the map during the game. |
| +2 | Exactly 2 Union cavalry units exit the map during the game. |
| +8 | Trevilian Station (N0930) is damaged during the game. |
| +4 | The station at Gordonsville (N0225) is damaged during the game. |
| +4 | The station at Louisa Court House (N1332) is damaged during the game. |
| +3 | Per point of Confederate manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or a move from enemy ZOC to enemy ZOC) |
| -2 | Per point of Union manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or a move from enemy ZOC to enemy ZOC) |
At the end of the game, total the Union VP and consult the table below to determine the winner.
| Union VP | Winner |
|---|---|
| 22 or more | Union Decisive Victory |
| 19 to 21 | Union Substantive Victory |
| 16 to 18 | Union Marginal Victory |
| 13 to 15 | Confederate Marginal Victory |
| 10 to 12 | Confederate Substantive Victory |
| 9 or less | Confederate Decisive Victory |
Advanced Game Rules
14.0 Advanced Game Sequence of Play
Each turn of the Advanced Game is conducted according to the following sequence of play:
- Random Events Phase. Roll two dice; the players consult the Random Events Table.
- Transfer Phase. A commander may be transferred from a unit under one command to a unit under another command.
- Off-Map Phase (May 6 and later). Units may move to or from off-map boxes (see 28.0).
- County Control Phase. The players determine whether control of a county has passed from one player to the other since the previous turn. Control is important in determining whether Strategic Movement (20.0) is possible.
- Attachment Phase. Substitute units may be reattached to other units.
- Action Cycle
- Action Phase
- A. Initiative Segment: Both players roll a die. The player with the higher roll wins. If both players roll the same number, the Confederate player wins, though a tied roll may end the Action Cycle (see 18.0). The winning player must take initiative or pass.
- B. Activation Segment: The player who has taken initiative must perform a single action with an eligible commander or unit. At the end of the Activation Segment, the players return to the Initiative Segment and begin a new Action Phase. Players repeat Action Phases until both players pass in the same Action Phase, or until the Action Cycle ends because of a tied initiative roll.
- Action Phase
- Recovery Phase. Eligible units may forage, build entrenchments, build bridges, repair bridges and ferries, and recover from fatigue, disorganization, exhaustion, and demoralization. If it is between May 19 and May 23, the Confederate player may reorganize his forces in the Southeastern Virginia District (see 34.0).
- Strategic Cycle (only on turns divisible by 4)
- A. Commander Recovery Segment: A sick commander may recover.
- B. Strategic Segment: Roll two dice; the players consult the Strategic Events Table.
- C. Reinforcement Segment: Both players determine whether any fixed, variable, or special reinforcements arrive. An artillery unit ordered to withdraw (16.0) is removed from the map if it is at a Union depot or a county seat controlled by the Union.
- D. Valley Segment: Both players carry out activity in and around the Shenandoah Valley.
- E. Bermuda Hundred Segment: Both players carry out activity in and around Bermuda Hundred.
- F. Depot Segment: Both players may, if they wish, destroy or dismantle depots. Following this, players check whether any depot at a station must be downgraded. Finally, players may place or upgrade depots, and remove Damage or Destroy markers from stations. The Union player should confirm whether the Union Navy marker is displayed on the correct side, depending on whether he has built or upgraded a depot at a landing hex.
15.0 Random Events
In each Random Events Phase, either player rolls two dice. Players consult the Random Events Table and check the result corresponding to the dice roll.
Rain. The effects of rain are exactly the same as in the Basic Game (see 12.0).
Union Night March. If this result occurs, the Union player suffers a -1 modifier on all Activate Army Leader actions (see 31.0) for the current turn. If the Union player attempts an Activate Army Leader action in the first Activation Segment in which he takes initiative during the current turn, this modifier increases to -2.
Command Paralysis. If this result occurs, the indicated player subtracts 1 from the Movement Allowance of each of his infantry and artillery units, and 2 from the Movement Allowance of each of his cavalry units, for the current turn.
Note: Even if a unit's Movement Allowance is reduced to 0, it may still move one hex (see 6.2).
16.0 Strategic Events
In each Strategic Segment of the Strategic Cycle, either player rolls two dice. The Strategic Cycle occurs only on turns divisible by 4 (that is, May 11, 14, 19, 23, 27, 31, and June 4, 8, 12). Players consult the Strategic Events Table and check the result corresponding to the sum of the dice.
Johnston's Great Victory. Because of the drop in Union morale from a Confederate victory in the Atlanta campaign, the Union player adds 1 to every posture die roll in this Strategic Cycle.
Sherman's Great Victory. Because of the rise in Union morale from a Union victory in the Atlanta campaign, the Union player subtracts 1 from every posture die roll in this Strategic Cycle.
Commander Illness. One commander becomes sick (see 19.0).
Mosby's Rangers / Reinforced Union Logistics / Weakened Confederate Logistics / Reinforced Confederate Logistics. The effects of all four of these events are explained under Supply (see 29.0).
Withdrawal of Union Artillery. If this result occurs, 3 Union artillery units must move, by the start of the next Strategic Cycle, to a hex in Stafford or Fauquier County, a hex containing a Union depot, or the "county seat" (24.0) of a county controlled by the Union (24.0). Units that meet this condition are removed from the map in the Reinforcement Segment of the next Strategic Segment. The Union player loses 10 VP for each artillery unit fewer than 3 that is removed this way.
Example: If only 1 unit is removed, 20 VP is lost.
An artillery unit may be removed from a depot that is dismantled later in that Strategic Cycle. Likewise, if a Strategic Cycle began with the artillery unit in the same hex as a Union depot, but that depot was subsequently lost to a Mosby's Rangers event, the artillery unit may still be removed. If this event occurs twice in a single game, the second occurrence is ignored.
17.0 Union Command Posture
The situation in two off-map "theaters" — the Shenandoah Valley and Bermuda Hundred — can affect the game. The Union forces in these off-map theaters must always be in one of two "postures," "Active" or "Passive." The postures in these two theaters are independent; the Union may be "Active" in one and "Passive" in the other. Union units on the North and South maps are not affected by the Union's posture in the off-map theaters.
Command Point Die Roll. The Union Command Segment always begins with a die roll by the Union player for an additional command point. Roll one die for the Shenandoah Valley, and another die for Bermuda Hundred. Each die is compared to the Command value of the Union army or district commander in that theater. If the roll is equal to or less than that commander's Command value, a command point is gained. Note that this die roll may be modified as follows:
- +1: The current Strategic Event is "Johnston's Great Victory."
- +1: In this Strategic Cycle, the Union has suffered a major defeat in this theater.
- -1: The current Strategic Event is "Sherman's Great Victory."
- -1: While the current army or district commander has been on the map, the Union has not suffered a major defeat in this theater (including if no combat has yet occurred in this theater).
- -1: (Bermuda Hundred only) One or more Union units currently occupy the Drewry's Bluff box.
If a command point is gained, the Union player moves the Command marker one point higher on the Union Command Track for that theater. Note that each Union Command Track limits the Union player's command points to a maximum of 2. If a command point is gained while the Command marker for that theater is already on the "2" box, the command point is lost.
Declaring Union Command Posture. In the Union Command Segment of each Strategic Cycle, the Union player must declare his Union command posture for both the Shenandoah Valley and Bermuda Hundred. Both declarations remain in effect until the Union Command Segment of the next Strategic Cycle.
Active Posture: If the Union Command marker for a theater's Command Track is on a box marked "1" or higher, the Union player may declare an Active posture by spending 1 "command point." If he does so, the Command marker is reduced by one box on that theater's Command Track, and that theater's Posture marker is placed Active-side up.
Passive Posture: If the Union player wishes to declare a Passive posture, he spends no command points. That theater's Command marker remains where it is, and that theater's Posture marker is placed Passive-side up. If a theater's Command marker is on the "0" box, the Union player must declare a Passive posture for that theater.
Command Posture at the Start of the Game. In both Advanced Game scenarios, the Shenandoah Valley's command posture is "Passive." Bermuda Hundred's command posture is "Active" at the start of Scenario 9, and "Passive" at the start of Scenario 10. At the start of the game, each theater's Command marker is placed on the "0" box.
Active Command Posture. If the Union command posture in a theater is Active, the Union forces may move and attack normally in the appropriate segment of the Strategic Cycle (that is, troops in the Valley box act in the Valley Segment, and troops in the Bermuda Hundred box act in the Bermuda Hundred Segment).
Passive Command Posture. If the Union command posture in a theater is Passive, Union forces may neither move nor attack during the appropriate segment of the Strategic Cycle. However, they may still participate in combat normally if attacked by the Confederate player. They may leave that theater by Amphibious Movement (22.0) during the Action Cycle, or by the transfer rules (28.0) during the Off-Map Phase.
18.0 Random End of Action Cycle
Initiative. In the Basic Game, if a player has no unit eligible for activation in the Initiative Segment, his opponent automatically wins initiative and no die is rolled. In the Advanced Game, however, both players must roll a die in every Initiative Segment even if one player has no eligible unit. If the player with no eligible unit wins the roll, he must pass.
Double 1s on the Initiative Dice. If both players roll a "1" in the Initiative Segment, the Action Cycle may end immediately. Players follow this procedure:
- The Union player may declare that he wishes to continue the Action Cycle. If he chooses to attempt an extension, he rolls one die and must roll a number equal to or less than the Union army commander's current Command value minus 2 (since Grant is in command, this is 3 or less). If this die roll succeeds, the Action Cycle continues, and the Confederate player takes initiative. If it fails, or if the Union player decides not to extend the Action Cycle, proceed to Step 2.
- The Confederate player now has the same opportunity to extend the Action Cycle. If he chooses to attempt an extension, he rolls one die and must roll a number equal to or less than the Confederate army commander's current Command value minus 2 (4 or less if Lee is healthy, 2 or less if he is sick). If this die roll succeeds, the Action Cycle continues, and the Confederate player takes initiative. If it fails, or if the Confederate player decides not to extend the Action Cycle, proceed to the Recovery Phase.
19.0 Leader Sickness and Death
Commander Illness. If the Strategic Events Table produces a "Commander Illness" result, either player rolls two dice, consults the Commander Illness Table, and checks the result corresponding to the roll. If the indicated commander is already sick or has been killed, ignore the event. If that commander is in play, follow the procedure described below.
Ewell: Ewell's counter is permanently removed from the game. As described below, Early or E. Johnson succeeds him.
Hill: Early succeeds Hill, and Hill's counter is flipped to its reverse side (see below for details of the succession). In the Commander Recovery Segment of the next Strategic Cycle, roll one die. On a result of 1 or 2, Hill recovers and takes the III Corps back from Early. On any other result, he remains removed from the game, and recovery may be attempted again in the next Strategic Cycle.
Lee: Lee remains in the game, but his counter is flipped to its "Sick" side. His Command value is reduced, and the Lee bonus (see 7.4) cannot be used until he recovers. In the Commander Recovery Segment of the next Strategic Cycle, Lee automatically recovers. Flip his counter back to its normal side.
Pickett: If Confederate reorganization (see 34.0) has not yet taken place, Pickett becomes sick. Temporarily remove Pickett's counter from the game; while he is absent, no one takes his place. In the Commander Recovery Segment of the next Strategic Cycle, roll one die. On a result of 1 or 2, Pickett recovers and is placed in the same hex as any unit of the P-1 Division. On any other result, he remains removed from the game, and recovery may be attempted again in the next Strategic Cycle. If Confederate reorganization has taken place, Pickett automatically recovers.
Torbert: Torbert is replaced by Merritt, and his counter is flipped to its reverse side. At the same time, replace the Merritt brigade counter with Gibbs. In the Commander Recovery Segment of the next Strategic Cycle, roll one die. On a result of 1 or 2, Torbert recovers, and both counters are restored to normal. On any other result, he remains removed from the game, and recovery may be attempted again in the next Strategic Cycle. Note that since Torbert and Merritt have identical Tactical and Command values, this change has no effect on gameplay and is an optional rule included purely for historical completeness.
Death of a Commander. In any combat in which one or more corps commanders are present in either the defending hex, or in a hex from which units under his command are attacking, one or more of those commanders may be killed. If, before any modification, both players' combat dice show a 1 in that combat's procedure, combat resolution is temporarily suspended while the owning player checks for the death of a commander. The owning player rolls one die for each such commander. On a result of 2 or less, that commander is killed and may not return to the game. Even if a commander is killed, his own Tactical value is used to resolve that combat.
Death of a Commander Modifiers:
- -1: The commander is in a woods hex.
- -1: The commander is Longstreet, Stuart, or Sedgwick.
Note that the following types of commanders are not subject to death from this rule:
- Army commanders
- District commanders
- Division commanders
- A commander who has already succeeded an original corps commander
Succession. If a commander is killed, he is replaced by the appropriate commander listed in the table below. Most of these commanders are represented by flipping the original commander's counter over. Exception: Sheridan is simply removed and is not replaced.
| Original Commander | Successor |
|---|---|
| Longstreet | Anderson |
| Ewell | Early+ |
| Hill | Early |
| Stuart | Hampton* |
| Hancock | Humphreys |
| Warren | Griffin |
| Sedgwick | Wright |
| Burnside | Willcox |
| Gillmore | Terry |
| Smith | Martindale |
| Sheridan | (none) |
+ If Early is already in use because of Hill's illness or death, use E. Johnson instead.
* If Stuart is killed, he is not immediately replaced. In the Commander Recovery Segment of each subsequent Strategic Cycle, the Confederate player rolls one die. On a result of 1-5, the Confederate player must continue without a cavalry corps commander. On a result of 6, Hampton takes command of the Confederate cavalry corps. Replace the division commander Hampton counter with the corps commander Hampton counter. Hampton retains this corps for the rest of the game. No division commander replaces Hampton; he holds both his own division and the Confederate cavalry corps.
20.0 Strategic Movement
"Strategic Movement" is a special type of march that increases a unit's Movement Allowance under certain circumstances.
Eligibility for Strategic Movement. Only a unit meeting all of the following requirements may be chosen to perform Strategic Movement:
- It must not have already performed a march this turn.
- It must be 8 or more hexes from every enemy unit.
- It must not be in a county controlled by the enemy (see 24.0).
Note: When counting the distance between a unit chosen for Strategic Movement and an enemy unit, the hex path between the two units may not enter a water-only hex. In other words, a unit may be chosen for Strategic Movement even if it is 7 or fewer hexes from the enemy, as long as one or more water hexes separate the two units.
How to Perform Strategic Movement. If a player declares a March or Activate Leader action, and every unit chosen to march in that action is eligible for Strategic Movement, Strategic Movement may be used for that action. Participating units may not perform an entrenchment action. If Strategic Movement is declared, the active player follows this procedure for each chosen unit:
-
Fatigue: Declare how many Fatigue Levels the unit will expend. A minimum of 2 and a maximum of 4 must be expended. The expended value is added to the unit's current Fatigue Level, and the unit is given a new Fatigue marker. The value expended by the player may not raise the unit's Fatigue Level above 4.
-
Movement Allowance: The player determines the unit's Movement Allowance. The Movement Allowance is determined by how many Fatigue Levels were expended, the unit's branch, and whether it is Union or Confederate. The Movement Allowance is not increased for participating in an Activate Leader action.
Confederate units
Fatigue Levels Expended Infantry or Cavalry Movement Allowance Artillery Movement Allowance 2 14 (12) 24 (20) 3 21 (18) 36 (30) 4 28 (24) 48 (40) Union units
Fatigue Levels Expended Infantry or Cavalry Movement Allowance Artillery Movement Allowance 2 12 (10) 22 (18) 3 18 (15) 33 (27) 4 24 (20) 44 (36) Note: If that player is suffering the effects of "Command Paralysis," the Movement Allowance is the value in parentheses (see 15.0).
-
The normal extended march rules are modified. In Strategic Movement, a unit that would reach Fatigue Level 3 (or 2, if exhausted) does not consult the Extended March Table. Instead, an extended march occurs only if the unit's Fatigue Level would reach 4 (or 3 or 4, if exhausted). In Strategic Movement, extended march die roll modifiers are as usual (that is, +1 for all Union units, +1 for a unit on its normal side reaching Fatigue Level 4, +1 for a unit on its exhausted side reaching Fatigue Level 3, and +3 for a unit on its exhausted side reaching Fatigue Level 4). On the Extended March Table, cross-reference the modified die roll with the unit's Strength marker status, and apply the corresponding result.
-
The unit performs its march, expending MP normally. However, several restrictions apply to a marching unit (see below).
-
If an "Activate Leader" action is being performed, the player repeats Steps 1 through 4 for each participating unit. Multiple units chosen in a single Activate Leader action are not required to expend the same Fatigue Level value when performing Strategic Movement.
Restrictions on Strategic Movement. A unit performing Strategic Movement is subject to the following restrictions:
- Throughout its move, it must remain at least 8 hexes from every enemy unit.
- It may not force march.
- Strategic Movement may be used a maximum of once per turn.
- It may not enter a county controlled by the enemy (see 24.0).
Note: When counting the distance between a unit performing Strategic Movement and an enemy unit, the hex path between the two units may not enter a water-only hex. In other words, a unit may perform Strategic Movement even if it is 7 or fewer hexes from the enemy, as long as one or more water hexes separate the two units.
21.0 Railroad Movement
Only the Confederate player may move units by rail.
Entraining. Only "entrained" units may perform railroad movement. The Confederate player may entrain a unit for railroad movement if it meets all of the following requirements:
- It must be at a station, or at a railroad hex in Richmond. That station must not be damaged or destroyed.
- It must be an infantry unit (not cavalry or artillery).
- Its strength must be 10 or less.
- Its Fatigue Level must be 0 or 1 (it may be exhausted).
- It must not be in an enemy ZOC.
- It must not be in a county controlled by the enemy (see 24.0).
- A maximum of one unit may entrain each turn.
- The Confederate player must not have transferred a unit by rail (28.0) on either this turn or the previous turn.
To entrain an eligible unit, the Confederate player chooses that unit for a march and increases its Fatigue Level by 1. Entraining never causes an extended march. Instead of performing a march, the Confederate player places an "RR Movement" marker on top of the unit. This action ends, and a new Action Phase begins. An entrained unit may only move by railroad movement; it may not move normally, nor build entrenchments. A unit chosen to participate in an Activate Leader action may not be entrained. A commander stacked in the same hex as the entraining subordinate unit may also entrain.
Detraining. Whenever the Confederate player has initiative, he may remove the RR Movement marker to "detrain" a unit. Detraining does not increase Fatigue Level. This is not an action. A unit must detrain under any of the following circumstances:
- The Action Cycle ends.
- An enemy unit moves into an adjacent hex.
- It has completed a railroad move of one or more hexes.
- It enters a Richmond hex.
How to Perform Railroad Movement. To move an entrained unit by rail, the Confederate player must activate that unit for a march (railroad movement may not be performed as part of an Activate Leader action). Subject to the restrictions on railroad movement, he may move the entrained unit, regardless of terrain, up to 40 hexes, as long as it only crosses railroad hexsides. The unit detrains the moment it completes its move, and its RR Movement marker is removed. A unit may end its move on any railroad hex, even one that is not a station. Increase the unit's Fatigue Level according to how many hexes it moved:
| Hexes Moved | Fatigue Level Increase |
|---|---|
| 1 to 13 | 1 |
| 14 to 26 | 2 |
| 27 to 40 | 3 |
If railroad movement would raise a unit's Fatigue Level above 4, that distance of movement may not be performed. Railroad movement never causes an extended march. A commander may perform railroad movement together with a unit. Railroad movement is performed without penalty even in rain turns.
Restrictions on Railroad Movement. A unit performing railroad movement is subject to the following restrictions:
- It may not cross a hexside where the bridge has been destroyed.
- It may not enter a hex with a damaged or destroyed station.
- It may not enter an enemy ZOC.
- It may not enter a county controlled by the enemy (see 24.0).
In addition, a unit performing railroad movement must remain on a single rail line throughout its move (for example, if it begins its move on the Virginia Central RR, it may not move to any hex that is not on the Virginia Central line during that move). If a unit enters any Richmond hex by railroad movement, it must detrain, and may not re-entrain until the following turn.
Note: The Old Coal Pits RR and the Richmond and Danville RR are treated, for game purposes, as part of the Richmond and Petersburg RR.
22.0 Amphibious Movement
Both players may move units by Amphibious Movement.
Embarking. Only "embarked" units may perform amphibious movement. A player may embark a unit for amphibious movement if it meets all of the following requirements:
- It must be at a landing hex. Note: A Union unit in the off-map Bermuda Hundred, City Point, or Fort Monroe box may also embark (see 27.0).
- It must be an infantry or cavalry unit (not artillery).
- Its strength must be 18 or less (Union) or 5 or less (Confederate).
- Its Fatigue Level must be 0 or 1 (it may be exhausted).
- It must not be in an enemy ZOC.
- (Confederate) The Confederate player may make one embarkation attempt per turn.
- (Union) The Union player may make three embarkation attempts per turn (whether with the same unit or different units). The total strength of Union units embarking in a single turn may not exceed 22. The Union player is also limited to a total strength of 40 among units embarking between the end of one Strategic Cycle and the start of the next. If the Union Navy marker is on its "Transport Supplies" side, these limits are each reduced — by 5 per turn and by 10 per Strategic Cycle.
Example: The Union Navy marker is on its "Transport Troops" side. On May 8 (a turn in the first Strategic Cycle), the Union player successfully embarks two units of strength 6 each. This limits the Union player to a total strength of 28 that may embark through May 9, 10, and 11 (since the next Strategic Cycle ends at the end of May 11).
Embarkation Procedure: To embark an eligible unit, the player chooses that unit for a march and increases its Fatigue Level by 1. However, embarkation is not automatic. Each time a player attempts to embark, he rolls one die. On a roll of 5 or less, the unit successfully embarks, and an "Amphibious Movement" marker is placed on top of it. On a roll of 6, the unit does not embark, and no marker is placed. A unit attempting to embark has its Fatigue Level increased by 1 whether or not the attempt succeeds. After this die roll, the action ends, and a new Action Phase begins. If the Union player's chosen unit fails to embark, he may attempt to embark it again later in that Action Phase, but the second attempt is treated as a separate action, again increasing that unit's Fatigue Level by 1. Since the Confederate player may only make one attempt per turn, he may not try again later. Embarking never causes an extended march.
Embarkation Restrictions: An embarked unit may only move by amphibious movement; it may not move normally, nor build entrenchments. A unit chosen to participate in an Activate Leader action may not embark. A commander stacked in the same hex as the embarking subordinate unit may also embark.
Disembarking. Whenever a player has initiative, he may remove the Amphibious Movement marker to "disembark" a unit in the hex it currently occupies. The Union player may also disembark in the off-map Bermuda Hundred, City Point, or Fort Monroe box. Disembarking does not increase Fatigue Level, and it is not treated as an action. A unit must disembark under any of the following circumstances:
- The Action Cycle ends. (Exception: A unit in the Fort Monroe box may remain embarked even at the end of the Action Cycle.)
- An enemy unit moves into an adjacent hex.
- It has completed an amphibious move of one or more hexes.
- The Strategic Cycle ends (a unit in the Fort Monroe box must also disembark at the end of the Strategic Cycle).
How to Perform Amphibious Movement. To perform amphibious movement, a player must activate an embarked unit for a march (not for an Activate Leader action). He may then move it, subject to the restrictions on amphibious movement, up to 49 hexes. This move must end at a landing hex not occupied by enemy units (however, a Union unit may disembark in the off-map Bermuda Hundred, City Point, or Fort Monroe box). The unit disembarks the moment it completes its move, and its Amphibious Movement marker is removed. Increase the unit's Fatigue Level according to how many hexes it moved:
| Hexes Moved | Fatigue Level Increase |
|---|---|
| 1 to 10 | 1 |
| 11 to 29 | 2 |
| 30 to 49 | 3 |
If amphibious movement would raise a unit's Fatigue Level above 4, that distance of movement may not be performed. Amphibious movement never causes an extended march. A commander may perform amphibious movement together with a unit. Amphibious movement is performed without penalty even in rain turns.
Restrictions on Amphibious Movement. A unit moving by amphibious movement moves from hex to hex just as in a normal march, but every hex it enters must either be a water-only hex, or a hex with at least one major-river or water hexside (not a minor river). An embarked unit may not attack. It may enter enemy-occupied hexes and enemy ZOC without restriction, but it may not disembark in an enemy-occupied hex. It may disembark in an enemy ZOC, but it may not attack in that action. Amphibious movement must follow the watercourse. A unit may not "cut across" an isthmus formed by a bend in a river to shorten its move — it must logically follow the river's bends, even if this means entering the same hex twice.
Example: A unit embarked at N5317 wishes to move down the Rappahannock River by the route N5416-N5417-N5418-N5419-N5520, instead of moving directly from N5317 to N5417. Note that the landing hex symbol is on the hexside. In the example above, a unit moving up the Rappahannock River cannot disembark at N5317 unless it retraces the entire route described above (including N5416).
Translator's note: In this example, the landing at N5317 is assumed to be on the northwest side of the hex.
Fort Monroe. A Union unit embarked at Fort Monroe must perform amphibious movement. In doing so, it is removed from that box and placed at one of the following five locations, expending a number of hexes equal to the cost listed for that placement. If placed at N5820, N5408, or S5823, it may continue its amphibious move, and its Fatigue Level increases normally, including for this "off-map" movement. If placed in the City Point or Bermuda Hundred box, its move ends.
| Hex | Hexes Expended |
|---|---|
| Rappahannock River (N5820) | 25 |
| Potomac River (N5110) | 40 |
| City Point box | 45 |
| Bermuda Hundred box | 45 |
| York River (S5823) | 45 |
Likewise, a Union unit embarked at any of the above locations may move by amphibious movement to Fort Monroe by expending a number of hexes equal to the listed cost.
Exception: A move from any of the five listed locations to Fort Monroe may be performed even if it would raise the unit's Fatigue Level above 4. In this case, the unit is placed at Fort Monroe at Fatigue Level 4.
A unit that moves by amphibious movement to Fort Monroe may, if the Union player wishes, remain embarked even if this spans from one turn to another. However, a unit that moves by amphibious movement to Fort Monroe must remain at Fort Monroe until at least the following turn. These units count toward the embarked-strength limits for every turn and Strategic Cycle in which they remain embarked.
The James River. Only Confederate units may embark and perform amphibious movement on the James River. Union units may not do so.
Drewry's Bluff and Chaffin's Bluff. If a Union infantry or artillery unit occupies either the Drewry's Bluff box or the Chaffin's Bluff hex, but not both, the Confederate gunboat is temporarily removed from the game. This gunboat returns to play the moment neither the Drewry's Bluff box nor the Chaffin's Bluff hex contains a Union unit, at any point during the turn.
If a Union infantry or artillery unit is ever present in both the Drewry's Bluff box and the Chaffin's Bluff hex at the same time, the Confederate gunboat is permanently removed from play. Even if the Confederate player later retakes these locations, it does not return.
The York, Rappahannock, and Potomac Rivers. Only Union units may embark and perform amphibious movement on the York, Rappahannock, and Potomac Rivers. Confederate units may not do so.
23.0 Gunboats
Both the Union and Confederate players have one Gunboat marker each, which may be used in combat.
Use of Gunboats. The Union gunboat may only be used on the York River. The Confederate gunboat may only be used on the James River. Place each marker along the appropriate river as a reminder that the gunboat may be used there. A gunboat may be used in a water-only hex, or a hex with at least one major-river hexside, along these rivers. The Confederate gunboat may not be used west of Maidens Venture Dam (located on the hexside between S1321 and S1322).
Drewry's Bluff and Chaffin's Bluff. If Union infantry or artillery occupies either the Drewry's Bluff box or the Chaffin's Bluff hex (S3933), but not both, the Confederate gunboat is temporarily removed from the game. This gunboat returns to play the moment neither the Drewry's Bluff box nor the Chaffin's Bluff hex contains a Union unit, at any point during the turn.
If Union infantry or artillery is ever present in both the Drewry's Bluff box and the Chaffin's Bluff hex at the same time, the Confederate gunboat is permanently removed from play. Even if the Confederate player later retakes these locations, it does not return.
Gunboats and Bridges. If a unit builds a pontoon bridge, or repairs a permanent bridge, across a major-river hexside, neither of the hexes on either side of that hexside may be a hex an enemy gunboat could support.
Gunboats and Combat. A gunboat may provide two kinds of "support": defensive support, and "bombardment." Support may only be provided in a hex with at least one major-river or water-only hexside. A single gunboat may provide both kinds of support in the same turn.
Restriction: A Union gunboat may only provide support in a hex with at least one major-river hexside on the York River. A Confederate gunboat may only provide support in a hex with at least one major-river hexside on the James River.
How to Provide Support.
Defensive Support: If a friendly unit occupies a hex with at least one major-river hexside on the river where the gunboat is operating, that gunboat may provide defensive support to that friendly unit. The Union gunboat may provide defensive support up to 4 times per turn. The Confederate gunboat may provide defensive support up to 2 times per turn. Each time a gunboat is used for defensive support, the owning player records this on a piece of paper. Once its uses are exhausted, it may not provide defensive support again until the following turn. Defensive support is declared during the "Determine Die Roll Modifiers" step of combat. If a player declares defensive support, he receives the following die roll modifier in that combat:
- If the defending unit is in a clear or hill hex, the defending player adds 2 to his die roll.
- If the defending unit is in any other terrain, the defending player adds 1 to his die roll.
Bombardment: If a player has initiative, he may bombard a hex if both of the following conditions are met:
- At least one enemy unit occupies that hex.
- That hex has at least one major-river or water-only hexside on the river where the gunboat is operating.
Bombardment is not an action; it must be performed before the active player declares his action for the current Action Phase.
Each gunboat may bombard a maximum of once per turn. If a bombardment against a hex is declared, the active player rolls one die and applies the following result to the target hex. This die may be modified (see below).
- 3 or less: The bombardment has no effect on the target hex.
- 4 or 5: Every Strength marker of every unit in the target hex becomes disorganized (however, their Fatigue Levels do not change). If every unit in the target hex is already disorganized, reduce the strength value of one unit in that hex (chosen by the defending player) by 1. Its new Strength marker is placed on its disorganized side. Units in the target hex may make a voluntary retreat. A gunboat bombardment never causes a loss of ammunition.
- 6 or more: Every Strength marker of every unit in the target hex becomes disorganized (however, their Fatigue Levels do not change). In addition, reduce the strength value of one unit in that hex (chosen by the defending player) by 1. Its new Strength marker is placed on its disorganized side. If every unit in the target hex is already disorganized, there is no further effect from the strength reduction beyond that reduction. Units in the target hex may make a voluntary retreat. A gunboat bombardment never causes a loss of ammunition.
Bombardment Die Modifiers: The following modifiers apply to a bombardment (all are cumulative):
- +2: The target hex is clear terrain.
- +1: The target hex is a hill.
- +1: The target hex contains an enemy unit in a completed fort.
24.0 County Control
Checking County Control. In the County Control Phase of each turn, and 3 times during each Strategic Cycle, players must check which counties each of them controls. A county's control status can change even within a single turn, whenever a unit enters or exits that county (or its county seat), or when it becomes in supply or out of supply.
Each turn (County Control Phase): In the County Control Phase of each turn, players check which player controls each county on the map. Control is important for the rest of that turn in determining where Strategic Movement (20.0) and Confederate railroad movement (21.0) may be performed.
During the Strategic Cycle (Depot Segment): In the Depot Segment of each Strategic Cycle, players again determine which player controls each county. Control during this segment determines whether a player may build a depot at a station, or repair a damaged or destroyed station.
During the Strategic Cycle (Supply Status Segment): In the Supply Status Segment of each Strategic Cycle, players again determine which player controls each county. Control during this segment determines which completed depots can extend supply into adjacent counties (see 29.4).
During the Strategic Cycle (VP Segment): In the VP Segment of each Strategic Cycle, players again determine which player controls each county. The Union player earns VP for controlling certain counties during this segment.
Permanent County Control. The following counties are always treated as being under the control of the indicated player:
| Permanently Union-Controlled | Permanently Confederate-Controlled |
|---|---|
| Fauquier | Albemarle |
| Madison | Amelia |
| Rappahannock | Charles City |
| Stafford | Chesterfield |
| Essex | |
| King and Queen | |
| Powhatan |
The other 11 counties on the map are treated as under Confederate control unless the Union player controls them under the rule described below. These counties each have a "county seat," as follows:
| County | County Seat |
|---|---|
| Caroline | Bowling Green (N4848) |
| Culpeper | Culpeper (N1204) |
| Goochland | Goochland Court House (S1019) |
| Hanover | Hanover Junction (S3307) |
| Henrico | Capitol – Richmond (S3626) |
| King George | King George Court House (N5614) |
| King William | Rumford Academy (S5413) |
| Louisa | Louisa Court House (N1332) |
| New Kent | White House Station (S5822) |
| Orange | Orange Court House (N0618) |
| Spotsylvania | Spotsylvania Court House (N3520) |
Effects of County Control. The effects of county control are as follows:
- In the VP Segment of the Strategic Cycle, the Union player may earn VP for the counties he controls.
- Strategic Movement may not be performed in a county controlled by the enemy.
- The Confederate player may not perform railroad movement in a county controlled by the Union.
- A depot may not be built at a station in a county controlled by the enemy. A completed depot in a county controlled by the enemy cannot extend supply into an adjacent county.
- A damaged station may not be repaired in a county controlled by the enemy.
How the Union Player Controls a County. In the 11 counties listed above, the Union player controls a county if a Union infantry or artillery (not cavalry) unit of strength 1 or more occupies that county's county seat. That unit must be in supply. In addition, the combined strength of all Union units in that county (including cavalry) must be at least 2. Control of the county reverts to the Confederate player the moment either of these two conditions is no longer met.
25.0 Reinforcements
There are three types of reinforcements: fixed, variable, and special. Information on both players' reinforcements is also summarized in the Advanced Game setup. Because many reinforcements have already arrived on the map by the time Scenario 10 begins, when playing Scenario 10, ignore every reinforcement that would otherwise be received before May 27. The Confederate player always brings his reinforcements into play before the Union player (this matters for the die roll that releases Union special reinforcements).
25.1 Confederate Reinforcements
The Confederate player receives fixed, variable, and special reinforcements.
Fixed Reinforcements
May 7: In the Reinforcement Segment of the May 7 Strategic Cycle, the Confederate player receives these reinforcements at the boxes listed below (for Hagood and Clingman, the player may choose either of the two locations):
- VA Militia (Staunton box)
- VMI Cadets (Lexington box)
- Hagood (Port Walthall or Petersburg box)
- Clingman (Port Walthall or Petersburg box)
May 11: In the Reinforcement Segment of the May 11 Strategic Cycle, the Confederate player receives these reinforcements at the boxes listed below.
- Breckinridge (Staunton box)
- Echols (Staunton box)
- Wharton (Staunton box)
- Beauregard (Petersburg box)
- Hoke (Petersburg box)
- Colquitt (Petersburg box)
- Terry (Petersburg box)
- Wise (Petersburg box)
- Ransom (Petersburg box)
- Lewis (Petersburg box)
May 15: In the Reinforcement Segment of the May 15 Strategic Cycle, the Confederate player receives these reinforcements at the boxes listed below.
- Corse (Petersburg box)
- Martin (Petersburg box)
- Dearing (Petersburg box)
May 19: In the Reinforcement Segment of the May 19 Strategic Cycle, the Confederate player receives the Walker infantry brigade as a reinforcement at the Petersburg box.
May 23: In the Reinforcement Segment of the May 23 Strategic Cycle, the Confederate player receives the Butler cavalry brigade as a reinforcement at any Richmond city hex.
The Confederate player may choose to redirect reinforcements that would normally be placed at Petersburg to the Burkesville box instead. Some or all of the reinforcements listed for placement at Petersburg in any Reinforcement Segment may instead be placed at Burkesville.
Variable Reinforcements
In the Strategic Cycles from May 19 through June 8 inclusive, the Confederate player receives replacement points according to the table below.
| Die Roll | Replacement Points |
|---|---|
| 1 | 1 |
| 2 | 2 |
| 3 | 2 |
| 4 | 3 |
| 5 | 3* |
| 6 | 4* |
* = 1 point may be received as cavalry.
These replacement points are immediately assigned to any in-supply infantry division. On a result of 5 or 6, 1 point may be assigned to a cavalry brigade. The Confederate player may distribute these replacement points among his units as he wishes.
Exception: Replacement points may also be assigned to an infantry brigade in an off-map box. Infantry brigades present on the GTC map, and regiments anywhere, may not receive replacements.
A unit chosen to receive replacement points gains 1 additional strength point per replacement point assigned to it. A unit may not exceed the maximum strength for its size and branch (see 30.2). There is no delay in receiving this strength (unlike Union variable reinforcements).
Special Reinforcements
May 11: In the Reinforcement Segment of the May 11 Strategic Cycle, the following Confederate reinforcements become available:
- W E Jones (district commander)
- B H Jones
- Browne
- W E Jones (cavalry brigade)
- McCausland
- Vaughn
- Jackson
The Confederate player must decide, unit by unit, which of these reinforcements remain off the map and which are brought into play in the next Strategic Cycle. Moving these units onto the GTC map increases the Union's chances of receiving special reinforcements. If some or all of these reinforcements are left off the map, they may be chosen to be brought into play in a later Reinforcement Segment.
Note that two Confederate district commanders may not be present in the Valley box at the same time. That is, district commander W E Jones may only be chosen to be brought into play if the Confederate player has already transferred Breckinridge to the main map (see Transfer, 28.0; Attachment, 30.5). Likewise, if Jones is brought into play and Breckinridge is later transferred back to the Valley, commander Jones's counter is permanently removed from play.
A Confederate unit chosen to be brought into play is placed 4 turns ahead of the current turn on the Turn Track. It is brought into play in the Reinforcement Segment of that turn, and is placed in either the Lexington or Lynchburg box. At that time, the Confederate player may decide which units are placed at Lexington and which at Lynchburg. This reinforcement may be placed even if a Union unit occupies the chosen box.
25.2 Union Reinforcements
The Union player receives fixed, variable, and special reinforcements.
Fixed Reinforcements
May 4 and 5: On May 4 and 5, the Union player receives the IX Corps and its attached cavalry regiments as described in Scenario 9's special rules.
May 7: In the Reinforcement Segment of the May 7 Strategic Cycle, the Union player receives these reinforcements at the boxes listed below.
- Ames (Bermuda Hundred box)
May 11: In the Reinforcement Segment of the May 11 Strategic Cycle, the Union player receives these reinforcements at the boxes listed below.
- West (Bermuda Hundred box)
- 10/37 Colored (City Point box)
May 19: In the Reinforcement Segment of the May 19 Strategic Cycle, the Union player receives these reinforcements at the boxes listed below.
- Kautz (City Point box)
- Mix (City Point box)
- Spear (City Point box)
Variable Reinforcements
From the May 11 Strategic Cycle through the June 4 Strategic Cycle, the Union player receives replacement points. These replacement points are immediately assigned to the Army of the Potomac, the Army of West Virginia, or the Army of the James. Record on paper the number of replacement points assigned, for reference in a later Strategic Cycle. In a later Strategic Cycle, units belonging to that army may use these replacement points to increase their strength, following the procedure below. Note that a record of replacements should be kept throughout the game, since it is also needed to calculate "unreplaced losses" (see below).
Earning Replacement Points:
May 11: The Union player earns replacement points equal to one die. Roll one die; the result determines the number of replacement points.
May 15 through June 4: The Union player rolls one die and consults the Replacement Table to determine the number of replacement points. This result is based on the number of "unreplaced" Union losses. Unreplaced losses are determined from the losses Union units have suffered during the game in combat, retreat, or cavalry retreat (not extended march, force march, or a move from one enemy ZOC to another). From this number, subtract the replacement points the Union player has already received during the game. The result is the "unreplaced losses" value, which is used in the Replacement Table below.
Replacement Table
| Unreplaced Losses | Replacement Points Received |
|---|---|
| Under 20 | Equal to one die |
| 21 to 30 | Equal to one die × 2 |
| 31 to 40 | Equal to one die × 3 |
| 41 or more | Equal to one die × 4 |
On any turn, if the die result is a 6, 1 replacement point may be assigned to any one army or district as a cavalry replacement point instead.
Assigning Replacement Points: Replacement points must be assigned among the three armies in the turn they are earned. They may not be carried over from one Strategic Cycle to the next. Record the number assigned to each of the three armies or districts, and whether that strength point is cavalry. The Union player may divide the replacements among the three armies as he wishes.
Adding Strength: In a later Strategic Cycle's Reinforcement Segment, the Union player may choose units to receive the recorded replacement points. To receive replacement points for the Army of the Potomac, a unit must be on the map; to receive replacement points for the Army of West Virginia, it must be in the off-map Valley box; to receive replacement points for the Army of the James, it must be in the off-map Bermuda Hundred box. The chosen unit must be in supply. Replacement points must be assigned to an infantry division (not a brigade or regiment). Cavalry replacement points must be assigned to a cavalry brigade. The Union player may distribute these replacement points among his units as he wishes.
Exception: Replacement points may also be assigned to an infantry brigade in an off-map box. Infantry brigades present on the GTC map, and regiments anywhere, may not receive replacements.
A unit chosen to receive replacement points gains 1 additional strength point per replacement point assigned to it. A unit may not exceed the maximum strength for its size and branch (see 30.2).
Example: It is the May 23 Strategic Cycle. Union losses total 38, and 16 replacements have already been received. Thus, unreplaced losses are 22. The Union player rolls a die and gets a 6, so he receives 12 replacement points. Because the roll was a 6, 1 of these replacement points may be used as a cavalry replacement point. The Union player records the following: 2 points to the Army of West Virginia; 9 infantry points and 1 cavalry point to the Army of the Potomac; and 0 points to the Army of the James. In the Reinforcement Segment of the May 27 Strategic Cycle, the Union player decides which units receive replacement points. He chooses to increase the strength of the Moor brigade (in the off-map New Market box) by 2, and the strength of the Custer cavalry brigade by 1. He decides to split the Army of the Potomac's 9 replacement points three ways, adding 3 strength each to Robinson, Crawford, and Griffin.
Special Reinforcements
Hunter: After the Union suffers a "major defeat" in the Shenandoah Valley, General David Hunter is sent as district commander to replace Sigel. After a major defeat, place Hunter 8 turns (that is, 2 Strategic Cycles) ahead of the current turn on the Turn Track. In the Reinforcement Segment of that turn, Sigel is removed from the map and replaced by Hunter.
Crook and Averell: From the Reinforcement Segment in which the Confederate player first brings one of his special reinforcements into play, the following Union special reinforcements become available:
- Crook
- Sickel
- Hayes
- White
- Averell
- Schoonmaker
- Duffie
To see whether these reinforcements become available, the Union player rolls one die. The die needed for release is determined by the combined strength of Confederate special reinforcements not yet chosen to be brought into play. If the die roll succeeds, all seven of the above units are released at once.
| Remaining Confederate Special-Reinforcement Strength | Die Needed to Release Crook/Averell |
|---|---|
| 0-4 | 1-3 |
| 5-7 | 1-2 |
| 8-10 | 1 |
| 11 | Not possible |
Since Confederate special reinforcements begin with a combined strength of 11, Crook or Averell cannot possibly be brought into play before at least one of the Confederate special reinforcements has been chosen to be brought into play.
A Union unit chosen to be brought into play is placed 8 turns ahead of the current turn on the Turn Track. It is brought into play in the Reinforcement Segment of that turn, and is placed in either the Lexington or Staunton box. At that time, the Confederate player may decide which box each unit is placed in. This reinforcement may be placed even if a Confederate unit occupies the chosen box.
26.0 The Shenandoah Valley
The situation in and around the Shenandoah Valley can affect the game. The Shenandoah Valley theater is made up of 6 off-map boxes, each of which represents a geographic subdivision of a strategically important location in and around the Shenandoah Valley. These 6 boxes are part of the 13 boxes on the Off-Map Theater Display. The Shenandoah Valley boxes, listed on the western portion of this display, are as follows:
- Winchester (Union only)
- New Market
- Charlottesville
- Staunton (VP if Union-controlled)
- Lexington (VP if Union-controlled)
- Lynchburg (VP if Union-controlled)
Boxes with the special property that the Union player earns VP for controlling them are noted both in this list and on the Off-Map Theater Display. Both players begin the game with units in these boxes and may receive reinforcements into them during the game. Players may also transfer units between these boxes and the game map (and vice versa).
Connections Between Off-Map Boxes. Each box on the Off-Map Theater Display is connected to one or more other boxes (or to the GTC map) by one of the following types of connection:
- Road connection
- Railroad connection, or
- Amphibious movement connection
Railroad connections correspond to the historical routes of the rail lines. This railroad connection allows the Confederate player to make a rapid transfer to or from the GTC map (see 28.0). However, for movement between off-map boxes, road and railroad connections function identically.
Amphibious movement connections are shown on the Off-Map Theater Display to remind players of the Union player's ability to move by amphibious movement to or from Fort Monroe. A unit may move along this connection only when using the amphibious movement rules (22.0) during the Action Cycle.
Connections to the GTC map are shown to remind each player of his ability to transfer. A unit may move along this connection only by using the transfer rules (28.0). As shown by these rules and on this display, a Confederate unit may be transferred to the map from a box more than one space away wherever a railroad connection exists.
The Valley Segment. In the Valley Segment of each Strategic Cycle, players carry out activity using the units in the 6 Valley boxes, in the following order:
- Union Movement: If the Union player's command posture in the Shenandoah Valley theater is Active (see 17.0), the Union player may move eligible units to an adjacent off-map box connected by a road or railroad connection.
- Confederate Movement: The Confederate player may move eligible units to an adjacent off-map box connected by a road or railroad connection. A move from Lynchburg to Burkeville is permitted even though these boxes are in different theaters.
- Combat: Combat occurs in every box containing units of both the Union and Confederate players.
Entrenchment is not permitted in the Shenandoah Valley theater (unlike Bermuda Hundred; see 27.0).
Restrictions on Off-Map Movement. A unit is not eligible to move between off-map boxes if any of the following apply:
- (Union only) The command posture in that theater is Passive.
- An enemy unit is present in the same off-map box (even if that enemy unit arrived by reinforcement or transfer, or is a Union unit that moved into a box containing a Confederate unit).
- The unit is a reinforcement that entered this box in that Strategic Cycle's Reinforcement Segment.
- The unit was transferred into this off-map box at any point within the previous 4 turns (i.e., since the last Strategic Cycle).
The Confederate player may not move to Winchester, Bermuda Hundred, or Fort Monroe. The Union player may not move to Burkeville.
Off-Map Combat. In Step 3 above, off-map combat occurs in every box containing units of both the Union and Confederate players. Combat in one box is fully resolved before proceeding to resolve combat in another box. In each off-map theater, the Union player chooses the order in which combats are resolved.
When resolving combat in an off-map box, the player who owned the unit(s) present in that box at the start of the Strategic Cycle is treated as the defender. If neither player had a unit in that box, the Confederate player is the defender.
The attacker resolves the attack following this procedure:
-
Total the strength of all attacking units in that box. This is the "Attack Strength." Do the same for all defending units in that box. This is the "Defense Strength." If that unit is defending in the Bermuda Hundred theater, its strength may be doubled for entrenchments (see below). Compare the Attack Strength and Defense Strength, and round this ratio down in favor of the defender to conform to one of the simple ratios listed on the Combat Ratio Chart. A modifier from –12 to +13 is listed next to each ratio. This is the combat ratio modifier.
-
Each player rolls one die. The attacker's die may be modified as follows (modifiers are cumulative):
- +/-#: Add or subtract the combat ratio modifier determined in Step 1.
- +/-#: Calculate the tactical modifier for this combat normally (7.4). Both players use the highest Tactical value among the units and commanders in that box.
Note: Other modifiers, including artillery and rain, are not used in off-map combat.
-
Subtract the defending player's die from the attacker's modified die. Players cross-reference this result with the row of the Combat Chart corresponding to the Attack Strength or Defense Strength determined in Step 1, as appropriate. The Defense Strength used is the value before entrenchment effects are applied. Both players obtain a combat result.
-
Combat results are read a little differently than in normal combat.
Letter Results: Both players ignore all letter results except "r" and "R." If the defender's result includes "R" or "r," the attack succeeds, and the defender must retreat. (The retreat procedure is described below.) If the result in Step 3 is -1 or less, the attack fails, and the attacker must retreat. If the result in Step 3 is 0 or 1, the combat is "engaged." If a combat is engaged, the defender may choose either of the following:
- Return to Step 1, forcing the attacker to fight another round of combat resolution (the same player remains the attacker), or
- Declare that his defense has failed, and retreat his own defending units.
If the defender wants another round of combat, the attacking units must remain, and the players proceed to Step 1 and recalculate the combat ratio. An engaged result (a result of 0 or 1 in Step 3) in the second round of combat is treated as a failed attack, and the attacker must retreat. No more than 2 rounds of combat may occur in a single off-map box in one Strategic Cycle.
Number Results: Number results apply to both players just as in normal combat (see 7.5). Both players apply losses by replacing their unit's Strength marker with a new one reflecting the reduced strength value. However, the new Strength marker is placed on its organized side even if the combat result includes a "D."
Demoralization/Fatigue/Ammunition: Regardless of the combat result, a unit is never demoralized, does not gain Fatigue Levels, and does not lose ammunition as a result of off-map combat.
Retreats in Off-Map Combat. If a player's units must retreat, they are moved to an adjacent off-map box connected by a road or railroad connection to the box where combat took place. This box must not contain an enemy unit; if no such box is adjacent to the box where combat occurred, the player must retreat to the nearest off-map box not containing an enemy unit. If two or more boxes are equidistant (that is, the same number of connections away from the box where combat occurred), the owning player may choose which of these boxes to retreat to. The Confederate player may not retreat to Winchester, Bermuda Hundred, or Fort Monroe. The Union player may not retreat to Burkeville.
Major Defeat. A "major defeat" may occur if the Union player is defending and receives an "R" result, or if he is attacking and the result in Step 3 is -1 or less. The Union player then checks whether 6 or more Union strength points participated in that combat; if so, it is a major defeat. A major defeat reduces the chance of achieving an Active posture in that theater in future Strategic Cycles. If the Union player suffers a major defeat while Sigel is in command, Hunter replaces him in a later Strategic Cycle (see Special Reinforcements).
27.0 The Bermuda Hundred Campaign
The situation of the Bermuda Hundred campaign can affect the game. The Bermuda Hundred theater is made up of 7 off-map boxes, each of which represents a geographic subdivision of a strategically important location in and around Petersburg, Virginia. These 7 boxes are part of the 13 boxes on the Off-Map Theater Display. The Bermuda Hundred boxes, listed on the eastern portion of this display, are as follows:
- Burkeville (Confederate only)
- Fort Monroe (Union only)
- Bermuda Hundred (Union only)
- City Point
- Petersburg (VP if Union-controlled)
- Port Walthall Station (VP if Union-controlled)
- Drewry's Bluff (VP if Union-controlled)
Boxes with the special property that the Union player earns VP for controlling them are noted both in this list and on the Off-Map Theater Display. Both players begin the game with units in these boxes and may receive reinforcements into them during the game. Players may also transfer units between these boxes and the game map (and vice versa).
Connections Between Off-Map Boxes. See "Connections Between Off-Map Boxes" under 26.0.
The Bermuda Hundred Segment. In the Bermuda Hundred Segment of each Strategic Cycle, players carry out activity using the units in the 7 Bermuda Hundred boxes, in the following order:
- Union Movement: If the Union player's command posture in the Bermuda Hundred theater is Active (see 17.0), the Union player may move eligible units to an adjacent off-map box connected by a road or railroad connection.
- Union Entrenchment: A Union unit eligible to move in Step 1, but which chooses to remain in the same box, may instead build entrenchments. Immediately place a Breastwork marker on that unit. This Breastwork marker functions normally in combat until the unit leaves that box (it is removed when the unit departs). A unit in an off-map box may not build entrenchments beyond the Breastwork level.
- Confederate Movement: The Confederate player may move eligible units to an adjacent off-map box connected by a road or railroad connection. A move from Lynchburg to Burkeville is permitted even though these boxes are in different theaters, as long as no Union unit occupies the Lynchburg box.
- Confederate Entrenchment: A Confederate unit eligible to move in Step 3, but which chooses to remain in the same box, may instead build entrenchments. Immediately place a Breastwork marker on that unit. This Breastwork marker functions normally in combat until the unit leaves that box (it is removed when the unit departs). A unit in an off-map box may not build entrenchments beyond the Breastwork level. Every Confederate unit in the Drewry's Bluff or Petersburg box is automatically treated as having a Breastwork, even if it was not eligible for this entrenchment procedure.
- Combat: Combat occurs in every box containing units of both the Union and Confederate players.
Restrictions on Off-Map Movement. See "Restrictions on Off-Map Movement" under 26.0.
Off-Map Combat. See "Off-Map Combat" under 26.0.
Retreats in Off-Map Combat. See "Retreats in Off-Map Combat" under 26.0.
Major Defeat. A "major defeat" may occur if the Union player is defending and receives an "R" result, or if he is attacking and the result in Step 3 is -1 or less. The Union player then checks whether 15 or more Union strength points participated in that combat; if so, it is a major defeat. A major defeat reduces the chance of achieving an Active posture in that theater in future Strategic Cycles.
28.0 Transfer
In the Off-Map Phase (beginning May 6), players may transfer units to or from off-map boxes. The Union player transfers first, followed by the Confederate player. When a unit is transferred, any Demoralize, Fatigue, or Out-of-Supply marker it has (if any) is removed. If it is exhausted, it is flipped to its normal side. If its Strength marker is disorganized, it is flipped to its organized side. A transferred unit may not be placed in a hex occupied by an enemy unit, but it may be placed in an enemy ZOC. A commander may be transferred, but must be attached to a subordinate unit.
Transfer To or From the Valley
Units may be transferred to the map from 5 of the 6 Shenandoah Valley boxes (or vice versa). Each of these boxes has its own rules and restrictions. The Confederate district commander Breckinridge may only be transferred from the Valley to the GTC map if accompanied by one or more infantry units. If Breckinridge is transferred to or from the Valley, the special attachment rule applies (see 30.5).
Transferring Units From the Valley:
- Winchester: Only the Union player may transfer units from the Winchester box to the GTC map. When the Union player transfers a unit from Winchester to the map, remove the chosen unit and place it 5 turns ahead of the current turn on the Turn Track. At the start of the turn on which this Union unit is placed, the Union player places that unit in any hex between N0101 and N1901 (inclusive) on the north edge of the GTC North map.
- New Market: Both players may transfer units from the New Market box to the GTC map. When transferring, a player removes the chosen unit and places it 4 turns ahead of the current turn on the Turn Track. At the start of the turn on which this unit is placed, the player places that unit in any hex between N0101 and N0125 (inclusive) on the west edge of the GTC North map, or any hex between N0101 and N1901 (inclusive) on the north edge of the GTC North map.
- Charlottesville: Both players may transfer units from the Charlottesville box to the GTC map. When transferring, a player removes the chosen unit and places it 2 turns ahead of the current turn on the Turn Track. At the start of the turn on which the unit is placed, the player places that unit in any hex between N0126 and N0134 (inclusive) on the west edge of the GTC North map, or any hex between S0101 and N0113 (inclusive) on the west edge of the GTC South map.
- Staunton and Lynchburg (railroad): Only the Confederate player may transfer units by rail from the Staunton or Lynchburg box to the GTC map. To perform this transfer, no Union unit may be present at Charlottesville. The transferred unit's strength must be 10 or less. Only one unit may be transferred by rail in a given turn, and no other Confederate railroad movement (21.0) is permitted during that turn and the following turn. When the Confederate player transfers a unit from Staunton or Lynchburg to the map, he removes the chosen unit and places it 2 turns ahead of the current turn on the Turn Track. At the start of the turn on which the unit is placed, the Confederate player places that unit in any hex between N0126 and N0134 (inclusive) on the west edge of the GTC North map, or at N0225 (Gordonsville). The Confederate player may only place a unit at N0225 if the railroad between N0127 and N0225 (inclusive) is not blocked by a Union unit or a Union ZOC.
Transferring Units to the Valley:
- Winchester: In the Off-Map Phase, a Union unit located between N0101 and N1901 (inclusive) on the north edge of the GTC North map may be transferred to Winchester. The Union player removes the transferring unit and places it 5 turns ahead of the current turn on the Turn Track. At the start of the turn on which this unit is placed, the Union player places that unit in the Winchester box.
- New Market: In the Off-Map Phase, a unit belonging to either player located between N0101 and N0125 (inclusive) on the west edge of the GTC North map, or between N0101 and N1901 (inclusive) on the north edge of the GTC North map, may be transferred to New Market. A player removes the transferring unit and places it 4 turns ahead of the current turn on the Turn Track. At the start of the turn on which this unit is placed, the player places that unit in the New Market box.
- Charlottesville: In the Off-Map Phase, a unit belonging to either player located between N0126 and N0134 (inclusive) on the west edge of the GTC North map, or between S0101 and S0113 (inclusive) on the west edge of the GTC South map, may be transferred to Charlottesville. A player removes the transferring unit and places it 2 turns ahead of the current turn on the Turn Track. At the start of the turn on which the unit is placed, the player places that unit in the Charlottesville box.
- Staunton and Lynchburg (railroad): In the Off-Map Phase, a Confederate unit located between N0126 and N0134 (inclusive) on the west edge of the GTC North map, or at N0225 (Gordonsville), may be transferred by rail to Staunton or Lynchburg. The Confederate player may only move a unit from N0225 if the railroad between N0127 and N0225 (inclusive) is not blocked by a Union unit or a Union ZOC. To perform this transfer, no Union unit may be present at Charlottesville. The transferred unit's strength must be 10 or less. Only one unit may be transferred by rail in a given turn, and no other Confederate railroad movement (21.0) is permitted during that turn and the following turn. The player removes the transferring unit and places it 2 turns ahead of the current turn on the Turn Track. At the start of the turn on which this unit is placed, the Confederate player places that unit in the Staunton or Lynchburg box. The player must specify which of these two boxes is the destination at the moment the unit is removed from the GTC map.
Transfer To or From Bermuda Hundred
Units may be transferred to the map from 4 of the 7 Bermuda Hundred boxes (or vice versa). Each of these boxes has its own rules and restrictions.
Transferring Units from Bermuda Hundred
- Burkeville: Only the Confederate player may transfer units from the Burkeville box to the GTC map. When the Confederate player transfers a unit from Burkeville to the map, he removes the chosen unit and places it 2 turns ahead of the current turn on the Turn Track. At the start of the turn on which this Confederate unit is placed, the Confederate player places that unit in any hex between S0734 and S1734 (inclusive) on the south edge of the GTC South map.
- Drewry's Bluff: Both players may transfer units from the Drewry's Bluff box to the GTC map. When transferring, a player removes the chosen unit and immediately places it in one of S3232, S3431, S3532, S3631, or S3732. Note that these hexes are several hexes from the map edge, since the two southernmost hex columns of this region are considered part of the off-map Drewry's Bluff box.
- Petersburg and Port Walthall Station (railroad): Only the Confederate player may transfer units by rail from the Petersburg or Port Walthall Station box to the GTC map. To perform this transfer, no Union unit may be present at Drewry's Bluff. In addition, for a transfer from Petersburg, no Union unit may be present at Port Walthall Station. The transferred unit's strength must be 10 or less. Only one unit may be transferred by rail in a given turn, and no other Confederate railroad movement (21.0) is permitted during that turn and the following turn. When the Confederate player transfers a unit from Petersburg or Port Walthall Station to the map, he removes the chosen unit and places it 1 turn ahead of the current turn on the Turn Track. At the start of the turn on which this unit is placed, the Confederate player places that unit in one of S3232, S3431, S3532, S3631, S3732, or S3626. The Confederate player may only place a unit at S3626 if the railroad between S3534 and S3626 (inclusive) is not blocked by a Union unit or a Union ZOC.
Transferring Units to Bermuda Hundred
- Burkeville: In the Off-Map Phase, a Confederate unit located between S0734 and S1734 (inclusive) on the south edge of the GTC South map may be transferred to Burkeville. The Confederate player removes the transferring unit and places it 2 turns ahead of the current turn on the Turn Track. At the start of the turn on which the unit is placed, the Confederate player places that unit in the Burkeville box.
- Drewry's Bluff: In the Off-Map Phase, a unit belonging to either player located at any of the 5 hexes S3232, S3431, S3532, S3631, or S3732 may be transferred to Drewry's Bluff. A player removes the transferring unit and immediately places it in the Drewry's Bluff box. A player may also transfer a unit to Drewry's Bluff during the Action Cycle. Any unit at one of these 5 hexes may pay 1 Movement Point to enter the Drewry's Bluff box (even in a rain turn).
- Petersburg and Port Walthall Station (railroad): In the Off-Map Phase, a Confederate unit located at any of the 6 hexes S3232, S3431, S3532, S3631, S3732, or S3626 may be transferred by rail to Petersburg or Port Walthall Station. The Confederate player may only move a unit from S3626 if the railroad between S3534 and S3626 (inclusive) is not blocked by a Union unit or a Union ZOC. To perform this transfer, no Union unit may be present at Drewry's Bluff. In addition, to transfer to Petersburg, no Union unit may be present at Port Walthall Station. The transferred unit's strength must be 10 or less. Only one unit may be transferred by rail in a given turn, and no other Confederate railroad movement (21.0) is permitted during that turn and the following turn. A player removes the transferring unit and places it 1 turn ahead of the current turn on the Turn Track. At the start of the turn on which this unit is placed, the Confederate player places that unit in the Petersburg or Port Walthall Station box. The player must specify which of these two boxes is the destination at the moment the unit is removed from the GTC map.
29.0 Supply
In the Supply Status Segment of each Strategic Cycle, players must check whether their units are "in supply" or "out of supply." A unit always begins the game in supply. Commanders and units in off-map boxes are always in supply.
29.1 Union Depots
At the start of Scenario 9, the Union player has one depot at Brandy Station (N1702). At the start of Scenario 10, the Union player has one depot at Port Royal (N5721). The Union player may also build depots during the game. A depot functions as the Union's source of supply and ammunition.
How to Build a Union Depot. The Union player may build a depot in the Depot Segment of the Strategic Cycle. A depot has two sides: "Build" and "Complete." In the Depot Segment, the Union player may either place a new depot on its Build side, or flip an existing Build-side depot to its Complete side. He may choose only one of these two options; he may not do both.
Exception: Some Strategic Events prohibit the Union player from placing or flipping a depot, and others allow him to place or flip more than one. See the discussion of Strategic Events below for details. The Union player must build a depot immediately; he cannot save this action for a future turn.
Depot Restriction: The Union player may not have more than 2 depots on the map at any time. Within this limit, a destroyed or dismantled depot may be brought back into play.
Placing and Completing Depots. Subject to certain restrictions, the Union player may, in the Depot Segment, place a new depot on its Build side, or flip an existing depot to its Complete side, at either of the following types of location:
- A landing hex
- A station
Landing Hexes: In the Depot Segment, the Union player may place or flip a depot at a landing hex on any of the following rivers:
- Potomac
- Rappahannock
- York
The Union player may not place or flip a depot at a landing hex on the James River.
The Union player may place or flip a depot even at a landing hex he does not control. That landing hex need not have a Union unit present.
If the Union player places or flips a depot at a landing hex in the Depot Segment, the Union Navy marker is placed on its "Transport Supplies" side until the Depot Segment of the next Strategic Cycle. If he neither places nor flips a depot at a landing hex, the Union Navy marker is placed on its "Transport Troops" side until the next Strategic Cycle.
Note: In Scenario 9, the Union Navy marker may not be flipped to its "Transport Troops" side before the May 15 Strategic Cycle.
Stations: In the Depot Segment, the Union player may place or flip a depot at a station on any of the following railroads:
- Orange and Alexandria
- Richmond, Fredericksburg and Potomac
- Virginia Central
The Union player may not place or flip a depot at a station on any other railroad.
The Union player must control the county in which the station he wishes to place or flip a depot at is located. In addition, the Union player must be able to trace a "Union Rail Line" (see below) from that station to N2101 or N4114 (Fredericksburg). Every county that this rail-hex path passes through must also be controlled by the Union.
Union Rail Line: A "Union Rail Line" is a path of railroad hexes from the station (inclusive) to a rail terminus (N2101 or N4114) from which the Union player may draw supply. This path may not pass through a hex occupied by a Confederate unit that has either a completed Breastwork marker, or a Fort marker of any kind (whether under construction or complete). (It may pass through a hex occupied by a Confederate unit with no entrenchments, or through any kind of Confederate ZOC.) It may not pass through a hex with a damaged or destroyed station. A railroad bridge along this path must not be destroyed (unless a pontoon bridge currently exists on that hexside).
Note: Fredericksburg (N4114) is a station on the Richmond, Fredericksburg and Potomac RR, and is also a landing hex. The Union player may treat Fredericksburg as a landing hex for the purpose of building a depot.
Strategic Events
Two Strategic Events affect Union supply.
Mosby's Rangers: If this result occurs, the Union player immediately follows this procedure:
- Total the strength of all Union units present in Culpeper County.
- The Union player subtracts the result of a two-dice roll from this total strength value in Culpeper County.
This result is the total number of ammunition boxes that may be replenished for all Union units drawing supply from a station depot with a rail-hex path to N2101. (Ammunition for units drawing supply from a landing-hex depot, or from a station depot with a rail-hex path to N4114, is not reduced. See the ammunition rule in 29.7.) If the result is greater than 0, station depots with a rail-hex path to N2101 that are on their Complete side are all flipped to their Build side. Station depots with a rail-hex path to N2101 that are on their Build side are all removed from the map. If the result is 0 or less, station depots with a rail-hex path to N2101 — including those on their Complete side — are all removed from play. No VP is awarded for a depot removed by the Mosby's Rangers event. A landing-hex depot, or a station depot with a rail-hex path to N4114, is not affected. An affected depot may be rebuilt normally later in the same Strategic Cycle.
Reinforced Union Logistics: In the Depot Segment of this Strategic Cycle, the Union player may build more depots than usual. He may do any one of the following:
- Place 2 depots on their Build side.
- Flip 2 Build-side depots to their Complete side.
- Place 1 depot on its Build side and flip another depot to its Complete side, or
- Place 1 depot directly on its Complete side.
Every in-supply Union unit may, in this Strategic Cycle's Ammunition Segment, clear up to 4 recorded marks (instead of the normal amount).
29.2 Confederate Depots
At the start of Scenario 9, the Confederate player has 3 depots. These depots are placed according to the scenario's special rules. At the start of Scenario 10, the Confederate player has 1 depot at Richmond. The Confederate player may also build depots during the game. A depot functions as the Confederacy's source of supply and ammunition.
How to Build a Confederate Depot. The Confederate player may attempt to build a depot in the Depot Segment of the Strategic Cycle. A depot has two sides: "Build" and "Complete." In the Depot Segment, the Confederate player rolls one die.
- On a result of 1 to 3, the Confederate player may place a new depot on its Build side, or flip an existing depot to its Complete side. He may choose only one of these two options; he may not do both.
- On a result of 4 to 6, there is not enough supply to build a depot, and the Confederate player may perform no activity in this Depot Segment.
Exception: Some Strategic Events prohibit the Confederate player from placing or flipping a depot, and others allow him to place or flip a depot without needing a successful die roll. See the discussion of Strategic Events below for details. The Confederate player must build a depot immediately; he cannot save this action for a future turn.
Depot Restriction: The Confederate player may not have more than 3 depots on the map at any time. Within this limit, a destroyed or dismantled depot may be brought back into play.
Placing and Completing Depots. Subject to certain restrictions, the Confederate player may, in the Depot Segment, place a new depot on its Build side, or flip an existing depot to its Complete side, at either of the following types of location:
- A city hex with a railroad
- A station hex
In the Depot Segment, the Confederate player may place or flip a depot at a city hex with a railroad, or a station hex, if he can trace a "Confederate Rail Line" (see below) from that hex to N0127, S1334, or S3534. Every county that this rail-hex path passes through must also be controlled by the Confederacy.
Confederate Rail Line: A "Confederate Rail Line" is a path of railroad hexes from the station or railroad city hex (inclusive) to a rail terminus (N0127, S1334, or S3534) from which the Confederate player may draw supply. This path may not pass through a hex occupied by a Union unit that has either a completed Breastwork marker, or a Fort marker of any kind (whether under construction or complete). (It may pass through a hex occupied by a Union unit with no entrenchments, or through any kind of Union ZOC.) It may not pass through a hex with a damaged or destroyed station. A railroad bridge along this path must not be destroyed (unless a pontoon bridge currently exists on that hexside). If the Union player controls the off-map Charlottesville box, the Confederate player may not trace a path to N0127. If the Union player controls the off-map Drewry's Bluff box, he may not trace a path to S3534. There is no such restriction on tracing a path to S1334.
Strategic Events
Two Strategic Events affect Confederate supply.
Weakened Confederate Logistics: If this result occurs, the Confederate player may neither place nor flip a depot this Strategic Cycle. Every in-supply Confederate unit may clear only 1 recorded mark in this Strategic Cycle's Ammunition Segment.
Reinforced Confederate Logistics: The Confederate player may automatically place or flip 1 depot this Strategic Cycle, without rolling a die. Every in-supply Confederate unit may, in this Strategic Cycle's Ammunition Segment, clear up to 4 recorded marks.
29.3 Railroad Supply Routes
Downgrading a Depot. As noted above, a depot at a station may not be placed or flipped if there is no rail-hex path to a rail terminus. A depot at a station is also affected if, after being completed, its rail-hex path is cut. In the Depot Segment, if a completed depot at a station can no longer trace a rail-hex path, it is flipped to its Build side.
Repairing a Station. Instead of placing or flipping a depot, either player may repair a station. A player may use this method, in place of placing one depot or flipping one depot, to do either of the following:
- Remove "Damage" markers from 3 stations, or
- Remove a "Destroy" marker from 1 station.
A station may only be repaired if the player controls the county in which it is located. Neither an enemy unit nor an enemy ZOC may be present in that station's hex.
29.4 Supply Status
In the Supply Status Segment of each Strategic Cycle, both players must determine whether each of their units is in supply or out of supply. In the Supply Status Segment, a unit is in supply if it meets any of the following conditions:
- It is in an off-map box.
- It is a Union unit in Culpeper, Fauquier, King George, Madison, Rappahannock, or Stafford County.
- It is a Union unit in Chesterfield County, and one or more Union units are present in the off-map Drewry's Bluff box.
- It is in a county containing a friendly depot (whether on its Build or Complete side).
- It is in a county adjacent to a county containing a friendly Complete-side depot, and that depot has the ability to "extend supply" (see below) into the county in which the unit is located.
Note that the presence of an enemy unit in a county does not affect a friendly unit's supply status, even if the friendly unit is surrounded by enemy units or their ZOC.
Extending Supply: A completed depot may extend supply into an adjacent county if that depot is located in a county controlled by its own side. It may extend supply into that county even if that county is not controlled by its own side. There are several special cases that modify the extension of supply into adjacent counties, described below.
Special Supply Cases by County. If a completed depot is present in any of the counties listed below, check the special rule written for that county to see how it affects the extension of supply.
- Caroline: A unit in King George County is not in supply unless a friendly pontoon bridge has been built between the two counties. A unit in Essex County is in supply, even though Essex County is not adjacent to Caroline County.
- Culpeper: A unit in Albemarle County is in supply, even though Albemarle County is not adjacent to Culpeper County.
- Chesterfield: A unit in Henrico County is not in supply.
- Goochland: A unit in Powhatan County is not in supply.
- Hanover: A unit in Spotsylvania County is not in supply.
- Henrico: A unit in Chesterfield or Powhatan County is not in supply.
- King George: A unit in Caroline County is not in supply unless a friendly pontoon bridge has been built between the two counties.
- Louisa: If Hanover County is controlled by the friendly player, a unit in Henrico County is also in supply.
- Powhatan: A unit in Goochland or Henrico County is not in supply.
- Spotsylvania: A unit in Albemarle County is in supply, even though Albemarle County is not adjacent to Spotsylvania County. A unit in Hanover County is not in supply.
In Supply: If a unit is in supply, it functions at full capability, and remains in supply until its supply status is checked again in the next Supply Status Segment.
Out of Supply: Place an "Out of Supply" marker on a unit that is out of supply. This marker remains on the unit, wherever it moves, until either the unit regains "in supply" status in a Supply Status Segment, or the marker is removed by foraging (see 29.6). An out-of-supply unit functions normally in movement and combat. However, it suffers a penalty in the Recovery Phase (see 8.0), and it may also suffer a loss of strength.
Strength Loss: In the Supply Status Segment, if a unit that was already out of supply fails to regain "in supply" status, reduce its strength by 1. If the unit is not eliminated, its new Strength marker is placed on its disorganized side.
29.5 Depot Destruction
A depot is removed from the map by destruction or dismantling. A removed depot may be used again, even in the Depot Segment in which it was removed from the map.
Depots and Combat. A depot has no combat value and can neither move nor retreat. A unit may enter a hex containing an enemy depot as long as no enemy combat unit is present there. In this case, the depot is destroyed and removed from the map.
Voluntary Depot Destruction. In the Depot Segment, a player may voluntarily destroy a depot. If so, it is removed from the map at the start of the current Depot Segment.
Dismantling a Depot. In the Depot Segment, a player may declare that he is "dismantling" a depot. The designated depot is removed from the map in the next Depot Segment, which occurs 4 turns after the current turn. Once dismantling has been declared, it cannot be canceled. While dismantling is in progress, the depot remains a friendly source of supply.
29.6 Foraging
In Step 2 of the Recovery Phase, both players may use their out-of-supply units at Fatigue Level 0, 1, or 2 to "forage." A unit at Fatigue Level 3 or 4, or a unit that built a bridge, repaired a bridge or ferry, or built entrenchments in Step 1 of that phase, may not forage. An exhausted unit may forage. Commanders may not forage. For each unit foraging, the player follows this procedure:
- Roll one die, and add the unit's current Fatigue Level to the result (if the Fatigue Level is 0, this roll is not modified). This roll may be further modified by other factors (see below).
- If the modified roll is 2 or less (for a unit in Culpeper, Stafford, Fauquier, Orange, or Spotsylvania County), or 3 or less (for a unit in any other county), the unit forages successfully and immediately regains "in supply" status. The Out of Supply marker is removed, and the unit remains in supply until the next Supply Status Segment, at which point its supply status is determined normally. If the modified roll is 3 or more (for a unit in Culpeper, Stafford, Fauquier, Orange, or Spotsylvania County), or 4 or more (for a unit in any other county), the unit does not forage successfully and remains out of supply.
A player may forage with as many eligible units as he wishes in a turn, but no unit may forage more than once per turn. A unit that failed to forage may try again on the following turn, as long as its Fatigue Level is then 0, 1, or 2.
Foraging Modifier: If all six hexes adjacent to a foraging unit are either occupied by the enemy, in an enemy ZOC (even if a friendly unit is also present), or a hex the foraging unit cannot enter due to terrain restrictions, add 1 to that unit's foraging die roll.
29.7 Ammunition (Optional Rule)
If both players wish, they may track their units' ammunition expenditure. This creates extra bookkeeping, but makes the game more realistic.
Ammunition Pad. Players record ammunition expenditure on the Ammunition Pad. On this pad, every unit (not commanders) has 4 boxes at the start of the game, each box representing 1 ammunition level. Once every box for a unit has been marked, that unit runs out of ammunition. Place an "Out of Ammunition" marker on that unit. (If that unit is also out of supply, replace its Out of Supply marker with an "Out of Supply/Out of Ammunition" marker.) Since marks on the Ammunition Pad may be erased when a unit replenishes ammunition, always mark them in pencil.
How Ammunition Is Expended. Whenever a unit — attacking or defending — suffers a "D" (Disorganize) result in combat, it loses 1 ammunition level. The owning player marks one box next to that unit's name on the Ammunition Pad. (If the unit that suffered the "D" is already out of ammunition, it does not lose an ammunition level.) A unit participating in combat that does not suffer a "D" result does not lose an ammunition level. If multiple units attacking or defending in the same combat suffer a "D," each of them loses 1 ammunition level. However, a unit that does not participate in the attack, but helps establish a flank bonus, does not lose an ammunition level. A unit may not lose more than 1 ammunition level in a single combat, but it may lose more than 1 in a turn. Ammunition is not expended for a "D" result suffered from a cavalry retreat or a gunboat bombardment.
Effects of Being Out of Ammunition. A unit out of ammunition suffers the following penalties:
- Its Combat value, when attacking or defending, is halved. Round fractions down to a whole number, but no unit's Combat value may be reduced below 1/2. A unit that is both demoralized and out of ammunition may not attack. For a stack of units attacking or defending, sum the Combat value of all out-of-ammunition units in the stack, and then halve that total.
- Its Artillery value, when attacking or defending, becomes 0.
- If it is a cavalry unit performing a cavalry retreat, subtract 2 from its die roll.
Ammunition Resupply. In the Ammunition Segment of each Strategic Cycle, both players may resupply ammunition to all of their in-supply units. An out-of-supply unit may not be resupplied. An in-supply unit may be resupplied even if it is not out of ammunition. To resupply, the player erases 2 marked boxes on the Ammunition Pad next to each currently in-supply unit's name. Note that the Strategic Events described in 29.1 and 29.2 may modify a player's normal ammunition resupply limit.
Resupply Restriction: A player may not erase more than 2 marked boxes per unit in a single Ammunition Segment. If a unit eligible to have 2 boxes erased currently has only 1 marked box, only that 1 box may be erased. If a unit currently has no marked boxes, it may not be resupplied.
Surrounded Units: If all six hexes adjacent to a unit are either occupied by the enemy, in an enemy ZOC, or a hex that unit cannot enter because of terrain restrictions, and no friendly unit occupies any of those six hexes, the owning player may not erase marks next to that unit's name in the Ammunition Segment.
Restoring Ammunition: If one or more marks are erased for a unit that was out of ammunition, its Out of Ammunition marker is removed, and it regains its normal combat capability.
30.0 Substitute Units
Each player has 8 "Substitute" (Sub) infantry brigades and 2 "Substitute" cavalry regiments.
30.1 Detachment
Both players may detach one or more substitute infantry brigades from a marching infantry unit with a strength of 2 or more. Both players may detach one or more substitute cavalry regiments from a marching cavalry unit with a strength of 2 or more. A unit may not detach a substitute unit in an off-map box.
How to Detach. When detaching, the player places a substitute unit in the same hex as the parent unit and assigns it a strength. Place a Strength marker under the substitute unit equal to the assigned strength. Subtract the substitute unit's strength from the parent unit's strength, and give the parent unit a new Strength marker reflecting this reduction, on the same side it was on immediately before the detachment.
Placement of a Detached Unit. A detached substitute unit may be placed either in the hex where the activated infantry unit began its march, or in any hex the activated unit entered during its march. After placing the substitute unit on the map, the activated unit may continue its march (however, the substitute unit may not move during this action). Once placed, the substitute unit functions normally.
Restrictions on Detachment
Limit by Counter Count: The number of substitute unit counters included in the game limits how many substitute units may be used. Once every substitute unit is in use, no more may be used. However, if a substitute unit is attached to another unit, it is removed from the map and becomes available for use again.
Size: After detachment, the activated unit must retain a strength of at least 1. Substitute units are limited in strength as follows:
- A substitute infantry brigade must be assigned a strength of 8 or less.
- A substitute cavalry regiment must be assigned a strength of 2 or less.
Determining the Status of a Detached Unit
Fatigue: If a substitute unit is placed in the hex where the activated unit began its march, it is given a Fatigue marker equal to the activated unit's Fatigue Level before it was chosen to march. If a substitute unit is placed in any other hex, it is given a Fatigue marker equal to the activated unit's current Fatigue Level.
Entrenchments: If a substitute unit is detached in the hex where an entrenched activated unit began its march, the substitute unit is given the same type of entrenchment marker the activated unit has.
Disorganization, Demoralization, and Exhaustion: If the activated unit has a disorganized Strength marker, is exhausted, or has a Demoralize marker, any substitute unit detached from it must have the same status.
Command: The owning player should record on paper the number of each substitute unit placed on the map, and which command it belongs to (it belongs to the same command as the parent unit, but may later be attached to a unit in a different command).
Ammunition: A substitute unit receives the same number of unmarked ammunition boxes as its parent unit. If the parent unit is out of ammunition, the substitute unit is also given an Out of Ammunition marker.
30.2 Attachment
In the Attachment Phase, a substitute unit (or a normal infantry regiment or brigade, or a Confederate cavalry regiment — see "Special Attachment" below) stacked in the same hex as a friendly unit may be "attached" to that unit. A unit may be attached to any unit of the same branch (infantry or cavalry), regardless of size or affiliation. Artillery units may not be attached.
How to Attach. Remove the substitute unit and all of its attached markers from the map. The strength of the attaching unit is added to the strength of the unit it attaches to, and this unit receives a new Strength marker showing its increased strength.
Restrictions on Attachment
Consolidation: A unit may not attach only part of its strength to another unit. The entire unit must be attached (and it is then removed from the map).
Size: A unit may not be attached to another unit if the resulting strength on the map would exceed the following limits:
- An infantry division may not exceed a strength of 18.
- An infantry brigade may not exceed a strength of 8.
- An infantry regiment may not exceed a strength of 4.
- A cavalry brigade may not exceed a strength of 4.
- A cavalry regiment may not exceed a strength of 2.
Determining Status After Attachment
Strength Marker: The unit that another unit attaches to is given a new Strength marker on the same side (organized or disorganized) as the marker it replaces.
Exception: If the attaching unit's strength is greater than the strength of the unit it attaches to, the new Strength marker for the unit remaining on the map is placed on the same side as the attaching unit's Strength marker.
Fatigue, Exhaustion: If a unit attaches to another unit, and the two units have different Fatigue Levels, the unit remaining on the map after the attachment has a Fatigue Level equal to the higher of the two Fatigue Levels. If a unit attaches to another unit, and one of the two units is exhausted while the other is on its normal side, the unit remaining on the map is flipped to its exhausted side (or remains on its exhausted side).
Entrenchments: If an entrenched unit attaches to a unit that is not entrenched, the unit remaining on the map becomes not entrenched. However, if the unit it attaches to is entrenched, the unit remaining on the map is entrenched, whether or not the attaching unit was entrenched.
Demoralization: If a unit attaches to another unit, and at least one of them is demoralized, the unit remaining on the map is assigned a Demoralization level equal to the worse Demoralization level either unit had immediately before the attachment.
Ammunition: When a unit is attached, erase the marks recorded for it on the Ammunition Pad. The number of ammunition boxes for the unit it attaches to remains as it was.
Exception: If the attaching unit's strength is greater than the strength of the unit it attaches to, the unit remaining on the map is given a number of ammunition boxes equal to the number the attaching unit had.
Special Attachment. Non-substitute infantry regiments and brigades belonging to either player may be attached to any friendly infantry unit, as long as the attachment rules are followed. Likewise, a non-substitute cavalry regiment may be attached to any friendly cavalry unit.
30.3 Substitute Units and Artillery Values
If both players wish, an Artillery value may be transferred to a detached unit, and transferred out of an attaching unit.
Detachment: When a substitute unit is detached from a unit, some or all of the parent unit's Artillery value may be assigned to it. In this case, record the value assigned to the substitute unit, and the parent unit's new, reduced Artillery value, next to each unit's name on the Ammunition Pad.
Attachment: When a unit attaches to another unit, the attaching unit's Artillery value is transferred entirely to the unit it attaches to. Record the new, increased Artillery value for the unit remaining on the map next to that unit's name on the Ammunition Pad.
30.4 Confederate Division Commanders
The Confederate Hoke, B R Johnson, and Pickett divisions were formed from independent brigades during the course of the Bermuda Hundred campaign (see 34.0, Confederate Reorganization). To give the Confederate player the flexibility these commanders exercised historically in this campaign, these divisions are represented either as a single division-sized unit with no separate division commander counter, or as a separate division commander with several brigade-sized units. The special detachment and attachment rules described below apply to these divisions. Except where specifically noted below, attachment and detachment of these units follows the normal procedure described earlier in this chapter. Other division commanders, such as the cavalry division commanders or the Union division commander Crook, may not be consolidated into a single division-sized unit, and the rules in this section do not apply to those commands. Nor do the rules in this section take precedence over Confederate reorganization.
Additional Counters. When detaching a substitute unit from a division-sized unit belonging to one of these three commands, the Confederate player may choose, as a special substitute counter, any unused brigade-sized counter of the appropriate division. This special substitute unit is in addition to the 8 infantry substitute units already available to the Confederate player. The brigades available for use with each of these three divisions are as follows:
| Hoke's Division | B R Johnson's Division | Pickett's Division |
|---|---|---|
| Clingman | B R Johnson (brigade) | Barton |
| Colquitt | Lewis | Corse |
| Hagood | Ransom | Hunton |
| Martin | Walker | Terry |
| Wise |
Note: These counters may be used as special substitute units whenever they are not actually in use, even if that unit is listed in a scenario's initial setup. Also, any substitute unit detached from a brigade belonging to these divisions is drawn from the normal set of 8 infantry substitute unit counters.
Use of the Commander Counter: If a substitute unit is detached from one of these three division-sized units, and the division's strength falls to 8 or less, that division must be replaced with a brigade-sized unit and a commander counter. Conversely, if two or more brigades belonging to the same division are present in the same hex in the Attachment Phase, and their combined strength is 9 or more, they may be consolidated into a division-sized unit. In this case, remove the division commander counter from the map. When this attachment takes place, the division commander need not be present in that hex; he is removed from the map regardless of his current location. If more than two units are attached at once, the status of all units (e.g. fatigue, ammunition, demoralization, exhaustion, entrenchment) is determined based on the status of the largest unit immediately before consolidation. If two units are the same size, the Confederate player may use whichever status is more favorable. Note that even after brigades totaling 9 or more strength are consolidated into a division-sized unit, brigades detached from that division may still remain on the map. Since no division commander is present, such brigades must be activated alone, or by a corps commander (or, for B R Johnson, a district commander).
Artillery Values. Unlike standard substitute units, many of the special substitute units described above possess a non-zero Artillery value. When detaching a brigade, the Confederate player is free to choose any available substitute unit of the appropriate division. The Confederate player may also assign an Artillery value to each brigade as he wishes. However, the Confederate player must never change the overall total of his artillery strength through the detachment or attachment of these special substitute units. If the Artillery value printed on a counter is not the Artillery value currently assigned to that unit, use the "Substitute Units and Artillery Values" rule above to record the new Artillery value.
30.5 Breckinridge
The Confederate district commander Breckinridge may be transferred from the Valley to the GTC map if he is accompanied by one or more infantry units. Breckinridge's transfer triggers a special attachment. Remove district commander Breckinridge and all infantry units accompanying him from the game. Replace them with a single Breckinridge infantry division unit. Assign it a Strength marker equal to the sum of the strength values of all infantry units that were with Breckinridge. Remove the Artillery values of all the removed infantry units, and record them as Breckinridge's Artillery value on the Ammunition Pad. Unlike the Confederate Hoke, B R Johnson, and Pickett divisions, the Breckinridge infantry division unit may not be split into a division and brigades. Note that transferring Breckinridge out of the Valley theater brings the special reinforcement W E Jones into play.
Once placed on the GTC map, Breckinridge may freely be transferred back to the Valley. Transferring Breckinridge back to the Valley triggers a special detachment. Perform the procedure above in reverse:
- Remove the Breckinridge infantry division unit and replace it with district commander Breckinridge.
- Return to the game the infantry units that were removed when Breckinridge was transferred from the Valley. Assign strength and Artillery values to each unit so that the totals equal Breckinridge's values immediately before the transfer.
If Breckinridge returns to the Valley by transfer, W E Jones is permanently removed from the game.
31.0 Army Commander Activation
"Army Commander Activation" is an Advanced Game rule that allows a player to activate units using his army commander, in the same way that units can be activated using an ordinary commander's "Activate Leader" action. In every Advanced Game scenario, an Army Commander Activation action is added to the actions available to whichever player has taken initiative in each Action Phase. Note that only army commanders Lee and Grant may perform an Army Commander Activation action (Butler may not).
The active player may choose Army Commander Activation only if all of the following conditions are met:
- That player's army commander must be stacked in the same hex as another friendly, non-cavalry commander.
- At least 1 friendly infantry unit at Fatigue Level 3 or less must be within that army commander's command radius.
- If that player succeeded at an Army Commander Activation action on the immediately preceding turn, he may not choose an Army Commander Activation action on the current turn.
- Each player may perform a maximum of 1 Army Commander Activation action per turn. If an attempt at Army Commander Activation fails, that player may make a second attempt in a later Action Phase, but no more than 2 attempts may be made in a single turn.
An Army Commander Activation is attempted as follows:
-
The active player selects an eligible army commander anywhere on the map, and rolls one die. This roll may be modified (see below).
- If the modified roll is 4 or more, the Army Commander Activation action fails.
- If the modified roll is 3 or less, the Army Commander Activation action succeeds.
Army Commander Activation Die Modifiers: A player's Army Commander Activation die may be modified as follows:
-2: On a turn when the "Union Night March" random event is in effect, the Union player is attempting Army Commander Activation, and it is the first Activation Segment in which the Union player has taken initiative (see 15.0).
-1: On a turn when the "Union Night March" random event is in effect, the Union player is attempting Army Commander Activation, and it is the second or a later Activation Segment in which the Union player has taken initiative (see 15.0).
Failure: If the Army Commander Activation die fails, this action ends, and the procedure does not proceed to Step 2. No unit's Fatigue Level is increased. That player may attempt Army Commander Activation once more in the current turn, but only in a later Action Phase. Begin a new Action Phase, and determine initiative normally.
Success: If the Army Commander Activation die succeeds, this action continues. Proceed to Step 2.
-
The active player must select 1 to 10 eligible friendly combat units. Unlike an ordinary Activate Leader action, in which participating units must belong to the activating commander's command, units selected for an Army Commander Activation action may belong to any command. Furthermore, the selected units may be any combination of infantry, cavalry, or artillery. Selected units must be within that army commander's command radius, and must be at Fatigue Level 3 or less (Exception: if the optional rule in 5.2 is being used, a unit at Fatigue Level 4 may be selected).
-
The active player rolls one die and determines the army commander's Movement Allowance in exactly the same way as for a normal (non-cavalry) commander's Activate Leader action (see 5.2, Step 3).
-
The army commander's Movement Allowance determined in Step 3 applies to each infantry and artillery unit selected in Step 2. Twice the army commander's Movement Allowance determined in Step 3 applies to each cavalry unit selected in Step 2. Place a marker on the box of the Movement Track corresponding to each of these values.
-
The active player carries out Steps 5 through 9 of the normal Activate Leader procedure (see 5.2). When this procedure is complete, the Army Commander Activation action ends, and a new Action Phase begins.
Note: The opposing player automatically wins initiative in the next Action Phase (see "Initiative Penalty" below).
A player may not attempt another Army Commander Activation action for the rest of the current turn and the following turn. He may attempt Army Commander Activation again 2 turns after the current turn.
Restrictions on Army Commander Activation. In an Army Commander Activation action, every unit selected in Step 2 is restricted as follows:
- A marching unit may not attack during its march. All attacks are prohibited in an Army Commander Activation action.
- A marching unit may not enter an enemy ZOC (including a restricted ZOC) during its march (Exception: a unit with no other option but to enter an enemy ZOC to exit a hex may do so). A unit that exits an enemy ZOC during an Army Commander Activation action is charged the normal movement penalty.
- A unit selected to participate in an Army Commander Activation action may not perform a Burn RR Station action or an Entrenchment action.
Initiative Penalty. If a player's Army Commander Activation die succeeds, the opposing player automatically wins the initiative die in the Action Phase following that Army Commander Activation action, regardless of the result of the Initiative Segment die roll.
32.0 Confederate Forts
Several Confederate forts are printed on the map.
Effects of Confederate Forts. A Union unit may not enter, nor retreat into, a hex containing an undestroyed Confederate fort. Likewise, a Union commander may not be transferred to, or extend his command radius to or through, an undestroyed fort hex. A Confederate fort does not exert a ZOC (unless a Confederate unit occupies that hex). A Confederate fort hex adjacent to a defending Union unit is treated as "blocked" for the purpose of determining a flank attack. Confederate units may enter a fort hex without restriction. They may also build entrenchments in a fort hex. The fort itself may neither be activated, nor build entrenchments.
Confederate Forts and Combat. In general, a Confederate fort has a Combat value of 1 and an Artillery value of 2, by itself. The only exceptions are the Confederate forts at Drewry's Bluff (S3733) and Chaffin's Bluff (S3933), which have a Combat value of 2 and an Artillery value of 4, by themselves. These values may only be used in defense; they may not participate in a Confederate attack (however, a Confederate unit in a fort hex may attack).
A Union unit may attack an adjacent fort hex. If no Confederate unit occupies the fort hex, the fort's own Combat value and Artillery value are used to resolve combat. If one or more Confederate units occupy the fort hex, the Confederate player's Combat value and Artillery value are calculated by adding the fort's own values to the Combat value and Artillery value of the Confederate units defending in that fort hex.
In a Union attack against a fort, no tactical modifier favorable to the Union is applied. The tactical modifier is not used if the Union player has a higher Tactical value than the Confederate player, or if no Confederate unit occupies the fort hex. If the Confederate player has a higher Tactical value, the combat die is modified normally. In a Union attack against a fort hex, the Union player may not receive a flank attack bonus. Every other combat modifier applies normally.
Entrenching in a Fort Hex. A Confederate unit in a fort hex is treated as being in a redoubt hex. That is, a Confederate unit in a fort hex has its Combat and Artillery values multiplied by 1.5 when defending, even if it has built no entrenchments of its own. In addition, if a Confederate unit in a fort hex performs an entrenchment action, place an Abatis-Build marker (not Breastwork) on it. A unit in a fort hex may continue to build further entrenchments normally until a completed Fort marker is placed on it (this should not be confused with the printed fort hex itself).
How to Destroy a Confederate Fort. If, in a Union attack against a Confederate fort hex, the Confederate player suffers an "r" (retreat) or "R" (rout) combat result, that fort is destroyed (any Confederate units defending in that fort hex must retreat or rout). Place a "Destroyed" marker on that hex; from that point on, no Confederate fort exists in that hex. When calculating the defender's Combat value to determine which column of the Combat Chart to use, do not add the fort's own Combat value. Combat results involving strength loss, "f" (Fatigue-1), "F" (Fatigue-2), and "D" (Disorganize) have no effect on the fort (though these results do affect any Confederate units defending in that fort hex). Strength loss cannot be applied to the fort; if any units occupy the fort, they must absorb all strength losses. The destruction of a fort is not treated as a strength loss for scenario Victory Point purposes. A destroyed fort is treated as a redoubt hex for the remainder of the scenario. A Confederate unit may re-enter that hex and gain all the normal benefits of a redoubt hex.
33.0 Upton
In the Advanced Game, the Union player may use the Upton Special Assault marker. Whenever a commander belonging to the Union Army of the Potomac (Hancock, Warren, Sedgwick, Humphreys, Griffin, or Wright) declares an assault, the Union player may, in Step 1 of the attack procedure, place the Upton marker in that commander's hex. Place the Upton marker underneath that commander. From that point, Upton is treated as one more combat unit activated for that assault. After rolling the command die in Step 5 of the attack procedure, the Union player must decide whether Upton participates in the attack (the Assault Number must be large enough for Upton to participate). If Upton does not participate, the Upton marker is placed one box ahead of the current turn on the Turn Track. The Union player may not try again to use Upton in an assault until the following turn. However, if the Union player does use Upton in that attack, all entrenchment effects that would normally apply to the Confederate player — including in the calculation of the flank bonus — are ignored entirely for the duration of that assault. After that, the Upton marker is permanently removed from the game. Note that Upton may not be chosen as the only unit participating in the assault (that is, the Assault Number must be 2 or more to use Upton).
34.0 Confederate Reorganization
Once during the game, the Confederate player may "reorganize" the Southeastern Virginia District. Reorganization cannot take place earlier than May 19, nor later than May 23. If the Confederate player decides to carry out reorganization, he must declare it in one of the Recovery Phases during these 5 turns. If reorganization has not been declared before the May 23 Recovery Phase, it automatically takes place at that time.
Before reorganization takes place, the following rules are in effect:
- Confederate commanders Pickett, Hoke, and Beauregard may choose units belonging to the SEV, P-1, or H-1 organizations to participate in an "Activate Leader" or "Assault" action. These commanders may freely mix and combine units from these three organizations in a single action. However, no more than 5 infantry units may be chosen to participate in a single action.
- The Hoke, Pickett, and B R Johnson division units are not used in play.
- The B R Johnson commander counter is not used in play.
When Confederate reorganization takes place, the Confederate player immediately performs the following actions:
- If Pickett is sick (19.0), he immediately returns to health. Commanders Pickett, Hoke, and Beauregard are placed with the nearest unit under their command.
- Place the B R Johnson commander counter on the B R Johnson brigade. If the B R Johnson brigade has already been eliminated, this commander counter is instead placed on any other J-SEV brigade.
- From this point on, Confederate division commanders Pickett and Hoke may choose only their own division (P-1 and H-1, respectively) to participate in an "Activate Leader" or "Assault" action. District commander Beauregard continues to be able to activate up to 5 infantry units belonging to SEV, P-1, and H-1, as described above.
From this point on, if the Confederate player wishes to consolidate brigades, the Hoke, Pickett, and B R Johnson division counters become available for use (see 30.4). Note that Pickett cannot become sick after Confederate reorganization has taken place.
35.0 End of Game
On May 31 and thereafter, the Union player rolls two dice in every End of Game Segment of the Strategic Cycle, to determine whether the game ends. This die roll may be modified according to the current date (see below). Players then consult the End of Game Table, using the combined total of both players' manpower losses in combat, retreat, or cavalry retreat to determine the appropriate row and column on that table. The Union player must roll a modified die greater than the value determined by the appropriate row and column. If he succeeds, the game continues. If the modified die is less than the value on this table, the game ends immediately.
End of Game Die Modifiers:
| Date | Modifier |
|---|---|
| May 31 | +3 |
| June 4 | +1 |
| June 8 | 0 |
The game also ends the moment a Union infantry unit is present in a Richmond city hex during an End of Game Segment. In this case, the Union player may choose whether to declare the end of the game. If he declines to do so, he may not do so again until the same situation recurs in a later End of Game Segment.
Automatic End of Game: The game automatically ends in the End of Game Segment of June 12.
13.9 Scenario 9: The Overland Campaign
Note: This scenario is the standard Advanced Game, covering all 40 days of the campaign.
Map: Both maps.
Length of Game: May 4 – June 12, 1864, 40 turns. Note that the game may end earlier.
Game Start: Before play begins, the Confederate player must place his 3 depots on the map. One of the three must be placed at a Richmond city hex. The other two must be placed at two different stations, each connected to the Richmond city hex by a continuous path of railroad hexsides. The Confederate player also has 3 units placed anywhere within 12 hexes of Hanover Junction (S3307). The Union Navy marker begins the game on its "Transport Supplies" side. This marker may not be flipped to its "Transport Troops" side until the May 15 Strategic Cycle at the earliest.
Union Setup: See "UNION SET-UP" on pages 39-40 of the English rulebook.
Confederate Setup: See "CONFEDERATE SET-UP" on pages 40-41 of the English rulebook.
* Chambliss, Rodes, Ramseur, Steuart, 1 MD, 2 MD, and Johnston begin the game under Fort markers.
+ Units marked with this symbol may not be activated, build entrenchments, or be transferred onto the map until Turn 3.
++ Hampton, Young, and Gordon may not move, nor build entrenchments, until Turn 4. See Special Rule 4.
Special Rules
-
Random Events: No random event is determined on Turn 1. On every other turn, roll the random events dice normally.
-
Pontoon Bridges: The Union player begins the game with a minor-river bridge between N2404 and N2504 (Kelly's Ford). The Confederate player begins the game with a minor-river bridge between S3732 and S3832.
-
Turn 1: The Union player automatically wins the first, and several subsequent, initiative rolls of Turn 1. Before rolling for initiative, the Union player may perform up to six unconditional Action Phases (one each for commanders Hancock, Warren, Sedgwick, Torbert, Sheridan, and Wilson). During these Action Phases, Union activity is subject to the following restrictions:
- The Union player may only choose Activate Leader actions (individual units may not be activated).
- Each of the aforementioned Union commanders may be chosen only once for a leader activation action during this unconditional initiative.
- During these Action Phases, Union units may not move into a Confederate ZOC.
Note that the Union player is not obligated to perform all six of these unconditional actions. Once the Union player has completed his unconditional actions, initiative is determined normally for the rest of the game.
-
Confederate Movement Restriction: Cavalry commander Hampton, the Young cavalry brigade, and the Gordon cavalry brigade may not move, nor build entrenchments, until Turn 4 (May 7). This restriction is lifted if a Union unit comes within 10 hexes of these units' setup hexes. Note that the Gordon brigade belongs to WH Lee's Division and cannot be activated by Hampton.
-
Union Reinforcements: In this game, the IX Corps and all cavalry regiments attached to it are Reinforcements. On Turns 1 and 2, the Union player may bring on one reinforcement group in lieu of a march, entrenchment, or Activate Leader action performed with units already on the map. Each unit brought onto the map this way appears at either 2101 or 2301, at the Union player's choice. Some of these units are placed on the map already above Fatigue Level 0. The table below summarizes the order in which each group appears, the turn it appears, and its Fatigue Level upon placement. If a reinforcement does not appear on its designated turn, it may appear on a later turn only if the order of appearance listed below is followed. Note that a reinforcement delayed by one or more turns always enters the map at Fatigue Level 0. These units may not perform Strategic Movement on the turn they enter.
Reinforcement Group 1 Turn Fatigue Level Stevenson
Victory Conditions
The Union player gains and loses Victory Points (VP) as follows:
| VP | Reason |
|---|---|
| +25 | Per VP Segment in which the Union player controls Henrico County. |
| +15 | A completed (not mid-dismantling) Confederate depot is destroyed by the Union player. |
| +10 | Per VP Segment in which the Union player controls Hanover County. |
| +10 | Per VP Segment in which the Union player controls the off-map Lynchburg box in the Valley theater. |
| +10 | Per VP Segment in which the Union player controls the off-map Petersburg box in the Bermuda Hundred theater. |
| +10 | A Confederate depot on its Build side (or a completed depot that is mid-dismantling) is destroyed by the Union player. |
| +10 | Per Union infantry division that ends the game in a Richmond city hex. |
| +5 | Per VP Segment in which the Union player controls Goochland County. |
| +5 | Per VP Segment in which the Union player controls the off-map Drewry's Bluff box in the Bermuda Hundred theater. |
| +5 | Per Union infantry division that ends the game 1 to 5 hexes from a Richmond city hex. |
| +5 | The Confederate player voluntarily destroys a depot. No points are lost if the Confederate player dismantles a depot. |
| +3 | Per VP Segment in which the Union player controls Caroline County. |
| +3 | Per VP Segment in which the Union player controls Louisa County. |
| +3 | Per VP Segment in which the Union player controls New Kent County. |
| +3 | Per VP Segment in which the Union player controls the off-map Staunton box in the Valley theater. |
| +3 | Per VP Segment in which the Union player controls the off-map Lexington box in the Bermuda Hundred theater. |
| +3 | Per point of Confederate manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or a move from enemy ZOC to enemy ZOC) |
| +2 | Per Union infantry division that ends the game 6 to 10 hexes from a Richmond city hex. |
| -2 | Per point of Union manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or a move from enemy ZOC to enemy ZOC) |
| -10 | Per artillery unit not withdrawn by the time specified in the "Withdrawal of Union Artillery" random event. |
At the end of the game, total the Union VP and consult the table below to determine the winner.
| Union VP | Winner |
|---|---|
| 220 or more | Union Decisive Victory |
| 170 to 219 | Union Substantive Victory |
| 120 to 169 | Union Marginal Victory |
| 70 to 119 | Confederate Marginal Victory |
| 20 to 69 | Confederate Substantive Victory |
| 19 or less | Confederate Decisive Victory |
13.10 Scenario 10: Marching to Cold Harbor
Note: This scenario is a short Advanced Game covering the final confrontation in front of Richmond.
Map: Both maps.
Length of Game: May 27 – June 12, 17 turns. Note that the game may end earlier.
Game Start: The Union player has several units that may be set up anywhere within 5 hexes of Bowling Green (N4828). Before play begins, the Union player must decide exactly which hex each of these units will begin the game in. After the Union player places these units, the Confederate player places the seven cavalry units and three cavalry division commanders listed below as setting up "In Hanover County." These units may be freely placed anywhere in Hanover County south of the South Anna River and west of the Virginia Central Railroad. They may be placed directly in a hex containing this railroad.
The Union Navy marker begins the game on its "Transport Supplies" side. This marker is flipped to its "Transport Troops" side the moment the Union player places or flips a depot at a landing hex in the Depot Segment of a Strategic Cycle.
Confederate Setup: See "CONFEDERATE SET-UP" on page 43 of the English rulebook.
* Units marked with this symbol begin the game under Breastwork markers.
+ Lee is sick at the start of the scenario.
Union Setup: See "UNION SET-UP" on page 44 of the English rulebook.
* Units marked with this symbol begin the game under Breastwork markers.
Special Rules
-
Random Events: No random event is determined on Turn 1. On every other turn, roll the random events dice normally.
-
Pontoon Bridges: The Union player begins the game with the following minor-river bridges:
- N4114 to N4213 (Fredericksburg)
- S2904 to S3003 (Jericho Ford)
- S3004 to S3104
The Confederate player begins the game with a major-river bridge between S3732 and S3832.
-
Destroyed Bridges: Before this scenario begins, the following permanent bridges have been destroyed:
- Cedar Hill Bridge (S3508 to S3607)
- Littlepage Bridge (S3910 to S3911)
- Nelson's Bridge (S4414 to S4415)
-
Destroyed Stations: Before this scenario begins, the following stations have been destroyed:
- Beaver Dam Station (S2202)
- Hewlett's Turnout (S2603)
- Noel's Turnout (S2804)
-
Turn 1: At the start of Turn 1, no leader transfer nor attachment may take place. The game begins with a Union Army Commander Activation action (see below).
-
Army Activation: The first Action Phase of Turn 1 automatically becomes a Union Army Commander Activation action. This action is performed as described in 31.0. This action automatically succeeds; there is no need to roll a die to determine whether the action succeeds. As specified in the Army Commander Activation rules, the Confederate player automatically gains initiative in the immediately following Action Phase.
-
Strategic Events: If the "Withdrawal of Union Artillery" event occurs in this scenario, it is ignored.
-
Union Variable Reinforcements: For the purpose of determining the amount of Union variable reinforcements, and of determining an early end to the game, the Union player is assumed to have lost 84 strength points in combat before the start of the scenario. Likewise, the Confederacy is assumed to have lost 56 strength points in combat. In addition, 48 Union strength points are assumed to have been replaced. That is, in the May 27 Strategic Cycle, the Union player receives replacements equal to three times the result of one die roll (since 84 minus 48 is 36), and receives still more replacements if 5 or more strength points are lost in combat on Turn 1.
-
Lee's Illness: Lee begins the scenario sick. As described in 19.0, he may recover in any Strategic Cycle.
-
Hampton: Stuart has died before this scenario begins. Hampton has not yet been promoted to command the Confederate cavalry corps. In the Reinforcement Segment of each Strategic Cycle, the Confederate player should roll a die (as described in 19.0) to see whether Hampton is promoted to command the Confederate cavalry corps.
Victory Conditions
Victory conditions are calculated in exactly the same way as in Scenario 9. However, several VP have already accrued from the 23-day campaign preceding the start of this scenario. These VP are listed below, and are added to the Union player's total at the end of the game. VP scored and lost prior to this scenario from combat losses on both sides are equal (that is, they cancel out and are ignored).
- Control of Caroline County: 3 VP
- Destruction of a completed Confederate depot: 15 VP
Grand Campaign Extra Rules
By modifying or adding to the Advanced Game rules of Grant Takes Command with the rules described below, the maps of Stonewall in the Valley (SIV) and On to Richmond (OTR) can be joined to Grant Takes Command to play two Grand Campaign scenarios. The rules described below are numbered in the same way as the Advanced Game rules. Each section number below is a modification or addition to the Advanced Game rule section of the same number. Any section not described below is used unmodified from the Advanced Game rules.
The Map
Redoubts. In addition to the forts and redoubts printed on the GTC and OTR maps, several redoubts were built between 1862 (the period covered by OTR) and 1864 (the period covered by GTC). These are provided as counters and are placed at the following hexes:
- OTR S0313
- OTR S0314
- OTR S0414
- OTR S0514 (Lead Works)
- OTR S0613
- OTR S0612 (Blandford)
- OTR S0709 (Fort Clifton)
Although not printed on the map, a road exists between OTR S0609 (Hare) and OTR S0709 (Fort Clifton).
Armies
In the Grand Campaign game, both players control 3 armies. Every combat unit and commander must always be assigned to one of these armies. Which army a unit belongs to may be changed in the Transfer Phase of each turn. After all commander transfers are complete, the rules in this chapter are used to determine which army each unit belongs to.
The following restrictions apply to combat units and commanders belonging to different armies:
- Division and corps commanders may be transferred between armies, but district and army commanders may not be changed.
- Some units belonging to a single corps or division may not be assigned to one army while other units belonging to that same corps or division are assigned to a different army. A commander may not activate a unit assigned to a different army, even if that commander and unit originally belonged to the same corps or division.
- A unit belonging to one army may not participate in a grand assault ordered by a commander belonging to a different army.
Note that friendly units belonging to different armies still provide each other with friendly ZOC and flank bonuses.
Confederate Armies
Confederate units are divided into the following armies:
-
Army of Western Virginia: All Confederate units on the SIV map.
-
Southeastern Virginia District: All Confederate units that can trace a shorter hex path to district commander Beauregard than to army commander Lee. If Beauregard has not yet entered play, a unit instead traces its path to division commander Pickett.
Exception: If a unit is within 15 hexes of both Lee and Beauregard in the Transfer Phase, the owning player may choose which army it is assigned to. Note that at least 10 strength points of Confederate units must always remain under Beauregard's command. If the total strength falls below 10, the Confederate player must reassign units to Beauregard in the next Transfer Phase.
-
Army of Northern Virginia: All other Confederate units.
Stuart and Hampton, and every cavalry unit belonging to the WH Lee, F Lee, and Hampton divisions, are always assigned to the Southeastern Virginia District, and may never be assigned to the Southeastern Virginia District. Even if they are located closer to Beauregard than to Lee, they always belong to the Army of Northern Virginia, unless they are actually located on the SIV map.
Union Armies
Union units are divided into the following armies:
-
Army of West Virginia: All Union units on the SIV map.
-
Army of the James: All units that can trace a shorter hex path to army commander Butler than to army commander Grant. Note that on the May 4 and 5 turns (before Butler enters the map), the West cavalry brigade is automatically assigned to the Army of the James.
Exception: If a unit is within 15 hexes of both Butler and Grant in the Transfer Phase, the owning player may choose which army it is assigned to. Note that an entire Union corps must always remain under Butler's command.
-
Army of the Potomac: All other Union units.
Sheridan, and every cavalry unit belonging to the Cav-1, Cav-2, and Cav-3 divisions, may never be assigned to the Army of the James. Even if they are located closer to Butler than to Grant, they always belong to the Army of the Potomac, unless they are actually located on the SIV map.
5.0 Actions
Units belonging to the following armies may only be chosen to perform an action under certain circumstances:
Confederate:
- Army of Western Virginia
- Southeastern Virginia District
Union:
- Army of West Virginia
- Army of the James
The "certain circumstances" are as follows:
- The Confederate player may activate units belonging to these two armies only if the Confederate player's die in the Initiative Segment immediately preceding the current Action Phase was a "5" or a "6." If the Confederate die was less than 5, or if the Union player passed, these units may not be activated.
- The Union player may activate units belonging to the Army of the James only if the Union player's die in the Initiative Segment immediately preceding the current Action Phase was a "6," or if the Union command posture in the Bermuda Hundred theater is Active and the Union player's die was a "5." If the Union die was less than 5, or if the Confederate player passed, these units may not be activated.
- The Union player may activate units belonging to the Army of West Virginia only if the Union player's die in the Initiative Segment immediately preceding the current Action Phase was a "6," or if the Union command posture in the Valley theater is Active and the Union player's die was a "5." If the Union die was less than 5, or if the Confederate player passed, these units may not be activated.
14.0 Advanced Game Sequence of Play
Add a Reinforcement Phase after the Random Events Phase and before the Transfer Phase. In this phase, new reinforcements are placed as described in 25.0. Add one new activity to the Transfer Phase.
Transfer Phase
If the commanders of two armies are within 15 hexes of each other, units and commanders may be transferred from one army to the other. This "transfer" does not move any counter on the map; it simply reassigns a unit from one army to another. This reassignment takes place after commanders have been transferred from one subordinate unit to another.
17.0 Union Command Posture
In the Grand Campaign, the Union player determines his command posture in the Valley theater and the Bermuda Hundred theater exactly as normal. There is one change to the list of die modifiers:
-1: (Bermuda Hundred die only) One or more Union units currently occupy the Drewry's Bluff box.
Replace this with the following:
-1: (Bermuda Hundred die only) The Union player currently controls Drewry's Bluff (GTC S3733).
Command Posture at the Start of the Game. At the start of the game, the command posture in the Shenandoah Valley is "Passive." At the start of the game, the command posture in Bermuda Hundred is "Passive." At the start of the game, each theater's Command marker is placed on the "0" box. The effects of a Passive Union command posture in one or both theaters are changed. The new effects are as follows:
Passive Posture in the Valley
- Every Union unit on the SIV map is subject to the effects of the "Union Command Paralysis" random event.
- Union units on the SIV map may be activated only if the Union die in the Initiative Segment immediately preceding the current Action Phase was a "6."
Passive Posture in Bermuda Hundred
- Every Union unit belonging to Butler's Army of the James is subject to the effects of the "Union Command Paralysis" random event.
- A Union unit belonging to Butler's Army of the James may be activated only if the Union die in the Initiative Segment immediately preceding the current Action Phase was a "6."
18.0 Random End of Action Cycle
Double 1s on the Initiative Dice. In the die roll to extend the Action Cycle, a player need only roll equal to or less than his army commander's Command value minus 1 (not minus 2, as in the Advanced Game). In addition, regardless of whether the Action Cycle was successfully extended after the first double-1 roll on the initiative dice, every unit on the SIV map, and every unit belonging to Butler's army and Beauregard's army, may neither be activated nor build entrenchments.
21.0 Railroad Movement
Note that when determining where railroad movement may begin and end, a Petersburg hex is treated the same as a Richmond hex.
Railroad Areas. The Confederacy has two "railroad" areas, as follows:
- Every hex north of the James River.
- Every hex south of the James River.
In each area, no more than one unit may entrain per turn. The number of units that may entrain in a turn increases to a maximum of 2 (again, one per area). A transfer to or from the map at Staunton or Lynchburg prohibits railroad movement in the northern area, but does not affect the southern area.
Note: S3526 (Hollywood Cemetery) and S3626 (Capitol), both within Richmond, are treated as belonging to both the northern and southern areas.
How to Perform Railroad Movement. Add the Clover Hill RR and the Port Walthall RR to the railroads treated as part of the Richmond and Petersburg RR.
22.0 Amphibious Movement
In the Grand Campaign, the Bermuda Hundred box and the City Point box are not used in play (see 27.0). Amphibious movement to these boxes is prohibited. Amphibious movement to Fort Monroe is still permitted.
Fort Monroe. When moving to or from Fort Monroe, players use the table below. If an embarked unit is placed from Fort Monroe at one of the seven locations listed below, it may continue its amphibious move, and its Fatigue Level increases normally, including for this "off-map" movement.
| Hex | Hexes Required |
|---|---|
| James River (OTR S5822) | 8 |
| York River (OTR S5809) | 15 |
| Severn River (OTR S5805) | 15 |
| Mobjack Bay (OTR S5801) | 15 |
| Piankatank River (OTR S5823) | 20 |
| Rappahannock River (OTR S5819) | 20 |
| Rappahannock River (N5820) | 25 |
| Potomac River (N5408) | 40 |
The James River. Union units may embark and perform amphibious movement on the James River (and the Appomattox River). This movement is subject to restrictions from Confederate naval artillery at Drewry's Bluff, Chaffin's Bluff, and Fort Clifton (see 36.0).
Fort Powhatan and Wilson's Wharf. If a Confederate unit with an Artillery value of 1 or more occupies Fort Powhatan (OTR S2310) or Wilson's Wharf (OTR S2806), Union units may not perform amphibious movement in any hex column west of that hex. However, a Union gunboat may still be used in a hex west of that hex.
23.0 Gunboats
In the Grand Campaign, the Union player has a second gunboat.
Use of Gunboats. One Union gunboat may still be used on the York River. The second gunboat may be used on the James River and the Appomattox River. The Confederate gunboat may still only be used on the James River. The Confederate gunboat may not be used west of Maidens Venture Dam, nor south of S3733 and S3832.
Gunboats and Combat. Restriction: The first Union gunboat may only provide support in a hex with at least one major-river hexside on the York River. The second Union gunboat may only provide support in a hex with at least one major-river hexside on the James River or the Appomattox River. Note that use of this second gunboat is subject to restrictions from Confederate naval artillery at Drewry's Bluff, Chaffin's Bluff, and Fort Clifton (see 36.0).
Bombardment Die Modifiers: Add the following modifier to those already described:
-1: The Union gunboat is targeting a hex containing Confederate naval artillery.
Confederate Naval Artillery: If a Union gunboat bombards a hex containing Confederate naval artillery (Fort Clifton (OTR S0709), Drewry's Bluff (GTC S3733), or Chaffin's Bluff (GTC S3933)), the Confederate player makes a special "Naval Artillery" die roll to determine whether the gunboat is destroyed before it actually carries out the bombardment.
- 2 or less: The gunboat is destroyed. The bombardment does not take place.
- 3 or more: The gunboat is unaffected. The bombardment actually takes place normally.
If a gunboat is destroyed, it is removed from the map and placed 12 turns ahead of the current turn on the Turn Track. At the start of the turn on which this gunboat is placed, it is placed at any location along either the James River or the Appomattox River.
24.0 County Control
County Control in OTR
The following counties are added to the list of counties permanently controlled by one player:
| Permanently Union-Controlled | Permanently Confederate-Controlled |
|---|---|
| James City | Gloucester |
| Warwick | Isle of Wight |
| York | Middlesex |
| Surry |
The following counties are added to the list of counties that either player can control (note that the Confederacy no longer permanently controls Chesterfield and Charles City):
| County | County Seat |
|---|---|
| Chesterfield | Chesterfield Court House* |
| Charles City | Charles City CH (OTR 2702) |
| Dinwiddie | Petersburg (OTR S0413) |
| Prince George | Blandford (OTR 0612) |
| Sussex | Waverly (OTR S2323) |
* Chesterfield Court House is located on the Chesterfield County Extension map.
King William's county seat is changed to West Point (OTR N4226).
County Control in SIV
Frederick County (near Winchester) is permanently Union-controlled. Every other county on the SIV map can be controlled by either player (though it is Confederate-controlled at the start of the game). Every county's county seat is printed on the SIV map. For the Union player to control a county, he need only have a Union infantry or artillery (not cavalry) unit of strength 1 present at the county seat. The normal requirement that at least 2 combined strength points of friendly units be present in the county does not apply on the SIV map.
25.0 Reinforcements
25.1 Confederate Reinforcements
Fixed Reinforcements
Replace the Advanced Game's Confederate Fixed Reinforcements section with the rules below. Where a setup hex or off-map box is specified below, that reinforcement is placed there at Fatigue Level 0 in the Reinforcement Phase of the designated turn. Where no hex is specified, the reinforcement is placed according to the Petersburg reinforcement placement rule described below.
May 6: The Confederate player receives Hagood, following the Petersburg reinforcement placement rule.
May 7: The Confederate player receives Clingman and 7/11 SC, following the Petersburg reinforcement placement rule.
May 8: The Confederate player receives the VA Militia at Staunton (SIV S2629). He receives the VMI Cadets at the Lexington box.
May 9: The Confederate player receives Breckinridge at any hex occupied by a unit belonging to the Army of Western Virginia.
May 10: The Confederate player receives Echols at any hex between SIV S0934 and SIV S2134 on the south edge of the SIV South map.
May 11: The Confederate player receives Wharton at any hex between SIV S0934 and SIV S2134 on the south edge of the SIV South map.
May 12: The Confederate player receives Corse, following the Petersburg reinforcement placement rule.
May 13: The Confederate player receives Martin, following the Petersburg reinforcement placement rule.
May 15: The Confederate player receives Dearing, following the Petersburg reinforcement placement rule.
May 23: In the Reinforcement Segment of the May 23 Strategic Cycle, the Confederate player receives the Butler cavalry brigade as a reinforcement at any Richmond city hex.
Petersburg Reinforcement Placement
When placing a reinforcement at Petersburg, the Confederate player has several options. On the designated turn, each unit is placed at one of the following three locations:
- The off-map Burkeville box
- Any hex between OTR S0124 and OTR S3524 on the south edge of the OTR South map, or
- Any railroad hex on the Petersburg & Weldon RR between OTR S0724 and S0413 (Petersburg). A unit placed this way must be able to trace an unobstructed rail-hex path between OTR S0724 and the hex where it is placed. This path may not pass through a hex occupied by a Union unit, nor through a hex with a damaged or destroyed station.
Roll one die for each unit whose placement location is chosen.
- On a result of 1 or 2, place that reinforcement on the map at Fatigue Level 0 in the Reinforcement Phase.
- On a result of 3 to 5, place that reinforcement on the map at Fatigue Level 1 during the current turn's Action Cycle. The first time that player wins the initiative roll with a 5 or 6, he may place 1 unit on the map. This is not treated as an action, and in that Action Phase he may activate the unit he just placed (or a different unit) (the activated unit need not be located in the Bermuda Hundred theater). The next time he rolls a 5 or 6, he may place the next unit, and so on until all reinforcements have been placed. If any units remain off the map at the end of the Action Cycle, they are placed on the map at that time.
- On a result of 6, place that reinforcement on the map at Fatigue Level 0 in Step 3 of the Recovery Phase.
Variable Reinforcements
Change the exception "Replacement points may also be assigned to an infantry brigade in an off-map box" to read "Replacement points may also be assigned to an infantry brigade south of the James River or on the SIV map."
Special Reinforcements
Union General August Kautz's raid on the Petersburg RR, conducted from May 5 to May 10, disrupted the Confederacy's planned reinforcement schedule for Petersburg. To simulate this raid, the Union player rolls one die in the Reinforcement Phase of Turn 7 .
- On a result of 1, the raid fails before reaching the railroad. The reinforcements described below begin on Turn 7.
- On a result of 2 or 3, the raid strikes one railroad bridge. The Confederate reinforcements begin on Turn 8.
- On a result of 4 or 5, the raid strikes two railroad bridges ten miles apart. The Confederate reinforcements begin on Turn 9 (this was the historical result).
- On a result of 6, all three of the line's major bridges are destroyed by the raid. The Confederate reinforcements begin on Turn 10.
On the turn the reinforcements begin, the Confederate player receives Lewis. On the following turn, the Confederate player receives Beauregard, Wise, Hoke, Terry, and Ransom. Then, two turns after the reinforcements begin, the Confederate player receives Colquitt. All of these special reinforcements arrive following the Petersburg reinforcement placement rule.
25.2 Union Reinforcements
Fixed Reinforcements
Replace the Advanced Game's Union Fixed Reinforcements section with the rules below.
May 4 and 5: On May 4 and 5, the Union player receives the IX Corps and its attached cavalry regiments as described in Scenario 9's special rules.
May 6: The Union player receives the following units:
- 10/37 Colored at OTR S2310 (Fort Powhatan)
- Wild at OTR S2806 (Wilson's Wharf)
- Hinks at OTR S1207 (City Point)
- and Butler, Gillmore, Terry, Turner, Ames, Smith, Brooks, and Weitzel at OTR S1205 (Bermuda Hundred)
For each of the May 6 reinforcements, roll one die in the Reinforcement Phase.
- On a result of 1 or 2, place that reinforcement on the map at Fatigue Level 0 in the Reinforcement Phase.
- On a result of 3 to 5, place that reinforcement on the map at Fatigue Level 1 during the current turn's Action Cycle. The first time that player wins the initiative roll with a 5 or 6, he may place 1 unit on the map. This is not treated as an action, and in that Action Phase he may activate the unit he just placed (or a different unit) (the activated unit need not be located in the Bermuda Hundred theater). The next time he rolls a 5 or 6, he may place the next unit, and so on until all reinforcements have been placed. If any units remain off the map at the end of the Action Cycle, they are placed on the map at that time.
- On a result of 6, place that reinforcement on the map at Fatigue Level 0 in Step 3 of the Recovery Phase.
May 17: The Union player receives Kautz, Mix, and Spear. These units are placed together in the Reinforcement Phase on the south edge of the OTR South map. Mix and Spear are placed on their exhausted sides at Fatigue Level 0.
Variable Reinforcements
Change the exception "Replacement points may also be assigned to an infantry brigade in the off-map Valley box" to read "Replacement points may also be assigned to an infantry brigade on the SIV map."
Special Reinforcements
Crook and Averell: In the Advanced Game rules, Crook and Averell enter the game at either the Lexington or Staunton box. Because the Grand Campaign does not use the Staunton box, they instead enter the game at the Lexington box, or at any hex between S0934 and S1734 (inclusive) on the south edge of the SIV South map, or at SIV S0122 or S1125. The Union player may decide from which location they enter the game, in the Reinforcement Phase in which they enter play.
26.0 The Shenandoah Valley
The New Market and Staunton boxes are not used in the Grand Campaign. The Shenandoah Valley rules apply normally to the 4 off-map boxes that remain in use.
If, at the end of any day, the combined strength of demoralized Union units on the SIV map is 6 or more, the Union player suffers a major defeat in the Valley theater. A unit that must retreat from off-map combat at the Lexington box or the Charlottesville box may only be placed at the edge of the SIV map if it cannot retreat to Lynchburg because an enemy unit occupies the Lynchburg box. A unit retreating from Lexington is placed at any hex between S0934 and S3534 (inclusive) on the south edge of the SIV South map. A unit retreating from Charlottesville is placed at any hex between S3534 and S3934 (inclusive) on the south edge of the SIV map, or between S5118 and S4032 (inclusive) on the east edge of the SIV South map.
27.0 Bermuda Hundred
Only the off-map Burkeville box and the Fort Monroe box are used in the Grand Campaign. The other 5 boxes are replaced by the Chesterfield Extension map and the OTR South map. The Bermuda Hundred rules apply normally at the Burkeville box and the Fort Monroe box.
If, at the end of any day, the combined strength of demoralized units in the Army of the James is 15 or more, the Union player suffers a major defeat in the Bermuda Hundred theater.
28.0 Transfer
Because of the additional maps, the following boxes are no longer used:
- The New Market box
- The Staunton box
- The Drewry's Bluff box
- The Port Walthall Station box
- The Petersburg box
Units may not be transferred to or from the GTC map at these boxes. The following new transfer options are added for the Grand Campaign.
Transfer To or From the Valley
Transferring Units from the SIV Map:
-
Winchester: In the Off-Map Phase, if a Union unit is present between M4301 and M4901 (inclusive) on the north edge of the SIV Central map, that unit may be transferred to Winchester. The Union player removes the unit he wishes to transfer and immediately places it in the Winchester box. The Union player may also transfer a unit to Winchester during the Action Cycle. A unit present between M4301 and M4901 on the north edge of the SIV Central map may enter the Winchester box by expending 1 Movement Point (even in a rain turn).
-
SIV Central Map: Both players may transfer units from the SIV Central map to the GTC North map. When transferring, a player chooses and removes a unit present in a hex between M4534 and M5734 on the south edge of the SIV Central map, and places it 2 turns ahead of the current turn on the Turn Track. At the start of the turn on which his unit is placed, the player places that unit in any hex between N0101 and N1901 (inclusive) on the north edge of the GTC North map.
-
SIV South Map: Both players may transfer units from the SIV South map to the GTC North map. When transferring, a player chooses and removes a unit present in a hex between S5414 and S5802 on the east edge of the SIV South map, and places it 3 turns ahead of the current turn on the Turn Track. At the start of the turn on which this unit is placed, the player places that unit in any hex between N0101 and N0125 (inclusive) on the west edge of the GTC North map.
-
Lexington: In the Off-Map Phase, if a unit belonging to either player is present between S0934 and S3534 (inclusive) on the south edge of the SIV South map, that unit may be transferred to Lexington. A player removes the unit he wishes to transfer and places it 2 turns ahead of the current turn on the Turn Track. At the start of the turn on which his unit is placed, the player places that unit in the Lexington box.
-
Charlottesville: In the Off-Map Phase, if a unit belonging to either player is present between S3534 and S3934 (inclusive) on the south edge of the SIV South map, or between S5118 and S4032 on the west edge of the SIV South map, that unit may be transferred to Charlottesville. A player removes the unit he wishes to transfer and places it 2 turns ahead of the current turn on the Turn Track. At the start of the turn on which this unit is placed, the player places that unit in the Charlottesville box.
-
Staunton (railroad): In the Off-Map Phase, if a Confederate unit is present between S2934 and S3734 (inclusive) on the south edge of the SIV South map, that unit may be transferred by rail to the GTC North map or to the Lynchburg box. Only the Confederate player may transfer units from the SIV South map this way. To perform this transfer, no Union unit may be present at Charlottesville. The transferred unit's strength must be 10 or less. Only one unit may be transferred by rail in a given turn, and no other Confederate railroad movement (21.0) is permitted during that turn and the following turn. When the Confederate player transfers a unit by rail from the SIV South map, he removes the chosen unit and places it 2 turns ahead of the current turn on the Turn Track. At the start of the turn on which this unit is placed, the Confederate player places that unit in the Lynchburg box, at N0225 (Gordonsville), or at any hex between N0126 and N0134 (inclusive) on the west edge of the GTC North map. The Confederate player may only place a unit at N0225 if the railroad between N0127 and N0225 (inclusive) is not blocked by a Union unit or a Union ZOC. The player must decide whether the destination is Lynchburg or the GTC map at the moment the unit is removed from the SIV map.
Transferring Units to the SIV Map:
- Winchester: Only the Union player may transfer units from the Winchester box to the SIV map. When the Union player transfers a unit from Winchester to the map, he removes the chosen unit and immediately places it in any hex between M4301 and M4901 (inclusive) on the north edge of the SIV Central map.
- SIV Central Map: In the Off-Map Phase, if a unit belonging to either player is present between N0101 and N1901 on the north edge of the GTC North map, that unit may be transferred to the SIV Central map. A player removes the unit he wishes to transfer and places it 2 turns ahead of the current turn on the Turn Track. At the start of the turn on which his unit is placed, the player places that unit between M4534 and M5734 on the south edge of the SIV Central map.
- SIV South Map: In the Off-Map Phase, if a unit belonging to either player is present between N0101 and N0125 (inclusive) on the west edge of the GTC North map, that unit may be transferred to the SIV South map. A player removes the unit he wishes to transfer and places it 3 turns ahead of the current turn on the Turn Track. At the start of the turn on which his unit is placed, the player places that unit between S5416 and S5802 on the east edge of the SIV South map.
- Lexington: Both players may transfer units from Lexington to the SIV South map. When transferring, a player removes the chosen unit and places it 2 turns ahead of the current turn on the Turn Track. At the start of the turn on which this unit is placed, the player places that unit in any hex between S0934 and S3534 (inclusive) on the south edge of the SIV South map.
- Charlottesville: Both players may transfer units from Charlottesville to the SIV South map. When transferring, a player removes the chosen unit and places it 2 turns ahead of the current turn on the Turn Track. At the start of the turn on which this unit is placed, the player places that unit in any hex between S3534 and S3934 (inclusive) on the south edge of the SIV South map, or between S5118 and S4032 (inclusive) on the east edge of the SIV South map.
- Staunton (railroad): In the Off-Map Phase, a Confederate unit present at the Lynchburg box, at N0225 (Gordonsville), or between N0126 and N0134 (inclusive) on the west edge of the GTC North map may be transferred by rail to the SIV South map. The Confederate player may only move a unit from N0225 if the railroad between N0127 and N0225 (inclusive) is not blocked by a Union unit or a Union ZOC. To perform this transfer, no Union unit may be present at Charlottesville. The transferred unit's strength must be 10 or less. Only one unit may be transferred by rail in a given turn, and no other Confederate railroad movement (21.0) is permitted during that turn and the following turn. A player removes the unit he wishes to transfer and places it 2 turns ahead of the current turn on the Turn Track. At the start of the turn on which this unit is placed, the Confederate player places that unit between S2934 and S3734 (inclusive) on the south edge of the SIV South map.
Transfer To or From Burkeville
Transferring Units from Burkeville:
Burkeville: Only the Confederate player may transfer units from the Burkeville box to the GTC map. When the Confederate player transfers a unit from Burkeville to the map, he removes the chosen unit and places it 2 turns ahead of the current turn on the Turn Track. At the start of the turn on which this unit is placed, the Confederate player places that unit in any hex between S0734 and S1734 (inclusive) on the south edge of the GTC South map, any hex on the west edge of the Chesterfield Extension map, or any hex between S0114 and S0124 (inclusive) on the west edge of the OTR South map.
Transferring Units to Burkeville:
Burkeville: In the Off-Map Phase, a Confederate unit present between S0734 and S1734 (inclusive) on the south edge of the GTC South map, on the west edge of the Chesterfield Extension map, or between S0114 and S0124 (inclusive) on the west edge of the OTR South map may be transferred to Burkeville. The Confederate player removes the unit he wishes to transfer and places it 2 turns ahead of the current turn on the Turn Track. At the start of the turn on which this unit is placed, the Confederate player places that unit in the Burkeville box.
29.0 Supply
29.1 Union Depots
At the start of Scenario 11, the Union player has one depot at Brandy Station (N1702). At the start of Scenario 12, the Union player has depots at Port Royal (N5721), Bermuda Hundred (OTR S1205), and City Point (OTR S1207).
Depot Restriction: The Union player may not have more than 4 depots on the map at any time. Note that the Union player may not have a depot on the SIV map.
Placing and Completing Union Depots. On many turns of the Grand Campaign game, the Union player may build more depots than usual. See "Strategic Events" below.
Landing Hexes: The Union player may also place depots at landing hexes on the James River and the Appomattox River. See 36.0 for restrictions on building depots on these rivers. However, in the Depot Segment of the Strategic Cycle, if a Confederate unit with an Artillery value of 1 or more is present at Fort Powhatan (OTR S2310) or Wilson's Wharf (OTR S2806), every completed depot at a James River landing hex west of that unit's hex is flipped to its Build side. A depot on its Build side, and depots east of that unit's hex, are unaffected.
A depot at a James River or Appomattox River landing hex may extend supply to units in a county that this depot could not normally supply. A unit located at a James River or Appomattox River landing hex in the same hex column as the depot, or in a hex column east of the depot, is placed in supply by this method. The Union player may place a maximum of 10 strength points of units in supply this way. If the combined strength of units at such landing hexes exceeds 10, the Union player must choose which units are in supply and which are out of supply.
Strategic Events
The number of depots the Union player may build depends on the current Strategic Event and the current command posture in Bermuda Hundred and the Shenandoah Valley. There are four cases:
- Passive in both theaters: build 1 depot.
- Passive in both theaters, and the "Reinforced Union Logistics" event has occurred: build 2 depots.
- Active in at least one theater: build 2 depots.
- Active in at least one theater, and the "Reinforced Union Logistics" event has occurred: build 3 depots.
In the first two cases, the Union player allocates his depot-building actions according to the normal Advanced Game rules. In case 3, the Union player may do either of the following:
- Place 2 depots on their Build side.
- Flip 2 Build-side depots to their Complete side.
- Place 1 depot on its Build side and flip another depot to its Complete side.
In case 3, the Union player may not place a single depot directly on its Complete side. In case 4, the Union player may use his 3 depot-building actions in any combination of placing and flipping depots that totals 3 actions.
If the "Reinforced Union Logistics" event has occurred, every in-supply Union unit may, just as in the Advanced Game, clear up to 4 marked boxes in this Strategic Cycle's Ammunition Segment.
29.2 Confederate Depots
The Confederate player begins with one or more depots at a Petersburg city hex (see the scenario's special rules).
Depot Restriction: The Confederate player may not have more than 4 depots on the map at any time.
Confederate Rail Line: The terminus hexes for tracing a Confederate Rail Line are changed to the following:
- GTC N0127
- GTC S1334
- OTR S0114
- OTR S0724
The restriction that a path to N0127 cannot be traced while the Union player controls Charlottesville still applies. There is no such restriction on the other three hexes.
29.4 Supply Status
Union units present in Warren, Shenandoah, and Frederick Counties on the SIV map are always in supply. Confederate units on the SIV map are always in supply, regardless of which county they are in. Because the Union player cannot build a depot on the SIV map, Union units must forage to remain in supply outside Warren, Shenandoah, and Frederick Counties.
Special Supply Cases by County. The following new or modified cases are added for the Grand Campaign game:
- Charles City: Of the adjacent counties, only units in Henrico and New Kent are in supply.
- Chesterfield: Units in Henrico County and Prince George County are not in supply.
- Prince George: Of the adjacent counties, only units in Dinwiddie, Surry, and Sussex are in supply.
31.0 Army Commander Activation
Initiative Penalty. In the Action Phase immediately following a successful Army Commander Activation action, the opposing player automatically wins initiative, and this is treated as though the initiative die had rolled a 6. This allows the opposing player to activate units in either theater without restriction.
36.0 Naval Artillery
In the Grand Campaign game, Naval Battery markers are present at Fort Clifton (OTR S0709), Drewry's Bluff (GTC S3733), and Chaffin's Bluff (GTC S3933). Fort Clifton is a redoubt hex; Drewry's Bluff and Chaffin's Bluff are both Confederate forts.
If an undestroyed naval battery is present at Fort Clifton, it has the following effects:
- On the Appomattox River south of OTR S0708 and S0808, Union units may neither embark nor perform amphibious movement. The Union player may still build or repair a bridge there.
- On the Appomattox River south of OTR S0708 and S0808, a Union gunboat may not provide support.
- At a landing hex on the Appomattox River south of OTR S0708 and S0808, the Union player may not build a depot.
If an undestroyed naval battery is present at either Drewry's Bluff or Chaffin's Bluff, it has the following effects:
- North of GTC S3733 and S3832, Union units may neither embark, perform amphibious movement, nor build or repair a bridge.
- On the James River north of GTC S3733 and S3832, a Union gunboat may not provide support.
- At a landing hex on the James River north of GTC S3733 and S3832, the Union player may not build a depot.
How a Naval Battery Is Destroyed. A Naval Battery marker has no combat value and cannot move or retreat. A Union unit may enter the hex occupied by a naval battery as long as no undestroyed Confederate fort, nor any Confederate combat unit, occupies that same hex. In that case, the battery is destroyed and removed from the map. It cannot return to the game.
Optional Rules
The following chapters are provided to more strongly reflect the uncertainty of command during the Civil War, and are designed to be usable with any game in the series. They are presented after the Grand Campaign rules because their use is especially encouraged with the Grand Campaign scenarios. Note that using both of these optional rules together roughly doubles the time needed to finish a scenario.
37.0 Information Restriction
Designer's Note: Using a "fog of war" rule to limit what a commander can know about the enemy provides a more realistic experience of Civil War command. Many excellent fog-of-war systems, suited to different styles of play (face to face, email, umpired email, and so on), have been proposed since the Great Campaigns series was first published. This chapter is not intended to replace or take priority over those systems. The information-restriction rule presented here is a simple system that has been tested in many situations. It is offered as an easy way to restrict information without the complexity that some other systems carry. This rule requires trust between the two players and should not be used in competitive play.
The Force Display. Each player may remove a stack of counters from the map and replace it with a Force marker, as described in 6.4. Normally, a Force is placed on the off-map Force Display, where both players may look at it at any time. When using this rule, each player's Force Display is kept hidden from the opposing player. Hide each player's Force Display behind a screen, under the lid of the game box, or similarly.
Placing Force Markers. Both players may have up to 10 Force markers available at any one time. Since not every game in the Great Campaigns series is supplied with 10 Force markers per player, players should substitute extra counters as needed.
Whenever a player has initiative in the Action Cycle, he may place one or more Force markers (the unit being replaced by a Force need not be the unit activated in this action — the player is free to act elsewhere). As described in 6.4, the unit is removed from the map and placed on the Force Display. To disguise the direction in which a force is moving from the enemy, two or more Force markers may be placed in the same hex at the same time (or one or more Force markers may be added to a hex that already has a Force marker).
If more than one Force marker is present in a single hex, a player may distribute the units present in that hex among them. A player may also create a Force marker with no units assigned to it; this phantom force is referred to below as a "dummy marker." A dummy marker may be activated and moved (see below), but it may not reveal enemy forces, earn VP, or perform any action that requires the actual presence of a real unit.
Placement of a Force marker is subject to the following restrictions:
- A Force marker may not be placed adjacent to an enemy unit (unless impassable terrain prevents movement between the two hexes).
- A Force marker may not be placed within two hexes of an enemy cavalry unit. Exception: even within two hexes of an enemy cavalry unit, if every two-hex path between the two units is blocked by either impassable terrain; a woods hexside not crossed by a road, pike, trail, or RR; or a friendly unit located between the enemy cavalry unit and the Force marker, may the Force marker be placed.
Moving Force Markers. Units on the Force Display must move according to the normal rules. Even when moving a hidden force, a player must roll the dice for that force's movement in view of the enemy player. That is, the enemy player may get a hint of whether that Force marker contains infantry or cavalry from the number of dice rolled for its movement. A dummy marker may be moved by the owning player as either infantry or cavalry (with or without a commander), as he wishes. The choice of how to move a dummy marker should be based on which branch of unit the owning player wants the enemy player to believe that force contains.
To move a dummy marker, a player must win initiative and use it as a single activation, just as normal. The only exception occurs when more than one Force marker is present in the same hex at the start of an activation. In that case, one or more dummy markers may be moved at the same time that a Force marker containing an actual unit moves out of that hex, without requiring a separate activation.
Revealing Enemy Forces. A player replaces his own Force marker with the unit it represents (or removes it, if it is a dummy) under either of the following conditions:
-
An enemy unit or Force marker is adjacent to the friendly Force marker (unless impassable terrain prevents movement between the two hexes).
-
An enemy cavalry unit is within two hexes of that marker. Exception: even within two hexes of an enemy cavalry unit, the Force marker may remain on the map if every two-hex path between the two units is blocked by either impassable terrain; a woods hexside not crossed by a road, pike, trail, or RR; or a friendly unit located between the enemy cavalry unit and the Force marker.
Note: In this case, an actual cavalry unit must be present on the map within two hexes of the Force marker; a cavalry unit hidden inside a Force marker cannot reveal the composition of an enemy force this way.
In addition to the cases described above, a player may remove his own Force marker whenever he wishes (typically done when he intends to use that marker elsewhere on the map).
38.0 Multiple Commanders
The following rule is presented as a way to play, as a team, any scenario in this series that uses an army commander together with multiple corps commanders.
Dividing the Chain of Command. The maximum number of players who may join one side is equal to the number of corps in that army, plus 1. Both armies have one commander-in-chief player and one or more subordinate commander players. At the start of the game, the players on each side decide who will control that side's army commander as the commander-in-chief. The players then assign each infantry and cavalry corps to one player on the team. Corps assignments may be made as the players wish, as long as every subordinate commander player commands at least as many corps as the commander-in-chief. Independent units belonging to no corps are placed under the command of the commander-in-chief player.
Wing Commanders. After dividing the army, each subordinate commander player designates one of his assigned corps commanders as his "wing commander." The wing commander represents that subordinate commander's location on the game map. Once designated, a player's wing commander may not later be changed to a different commander under his command.
Assigning Initiative. When his side gains initiative, the commander-in-chief player may pass, activate one of the units he commands, or hand the initiative to one of his subordinate commander players. The subordinate commander to whom initiative is handed may either activate one of his units, or hand it back to the commander-in-chief player. If the subordinate hands it back, the commander-in-chief player must again choose to activate a unit, hand initiative to a different subordinate commander, or pass.
Communication. Once per turn, in the Leader Transfer Phase (after commander transfers are complete), players may exchange ideas or strategic plans.
Note: The definition of "ideas or strategic plans" is left to the players' discretion. Rules questions may be freely discussed during the Action Cycle, but each corps's objectives and goals must be decided before the Action Cycle begins.
If a subordinate commander player's wing commander is within 10 hexes of the army commander, or of another subordinate commander player's wing commander, these two players may communicate verbally (using the command radius rules to trace this 10-hex path). If the counters representing the two players are farther than 10 hexes apart, they must communicate by letter. Letters are exchanged between players at the end of the Leader Transfer Phase (that is, there is no time to write a reply after reading a letter — a reply cannot be sent until the following turn). When exchanging letters, the opposing commander-in-chief player secretly rolls two dice. On a result of 11 or 12, he may secretly read that message, after which he may either keep it (he may show it to his own subordinate commanders if he wishes) or deliver it to its intended recipient (without revealing that he read it). On any other result, the message reaches its intended recipient without being read by the opposing commander-in-chief player.
13.11 Scenario 11: Grant's 1864 Offensive
Map: The following maps are used:
- Chesterfield Extension
- Grant Takes Command North and South
- On To Richmond! North and South
- Stonewall in the Valley Central and South
These maps are layered from top to bottom in the order listed above (that is, Chesterfield Extension is on top).
Length of Game: May 4 – June 12, 1864, 40 turns. Note that the game may end earlier.
Game Start: Before play begins, the Confederate player must place 4 depots on the map. One must be placed at a Richmond city hex. Another must be placed at a Petersburg city hex. The other two must be placed at two different stations on the GTC map, each connected to the Richmond city hex by a continuous path of railroad hexsides. The Confederate player also has 3 units placed anywhere within 12 hexes of Hanover Junction (S3307). The Union Navy marker begins the game on its "Transport Supplies" side. This marker is flipped to its "Transport Troops" side the moment the Union player places or flips a depot at a landing hex in the Depot Segment of a Strategic Cycle.
Confederate Setup: See "CONFEDERATE SET-UP" on page 53 of the English rulebook.
^ Units marked with this symbol may not be activated, nor build entrenchments, until Turn 3.
* Chambliss, Rodes, Ramseur, Steuart, 1 MD, 2 MD, and Johnston begin the game under Fort markers.
++ Hampton, Young, and Gordon may not move, nor build entrenchments, until Turn 4. See Special Rule 4.
Union Setup: See "UNION SET-UP" on page 54 of the English rulebook.
Translator's note: The Washington Artillery belongs to SEV, not P-1.
Special Rules
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Random Events: No random event is determined on Turn 1. On every other turn, roll the random events dice normally.
-
Pontoon Bridges: The Union player begins the game with a minor-river bridge between N2404 and N2504 (Kelly's Ford). The Confederate player begins the game with a minor-river bridge between S3732 and S3832.
-
Turn 1: The Union player automatically wins the first, and several subsequent, initiative rolls of Turn 1. Before rolling for initiative, the Union player may perform up to six unconditional Action Phases (one each for commanders Hancock, Warren, Sedgwick, Torbert, Sheridan, and Wilson). During these Action Phases, Union activity is subject to the following restrictions:
- The Union player may only choose Activate Leader actions (individual units may not be activated).
- Each of the aforementioned Union commanders may be chosen only once for a leader activation action during this unconditional initiative.
- During these Action Phases, Union units may not move into a Confederate ZOC.
Note that the Union player is not obligated to perform all six of these unconditional actions. Once the Union player has completed his unconditional actions, initiative is determined normally for the rest of the game.
-
Confederate Movement Restriction: Cavalry commander Hampton, the Young cavalry brigade, and the Gordon cavalry brigade may not move, nor build entrenchments, until Turn 4 (May 7). This restriction is lifted if a Union unit comes within 10 hexes of these units' setup hexes. Note that the Gordon brigade belongs to WH Lee's Division and cannot be activated by Hampton.
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Union Reinforcements: In this game, the IX Corps and all cavalry regiments attached to it are Reinforcements. On Turns 1 and 2, the Union player may bring on one reinforcement group in lieu of a march, entrenchment, or Activate Leader action performed with units already on the map. Each unit brought onto the map this way appears at either 2101 or 2301, at the Union player's choice. Some of these units are placed on the map already above Fatigue Level 0. The table below summarizes the order in which each group appears, the turn it appears, and its Fatigue Level upon placement. If a reinforcement does not appear on its designated turn, it may appear on a later turn only if the order of appearance listed below is followed. Note that a reinforcement delayed by one or more turns always enters the map at Fatigue Level 0. These units may not perform Strategic Movement on the turn they enter.
Reinforcement Group 1 Turn Fatigue Level Stevenson
Victory Conditions
Victory conditions are calculated in exactly the same way as in Scenario 9. The only difference is that this scenario does not use several of the off-map boxes. Because of this, the VP for controlling those boxes is instead assigned to controlling the specific hexes described below.
| Box in Scenario 9 | VP Hex in Scenario 11 |
|---|---|
| Staunton | Staunton (SIV S2629) |
| Drewry's Bluff | Drewry's Bluff (GTC S3733) |
| Port Walthall Station | Port Walthall Station (OTR S0508) |
| Petersburg | Petersburg (OTR S0413) |
13.12 Scenario 12: If It Takes All Summer
Map: The following maps are used:
- Chesterfield Extension
- Grant Takes Command North and South
- On To Richmond! North and South
- Stonewall in the Valley Central and South
These maps are layered from top to bottom in the order listed above (that is, Chesterfield Extension is on top).
Length of Game: May 27 – June 12, 17 turns. Note that the game may end earlier.
Game Start: The Union player has several units that may be set up anywhere within 5 hexes of Bowling Green (N4828). Before play begins, the Union player must decide exactly which hex each of these units will begin the game in. After the Union player places these units, the Confederate player places the seven cavalry units and three cavalry division commanders listed below as setting up "In Hanover County." These units may be freely placed anywhere in Hanover County south of the South Anna River and west of the Virginia Central Railroad. They may be placed directly in a hex containing this railroad. Finally, the Confederate player places the 3 units listed as "Near Petersburg" anywhere within 4 hexes of OTR S0513 (Depot). These 3 units are placed under Fort markers.
The Union Navy marker begins the game on its "Transport Supplies" side. This marker is flipped to its "Transport Troops" side the moment the Union player places or flips a depot at a landing hex in the Depot Segment of a Strategic Cycle.
Confederate Setup: See "CONFEDERATE SET-UP" on page 56 of the English rulebook.
^ Units marked with this symbol begin the game under Fort markers.
* Units marked with this symbol begin the game under Breastwork markers.
+ Lee is sick at the start of the scenario.
Union Setup: See "UNION SET-UP" on page 57 of the English rulebook.
* Units marked with this symbol begin the game under Breastwork markers.
^ Units marked with this symbol begin the game under Fort markers.
+ Moor and Thoburn are placed on their exhausted sides.
Special Rules
-
Random Events: No random event is determined on Turn 1. On every other turn, roll the random events dice normally.
-
Pontoon Bridges: The Union player begins the game with the following minor-river bridges:
- N4114 to N4213 (Fredericksburg)
- S2904 to S3003 (Jericho Ford)
- S3004 to S3104
The Confederate player begins the game with a major-river bridge between S3732 and S3832.
-
Destroyed Bridges: Before this scenario begins, the following permanent bridges have been destroyed:
- Cedar Hill Bridge (S3508 to S3607)
- Littlepage Bridge (S3910 to S3911)
- Nelson's Bridge (S4414 to S4415)
-
Destroyed Stations: Before this scenario begins, the following stations have been destroyed:
- Beaver Dam Station (S2202)
- Hewlett's Turnout (S2603)
- Noel's Turnout (S2804)
-
Turn 1: At the start of Turn 1, no leader transfer nor attachment may take place. The game begins with a Union Army Commander Activation action (see below).
-
Army Activation: The first Action Phase of Turn 1 automatically becomes a Union Army Commander Activation action. This action is performed as described in 31.0. This action automatically succeeds; there is no need to roll a die to determine whether the action succeeds. As specified in the Army Commander Activation rules, the Confederate player automatically gains initiative in the immediately following Action Phase, and may use this initiative without restriction in any theater.
-
Strategic Events: If the "Withdrawal of Union Artillery" event occurs in this scenario, it is ignored.
-
Union Variable Reinforcements: For the purpose of determining the amount of Union variable reinforcements, and of determining an early end to the game, the Union player is assumed to have lost 84 strength points in combat before the start of the scenario. Likewise, the Confederacy is assumed to have lost 56 strength points in combat. In addition, 48 Union strength points are assumed to have been replaced. That is, in the May 27 Strategic Cycle, the Union player receives replacements equal to three times the result of one die roll (since 84 minus 48 is 36), and receives still more replacements if 5 or more strength points are lost in combat on Turn 1.
-
Lee's Illness: Lee begins the scenario sick. As described in 19.0, he may recover in any Strategic Cycle.
-
Stuart has died before this scenario begins. Hampton has not yet been promoted to command the Confederate cavalry corps. In the Reinforcement Segment of each Strategic Cycle, the Confederate player should roll a die (as described in 19.0) to see whether Hampton is promoted to command the Confederate cavalry corps.
Victory Conditions
Victory conditions are calculated in exactly the same way as in Scenario 11. However, several VP have already accrued from the 23-day campaign preceding the start of this scenario. These VP are listed below, and are added to the Union player's total at the end of the game. VP scored and lost prior to this scenario from combat losses on both sides are equal (that is, they cancel out and are ignored).
- Control of Caroline County: 3 VP
- Destruction of a completed Confederate depot: 15 VP
The Game As History
The English-language rulebook includes a historical essay under this heading; it was not carried into the Japanese-language edition translated for this transcription and so is not reproduced here.
Designer's Notes
By Ed Beach
The release of Grant Takes Command shows that the Great Campaigns series is alive and well in its new home with Multi-Man Publishing. Although it took time to relocate our entire working process to a new setting, we were able to put the time this created to good use. We are very pleased to be able to offer Grant Takes Command as the most complete Civil War campaign game the Great Campaigns series has ever produced.
With the extra time available to us, we added several scenarios, playtested each of them more thoroughly, and tested the Advanced Game with more players than ever before. We were also able to develop, through a formal testing process, a new Grand Campaign scenario that joins the GTC maps to those of two other games in the series (On To Richmond! and Stonewall in the Valley). And by consolidating the series' standard rules published in The Skirmisher #1 into the Standard Basic Game booklet, we were able to complete the standardization of the Basic Game rules. This is a complete set of Basic Game rules usable with all seven games in the series, and it should become the standard players consult no matter which scenario they play with this system.
The scenarios in Grant Takes Command were designed to offer a variety of lengths and styles. Newcomers to the system would do well to start with "Race for Spotsylvania" (an excellent way to learn the new entrenchment rules) and Trevilian Station. Tournament players looking for medium-length scenarios will find "The Battle of the Wilderness," "Sheridan Rides South," "Strike Them a Blow!," and "Bethesda Church" to their liking. Beyond these, there are two longer scenarios, two campaign scenarios, and two Grand Campaign scenarios, offering something for every occasion.
The most important thing Grant Takes Command adds to the series is the embodiment of the 1864-style of combat through the new entrenchment action. Players may at first feel that entrenchment fixes the location of combat and reduces the fun of the game. Playtesting has shown the opposite to be true. Players will now find an entirely new strategic dimension to consider when weighing their moves: questions like "I could entrench in front of the enemy, but should I force march instead?" As a designer, I am very satisfied that we achieved the nervous tension of deciding whether to attack, entrench, or move reinforcements to defend a key hex.
I want to address one of the design issues of the Advanced Game: the end-of-game rule. Grant's Overland Campaign had no clear ending point. Was it June 3 at Cold Harbor? June 18, when the assault on Petersburg took place? Did it not end until Appomattox? I considered an optional rule for bridging the James River, and extending the Grand Campaign scenario into late June, but Joe and I felt that the ten-day truce following Grant's failure at Cold Harbor was a clear end to this campaign. After the June 3 assault, Grant's army, having fought through the hardest month of the war, was exhausted. The end-of-game rule was therefore designed to reflect the effect of demoralization and exhaustion from Union losses in the campaign. This creates a very interesting situation in the Advanced Game: the Union player receives more replacements the more losses he suffers, but he cannot accept too many losses without causing his army to become demoralized and the game to end. We also found that, for the Confederacy, a strategy of using flexible maneuver to inflict losses on the enemy is meaningful against a Union that overwhelms it in numbers.
Grant Takes Command completes every game covering the Mid-Atlantic theater. However, before we tackle the Western theater, we have prepared modules for the 1862 Fredericksburg Campaign and Early's raid on Washington. Both of these will be announced in a future issue of The Skirmisher. After that, the series will move west. At present, a series of games covering the fighting from Chattanooga to Atlanta is planned.
GTC's detailed portrayal of the Overland Campaign would not have been possible without the help of many people. Joe Balkoski could not find time to play, but he played a large role in this project by always pointing me in the right direction whenever I was lost. His advice on mapmaking, and his ideas on many subjects (such as the role of Mosby's Rangers), were extremely valuable. MMP's Curt Schilling and Brian Youse did wonderful work on the graphics while keeping the project's schedule and budget "honest." And I'm delighted that Rick Barber, the foremost expert in this field, took part in creating the map.
The playtesters, especially Jim Pyle, Paul Nied, and Chris Withers, deserve special mention here as well. I tried to count the Aide de Camp playtest files Jim and Paul exchanged with me over the past two years, but gave up once the count passed a thousand. Chris had the sharpest eye for rules organization of anyone, and steered the Advanced Game design in the right direction. The tireless dedication of these three as playtesters, proofreaders, and design consultants was invaluable. Also especially worth mentioning is playtester Mike Belle. Mike, together with his brother Dave, researched the entire course of fighting in both the 1864 Bermuda Hundred and Valley theaters, and breathed new life into the Grand Campaign scenario.
Finally, I have been remiss in thanking my family — Sarah, Matthew, and Natalie. For the past three years, our summer family trips have felt like reading a travel guide listing every Civil War site in Virginia. I doubt there are many wives, or 10- and 7-year-old children, so enthusiastic about spending a three-day vacation at Appomattox, Petersburg, and the Museum of the Confederacy!
Credits
Full production credits (design, development, art, and graphic design staff) appear in the original English-language rulebook. They are not reproduced in the Japanese-language edition translated for this transcription.
Translator's Notes
The following notes were included by the Japanese translator, Shunichi Takasawa, and are reproduced here for completeness. They document small corrections and clarifications the translator sourced from the official GCACW website when preparing the 2003 Japanese edition.
13.0 "Basic Game Scenarios," joining the maps: The original text states "where the maps overlap, the North map sits on top of the South map." This book instead follows the GCACW website's description.
The same website also recommends the following method for joining the maps: Trim off the gray border at the top edge of the South map. Leave the east, west, and south edges as they are. Trim off the top half of hexes S0201, S0401, S0601, S0801, S1001, S1201, S1401, S1601, S1801, S2001, S2201, and S2401 on the South map. There is no need to trim anything east of this point. Also, the left edge portion of S0101 must be trimmed.
Map corrections and clarifications: The GCACW website notes the following:
- N1334 has a road running southeast that connects to the South map.
- Both S5620 (Liberty Hall) and S5823 (White House) have landings.
- S5410 is clear terrain.
- S2923, S3312, S4018, S4118, S4517, S4612, S4713, and S5823 are hills.
13.2 "Grant Crosses the Rapidan," setup: Following the GCACW website, a note about the supply trains was added.
13.5 "Sheridan Rides South," Victory Conditions: The original text states that VP for stations is earned by destroying them. This book instead follows the GCACW website's description.
22.0 "Amphibious Movement," restrictions on amphibious movement: Following the GCACW website, a clarification was added to the example.
22.0 "Amphibious Movement," Fort Monroe: The Potomac River hex number was corrected following the GCACW website.
The same website also notes: Although obscured by the legend printed on the map, it is possible to perform amphibious movement by river to the landings at N4807, N4902, and N4903, and the distance between these three landings and N5110 is 9 hexes or less (a unit may move there from Fort Monroe by increasing its Fatigue Level by 3).
24.0 "County Control," county seat: The hex number for Goochland Court House was corrected following the GCACW website.
13.11 "Grant's 1864 Offensive," setup: Following the GCACW website, a note about the Washington Artillery was added.
13.11 "Grant's 1864 Offensive," Special Rule 7: The original text states that the substitute Artillery value for the Washington Artillery is subtracted from "the SEV units arriving on Turn 7 or 8." This book instead follows the GCACW website's description.
Japanese translation published April 18, 2003. Prepared by Shunichi Takasawa ([email protected]), http://www.mars.dti.ne.jp/~takasawa/ga/sc-gcacw-j/
Reference Tables
The following tables are transcribed from the exclusive rulebook's reference pages.
End of Game Table. The Union player rolls two dice to continue the game, and must roll higher than the value shown below.
| Union Losses \ Confederate Losses | 24 or less | 25-32 | 33-40 | 41-48 | 49-56 |
|---|---|---|---|---|---|
| 36 or less | 6 | 5 | 4 | 3 | 2 |
| 37-48 | 7 | 6 | 5 | 4 | 3 |
| 49-60 | 8 | 7 | 6 | 5 | 4 |
| 61-72 | 9 | 8 | 7 | 6 | 5 |
| 73-84 | 10 | 9 | 8 | 7 | 6 |
| 85-96 | 11 | 10 | 9 | 8 | 7 |
| 97-108 | 12 | 11 | 10 | 9 | 8 |
| 109-120 | 13 | 12 | 11 | 10 | 9 |
| 121-132 | 14 | 13 | 12 | 11 | 10 |
| 133-144 | End | 14 | 13 | 12 | 11 |
| 145-156 | End | End | 14 | 13 | 12 |
| 157 or more | End | End | End | 14 | 13 |
(Continuing the Confederate Losses columns: 57-64, 65-72, 73-80, 81-88, 89-96, 97-104, 105 or more)
| Union Losses \ Confederate Losses | 57-64 | 65-72 | 73-80 | 81-88 | 89-96 | 97-104 | 105 or more |
|---|---|---|---|---|---|---|---|
| 36 or less | Continue | Continue | Continue | Continue | Continue | Continue | Continue |
| 37-48 | 2 | Continue | Continue | Continue | Continue | Continue | Continue |
| 49-60 | 3 | 2 | Continue | Continue | Continue | Continue | Continue |
| 61-72 | 4 | 3 | 2 | Continue | Continue | Continue | Continue |
| 73-84 | 5 | 4 | 3 | 2 | Continue | Continue | Continue |
| 85-96 | 6 | 5 | 4 | 3 | 2 | Continue | Continue |
| 97-108 | 7 | 6 | 5 | 4 | 3 | 2 | Continue |
| 109-120 | 8 | 7 | 6 | 5 | 4 | 3 | 2 |
| 121-132 | 9 | 8 | 7 | 6 | 5 | 4 | 3 |
| 133-144 | 10 | 9 | 8 | 7 | 6 | 5 | 4 |
| 145-156 | 11 | 10 | 9 | 8 | 7 | 6 | 5 |
| 157 or more | 12 | 11 | 10 | 9 | 8 | 7 | 6 |
End of Game Table Die Modifiers: May 31: +3. June 4: +1. June 8: 0. June 12: game ends automatically.
Strategic Movement Movement Allowance Table
Confederate units:
| Fatigue Levels Expended | Infantry or Cavalry Movement Allowance | Artillery Movement Allowance |
|---|---|---|
| 2 | 14 (12) | 24 (20) |
| 3 | 21 (18) | 36 (30) |
| 4 | 28 (24) | 48 (40) |
Union units:
| Fatigue Levels Expended | Infantry or Cavalry Movement Allowance | Artillery Movement Allowance |
|---|---|---|
| 2 | 12 (10) | 22 (18) |
| 3 | 18 (15) | 33 (27) |
| 4 | 24 (20) | 44 (36) |
Note: If that player is suffering the effects of "Command Paralysis," the Movement Allowance is the value in parentheses.
Strategic Events Table
| Die Roll | Event |
|---|---|
| 2 | Johnston's Great Victory |
| 3 | Weakened Confederate Logistics |
| 4 | Reinforced Confederate Logistics |
| 5 | Commander Illness |
| 6 | Commander Illness |
| 7 | Withdrawal of Union Artillery* |
| 8 | Mosby's Rangers |
| 9 | Commander Illness |
| 10 | Reinforced Union Logistics |
| 11 | Sherman's Great Victory |
| 12 | Mosby's Rangers |
* On May 7 and May 11, treat this result as Commander Illness instead.
Commander Illness Table
| Die Roll | Commander |
|---|---|
| 2 | Lee |
| 3 | Torbert |
| 4 | Pickett |
| 5 | Pickett |
| 6 | Torbert |
| 7 | Lee |
| 8 | Hill |
| 9 | Ewell |
| 10 | Ewell |
| 11 | Hill |
| 12 | Lee |
Random Events Table
| Die Roll | Event |
|---|---|
| 2 | Rain (Current +2) |
| 3 | Rain (Current +1)* |
| 4 | No Effect** |
| 5 | Rain (Current)* |
| 6 | Union Command Paralysis |
| 7 | Union Night March |
| 8 | No Effect++ |
| 9 | Confederate Command Paralysis |
| 10 | Confederate Command Paralysis |
| 11 | No Effect++ |
| 12 | Rain (Current +1) |
* From June 1 through June 12, treat this result as No Effect instead. ** From June 1 through June 12, treat this result as Rain (Current +1) instead. ++ If Lee is sick at that time, treat this result as Confederate Command Paralysis instead.