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Hell Before Night: The Battle of Shiloh

Hell Before Night: The Battle of Shiloh Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
    • 1.1 Historical Background
    • 1.2 Course of the Battle and Game
    • 1.3 Scale
    • 1.4 Abbreviations
    • 1.5 Optional Rules
  • 2.0 Components
    • 2.1 Components List
    • 2.2 The Die
    • 2.3 The Map and Terrain Types
    • 2.4 The Counters
    • 2.5 Counter Errata
  • 3.0 Setup and Victory
    • 3.1 Setup
    • 3.2 Morass Hex Setup
    • 3.3 Victory
      • 3.3.1 Decisive Union Victory
      • 3.3.2 Substantial Union Victory
      • 3.3.3 Marginal Union Victory
      • 3.3.4 Marginal Confederate Victory
      • 3.3.5 Substantial Confederate Victory
      • 3.3.6 Decisive Confederate Victory
    • 3.4 Victory Point Schedule
  • 4.0 Sequence of Play
    • 4.1 Turn Structure
      • 4.1.1 In General
      • 4.1.2 Turn Sequence
    • 4.2 Time Markers
    • 4.3 First Player Determination
    • 4.4 Turn 1 Union Movement
    • 4.5 Ammunition Shortage
  • 5.0 Units
    • 5.1 Unit Data
    • 5.2 Unit Status
    • 5.3 Disruption and Recovery
    • 5.4 Line of Communication
    • 5.5 Morale Checks
    • 5.6 Rout and Rally
    • 5.7 Questionable Units
    • 5.8 Elimination
    • 5.9 Extra Strength
    • 5.10 On-Map Replacement
    • 5.11 Cadres
  • 6.0 Zones of Control
    • 6.1 In General
    • 6.2 Terrain Effects on ZOCs
    • 6.3 ZOC Effects on Movement
    • 6.4 ZOC Effects on Retreat
    • 6.5 ZOC Effects on Combat
    • 6.6 ZOC Effects on Bombardment
  • 7.0 Movement
    • 7.1 In General
    • 7.2 Terrain Effects on Movement
    • 7.3 Roads
    • 7.4 Road Bonus
    • 7.5 Morass
    • 7.6 Forced March
    • 7.7 Cavalry Movement
    • 7.8 Leader Movement
    • 7.9 "Move to the Heaviest Firing"
  • 8.0 Stacking
    • 8.1 Stacking Generally
    • 8.2 Moving Stacks
    • 8.3 Creating Stacks
    • 8.4 Stacking and Combat
  • 9.0 Entering and Leaving the Map
    • 9.1 Unit Reentry
    • 9.2 Bark Road
    • 9.3 Reinforcements
  • 10.0 Combat
    • 10.1 In General
    • 10.2 Combat Procedure
    • 10.3 Cavalry
    • 10.4 Artillery
    • 10.5 Terrain Effects
    • 10.6 Attack Coordination
    • 10.7 Flank Attack
    • 10.8 Charge Markers
    • 10.9 Volley Markers
    • 10.10 Combat Results
    • 10.11 Retreats
    • 10.12 Advances
  • 11.0 Bombardment
    • 11.1 In General
    • 11.2 Bombardment Procedure
    • 11.3 Line of Sight
    • 11.4 Stacked Artillery
    • 11.5 Union Gunboats
  • 12.0 Evening and Night
    • 12.1 Evening and Night in General
    • 12.2 Evening Effects
    • 12.3 Night Effects
  • 13.0 Leaders
    • 13.1 In General
    • 13.2 Leader Movement
    • 13.3 Leader Bonuses
      • 13.3.1 Creating Reserves
      • 13.3.2 Stacking
      • 13.3.3 Recovery
      • 13.3.4 Rally
      • 13.3.5 Combat Coordination
      • 13.3.6 Attack
      • 13.3.7 Defense
      • 13.3.8 Create a Hero
      • 13.3.9 Create Extra Strength
  • 14.0 Reserves
    • 14.1 In General
    • 14.2 Reserve Markers
    • 14.3 Creating Reserves
    • 14.4 Moving and Stacking Reserves
    • 14.5 Deploying Reserves
    • 14.6 Bombarding a Reserve
    • 14.7 Hidden Movement and Dummies
  • 15.0 Fortunes of War
    • 15.1 Kill An Enemy Leader
    • 15.2 Move An Enemy Unit
    • 15.3 Sharpshooter
    • 15.4 Free Move
    • 15.5 Free Recovery
    • 15.6 Counterattack
  • 16.0 Army Morale
    • 16.1 Determining Army Morale
    • 16.2 Effects of Army Morale

1.0 Introduction

1.1 Historical Background

A. In March 1862, Grant's Union Army of the Tennessee disembarked at Pittsburgh Landing on the Tennessee River to prepare for a move on the vital rail junction at Corinth. With flanks protected by rain swollen creeks, Grant set about the task of organizing and training his growing army while waiting for the arrival of Buell's Army of the Ohio. Once united, the two armies would advance on Corinth.

B. The Confederates, meanwhile, were not idle. A.S. Johnston, commanding the entire western theatre, ordered all his troops to converge on Corinth and called for help from other Confederate departments. Troops were rushed to him from New Orleans, the Gulf coast and other points. The Confederacy was taking big risks at other points to reinforce Johnston for something grand.

C. Something grand was what Johnston and his second-in-command, Beauregard, planned; nothing less than the destruction of Grant's army. The Union position, hemmed on three sides by unfordable water barriers, would become a giant trap. In early April, with Buell drawing near, the time had come to act.

1.2 Course of the Battle and Game

A. The battle opened with a massive Confederate surprise attack on the morning of 6 April. Throughout the day, the Confederates drove the Union Army out of one position after another. Both sides suffered heavy casualties, with thousands more temporarily lost to straggling. The Union forces, buoyed by Grant and stiffened by the arrival of Buell's lead troops, narrowly held off a final attack by the exhausted, disorganized Confederates. On the second day, a sluggish but steady Union offensive drove the Confederates back until the decision was made to retreat.

B. Hell Before Night portrays the entire battle of Shiloh. Either side may win decisively by clearing the map of enemy forces, otherwise the game is decided by the relative damage inflicted (3.3). The sequence of play (4.0) lists the order in which players must conduct their activities. The remainder of the rules explain the mechanics of play.

1.3 Scale

A. Each hexagon on the map represents 176 yards (one-tenth of a mile) from side to side.

B. The combat units represent infantry and cavalry regiments (or battalions) of 100 to 800 men, or artillery batteries of four to six guns.

C. Turns are approximately two hours during the day, 12 hours at night.

D. Each couplet represents approximately 20 minutes.

1.4 Abbreviations

AbbrMeaningAbbrMeaning
DRMDie Roll ModifierMAMovement Allowance
ESExtra StrengthMPMovement Point
EZOCEnemy ZOCTECTerrain Effects Chart
FOWFortunes of WarUSBUnit Status Box
LOCLine of CommunicationVPVictory Point
LOSLine of SightZOCZone of Control

1.5 Optional Rules

A. The original version of these rules had several marked with the letter Q to designate that they are optional. Rather than mark them as such, they are listed below.

RuleTitleRuleTitle
3.2Morass Hex Setup10.6Attack Coordination
4.4First Turn Union Movement10.7Flank Attack
4.5Ammunition Shortage10.8Charge Markers
5.7Questionable Units10.9Volley Markers
5.10On-Map Replacement Advances10.13Supporting Advances
7.4Road Bonus10.14Continuation

B. For Combat Procedure (10.2), the modifiers to the intensity rating are all optional as is the die roll modifier (DRM) for the defender possessing a volley marker.

2.0 Components

2.1 Components List

A. The components are these rules, one 22" x 34" map and 415 die-cut counters.

B. The map sheet contains the Turn Record (day, turn and couplet) Tracks, Terrain Effects Chart (TEC), Combat Results Table (CRT) with Army Morale Track, Reserve Boxes (6 per side), and each side's Unit Status Box (USB).

2.2 The Die

Players must provide at least one ten-sided die. When reading the die, always read 0 as zero, not ten.

2.3 The Map and Terrain Types

A. The map represents the militarily significant terrain around Pittsburgh Landing, Tennessee, as it existed in 1862. The hexagonal grid is printed on the map to regulate the placement and movement of units. The terrain has been altered to fit within this grid, but the relationships between the types of terrain are such the players will face the same time-space problems faced by their historical counterparts.

B. Each hex has a four-digit number in it; the first two digits indicate the column (the columns run east-west), the last two the row within that column. Example: Shiloh Church is in hex 1809.

C. There are seven kinds of in-hex terrain (Clear, Light Woods/Orchard, Heavy Woods, Thicket, Stream, Stream/Thicket, and Morass).

D. Each hex has only one of these types, but for aesthetic reasons some have been mixed. If Clear terrain exists in a hex with any other terrain type, treat it as the other type. If Heavy Woods exists in a hex with any other terrain type, treat it as Heavy Woods.

E. There are three types of hexside terrain (Gentle Slope, Steep Slope, and Deep Water). Deep Water prohibits movement or combat across the hexside, but does not affect any other activity in any of the hexes it touches. Slopes affect activity across the hexside; the slope graphic is considered to be in the downhill hex.

F. Fords and roads (7.3) affect movement only through a hex.

G. The TEC contains a summary of all the terrain types and their effects on play.

Map Errata: In the Terrain Key, the symbols for Gentle and Steep Slopes are reversed. Morass does not block LOS. On CRT, result for r#/R# should say greater than or equal to.

Design Note: There are no elevations on the map even though there were some rises (they can scarcely be called hills) on the battlefield. The density and height of the trees was sufficient to negate those elevations for game purposes. The fighting centered on the fields, which for game purposes are flat enough to be treated as a single elevation. The ravines through which the creeks run are handled by the Stream/Thicket effects.

2.4 The Counters

A. The counter types in the game are listed below. Most represent the combat units that took part in the battle. A unit's type is determined by the figure or icon on it; there are several different figures for some types; this has no effect on play. The remaining counters represent leaders or are used to mark the status of the combat units or hexes.

B. The rules section(s) listed with each counter contains the details for using that counter. An asterisk means the rule is optional (1.5).

C. Union combat counters are printed on a light blue background, Confederate combat counters on light gray. Noncombat counters are printed on darker blue and gray. The remaining counters are printed in neutral colors.

The counter types are: Infantry (5.0); Artillery (5.0/10.4/11.0); Cavalry (5.0/7.7/10.3*); Morass (3.2*/7.5*); Day Marker (4.0); Turn Marker (4.0); Couplet Marker (4.0); Fortune of War (15.0); Extra Strength (5.9); Charge (10.8*); Hero (13.5); Leader (13.0); Volley (10.9*); Reserve (14.0); Union Gunboat (11.5*); Questionable Unit (5.7*); Army Morale (16.0*); Confederate HQ (13.6).

2.5 Counter Errata

There are two Confederate reserve markers with a C on the back; one should have an A.

3.0 Setup and Victory

3.1 Setup

A. Both sides set up their units simultaneously per the Orders of Battle. Units start the scenario on the map or enter as reinforcements (9.3).

B. Each unit or formation (5.1) starting on the map has a starting hex; each unit of that formation may be placed within two hexes of that hex (count out from the named hex, but do not count the named hex). Confederate units may stack with units of the same formation; Union units may not be stacked.

C. Reinforcement units have a turn of entry indicated. See 9.3 and the OOB for details. Examples: A turn [T1] or a turn and couplet [T1:4].

D. Place the Day marker on April 6th, the Turn marker on Turn 1, and the couplet marker, CSA First side up, on the 1 box of the couplet track.

E. If the optional rules are being used, place the Union Army of the Tennessee morale marker in the -3 box of the Army Morale track, the Union Army of the Ohio marker in the 0 box, and the Confederate Army of the Mississippi marker in the +2 box. The Confederate player gets the Fortune of War marker. Put all the hero markers in a cup.

3.2 Morass Hex Setup

A. Shiloh was fought on a gently rolling plateau cut by deep ravines. Some of these ravines were choked with scrub oak, vines and marshland, creating an all but impenetrable tangle. Several times during the battle a unit became lost or split up as a result of entering these hexes.

B. At the start of the battle, place a morass marker, star side up, on each of the 18 hexes marked with a red star. There is a chance each of these hexes is a morass (7.5).

Design Note: The historical morass hexes were 1510, 1511, 1610, 4019, and 4020.

3.3 Victory

A. The Confederacy wins a decisive victory if any Confederate unit enters hex 4318 or 4517 at any time. Play stops immediately.

B. The Union wins a decisive victory if there are no Confederate units on the map by the end of the game.

C. If neither wins a decisive victory, the side with the most victory points (VPs) wins.

D. Award VPs per the schedule in 3.4. At the end of the game, total each side's VPs.

E. If one side has at least three times as many VPs as the other, with at least 40 VPs, it wins a substantial victory.

F. If one side has more VPs but fewer than three times as many, it wins a marginal victory.

G. These victory levels (decisive, substantial, marginal) reflect the impact the battle has on the course of the war. The immediate effects are listed below; you may extrapolate the long-term results for yourself.

3.3.1 Decisive Union Victory

Union forces conduct a viable pursuit, take Corinth and scatter the Confederate army. Confederate resistance in the Mississippi Valley and central Tennessee collapses, resulting in the conquest of those areas by the fall of 1862.

3.3.2 Substantial Union Victory

Union forces take Corinth a few days later, but the Southern army escapes intact. The invasion of Kentucky never takes place.

3.3.3 Marginal Union Victory

The historical result.

3.3.4 Marginal Confederate Victory

With no victory to follow up, Halleck never forms the Grand Army of the West to take Corinth. Grant, Pope, and Buell pursue independent, divergent campaigns in 1862.

3.3.5 Substantial Confederate Victory

Grant is cashiered, Lincoln saying "I can spare him, he fights badly!" McClernand takes command of his army.

3.3.6 Decisive Confederate Victory

In the North, the political fallout of the heavy losses prevents any major Union offensives that spring. A resurgent South launches an invasion of Kentucky months ahead of the historical schedule, while McClellan is recalled from the Peninsula.

Design Note: The 40 VP figure is obviously arbitrary, and is put in place solely to prevent a player winning a substantial victory with only 3 VPs to 1 VP (as can happen in Fateful Lightning). Players getting 3:1 and 39 VPs should feel free to strut about proclaiming a "monstrous fine victory."

3.4 Victory Point Schedule

VPsEvent
2per captured enemy unit (5.6, 5.8)
1per destroyed enemy cadre (5.11)
1per enemy leader killed (13.4)
2per enemy leader captured (13.2)

Design Note: Regular elimination of units does not count for VPs because it does not represent absolute destruction of the unit; many (if not most) of the men still survive and those lost can be replaced after the battle. Loss of the cadre, the vital group of leaders forming the backbone of any unit, could not be so easily borne.

4.0 Sequence of Play

4.1 Turn Structure

4.1.1 In General

A. The game consists of two days, each of several turns (1=Early Morning, 2=Late Morning, 3=Noon, 4=Early Afternoon, 5=Late Afternoon, 6=Evening, and 7=Night). Each turn is divided into two phases plus a variable number of couplets, each of which is also divided into phases. The game starts on Turn 1 of April 6th, and ends at the completion of Turn 4 of April 7th.

B. Each action must be taken in the appropriate phase. Once a phase is finished, the phasing side may not go back to perform a forgotten action or redo a poor one unless the opponent permits it.

C. The sequence is listed in 4.1.2 and again in expanded form in a separate chart.

4.1.2 Turn Sequence

A. Player Couplets (any number)

  1. First Player Movement Phase
  2. First Player Combat Phase
  3. Second Player Movement Phase
  4. Second Player Combat Phase
  5. End of Couplet

B. Mutual Administrative Phase

4.2 Time Markers

A. Advance the Couplet marker at the end of each couplet, and flip it to indicate the first player in the next couplet (to be determined per 4.3).

B. Once the marker reaches the 4+ box, it remains there until the turn ends, but any number of additional couplets may be played that turn.

C. Advance the Turn marker after the end of each turn. After Turn 7 of the 6th, move the Turn marker back to 1 and advance the Day marker.

4.3 First Player Determination

A. The Confederacy is the first player at the start of the game. At the end of every couplet, roll one die and compare it to the span in the appropriate box of the couplet track.

  1. If the roll falls within the span for Same, the first player remains as is; proceed to the next couplet.
  2. If it falls within the span for Change, the second player has the option of either becoming the first player or ending the turn.

B. If the turn continues, flip the couplet marker over and proceed to the next couplet.

C. If the turn ends, proceed to the Administrative Phase.

4.4 Turn 1 Union Movement

During all Union Movement Phases of Turn 1 of the game, all Union units have a movement allowance (MA) of one movement point (MP) per couplet.

4.5 Ammunition Shortage

The extreme inexperience of these armies extended beyond the rank and file. Throughout the day, units of both sides ran out of ammunition, not from any shortage of ammo, but from the failure to get supplies to the right place at the right time.

During each Administrative Phase, each side may place up to three Questionable markers on any enemy units (5.7).

5.0 Units

5.1 Unit Data

A. The unit pictured below shows the information on each combat unit counter. The unit pictured is Confederate infantry. All combat units have the same data, but Union data is presented in mirror image, and artillery has no intensity rating.

B. A unit's attributes are:

  1. Combat Strength: The unit's fire and combat power (10.2).
  2. Range: The distance the unit can project its firepower (11.0).
  3. Intensity Rating: The unit's willingness to enter combat (10.2).
  4. Morale Rating: The unit's ability to withstand battlefield events (5.5, 10.10).
  5. Formation: The unit's parent organization. It affects stacking (8.3) and combat (10.6). Union artillery has a span, and belongs to each of the formations in that span.
  6. Unit ID: The unit's name and any brigade commander. These are provided for historical purposes only.

5.2 Unit Status

A. A unit's status indicates the current state of its cohesion. In normal status the unit is face up. A disrupted unit is flipped so its reverse side is showing (5.3).

B. Units may also be marked with Questionable (5.7), Charge (10.8), Volley (10.9), and Hero (13.5) markers, the effects of which are described in the noted sections.

C. Units may be involuntarily removed from the map into the owner's USB. The USB has three columns: routed (5.6), eliminated (5.8), and both routed and eliminated.

D. It is possible for units on the USB to return to the map.

E. Units captured (5.6, 5.8) or destroyed (5.11) are out of the game for good and count for VPs (3.4).

5.3 Disruption and Recovery

Disruption represents loss of a unit's cohesion, and is used as a catchall for the effects of combat, fatigue, running out of ammunition, loss of leaders, and the like.

A. When a unit becomes disrupted, flip it to its reverse side. It operates normally, but will be at a disadvantage in combat due to its lower rating.

B. A disrupted unit automatically recovers during the Administrative Phase of each turn if it is not in an enemy zone of control (EZOC). It may also recover during any Movement Phase if it is not in an EZOC, does not move or fire, and passes a morale check (5.5, 7.1).

5.4 Line of Communication

A. A Line of Communication (LOC) is the route by which a unit receives orders, supplies, and the like, and sends back messages, wounded men, and the like.

B. Union units trace their LOC to hexes 4500, 4318 or 4517; Confederate units to any Bark Road entry hex.

C. An LOC may be of any length, but may not go off the map nor pass through an enemy-occupied hex, but may pass through an EZOC (6.0).

5.5 Morale Checks

A. A unit may be required to make a morale check for a variety of reasons. To make the check, roll one die and compare it to the unit's morale rating.

  1. If the result is greater than the rating, the unit fails.
  2. If the die roll is equal to or less than the rating, the unit passes.

B. The effect of pass/failure varies depending on the reason for the check.

C. The die roll can be modified by terrain (TEC) and/or leaders (13.0), but a unit always passes on a roll of 0 and always fails on a roll of 9, regardless of any modifications.

5.6 Rout and Rally

A. Rout is the shattering of a unit to such an extent it is no longer an effective combat force.

  1. If a unit routs and it can trace an LOC, place it in the Routed portion of the USB.
  2. If the roll is more than four greater than the unit's current morale rating, place it in the Shattered portion of the USB.
  3. If it cannot trace an LOC, it is captured and counts for VPs (3.4).

B. In the Administrative Phase of each turn, place all units in the Ready area of the USB back on the map, in normal status (9.1); if units cannot be placed, they remain in the Ready area.

C. After ready units are placed on the map, move all units in the Routed portion of the USB into the Ready area.

D. Next, make a morale check for each unit in the Shattered area; if a unit passes, place it in the Routed area. If it fails, it remains in the Shattered area.

5.7 Questionable Units

When a unit returns to the map from the Ready area of the USB, place a Questionable marker on it. The first time the unit engages in combat, make a morale check for it. If it fails the check, it routs. If it passes, remove the marker.

5.8 Elimination

A unit eliminated in combat (10.10) has taken enough casualties in its front ranks to become momentarily ineffective (it disappears in game terms).

A. If an eliminated unit can trace an LOC, place it in the Eliminated portion of the USB.

B. If it cannot trace an LOC, it is captured.

C. If the unit is also routed or shattered, place it in the center (Routed and Eliminated) column of the USB.

5.9 Extra Strength

A. Extra Strength (ES) represents the men behind that front line; each ES point contains enough men to reform the unit into an effective force. Each ES marker can provide ES for all units within its span.

B. An Extra Strength counter's attributes are:

  1. Span: Indicates the formations whose non-asterisked units may receive ES from the counter.
  2. Extra Strength: The number of ES available at the start of the game. If greater than 10, flip it to the +10 side; when it gets to the 0 box on the ES track, flip it to its front side and put it in the 10 box.

C. An eliminated unit may be returned to the map at the beginning of any subsequent friendly Movement Phase. Expend one ES point from the appropriate marker, move the marker down one box on the ES track, and return the unit to the map per rule 9.1. If the unit was also routed, it may receive ES only while in the Ready area of the center track of the USB.

D. Any number of ES points may be used in a single phase.

E. A given unit may be rebuilt any number of times per game, as long as ES is available.

F. A unit with an asterisk next to its range rating may not be replaced with extra strength.

G. ES can be used to replace eliminated artillery only with the AA counter in Buell's army.

5.10 On-Map Replacement

A. As an alternative to going to the USB, a unit may receive extra strength while on the map at the instant it is eliminated (if it is not also routed).

B. Make a morale check for the unit. If it passes, it may absorb the ES immediately and remain on the map in the same hex it occupied when eliminated. It need not be able to trace an LOC.

C. The only penalty for failing the check is that the unit must go to the USB.

5.11 Cadres

A. During the Administrative Phase of any turn, each side may attempt to create additional ES. Roll one die for each eliminated unit.

B. On a 0-3 (0-1 for an asterisked unit), the unit is recreated.

C. On a 9, the unit is destroyed; it is out of the game and counts for VPs.

Design Note: A unit in the USB represents its cadre, the core of leaders and men around which the unit can be rebuilt after the battle. Using them up represents a last-ditch appeal to their patriotism, after which they hurl themselves back into the fray.

6.0 Zones of Control

6.1 In General

A. The six hexes surrounding a unit constitute its Zone of Control (ZOC). A ZOC represents the unit's ability to fire and attack into the hex, and the doctrinal and maneuver limitations of these experienced, but still amateur armies.

B. All combat units exert a ZOC; leaders and other markers do not.

C. Multiple and opposing ZOCs may coexist in a single hex simultaneously, have no cumulative effect, and have no effect on one another.

Design Note: Unlike Fateful Lightning, there are no situations where being adjacent but not in an EZOC matters. Units are either in an EZOC or not.

6.2 Terrain Effects on ZOCs

A. ZOCs do not extend into heavy woods, thicket, stream/thicket, morass, or enemy entry hexes.

B. They do not extend across deep water hexsides or up steep slopes, but do extend down them.

6.3 ZOC Effects on Movement

A. Make a rout check for any unit attempting to leave an EZOC (whether it started its move there or moved into the EZOC during its move). Make one check per EZOC exited. If a stack leaves an EZOC, make a rout check for each unit in the stack.

B. If a unit fails the check, it is disrupted and must stop in the first hex entered after leaving the EZOC; if it passes, it may continue moving.

C. A unit may leave any number of EZOCs, making a rout check for each one. If an exiting unit is already disrupted when it fails the rout check, it routs.

D. An artillery unit may not be voluntarily moved into any EZOC, but may remain in one indefinitely.

E. A moving cavalry unit may not stop in an infantry EZOC unless it charges the infantry. Once in an infantry EZOC, it may remain there indefinitely.

F. Leaders may not enter an EZOC unless accompanied by an infantry or cavalry unit.

6.4 ZOC Effects on Retreat

Make a morale check for a retreating unit entering an EZOC. If it passes, it continues retreating. If it fails, it is captured.

6.5 ZOC Effects on Combat

A unit projecting a ZOC onto an enemy unit must be attacked in the enemy Combat Phase. If it is not, it may be marked with a charge (10.8) or volley (10.9) marker.

6.6 ZOC Effects on Bombardment

A non-artillery unit in an EZOC may not bombard (unless the firing unit has a volley marker). Artillery in an EZOC may bombard.

7.0 Movement

7.1 In General

A. The phasing side may move all, some, or none of its units in each friendly Movement Phase. Units move from hex to adjacent hex, in any direction or combination of directions. The movement of a unit must be completed before that of another is started.

B. Each combat unit has an MA of 4 MPs.

Exception: The Union B/2IL artillery unit has only 1 MP and may not enter any S rated terrain. The unit is marked ⱡ as a reminder.

C. The MA is not printed on the units.

D. MPs may not be accumulated from turn to turn, nor loaned from one unit to another. Units which do move are not required to expend all their MPs.

E. A unit may not move into enemy-occupied hexes, or off the map (but see Bark Road, 9.2), or into the other player's entry hexes.

F. A unit expending 1 or 2 MPs and will attack an enemy unit in the ensuing Combat Phase may be marked with a charge marker (10.8).

G. A unit not moving and not in an EZOC may be marked with a volley marker (10.9). Any unit not moving and not in an EZOC may make an attempt to recover from disruption (5.3).

7.2 Terrain Effects on Movement

A. A unit generally expends 1 MP per hex entered. Some terrain costs 2 MPs; in those cases, a unit pays 2 MP to enter the hex. It may pay only 1 MP to enter the hex if it is the unit's last MP. In other words, the unit can enter the hex as long as it has at least 1 MP remaining, but it costs 2 MP to move through the hex during a move.

B. Other terrain types require a unit to stop moving (S) as soon as it enters the hex, or in the case of steep slopes, as soon as the hexside has been crossed.

C. Movement effects apply to each unit entering the hex at the moment of entry; some terrain affects the various combat unit types differently. The TEC contains a summary of all terrain effects.

7.3 Roads

When moving along a road, the road negates other terrain in the hex for movement purposes. To use a road, a unit must move from one road hex to another through a hexside traversed by the road. A unit may enter and exit roads any number of times during a single Movement Phase.

7.4 Road Bonus

A. Reserve markers (14.0) may move faster along a road. For each MP expended, the reserve may move three road hexes. The reserve must start its move on a road hex and may enter only road hexes by crossing road hexsides.

B. A unit may combine road and non-road movement in the same phase, but does not conserve fractions of MP expended.

C. A unit may not use the road bonus to move into a hex where it would have to deploy (14.5).

7.5 Morass

A. The first time a unit of either side enters a hex with a morass marker, roll one die.

  1. On a 0-3, flip the marker to its non-starred side. Treat the hex as a morass hex for the remainder of the game; ignore any terrain printed on the map, except roads, which are unaffected.
  2. On a 3-9, the hex is not a morass; remove the marker and use the printed terrain.

Note on the printed ranges: the source prints "0-3" and "3-9" for these two results. The ranges overlap at 3 as printed; the transcription keeps the printed text.

B. In addition to the combat and movement effects noted on the TEC, units entering morass hexes may become lost. When exiting the hex, roll one die and compare it to the chart on the map. The moving unit must exit the morass hex along the hexside indicated. If the hex to be entered is occupied, the moving unit must attack, whether the occupying unit is friendly or enemy. Make a morale check for each unit (attacker and defender); if a unit fails the check, it routs. If both pass, conduct the combat normally.

7.6 Forced March

A. During movement, the phasing side may attempt to force march a unit to gain extra MP for it. Roll one die and compare it to the appropriate morale column on the Forced March Table.

B. The unit may get 0-4 extra MPs, and may be disrupted.

C. If an already disrupted unit is disrupted again, place a Questionable marker on it.

D. A unit need not expend all the extra MP it gains.

7.7 Cavalry Movement

A cavalry unit may double its MA if it is undisrupted and does not start in or enter an EZOC during the move.

7.8 Leader Movement

Commanders (not heroes) traveling without a unit treat all hexes as road hexes, may use the road bonus, and may move up to 12 MPs (13.2).

7.9 "Move to the Heaviest Firing"

"Move to the heaviest firing" was the Civil War equivalent of "everybody go deep." But it was part of Beauregard's battle plan, and his chief of staff, Col. Jordan, wandered the battlefield pressing units into action (for which Bragg has generally received credit).

To simulate this doctrine, on the first day of battle, any Confederate unit not in a reserve marker or already in an EZOC must move in as straight a line as possible toward the nearest hex adjacent to both a friendly and an enemy unit (regardless of ZOCs).

8.0 Stacking

8.1 Stacking Generally

A. Up to three combat units may stack in one hex at the end of a Movement Phase.

B. Leaders, heroes, and all markers do not count toward the stacking limit. A reserve counts as one unit, regardless of how many units it contains (14.0).

C. Players may examine enemy stacks at any time – the top unit does not hide those underneath.

D. Stacking limits do not affect movement – any number of units may pass through a hex in a given Movement Phase.

E. Stacking order is important for combat (Attack Coordination 10.6), and generally may be rearranged only during the owner's Movement Phase.

F. The phasing side can change the stacking order within a hex during the Movement Phase, even if the stack does not move or is in an EZOC.

8.2 Moving Stacks

A. Once it starts moving, a stack must remain stacked throughout the Movement Phase. If any unit in the stack is forced to stop by terrain, the entire stack must stop.

B. A unit may leave a stack only at the beginning of its movement.

8.3 Creating Stacks

A. Some stacks may be created freely, others will require a die roll to see if the stack can be formed.

B. To create a stack freely, one unit must not move for a turn. Other units, up to the stacking limit and belonging to the same formation, may move into the stationary unit's hex.

C. If the non-moving unit is in an EZOC, and/or if the unit entering the hex is in another formation (5.1), and/or none of the units was stationary, make a morale check for the involved unit with the lowest morale each time a unit attempts to join the stack.

  1. If it passes, the moving unit may join the stack.
  2. If it fails, it must end its move and may not join the stack. If it would end the move on another stack it was moving through, retrace its steps one hex at a time until it reaches an empty hex or returns to its starting hex.

D. A unit attempting to enter a stack counts against the stacking limit for that hex.

E. Units with a formation of A may be treated as belonging to any formation in the army.

F. Reinforcements (9.3) entering the map, or units deploying from a Reserve, may be stacked in any combination; treat them as unmoved and belonging to a single formation.

Design Note: Stacking limits reflect doctrinal and training limits. Stacking represents not just close physical proximity, but also coordination between units and commanders, which is easier for units in the same organization and not under fire. Once the coordination is made, the units are not hindered by their organizational hierarchy.

8.4 Stacking and Combat

A. Only the top infantry/cavalry unit may attack out of a hex, bombard out of a hex, be attacked in regular combat, or be bombarded by enemy infantry/cavalry. Any other infantry/cavalry in the hex may not take part in or be affected by combat.

B. All artillery units in a hex may participate in defending the hex, and all artillery may always bombard out of a hex. All units in a hex may be bombarded by enemy artillery.

9.0 Entering and Leaving the Map

9.1 Unit Reentry

A. A unit may reenter the game from the Ready area of the USB during any friendly Movement Phase (5.6, 5.8). Reentry constitutes its movement for that phase, but the unit may attack if possible. The placement hex must not be in an EZOC and must be:

  1. Stacked with or adjacent to an undisrupted unit of the same formation; or
  2. Adjacent to/stacked with any leader whose command span includes the unit; or
  3. Adjacent to any friendly entry hex or (for the Confederates) the Beauregard HQ counter (13.6).

B. If no hex is available, the unit remains in the Ready area. It may remain there indefinitely.

9.2 Bark Road

A. Only Confederate units may leave the map, and may do so only via a Bark Road hex. (Bark Road was an east-west artery just south of the battlefield.)

B. To exit the map, the unit must move into a Bark Road hex by expending 1 MP; leave the unit just off the map

near the hex from which it exited. On the following couplet, the unit may:

  1. Remain in place, or
  2. Move to the next Bark Road hex to either the east or the west, or
  3. Reenter the map.

C. The unit may remain off map indefinitely. Any number of units may be off map and they may be in reserve markers.

D. Union units may not enter the Bark Road hexes, and their ZOCs do not extend into them.

E. To reenter the map, place the unit in a Bark Road hex or any map edge hex adjacent to a Bark Road hex, subject to stacking limitations, at the beginning of a Confederate Movement Phase. The unit may be placed in a Union ZOC, but not in a Union-occupied hex.

9.3 Reinforcements

A. Reinforcements are units entering the game after it is underway. The setup schedule indicates the turn and/or turn and couplet for each unit/formation. (All units enter on 6 April.)

B. All Union reinforcements enter at Pittsburgh Landing (hex 4318 or 4517, Union's choice, and arriving units may be split between both) except Lew Wallace's Division (formations 7-9), which enters at hex 4500.

C. All Confederate reinforcements become available at hex 1013 unless otherwise noted; they enter like any unit arriving at Bark Road, and may be held off map to move to other Bark Road hexes.

D. Reinforcements may enter at any time during the owner's Movement Phase and operate normally in all ways.

  1. They may be stacked without regard to formation.
  2. They may be in a Reserve marker and it may use the road bonus on the turn of entry.

E. All reinforcements entering a hex in the same couplet enter as a column; the first expends 1 MP, the second 2 MPs, and so on. Units unable to enter in a given couplet must wait until the next turn.

10.0 Combat

10.1 In General

A. During the friendly Combat Phase, the phasing side's units may attack any adjacent enemy unit. Artillery and some infantry units have the ability to attack nonadjacent enemy units (Bombardment, 11.0).

B. If a defending unit projects an EZOC onto one of the attacker's units and is not attacked (bombardment does not count), the defender may place a volley or prepared charge marker (defender's choice) on the unit.

C. Each combat is a single unit attacking a single unit. Attacking units from more than one hex may attack a single defending hex in the same Combat Phase, but each attack is resolved separately.

D. A unit may attack once per Combat Phase (but see Continuation, 10.14).

E. A single defending unit/hex may be attacked any number of times per Combat Phase.

F. Only the top infantry/cavalry unit may defend a hex in a single combat, but all artillery in a hex may participate (10.4).

G. Only one unit on each side can be affected by a single combat result.

H. The phasing side may conduct attacks in any desired order, but all attacks against a single hex must be resolved before any attack against another hex begins.

I. The phasing side need not declare all attacks beforehand.

Design Note: In Civil War combat, it was possible to attack one part of a line while ignoring nearby units, but it generally gave the ignored unit an opportunity to flank the attacker or counterattack to take advantage of the momentary disorganization attending even a successful attack.

10.2 Combat Procedure

A. Follow these steps for each combat:

B. The combat intensity rating is the sum of the following (intensity greater than 9 = 9, intensity less than 3 = 3):

AdjItem
Xthe attacking unit's intensity rating
±Xany terrain effects
+Xany attached hero's rating
+Xany attached leader's combat rating
+2if the attack is coordinated (10.6)
+2if the unit is charging (10.8)
±Xthe current Army Morale

C. Roll the die. Modify it by the following (a modified roll less than 0 = 0, a modified roll greater than 9 = 9):

DRMItem
+Xthe attacker's combat strength
±Xany terrain effects
-Xthe defender's combat strength
-Xthe combat strength of any artillery unit(s) in the defender's hex
-2if the defender has a volley marker (10.9)

D. Cross-index the row corresponding to the modified roll with the column corresponding to the intensity rating to get the result. Apply the results (10.10).

10.3 Cavalry

A. If not using this rule, ignore the parentheses on cavalry intensity ratings.

B. If using this rule, all cavalry attacks are conducted on the 3 column, regardless of any intensity modifiers, unless the cavalry is marked with a Charge marker. A cavalry unit may charge only out of and into clear or light woods hexes, and may not charge across steep slopes.

C. When charging infantry, subtract the infantry's range from the combat die roll.

Design Note: There is no cavalry delay in this game.

10.4 Artillery

Artillery fights like infantry with the following exceptions:

A. Artillery may never attack or support an attack in regular combat; it must bombard.

B. It may defend and support a defense.

C. Supporting artillery is not affected by the combat result.

D. If artillery is forced to retreat, make a morale check for it; if it fails, it is captured. If it is routed in a combat, it is automatically captured.

10.5 Terrain Effects

A. Some types of terrain affect the intensity level of the combat. In the case of in-hex terrain, the combat is affected if either or both sides are in that type of terrain.

B. In the case of steep slopes, the combat is affected only if the attacker is attacking across the steep slope hexside.

C. Combat is not allowed across deep water hexsides (but bombardment is not affected).

10.6 Attack Coordination

A. When more than one unit is attacking a single defending hex, there is a chance the two attacks will be coordinated, meaning subsequent attacks occur so quickly the defenders cannot recover from the minor disruption of the first.

B. For any unit attacking after a unit from the same formation (5.1, 13.3), the defender may not change the stacking order of his defending units and the intensity of the attack is increased by two.

C. If the attacking unit is following the attack of a unit from a different formation, the defender may alter its stacking and the intensity is calculated normally.

10.7 Flank Attack

A. A defending unit is flanked if it is surrounded by enemy units (whether or not they are attacking that hex) and/or the ZOCs of units attacking it (unless those ZOC hexes are occupied by other friendly units) and/or impassable hexes or hexsides.

B. Make a morale check for the flanked unit; if it fails, it routs. Treat it as a rout combat result for purposes of advance and continuation (10.12-10.14).

10.8 Charge Markers

A. A Charge marker may be placed on any unit that moves only 1 or 2 MPs and launches an attack the same couplet (7.1), or if it is not attacked while in an EZOC during an enemy Combat Phase (10.1).

B. Remove all Charge markers from all attacking units at the end of the attacker's Combat Phase.

10.9 Volley Markers

A. A unit or stack may be marked with a Volley marker in any Movement Phase in which it does not move and is not in an EZOC (7.1), or if it exerts a ZOC but is not attacked during the enemy Combat Phase (10.1).

B. A Volley marker remains on the unit/stack until any one of the following occurs:

  1. The turn (not couplet) ends;
  2. Any unit in the hex moves (other than changing stacking order);
  3. Any other unit moves into or through the hex;
  4. Any unit in the hex is affected by enemy bombardment;
  5. Any unit in the hex conducts a bombardment;
  6. At the end of a Combat Phase in which the unit/stack is attacked, regardless of the combat result.

Design Notes:

A. Charge and Volley markers represent a unit preparing itself for combat. Such preparations were fragile, as they required careful placement of each company, deployment of skirmishers, coordination with other units in the hex, the absence of smoke from previous combats (to give a clear field of fire), and appealing to the men for a supreme effort. In theory, all attacks should be charges (to close the range and increase the intensity of the combat) and all defenses featured carefully prepared and conserved volleys. In practice most combat degenerated into firefights.

B. The rules for volley markers are more liberal than in Fateful Lightning. Disrupted units, cavalry and artillery may now receive them, there are no terrain qualifications, and they last through the entire couplet, not just a single attack.

Player Note: You will be reluctant to attack volley stacks, but keep in mind even a defeat will remove the marker. If time is important, attack and take your lumps. If you have the time, go around; if you have the artillery, try to disrupt some units before attacking.

10.10 Combat Results

A. Combat results affect only the involved units, not units stacked with them. All results for a combat must be applied before beginning the resolution of the next.

B. Some boxes on the CRT have a second result in parentheses. If the primary (non-parenthesized) result does not result in the affected units being disrupted or routed, apply the secondary result.

C. The results are:

ResultExplanation
AAttacker
DDefender
BBoth Attacker and Defender
rDisrupted. If the unit is already disrupted, it must retreat (10.11).
r#Same as r but unit disrupted only if the opposing unit's morale rating is greater than or equal to the affected unit's morale rating plus the #.*
RDisrupted with mandatory retreat. If already disrupted, make a rout check first; if it fails, it routs, if it passes it just retreats.
R#Same as R but the unit is affected only if the opposing unit's morale rating is greater than or equal to the affected unit's morale rating plus the #.*
MMorale check for the affected unit. If it fails, it routs. If it passes, there is no effect.
XEliminated (5.8).

* Example: If the Confederate 13 TN attacks the Union 15 IA and gets a Dr1 result, the 15 IA is disrupted because the Confederate morale of 4 is greater than the Union 2 plus the 1 modifier.

Design Note: The combat results are more varied than in Fateful Lightning. Both sides can now be affected by results other than an exchange, and the disruption results are relative rather than absolute. Fateful Lightning players may substitute this rule 10.0 for Fateful Lightning rules 10.0 and 14.0; use the Fateful Lightning morale ratings for both intensity and morale.

10.11 Retreats

A. A retreating unit must move out of its hex into an adjacent hex not occupied by an enemy unit. A retreat may stop only in an unoccupied hex not in an EZOC.

B. If the retreat hex is in an EZOC with no friendly unit, make a rout check for the retreating unit. If it fails, it is captured; if it passes, retreat another hex.

C. If the hex contains another friendly unit (with or without an EZOC), there is no effect on the retreating unit but it must retreat another hex.

Design Note: The real importance of retreating is not in clearing a hex (which will not happen if the defender is stacked), but in breaking up stacks. Since the retreating unit must end its retreat unstacked, it will be that much less effective in combat until it is able to rejoin a stack.

Note to Fateful Lightning Players: This rule is a significant change from Fateful Lightning. There were no retreats in that game primarily because of the congestion it would have caused on the map. You are free to substitute this rule for the second paragraph of Fateful Lightning Rule 5.5.

10.12 Advances

A. If the defender retreats or is routed (but not if it was eliminated without also retreating or routing) and the defender's hex is empty after combat, the attacking unit must advance into the hex.

B. If the attacking unit is part of a stack, the entire stack must advance, but artillery must be left behind.

10.13 Supporting Advances

A. When a unit advances after combat, any other attacking unit/stack adjacent to the defender's hex and not attacking that same couplet, may also advance one hex (moving one hex into any unoccupied hex).

B. Artillery may not take part in a supporting advance.

10.14 Continuation

A. If the defender in a combat routs and another defending unit still occupies the hex and the successful attacking unit has a Charge marker, the attacker may attack the same hex again. If the attacker is stacked, its place may be taken by another unit from the stack.

B. If a unit advances after combat (not a supporting advance) and is marked with a Charge marker, it may attack another enemy hex. Make a morale check for the unit; if it fails, it is disrupted (if already disrupted, make a rout check; if it fails that, it routs).

C. If it passes, it may stay where it is or move one hex, then it must attack an enemy hex.

D. If stacked with another unit, its place may be taken by another unit from the stack (make the morale check for that unit).

11.0 Bombardment

11.1 In General

A. Regular combat represents the mutual engagement of enemy units. Bombardment represents unilateral combat in which only one side gets to fire as a result of positional advantage (represented by a volley marker and/or a lack of EZOC) or by firing at a non-adjacent enemy unit.

B. A unit may attack or bombard; it may not do both in a single couplet. Bombardment does not count as an attack against an enemy unit per 10.1.

C. All bombardments are a single unit firing at a single unit (not stack). Any number of units may fire at a single target unit, but all bombardments against a single target must be announced prior to resolving the first one against that target; once committed, the firing unit's bombardment must be resolved, even if it can do no additional damage to the target unit.

D. All artillery units in a single hex may conduct bombardment, may bombard any unit in the target hex, and may bombard in conjunction with a regular combat attack against the same hex.

E. Only the top infantry/cavalry unit may fire from a hex, infantry/cavalry may only fire at the top unit in the target hex, and may not fire in conjunction with regular combat against the same hex.

11.2 Bombardment Procedure

A. For each target unit, select the firing unit(s). Each firing unit must meet the following qualifications:

  1. It may not be in an EZOC unless it has a Volley marker on it or is an artillery unit.
  2. If it is in an EZOC and may still bombard, it must attack a target exerting an EZOC on it (If more than one, the firing side chooses.);
  3. It must have a range rating greater than or equal to the distance to the target (Do not count the firing unit's hex, do count the target's hex.),
  4. It must have a line of sight to the target hex (11.3).

B. Determine the appropriate column on the bombardment table. Use the 1 column for nonadjacent bombardments, and the column matching the firing unit's combat strength for adjacent bombardments. Shift one column right if the target unit is cavalry or the firing unit has a Volley marker).

C. Roll the die; cross index the roll with the column to determine the result. Apply the result immediately. The results are the same as for regular combat. In the case of retreats, retreat as straight away from the firing unit, but not into an enemy occupied hex.

11.3 Line of Sight

A. Line of Sight (LOS) determines whether the firing unit can see the target and therefore fire at it. Trace a straight line from the center of the firing unit's hex to the center of the target unit's hex.

B. Terrain shapes do not conform to the hexsides for aesthetic reasons, but when calculating LOS, treat a hex as being completely covered by the terrain type in it.

C. An LOS may be blocked by certain terrain types in any hex or hexside along the LOS.

D. If the LOS runs along a hexside and either hex adjacent to that hexside is blocked, the LOS is blocked.

E. A unit ignores Light Woods within two hexes of it; beyond that range, treat Light Woods and Thickets as Heavy Woods for LOS purposes.

F. Heavy Woods and Morass block all LOS into, out of and through the hex; no bombardment is allowed into or out of those terrain types.

G. Steep Slopes block all LOS across them.

H. Gentle Slopes block only the LOS of units firing across the Gentle Slope into the hex containing that Gentle Slope; ignore it for any other LOS.

I. Stream/Thicket hexes block LOS into and out of, but not through, the hex. No bombardment is allowed into or out of Stream/Thicket hexes, but may pass through (over) them.

11.4 Stacked Artillery

A. At the firing side's option, stacked artillery may fire together at a single target hex.

B. If two artillery units fire together, they may fire at two target units in the same target hex; fire twice (once at each target unit) on the column corresponding to the combined strength of the firing units.

C. If three artillery units are firing together, combine the strength of all three and fire up to three times at a single target hex. Each unit in the target hex may be bombarded only once by each firing stack. Any Ar result on the firing stack affects only one firing unit.

11.5 Union Gunboats

A. The two Union gunboat markers may be used to bombard any Confederate units on the map-edge hexes from 3026 to 4715 inclusive. The bombardment is made on the 3 column of the Bombardment Table. In addition to any other result, if the Confederate unit remains on the map, mark it with a Questionable marker (5.7).

B. During each couplet of the night, each gunboat may select any target hex within 10 hexes of the map edge hexes listed above. Make a morale check for any Confederate unit(s) in or adjacent to that hex; make no terrain modifications of the die roll, and apply a -2 DRM to each roll. If the unit fails the check, mark it with a Questionable marker.

Design Note: The gunboats had the heaviest artillery at the battle, but the river bluffs prevented their use in a direct fire role (though had the Confederates broken through it might have worked out that way). That night, the boats kept up a highly inaccurate but nevertheless unnerving fire in the general direction of the Confederates.

12.0 Evening and Night

Design Note: There are no rain rules in this game. To an extent, it is built into the night and army morale rules. Had it rained heavily before the battle, it would likely have led to the cancellation of the Confederate attack.

12.1 Evening and Night in General

There is one evening turn and one night turn in the game. Movement, combat, bombardment, and morale are affected in different ways. Unless otherwise changed in this section, all rules remain in effect.

12.2 Evening Effects

During the evening turn, the following changes are made to the rules:

A. Apply a +1 DRM to all morale check rolls.

B. Apply a +3 DRM to all forced march rolls.

C. Subtract one from all combat intensity.

D. LOS is limited to four hexes.

12.3 Night Effects

During the night turn, the following changes are made to the rules:

A. Apply a +2 DRM to all morale check rolls.

B. ZOCs have no effect.

C. Units may move only one hex unless on roads, then they move normally.

D. Subtract three from all combat intensity.

E. Coordination, flank attacks, charges, and volley are not allowed.

F. Ranged fire is not allowed. Exception: Union Gunboats (11.5).

13.0 Leaders

13.1 In General

A. Leaders are significant individuals within each army's command structure. Each has the following information on his counter:

B. Attributes are:

  1. Span: The units this leader can affect. A/Aot/AoO means the leader affects all units in the army. F means the leader can affect any one formation.
  2. Command Rating: A general ability rating, used in many of the leader bonuses.
  3. Name: His last name (abbreviated) and first initial (if needed).
  4. Combat Rating: His ability to inspire troops, used in several of the leader bonuses.

C. Leaders can only affect units in the same or an adjacent hex, or in combat against a single hex.

13.2 Leader Movement

A. Leaders may move either with a unit/stack or by themselves.

B. They may stack freely with any unit(s) and/or any number of other leaders, and do not roll to enter a stack.

C. When moving with a stack, they stay with the stack.

D. When moving alone, they move up to 12 MPs and treat all hexes as roads (7.8).

E. They may not move into an EZOC except when accompanied by a friendly unit.

F. If a leader is alone in an EZOC at any time (during friendly or enemy movement or combat), immediately move him to the nearest friendly unit, even if in an EZOC. If he cannot move to a friendly unit without moving through an enemy unit or EZOC, he is captured.

13.3 Leader Bonuses

Each leader may apply any one (and only one) of the following bonuses each couplet. He may apply the bonus only to units within his command span.

13.3.1 Creating Reserves

The leader may not move. Roll one die; if it is less than or equal to his command rating, a reserve is created in his hex. All units within his command span may, but are not required to, enter the reserve (14.0).

13.3.2 Stacking

The leader may not move. Any unit in his command span is considered to be in a single formation for stacking purposes. The units may enter a stack in or adjacent to the leader's hex regardless of EZOCs or whether one unit is stationary.

13.3.3 Recovery

The leader must start the move stacked with a disrupted unit and must not be in an EZOC. The unit automatically recovers to normal status, but neither it nor the commander may move; it may the unit attack in the following Combat Phase.

13.3.4 Rally

A. The leader may not move or be in an EZOC. He may be stacked with one or two units, at least one of which is in his span.

B. Pick any one routed unit from a formation within his command span. Make a morale check for the unit and subtract the leader's combat rating; if the unit passes the check, it rallies; place in the hex with the leader without a Questionable marker.

C. If the unit was routed and eliminated, expend an ES immediately to bring it on the map, or move it into the Ready area. The unit may not move, attack, or bombard in that couplet.

13.3.5 Combat Coordination

A. The leader must start the move stacked with a unit within his span taking part in a combat. If all other units taking part in the same combat are within his command span, treat them all as though they belonged to the same formation.

B. The leader may be killed in the combat.

C. Only one leader may affect a single combat.

13.3.6 Attack

A. The leader must start the move stacked with a unit within his span taking part in a combat. Add his combat rating to the combat intensity.

B. The leader may be killed in the combat.

C. Only one leader may affect a single combat, but any number may attack a single hex in the course of a Combat Phase.

13.3.7 Defense

A. The leader must be stacked with a unit within his span being attacked. Add his combat rating to the unit's morale for all purposes.

B. The leader may be killed in the combat.

C. Only one leader may affect a single unit.

13.3.8 Create a Hero

A. The commander must be stacked with a unit within his command span. Other unit(s) may be in the hex.

B. Roll one die; if the result is less than or equal to the commander's command rating, he instantly creates one hero for that unit (13.5).

13.3.9 Create Extra Strength

A. During any friendly Movement Phase, subtract the leader's rating from the cadre die roll for one unit within his span in the Eliminated section of the USB or the Ready area of the Eliminated and Routed section of the USB.

B. This can be used for eliminated artillery units.

C. If successful, the unit must be stacked with the commander. Stacking restrictions apply.

D. The unit is still destroyed if the unmodified roll is a 9.

13.4 Killing Leaders

A. A leader is hit on a combat result die roll of 5 in any combat in which he participated (combat coordination, attack, or defense).

B. He may also be hit by a Fortune of War (15.0).

C. If hit, make an Army Morale check (16.0).

D. During the next Administrative Phase, roll one die for the leader.

  1. On a 0-4, he is unhurt; return him to the map on any unit within his span.
  2. On a 5 or more, he is out of the game and counts for VPs (3.4).

Design Note: There is no commander inactivity in this game.

13.5 Heroes

A. Heroes are men, individuals or small groups, who lead by example. Place all the hero counters in a cup at the beginning of the game. Each time a leader creates a hero (13.3.8), pull one Hero counter from the cup and flip it to the appropriate side. Place it on the unit for which it was created.

B. The hero is now part of the unit and stays with it at all times; it may not be moved to another unit.

C. If the unit is eliminated or routed, the hero is returned to the cup.

D. All heroes are removed during the Administrative Phase.

E. While with the unit, the hero's rating is added to the unit's combat intensity for all attacks, and is added to the unit's morale rating for all purposes.

13.6 Beauregard HQ

A. There are two Beauregard counters, the regular leader counter and the HQ. The Confederate side may choose either one when Beauregard is due to enter the map.

B. If the regular counter is used first, set the HQ counter aside; it will not be used for the rest of the game.

C. If the HQ counter is used, keep the regular counter off the map, it may enter later at the Confederate side's option.

D. The HQ counter moves like any other leader, but only if it is inactive. To make it inactive, flip it so its reverse side is showing. It takes one Movement Phase to flip it, and one phase to flip it back. It may move only along road hexes, and must enter at hex 1013. It may never enter an EZOC, even if stacked with a friendly unit. If placed in an EZOC by enemy movement, it is displaced like any leader, but is flipped to the inactive side.

E. On any Movement Phase, the HQ counter may be removed and the regular Beauregard counter substituted for it; the substitution takes one Movement Phase.

F. When active, the HQ acts as a Confederate entry hex for units returning to the map from the USB. Those units may be placed in or adjacent to the HQ and may be stacked without regard to formation.

Design Note: Beauregard was the second-in-command and chief of staff of the Confederate Army, the only time in the entire war any army on either side had so experienced a man in that position. Before Johnston was killed, Beauregard stayed behind the lines, controlling the battle and reorganizing broken units.

14.0 Reserves

14.1 In General

Reserves represent units which have no specific mission, but are being held in readiness for contingencies. They move faster than regular units, but take more time to commit to combat.

14.2 Reserve Markers

A. One side of a Reserve marker has a letter designation corresponding to one of the reserve boxes on the map. Keep the Reserve marker in the box unless it is in play.

B. The side without the numeral is used for hidden movement. Unless the reserve is hidden (14.7), the opponent is free to examine the units in the Reserve Boxes.

C. Each marker may be used any number of times.

14.3 Creating Reserves

A. Reserves can be created on the map during any Movement Phase by any unit in any hex at least three hexes away from the nearest enemy unit.

B. Roll one die; on a 0, the reserve is created. Place the marker, numeral up, on the unit. All units in or within one hex of the creating unit's hex, and in the same formation as the creating unit, may be placed in the corresponding reserve box. None of the units may move that couplet; disrupted units remain disrupted; they become undisrupted at the same time as all other units.

C. An unsuccessful creation attempt counts as the Movement Phase for all the involved units.

D. Reserves may also be created during any Administrative Phase. Use the above procedure, but apply a -2 DRM to the roll.

E. During any night turn's Administrative Phase, the reserve is created automatically (no die roll needed).

F. Reinforcements may always enter in Reserve (no creation roll is needed and they may move in the couplet of creation); any and all reinforcements entering in a single turn at the same entry hex may be in a single marker.

14.4 Moving and Stacking Reserves

A. A reserve uses the same terrain effects as artillery on the TEC.

B. It may use the road bonus.

C. It may not move within three hexes of an enemy unit.

D. It counts as one unit for stacking purposes, regardless of the number of units in it.

14.5 Deploying Reserves

A. Some or all of the units in a Reserve marker may be deployed from it during any couplet in which the marker is not moved. Deployment counts as movement for both the marker and the deployed unit(s). If all units are deployed, remove the marker.

B. Deploy the units in or adjacent to the marker's hex. Treat all units from the marker as a single formation for stacking purposes at the time of deployment. If the presence of other friendly units causes any of the deployment hexes to be overstacked, the excess units may be deployed two hexes from the reserve, but never in an EZOC.

C. A reserve must be removed and its units deployed the instant an enemy unit moves within three hexes of it. If any enemy unit moves adjacent to the deployed unit during that same enemy Movement Phase, make a morale check for the deployed unit. If it fails, it routs.

14.6 Bombarding a Reserve

A. Enemy units with an LOS to a Reserve marker can bombard any unit in that Reserve Box. The bombardment must be made against the marker's hex.

B. Units in reserve may not bombard.

14.7 Hidden Movement and Dummies

A. Both sides may flip Reserve markers to obscure units and intentions. At any time the Reserve marker cannot be observed by any enemy unit (when no enemy unit has an LOS of 10 or fewer hexes to the reserve), it may be flipped. It may move in the turn it flips. Any disrupted units in it recover automatically as soon as the reserve flips.

B. As soon as it can be observed again, flip it back to its numeral side. Hidden reserves must deploy in the same way and under the same circumstances as other reserves.

C. Any time a Reserve marker is flipped to its hidden side, one or two other Reserve markers (with no units in their boxes) may be placed on it. Dummies move like any other Reserve marker, and must be flipped over when observed.

15.0 Fortunes of War

A. The fortunes of war are random events inserted into the normal game sequence. Players have more information than their historical counterparts, can predict many events, and can prevent certain events from happening simply by not doing them. The fortunes of war (FOW) reflect events beyond the control of the player.

B. When conducting an FOW, the normal turn sequence is interrupted for the duration of the fortune. Each FOW thus constitutes a sort of mini-phase within a phase. It does not matter which side is active at the time, and there may be any number of fortunes during a given Combat Phase.

C. FOWs are generated by a roll of a 0 on the CRT. After applying the combat results for that combat, but before undertaking any advance or continuation, the side holding the FOW marker must conduct an FOW. When the FOW is complete, hand the marker over to the other side, return to the paused combat and continue with the normal sequence.

D. Each FOW consists of any one of the following actions. Each may be picked any number of times per game.

15.1 Kill An Enemy Leader

Pick any enemy leader who can be fired on by a friendly combat unit. Roll one die. On an 8-9, the commander is hit. If hit, follow the procedure in 13.4.

15.2 Move An Enemy Unit

Pick any one enemy unit (including a Reserve). Roll one die. On a 5 or more, the unit may be moved. All normal movement, stacking, combat, and other restrictions apply.

15.3 Sharpshooter

Make a bombardment on the 1 column of the Bombardment Table against any enemy unit to which an LOS can be traced from a friendly infantry unit.

15.4 Free Move

Move any one friendly unit/stack. That unit/stack gets an immediate extra Movement Phase. Normal movement rules apply.

15.5 Free Recovery

Make a morale check for any one friendly unit, regardless of presence of EZOCs or absence of leaders. If the unit passes the morale check, it is immediately undisrupted. Add the combat rating of any eligible leader in the hex to the unit's morale.

15.6 Counterattack

Any one friendly stack not in an EZOC may immediately move up to 2 MPs and launch an attack. Mark it with a Charge marker. It is eligible for continuation normally, but ignore any FOWs generated as a result of its combat(s).

Design Note: The sharpshooter rules from Fateful Lightning were subsumed into the FOW rules. We found sharpshooters added more clutter to the map than was justified by their effect on the game. They also created the anomalous situation of a thin line of sharpshooters taking on a regular battle line. Fateful Lightning players: feel free to substitute the Sharpshooter FOW for all sharpshooter units and rules.

16.0 Army Morale

16.1 Determining Army Morale

A. Army morale represents the overall cohesion of an army, the morale of its commander and chief subordinates, and the general feeling among the soldiery of how the battle is going.

B. At the start of the game, place the Confederate Army of the Mississippi morale marker in the +2 box of the morale track on the map. Place the Union Army of the Tennessee marker in the -3 box. Place the Union Army of the Ohio marker in the 0 box.

C. Every time any unit makes an advance after combat (10.12; not a supporting advance per 10.13), each side rolls one die.

  1. For the army gaining the hex, a 0-1 increases its morale by one. Move the marker one box higher on the track.
  2. For the army losing the hex, a 0-1 decreases its morale by one. Move the marker one box lower on the track.

Transcription note: in the source layout the two sub-items of C are printed on the page before the 16.0 heading; they are placed here under C, where their wording refers.

D. Every time a leader is hit, roll a die. On a 0-1, the army's morale is reduced by one.

E. Morale can never be reduced below -3 or raised above +3.

F. During each Administrative Phase, roll one die for each army on the map. On a 0-3, the army's morale is unaffected. On a 4-7, move the morale marker one box closer to the 0 box, but never off the 0 box in either direction. On an 8-9, move the morale marker two boxes closer to the 0 box, but never off the 0 box in either direction.

Design Note: In other words, during a bad turn an army's morale will deteriorate and lead to a more rapid loss of units and ground. Success will make subsequent success more likely. But the effects of both disasters and successes are fleeting; the Administrative Phase roll represents the normalizing influence of time.

16.2 Effects of Army Morale

A. During every combat, add or subtract the appropriate army morale number to/from the intensity of every attack made by a unit in that army. This intensity modifier does not affect the morale or rout rating of any unit, or the defensive power of any unit.

B. If an army's morale marker is in the -2 or -3 box of the morale track, there is also an effect on morale checks. Add the number noted in the box to all morale check die rolls made for a unit in that army. The unit still passes the die roll on a roll of 0 despite of this or any other modification.

  • 10.13 Supporting Advances
  • 10.14 Continuation
  • 13.4 Killing Leaders
  • 13.5 Heroes
  • 13.6 Beauregard HQ
  • 7.5Morass11.4Stacked Artillery
    7.6Forced March11.5Union Gunboats
    7.8Leader Movement13.0Leaders
    7.9"Move to the Heaviest Firing"14.0Reserves
    10.3Cavalry16.0Army Morale