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Johnny Reb

Johnny Reb Rulebook

Table of Contents

Table of Contents

  • Note to First Edition Owners
  • 0. Game Components
    • 0.1. Your Command
      • 0.1.1. Your Miniatures
      • 0.1.2. Unit Formations
      • 0.1.3. Casualties and Morale
    • 0.2. Terrain
      • 0.2.1. Playing Surface
      • 0.2.2. Terrain Types
      • 0.2.3. Ground Scale
      • 0.2.4. Line of Sight
    • 0.3. Battle Gauges
    • 0.4. Counters
    • 0.5. Rules and Tables
  • 1. Phase One: Mark Orders
    • 1.1. Marking
      • 1.1.1. Time Limit
      • 1.1.2. One Order Per Unit
      • 1.1.3. Illegal Orders
    • 1.2. Order Effects
  • 2. Phase Two: Routs and Rallies
    • 2.1. Routed Movement
      • 2.1.1. Move Routed Units
      • 2.1.2. Forced Rout
    • 2.2. Check Morale
    • 2.3. How to Check
      • 2.3.1. Procedure
      • 2.3.2. Instant Rout or Rally
      • 2.3.3. Basic Morale Point
      • 2.3.4. Morale Point Modifiers
      • 2.3.5. Morale Levels
    • 2.4. Rallies
  • 3. Phase Three: Reveal Orders
    • 3.1. Reveal and Declare
    • 3.2. Conditional Hold
  • 4. Phase Four: First Fires
    • 4.1. Procedure
    • 4.2. Small Arms Fire
      • 4.2.1. Arc of Fire
      • 4.2.2. Fire Strength
      • 4.2.3. Fire Strength Modifiers
      • 4.2.4. Fire Results
      • 4.2.5. Modify Kills Scored
      • 4.2.6. Saving Rolls
      • 4.2.7. Special Tactics and Weapons
    • 4.3. Artillery Fire
      • 4.3.1. Procedure
      • 4.3.2. Pivoting
  • 5. Phase Five: Charges
    • 5.1. Conditions
      • 5.1.1. Objective
      • 5.1.2. Direction
      • 5.1.3. Charge Elan
      • 5.1.4. Charging a Second Turn
      • 5.1.5. Sequence of Resolution
    • 5.2. Charged Units
      • 5.2.1. Change Formation
      • 5.2.2. Disengage
      • 5.2.3. Move This Direction
      • 5.2.4. Hold
  • 6. Phase Six: Movement
    • 6.1. Procedure
    • 6.2. Distance
    • 6.3. Terrain
      • 6.3.1. Terrain and Formation
      • 6.3.2. Combination of Terrain Types
      • 6.3.3. Split Moves
      • 6.3.4. Crossing Fences
    • 6.4. Formations
      • 6.4.1. Formation Change
      • 6.4.2. Disorder
      • 6.4.3. Formation Adjustment
      • 6.4.4. Skirmish Formation
  • 7. Phase Seven: Moving Fires
  • 8. Phase Eight: Officer Casualties
  • 9. Fortifications
    • 9.1. Works
      • 9.1.1. Hasty Works
      • 9.1.2. Light Works
      • 9.1.3. Medium Works
      • 9.1.4. Heavy Works
      • 9.1.5. Artillery Fire at Works
    • 9.2. Obstacles
      • 9.2.1. Abatis
      • 9.2.2. Fraise
      • 9.2.3. Chevaux-de-Frise
    • 9.3. Buildings
      • 9.3.1. Movement Effects
  • 10. Concealment and Surprise
    • 10.1. Hidden Movement
      • 10.1.1. Conceal Units
      • 10.1.2. Reveal Units
    • 10.2. Surprise
      • 10.2.1. Tactical Surprise
      • 10.2.2. Strategic Surprise
  • 11. Victory Conditions
    • 11.1. Command Value
    • 11.2. Integrity Levels
    • 11.3. Command Objectives
  • Epilogue
  • Appendices
    • Appendix A: Civil War Shoulder Firearms
    • Appendix B: Seacoast Artillery
    • Appendix C: Mortars
    • Appendix D: Very Rare Weapons
      • 1. Gatling Gun, Model 1862
      • 2. Agar Machinegun
      • 3. Williams Machine Gun
      • 4. Billinghurst Requa Gun
      • 5. Ketcham Hand Grenades
      • 6. Rocket Batteries
      • 7. Wire Entanglements
      • 8. Land Torpedoes
  • Rules Index
  • Tables
    • Table 1. Turn Sequence
    • Table 2. Conditions Requiring Morale Checks
    • Table 3. Movement Rates (6.2, 6.3)
    • Table 4. Summary Movement Conditions
    • Table 5. Basic Morale Points (Not Charged)
    • Table 6. Modifiers to BMP (Not Charged)
    • Table 7. Morale Results
    • Table 8. Small Arms Ranges
    • Order Codes
    • Table 9. Small Arms Fire Modifiers
    • Table 10. Combat Results

Note to First Edition Owners

For those already familiar with Johnny Reb, the second edition clarifies some of the rules and makes a few design changes. These design changes are:

Infantry Base Sizes: Instead of just two base sizes to fit all infantry regiments, base sizes now vary according to the number of figures on the base. First edition owners may wish to ignore this change rather than overhaul their armies. See rule 0.1.1.2.

"Uneven" Regiments: Previously, regiments always had to deploy in increments of 100 men. Now, infantry/cavalry regiments may deploy in increments of 20 men. An "uneven" regiment will have different numbers of figures per stand, but this allows the regiment to muster, for example, 360 men instead of 300 or 400. See rule 0.1.1.a.

Cavalry Dismounts: Rather than reduce the number of figures per stand when dismounted, cavalry regiments now use the same number of figures but have four dismounted stands and one dismounted horseholder stand. The latter is used whenever the regiment has three or more stands remaining when it dismounts. See rules 0.1.1.b and 6.7.

Artillery Fire: The artillery firing procedure has been simplified so that it plays as quickly as small arms fire. Please study rule 4.3 thoroughly. The firing procedure is given on Table 15. Note the changes to Tables 13, 14, 11, and 12. See also rule 4.4.1.

Command Limits: To add some interesting and historically relevant problems to the game, the number of orders that may be given is limited by the quality of the officer figures on the field. Thus, a capable brigadier can command his troops with more resourcefulness than an officer of lesser ability. See Appendix F.1.

0. Game Components

0.1. Your Command

The infantry brigade was the main maneuvering element of the battlefield and the cutting edge of the army. Combat strength was reckoned by how many brigades were available for battle. A brigade could vary from a tight knit group of only two regiments to bits and pieces of over a dozen different regiments, as in many of the Confederate brigades at war's end. Four or five regiments usually made up a brigade. Most players will begin the game in the role of a brigade commander.

While the brigade might have been the basic unit of maneuver, it was not the element of decision. That was the division. The division, a command of two or more brigades with supporting artillery, was the real instrument of impact. It was here, at the divisional level, that the quality of leadership really made a difference. A good divisional commander could handle three, four, or even more brigades in a coordinated and effective manner, while a general of lesser ability might find himself perplexed with but two. In a major engagement, the defeat of a brigade was seldom a turning point, but the rout of a division was usually a setback that spelled disaster.

This, then, was the essence of a Civil War battle: the proper deployment of infantry brigades as the maneuvering elements of the division to defeat the enemy's divisions.

0.1.1. Your Miniatures

These rules can be used with almost any scale of miniatures: 9/10mm, 15mm, 20mm, and 25mm. Affix your miniature figures to bases (hereafter called stands), with several figures per stand. Stand size varies by the number and scale of figures used (see tables below).

Infantry and cavalry are deployed in the game by regiments. In some scenarios, a unit will be termed a battalion instead of a regiment. In all cases, treat battalions the same as regiments.

Each regiment/battalion is composed of five stands with an equal number of figures per stand. Arrange the figures on each stand in a hodgepodge manner. This gives a realistic battlefield presentation rather than parade ground lines.

In selecting your soldiers, the best looking regiments will result from also mixing the figure types. A random mix of any of the Confederate style figures gives a very historical-looking Rebel regiment. Keep in mind, too, that many Union regiments also wore the slouch hat and bedroll; some of the most convincing Federals can be made from what is labeled Confederate infantry.

Be sure to give each regiment an officer, drummer, and flag. These can be clustered all on one stand or sprinkled throughout the regiment.

Note: With 9/10mm, 15mm, and 20mm miniatures, the measurements given in these rules can be used without change. If 25mm figures are used, however, all measurements should be doubled. For example, the close range distance for rifle-muskets would be 4" instead of 2", and the move distance for skirmish formation in broken terrain would be 12" instead of 6".

a. Infantry Regiments: Background: Civil War battles were often contests of courage between opposing lines of infantry. It was a foot soldier's fight. The long, sweating lines of gray and blue infantry quickly relegated the cavalry and artillery to supporting roles.

Officially, the basic building block of infantry was the regiment of 1000 men organized into 10 companies. In practice, however, fatigue, disease, straggling, confusion, and fear always took a toll. The average regimental strength at Gettysburg was right around 350 men.

The most common infantry weapon was a rifle-musket which fired a .58 caliber conical bullet accurately to about 500 yards. Early in the war, many infantrymen carried a smoothbore musket with a useful range under 150 yards. Many units, both Confederate and Union, carried smoothbores up to the end. The industrial North introduced breechloaders and repeaters, some with a rate of fire surpassed only by the semi-automatic weapons of the 20th century.

Rule: Each miniature figure represents 20 soldiers. A 300-man regiment would therefore have three figures per stand, a 400-man regiment would have four figures per stand, etc.

In the accompanying scenarios, the size of a regiment is expressed by its total number of figures. This total is divisible by five so each stand has the same number of figures. Players may build "uneven" regiments. In this case, a regiment may have no more than two stand sizes. For example, a regiment of 360 men would consist of three stands of four figures and two stands of three figures. Deploy uneven regiments in symmetrical patterns. For instance, the above regiment would line up 4-3-4-3-4.

Example: The 24th New York Infantry with 400 men (five stands of four figures each, each stand marked with the regimental ID "24 NY").

INFANTRY STAND SIZES (values are width x depth of the stand)

No. Fig.10mm15mm20/25mm
1 figure1/4" x 1/2"3/8" x 5/8"1/2" x 3/4"
2 figures1/2" x 5/8"5/8" x 3/4"3/4" x 7/8"
3 figures5/8" x 5/8"3/4" x 3/4"7/8" x 7/8"
4 figures3/4" x 3/4"7/8" x 7/8"1" x 1"
5 figures7/8" x 3/4"1" x 7/8"1 1/8" x 1"
6 figures1" x 3/4"1 1/8" x 7/8"1 1/4" x 1"

b. Cavalry Regiments: Background: The Civil War was a transitional period for cavalry, and this resulted in a wide range of roles. Its traditional role of scouting and reconnaissance continued, but its dramatic role as the ultimate shock weapon was definitely declining. On the other hand, it also was becoming a formidable independent raiding force. Often armed with repeating carbines, it could, if conditions were right, fight toe-to-toe with infantry. Unfortunately, if conditions were wrong, it could easily be dispatched by well-drilled infantry formations. The theatre of war also made a difference: in the East, massed charges with sabers swinging would be made all the way to the end of the war, while out West, the sabre was hardly ever carried, much less used.

Some commanders, such as Union General John T. Wilder, treated their units as pure mounted infantry, using horses solely for transportation to the battlefield where the men then fought as infantry. Other generals, such as Bedford Forrest on the Confederate side, used cavalry both as mounted infantry and as a potent mounted shock force.

This difficulty in coordinating the proper role of cavalry by armies that were definitely infantry and artillery oriented is reflected throughout the game.

Rule: Make two sets of stands for each cavalry regiment: one set for when it is mounted, and one set for when it is dismounted. The dismounted set requires four stands of dismounted figures and one stand of dismounted horseholders. (Alternatively, players could use one of the mounted stands to represent the horseholders.) Use infantry stand sizes for the dismounted figures. Players may build "uneven" cavalry regiments.

Example: The 2nd Texas Cavalry with 300 men.

CAVALRY STAND SIZES (width x depth)

ScaleWidth x Depth
10mm3/4" x 1 1/2"
15mm1" x 2"
20mm1 1/2" x 3"
25mm2" x 4"

c. Artillery Batteries: Background: The Civil War saw the use of a wide variety of artillery pieces, from heavy seacoast defense guns that fired 200-pound rifled shells to light and nimble mountain howitzers that could be transported on the backs of mules. For the most part, the guns were muzzle-loaders and could fire three types of ammunition: solid shot, exploding shell, and canister. Solid shot was either a solid iron cannonball or a bullet-shaped projectile. Shell, a powder-filled projectile, exploded at a set time or on impact. When it worked, it was considerably more dangerous than solid shot. Canister was a tin can filled with many little iron balls that converted the artillery piece into a giant shotgun. Like a shotgun, it had a short range but a devastating effect.

Guns, as artillery pieces are called, were usually classified by poundage of the projectile. Hence, a 12-pounder Napoleon was a cannon that fired a 12-pound shot or shell. Another system was to classify the guns by the diameter of the projectile, such as a three-inch rifle, which fired shot or shell of three-inch diameter.

Example: Artillery section of 2nd Maine, Battery A. (Illustration: the stand is marked with the type of gun, e.g. "3"", and the battery ID, e.g. "2 ME A". A gun section unlimbered can fire; a gun section limbered cannot fire. A limbered stand carries a weight class for movement.)

Finally, a cannon is either a smoothbore or a rifle. At first thought, a rifled gun seems automatically superior since its rifling gives it much greater accuracy at long range. However, the smoothbore cannonball often killed more infantry than the rifled projectile, since the ball would bounce into additional targets, while the rifle bolt simply burrowed into the ground. Also, the smoothbore guns were more effective at dispensing a good pattern of canister into the face of attacking infantry. So there was a definite use for each type of field piece.

Rule: Each miniature gun represents a section of two cannons. Artillery is deployed by battery, and two or three sections usually make up a battery. Each section requires a gun stand and a limber stand.

Regardless of the size or poundage of the gun, all guns are mounted on the same size stand. Place two crew figures with each gun. These represent the 10 to 20 men it takes to effectively crew two field pieces. Do not affix the figures to the gun stand, however. The gunners can then abandon their cannon if routed.

All limbers are mounted on the same size stand with two horses per limber. Exception: Use four horses per limber for "extremely heavy" siege guns.

ARTILLERY STAND SIZES

ScaleGun StandLimber Stand
10mm3/4" x 7/8"3/4" x 2"
15mm7/8" x 1"7/8" x 2 5/8"
20mm1" x 1 1/2"1" x 3 5/8"
25mm1 1/2" x 2"1 1/2" x 4 5/8"

0.1.2. Unit Formations

a. Infantry Regiments: The most common formations for combat and movement are line, march column, and skirmish. A common "nonformation" is disorder, which is hardly desirable. The other possible formations for infantry are extended line, attack column, and brigade column.

(Diagrams of formations, with captions:)

  • Disorder: stands scattered, not in a regular pattern.
  • Brigade Column: regiments' stands arranged in a block.
  • Skirmish: stands separated by at least one stand distance, but no more than two stands distance.
  • Line: stands in a row, touching.
  • March Column: stands in a single file column.
  • Attack Column: stands in a compact block.
  • Extended Line: stands not touching but distance in between is less than 1/2 inch.

b. Cavalry Regiments: Cavalry formations have greater flexibility due to the larger space used by mounted personnel and the ability of cavalry to flow into an area or occupy a larger area.

  • Line: spacing is from stands touching up to one stand width apart.
  • Skirmish: spacing is over one stand and up to three stands apart.
  • Column: column spacing is from touching up to one stand apart.
  • Disorder: stands may be spaced from touching up to two stands apart.

c. Front, Flank, and Rear: All units and all formations have a front, flank, and rear. Flank or rear attacks are more effective. (Diagrams show the front, flank and rear of a line, a column, an attack column, and a disordered unit.)

d. Formation and Visibility: A unit is more attentive to the front than to the rear. Hence, all formations have a frontal visibility arc and a rearward visibility arc. The frontal arc is not necessarily limited but the rearward arc is. Rearward visibility, in terms of reacting to things, is limited to 3".

0.1.3. Casualties and Morale

"Who ever saw a dead cavalryman?" —Unidentified Union infantryman

Unfortunately, the regiments do take losses. The easiest way to record these is with a colored section of pipe cleaner placed between the soldiers, with "killed" ones on the left as seen from behind. When all figures on a stand have been killed, remove the stand from the field. In the given example, the leftmost stand would be removed after the fourth kill. Though the term "killed" is used, most losses actually represent wounded and those who individually ran away.

(Diagram: a regiment that has taken 3 kills. The figure still on the stand is still counted for combat and morale; the 3 figures to the left of the pipe cleaner are casualties and are not counted.)

The key elements in the success of an army have always been discipline and morale. To put it simply, brave soldiers fight well; fearful ones do not. There are three conditions of morale: good, shaken, and routed. The morale of the unit can be designated by the color of the pipe cleaner. Use white pipe cleaners for good morale, yellow for shaken, and red for routed.

0.2. Terrain

0.2.1. Playing Surface

A realistic and durable playing surface is a very thin olive-colored section of indoor/outdoor carpet or blanket, as flexible as possible. Lay the carpet over books or magazines to create rolling hills. Use masking tape to mark roads and trails, 1" wide for roads and 3/4" for trails. Cut out strips of blue poster board for rivers. For houses and fences, use N scale model railroad models. Use random clumps of lichen to show light woods, and scattered clusters of model pine trees for heavy woods.

(Diagram captions: A farm cluster of house, barn and outbuildings is broken terrain. An area of heavy woods, simulated by clusters of pine trees, is rough terrain. Books of various sizes are used to shape the carpet into hills and valleys. Rivers are simulated by cut-out blue poster board. An area of light woods, simulated by random clumps of lichen, is broken terrain. Roads and trails are simulated by masking tape, one inch for roads and three-quarters of an inch for trails.)

0.2.2. Terrain Types

Terrain is classified into three types:

Open means smooth, grassy fields, meadows, or low wheat, with gentle undulations. This type of terrain is clear and uncluttered.

Broken is probably the most common terrain type and is a moderate inconvenience to units. It could be light woods, heavy brush, a plowed field, a farm cluster of house, barn and outbuildings, a noticeable uphill slope, or even fences crossing open fields.

Rough means difficult terrain such as heavy woods, a slope jumbled with craggy rocks (e.g., Little Round Top at Gettysburg), a mucky swamp, a very steep hill, or a combination of factors. For example, an average slope or light brush would be broken terrain; if both were together, it would be rough.

0.2.3. Ground Scale

The ground scale of the game is 1" equaling approximately 40 yards. If this ground scale were applied to the miniature figures, however, a man would be almost 60' tall. Therefore, use the height of the unit's stand, not the height of the figures, as the true height of the unit. Treat fences similarly: instead of being 30' tall, consider them to be half the height of the stand.

0.2.4. Line of Sight

Hills and slopes may block the line of sight (LOS) between units. In order to see a unit on the other side of a hill, a straight LOS must touch both stands but not the hill. An easy way to check the LOS between units is to lay a ruler edge from top of stand to top of stand.

Example: The hill blocks the LOS from top of stand to top of stand. Even though the figures could technically see over this small hill, in game terms they are denied visibility because the small hill interrupts the line of sight from top of stand to top of stand.

NOTE: The stone wall does not block the LOS. The wall is half the stand (waist) height.

(Diagram caption: B and C can see each other but A cannot see C because the LOS is blocked by the crest of the hill. A unit on a hill does not see a unit at the base of the hill. The easiest way to check the LOS between units quickly is to lay a ruler edge from top of stand to top of stand.)

The presence of a unit, whether it be friendly or otherwise, blocks the LOS for units which are attempting to see through it. (Exceptions are rule 4.2.3.e, Firing through Enemy Skirmishers, and 4.3.6. Artillery Fire through Friendly Skirmishers.)

For one unit to see over another unit without penalty, it must have sufficient height clearance to establish an LOS above the height of the intervening figures. This extra height requirement accounts for the probable height of smoke from the blocking regiment. If an LOS is established, then one unit can fire over another blocking unit without having a penalty.

(Diagram caption: Since the LOS between A and C completely clears the figures of regiment B, A and C can fire on one another.)

0.3. Battle Gauges

Several battle gauges of different sizes are included in the game. Cut these out and use them to define 45 degree angles of the corners of a unit's stands when placed across the front or rear of the unit.

0.4. Counters

A sheet of 240 counters is included in the game. Johnny Reb differs from many other rules in that a unit's orders do not have to be written. Instead, use the counters to show each unit's order for that turn. The order codes are as follows:

  • Arrow: Move This Direction
  • D: Disengage
  • FM: Formation Change
  • FR: First Fire
  • C: Charge
  • H: Hold
  • CH: Conditional Hold

Numbered counters are also provided for use with rule 10.1, Hidden Movement.

0.5. Rules and Tables

This rule book introduces new material in the order in which it will be needed for one game turn. This order of play is called the sequence. One game turn is made up of eight phases. The next eight sections of the rules correspond to the eight phases of the turn, in correct sequence.

The phases are as follows:

  1. Phase One: Mark Orders
  2. Phase Two: Routs and Rallies
  3. Phase Three: Reveal Orders
  4. Phase Four: First Fires
  5. Phase Five: Charges
  6. Phase Six: Movement
  7. Phase Seven: Moving Fires
  8. Phase Eight: Officer Casualties

In each phase, all players complete the same steps before they go to the next phase. Even if a previous option is overlooked, players cannot go back to a finished phase. The steps of each phase are explained in the rule section covering that phase and are outlined on Table 1, Turn Sequence. Note: A unit may or may not be involved in any given phase depending on its morale level, its order for the turn, or what has happened in a previous phase.

If you are learning the game for the first time, read the rules through once, studying the tables as they are called for. Ignore or skim over the rules on artillery, cavalry, fortifications (rule 9), and victory conditions (rule 11), as well as the appendices. Then set up the first scenario, Pitzer's Run, with two infantry regiments on each side. After going through a few dozen turns step by step, you will get a feel for the game system, and then you will be able to better assimilate the artillery, cavalry, and special rules which will ensure your readiness to play other scenarios.

Actually, all you need for playing Johnny Reb are the Tables Cards. If you are teaching others how to play the game, simply give them a copy of the tables and the Beginners' Rules. Any questions that arise can be answered by you or by consulting the rule book.

It is impossible to cover all eventualities and possible combinations of troop movement and conditions in the Johnny Reb game rules which are listed here. If the examples given in the Johnny Reb text are studied, the intent of the rule can be discerned to establish a ruling for any event which comes into question during play.

In any case, the rules should always be considered as guidelines, and while the basic concept and flow of play should be retained, there is no reason why modifications and house rules cannot evolve to replace or modify those that have been presented. Both military history and wargame design are imprecise sciences, and there is always room for valid interpretative differences.

1. Phase One: Mark Orders

1.1. Marking

Players declare their intentions for the game turn by giving each of their units an order to carry out during that turn. These orders remain secret until Phase Three: Reveal Orders.

1.1.1. Time Limit

Each turn represents about 15 minutes of a real battle. It would be unrealistic to allow players too much time to think about how they wish to order their troops. Therefore, limit the marking phase to three minutes with an egg timer. Any unit not marked in time is given a Hold order.

1.1.2. One Order Per Unit

Mark each regiment and gun section with an order counter, placed within 1" of the unit. Keep the counters face down so the enemy cannot see the order.

Alternatively, one counter may be used to mark a brigade of several regiments or a battery of several sections if all the regiments/sections are together and following the same order. Any unit not marked by mistake is given a Hold order.

(Diagram: since the entire brigade is in march column along a road, simply mark the lead regiment with the symbol for movement. A regiment with an order counter in place; a gun section with an order counter in place.)

1.1.3. Illegal Orders

Do not mark routed units since these are beyond control. Such units move per Phase Two rules and may not receive orders until rallied to shaken status.

Shaken units cannot be given an order that would take them in any way closer to the enemy. Hence, a shaken unit could not be ordered to Charge, nor could it be ordered to Move closer to the enemy even if the move were protected by friendly troops. It could be ordered to Hold, Fire, Form or Move in a manner that does not bring it closer to the enemy.

(Diagram caption: the shaken unit could be ordered to hold, fire, form or move in a manner that does not bring it closer to the enemy.)

1.2. Order Effects

Each unit may be given one of the following six orders. The seventh order, Conditional Hold, is not used at this time.

Move This Direction (arrow): The unit is ordered to move in a given direction (the exact direction is revealed during Phase Three). Such units move during Phase Six. A unit may use part or all of its movement allowance as the owning player desires. Units receiving this order may fire during Phase Seven, but at half effect.

Formation Change (FM): This order allows a unit to change from one formation to another, such as from march column to line, during Phase Six. Most formation changes require a full turn to complete (i.e., 15 minutes). On a drill field, formation changes could be performed in considerably less time than this, but on the battlefield, with its intense noise level, making sure all personnel heard the order was a major time-consuming operation. Units receiving this order may fire during Phase Seven, but at half effect.

Disengage (D): The unit is ordered to run away from its present predicament. Disengaging is useful to escape effects of enemy fire, but it may be the worst thing to do when facing a charge or contact situation. Disengaging units may not fire.

First Fire (FR): A unit so ordered will be able to fire with increased effect and before any troop movement in the turn. (Exception: Routed units will have already moved.) Such units may themselves not move during the turn, though.

Charge (C): The charge is probably the most exciting part of the game since it usually represents a climactic attempt to resolve the issue one way or another at the point of the bayonet. In almost every instance of a charge in the game, it will either drive the defender away in confusion, or bloody the attacker with great casualties.

Hold (H): The Hold order means the unit cannot move in any way, but it allows the unit to fire at full effect anytime during the turn after First Fire units. The unit can fire prior to or even during troop movement under a Hold order. It is the ideal order to give when a unit is in line awaiting a charge since it enables the awaiting unit to fire at close range directly into the face of the attacker.

2. Phase Two: Routs and Rallies

2.1. Routed Movement

2.1.1. Move Routed Units

As the first step in Phase Two, players must move their routed units. Move routed units in a direction consistent with maximum survival. Move them away from any enemy troops and towards the safest gathering of friendly troops and/or protective cover. If a unit is encircled, move it towards the closest or largest gap.

The distance a routed unit must move depends upon the terrain it is crossing. Consult Table 3, Movement Rates, and cross-index the appropriate Routed row with the type of terrain being moved through or into. For example, a routed infantry regiment crossing broken terrain must move 6". Routed artillery crews move as infantry at skirmish rate, but they leave their guns behind.

If a routed unit's move would take it beyond the table edge, the unit must immediately attempt to rally (rule 2.4). If it rallies, it stops at the table edge. If it does not rally, remove the unit from play.

2.1.2. Forced Rout

At other times during the turn, when a unit is forced into rout (by enemy action, bad luck, or both), all planned moves or actions of that unit are canceled and it immediately retreats from the enemy. Place the unit in Disorder formation and move it a given distance as follows:

If the path of retreat will be:

  • Along Road: Roll 4 dice.
  • Through Open Terrain: Roll 3 dice.
  • Through Broken Terrain: Roll 2 dice.
  • Through Rough Terrain: Roll 1 die.

The sum of the dice throws is the number of inches the unit must immediately move. On subsequent turns, the routed unit moves during Phase Two as described in 2.1.1.

2.2. Check Morale

Many events during the turn require a unit to check its morale. These events are outlined on Table 2, Conditions Requiring Morale Checks. Seeing the movement or surrender of a friendly routed unit is one of these events.

If either any part of a routed unit or an act of surrender enters a friendly unit's visibility arc at a range of 12" to the front or 3" to the rear, that unit must immediately check its morale to determine if the sight of this incident causes any consternation in the witnesses. The LOS must be unblocked for this to apply.

Example: Regiments A and B must check their morale. Regiment C does not have to check.

There are three exceptions:

  • Routed units do not have to check morale for seeing other routed units.
  • Seeing skirmishers rout does not trigger morale checks on the turn in which they have gone from skirmishers to routed unit. On following turns in which they are a disordered routed unit, the sight of them does trigger morale checks.
  • Routed gun crews only trigger morale checks if the unit in question actually sees them abandon their guns. Other than that, the presence of routed gun crews is deemed not to cause additional morale checks since they are so few in number compared to an infantry unit.

2.3. How to Check

2.3.1. Procedure

When a unit is required to take a morale check, it must interrupt whatever it might be doing. Each unit has a Basic Morale Point (BMP). This is modified by its current situation to achieve a Modified Morale Point (MMP). Calculate the unit's MMP for the situation and roll two dice. If the number rolled is higher than the unit's MMP, the unit passes its morale check and play continues. If the roll is not higher, the unit fails its check. Failure drops the unit's current morale by one level: good morale becomes shaken, shaken morale becomes routed, and a routed unit is lost. See Table 7, Morale Results.

2.3.2. Instant Rout or Rally

If 2 is rolled on two dice for any morale check, the unit immediately routs, regardless of circumstances. If the unit was already in rout condition and rolls a 2, it is removed from play.

When a shaken or routed unit rolls 12 on a morale check, it immediately finds new courage and turns to face the enemy with good morale.

2.3.3. Basic Morale Point

The BMP is a rating of a unit's tactical competence and courage. A unit's BMP depends on whether the unit is elite, average, green/tired, or militia/poor. Table 5, BMP (Not Charged), gives the BMP of units when they are not charged. Table 17, BMP When Charged, gives the BMP of units in charge situations. The BMP of artillery varies according to its quality and whether it is in battery and/or supported by infantry. A gun section is considered in battery if all sections of that battery are together (within 1"). A gun section or complete battery is considered supported by infantry if any part of it is within 1" of a non-routed friendly infantry unit. Artillery morale is checked by gun section. However, if the battery is together, the owning player may check the morale of the entire battery as one unit with one roll. In that case, the outcome affects the entire battery.

Example: None of Cobb's Battery has infantry support, but all sections of Bledsoe's Battery does since part of it is within 1" of the 18th Virginia. All sections of both batteries have the morale benefit of officer present since he is within 1" of part of the battery.

2.3.4. Morale Point Modifiers

The Modified Morale Point (MMP) is obtained by adding and/or subtracting all applicable modifiers to the BMP for the given situation. Modifiers to the BMP are listed on Table 6, Modifiers to BMP (Not Charged) and Table 18, Charge Modifiers to BMP. These include the following:

a. Per Stand Lost: For each stand of a regiment that has been removed from play for whatever reason, the morale of the unit is worsened by +2. Hence an average regiment with two stands lost would have a morale of 7 (3 BMP + 2 + 2).

b. In or Behind Cover: To claim this -1 morale modifier, the unit must be in or behind a terrain condition that blocks the line of sight (0.2.4) or offers protection from enemy fire. If any non-routed enemy unit has an LOS to the unit and has no intervening cover, the unit does not receive this modifier.

Example: The 4th Indiana is in the open but the hill gives it the cover benefit for morale.

Example: Regiment A has cover benefit since cover exists between A and the enemy regiments B and C.

Example: Regiment D has uncovered E since no cover exists between D and E. The morale benefit for cover between E and F cannot be used at all.

Example: Enemy units that have a height advantage such that they can fire on the unit according to the LOS rules negate cover benefit for intervening obstacles unless the unit in question is physically in or within 1" behind the obstacle.

Example: Regiment A has morale benefit for cover; regiment B does not. Regiment C has morale benefit since it is in the cover of the woods even though just on the edge of it. (Diagram captions: A has morale benefit for cover since the stone wall is intervening and A is within 1" of the fence. B does not have morale benefit for cover since B is over 1" from the fence. Enemy artillery or infantry within extreme range.)

When the cover is medium or heavy works, the morale benefit is -2 and -3 respectively. As long as the unit is anywhere in the zone of fire cover of the works (rule 4.2.6.c), it is entitled to this better benefit.

c. Protected by Own Troops: If a unit is judged to have friendly non-routed troops between it and the enemy, it is entitled to a morale benefit of -3 to all morale checks. Protection is defined as a situation where it is impossible for an enemy unit to trace a line 3" long from its front center edge to the center edge of the unit in question without touching a 3" zone of protection from other friendly units. These are not lines of sight and do not require the enemy to be able to see the unit.

Example: The enemy infantry and two artillery sections are the threat. Regiments D and E are protected. Regiments F, G, and H do not have this benefit since at least one of the enemy units has a line to them that does not pass through a zone of protection.

d. Isolated: The degree of isolation depends on the number of friendly, visible, non-routed units to which the checked unit can trace a straight line, center of unit to center of unit, without the line passing within 3" of any stand of an enemy unit (3" zone of protection as above).

  • There is no morale modifier if a line can be traced to three or more friendly units.
  • The modifier is +1 if a line can be traced to only two friendly units.
  • The modifier is +2 if a line can be traced to only one friendly unit.
  • The modifier is +3 if a line cannot be traced to any friendly unit.

Example: If there were no Union units C and E, Confederate units 1, 2 and 3 would isolate Union units A, B and D with a +1 morale modifier each. If there were no Union units C and D, Union units A and B would be isolated with a +2 modifier each. If there were no Union units B, C and D, unit A would be isolated with a +3 modifier.

(The printed text reads "If there were no Union units C and E" in the first sentence of the OCR'd example; see diagram in the original.)

e. Per Regiment Lost of Same Brigade: The scenarios deploy regiments in brigades. For each regiment removed from play due to casualties or morale failure, all remaining regiments in that brigade suffer a permanent +1 modifier when checking morale. This does not take effect, however, until the start of the turn following the loss of the regiment.

f. Officer Present: The presence of an officer within 1" of the unit improves (i.e., decreases) the unit's morale point by the amount of the officer's benefit value. The benefit value of officers is usually 1 or 2. Certain unique officers may be better or worse. An officer can benefit all units within 1", but when two or more officers are present, their effect is not cumulative. Instead, the player uses the better benefit of the two.

g. Other Modifiers: Other modifiers that affect morale checks will be explained in detail in the section for rules on Fire and Charge.

2.3.5. Morale Levels

a. Good: This is the normal level for a unit. It may operate in any manner against the enemy and can be given any order. If the unit has casualties, mark them with a white casualty marker.

b. Shaken: At this level the unit is fearful and apprehensive, and its options are limited. The soldiers are not yet running away but are right on the verge of it. As can be expected, their capacity for combat is much diminished. They are still in formation but refuse to advance on the enemy. Such soldiers should be handled with care lest they degenerate into a rout. Use a yellow casualty marker to indicate this condition.

c. Routed: These soldiers are totally overcome with panic and fear and are running away as fast as they can, often discarding weapons in the process. Worse, the soldiers are dispersing in all directions away from the enemy, making it highly unlikely that they will be of any further use to their commander. Routed units are always in disorder. Mark routed units with a red casualty marker.

d. Disintegration and Surrender: If a routed unit fails a Forced (not Rally) morale check, it has disintegrated and is removed from play. If the unit is removed while within close range of enemy weapons, it surrenders to the enemy. Furthermore, any time a routed unit contacts or is contacted by an enemy unit, the routed unit surrenders and is removed as lost.

2.4. Rallies

As the last step of Phase Two, each player attempts to rally his shaken and routed units except those units that became shaken or routed this phase as a result of seeing routed or surrendered units. You should calculate the unit's MMP for its situation and also roll two dice. If the roll result is higher than the unit's MMP, it rallies. If the roll is not higher than the unit's MMP, it fails to rally.

If a shaken unit rallies, then it returns to good morale. You should remove the yellow casualty marker and replace it with a white marker. If a shaken unit fails to rally, then it simply remains shaken.

If a routed unit rallies, its morale is raised to shaken. The unit remains in disorder but turns to face the enemy. Replace the red casualty marker with a yellow one. If a routed regiment fails to rally, remove one of its stands immediately to reflect the further disintegration of the unit. If a routed artillery crew fails to rally, allow it one more turn, but if it fails to rally on this second turn, remove it from play.

Rule 2.3.2, Instant Rout or Rally, also applies during rally attempts.

3. Phase Three: Reveal Orders

3.1. Reveal and Declare

Players now simultaneously reveal their orders. Turn each counter over, pointing any Move This Direction arrow in the desired direction before removing your hand from the counter. Players cannot study the enemy's orders until both sides have revealed all orders.

After this, players who have ordered charges must declare the objective of each charging unit. Players who have ordered complicated moves, such as a change of front combined with a movement, must specifically explain their intentions at this time.

3.2. Conditional Hold

Players may now choose to change some orders to Conditional Hold (CH). This means the unit is confused and waits to see what will happen before acting. A unit on CH cannot move and can only fire at half effect, either during Phase Seven or against a charge directed at it. The unit also suffers a +1 morale modifier if charged.

Any order except First Fire (FR) and Charge (C) can be changed to CH at this time. Furthermore, a unit's order must be changed to CH under the following two circumstances:

  • If a unit with good morale was ordered to move towards the enemy or to charge but it became shaken during Phase Two, its order is changed to CH.
  • If a unit that will be charged has a Move This Direction order, the order is canceled and the unit is marked CH. Sometimes, however, the unit is allowed to complete half its movement before going to CH. (See rule 5.2.3.)

4. Phase Four: First Fires

4.1. Procedure

Each unit marked FR now declares a target and fires. See Table 15, Firing Procedure. Opposing units that fire on one another do so simultaneously. Implement the fire results and check morale of the targets if required. After all first fires, units marked Hold may declare targets and fire or wait until a later phase to do so. Implement their fire results and check the morale of their targets as necessary.

4.2. Small Arms Fire

Small arms fire, i.e., infantry and cavalry fire, is subject to the following rules:

4.2.1. Arc of Fire

Units in a non-skirmishing formation, such as a line, may fire at any target that is within a 45 degree frontal arc to the limit of the range of the weapon carried by the unit. Units in skirmish for- mation may fire at any target that is within a 90 degree frontal arc to the limit of the range of the weapon carried by the unit, provided such fire does not pass through the unit's own stands (see 0.2.4, Line of Sight).

Example: Skirmishers can fire 90 degrees off their front. Thus, a target at A can be fired upon by stand B, but not by the other stands since their fire would pass through B. Other formations can fire up to 45 degrees off their front.

Sometimes only a portion of a unit's stands may fire on a target. Use the battle gauge to determine legal fires. A stand may fire as long as any part of the target is within the stand's arc of fire.

Example: Only two stands of the 18th Illinois can fire on the Rebel artillery unit.

4.2.2. Fire Strength

The base fire strength of an infantry or cavalry unit is the number of figures in the unit, not counting those marked off as kills. This base number is almost always modified by the regiment's situation per Table 9, Small Arms Fire Modifiers. Use all modifiers that apply to the situation. Modifiers may be "strength multipliers" or "row shifts." Always calculate multipliers before shifts. Examples of strength multipliers are 1/2 and x2. This means multiply the base strength by that amount. E.g., the firing strength of an infantry regiment with 25 figures that has two casualties and is skirmishing at long range is 23 x 1/2 x 1/2, or 5.75.

After multiplications, find the corresponding strength row on Table 10, Combat Results. If the modified strength falls between two row numbers, use the lower row. For example, in the above case use the 4 row. Then modify up or down a number of rows as the situation calls for. For example, if the above regiment is green (down 1 row) and firing its opening volley of the game (up 2 rows), it would shift its fire upward one row from 4 to 6.

4.2.3. Fire Strength Modifiers

The fire strength modifiers found on Table 9 include the following:

a. Weapon Range: Measure range along the line of fire from the front center of the firing unit/stand to any edge of the declared target. Table 8, Small Arms Ranges, lists the ranges of the general types of small arms. Range is divided into close, normal, long, and extreme range. The maximum distance for each range category for each weapon type is given in inches. If the target is beyond effective range, the fire automatically has no effect; the firing unit may not switch targets.

Close range fire provides a x2 or, for smoothbore muskets and shotguns, x3 multiplier. Normal range uses x1 (i.e., no change), long range x1/2, and extreme range x1/4. For example, 20 figures with rifle-muskets firing at a range of 8" would use the long range multiplier of x1/2 since 8" is beyond their 5" normal range and inside their 10" long range.

Smoothbore muskets receive a x3 strength multiplier for close range work because they could be loaded with "buck and ball." This smoothbore load was a lethal combination of one musket ball and three large buckshot pellets for a total of four projectiles per firing. Shotguns, also due to projectile number, are x3 at close range.

b. Movement: A unit's fire strength is halved if it undertakes any movement at all. This includes Formation Changes. The only possible exceptions are minor formation adjustments (rule 6.4.3), in which case only part of the unit is penalized.

c. Obscured Target: When the line of sight passes through woods, the effect of fire may be modified as either area fire or blind fire.

A unit totally outside a woods cannot see into the woods, so its fire into the woods will be blind fire (x1/4). However, if the target in the woods is within 1" of the edge of the woods and it is marked Move or FM, then the fire into the woods is unaffected.

When the firer is in a woods, whether it is firing at a target also in the woods or one outside the woods, the target is considered obscured and a sighting roll is required. If the obscured target is sighted, fire will be normal. If it is not sighted, fire will be area fire (x1/2). Make only one sighting roll for the two units; thus, either both units will sight one another or both won't.

Procedure: If both units are in the woods, measure the visibility distance between the nearest points of both units. (Note: Count any intervening road or trail as part of the woods.)

Example: Since both regiments are in the woods, they are obscured from one another. A sighting roll is required and will be applicable to both.

If the target is outside the woods, measure the distance from the firing unit to the edge of the woods.

Example: Regiment B is obscured from A, and a sighting roll is required. No matter if A sights or does not sight B, B's fire at A is blind since it is out of the woods looking in.

Now roll one die if it is a heavy woods (rough terrain) or two dice if it is a light woods (broken terrain). If the roll is greater than the number of obscuring inches measured, the units sight one another, and fire is normal. If the roll is not greater, the units do not sight one another and fire is area fire (x1/2). Successful sighting applies only for that turn. The units must measure and roll anew on subsequent turns.

d. Massed Targets: If a unit is behind and within 1/2" of another unit that receives fire, then the losses applied to the first unit are automatically applied to the second unit. However, a third unit in such a condition is not affected. (Exception: Rule 6.8.2, Brigade Column.)

Example: If the fire comes from direction A, the second unit suffers the same losses as the first. If it comes from direction B, there is no massed target effect. (Diagram caption: massed targets require that the second unit is within 1/2" and that the line of fire passes through both units. If the fire was along the dotted line (B) there is no massed target effect.)

When modifying losses are received (rules 4.2.5 and 4.2.6), each of the two units do so separately. For example, if the second unit was in extended line formation, it could attempt to modify its losses for that.

e. Fire Through Enemy Skirmishers: Normally, a unit may not fire through an enemy unit at a target behind it. If the intervening enemy unit is in skirmish formation, however, the unit may, but the fire is hampered by the smoke and confusion that the skirmish line creates.

  • If the desired target is within 1/2" behind the skirmishers, fire at the skirmishers instead and use the massed target effect given above.
  • If the target is within 1/2" to 2" behind the skirmishers, there is no adverse modifier to the fire.
  • If the target is within 2" to 6" behind the skirmishers, treat the fire as area fire (x1/2).
  • If the target is over 6" behind the skirmishers, treat the fire as blind fire (x1/4).

f. Officer Present: The officer present benefit varies with the benefit value of the officer, one or two being the most common. The officer benefits all units within 1". If two or more officers are present, use the better of the two.

Example: The officer can give both firing and morale benefits to all four regiments since he is within 1" of each.

g. Behind Medium, Heavy Works: If the firing unit is within 1" behind medium or heavy works, it receives an up 1 or up 2 benefit respective to its fire. However, if the firing unit is itself subject to flanking fire from enemy artillery or infantry that has turned the works, then the unit does not get the benefit.

Example: Confederate unit C, firing on Union unit B, does not get a row shift for firing out of heavy works because Union unit A is firing on the flank of C. If there were additional works covering C's flank as shown by dotted lines, C would get the firing benefit.

4.2.4. Fire Results

After determining the correct row on Table 10, roll two dice and cross-index for a result, which is the number of kills scored. For example, a unit firing on the 30 row rolled a 9 with two dice, so seven kills are scored.

a. Out of Ammunition: If the dice roll is 2, then the firing unit is out of ammo for the remainder of the scenario. The unit may still fire since it would be scrounging ammunition from the dead, but it rolls only one die on Table 10, and a roll of 1 equals no kills. Mark the unit with an "out of ammo" counter.

b. Resupply: An out-of-ammo unit may replenish its ammunition by leaving the game board via a friendly road and returning a number of turns later as determined by the roll of one die. E.g., roll 4 and the unit returns four turns later.

4.2.5. Modify Kills Scored

The formation of the target and whether it receives enfilade fire can increase or decrease the casualty result. See Table 11, Fire Result Multipliers. Use the applicable multipliers and round down any remaining fraction. For example, if three kills are scored on an infantry unit in disorder, this is increased by 50 percent to 4.5, which rounds down to four.

Enfilade fire refers to fire received on a unit's flank. It causes higher casualties since it rakes the length of the unit. In the case of enfilade fire on a column, note that it is not achieved on the column's true flank, but the effect is the same.

a. Full Flank Fire: The target unit suffers full flank penalties if the entire firing unit is outside the target's 45 degree frontal or rearward arc. Full flank fire is also obtained if the same firing unit is within both 45 degrees of the front and 45 degrees of the rear of the target.

b. Partial Flank Fire: The target unit suffers partial flank penalties if the majority of the firing unit is outside the target's 45 degree frontal or rearward arc.

c. No Flanking Fire: If half or less of the firing unit is outside the 45 degree arc, there is no flank penalty to the target.

Disengaging and routed units never suffer the multipliers for flanking fire since their condition means they are getting out of the line of fire as fast as possible.

Example: Though the 22nd Iowa has not yet moved when the 36th Mississippi performs First Fire, its order to Disengage nevertheless negates the flanking fire multiplier.

4.2.6. Saving Rolls

After multiplying the losses on Table 11, consult Table 12, Saving Rolls, and attempt to reduce the casualties with saving rolls as the situation requires. Saving rolls account for when the target is in loose formation and/or in cover.

a. Procedure: Determine the save number and roll one die for each kill received. If the roll is equal to any of the save numbers, the kill is canceled.

Example: Five kills have been scored on a skirmishing unit in open terrain. It is entitled to saves on rolls of 1, 2, or 3. The owning player rolls five dice and (for this example) 2, 2, 4, 5, 1 are rolled. The 2, 2, and 1 are saves, so only two casualties are inflicted on the unit.

If several types of formation and/or cover saving rolls apply, use the best single one only and increase it by 1. For example, if the skirmishing unit were uphill, behind a stone wall and in light woods, its best save is as skirmishers (1, 2, 3). Therefore, the save number is 1, 2, 3, 4.

b. Close Range Fire: If the losses scored on a unit were obtained by close range or double canister fire (rule 4.3.6.b), reduce the cover save numbers by 1. For example, if a unit in heavy woods, which normally saves on 1, 2, or 3, is fired upon at close range, the save number becomes 1, 2.

c. Lineal Cover: Lineal cover, such as fences and light works, provides protection from only one direction. The unit must be within 1" of the cover, and the cover must be between the firer and target.

Example: Regiment A gets saving rolls for the fence; B does not. (Diagram caption: this distance less than 1".)

d. Fortification Cover: The protection of medium and heavy works does not simply end at 1". It extends back from the works, decreasing in effectiveness equal to the numbers of saves.

(Diagram of heavy works, by zone of distance behind the works: unit in the zone within 1": saves of 1, 2, 3, 4, 5 (normal saves for heavy works); 1" to 2": saves of 1, 2, 3, 4; 2" to 3": saves of 1, 2, 3; 3" to 4": saves of 1, 2; 4" to 5": save of 1; further than 5" away: no saves. Caption: If a unit, due to irregular facing, spans more than one zone, it uses the smaller number of saving rolls. If an enemy unit fired from the works, no saves apply.)

If a unit, due to irregular facing or other conditions, spans more than one saving zone in the fort cover, it uses the least effective one. Furthermore, if there is an enemy unit directly on the works firing at a unit so displaced, then no saves apply.

e. "Wrong" Side of Works: Units on the "wrong" side of light, medium, or heavy works can claim a save number equal to half the normal number rounded down provided they are touching the works and there is no enemy unit directly on the works facing them.

Example: Regiment A cannot claim cover benefits from the works, but B can provided there is no enemy regiment in position C. If these were light works, the save number would be 1; if medium or heavy, the number would be 1, 2.

f. Area Cover: To benefit from area cover saving rolls, such as for woods, the target need not necessarily be in the woods, but the fire must pass through at least 1" of the woods for the target to benefit.

Example: Unit A is within 1" of the edge of the woods so does not get saving rolls on unit B's fire.

Example: Both C and D are entitled to saving rolls since the fire from either will pass through at least 1" of woods.

If part of a unit is in the woods, kills scored over and above the number of figures outside the woods are entitled to the woods saving rolls.

Example: If eight kills are scored against the unit, the six figures outside the woods are killed first, then the remaining two get woods saving rolls.

g. Casualty Limits: After all saving rolls are made, casualties are still limited to the number of figures in the arc of fire. If all figures within the arc are killed, any excess kills are automatically saved.

Example: The target unit's casualties are restricted to the total number of figures within the arc of fire.

4.2.7. Special Tactics and Weapons

All during the war different tactics and weapons were developed to deal with an ever-changing battlefield. Some of these, such as the introduction of repeaters, were successful; others marginally so. New tactics very often seemed to be successful in one instance, only to fail dismally in the next.

a. Lying Prone: Units may lie prone per rule 6.8.5. Prone units have their fire strength quartered (unless equipped with breechloaders—see below), but they suffer fewer casualties when fired upon. A prone unit also has its visibility sharply reduced by brush, tall grass, and low-lying smoke. Any fire by a prone unit over the following distances is blind fire:

  • In Open Ground, Top of Slope: 12"
  • In Open Ground, Level Viewing: 6"
  • In Brush or Light Woods: 2"
  • In Crops or Heavy Woods: 1"

b. Breechloaders: Many weapons, both single shot and repeaters, were breechloaders. These gave their users a number of advantages:

  • They are not quartered when firing prone.
  • They always receive an up 1 row shift to their fire due to increased rate of fire.

Units with breechloaders could make better use of fence cover since they did not have to stand to reload. Hence, increase their cover save number for stone walls and wood fences by 1.

Units with breechloaders in loose formations were likely able to stay down while loading. Therefore, increase their cover save number for skirmish and extended line by 1.

Example: Berdan's Sharpshooters were equipped with the Sharps breechloading rifle. Hence, when they skirmish in the open, their saving number is 1, 2, 3, 4 as opposed to 1, 2, 3 for troops with muzzle loaders.

c. Repeaters: Units armed with repeating rifles or repeating carbines benefit as follows:

  • They receive all the benefits of breechloaders.
  • They can fire twice during the turn. A roll of 2 on either fire causes them to run out of ammo.
  • The opening volley benefit for repeaters is only up 1 instead of up 2. Furthermore, this is used on just the first of the two allowable fires that turn.

Units with repeaters may use rapid fire on any of their fires by announcing so at the moment of fire. Rapid fire doubles their firing strength but they run out of ammo on a roll of 7 or less on Table 10. Once out of ammo, they may not use rapid fire again and they roll only one die on all further fires.

d. Sharpshooters: Sharpshooters were very special units of crack shots which may or may not have been equipped with sharpshooter rifles or special weapons. A number of Confederate sharpshooter units were armed with the standard rifle-musket. Regardless of the type of weapon a sharpshooter unit carries, use these rules:

  • While skirmishing their fire multiplier is x1, not x1/2.
  • Units fired upon by Sharpshooters have any final save number they are entitled to reduced by 1. Hence, skirmishers when fired upon by Sharpshooters have a save number of 1, 2 instead of 1, 2, 3.

4.3. Artillery Fire

4.3.1. Procedure

Declare the target of the firing section and whether the section will fire shot or canister. Next measure the range and consult Table 13, Artillery Information, for the gun's base fire strength at that range. If the target lies beyond the gun's maximum effective range for the type of ammo used, the fire has no effect, and the gun cannot declare a new target. If the target is within effective range, modify the firing strength on Table 14, Artillery Fire Modifiers, and use Tables 10, 11, and 12 to determine the results.

4.3.2. Pivoting

Instead of using the arc of fire like small arms, the artillery section aims directly at its target, pivoting as necessary to accomplish this. A gun section marked FR cannot pivot because its order means to fire quickly without relaying the guns. Guns marked H or CH can pivot.

Example: In a pivot, the gun section rotates about its center point. In a move, the center point of the gun changes. (Diagram caption: This is a movement because the center point of the gun section has been moved.)

The gun may aim at any stand of the target. Using the battle gauge, you should calculate the amount of pivot that is made. The amount of pivot can be either 45 degrees or less, 90 degrees or less, or over 90 degrees.

Example: The gun is originally aiming along line A. An H or CH order allows it to pivot to fire on the regiment. Firing along line B provides the shortest range and smallest angle of pivot, though in this instance both lines B and C are 45 degrees or less.

4.3.3. Artillery Fire Modifiers

Table 14 lists the fire modifiers for artillery. Always use multipliers before row shifts.

a. Target Moving: If the target is marked Move, Disengage, Charge, or Routed, shift the artillery fire down 1 row. A unit marked FM is considered non-moving for this purpose unless it is forming into skirmishers. Charging cavalry, due to its speed, receives another shift down in addition to the first for down 2 total.

b. Woods: Artillery shot (but not canister) that passes through woods reduces the fire strength as described in the following listing:

  • For Each 12" or Fraction Thereof of Light Woods: Down 1.
  • For Each 6" or Fraction Thereof of Heavy Woods: Down 1.

This penalty is in addition to any penalty for area or blind fire per rule 4.2.3.c.

c. Pivot: Sections on Hold that pivoted to fire have their fire modified down 1 row if the pivot was greater than 45 degrees, or x1/2 if the pivot was greater than 90 degrees. This fire modification rule does not apply to sections on CH, since their fire is already halved.

4.3.4. Fire Results

After determining the correct fire strength row, roll two dice on Table 10. Multiply the kills scored on Table 11 and then attempt saves on Table 12. Saves for canister fire are the same as for small arms fire. Only formations and fortification cover can save kills from shot fire, though.

a. Ammunition Limits: If a 2 is rolled on Table 10 when firing shot, the gun runs low on shot and thereafter uses only one die on Table 10. This does not apply to canister. Instead, the gun is limited to four rounds of canister for the entire scenario. Once used up, the gun may only fire shot.

b. Flank Fire: Artillery sections achieve flanking fire in the same manner as other firing units.

  • No flank: gun section is inside 45 degree arc.
  • Partial flank: gun section is crossed by 45 degree line from the edge of the Battle Gauge.
  • Full flank: gun section is outside the 45 degree arc.

Likewise, a targeted artillery section suffers the effects of full or partial flank fire the same as other targets. This applies to both casualties and morale. Use the battle gauge to determine flank fire.

4.3.5. Artillery Elimination

There are three ways to silence annoying enemy artillery: destroy the guns, kill or rout the crews, or capture the guns.

a. Counterbattery Fire: Shot (but not canister or small arms) can destroy a gun. Make saving rolls for each kill scored by shot. The type of firing piece—smoothbore, rifle, or Whitworth—determines the save number. A successful hit by any size artillery piece will destroy any other artillery piece. Remove the gun, limber, and crew as lost.

b. Crew Casualties: Canister and small arms fire can kill the crew. It requires two kills in one turn to eliminate a crew. If only one kill is achieved during the turn, no permanent effect is caused. Cancel the one kill at the end of the turn.

Unlimbered crews benefit from a saving roll. If the artillery section is limbered when it receives fire, the crew does not benefit.

Do not remove the gun when the crew is killed. It is considered abandoned.

c. Spiking the Guns: A gun can be destroyed voluntarily by any infantry stand that spends the entire turn touching the artillery section stand. During this turn, neither the gun nor infantry may perform any other function.

d. Abandoned Guns: Abandoned guns are those whose crews have routed, been killed, or run to the nearest infantry rather than risk a charge. Abandoned guns can be used as follows:

  • A gun crew whose own gun is spiked or captured may fill in (at their own quality) for any eliminated crew.
  • An infantry stand may function as a poor crew. The infantry may only move the guns by hand.

Players may not purposefully use this rule to switch crews.

4.3.6. Artillery Fire Tactics

a. In Battery: Since the firing strength of an artillery section is often too weak to have an effect, particularly at long ranges, allow a battery to fire together. To do this, the sections must belong to the same battery and be within 1" of another section of that battery. The sections must also be marked with the same order (or mark the battery itself per rule 1.1.2). Declare battery fire when the target is announced. Add the base strengths of the firing sections together after multiplications on Table 14 but before row shifts. Then, if a row shift applies to one or more of the sections, apply it to the whole battery. For example, if one section pivoted over 45 degrees, the entire battery's fire is shifted down 1 row.

If a battery is deployed together and one of the guns or crew is eliminated, any extra kills are put on the adjacent section.

Example: Small arms fire has scored five kills on section A and only two were saved. Thus the crew of A is eliminated and one kill placed on B.

b. Double Canister: A gun may elect to fire double canister. Declare this when the target is announced. Double canister uses two rounds of canister fire, and its base fire strength is given in parentheses on Table 13. It has the same range as canister but the unit must take a fear-of-charge morale check (see rule 5.5) prior to firing, whether the gun is in a charged situation or not. If the crew doesn't rout, it proceeds with the firing.

c. Indirect Fire: Artillery may fire against a target on which they do not have an established line of sight, provided the following conditions are met:

  • The firing is done by smoothbore guns (not rifles).
  • The target is under observation by a friendly unit that is within 12" of the gun section. In this instance, an officer figure constitutes a friendly unit.
  • The intended target is at least 12" away from the firing gun section.
  • The intervening object is at least 3" away from both the intended target and the firing gun section. If the intervening object is a skirmish line, then the fire is area fire. If the intervening object is anything else, other than area fire, then the fire is blind fire.

Example: The 4th US Artillery may fire indirectly on the 7th North Carolina. The 21st New York is both observer and intervening object in this case.

d. Fire Through Friendly Skirmishers: Artillery may fire shot (not canister) through a friendly skirmish line. Such fire is automatically area fire. If the gun scores kills on Table 10 by rolling doubles, though, the skirmishers are accidentally hit. You should apply the kill number against both the target and skirmishers.

If the skirmishers were prone, they automatically save the kills. However, they must still check morale as if they were hit by artillery (see 4.4.1.c), with a fired-on-rear morale penalty if such was the case.

If the skirmishers were standing, they must roll for the saves. Regardless of whether the kills are saved, the skirmishers must check morale as above.

4.4. Check Morale

4.4.1. Which Units Check

The effects of fire that require the target unit to check morale are given below. In general, the target unit checks immediately after the condition is met. However, if more than one unit is firing at the target at the same time, such as during First Fires, the target checks after all fire effects are determined.

a. First Kill: Check when an infantry or cavalry unit takes its first kill. This does not apply to artillery.

b. One Crew Kill: Check when one crew figure of a section is killed. Although this is not a lasting kill, and the figure is not removed from play since it requires two kills in the same turn to remove a gun crew, it still requires a morale check.

c. Artillery "Hit": Check when an infantry or cavalry unit (not artillery) suffers casualties from (is hit by) any type of artillery fire. This check is per "hit," so if a regiment suffers losses from three different gun sections, it is required to take three morale checks. However, there is a limit of three checks for artillery hits per turn per unit.

d. Stand Lost: Check each time an infantry or cavalry (not artillery) unit suffers the loss of a stand. As each stand is worth +2 in terms of modifiers, the loss of a stand would be a BMP +2 morale check.

e. Adjacent Unit Eliminated: Check when an adjacent unit or gun crew is totally eliminated by fire. Adjacent means within 3" in any direction, but only the nearest unit in any direction, not a series of them. Eliminated in this case means the last stand of the unit is removed by fire effect, not by morale failures.

Example: If the entire battery of three gun sections is eliminated by fire, the regiment has to check morale once for the elimination of the one adjacent gun section.

f. Unexpected Devastation: If a unit is fired upon by any form of hostile action and the firer rolls a 12 for kills, the roll is deemed to have caused unexpected devastation. This triggers an additional morale check.

g. Routs and Surrenders: Whenever a friendly, visible unit routs or surrenders, the observing units must check morale. See rule 2.2.

4.4.2. Multiple Morale Checks

One phase of fire may trigger multiple morale checks, such as a combination of first losses, hit by artillery twice, stand loss, and unexpected devastation. The order in which morale checks are taken is as follows:

  1. First kill
  2. Crew kill
  3. Each "hit" by artillery (max. three per turn)
  4. Stand(s) lost, one check per stand
  5. Unexpected devastation
  6. Adjacent unit eliminated by fire
  7. Friendly unit routs or surrenders

All morale modifications such as fired-on-flank or behind cover are taken into account for all checks except that any stand-loss modifier that just occurred is not applied until the check for stand lost is reached. All subsequent checks, however, must use that stand-loss modifier.

Should a good morale unit fail any of its checks before completing them all, it would take the remaining checks in shaken condition with the +2 modifier for being shaken. If a shaken unit fails a check before completing them all, it would take the remaining checks in routed condition with the +3 modifier for being routed. If a routed unit fails, it is removed as lost.

Units must always check first for their own problems, such as their own losses, before checking for seeing other units' problems, such as a rout.

Example: All three regiments have suffered first losses, inflicted by artillery fire. The morale checks are done in this order:

  1. Regiment A checks for first loss and artillery hit and passes both.
  2. Regiment B checks for first loss and fails, going shaken. Then as a shaken unit it must check for the artillery hit. It fails and routs.
  3. Regiment C checks for first loss and artillery hit and passes both.
  4. But since B routed, A and C must now check for seeing a rout.

4.4.3. How to Check

Use the same procedures and modifiers as described in rule 2.3. In addition, the following modifiers apply.

a. Fired-on-Flank/Rear: This applies even if other fire came from other directions. Full flank fire causes a +4 modifier and Partial flank fire causes a +2 modifier. Rear fire must come completely from within the 45 degree rearward arc, and it causes a +6 morale modifier.

Example: The morale modifier for the target unit varies depending on which position, A, B, C, D, or E, the enemy regiment fired from. If the enemy was at A, the majority of stands are outside 45 degrees and the partial flank modifier (+2) is used. If at B, use the full flank modifier (+4). If at C, use partial flank (+2), not rear. If at D, use fired-on-rear (+6). If at E, use full flank (+4) since the enemy stands are within both 45 degree arcs.

Per rule 0.1.2.c, all units and all formations have a flank and rear. These are always judged at the moment of fire.

Example: The declared intention of the regiment marked FM is to form on the fence facing the enemy. However, First Fires precede Movement in the turn sequence, so the regiment is in its original formation and facing when fired upon.

b. Disengage/Routed Exceptions: Units marked Disengage are immune to the morale penalties for fired-on-flank or rear. Routed units are also immune to these morale penalties unless the fire came from close range or double canister. In that case, the routed unit automatically suffers the +6 fired-on-rear morale modifier.

5. Phase Five: Charges

5.1. Conditions

Units which are marked Charge (C) and the units which they are charging now begin the Charge Sequence as outlined on Table 16.

5.1.1. Objective

During Phase Three, the charger must declare the objective of each charge. A charge can only be ordered against an enemy unit or a reasonably suspected enemy position. A charge cannot be used solely as a way for a charger to obtain extra movement. If no specific objective is declared by the charger, then it is assumed the target is the enemy unit. The difference in charge intent, in terms of the net result, can occasionally be very significant.

Example: Confederate unit A captured the gun last turn and is now ordered to Disengage, while Union unit B is ordered to Charge.

(1) If the objective of B's charge is declared to be the enemy unit, the charge will be made toward A after it disengages per rule 5.2.2.

(2) If the objective is declared to be the position or recapture of the guns, the charge will be made toward the guns.

5.1.2. Direction

The charge path must be a straight line at the charged target.

Example: In both cases, the charging regiment may not take the curved path to claim the beneficial charge-on-flank condition. It must take the straight path directly at the target. (Diagram caption: B cannot take the curved path to claim the beneficial charge-on-flank condition; B must take the dotted line directly at A.)

Any charge directed against a target unit that is more than 45 degrees off the front of the charging unit must be made in disorder.

Example: If A charges the gun and the disordered unit, it must do so in disorder since the targets are more than 45 degrees off the front. (Diagram caption: if A charges the gun and the disordered unit without wheeling, the charge is in disorder since the target is outside 45 degrees of front.)

5.1.3. Charge Elan

A charging unit receives a charge elan morale modifier of -1 to all morale checks and impact situations until its charge is stopped. If the unit charges with empty guns, its charge elan morale modifier is improved to -2.

As absurd as it may sound, charging with empty muskets was a viable Civil War tactic in that it gave a charging unit definite incentive to press ahead with the bayonet rather than attempt to shoot back. It was used with success by John Sedgwick's men at Marye's Heights, along with numerous other instances.

The charging player must announce, after revealing his Charge order, that he is making the charge with empty muskets. Due to the specialized nature of this order, it cannot be given to a unit in disorder or skirmish formation. Obviously the unit forfeits its fire option this turn, but the following turns are unaffected.

5.1.4. Charging a Second Turn

A unit may be ordered to charge on a second, consecutive turn but such a charge will always be made in disorder, it does not receive the benefit of charge elan, and does not receive any charge bonus movement. A unit may never charge three turns in a row.

5.1.5. Sequence of Resolution

Charges are resolved in the order of proximity of charging units vs. target units. E.g., a charge where the charging unit is 8" away from the target would be resolved after a charge where the charging unit is 6" away from the intended target. Each charge should be completely resolved before starting the resolution of other charges. However, should the resolution of one charge cause a rout, other charged or charging units would not have to check morale for seeing the rout until their own charge sequence was completed, since units must suffer their own consequences prior to resolving their reaction to other units' problems.

5.2. Charged Units

5.2.1. Change Formation

If a unit marked FM is charged, it may change into its declared formation before the charging unit moves unless the charge begins at a distance of 3" or less, in which case the target unit must receive the charge as it is prior to forming. In either case this unit suffers the morale modifier for charged-while-forming in Table 18, Charge Modifiers to BMP.

Example: Confederate unit A is charging Union units B and C, both ordered to Form to meet this threat. Unit B cannot change formation because A is within 3". It will take the fear-of-charge penalty of +6 for charged-on-flank and +3 for charged-while-forming. Unit C can change formation because A is beyond 3". It will take a morale penalty of +3 for charged-while-forming.

An artillery section or battery marked FM may form by pivoting and/or moving at the hand-push movement rate to face the charge unless the charge begins at a distance of 3" or less. The unit will be penalized +3 for charged-while-forming per above.

5.2.2. Disengage

If the charged unit is marked D, it performs its move now (see 6.5.8), prior to the charging unit's move. This does not apply to disengaging units not being charged. Disengaging units, when caught by a charge, suffer a morale modifier for being disordered and are automatically considered charged-on-rear.

5.2.3. Move This Direction

Charged units marked Move must usually change their order to CH. However, if the charging unit would not come into sight until half or more of its total charge movement, including bonus, was used up, then the charged unit is allowed to complete half its intended movement before going to CH.

5.2.4. Hold

Units on Hold, whether charged or not, may fire defensively at charging units per rule 5.4, or they may countercharge per rule 5.3.5.

Artillery units marked H or CH may pivot to face the charge unless the charge begins at a distance of 3" or less. Pivoting in this case, unlike FM above, does not negate any charged-on-flank/rear morale penalty.

Example: The guns are on Hold, and the 18th Virginia is charging them on flank. Section A can pivot to face the charge unless distance X is 3" or less (the gun would not have time to pivot then). In either case, the guns suffer a +6 charged-on-flank modifier to their fear-of-charge morale check.

5.3. Charge Distance

There are two critical distances regarding a charge. One is the total charge distance; the other is the point at which the charging unit goes into disorder. These distances must be marked with red and yellow pipe cleaners respectively before the charging unit moves.

5.3.1. Normal Move

The charging unit first determines its normal move distance for the formation and terrain, rolling for disorder if the greater distance is taken (rule 6.2). If it fails the disorder roll, place the yellow pipe cleaner at the extent of the normal move distance to indicate where the unit will go into disorder. Or, if the charging unit will halt its charge at this distance and not take a bonus move, then mark it with a red pipe cleaner.

5.3.2. Bonus Move

Charging units are allowed an optional bonus move.

a. Distance: The bonus distance for both infantry and cavalry is determined by dice roll. See Table 4. The total roll is the bonus move distance in inches. If a charging unit will take a bonus move, announce so prior to rolling, and the unit must use all of the bonus as rolled. (Exception: See 5.3.3 below.)

b. Disorder: An infantry charge will fall into disorder at a point that uses up half its rolled bonus or at the end of its total charge, whichever comes first. This assumes the unit passed its disorder roll, if any, for the normal move portion of the charge.

Example: The regiment will take a normal move of 5" in open terrain, which does not require a disorder roll. It then rolls a 6 for bonus distance. A red pipe cleaner marks the total charge distance of 11", and a yellow pipe cleaner marks half of the bonus distance. (Diagram: starting position; normal move marked, 5"; yellow pipe cleaner marks half of bonus distance; red pipe cleaner marks total charge distance; bonus move rolls total 6.)

Cavalry will go into disorder at the start of its bonus move if the charge will be in open or road terrain. It will go into disorder at the start of its normal move if the charge will be in broken or rough terrain.

c. Terrain Effect: The type of terrain in which the bonus portion of the charge will be made determines the number of dice rolled for the bonus. Thus it is possible for a charge to start in broken or rough, but the bonus is to be considered in the open.

Example: The unit's normal non-disordered line move of 3" for broken terrain will completely clear the 2" of light woods. The bonus portion will therefore take place all in open ground, and the player rolls three dice per Table 4.

If a regiment had a charge bonus that was rolled for open terrain, and that would carry the regiment into broken or rough terrain, then the remaining inches of the charge that extend into non-open terrain are calculated as half-inches for broken terrain, and quarter-inches for rough terrain.

Example: The 18th Indiana is charging the gun section at the wood's edge. It will take the normal 5" in open moves and rolls for the charge bonus in open terrain with 3 dice. A 10 is rolled, but after 5" the unit would enter broken terrain, so the remaining 5" is converted to half-inches, and the charge comes to a halt 2 1/2" into the woods. This assumes the lone gun section was simply overrun. The 18th Indiana will fall into disorder 5" from the normal movement line since that is exactly half the rolled distance.

5.3.3. Attempt to Halt

A charging unit may attempt to halt short of its total charge bonus distance. Choose a clearly visible and obvious terrain feature, such as a wood line, road, fence, or works, and announce this as a halting point when the charge is declared. After marking the charge distances, roll one die. If the roll is higher than the unit's BMP, the red pipe cleaner for total charge distance is placed at the announced point and the unit will halt there. If the roll is not higher than the BMP, the unit will charge the full bonus distance. An officer present will modify the unit's BMP with his benefit, usually -1 or -2.

5.3.4. Temporary Halt

After marking the charge distances, move the charging unit up to a point 3" short of the defending unit, leaving the markers in place. Here the charge temporarily halts to undergo defensive fire (rule 5.4).

5.3.5. Countercharge

A defending unit on Hold may countercharge a closing enemy unit rather than fire during Defensive Fire (5.4). This might certainly be the case if the defending unit is out of ammunition.

a. Orders: A countercharge can only be declared by a unit on Hold and can only be directed against an enemy charging unit that has entered the defender's primary fire zone. The primary fire zone is defined as that area straight ahead of the unit, out to the normal musket range of 5".

b. Move: A countercharge due to the impromptu nature of its activity is always done in disorder. A countercharging unit uses the normal dice rolls for charge bonus movement but counts these as half-inches instead of inches.

c. Effects: If the countercharge is delivered from within the original charging unit's primary zone, it is simply resolved as charge vs. charge. If the countercharge is delivered from outside the original charging unit's primary zone, then the original unit turns to face the charge, but does so in disorder, and the situation is resolved as a charge vs. charge.

Countercharging units do not get the charge elan morale benefit.

Example: The 8th Virginia is charging the unsupported gun section, and the 1st Minnesota, on Hold orders, decides to countercharge. The countercharge takes place in disorder, from outside the 8th Virginia's primary zone. The 8th Virginia must turn to face the countercharge, and both regiments go to impact.

5.4. Defensive Fire (One)

5.4.1. Which Units May Fire

Defending units marked H, even those not being charged, can fire anytime before or after the fear-of-charge morale checks (5.5). Charged units marked CH or FM cannot fire until after their fear-of-charge morale check (5.6).

5.4.2. Procedure

Declare if the unit on Hold will fire before the fear-of-charge morale check. Declare any range over 3" at which it will fire. This represents that the unit fired as the charging unit moved up to the temporary halt point. Use the firing procedures described in rule 4. Important: charging units never benefit from cover saving rolls, even during the First Fires phase.

5.4.3. Morale Check for Fire Effect

If the charging unit must take a morale check due to defensive fire, use the same procedures given in rule 4.4 and 2.3. If the unit passes its check, proceed with the charge sequence.

If the unit's morale is shaken by the check, its charge move is halted and the charge sequence stops here. Resolve the next charge, or if this is the last, go to Phase Six. The shaken unit may still fire a disordered, moving, shaken volley during Phase Seven, Moving Fires.

If the unit is routed, it immediately makes a forced rout move (2.1.2) from the declared point where it received fire. Resolve other charges, or if this is the last, go to Phase Six.

5.5. Fear-of-Charge

In the Civil War, there were two basic types of combat. One was fire, where opposing units simply lined up and shot at each other with their muskets. The second was shock action, which consisted of charging a unit, and by a combination of fear and momentum, driving it away. Some formations were better at this than others. Usually the denser a formation, the better its shock effect. This effect only comes into play during two morale situations:

  1. Fear-of-Charge Morale Check: Taken by a charged unit, when the charging unit reaches 3" from it.
  2. Die Roll for Impact: A morale/shock confrontation that occurs when two opposing units actually come into contact (rule 5.7).

5.5.1. Which Units Must Check

Any unit that has a charging enemy unit come within 3" of it must make a fear-of-charge morale check. This check is required even if the unit in question is not specifically the charged unit. If the charging unit was shaken or routed by defensive fire, it is no longer a threat and this check is not required. If two opposing units are charging or countercharging each other, neither one has to take this check. In this case, the two opposing units would immediately go to 5.7, Impact.

Example: Regiment D's charge will cause A and C to check morale as it passes within 3", and B must check when it enters 3" range.

5.5.2. Procedure

The procedures are the same as regular morale checks except Table 17 is used instead of 5, and Table 18 instead of 6. On Table 18, use the fear-of-charge column and not the impact column. The number under Defender is used if the charged unit's formation applies; the number under Attacker is used if the charging unit's formation applies. A number from each column may modify the charged unit's BMP. This does not mean that the charging unit makes this check. It means that the charging unit's formation has a shock effect on the defender's morale. All the other modifiers under fear-of-charge apply only to the defender's situation. NA means Not Applicable.

Example: Charging unit A pauses 3" from charged unit B while B makes a fear-of-charge morale check. B has an average BMP of 3 modified by -1 for fence cover to an MMP of 2. A roll of 3 or more with two dice passes the check.

Example: Unit B has an average BMP of 3 modified by -1 for fence cover and +6 for being in skirmish formation to an MMP of 8. A roll of 9 or more passes the check.

Example: Unit B has an average BMP of 3 modified by -1 for fence cover, +6 for being in skirmish, and -3 for attacker in disorder to an MMP of 5. A roll of 6 or more passes the check.

5.5.3. Modifiers

The modifiers to the fear-of-charge check are similar to those used on Table 6 except as follows:

a. Charged-on-Flank/Rear: Calculated the same as fired-on-flank or rear (4.4.3.a). However, disengaging and routed defenders are always treated as charged-on-rear. These penalties apply to all checks generated during the charge sequence only. Morale modifiers for checks required by fire situations and for charge situations are not applied to the unit at the same time.

Example: Unit C has a +4 full flank fire modifier for unit A at the time of fire, and a +8 charge-on-rear modifier for unit B at the fear-of-charge morale check, but not both simultaneously.

b. Charged-While-Forming: If a unit is charged while attempting to change formation, it must add +3 to all its charge-related morale checks. This penalty never applies to any fires directed at the unit. It is only used for the shock situations of the charge.

c. Bayonets: Infantry units without bayonets are more fearful of charge situations. Examples of units without bayonets are those armed with carbines, repeaters, or shotguns, or dismounted cavalry.

5.5.4. Results

The morale results are described in Table 7. Defending units with good or shaken morale proceed to the next step of the charge sequence. A unit that routs, however, immediately takes the forced rout move. If this move is not beyond the attacker's total charge distance, the routed unit will be contacted when the charging unit completes its move, and it must surrender.

If the defending unit routs, other friendly units that see the rout (rule 2.2) and are themselves not being charged must immediately check their morale. Those that are being charged wait until their own charge sequence is resolved before checking for routing units.

Example: The 2nd Texas routs due to fear of charge and falls straight back away from the 20th Ohio. If the 2nd Texas, and not 3rd Louisiana, was the declared target, then the 3rd Louisiana must check morale for seeing a rout. Likewise, if the 20th Ohio's pursuit of the 2nd Texas takes it within 3" of the 3rd Louisiana, the 3rd Louisiana must check for fear of charge per rule 5.5.1.

5.5.5. Cavalry Charge Variations

a. Cavalry Charging Infantry or Artillery: In this situation, either the infantry stood firm and mowed down the cavalry, or they flinched from the shock of the attack and were ridden down and totally disintegrated. There was no middle ground or draw.

To show this, defending infantry or artillery double all modifiers on Table 18. E.g.: if infantry is behind cover, the morale benefit would be -2; if skirmishing, the shock penalty would be +12; if charged-on-flank, it would be +12. This applies both to the fear-of-charge modifiers and the impact modifiers.

If the cavalry's charge bonus carries them into retreating infantry or gunners, the infantry/gunners surrender if routed. If the infantry/gunners are only shaken, there will be an impact and possibly a melee.

b. Cavalry Charging Cavalry: When mounted cavalry charges mounted cavalry, the following procedure is used:

The defender must take a fear-of-charge check as soon as the charging enemy cavalry is in sight (not 3"). If the defender fails the fear-of-charge check, it is both shaken and in disorder, and it sits there waiting for the beating to come. If the defender passes this check, and if it is marked Hold or Move forward it may countercharge immediately. (Note: If the defender must wheel or turn in excess of 45 degrees to face the attacker, then the countercharge is delivered in disorder.)

Assuming both attacker and defender will charge each other, both sides roll for their charge bonus and mark it out as if the other unit were not there.

Next, move both regiments into contact and have the dice roll for impact (rule 5.7).

  1. Determine the winner of the impact. Do not move either attackers or defenders at this time.
  2. Proceed to Melee, rule 5.8. Follow the melee procedure with this difference: the effect is not simultaneous. Instead, the winner of the impact determines the melee kills it inflicts on the loser of the impact first; the loser of the impact then removes the killed and checks its morale before meleeing. If routed, it surrenders. If good or shaken, the loser of the impact then determines the melee kills that it inflicts on the winner of the impact. The winner then removes the killed and checks its morale.
  3. After both have inflicted kills and checked morale, the result of the charge is as follows:
    • Good Morale: Unit passes through the enemy in disorder to the full extent of its total charge move. If it contacts other enemy units, it repeats the impact and melee procedures until the full charge distance is reached or the unit is stopped.
    • Shaken Morale: Unit stands in place, in disorder.
    • Routed Morale: Unit surrenders and is removed from the table.

5.6. Defensive Fire (Two)

The following units may fire at this time:

  • Defending units marked H that have not yet fired this turn.
  • Defending units marked CH or FM at units charging them.

The procedure, modifiers, and results are the same as described in rule 5.4. Exception: Although the charging unit is still at the 3" point, defensive fire after the fear-of-charge check is always taken as close range.

5.7. Impact

If the defending unit has not been routed by its fear-of-charge morale check, and the charging unit has not been shaken or routed by the defender's fire, there will be an impact. If two units charged or countercharged, there was no need for a fear-of-charge check and they would go directly to impact.

The charging unit(s) now move into contact with the defending unit(s). Exception: Artillery crews may flee as skirmishers to the nearest infantry unit and suffer whatever fate befalls that infantry unit. The crew shares the morale result of the infantry, without being counted in either impact or melee strengths or losses. If the crew does not flee, they have their own impact resolution procedure.

5.7.1. Procedure

a. Infantry or Cavalry: Both units modify their BMP from Table 17 with the Impact modifiers of Table 18. Use only the modifiers that apply to the unit itself, not to the enemy unit. If both are charging, both use the elan modifier, but units that are countercharging cannot use it.

Both units roll two dice and add the total to their MMP. The lowest sum is the winner of the impact. If the sums are the same, proceed to 5.8, Melee.

b. Artillery: Both the artillery and the charging unit roll two dice and add the total to the number of figures in the enemy unit. The lowest sum is the winner of the impact. If there is a tie, a melee results and the artillery is modified as if in skirmish formation.

Example: The crews have elected to fight for their guns. The artillery has four figures and the infantry has nine figures. In the die roll for impact, the artillery would add 9 and the infantry 4 to their roll, the lowest total winning.

5.7.2. Unequal Impact

If there are more units on one side than the other in an impact situation, the side with the greater number decides in which order a series of one-on-one impacts will be resolved.

Example: The 17th Virginia has charged to impact with the 1st New York Artillery and the 19th Indiana Infantry. The Union picks the 19th Indiana for the first die roll for impact because the Union is the side with the most units in contact, and the 19th Indiana is more likely to win an impact than the artillery.

In an unequal impact the side with fewer units involved might roll a number of times. The series of impact dice rolls continues until one side loses all of them and is forced back shaken or routed. When all contacts are broken, the impact step ends.

Example: Three Union regiments charge the 18th Alabama. In the first roll for impact, the 18th Alabama wins and the 21st Ohio falls back shaken. In the second roll, the 18th Alabama loses to the 8th Illinois and falls back shaken. The 8th Illinois' total charged distance is enough to bring it into contact with the 18th Alabama, so the 18th Alabama must roll a third time for impact, this time shaken and in disorder.

5.7.3. Effect on Loser

a. Attacker: If a charging unit or countercharging unit loses the impact, it rolls two dice and falls back the total dice roll in inches away from the winner. The loser is shaken and in disorder but still faces the winner and may fire in Phase Seven, Moving Fires.

b. Defender: If a charged unit loses the impact, it first determines its morale. If already shaken, the unit becomes routed and immediately makes the forced rout move.

If not shaken, the unit rolls one die. If the roll is not higher than the unit's Table 17 BMP, which may be modified only by the presence of an officer, the unit routs and immediately makes the forced rout move. If the roll is higher than the BMP, modified as above, the unit becomes shaken. It rolls two dice and retires the total dice roll in inches away from the winner in disorder but still faces the winner.

5.7.4. Charge Breakthrough

In all cases, a winning attacker completes its charge move to the total charge distance. If the total charge distance allows the attacker to again move into contact with the defender, both immediately go to melee (5.8).

Example: Unit A has lost the dice roll for impact at the contact point and is shaken. Unit A rolled a 3 for distance and fell back 3" as shown. Unit B's total charge distance is 6" beyond the contact point so B moves again and is still in contact with A. Both units are now in disorder and will melee.

5.8. Melee

If the Impact dice rolls were tied, or if the charge breakthrough again contacts the defender, the units are in melee. Melee is close quarters—almost hand-to-hand—combat. It was very bloody, and fortunately very rare, as usually one side or the other would run away before engaging in this.

5.8.1. Procedure

Unlike other forms of combat, such as firing, in which the participants only fight once per turn, troops in melee will continue to fight in rounds until one or both rout. Resolve the melee completely before starting on the next charge or Phase Six.

Each round of the melee is fought in two steps:

  1. Each side calculates the kills inflicted on the other side by using Tables 19 and 10.
  2. Each checks its morale on the basis of its losses during the round. One or both will go shaken and then routed.

5.8.2. Melee Strengths

The number of figures involved in the melee is modified on Table 19 to determine the strength row used on Table 10. Defending units marked Disengage may never fight back in a melee.

For the first round of melee, a unit may count all of its stands that are within 2" from the point of contact. For a stand to be counted, any part of it can be within 2".

Example: First round of melee contact.

If the melee goes more than one round, all subsequent rounds assume both units are in disorder, and both units can have all their figures participating in the fight.

The strength modifiers for formation in Table 19 are divided into Vs. Foot and Vs. Mounted enemy. For example, a mounted cavalry unit in line formation meleeing with infantry modifies its strength by x2. An infantry unit in march column meleeing with mounted cavalry modifies its strength by x1/2.

Cross-index the modified melee strength with the two dice total on Table 10. (Note: Units that are out of ammo still roll two dice on Table 10 for melee since even an empty musket made a very good club.) Deduct the given loss from the enemy unit. The effect is simultaneous; both units inflict their losses at the same time. These kills are not modified or reduced in Tables 11 or 12.

After applying losses, check morale if necessary as described in rule 2.3 and 4.4. Use Table 5 for the BMP and Table 6 for the modifiers. All applicable morale benefits and penalties from Table 6 for formation and circumstance apply during melee.

If an officer is used for a melee strength modifier, that officer may become a casualty. After melee kills are calculated and before morale is checked, roll for that officer as described in rule 8.

Units in melee are oblivious to all events or morale checks except those that are generated by the melee itself or the casualty of an officer within the melee. If one of the meleeing units routs, it surrenders to the other and is removed. If both units rout in the same round, they both make the forced rout move directly away from each other. All friendly units that see a rout/surrender per rule 2.2 must check their morale unless they are waiting to resolve their own charge sequence.

6. Phase Six: Movement

6.1. Procedure

During Phase Six, all units marked Move, Form, or Disengage, and which have not already been forced to move by a charge or morale check, now move. Both sides move their units simultaneously. Players cannot change or readjust a unit's move once made. Units marked "Hold" that have not fired this turn may fire at moving units either before or during their move.

All movement, including routs and charges, involves the class of terrain, the unit's formation, the distance, the direction, and the order given. These are discussed in the following rules.

6.2. Distance

Consult Table 3, Movement Rates. Cross-index the unit's formation or, for artillery, weight class with the terrain type being moved into or through. The result will be one or two numbers. E.g., infantry in line moving through open terrain has an allowed distance of 5/8: It can move 5" without risking disorder or 8" and risk disorder. If only one number is listed, there is no risk of disorder. A unit may move less than its allowed distance.

If the greater distance of the two is used, such as 8" of 5/8, move the unit the distance desired and roll one die. If the roll is higher than the unit's BMP, there is no effect. If the roll is not higher than the BMP, place the unit in disorder. There are two, and only two, modifiers to the BMP for disorder rolls:

  • -1 if officer present (within 1").
  • +1 if dismounted cavalry or mounted infantry (rule 6.7).

6.3. Terrain

6.3.1. Terrain and Formation

Terrain and formation interact to determine the nature of the movement. Terrain type may change depending on how a regiment moves through it. Such a condition exists in a cluster of buildings or an orchard. Only certain formations, most typically the march column, may benefit from road and trail movement.

Example: The march column can twist and turn along the road, so it uses the road rate. The line cannot so it enters the light woods using the broken terrain rate.

Example: The orchard is broken terrain for the line but open terrain for the column and the skirmishers.

Trail movement rates depend on the type of terrain bounding the trail. The Trail column on Table 3 gives the rates for trail movement in open, broken, and rough terrain. If a trail is totally bounded by one terrain type, it is a trail in that terrain type. If it is bounded by two different terrain types, use the most favorable type of the two.

Example: The trail at right is in open terrain; at left, in broken terrain.

6.3.2. Combination of Terrain Types

Many times a regiment moves through different types of terrain in one move. Generally speaking, use the movement rate for the terrain type moved into. If any part of the unit moves into worse terrain, calculate the unit's move using that worse terrain rate.

Example: The unit in column must use the rough rate rather than open rate since some of its stands must move through the rough. The unit in line moves at the open terrain rate.

Example: If the skirmishers and line move straight ahead, some of their stands will pass through the swamp and thus, all stands would use the rough rate. To avoid the swamp, the skirmishers could move through the gap of brushy fields at the broken rate, but if they could not maintain skirmisher spacing at the end of their 6" move, they would be placed in disorder. Similarly, the line could go into disorder to move through the gap at broken rate.

6.3.3. Split Moves

Another way to deal with movement through different terrain types is with a split move. With this method, a regiment takes one-half its move at one terrain rate and the other half at another. A split move can only be done by infantry or cavalry. Artillery must make all its moves at the worst applicable rate since it is much easier for soldiers to clear an obstacle, such as a stone fence, than it is for guns and limbers.

Each half movement must be done totally at the terrain type claimed. No unused inches may be transferred to the other half of the move. If either or both halves use the greater (disorder) distance rate, the regiment rolls for disorder at the end of its move.

Example: Regiment A, in line, takes half a broken terrain move to clear the fence, and half an open terrain move to advance in the field. Since it selected the higher movement rate for both of its movement halves, it must roll for disorder at the end of its total move. Regiment B does not want to roll for disorder, so it moves half a normal open move in its approach to the woods, and then half a normal broken move to enter. Regiment C, in column, also does not want to roll for disorder, so it takes half a normal road move and then half a normal broken move to enter the woods.

6.3.4. Crossing Fences

Crossing a fence in any formation except column causes the movement to be done at the broken terrain rate despite how many troops might have marched through the fence. Crossing a fence in column formation also uses the broken terrain rate, but a portion of the fence one stand wide is considered destroyed. Mark the location with a "gap in fence" counter. Following columns marching through the gap do not use the broken terrain rate for the fence.

Example: After the column moves across the fence, the fence has a gap one stand wide.

6.4. Formations

The only difference between an army and an armed mob is that the army has discipline and order. Throughout the entire Civil War it was shown that a regiment was more predictably effective if it fought in an orderly manner. This was why the officers made such a point of attempting to keep the men in a defined formation, with every soldier in his place. There was another reason: with a formal formation it was far easier to make sure none of the men succumbed to the callings of fear and ran from the ranks. Also, in formation, it was much easier to move a regiment from one point to another without getting in the way of other friendly troops. The popular idea of fighting "Indian style" by hiding behind rocks and trees, or skirmishing as it was officially called, was very good at preserving life and limb, but of little use in winning a major engagement. To do that, one needed regular formations with disciplined fire and formations with good shock value.

6.4.1. Formation Change

For a unit to change from one formation to another, such as from column to line, it must be marked FM. When orders are revealed, declare the new formation. During Phase Six, the unit performs the change.

When you make the change, one stand of the regiment must stay in the same position, though it may pivot in that position. The rest of the stands can form in any manner on that one stand provided none move further than skirmish rate distance for that terrain type, as measured from center of stand to center of stand.

Example: The regiment wishes to change from column to line by forming on the lead stand and extending to the right. This is a legal change in open terrain since the maximum movement at skirmish rate is 12". Likewise, for broken terrain where the rate is 6". However, this could not be done in rough terrain where skirmish movement is 3".

6.4.2. Disorder

Disorder is a condition of having no formation. It is inflicted on units in a variety of ways, such as hard marching or defeat in a charge. Routed and disengaging units are always in disorder.

a. Reform From Disorder: To end the condition of disorder, a unit must have good or shaken morale and be marked with the order FM. During Phase Six, the unit may then be placed in a new formation.

b. Move Through Friendly Unit: If a unit moves through a friendly unit, one or both may be thrown into disorder. If one of the units is in skirmish order, there is no possibility of disorder for either unit. If both units are in non-skirmishing formation and one of them moved, they both must roll for disorder with one die each. Roll higher than the unit's BMP to avoid disorder. If the roll is not higher, the unit immediately goes into disorder. However, the planned movement is completed with no distance subtracted from the intended movement.

If one of the units in question was attempting a Formation Change rather than a movement, it would still roll for disorder and be thrown into disorder if it fails. Exception: If the intended formation change was to go into skirmish, then no disorder roll is required.

c. Move Over 45 Degree Angle: Any move that would cause an entire non-skirmishing unit to move more than 45 degrees off its front is considered a disruptive move and causes that unit to make the entire move in disorder at the disordered rate. This does not apply if the regiment has only one or two stands remaining. If skirmishers, who normally can do this type of move with no problem, find themselves at the end of the move with their stands closer together than the minimum skirmish spacing, then they are thrown into disorder.

Example: The 18th Illinois wants to move backwards obliquely, facing the front. The battle gauge is used to determine the maximum displacement that the regiment can achieve without going into disorder.

6.4.3. Formation Adjustment

Many times a regiment will not actually want to move but does want to make some adjustment to its position such as refusing a flank or moving sideways. Use the FM order to accomplish this and declare the unit's intentions when orders are revealed.

Only the stands that move or pivot are penalized for fire purposes unless half or more of the stands move or pivot, in which case the entire regiment is penalized. If the unit is charged-while-adjusting, the entire unit suffers the detriment of charged-while-forming.

Example: Adjustments (sliding; refusing flank). But this would be a movement since more than half the stands moved.

As an exception, a unit may be ordered to Hold and still move one stand in an act of refusing flank. Announce this when orders are revealed. The one stand fires at half effect but if the regiment is charged, it is not penalized for adjusting formation.

Example: To meet a threat from the flank, this regiment turns one stand to face it. If the threat is a charge, this action changes the charge-on-flank penalty to charge-on-partial-flank. The refusing flank move must be announced before the opponent announces the charge.

6.4.4. Skirmish Formation

Any unit may move into skirmish order from any other formation with no loss of movement provided the entire movement is done as skirmishers. Use the Move order and declare the unit's intentions during Phase Three. If the unit is fired upon prior to its movement into skirmish formation, it is treated as in the original formation. Once movement has begun, however, the regiment has all the benefits and detriments of being in skirmish formation.

The spacing for skirmishing infantry is at least one, but no more than two, stands' width between each stand; for skirmishing cavalry, at least one, but no more than three, stands' width apart.

Example: The 1st Minnesota moves into skirmish order from column. Since the move is across a fence and into woods, it is done at the broken terrain rate of 6" for skirmishers. At the end of the move, the stands are in the proper skirmish spacing.

To reform skirmishers into any other formation, use the FM order. During Phase Six, roll one die, and if the roll is higher than the unit's BMP, the unit may reform by keeping one stand in place and moving the other stands at the skirmish rate into the new formation. If the roll is not higher, the regiment goes into disorder. On the following turn it may reform from disorder (6.4.2.a).

6.5. Direction

There are three possible directions: to the front by forward or oblique move; to the side by a wheel, flank or turn; and to the rear by rear march or about-face. All these use the Move order. The Disengage order allows rearward moves, though in disorder.

6.5.1. Forward

This may be done in any formation. Point the Move arrow directly ahead.

6.5.2. Oblique

This may be done in any formation. Point the Move arrow 45 degrees or less off the front or rear of the unit. Any oblique over 45 degrees causes instant disorder.

6.5.3. Wheel

This may be done only in line and at line movement rate. Point the Move arrow 45 degrees to the right or left in front of the unit. One stand pivots and the others wheel on it. Measure the move distance at the farthest point of the arc. Furthermore, subtract 1" from the unit's move allowance if the wheel is under 45 degrees, or 2" if the wheel is 45 degrees or more. Make these subtractions regardless of terrain type.

6.5.4. Turn

This may be done only in column and at column move rate. Point the Move arrow in the direction to be turned and declare the point at which the turn will be made when orders are revealed.

6.5.5. Front-to-Flank

This may be done to a column to form a line or from a line to form a column and is quicker than an FM. Mark the unit with a Move order, pointing the arrow in the direction the unit will move. Pivot the stands 90 degrees to face the new direction before or at the end of the move. This costs 2" of the move distance, regardless of terrain type. Use the formation move rate most applicable to the situation.

Example: The column turns front-to-flank at the start of its turn and crosses the fence in line formation. It deducts 2" from its maximum line move of 5" for broken terrain, moves 3" and rolls for disorder. Next, the line moves at maximum open rate, 6" onto the road and 2" to form column, again rolling for disorder. Finally, the column moves 14" down the road and uses the last 2" of maximum road rate to turn front-to-flank once more, rolling for disorder.

6.5.6. About Face

This is done in line and at line move rate. Point the Move arrow to the rear. When orders are revealed, declare the direction the unit will face while moving. If a unit wishes to move backwards by turning around and moving away, the about face is a free movement. However, if a unit wishes to move backward while still facing forwards, then the move is done at one-half the move rate. If the unit uses one-half the maximum move rate, it must check for disorder.

Example: Regiment A moves back 8" in open terrain, facing away from the enemy. Regiment B moves back 4", facing the enemy throughout its move. Both units moved maximum distance so both roll for disorder.

6.5.7. Rear March

This is done in column and at column move rate. Occasionally, a column will want to have all stands about-face and march the other way. This is more difficult to do than it would seem, because it takes but one rank to miss the command and send all into disorder.

Point the Move arrow to the rear when giving orders. The column's stands simply pivot 180 degrees before moving. It must use the short movement distance and roll for disorder at the end of movement.

Example: The regiment reverses stands to face the opposite direction and moves at the short rate but must still roll for disorder.

6.5.8. Disengage

a. Infantry and Cavalry: This is done from any formation. Mark the unit D. It must move away from the enemy in disorder the full disorder distance. Furthermore, it gets an optional disengaging movement bonus as shown on Table 4. It may use all, some, or none of this bonus. At the end of the move it must be facing away from the enemy.

A disengaging unit may not fire or fight back in a melee. Any casualties a disengaging unit suffers from fire (but not melee) are cut in half. The unit is immune to any fired-on-rear/flank morale or casualty penalties since the unit realizes it is in trouble and is attempting to get out. If charged, though, it is automatically considered charged-on-rear with full penalties for that.

b. Limbered Artillery: The movement rates for limbered artillery assume the movement is done with normal safety for the gunners and guns. When disengaging, though, the need to escape outweighs the normal consideration for safety, and the hasty retreat might cause the gun to flip, the limber to overturn, or the gunners to be hurled into the air. Any of these accidents would effectively remove the artillery section from the battle.

Limbered artillery marked D is entitled to half casualties when fired upon. The section must move to the rear its full movement distance plus any of the optional bonus shown on Table 4. At the end of the move, roll one die. If the roll equals any of the defined saving rolls of the terrain +1, then the gun, limber, or crew has met with an accident. Remove the section as lost. For example, if a limbered gun disengages through light woods, which have a normal saving roll of 1 or 2, then the gun smashes on a roll of 1, 2, or 3. If the gun was disengaging over open ground, which has no saving roll, it would smash on a roll of 1.

6.6. Artillery

6.6.1. Limbered Movement

Artillery can be moved a number of ways. The obvious one is to hook the gun to the limber and horse-trot the whole affair, including crew, to where the guns are to be committed. The movement rates when limbered are found on Table 3, as are the movement costs to limber/unlimber. The weight of the guns is found in Table 13.

a. Move and Limber/Unlimber: Artillery can limber/unlimber and move all in one turn. Use the Move order if it will indeed do both. Use the FM order if the unit will limber or unlimber but not move.

b. Limbers: In scale distance, the limber model takes up more space than the actual limber, which was only 15 yards, complete with six horses. Therefore, when the guns are unlimbered, the limbers are not considered in any way to be an obstacle for movement over or around them. Indeed, one could just as easily remove them from the table if they are not being used.

c. Move and Fire: A gun can limber, move, unlimber, and then fire during Phase Seven if the act of limbering takes up half a move or less. Likewise, a gun can fire, then limber and move if the limbering takes up half a move or less. This fire takes place during Phase Six before the unit moves, but it is penalized as moving fire. A gun can never fire, limber, move, unlimber and fire again since they can only fire once per turn.

Example: The 10-pound Parrott light gun section redeploys from A to B. It costs half open move to limber (6"), leaving 6" of limbered movement. It costs nothing to unlimber so the gun can unlimber and fire at half effect.

6.6.2. Prolonged Movement

In this technique, the artillery pieces were moved by hooking the prolonged rope from the limber to the end of the field piece and dragging the gun in a manner that would still enable the gun crew to run alongside the gun and fire it. It was a useful technique for artillery that was covering an army's retreat.

Guns in this configuration fire as moving artillery, either immediately prior to moving or during Phase Seven, Moving Fires. To indicate prolonged movement, place the limber and gun touching as shown below. It costs no extra movement to create this configuration but the guns move at one-half the normal limbered rate.

Example: Prolonged Configuration. (Diagram: limber and gun touching.)

6.6.3. Movement by Hand

Crews can push their guns a limited distance. The maximum hand push distance is the number listed on Table 3 after the limbered move distance. For example, the distance for a very light gun in broken terrain is 4".

6.6.4. Roads and Trails

Roads and trails are only wide enough for one gun section to move or deploy on.

Example: Only the center section is deployed outside the rough terrain and may fire down the trail.

6.6.5. Crew Movement

Artillery crews always have the option of voluntarily abandoning their guns, but usually this will be a forced event. Crews without guns move at infantry skirmish rates. If routed, they make a forced rout move and use the infantry rout rate.

6.7. Cavalry

Cavalry is a very fragile instrument particularly when mounted since it takes greater casualties when mounted. However, at the proper time a cavalry charge can be quite devastating against a shaken or disordered unit. Generally speaking, once the opposing sides joined, the cavalry simply got out of the way and retired to the far flanks to fence with the opposing cavalry. Dismounted, with repeaters or breechloaders, it could stop a reasonable number of infantry. In fact, late war cavalry divisions developed into fast strike forces combining mounted speed and dismounted firepower.

6.7.1. Movement

Table 3 outlines the movement rates for cavalry. Mounted cavalry formations are shown in rule 0.1.2.b. Dismounted cavalry uses the same movement rates as infantry.

6.7.2. Mounting and Dismounting

If mounting or dismounting is combined with a move, use the Move This Direction order and declare mount/dismount when orders are revealed. If not combined with a move, use the Formation Change order.

a. Procedure: Mounting and dismounting may only be done at the beginning or end of the movement phase, and to accomplish either activity the regiment must give up a portion of its movement as follows:

  • Twice its BMP in inches for mounted movement, OR
  • Its normal BMP in inches for dismounted movement.

A dismounted unit always gets 1" of movement if the dismount is done at end of the move. The act of mounting or dismounting has an inherent free formation change. Hence, a unit could be dismounted in skirmish formation and remount in line, and vice versa.

Example: The 15th Virginia Cavalry falls back in disorder to their horses to remount. They can move 3" before mounting (6" in open - 3 BMP). At the end of the move, the 15th Virginia has the mounted regiment stands on the game board.

Example: At the start of the move the 15th Virginia is mounted. They can move as skirmishers up to 9" (12" in open - 3 BMP). The horseholder stand remains where the troops dismounted.

Example: The mounted cavalry in column on the road wishes to dismount and deploy as skirmishers at the end of its move. It moves 14" (20" column on road - 2 x 3 BMP for dismount). At the time of dismounting, one dismounted stand advances 1" from the horses, and the other dismounted stands deploy using the first stand as the center of the skirmish formation. If the mounted column took the long move of 24" rather than 20", it would have to roll for disorder, and if it failed, the dismounted unit would lose its free formation change, and all the dismounted stands would be deployed in disorder 1" away from the horses.

b. Horseholders: The horseholder stand symbolizes the location of the horses of the presently dismounted regiment. If the regiment has three or more stands on the board when it dismounts, then one of these becomes the horseholders stand. If the regiment has only one or two stands on the board when it dismounts, then there is no need to show the horseholders.

If enemy fire is directed against the horses, they get no saves for any type of cover but no results are applied unless they are all killed in one turn, in which case it is assumed they bolt and are driven off, leaving the regiment walking.

6.7.3. Mounted Infantry

Infantrymen were occasionally mounted, sometimes on mules, to play the role of cavalry in scouting and foraging. With a few exceptions, they did not have cavalry's confidence and training.

When fighting mounted, the unit charges in disorder with a +1 morale disadvantage. If it moves using the maximum distances, subtract 1 from its disorder roll. When dismounted, the unit moves and fights as infantry without the dismounted cavalry penalties, such as disorder roll and lack of bayonets.

6.8. Infantry

While the vast majority of the fighting was done by infantry regiments in the standard formations already described, there were numerous instances where special formations were implemented to deal with specific tactical problems. The following are special formations and/or tactics most often used.

6.8.1. Attack Column

This Napoleonic formation saw valuable service in the Civil War, particularly where shock value and speed were essential. Use the Change Formation order to form as shown (diagram: stands arranged in a compact block, with the direction of movement marked).

The attack column moves at a faster pace than line (see Table 3). Furthermore, it carries a +1 shock benefit in terms of a fear-of-charge modifier to the charged target's BMP. In the dice roll for impact it has a benefit of -2 in its favor, assuming the attack column has not gone into disorder at the point of contact.

As long as the regiment is in attack column, it suffers double casualties from all fire, from all directions. This penalty is used instead of any flanking penalties for casualty generation. For morale, the modifiers for flanking fire still apply.

6.8.2. Brigade Column

In this type of attack, at least three regiments of the same brigade form into one massive attack column in an attempt to force an enemy position by overwhelming numbers and shock at the point of impact. However, this formation is particularly prone to suffering very heavy casualties. (Diagrams: a three regiment brigade column; a five regiment brigade column.)

a. Orders: It takes one complete turn to form the brigade column after all regiments are within 3" of each other. One regiment does not move. Mark all the units FM at the same time.

b. Officer Benefit: If the brigade general is within 1" of any of the regiments in the brigade column, all regiments in that formation earn the benefit of the general's presence as long as the formation is in good order.

c. Moves: The formation moves as one unit, and maneuvers as if it were a line. The entire formation either passes or fails any disorder roll as a single formation. It has its own move rates in Table 3.

d. Morale: The brigade column checks morale every time 20 percent of its stands are lost. Hence, a three regiment brigade column will check every time three stands are lost, and a five regiment brigade column must check every time five stands are lost, with +2 per 20 percent morale penalty. Furthermore, a brigade column is exempt from first casualty morale checks.

As long as the brigade column is in good order, any morale checks are taken for the entire formation with all regiments either passing or failing. Use the BMP of the first regiment in the column. However, once the brigade column has deteriorated into disorder, all morale checks are immediately resolved on an individual regimental basis.

e. Charge: The brigade column carries a shock benefit of +2 for fear-of-charge and -4 for impact.

Example: The brigade column has paused 3" from the defenders who have passed their fear-of-charge check and completed their defensive fire. The column must now check its morale for kills from defensive fire (Table 6). The column was not disordered by its move and has lost six stands, two more than 20 percent. The BMP of the column is two since the lead regiment, in this case, is elite. MMP is three per Table 6 (2 BMP -1 for charging +2 for 20 percent loss). A roll of 4 or more will pass the check. If the column passes the check, it moves to contact for the impact. The column will have an impact MMP of -1 per Table 18 (2 BMP -1 for charging +2 for 20 percent loss -4 for brigade column). Thus the column will subtract 1 from its impact dice roll. Lowest total wins impact.

f. Fire: Assuming non-enfilade type fire, the brigade column takes increased casualties as follows:

  • From Artillery Shot: All regiments in the brigade column take equal casualties with the lead regiment. Hence, if an artillery shot scored five kills, that would be five on each regiment.
  • From Canister/Small Arms: The first two regiments of the brigade column take equal casualties and all the rest take 50 percent of that. Hence, if a defending regiment scored eight kills against the brigade column, the first two regiments suffer eight each, while all the rest suffer four each.

In a flanking fire situation, the judgment of the enfilade is based on the lead regiment. If it is enfiladed, the entire brigade column is enfiladed and each regiment suffers the same. Hence, if a brigade column received full flank fire that caused two casualties, there would be four casualties on each regiment.

6.8.3. Extended Line

Often a regiment found itself in a position where it had to stretch its coverage larger than the normal regimental frontage in an extended line. Such a formation is simulated by spacing the stands not touching but not further than 1/2" apart. If they are further than 1/2" apart, the formation will be judged skirmish order. Extended line has its own movement rate in Table 3. Advantages: saving roll of 1; disadvantages: fire down 1 column, -2 to shock effect. A regiment in line may move directly into extended line but to change back requires an FM order.

6.8.4. Refused Line

Often a regiment found itself in a position where it had to bend back a part of its elements so as to keep a front against the enemy. In this formation, the regiment does not suffer the morale or shock penalty for being fire- or charged-on-flank, but an enemy firer could claim full or partial enfilade for casualty determination if the majority of the target stands were indeed in an enfilade or partial enfilade condition.

Example: The 17th Virginia has full flank fire on the 19th Indiana and kills are doubled. Since the 19th Indiana has refused line, the fired-on-flank morale penalty is not applied.

6.8.5. Lying Prone

Any regiment can declare itself as lying prone either at the beginning or end of its turn or movement. It costs no movement to go prone, but it does cost 1" to go from prone to standing and/or moving. No movement is allowed while prone. Mark the unit with a "lying prone" counter.

A prone unit, if charged, is considered to be charged-while-forming and has the x1/2 fire strength penalty for formation change.

Lying prone affects the unit's visibility and firepower per rule 4.2.7.a, but it allows a substantial save number in Table 12.

6.8.6. Detached Skirmishers

In the early part of the war or if very small numbers of troops were involved, a regiment would often detach from two to four companies as skirmishers. This was never as practical as a brigade using one entire regiment as skirmishers for the brigade.

a. Procedure: Use a Move order and declare detached skirmishers. When giving orders on later turns, mark both the skirmishers and the parent unit.

Up to two stands of a regiment may be detached to function as skirmishers provided they never move farther than 6" from the parent regiment.

b. Morale: Their morale is 1 worse than that of the parent regiment, as modified by stands lost.

A detached stand checks morale every time a figure is lost. If two stands are working together in this manner, then morale would be checked every time two figures are lost.

If a morale check causes the detached skirmishing stands to go shaken, they immediately retire to the parent regiment and automatically assume the morale and formation of the parent regiment. If a morale check causes the detached skirmishing stands to rout, they are immediately removed from play. This removal does not cause the parent regiment to check morale for stands lost, but the morale penalty of +2 per stand lost does affect the regiment starting with the turn after the removal of the detached skirmishing stand(s).

6.8.7. Fire and Advance by Rushes

This tactic was an attempt to advance on the enemy while reducing potential casualties. The regiment would advance in small groups covered by fire of its own elements.

This can only be done by units in skirmish or disorder. The player announces upon revealing the Move order that the unit is firing and advancing by rushes.

Immediately after all First Fires, the rushing unit fires a volley with a x1/4 modifier per Table 9. During Phase Six, it moves at half the normal rates. During Phase Seven, it fires again with a x1/4 modifier. These x1/4 modifiers substitute for the x1/2 modifiers for moving and for being in skirmish or disorder.

A skirmishing unit still gets skirmish formation saving rolls. A disordered unit still suffers 50 percent increased casualties. Shock penalties are unaffected.

6.8.8. Wave Assault

In this type of attack, one wave of regiments follows after another. It was very similar to a brigade column except the regiments were spaced between 50 and 100 yards apart.

a. Procedure: Each regimental wave must be separated by at least 2". Once the units are moved into this formation, declare wave assault. Unlike the brigade column, each regiment is treated as a separate entity. Assume they maintain spacing so that all casualties are confined to the lead regiment.

b. Charge: Even though the regiments are attacking in waves, the defender takes only one fear-of-charge morale check.

If the first wave is stopped by fire or other difficulties, the succeeding waves can simply pass through, rolling for disorder (see 6.4.2). If they are already in disorder, they pass through with no further penalty.

Once a wave has closed with a target, the following waves simply pile in behind it. For each successive wave in good order the first charging unit gets a -2 benefit in the impact dice roll, and for each wave in disorder it gets a -1 benefit in the impact dice roll.

If the first charging unit loses the dice roll, all regiments are thrown back shaken and in disorder.

6.8.9. Merged Units

New units may be formed on the battlefield by merging remnants of other units of the same brigade.

a. Procedure: A merged unit may never have more than five stands. To merge, mark all involved units FM. One stand does not move and all other stands can move up to 3" to form the merged unit. On following turns the unit functions as one unit.

b. Morale: Use the BMP of the regiment with the most figures in the merged unit. If the number of figures is equal, use the lower BMP.

Modify the morale by -1 for each stand attached to this regiment to form the merged unit. Loss of stands, etc. to the original regiment still applies, but the merged unit does not have to take a new first-casualty morale check.

Example: The 1st South Carolina has the most figures so its BMP is used, in this case 3. Assuming two other regiments of the brigade have been lost, its MMP is 7: 3 BMP +4 for two stands lost +2 for two regiments of brigade lost -2 for two stands of 17th Virginia attached.

c. Casualties: If the merged regiments have the same number of figures per stand, kills may be taken from either. If one of the regiments has fewer figures per stand, kills must be taken from it.

6.9. Officer Movement

Officers have their own movement rate as shown on Table 3. An officer may move during any portion of the turn, or even wait until all phases are finished except rolling for officer casualties.

An officer who uses his leadership benefit in any way, such as boosting morale, improving fire or aiding on disorder rolls, has his movement reduced by half. Exception: If the officer stays with one unit for the entire turn, he can give full benefits to that unit and move as far as that unit does, including maximum distance charges or routs.

Conversely, an officer who moves by himself over half his movement allotment may not confer any leadership benefits.

7. Phase Seven: Moving Fires

Any non-routed units except those marked D or FR, which have not yet fired this turn, or which have only fired once if equipped with repeaters (4.2.7.c) or advancing by rushes (6.8.7) may now fire. Use the firing procedures given in rule 4 and check morale as necessary when casualties are inflicted.

8. Phase Eight: Officer Casualties

After all moving fires are done and all officer movement is finished, roll for each officer to see if he becomes a casualty. The chance of his being hit depends on how close he came to a combative enemy unit. Use the closest distance he or the unit he assisted came to a non-routing, non-disengaging enemy unit at any time during the turn.

The probability of his becoming a casualty is given in Table 20. Throw the number of dice shown for his proximity to the enemy. If the dice roll results in a hit, roll one die again to determine what has happened to him:

  • 1: Stunned; cannot give any benefits or move for one turn.
  • 2, 3: Light wound; cannot give any benefits for the rest of the game. Remains in the game but is moved to the rear of the army, near the edge of the game table.
  • 4, 5: Severe wound; officer is removed from the game.
  • 6: Spectacular death; officer is removed from the game. Morale checks for all units seeing this catastrophe use an additional +1 modifier per Table 6.

All friendly units that see an officer casualty occur, regardless of the severity of that casualty, must check morale. The conditions for seeing an officer casualty are the same as those for seeing a rout. Use the same procedures, modifiers and effects described in rule 2 when checking morale.

9. Fortifications

Fortifications include the works themselves, obstacles which can be used with works or alone, and occupied buildings or structures. The Civil War saw fortification on a lavish scale due to the weapons, to the importance of transportation networks, and perhaps to a native proficiency for engineering.

9.1. Works

Field fortifications, or works, were an intrinsic part of many Civil War battles. Indeed, after 1863 the troops made every effort to improve their positions whenever time was available. These works could take any form from hasty improvements, which the soldiers created with whatever materials were handy, to elaborate earth forts that required weeks of work by skilled engineers.

9.1.1. Hasty Works

Hasty works or improved positions may be constructed by the regiments. Mark the regiment FM and announce as soon as orders are revealed that it is attempting to improve its position. This can only be attempted if the regiment is in rough or broken terrain or behind a fence or hedge, not when it is in the open.

Following the announcement, place the regiment in disorder to symbolize the scrounging and digging activity. The regiment may not move this turn, but it may fire. If the regiment is charged, it becomes a disordered unit on conditional hold.

At the end of all movement but prior to resolution of moving fires, roll to see if the construction attempt is successful. The regiment must roll, with one die, higher than its BMP to finish the hasty work. The presence of an officer benefits this roll.

Example: The 1st and 2nd New Jersey are ordered to improve their position. They must go into disorder when the orders are revealed. Each has a BMP of 3, but the 1st New Jersey benefits from the presence of an officer. Thus, the 2nd New Jersey would need to roll 4 or higher for success whereas the 1st New Jersey need only roll 3 or higher.

If successful, the hasty works are defined as being in effect for the entire frontage of the unit. The effect of hasty works is that the cover save number is increased by 1 for that stretch of ground. Hence a wood fence, which normally saves on 1, converted to hasty works saves on 1 or 2. Or a stretch of broken ground that offered no saves now saves on 1.

If not successful, all the regiment has done is put itself into disorder.

9.1.2. Light Works

Light works covering a regimental frontage can be constructed by a regiment in one full morning, afternoon, or night. Only in unusual circumstances would they be built on the game table during a battle. They are more likely to be called for by the scenario.

Light works can save against small arms and canister but not against artillery shot. Movement over light works in either direction is at broken terrain rate.

9.1.3. Medium Works

Medium works usually take at least a day and a night to build. They must be called for by the scenario.

The effects of medium works are:

  • All formations and artillery units behind the works receive a variable save number per rule 4.2.6.d. Unlike light works, saves do apply against artillery shot.
  • Troops inside may go into extended line with no fire, shock, or morale detriment.
  • All troops firing from inside the works at targets outside the works get an up 1 column benefit to their fire.
  • All troops inside get a -2 morale benefit.
  • Any movement across the works is done at the rough rate and must be made in disorder or skirmish mode.

9.1.4. Heavy Works

All formal forts are considered heavy works. Heavy works usually take at least a week to complete and can only be built by trained engineers. They must be called for by the scenario.

The effects of heavy works are:

  • All formations and gun sections receive a variable save number against all types of fire. See rule 4.2.6.d.
  • All units inside receive a -3 morale benefit.
  • Troops inside the fort may go into skirmish order with no fire, morale or shock detriments.
  • Any fires done by troops inside the fort against targets outside receive an up 2 column bonus.

Any movement across the fortifications may be defined by the scenario as one of the following, depending on the nature of the fort:

  • Movement must be done in disorder or skirmish, at rough rate.
  • Or movement is impossible without special equipment such as scaling ladders. If scaling ladders are available, it takes an entire turn to move from the base of the fortification to the top with no firing being done on the turn of the move.

9.1.5. Artillery Fire at Works

Artillery may fire shot (but not canister) at works in an effort to destroy them. Declare the works as the target. Compute the firing strength normally on Table 14 but also use the multipliers listed for "vs. Fortifications." Siege type artillery also receives an up 1 row shift. Roll on Table 10 and the kill result equals the number of inches of works destroyed. E.g.: three kills equals 3" destroyed. Any unit behind the works is unaffected.

9.2. Obstacles

One of the most common methods of breaking up an enemy charge, since the dawn of organized warfare, has been with obstacles. Often these form a key part in a system of formal fortifications. At other times, they are quickly improvised from tree cuttings and the like. The three main types of combat obstacles are the abatis, the fraise, and the chevaux-de-frise.

9.2.1. Abatis

The abatis is usually a series of trees felled with their branches towards the enemy and sharpened to a formidable cluster of points.

a. Build: It can only be constructed in a wooded or brushy area where small trees would be available. It takes six non-move, non-fight consecutive turns for a regiment to construct a regimental frontage of abatis.

b. Remove: It can be removed by one regiment that does nothing else for a complete turn. That regiment would be in disorder for the whole turn. At the end of the turn, 1" of abatis is removed for each stand in the unit.

c. Fire: All infantry fire across the abatis is reduced down 1 column regardless of direction of fire due to general difficulties presented by the abatis.

d. Movement: All movement against the spikes is done at the slow rate for rough terrain and causes automatic disorder. All movement with the spikes is done at the slow rate for broken terrain and causes automatic disorder.

9.2.2. Fraise

The fraise is a series of sharpened, deeply embedded stakes set out at breast height, usually found just outside close range musket distances of formal fortifications. (Illustration: actual fraise; model made from 1/8" brass angle stock with brads glued in.)

a. Build: It requires one whole day of a regiment's time to build a regimental frontage, or one-half day if the work is done by a pioneer or engineer battalion.

b. Remove: To clear the fraise takes one infantry regiment four turns, or one pioneer battalion two turns. After it is cleared, an area equal to the front of the regiment is still considered broken terrain.

c. Fire: Has no effect on artillery shot and shell. Troops taking cover directly behind the fraise save on 1, 2 or 1, 2, 3 if equipped with breechloaders. Troops firing from behind the fraise have their firing reduced down 1 column due to spike difficulties. No other effect on fire.

d. Movement: Movement across the fraise with the spikes is done at the rough terrain rate.

Movement against the spikes requires two turns, as follows:

  1. Unit moves up to the fraise and stops.
  2. Next turn the total extent of the unit's move is to just cross the fraise and be placed in disorder.

No movement is allowed in either direction across the fraise by mounted cavalry or artillery.

9.2.3. Chevaux-de-Frise

This is a light, almost movable cross-patch of sharpened stakes. Often they would be deliberately designed for quick movement so a defender could sally forth in counterattack.

a. Build: It requires one day for an infantry regiment or one-half day for an engineer battalion to complete enough for a regimental frontage.

b. Remove: It requires one full turn for any regiment to clear the obstacle provided it did nothing else that turn. The regiment is placed in disorder at the end of the turn.

c. Fire: All infantry fire across a chevaux-de-frise is reduced down 1 column. Units taking cover behind it save on 1 or 1, 2 for breechloaders. No protection from artillery fire.

d. Movement: All movement ceases upon reaching it. The next turn, movement is continued in disorder at the rough rate.

9.3. Buildings

As might be expected, buildings were often used as cover and points of defense, but soldiers often found buildings to be deathtraps, particularly when enemy artillery was within range.

9.3.1. Movement Effects

All entering and exiting from a building is done in disorder at the broken terrain rate.

Only one stand of infantry may occupy a small or average size building. If the building is large, such as a barn, then two stands may occupy it. For purposes of occupation, two gun section crews equal one stand of infantry. Single leader figures are always allowed in.

9.3.2. Morale Benefit

Soldiers in a wooden or frame building receive the -1 morale benefit for cover. If the building is stone or masonry, the morale benefit is equivalent to that of medium works.

9.3.3. Fire Effects

a. Small Arms: When firing out of a building, all firing is quartered due to the limited number of firing positions available. But the troops inside receive a saving roll on Table 12 against enemy small arms and canister fire.

b. Artillery: Artillery may not fire shot at troops in buildings but may fire at the buildings to try to destroy them. Declare the building as the target and figure firing strength normally. If it is a large building, use an up 1 row shift. It requires one kill to destroy a wooden structure and two kills in one turn to destroy a stone structure.

If the building is destroyed, any troops inside must immediately depart in disorder. Roll one die: that is the number of figures lost in the collapse of the building.

If the building is hit when troops are inside, whether the building is destroyed or not, the troops must check morale. They are entitled to the cover morale benefit for wood or stone.

10. Concealment and Surprise

Due to the wooded and broken terrain in which many of the Civil War battles were fought, it was very common for the opposing armies to be relatively ignorant of each other's actual position until they were closely engaged. Indeed, many a general, Lee himself, preferred this type of fighting since it enabled large portions of their army to appear unexpectedly out of the brush and trees. To simulate the problems and opportunities in concealment and surprise, use either or both of the following sections.

10.1. Hidden Movement

Use the hidden movement counters (the counters with numbers on them) with this rule. For maximum scenic effect, mount one soldier on each to represent a picket. This also shows whether the counter is Union or Confederate.

10.1.1. Conceal Units

Remove all actual units from the playing area unless they would be visible to the enemy as determined by the scenario or line of sight rules.

a. Unit Counter: Mark the position of each actual unit with a counter, one per regiment or battery. The type on the counter and the face of the picket indicate the unit's front. If the unit is in column, the counter locates the head of the column. If the unit is in line or skirmish formation, the counter locates the center of the unit.

The owning player writes down which numbers represent which units. This cannot be changed during the battle.

For every one unit, players are entitled to one counter that represents where the unit is and one dummy counter, which does not represent a real unit.

b. Brigade Counter: Players may, in order to confuse the enemy, use one counter to represent an entire brigade or artillery battalion. Players are still entitled to one dummy counter per regiment, however. This tactic greatly increases the pool of dummy units at your disposal.

If this tactic of brigade-marking is done, then the entire brigade must be in the same formation executing the same order every turn. If the brigade is in column, the counter locates the head of the brigade column. If the brigade is in line, the counter locates the center of the brigade line. If the brigade is in a brigade attack column, the counter locates the center of the lead regiment.

c. Movement: The actual unit, though off-board, should be placed in the formation ordered, and the movement of the counter must correspond to the actual movement rate of that unit's formation and terrain moved through. Any disorder die rolls should be made for movement as required.

d. Orders: When marking orders, place the order counter on top of or beside the picket counter in question.

10.1.2. Reveal Units

Any time an enemy counter becomes visible to an on-board unit or a counter that represents a real unit, then the owner of the on-board unit or real counter may claim visibility on the enemy picket. If the enemy counter represents a real unit, then that unit must be placed on the gaming table. Once a real unit has been revealed and placed on the table, it cannot revert back to hidden movement.

a. Unit Visibility: An enemy picket becomes visible to a friendly unit or picket when the line of sight is unblocked and, if obscured (rule 4.2.3.c), a successful sighting roll is made. Exception: Units behind medium or heavy works do not become visible until the enemy has closed to within 3" of the works.

b. Claiming Visibility: If two opposing counters become visible to each other, both players must declare if their counter represents a real unit or not. They do not have to reveal the size, formation or type of unit.

  • If both counters are real units, then both units are placed on the gaming table.
  • If both counters are dummy units, then both are removed.
  • If one counter is a real unit and the other is a dummy, the dummy counter is removed. The opposing real unit may continue in the hidden movement mode. The owning player of the real unit does not have to reveal any other information regarding size, identity or type of his unit.

c. Failure to Claim: If a turn goes by where opposing counters would have been visible but neither player called it, it is assumed the units somehow did not see each other, and the game goes on.

10.2. Surprise

Throughout the Civil War, many a battle would start with an unexpected attack. In some cases, it would be a tactical surprise in which a known enemy force would suddenly attack with unexpected ferocity. Some examples of this would be the Confederate attacks at Murfreesboro and Lynchburg. The other type of surprise was that of the strategic surprise when a devastating and unexpected attack was launched by an enemy whose presence was not even suspected. An example of this would be the Rebel attacks at Shiloh or Cedar Creek, and the Union assault at Wilson's Creek.

10.2.1. Tactical Surprise

If a scenario calls for a tactical surprise, the surprised units have the following penalties for as many turns as called for by the scenario.

a. Orders: All units are automatically marked CH.

b. Morale: Tactical surprise is treated as a charge modifier used to penalize the defender on his fear-of-charge and impact morale rolls. To arrive at this modifier, the defender rolls one die for each regiment or gun section in question. Halve the roll, rounding down, and that is the + modifier, noted in the following table:

Die RollTable 18 Modifier
1No change, unit alert
2, 3+1, moderate surprise
4, 5+2, very surprised
6+3, totally surprised

c. Fire: Any units that fire while surprised, regardless of their state of alertness, forfeit the advantage of opening volley if said volley is made while the surprise condition is in effect.

10.2.2. Strategic Surprise

Obviously, this is much more serious. The time duration of strategic surprise will be defined by the scenario in number of turns.

a. Orders: All units of the entire surprised command are marked CH and remain at this command until released. In the rally phase of the turn, roll one die for each of the units. If the roll is higher than that unit's BMP, then the unit is released and can be given any order on subsequent turns.

b. Morale: All regiments taking morale checks under the condition of strategic surprise must add a modifier equal to their own BMP. Hence an average regiment taking a morale check would usually have to roll higher than 3, but in this case would have to roll higher than 6 to pass.

c. Tactical Surprise: Any regiment which is charged under the condition of strategic surprise has the above detriments and also the detriment of tactical surprise.

d. Fire: Any units that fire under surprise forfeit the advantage of opening volley.

11. Victory Conditions

Despite many popular myths, military commands very, very seldom, if ever, fight to the last regiment or hold at all costs. There is always a point at which, either due to heavy casualties, command confusion or simple fatigue, all offensive action ceases or even becomes precipitous involuntary retreat. To simulate these reactions, a point system of command value is used to measure a command's "integrity" or ability and will to continue fighting.

11.1. Command Value

The value of a command is the total point value of all of its elements. Each element of a command is assigned a point value as follows:

  • Each Regiment/Battalion (Five Stands): 2 points.
  • Each Gun Section: 1 point.
  • Each Brigade Officer: 3 points.
  • Each Divisional Officer: 5 points.

Note: The point value of each officer is listed in the scenarios and may differ from those given here to account for their quality.

11.2. Integrity Levels

Once a command loses 40 percent of its points through removal of units and officers from the board, it can no longer engage in offensive activity. A regiment is counted as lost when all of its stands are removed from the board. Merging with another regiment (rule 6.8.9) does not count as a command loss. A gun section is counted as lost when the gun, but not necessarily the crew, is captured or removed from the board.

Beginning on the turn after the 40 percent level is reached, no unit of the command may advance or charge against the enemy if such movement will take them to a position not already occupied by friendly non-officer units. Exception: An isolated unit may advance (but not charge) towards the enemy only if such movement is an obvious attempt to rejoin the main force.

Once a command loses 60 percent of its points, it must retire from the field. Starting on the turn after the 60 percent loss level is reached, all units of that command must immediately begin moving in a way that increases the distance between them and any enemy units until they are removed from the game table.

If a command is judged by some unique condition of the scenario to be apathetic, then its integrity levels are 30 percent and 50 percent respectively. If a command is judged to be determined, its integrity levels are 50 percent and 70 percent. For instance, Jackson's Army of the Valley during most of the Shenandoah Campaign can be considered determined. The command of Franz Sigel at New Market, on the other hand, could easily be classified as apathetic.

It is possible for an event to change a command's integrity levels. For example, in a Cedar Creek scenario General Sheridan's arrival would change the stance of his corps from apathetic to determined.

11.3. Command Objectives

Each scenario has its own victory conditions. These conditions are specific to either the Federal command's intentions or the Confederate command's intentions. These victory conditions must be achieved before the command reaches its Retire from Field level. A command that reaches its Cease Offensive Activity level may have great difficulty in meeting its victory conditions unless the command's intention is purely defensive.

Study and play the six scenarios provided with the game. More scenarios will be published in the future, but you will also want to modify given scenarios and make up your own. There are hundreds or thousands of battles, actions, and skirmishes of the Civil War to draw upon. In these cases, take the time to develop victory conditions that are possible to achieve and which accurately reflect the historical situation.

Epilogue

(The printed Epilogue is the designer's reflective essay, ending with the quoted 1862 report of Captain John L. Young of the 17th Iowa at the Battle of Iuka; it contains no rules and is omitted from this transcription.)

Appendices

Appendix A: Civil War Shoulder Firearms

This listing shows a reasonable cross-section of the many weapons carried by the soldiers in the Civil War. Note that the weapon carried did not always equal the quality of the soldiers. For instance, green troops may be armed with the Henry rifle. They would be entitled to breechloading, repeater, and long range benefits, but all their fires would shift down 1 row for being green.

COMMON CIVIL WAR SHOULDER FIREARMS

(Columns: Weapon Type; the weapon class — Smoothbore, Rifle-musket, or Rifle-carbine; and any Breechload Benefit, Repeater Benefit, Long-range Benefit; Notes. Each weapon below lists the columns marked.)

Weapon TypeClassBreechload BenefitRepeater BenefitLong-range BenefitNotes
Musket Model 1822, 1840, 1841, 1842SmoothboreCommon C.S. early war
All Foreign Smoothbore MusketsSmoothbore
Hall Rifle (all versions)Smoothbore
Palmetto MusketSmoothboreCommon C.S. early war
  1. Ranges: Use the most applicable range category given. Breechloading rifles that are not otherwise specified use the rifle-musket range. Weapons having a long-range benefit use the sharpshooter rifle range in Table 8.
  2. Smoothbores: In early war scenarios, about 10 percent of the Union and 20 percent of the Confederate units would have smoothbores. In the West, the Confederate percentage for early war could be as high as 20 percent to 30 percent.
  3. Flintlocks: In the early part of the war, or in the case of hastily recruited "home guards," many of the muskets or rifles used the obsolete flintlock method of operation rather than the much more dependable percussion cap. If a unit is said to have flintlocks instead of caps, modify its fire down 2 columns.
  4. Poor Weapons: In the early attempts for large scale mobilization, any weapons, some of very marginal quality, were acquired by both the Federal and the Confederate governments. Some of the more notoriously inefficient weapons were the older Austrian and Prussian muskets. Unfortunately, as late as Gettysburg, units were still carrying these weapons. If a unit has a "poor quality" weapon per the table above, modify its fire down 1 column. Note: A poor weapon with flintlocks would suffer both of these penalties for a total detriment of down 3 columns.

Appendix B: Seacoast Artillery

These were the very heavy guns that could often be found permanently in place guarding the numerous large forts overlooking the many key harbors of both the Confederacy and the Union. If they were ever used it was usually against enemy warships. But at some of the battles, such as Fort Fisher, they were reported to have been used against attacking enemy infantry.

Such heavy weapons are immobile and can only be pivoted. See the table below.

SEACOAST ARTILLERY

Gun TypeCanister 0-6"Shot 0-12"Shot 24"Shot 36"Shot 48"Shot 60"
Smoothbores
32# Gun20(25)12631NA
42# Gun25(30)15842NA
8" Columbiad*30(40)

* Can only fire every other turn and pivot penalty increased as follows: Pivot 45 degrees or Less: down 1. Pivot Over 45 degrees: x1/2. Pivot Over 90 degrees: x1/4.

Appendix C: Mortars

Mortars in the Civil War were usually found only in siege operations and could only be moved and set up with great difficulty. In terms of material damage they usually accomplished rather little since they were generally designed to have their shell explode in the air rather than against the earthworks themselves. However, since the shells could plunge behind the works and into forts they were capable of causing respectable consternation in the garrison. One mortar, the little bronze coehorn, was actually used as a field weapon by the Federals at Cold Harbor.

Mortars have both a minimum and maximum range. Their firing strength (shell value) is constant within this range, but the fire must first hit the target. If the mortar has a line of sight on the intended target, use the direct hit number shown on the table below; if the mortar does not have a direct line of sight, but an officer figure within 12" does (or a designated artillery spotter who has no special benefits or ability except spotting for indirect fire of the mortar or other artillery), use the indirect hit number. Roll two dice, and if the sum is less than or equal to the hit number, then continue with the normal firing procedures to determine number of kills. If the dice roll is greater than the hit number, however, the fire misses altogether.

See the table below.

The mortars get a consecutive shot benefit on a non-moving target of +3. This is indicated by a "C" with the hit number. If the target is moving, no consecutive shot bonus applies. If the fire is area fire, reduce the hit number to 3 regardless of any other factors. If the fire is blind, reduce the hit number to 2 regardless of other factors.

Due to their plunging trajectory and airburst, no lineal cover saves apply, but area cover saves and formation saving rolls do.

Example: An 8" siege mortar has a direct LOS on a regiment behind works. On the first turn of fire, 7, which is higher than 3, is rolled on two dice, so the fire misses. The mortar cannot fire on the second turn (see the Notes column). On the third turn, it fires at the same spot, and the dice roll is 6. This is equal to the direct hit number of 6 (3+3 for consecutive fire on non-moving targets); therefore, the firing player proceeds with the normal firing procedures, modifying the shell value of 15 in Table 9 and rolling in Table 10 for number of kills. The target unit does not receive saving rolls for the works.

MORTARS

TypeMin RangeMax RangeDirect HitIndir. HitShell ValueMovement RatesNotes
24# Coehorn8"24"438Push move. Lt. guns.Fired 17# shell.
8" Siege10"30"3 C2 C15Set up at start.Fires every other turn.
10" (Short) Siege16"48"3 C2 C20

Appendix D: Very Rare Weapons

Throughout the Civil War, both Union and Confederate inventors developed new weapons designed to sweep the enemy from the field. In most cases these weapons were more trouble than they were worth, but a few showed definite potential.

1. Gatling Gun, Model 1862

Only one battery of these was used, at Bermuda Hundred. They had been purchased by General Ben Butler himself, as the Federal government felt they were worthless. Until the much improved 1865 version became available after the war, their worth was questionable due to frequent jamming.

Treat the gun as a light field piece for movement purposes. Its range and fire strength are:

Range6"12"24"36"
Fire8421

Note: If the gun rolls doubles in Table 10, assume the gun temporarily jammed and cut the above fire strength in half.

2. Agar Machinegun

Supposedly this contraption actually went into combat and was noted for the clouds of smoke enveloping the gunners. It moves as a very light field piece.

Range6"12"24"
Fire631

If doubles are rolled, fire effectiveness is quartered due to gun jamming. If the gun fires two turns in a row, the smoke around it is so bad that the second turn's fire is considered area fire.

3. Williams Machine Gun

This was the Confederates' secret weapon, and they probably should have kept it that way. This unique device of war had one operator turning a crank while another one with great dexterity and luck hand fed paper cartridges into its rotating breech. It moves as a very light field piece.

Range6"12"24"36"
Fire4211

Since it fired a one-pound, 1.57 caliber projectile, all cover-saving rolls are reduced by 1. E.g., in light woods, saves are reduced from 1, 2 to 1.

Due to the unique loading system, if doubles are rolled, the assistant gunner gets his hand caught in the breech and the gun section must check morale. The fire effect is also halved for this turn and for the remainder of the scenario due to the crippling of the assistant gunner.

4. Billinghurst Requa Gun

This was also known as the covered bridge gun since that seemed to be the only combat use entrusted to it. It had 25 barrels that were supposed to fire simultaneously at the drop of a crank. Treat this as a very light field piece.

Since this weapon's sporting characteristic is chronic misfire, roll one die each time you wish to fire it, and that is the fire strength it uses. Use the range distances and multipliers given for carbines in Table 8.

5. Ketcham Hand Grenades

According to purchase records, the Federal government purchased over 90,000 "explosive darts," but recorded instances of their use were excruciatingly rare.

Since these things were very clumsy, a grenadier regiment had the choice of either carrying enough for one throw only and still having their muskets, or abandoning their muskets and carrying enough for three throws of a light version or two throws of the heavy version. Their effect is not changed by movement, and the throwing is done instead of a normal fire as follows:

TypeRangeEffect
Light grenade1" rangekills 1/4 x figures
Heavy grenade1/2" rangekills 1/2 x figures

Since it is an explosive device that can be lobbed over obstacles, ignore saving rolls for lineal cover such as fences and earthworks.

6. Rocket Batteries

The effectiveness of rockets as field artillery is best summed up by Colonel Blackford, CSA, who observed their firing against the Federal camp at Harrison's Landing: "Their course was erratic...and after striking, the flight might be continued in any direction, even directly back from where it came."

The rocket section moves as light artillery and requires a full non-fire turn to set up or take down.

To fire the rockets, the firing player takes one die, turns his back on the game board and drops the die over his shoulder. Where the die lands is the direction or azimuth of the rocket, and the number rolled is the distance it goes in feet. Any unit that has any part of a stand within 3" of where the rocket hits must roll for disorder. If said unit is mounted cavalry, it automatically goes into disorder.

Example: The die lands here with a 1, so the rocket flies this way to a distance of 1". If the 1st New York is within 3" of the impact point, it must take a normal disorder roll.

(The printed text says "in feet" for the distance, while the example gives it as 1".)

7. Wire Entanglements

Wire as a defense weapon was used by the Federals in the vicinity of Richmond, but unlike the concertina wire of modern times, it merely consisted of telegraph wire stretched between low posts with the intent of causing extensive disorder by tripping advancing Confederates. The extent of the wire should be defined by the scenario. The first time a moving unit encounters it, the unit is thrown into disorder automatically and movement is immediately considered in terms of rough terrain. After the first time, the terrain is merely one level worse than normal.

8. Land Torpedoes

These were primitive land mines that consisted of buried howitzer projectiles with percussion fuses projecting above the ground. If a unit enters an area covered with torpedoes, it must roll one die at the end of its movement, and if a 1 or 2 is rolled a torpedo has exploded, throwing the unit into disorder and requiring a morale check.

Appendix E: Observation Balloons

Observation balloons were used by both the Union and Confederate armies at one time or another, and their actual usefulness is a matter of debate. But should they be in use, employ the following rules:

From where the balloon is located, the observer is assumed to have an unobstructed line of sight in all directions to a distance of 3' at early morning and late evening, and of 5' at midday.

For every hidden enemy movement counter within the determined radius, roll one die. If the number rolled is as given below, the opposing side must report whether the picket marker is real or dummy. No other information need be given.

  • Marker in the Open: Roll 1, 2, 3, 4
  • Marker in Light Woods: Roll 1, 2
  • Marker in Heavy Woods: Roll 1

For visibility purposes the presence of buildings, fences, forts or other obstructions are ignored, but woods are still obscuring concealment.

Appendix F: Optional Rules

Once players have gained familiarity with the game, they may try some or all of the following rules. An optional rule should not be used unless all players agree to it.

1. Command Limits

Experienced officers can maneuver troops on the battlefield better than inexperienced officers. Therefore, limit the number of orders an officer figure may give as follows.

Superior brigade commanders can give three orders per turn, average brigadiers can give two, and poor brigadiers can give only one. In addition, a brigade officer can give an extra order to any unit or group of units he is attached to. Per rule 1.1.2, an order can affect one unit or several adjacent units. Thus, even a poor brigadier can always have his entire brigade advance.

If this optional rule is used, it is left up to the referee to assign experience levels to the brigadiers of both sides by whatever criteria he sees fit.

When a brigadier is killed during a battle, he will be replaced by a colonel from a regiment of the brigade. Determine randomly which regiment will provide the new brigadier, and place this new officer figure with that regiment at the end of the next officer casualties phase.

The new brigadier's experience must also be determined at random. Roll one die on the following table:

RollExperience
1Superior
2-4Average
5-6Poor

Example: On Turn 3, a brigadier is killed due to enemy small arms fire. His model is removed from the board, and appropriate morale checks are made at that time. Since there are three regiments in the brigade, the 18th and 19th Illinois and the 22nd Iowa, one is determined at random to spawn the new brigadier. A die is thrown, and the 18th Illinois is then selected. Also, another die is thrown, rolling 3, giving the new brigadier average experience. So, at the end of Phase Eight of Turn 4, the new average brigadier should be placed on the board with the 18th Illinois.

2. Orders for Shaken Units

A shaken unit may be given an illegal order such as Charge or Move towards the enemy. If the unit rallies to good morale during Phase Two, it may perform the order. If it fails to rally, the unit immediately adopts the CH order. It also immediately takes a morale check with an additional +3 modifier for Unreasonable Order. If the unit passes, nothing worse happens and it sits there shaken and on CH. If it fails, it immediately routs, with full consequences to it and any surrounding units.

3. Primary Fire Zone

Per rule 4.2.1, Arc of Fire, a regiment may fire at any enemy unit within its 45 degree arc of fire as said regiment would so choose. Under this rule, a regiment cannot fire at a unit outside its "primary zone" if a target exists within the primary zone. The primary zone is defined as that area straight ahead of the unit, out to the normal musket range of 5".

For a unit to be considered in the primary zone, at least one stand must be totally within the zone. If more than one enemy unit is in the primary zone, then the firing unit may choose which one it wishes to fire upon.

If a unit is charging the firing unit, that firing unit will fire at the charging unit rather than any other unit, even if the other unit is in the primary fire zone.

Example: Because the 8th Alabama is in the primary fire zone of the 18th Illinois, and the 4th Virginia is not, the 18th Illinois must fire at the 8th Alabama. But if the 4th Virginia was charging, the 18th Illinois could fire on the 4th Virginia and ignore the 8th Alabama.

4. Firing on Own Troops

Though a unit would always prefer to fire only at units of the enemy, there was always the possibility that a misplaced friendly regiment could be the recipient of that fire. Indeed, rare was the Civil War battle that an exchange between friendly units did not take place. To reflect this, use the following rule:

If a friendly unit(s) is in the primary zone of a friendly firing unit, it will be the recipient of half of the total casualties generated by the firing unit if the firing unit rolls doubles on its firing roll. The fire, even though it is "friendly" fire, is treated as any other fire in regard to morale and possible enfilade.

Example: Since the 8th New York has one stand within the primary fire zone of the 6th New Jersey, it is in danger of being fired upon by the 6th New Jersey. If the 6th New Jersey when firing rolls doubles, then the total casualties would be equally split between the 11th Virginia and the 8th New York. If applicable, both regiments may be entitled to saving rolls. Also, in this case the 8th New York is considered fired-on-rear for any attendant morale checks.

5. Fire Through Enemy Skirmishers

This rule modifies 4.2.3.e. When firing at a target 1/2" to 2" behind enemy skirmishers, calculate the losses to the target unit as normal but then apply these to the skirmishers instead. Any losses the skirmishers "save" are then applied to the target unit, and are subject to saves by the target unit.

6. Linear Density

On a theoretical basis, a small infantry regiment in line suffers less casualties than a large infantry regiment in line since it has a smaller frontage. This is true up to a point, and to reflect this use the following rule:

If an infantry regiment has only one stand of figures remaining, all fire directed against it suffers a x1/2 multiplier. If an infantry regiment has only two stands remaining, all fire against it suffers a down 2 row shift. If it has three stands remaining, all fire at it suffers a down 1 shift.

Infantry regiments of four or five stands are unaffected by this rule in any manner, as are artillery sections.

7. Low Velocity Fire

Cover saving rolls against smoothbore musket, shotgun, pistol, and non-repeating carbine fire are increased by 1 due to the lower velocity and energy of these weapons. Hence, if fired upon by carbine, a wood fence would give saving rolls of 1 or 2 rather than just 1.

8. Artillery Fire at Large Group

Artillery that fires into a large group of regiments has a better chance of hitting something. Therefore, when firing into a group of at least three non-skirmishing regiments that are within 4" of one another, shift the fire up 1 row. To be considered in the group, at least one full stand of the regiment must be within the designated 4" circle.

If kills are scored, apply them to one of the regiments chosen at random. If one or more of the regiments is a moving target, the entire group is a moving target.

Note: If the firing section uses this benefit, it may not also use massed target effect (4.2.3.d).

9. Parrott Rifles

The Parrott guns, of all sizes, were prone to burst on firing, more so than other cannon. Furthermore, the 10-pounder Parrott could be temporarily disabled if the crew mistakenly tried ramming 3" ammunition down its 2.9" bore. For these reasons, if a Parrott section rolls a 2 in Table 10, don't mark it out of ammo but instead remove the piece and its crew from the board.

10. Canister Hit

If an artillery hit (rule 4.4.1.c) is caused by canister, the resultant morale check uses a +1 modifier. This reflects the greater fright impact this type of ammunition had.

11. Skirmishers

Skirmishers may elect to fire immediately before moving instead of after in the same way artillery can. In such a case, their move cannot bring them into direct contact with the enemy. This tactic is most useful during a withdrawal.

12. Single Stands

Should a regiment be reduced to a single stand and still be on the field, it is treated as always in disorder, it may not charge, and it must take a morale check every time an additional figure is killed.

13. Cavalry Charge Through Woods

If a cavalry charge is made through woods, there is the possibility that a number of horsemen will be "killed" by running into trees.

Count the number of mounted figures involved in the charge and use that number in Table 10 for the strength row. Roll one die and add the unit's BMP. Cross-index the two, and the result is the number of figures lost if the charge is made in heavy woods. If the charge is made in light woods, halve the casualties, rounding down. These are permanent kills and are treated as any other in terms of morale checks, etc.

14. Smoke and Visibility

At the start of a scenario, define the limit of visibility. For example, if the battle were taking place at midmorning on a clear day, the open ground visibility could be defined as 4 or 5", well over a one scale mile. Units on a hill always have their open ground visibility increased by 1".

Once any firing has begun, roll one die at the end of every turn, and if a 6 is rolled, decrease open ground visibility by 1" due to smoke. Continue this procedure throughout the game to simulate a gradual fogging of the battlefield.

Targets beyond the visibility limit are obscured, and any fire at them is automatically area fire.

15. Night

In night combat situations, all firing is reduced to area fire. All movement is reduced by one level of terrain difficulty. Thus, open is treated as broken, and broken as rough. Movement is never any worse than rough. This movement modification also applies for the purposes of determining disengagement bonus, charge bonus, and route moves.

Rules Index

(The printed alphabetical Rules Index, which only cross-references rule numbers, is omitted from this transcription.)

Tables

Note on notation: in the printed tables, a number in parentheses in a save-number list (shown in the original as (#) in the notes) is used only under the conditions described in the table's notes.

Table 1. Turn Sequence

  1. Mark Orders:
    • a. Place one order upside down beside each regiment or section (1.1.2). Do not mark routed units. Shaken units cannot be ordered to move closer to the enemy (1.1.3).
    • b. Three minute time limit. Any unit not marked is given a Hold order (1.1.1).
  2. Routs and Rallies:
    • a. Move all routed units (2.1.1, Table 3).
    • b. Check morale of all non-routed units that could see a routed unit (2.2; Tables 2, 5, 6, and 7).
    • c. Make morale checks for rally of all shaken and routed units except those just shaken or routed this phase (2.4).
  3. Reveal Orders:
    • a. Turn over orders simultaneously.
    • b. Declare order intentions and objectives of charging units (3.1, Table 4).
    • c. Except for FR and C, orders may be changed to CH. Charged units ordered to Move must change to CH (3.2).
  4. First Fires:
    • a. Units marked FR fire simultaneously (4.1). See Table 15, Firing Procedure.
    • b. Check morale of targets as necessary (4.4).
    • c. Units marked H or advancing by rushes (6.8.7) fire simultaneously.
    • d. Check morale of their targets as necessary.

Table 2. Conditions Requiring Morale Checks

Phase Two: Routs and Rallies

  1. Check each unit that could see a friendly routed or surrendered unit within 1' (2.2).
  2. Check each shaken or routed unit for rally, except those shaken or routed during this phase by above check (2.4).

Phase Four: First Fires; Phase Five: Charges; Phase Six: Movement; Phase Seven: Moving Fires (4.4)

  1. Check each infantry or cavalry unit when it loses its first figure to fire or melee.
  2. Check each artillery section that took one hit, whether the figure is removed or not.
  3. Check each unit hit by artillery fire, once for each hit to a limit of three.
  4. Check each unit that lost a stand to fire or melee, once for each stand.
  5. Check each unit hit by a dice roll of 12 on Table 10, for unexpected devastation.
  6. Check each unit adjacent within 3" to a friendly unit totally eliminated (last stand removed) by fire.

Phase Five: Charges (5.5)

  1. Check each unit for Fear-of-Charge when an enemy charging unit moves to, or moves past within 3".

Phase Eight: Officer Casualties (8)

  1. Check each unit which could see a friendly officer hit within 1'.

Table 3. Movement Rates (6.2, 6.3)

All moves are given in inches. Terrain moved through or into:

FormationRoadOpenBrokenRoughTrail
Infantry
Line (0.1.2)NA5/83/51/2NA
March Column (0.1.2)12/169/125/72/312-8-4
Skirmish (6.4.4)NA1263NA

Artillery (each entry is D / E: D is maximum movement while limbered; E is maximum hand-pushed movement)

WeightRoadOpenBrokenRoughTrailCost to UnlimberCost to Limber
Very light20 / 616 / 48 / 34 / 216-12-6No cost1/4 of move
Light16 / 412 / 36 / 23 / 112-8-4No cost1/2 of move
Heavy14 / 410 / 25 / 12 / 1/210-6-3No cost

Artillery crew without gun moves as infantry skirmishers. Routed crews move as routed infantry. Guns are always abandoned if crew routs.

NA = Not Applicable.

X/Y = X is maximum movement without disorder; Y is maximum movement with disorder roll.

Disorder Roll: Roll one die. Must roll higher than unit's BMP or it falls into disorder after moving maximum distance. Modify BMP by: -1 if officer is present; +1 if dismounted cavalry or mounted infantry.

A-B-C = Movement of trail in open-broken-rough.

D / E = D is maximum movement while limbered; E is maximum hand-pushed movement.

If an officer is used to give morale and/or fire benefits, his movement is half of that shown.

Table 4. Summary Movement Conditions

Move This Direction

  • Forward/Oblique: To avoid disorder, must move forward within 45 degree arc, roads excepted. (6.5.1, 6.5.2)
  • Front-to-Flank: Column to line or line to column can be done only at start or finish of move. Deduct 2" from move distance allowed. (6.5.5)
  • About Face: To move backwards but remain facing in original direction, deduct half of move distance allowed with or without disorder roll. (6.5.6)
  • Wheel: Do not move one stand; pivot other stands by moving end stands the move distance allowed with or without disorder roll. (6.5.3)
  • Mount/Dismount: Done only at start or finish of move. Deduct unit's BMP in inches. (6.7.2)

Disengage D

Move as disordered unit away from enemy plus optional bonus:

  • Road: 5" (inf., cav.); 4" (art)
  • Open: 4"
  • Broken: 3"
  • Rough: 2"

Change Formation FM

Do not move one stand (it may pivot) and move all remaining stands in any direction to position in new formation. Move at skirmish rates for terrain. (6.4.1)

Form Skirmish: All stands can move at skirmish rate for the terrain to positions one to two stand-widths apart for infantry and one to three stand-widths apart for cavalry. To reform, roll die and move all but one stand. (6.4.4)

Charge C

Make normal move with or without disorder roll. Optional bonus move equal to dice roll in inches.

  • Road: 4 dice
  • Open: 3 dice
  • Broken: 2 dice
  • Rough: 1 die

Temporary stop 3" from charged unit.

Terrain

  • General: If any part of a unit moves in broken or rough terrain, whole unit uses broken or rough movement distances. (6.3.1, 6.3.2)
  • Split Move Option: Move half at first terrain type movement distance and second half at second terrain type movement distance. (6.3.3)

Table 5. Basic Morale Points (Not Charged)

QualityEliteAverageGreen or TiredMilitia or Poor
Infantry, Cavalry2345
Artillery
a. Section Alone468
b. With Complete Battery (within 1") (2.3.3)346
c. Supported by Infantry (within 1") (2.3.3)245

Table 6. Modifiers to BMP (Not Charged)

Condition of UnitRulesModifier
Per Stand Lost(2.3.4.a)+2
Shaken(2.3.5.b)+2
Routed(2.3.5.c)+3
In/Behind Cover(2.3.4.b)-1
OR If Cover is Medium, Heavy Works-2, -3
Protected by Own Troops(2.3.4.c)-3
Isolated(2.3.4.d)+1, 2, 3
Per Regiment Lost, Same Brigade(2.3.4.e)+1

Table 7. Morale Results

Morale Checks (2.3)

ResultEffect
Roll Higher Than MMPPass check: Morale stays the same.
Roll Lower Than or Same as MMPFail check: Good morale becomes Shaken, Shaken becomes Routed, Routed is removed from game.
Roll of 2Unit's morale becomes Routed regardless of other circumstances.
Roll of 12Unit's morale becomes Good, regardless of other circumstances.

Rallies (2.4)

ResultEffect
Pass Check (Above)Routed becomes Shaken, Shaken becomes Good.
Fail Check (Above)Morale remains the same. If Routed, remove one stand.
Rolls of 2 or 12Same as above; if already Routed, remove whole unit.
Artillery CrewRouted artillery has two chances to rally; if doesn't, remove from game.

Routed Units

ResultEffect
Retreated MovementRoll dice for total distance retreated: Road-4 dice, Open-3 dice, Broken-2 dice, Rough-1 die.
Other Routed UnitsNo check required.
Officer CasualtyCheck required.

Table 8. Small Arms Ranges

Ranges given in inches. Fire modifier: Close x2, Normal no change, Long x1/2, Extreme x1/4.

WeaponClose (x2)Normal (no change)Long (x1/2)Extreme (x1/4)
Rifle-musket251015
Smoothbore Musket1*247
Carbine1369
Repeating Carbine24812
Repeating Rifle361218

* Multiplier is x3.

Order Codes

CodeOrderRules
(arrow)Move This Direction1.2, 6.5
FMFormation Change0.1.2, 1.2, 6.4
DDisengage1.2, 6.5.8
FRFirst Fire1.2, 4.1
CCharge1.2, 5.1
HHold1.2, 4.1, 5.4, 5.6
CHConditional Hold3.2, 5.6

Table 9. Small Arms Fire Modifiers

Condition of Firing UnitModifier
Infantry/Dismounted Cavalry
Linex1
March Columnx1
Skirmish: Sharpshootersx1
Skirmish: Othersx1/2
Disorderx1/2
Attack Columnx1
Brigade Columnx1
Extended Linedown 1
Mounted Cavalry
Linex1/2

(As printed: the table lists the opening volley for "Other Arms" as x2, while rule 4.2.2 describes the opening volley as up 2 rows.)

Table 10. Combat Results

Total Modified Combat Strength, Fire or Melee (rows), cross-indexed with the two-dice roll (columns). Result is number of kills scored. A dash means no kills.

Strength2 (see note 1)3456789101112 (see note 2)
100+56789101112121415
8045678910
  1. If a 2 is rolled, unit is out of ammo and rolls only one die when firing for rest of game. No kills scored on roll of 1.
  2. If a 12 is rolled, target experiences "unexpected devastation."

Table 11. Fire Results Multipliers

Condition of TargetMultiplier
Infantry/Dismounted Cavalry
Linex1
March Columnx1 1/2
Skirmishx1
Disorder1 1/2
Attack Column*x2
Brigade Column(6.8.2)
Extended Linex1
Disengaging/Routed**x1/2
Mounted Cavalry
Linex1 1/2

* Attack column never suffers flank multipliers.

** Disengaging/routed units never suffer disorder or flank fire multipliers.

x1 1/2 means 50% more kills.

Table 12. Saving Rolls

Condition of TargetSave Number
Formation
Skirmish: Infantry/Dismntd Cav*1, 2, 3, (4)
Skirmish: Mounted Cavalry*1, 2
Lying Prone: Small Arms/Canister1, 2, 3, 4
Lying Prone: Shot*1, 2
Extended Line*1, (2)
Unlimbered Crew1, 2, 3
Gun: Whitworth Shot*1, 2, 3
Gun: Other Rifle Shot*1, 2, 3, 4
Gun: Smoothbore Shot*1, 2, 3, 4, 5
Lineal Cover
  1. Formation: Use (#) only if target equipped with breechloaders.
  2. Lineal Cover: Target must be within 1" of cover. Use (#) only if target equipped with breechloaders or fence/wall strengthened by hasty works.
  3. Fortification Cover: Number varies according to zone of cover.
  4. Area Cover: Fire must pass through at least 1" of cover. Use (#) only if cover strengthened by hasty works.
  5. *Only these save from artillery shot.
  6. If on "wrong" side of works, use 1 for light and *1, 2 for med/hvy.
  7. Close range and double canister fire reduces save numbers for Cover by 1.
  8. If several conditions apply, use best and increase by 1.
  9. Sharpshooter fire reduces final save number by 1.

Table 13. Artillery Information

Each canister entry is the base fire strength, with the double canister strength in parentheses. Shot columns are by range in inches.

Gun TypeCanister 0-4"Shot 0-12"24"36"48"60"Weight
Smoothbores
12# Napoleon12(20)631NANAHeavy
6# Gun6(8)311/2NANA

Table 14. Artillery Fire Modifiers

Condition of SectionModifier
Marked H or FRx1
Marked CH, FM, or Movex1/2
Marked D or RoutedNA
Shaken Crewx1/2
Pivoted Over 90 degrees on Hx1/2
Pivoted 45-90 degrees on Hdown 1
Area Firex1/2
Blind Firex1/4
Each 12" Light Woodsdown 1
Each 6" Heavy Woodsdown 1
Elite Crewup 1
Green/Tired Crew
Firing Shot at FortificationsModifier
Vs. Hasty Worksx2
Vs. Light Worksx1
Vs. Medium Worksx1/2
Vs. Heavy Worksx1/4
If Siege Art vs. Worksup 1
Vs. Large Buildingup 1

Table 15. Firing Procedure

  1. Declare target. For artillery fire, also declare canister or shot.
  2. Measure range from front center of firer to edge of target.
  3. Determine base firing strength: small arms, count number of firing figures; artillery, consult Table 13.
  4. Modify firing strength on Tables 8 and 9 (small arms) or 14 (artillery). Use multipliers then row shifts.
  5. Roll on Table 10 for kills scored.
  6. Multiply kills scored on Table 11 per target's situation.
  7. Make saving rolls on Table 12 to cancel kills if possible.

Table 16. Charge Sequence

  1. Declare objective of charge (3.1, 5.1.1).
  2. Move charged units marked D or FM (5.2).
  3. Mark charging unit's total move.
    • a. Determine normal move; roll for disorder (5.3.1).
    • b. Declare and roll for bonus; mark bonus (5.3.2, Table 4).
    • c. Roll for attempt to halt; change marker (5.3.3).
  4. Move charging unit to 3" from defender (5.3.4) or until countercharged (5.3.5).
  5. Units marked H may fire at charging unit, whether they are charged or not, if they have not already fired this turn (5.4, Table 15).
  6. Check charging unit's morale if necessary (2.3, 4.4). If fail, charge ends.
  7. Make fear-of-charge checks for charged unit and others within 3" (5.5; Tables 17 and 18). Does not apply if both units charging or countercharging.
  8. Units marked H, CH, or FM may fire at charging unit if they have not already fired this turn (5.6, Table 15).
  9. Check charging unit's morale if necessary (2.3, 4.4). If fail, charge ends.
  10. Roll for Impact (5.7).
    • a. Determine MMP using Tables 17 and 18. Each unit rolls two dice, adding total to MMP. Lowest wins; ties go to melee, step 12.
    • b. If target is artillery, the crew may flee first. If doesn't, roll two dice and add total to number of enemy figures (5.7.1.b). Lowest wins; ties go to step 12.
  11. If charging unit won impact, move both defeated unit and charging unit (5.7.3). If still in contact, go to melee, step 12 (5.7.4). If not, charge ends.
  12. Both attacker and defender roll for Melee (5.8.2).
    • a. Determine kills (Tables 19 and 10). Losses are simultaneous. Check for involved officer casualty (Table 20).

Table 17. Basic Morale Points (When Charged)

QualityEliteAverageGreen or TiredMilitia or Poor
Infantry, Cavalry2345
Artillery
a. Section Alone8910
b. With Complete Battery (within 1") (2.3.3)678
c. Supported by Infantry (within 1") (2.3.3)456

Table 18. Charge Modifiers to BMP

Formation modifiers: the first column is the Attacker's formation (fear-of-charge, defender only), the second is the Defender's formation (fear-of-charge, defender only), and the third applies to both defender and attacker at impact. See note 1.

ConditionsAttacker's formationDefender's formationImpact (both)
Infantry or Dismounted Cavalry
Line000
March Column-3+3+3
Skirmish-6+6+6
Disorder-3+3+3
RoutedNA+3NA
ConditionsDefender only: fear-of-chargeDefender/attacker: impact
Charging, with Empty GunsNA-1, -2
Does Not Have Bayonets+1+2
Charged-on-Flank+6+6
Charged-on-Partial Flank+3+3
Charged-on-Rear+8+8
For Each Stand Unit Has Lost+2+2
Shaken+2+2
In or Behind Cover-1-1
  1. The defender adds the modifier for the defending unit's formation and the modifier for the attacking unit's formation. The net value, plus or minus, is used as the formation modifier to the BMP.
  2. If mounted cavalry charges infantry, dismounted cavalry or artillery, double the defender's fear-of-charge modifiers and impact modifiers.

Table 19. Melee Strength Modifiers (5.8.2)

Formation or UnitVs. FootVs. Mounted
Infantry or Dismounted Cavalry
Linex3x1
March Columnx2x1/2
Skirmishx1x1/2
Disorderx2x1/2
Attack Columnx3x1
Brigade Columnx3x1
Extended Linex2x1
Formation or Unit (All Units)Modifier
Eliteup 1
Averagex1
Green/Tireddown 1
Militia/Poordown 2
Shaken Moralex1/2
Officer Present (Benefit Varies)up 1, 2, 3

Table 20. Officer Casualty

Distance*Roll This Number of DiceOfficer Hit on Roll of
24" or More424
12" or More318
6" or More212
2" or More16
Under 2"15, 6

Roll one die for effect of each hit.

RollResultEffect
1StunnedNo benefits, one turn.
2, 3Light WoundNo benefits rest of game.
4, 5Severe WoundRemove from the game.
6Spectacular DeathRemove. +1 to morale checks.

* Use the closest distance the officer or the unit he assisted came to a non-routed, non-disengaging enemy unit at any time during the turn.

  • 4.3.3. Artillery Fire Modifiers
  • 4.3.4. Fire Results
  • 4.3.5. Artillery Elimination
  • 4.3.6. Artillery Fire Tactics
  • 4.4. Check Morale
    • 4.4.1. Which Units Check
    • 4.4.2. Multiple Morale Checks
    • 4.4.3. How to Check
  • 5.3. Charge Distance
    • 5.3.1. Normal Move
    • 5.3.2. Bonus Move
    • 5.3.3. Attempt to Halt
    • 5.3.4. Temporary Halt
    • 5.3.5. Countercharge
  • 5.4. Defensive Fire (One)
    • 5.4.1. Which Units May Fire
    • 5.4.2. Procedure
    • 5.4.3. Morale Check for Fire Effect
  • 5.5. Fear-of-Charge
    • 5.5.1. Which Units Must Check
    • 5.5.2. Procedure
    • 5.5.3. Modifiers
    • 5.5.4. Results
    • 5.5.5. Cavalry Charge Variations
  • 5.6. Defensive Fire (Two)
  • 5.7. Impact
    • 5.7.1. Procedure
    • 5.7.2. Unequal Impact
    • 5.7.3. Effect on Loser
    • 5.7.4. Charge Breakthrough
  • 5.8. Melee
    • 5.8.1. Procedure
    • 5.8.2. Melee Strengths
  • 6.5. Direction
    • 6.5.1. Forward
    • 6.5.2. Oblique
    • 6.5.3. Wheel
    • 6.5.4. Turn
    • 6.5.5. Front-to-Flank
    • 6.5.6. About Face
    • 6.5.7. Rear March
    • 6.5.8. Disengage
  • 6.6. Artillery
    • 6.6.1. Limbered Movement
    • 6.6.2. Prolonged Movement
    • 6.6.3. Movement by Hand
    • 6.6.4. Roads and Trails
    • 6.6.5. Crew Movement
  • 6.7. Cavalry
    • 6.7.1. Movement
    • 6.7.2. Mounting and Dismounting
    • 6.7.3. Mounted Infantry
  • 6.8. Infantry
    • 6.8.1. Attack Column
    • 6.8.2. Brigade Column
    • 6.8.3. Extended Line
    • 6.8.4. Refused Line
    • 6.8.5. Lying Prone
    • 6.8.6. Detached Skirmishers
    • 6.8.7. Fire and Advance by Rushes
    • 6.8.8. Wave Assault
    • 6.8.9. Merged Units
  • 6.9. Officer Movement
  • 9.3.2. Morale Benefit
  • 9.3.3. Fire Effects
  • Appendix E: Observation Balloons
  • Appendix F: Optional Rules
    • 1. Command Limits
    • 2. Orders for Shaken Units
    • 3. Primary Fire Zone
    • 4. Firing on Own Troops
    • 5. Fire Through Enemy Skirmishers
    • 6. Linear Density
    • 7. Low Velocity Fire
    • 8. Artillery Fire at Large Group
    • 9. Parrott Rifles
    • 10. Canister Hit
    • 11. Skirmishers
    • 12. Single Stands
    • 13. Cavalry Charge Through Woods
    • 14. Smoke and Visibility
    • 15. Night
  • Table 11. Fire Results Multipliers
  • Table 12. Saving Rolls
  • Table 13. Artillery Information
  • Table 14. Artillery Fire Modifiers
  • Table 15. Firing Procedure
  • Table 16. Charge Sequence
  • Table 17. Basic Morale Points (When Charged)
  • Table 18. Charge Modifiers to BMP
  • Table 19. Melee Strength Modifiers (5.8.2)
  • Table 20. Officer Casualty
  • 7 figures1 1/8" x 7/8"1 1/4" x 1"1 3/8" x 1 1/8"
    Mississippi RifleRifle-musketCommon C.S. early war
    Maynard RifleRifle-musket
    Springfield RifleRifle-musketMost common Union weapon of the war
    Enfield RifleRifle-musket2nd most common weapon both sides
    Plymouth RifleRifle-musketPoor quality
    Austrian RifleRifle-musketPoor quality
    Liege RifleRifle-musketPoor quality
    Harpers Ferry RifleRifle-musketCommon C.S. weapon
    Remington RifleRifle-musket
    Enfield CarbineRifle-carbinePrimarily a C.S. weapon
    Jenks CarbineRifle-carbineYes
    Merrill CarbineRifle-carbineYes
    Maynard CarbineRifle-carbineYes
    Burnside CarbineRifle-carbineYes2nd most common U.S. Carbine
    Smith CarbineRifle-carbineYes
    Gallager CarbineRifle-carbineYes
    Star CarbineRifle-carbineYesPoor quality
    Joslyn CarbineRifle-carbineYesPoor quality
    Sharps CarbineRifle-carbineYesMost common U.S. carbine
    Spencer CarbineRifle-carbineYesYesMost common U.S. repeater
    Merrill Rifle(none marked)Yes
    Greene Rifle(none marked)Yes
    Ballard Rifle(none marked)YesPoor quality
    Sharps Rifle(none marked)YesYesU.S. only
    "Richmond" Sharps Rifle(none marked)YesC.S. only
    Whitworth Rifle(none marked)YesC.S. sniper rifle, slow loading
    Kerr Rifle(none marked)YesC.S. sniper rifle, rare
    Spencer Rifle(none marked)YesYesYesU.S. only
    Henry Rifle(none marked)YesYesYesBest repeater of war U.S.
    Colt Revolving Rifle(none marked)YesYesUnsafe, U.S. only
    20
    10
    5
    2
    NA
    10" Columbiad*40(50)2512842
    15" Columbiad*60(80)40201263
    Rifles
    70# Armstrong25(30)1510631
    80# Whitworth25(30)2012842
    100# Parrott20(30)2012842
    200# Parrott30(40)30201263
    300# Parrott40(50)40251584
    Do.
    Do.
    10" (Long) Siege24"72"3 C2 C20Do.Do.
    13" Siege24"72"3 C2 C40Do.Fires every third turn.
  • Charges: Charges are resolved one at a time. See Table 16, Charge Sequence. All units marked C must charge (5.3). Charged units marked FM or D may move (5.2). Defending units may fire if they have not already fired this turn (5.4, 5.6). Conduct morale checks, fear-of-charge checks (5.5), impact checks (5.7), and melee as necessary (5.8).
  • Movement:
    • a. All units marked Move, FM, or D that did not move during Phase 5 may now move. Roll for disorder if necessary (6.2, Table 3). Officers may move now or at other times (6.9).
    • b. Units marked H that have not already fired may fire at any point during the phase (6.1). Artillery marked Move may fire before moving (6.6).
    • c. Check morale of targets as necessary.
  • Moving Fires:
    • a. All non-routed units except those marked FR or D may fire simultaneously if they have not already fired this turn.
    • b. Check morale of targets as necessary.
  • Officer Casualties:
    • a. Roll for all officers for possible casualties. See Table 20.
    • b. Check morale of all units seeing an officer hit.
  • Disorder (6.4.2)8642NA
    Routed (2.1.1)161263NA
    Attack Column (6.8.1)NA7/94/62/3NA
    Brigade Column (6.8.2)NA6/83/41/2NA
    Extended line (6.8.3)NA852/3NA
    Officer (6.9)24168416-12-6
    Mounted Cavalry
    Line (0.1.2)NA9/124/62/3NA
    March Column (0.1.2)20/2414/166/83/416-12-6
    Skirmish (6.4.4)NA1684NA
    Disorder (6.4.2)121063NA
    Routed (2.1.1)201684NA
    1/2 of move
    Very heavy12 / 28 / 14 / 11 / 1/48-4-21/2 of move1 full move
    Ext. heavy10 / 16 / 13 / 11/2 / 1/46-3-11 full move2 full moves
    d. Both complete (b) and Supported (c)224
    Per Officer Present (Benefit Varies)
    (2.3.4.f)
    -1, -2
    Sees Spectacular Death of Officer(8)+1
    Charging, with Empty Guns(5.1.3)-1, -2
    Fired on Flank(4.4.3.a)+4
    Fired on Partial Flank(4.4.3.a)+2
    Fired on Rear(4.4.3.a)+6
    Strategically Surprised(10.2.2.b)+BMP
    Sharpshooter Rifle371421
    Shotgun1/2*123
    Pistol1/41/211 1/2
    March Columnx1/2
    Skirmishx1/4
    Disorderx1/4
    Weapons
    Close Range: Shotgun or Smoothbore Msktx3
    Close Range: Other Armsup 2
    Normal Rangex1
    Long Rangex1/2
    Extreme Rangex1/4
    Opening Volley: Repeatersup 1
    Opening Volley: Other Armsx2
    Repeaters on Rapid Firex2
    Breechloadersup 1
    Other Conditions
    Area Firex1/2
    Blind Firex1/4
    Marked FRup 1
    Marked Move, FM, Charge, or CHx1/2
    OR Adv. by Rushesx1/4
    Marked D or RoutedNA
    Shaken Moralex1/2
    Lying Prone: Breechloadersx1
    Lying Prone: Other Armsx1/4
    Eliteup 1
    Averagex1
    Green/Tireddown 1
    Militia/Poordown 2
    Officer Present (Benefit Varies)up 1, 2, 3
    Behind Med, Hvy Worksup 1, 2
    Over Fort. Obstaclesdown 1
    Fire from Buildingx1/4
    11
    12
    13
    14
    60345678910111213
    5023456789101112
    402234567891011
    30122345678910
    2511223456789
    2011122345678
    1511112234567
    12-1111223456
    10--111122345
    8---11112234
    6----1111223
    4-----111122
    3------11112
    2-------1111
    1--------111
    1/2---------11
    1/4----------1
    March Columnx2
    Skirmishx1
    Disorderx2
    Disengaging/Routed**x1
    Artillery
    Gun or Crewx1
    Disengaging/Routed**x1/2
    All Units
    Full Flank Firex2
    Partial Flank Firex1 1/2
    Stone Wall1, 2, (3)
    Wood Fence or Hedge1, (2)
    Fraise1, 2, (3)
    Chevaux de Frise1, (2)
    Hasty Works (Alone)1, (2)
    Light Works1, 2, 3
    Fortification Cover
    Medium Works*1, 2, 3, 4
    Heavy Works*1, 2, 3, 4, 5
    Area Cover
    Orchard1, (2)
    Light Woods1, 2, (3)
    Heavy Woods1, 2, 3, (4)
    Stone Building1, 2, 3, 4
    Wood Building1, 2, 3
    Uphill from Firing Unit1
    Light
    12# Gun 184112(20)631NANAVery Heavy
    12# Howitzer12(20)42NANANALight
    24# Howitzer15(25)842NANAHeavy
    32# Howitzer20(30)1263NANAVery Heavy
    12# Mtn. Howitzer8(10)42NANANAVery Light
    Rifles
    3" Ordnance8(12)4211/2NALight
    10# Parrott8(12)4211/2NALight
    20# Parrott12(20)8421NAVery Heavy
    12# James10(15)5211/2NALight
    24# James15(25)8421NAVery Heavy
    6# Wiard4(6)211/21/4NALight
    10# Wiard8(12)4211/2NALight
    10# Blakely8(12)4211/2NALight
    6# Whitworth4(6)211/21/41/4Light
    12# Whitworth6(8)3211/21/4Heavy
    3" Armstrong8(12)4211/2NALight
    Siege (canister range 0-6")
    4.5" Ord. Rifle20(30)12631NAExtremely Heavy
    30# Parrott Rifle20(30)12631NAExtremely Heavy
    24# Smoothbore Gun25(40)10521NAExtremely Heavy
    8" Howitzer30(40)1584NANAExtremely Heavy
    down 1
    Poor (Inf.) Crewdown 2
    Behind Med/Hvy Worksup 1
    Target Movingdown 1
    OR Vs. Charging Cavalrydown 2
  • b. Make morale checks as necessary (Tables 5 and 6). If both still good or shaken, repeat step 12.a. If one routs, it surrenders. If both rout, both retreat.
  • d. Both Complete (b) and Supported (c)234
    Attack Column
    +1
    -1
    -2
    Brigade Column+2-2-4
    Extended Line-2+2+2
    Mounted Cavalry
    Line+1-1-2
    March Column00-1
    Skirmish-3+3+6
    Disorder-2+2+4
    RoutedNA+3NA
    If Cover is Medium, Heavy Works
    -2, -3
    -2, -3
    Isolated+1, 2, 3+1, 2, 3
    For Each Unit Lost from Same Brigade+1+1
    Dismounted Cavalry or Mounted Infantry+1+1
    Marked CH+1+1
    Marked FM+3+3
    Officer Present (Varies)-1, -2-1, -2
    Tactically Surprised+1, 2, 3+1, 2, 3
    Strategically Surprised+BMP+BMP
    Mounted Cavalry
    Linex2x1
    March Columnx2x1
    Skirmishx1x1/2
    Disorderx1x1/2