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Lee Invades the North

Lee Invades the North Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
    • 1.1 Background
    • 1.2 Abbreviations
  • 2.0 Game Components
    • 2.1 Map
      • 2.1.1 River and Stream Hexes
      • 2.1.2 Friendly Territory
      • 2.1.3 Holding Boxes
    • 2.2 Counters
      • 2.2.1 Non-Combat Leaders
      • 2.2.2 Sample Units
      • 2.2.3 Ranks
      • 2.2.4 Unit Sizes
      • 2.2.5 1862 and 1863 Units
      • 2.2.6 Sample Markers
    • 2.3 Scale
  • 3.0 Sequence of Play
    • 3.1 In General
    • 3.2 Sequence Outline
  • 4.0 Initial Phase
    • 4.1 Confederate Supply Wagons
    • 4.2 Union Militia
    • 4.3 Militia Units
  • 5.0 Initiative Phase
    • 5.1 In General
    • 5.2 The Lost Dispatch
  • 6.0 Leaders
    • 6.1 Department Leaders
    • 6.2 Subordination
    • 6.3 Detachments
      • 6.3.1 Creating Detachments
      • 6.3.2 Restrictions and Options
      • 6.3.3 Reattaching
    • 6.4 Rank
  • 7.0 Command Phase
    • 7.1 Command Points and Movement Allowances
      • 7.1.1 Stacking Effect
      • 7.1.2 Receiving Command Points
      • 7.1.3 Broadcasting Command Points
      • 7.1.4 Broadcast Procedure
      • 7.1.5 Broadcast Distance
      • 7.1.6 Confederate Corps Leaders
      • 7.1.7 CPs and Movement Allowances
        • 7.1.7.1 Department Leader
        • 7.1.7.2 Units Stacked with Department Leader
        • 7.1.7.3 All Other Leaders
        • 7.1.7.4 Wagons and Artillery
  • 8.0 Movement Phase
    • 8.1 Movement Procedure
      • 8.1.1 Stacks
      • 8.1.2 Terrain Notes
    • 8.2 Stacking and Forces
      • 8.2.1 In General
      • 8.2.2 MA Modifications
    • 8.3 Enemy-Occupied Hexes
      • 8.3.1 Entering Enemy-Occupied Hexes
      • 8.3.2 Exiting Enemy-Occupied Hexes
      • 8.3.3 Non-Combat Units
    • 8.4 Cavalry Zones of Control
  • 9.0 Supply
    • 9.1 Supply Depots
      • 9.1.1 In General
      • 9.1.2 Enemy Units
    • 9.2 Supply Wagons
      • 9.2.1 Union Supply Wagon Creation
      • 9.2.2 Undepleting a Supply Wagon
  • 10.0 Combat Phase
    • 10.1 Combat Procedure
      • 10.1.1 Participating Units
      • 10.1.2 Union Artillery Unit
    • 10.2 Combat Supply
      • 10.2.1 Tracing Supply Lines
      • 10.2.2 Effects of Being Unsupplied
      • 10.2.3 Wagon Depletion
    • 10.3 Combat Options
      • 10.3.1 Permissible Options
      • 10.3.2 Restrictions
      • 10.3.3 Effects of Combat Options
  • 11.0 Attrition
    • 11.1 In General
    • 11.2 Attrition Table
      • 11.2.1 Line of Communications Effect
  • 12.0 Morale Recovery
    • 12.1 Department Leaders and Cavalry Commanders
    • 12.2 Militia
  • 13.0 Washington Fortifications
    • 13.1 In General
    • 13.2 Intrinsic Strength
  • 14.0 Optional Rules
    • 14.1 Solitaire Play
    • 14.2 Surprise Attacks
    • 14.3 Leader Casualties
  • 15.0 Victory Points
    • 15.1 VPs for Major Victory
    • 15.2 VPs for Towns and Cities
    • 15.3 VPs for Rail Interdiction
    • 15.4 VPs for Harrisburg Bridge
    • 15.5 Victory Point Markers
  • 16.0 Scenarios
    • 16.1 How to Set Up
    • 16.2 Introductory Scenario
    • 16.3 1862 Special Rules
      • 16.3.1 Replacement Points
      • 16.3.2 Replacement Point Restrictions
      • 16.3.3 Leaders
      • 16.3.4 Confederate Command
      • 16.3.5 Miles and White
      • 16.3.6 Hex 1026 Depot
      • 16.3.7 1862 Victory Levels
    • 16.4 Scenario 1: Frederick to Antietam (Sept 9 - Oct 5)

1.0 Introduction

1.1 Background

Lee Invades the North simulates the 1862 and 1863 invasions of Maryland and Pennsylvania by the Army of Northern Virginia under Robert E. Lee. The game is designed to show the command problems that each side faced at the operational level.

1.2 Abbreviations

AbbrMeaningAbbrMeaning
CPCommand PointRPReplacement Point
CRTCombat Results TableSPStrength Point
DRMDie Roll ModificationSWSupply Wagon
LOCLine of CommunicationsTRTTurn Record Track
MAMovement AllowanceVPVictory Point
MPMovement PointZOCZone of Control

2.0 Game Components

A. A complete copy of Lee Invades the North includes:

  1. 200 die-cut counters
  2. One 22" x 34" map
  3. One roster sheet card
  4. One 12-page rules booklet

B. Players will also need two six-sided dice (not included).

C. If any of the components are missing or damaged, write to the publisher and they will replace them. In addition, if you have questions concerning these rules, write to the publisher and they will answer them.

2.1 Map

A. The map depicts the area of Northern Virginia, Maryland, and Pennsylvania where the campaigns occurred. It includes Command Boxes to hold units controlled by leaders on the map.

B. The two basic terrain types are clear and ridge. Slopes run along some, but not all, sides of ridges. In some cases a small amount of ridge color may overlap an adjacent clear hex; consider each hex to be of the type which clearly predominates.

2.1.1 River and Stream Hexes

The map shows two kinds of waterways: rivers and streams. Rivers have special effects on play. The effects stated for rivers do not apply to streams.

2.1.2 Friendly Territory

Each side controls the states/places below, with any exceptions noted.

UnionConfederacy
MarylandVirginia
PennsylvaniaHarpers Ferry (hex 1529)
Washington, D.C.
Alexandria (hex 3446)
Hex 3343

2.1.3 Holding Boxes

Often large numbers of pieces will be stacked together with a high ranking leader (e.g., Lee or McClellan). When this occurs, players may place all the lower-ranking units in that leader's holding box. Units in a holding box are considered to occupy the same hex as the corresponding leader; units may move between holding box and map at any time.

2.2 Counters

A. Counters are units and informational markers combat units. A combat unit is a counter with an infantry, cavalry, or artillery symbol. A combat unit with a leader name represents that leader with his accompanying troops. Such units will be referred to as leaders, but they include troops as well.

B. Each leader has a troop strength, recorded on the Player Record Sheet (2.5). Points may be transferred from one leader to another only through detachment and reattachment (6.3). A leader can control only the troop type indicated by his symbol. If a unit loses all its strength points (SPs), remove it from play.

C. Other types of combat units are detachments and militia.

D. Non-combat leaders and wagons are non-combat units.

2.2.1 Non-Combat Leaders

A. A counter with a leader name and one or more stars represents a leader with no accompanying troops. These are non-combat units and will be referred to as non-combat leaders.

B. These leaders include:

  1. One department leader commanding all his side's units.
  2. One cavalry commander who can command all his side's cavalry units.
  3. Confederate corps leaders, each of whom commands a number of subordinate divisions (6.2). The function of corps leaders is to extend the range at which Confederate units can receive command points (CPs).

2.2.2 Sample Units

Sample counters shown in the original rules: Leader, Militia, Supply Wagon.

2.2.3 Ranks

SymbolRank
Three starsDepartment Leader
Two starsConfederate Corps Leader
One starCavalry Commander

2.2.4 Unit Sizes

A. Each Union infantry unit, except detachments, represents a corps. A Union detachment is smaller than a corps.

B. In 1862 scenarios, each Union cavalry unit represents a brigade; in 1863 scenarios, a division. The Union artillery unit represents a division.

C. Each Confederate infantry unit, except a detachment, represents a division. A Confederate detachment is smaller than a division.

D. A Confederate corps is a formation of several division-size unit counters, while a Union corps is a single counter.

E. Each Confederate cavalry unit represents a brigade.

2.2.5 1862 and 1863 Units

The counter mix includes two units each for Meade, A.P. Hill, Hooker, and Anderson. One counter is used in 1862 scenarios and the other in 1863 scenarios.

2.2.6 Sample Markers

Sample markers shown in the original rules: Entrenchment (front and back), Under Construction, Confederate Control, Destroyed Bridge, Destroyed Rail Line.

2.3 Scale

A. Each hex represents approximately two miles across.

B. Each SP represents 300 men or six artillery pieces.

C. Each turn represents two days.

2.4 Charts and Tables

Charts and tables are used to determine movement allowances (MAs) and costs, resolve combat, and determine attrition losses.

2.5 Player Record Sheets

Each player has a Player Record Sheet (PRS) for each scenario. The record sheet shows when and where each leader enters play. Players also use the sheet to record the current strengths of combat units. Each Record Sheet is kept secret from the opponent.

3.0 Sequence of Play

3.1 In General

A. In each turn, both sides move (and react to enemy movement), then all battles are resolved in a single Combat Phase.

B. Not all parts of all phases are used in all scenarios; exceptions will be noted in the sequence outline and in the special rules for each scenario.

3.2 Sequence Outline

A. Initial Phase

  1. Reorganization (Scenario 2; 15.4)
  2. Attrition (Scenarios 1 and 2; odd-numbered turns, not on Turn 1) Each side determines attrition losses (15.2).
  3. Replacements (Scenarios 1 and 2; 15.2.)
    • On odd-numbered turns, each side receives one replacement point (RP).
    • On even-numbered turns, each side receives 2 RPs.
  4. Militia: If the Confederacy has earned five victory points (VPs) or has a combat unit within 15 hexes of Harrisburg, the Union may receive militia units (4.2).
  5. Supply Wagons
    • The Confederacy receives a supply wagon (SW) on every third turn in each scenario (4.1).
    • The Union may place Union SWs in any hexes containing Wagon Creation markers (9.2).
  6. Hooker Dissatisfaction (Scenario 3)

B. Initiative Phase

  1. Lost Dispatch (Scenarios 1 and 2; 5.2).
  2. Initiative (5.0)

C. First Command Phase

  1. Command Points: First player determines CPs (7.1).
  2. Command Point Broadcast: First player may broadcast commands.

D. First Movement Phase

  1. The first player moves units. In 1863, the Confederacy may receive reinforcements during this phase (15.5).
  2. The second player may attempt reaction movement (8.5).
  3. During movement, the first player's units may destroy or repair bridges or rail lines (8.7) and may entrench (8.8).

E. Second Command Phase: Identical to the first; second player gets and broadcasts CPs.

F. Second Movement Phase: Identical to the first; second player moves and the first player reacts.

G. Combat Phase

  1. Combat: Opposing units in the same hex may now have combat. Combat results are applied and retreats made.
  2. Wagon Depletion: Wagons having Depletion markers are flipped to their depleted sides.

H. Conclusion Phase

  1. Morale Recovery: Players attempt to remove demoralization (12.0).
  2. Wagon Undepletion: Wagons which have met the requirements to become undepleted (9.2) are flipped to their undepleted sides.
  3. Victory Points: Record VPs scored during this turn.
  4. At the end of the turn, advance the Game Turn marker one space along the Turn Record Track (TRT). The sequence above is repeated each turn.

4.0 Initial Phase

A. During this phase, Confederate SWs and Union militia may enter play.

B. In 1862 scenarios, players determine attrition losses (11.0) and RPs become available (15.2).

C. In Scenario 2, the Union attempts to reorganize units.

4.1 Confederate Supply Wagons

The Confederacy receives one SW every three turns, beginning on a turn specified in each scenario. It may place it at any of its supply depot hexes. The Confederacy may voluntarily delay entry of the wagon, if desired. The Confederacy is limited to six SWs.

4.2 Union Militia

A. The Union may begin rolling for militia units if the Confederacy has earned 5 net VPs or has a combat unit within 15 hexes of Harrisburg (hex 4001). Once either condition has been met, the Union rolls for militia on every turn for the rest of the game. Consult the Union Militia Table, placing the indicated number of units at Harrisburg.

B. Militia cannot appear if Harrisburg is Confederate-controlled.

4.3 Militia Units

A. Militia units may move or recover morale only if stacked with a Union leader (including a detachment), using that leader's MA and initiative rating. A militia unit is not a leader, and no leaders ever arrive with militia. To move militia, the Union must move a leader or detachment to the militia.

B. The PRSs are not used for militia. A militia unit's strength is printed on the counter. A face-up militia unit is flipped face-down if the unit suffers one combat loss. A face-down militia unit which suffers a loss is eliminated.

5.0 Initiative Phase

5.1 In General

In this phase the Confederacy rolls the die. On a 1-5, the Confederacy chooses who will be the first player (i.e., move first) for the turn. On a 6, the Union chooses.

5.2 The Lost Dispatch

A. Starting on Turn 6 of the 1862 scenarios, the Union attempts to discover the Lost Dispatch.

Play Note: Scenario 1 begins on Turn 4, so Turn 6 will be the third turn of play.

B. The Union rolls the die. On a 1-2 the dispatch is discovered. This has the following effects:

  1. For the rest of the game the Union rolls the die to determine initiative. a. On a 1-5, the Union chooses who will be first player. b. On a 6, the Confederacy decides.
  2. The Union applies a +1 die roll modification (DRM) to its Command Point Table die rolls for the rest of the game.

6.0 Leaders

To reflect the individual qualities of the officers involved, leaders have been given four different ratings:

A. Command rating, together with the number of command points (CPs) received, determines the leader's MA each turn. A lower command rating (1 vs 3) is better.

B. Initiative rating affects morale recovery, force march, reaction movement, and the ability to leave enemy-occupied hexes.

C. Combat bonus rating only affects combat die rolls.

D. Rank indicates the officer's seniority in his army. It determines which leader's ratings are used when leaders are stacked together.

6.1 Department Leaders

A. Department leaders obtain CPs from the Command Point Table and then broadcast them to other friendly leaders.

B. Department leaders for each side are:

SideScenario(s)Leader
Confederate1-4Lee
Union1, 2McClellan
Union3Hooker then Meade (15.6)
Union4Meade

6.2 Subordination

A. Certain leaders are subordinate to others, reflecting each army's organization. The PRSs list which leaders are subordinate to which others in each scenario.

B. Subordination is indicated by color bands on the counters. Each Confederate corps leader and his divisions have a distinctive color band, as do Union cavalry and militia.

C. All units are subordinate to the department leader.

D. All cavalry units are subordinate to the cavalry commander. (Thus, cavalry units are subordinate to both the department leader and the cavalry commander. The cavalry commander's function is to control cavalry at long distances from the department leader.)

E. Confederate divisions are subordinate to their corps commanders. The only significance of Confederate corps is that a corps leader may broadcast commands only to divisions of his corps.

F. In 1863 scenarios, Union militia are subordinate to Couch (15.5).

G. All wagons are subordinate to all friendly leaders.

6.3 Detachments

A. Detachments represent unnamed leaders controlling a body of troops. A detachment can include only infantry, cavalry, or artillery at any one time. Indicate which it is.

B. Detachments are limited to the number of detachments in the counter mix.

6.3.1 Creating Detachments

A. Detachments can be created at the start of each unit's movement.

B. Place a detachment unit in the hex.

C. Decide how many SPs to assign to the detachment, subtracting that number from the detaching unit, and noting this number in both sections of the PRS.

D. For a Confederate infantry detachment, note the unit's corps in the Subordinate To column.

E. The detachment's MA in the current turn is the same as the detaching unit's, though the detachment must expend 1 MP to detach in that turn.

6.3.2 Restrictions and Options

A. Only one unit can contribute strength to a detachment.

B. A detachment may not receive more than one-third of the detaching unit's current SPs.

C. A detachment is treated just like a named leader, using the printed leader ratings. Subordination affects detachments as named leaders: cavalry detachments are subordinate to the cavalry commander, and Confederate infantry detachments are subordinate to the same corps as the detaching unit.

D. If players run out of detachment counters, they may create their own.

E. Militia units may not form detachments.

6.3.3 Reattaching

A. A detachment can be reattached to any leader of the same troop type in the same hex at the start of the Movement Phase. The leader must pay an additional movement point (MP).

B. The leader may not absorb detachment strength in excess of his original strength at the start of the game; any excess is forfeited.

C. A Confederate leader may absorb a detachment of a different corps.

6.4 Rank

A. Each leader has a rank that determines which leader is in overall control when several are stacked together. The rules refer to the highest-ranking leader in a stack. The leader with rank rating 1 (for example, Lee for the Confederates) is highest, rating 2 is next highest, and so on.

B. A corps leader may control divisions which do not belong to his corps, if he is the highest-ranking leader in the hex. Corps subordination does not affect the rank rules.

7.0 Command Phase

CPs are received during the Command Phase and determine units' MAs.

7.1 Command Points and Movement Allowances

A unit's MA is determined by the following:

A. The basic MA for each type of unit is printed on the map. (Militia units may move only if stacked with a leader.)

B. During the Command Phase, department leaders and cavalry commanders receive CPs which they broadcast to subordinate leaders.

C. Each unit may use some percentage of its basic MA. The number of CPs received by the highest-ranking leader in each hex determines the percentage for all units in the hex.

7.1.1 Stacking Effect

At the instant a unit moves, its MA is modified for units which move in a stack with it or which moved out of the hex previously in that turn (8.2).

7.1.2 Receiving Command Points

A. During the Command Phase, the phasing side determines the number of CPs the department leader and cavalry commander receive for that turn. Only department leaders and cavalry commanders receive CPs.

B. The procedure for receiving CPs is:

  1. Roll the die once for the department leader and once for the cavalry commander.
  2. Modify the roll as listed for line of communications (7.2), year, and the Lost Dispatch (5.1).
  3. On the Command Point Table, read the result corresponding to the modified roll. The result is the number of CPs the department leader or cavalry commander receives that turn.

7.1.3 Broadcasting Command Points

A. In broadcast, one leader attempts to give another leader the same CPs he received. The following leaders may broadcast:

Note: the list of leaders that follows "The following leaders may broadcast:" is not printed in this document.

B. The department leader and cavalry commander may broadcast the CPs they receive from the Command Point Table to other friendly leaders not in the same hex.

C. Confederate corps leaders to whom CPs are broadcast can in turn broadcast to subordinate units not in the same hex.

D. Leaders never broadcast to units in the same hex; their own command ratings determine the MA for units in the hex.

E. Each leader can broadcast only to subordinate units. For the department leader this is all friendly units. Exception: The department leader may not broadcast to the cavalry commander.

F. The cavalry commander can broadcast only to cavalry units and wagons.

G. Only the highest-ranking leader in each hex can receive CPs by broadcast. The number of CPs received determines the MAs for every unit in the hex. This is true even if the hex contains infantry and cavalry.

H. A leader always attempts to broadcast his full number of CPs to another leader. A leader does not expend any of his CPs on himself and then broadcast others. He uses his full CP allotment to determine his own MA, and then can broadcast his full allotment as well. (In effect he uses the CPs twice.)

I. A leader may attempt to broadcast his CPs to every hex containing subordinate leaders. He does not expend CPs on different hexes; he attempts to give his full allotment of CPs to every hex.

7.1.4 Broadcast Procedure

A. The broadcast procedure is as follows:

  1. Count the distance in cavalry MP costs from the broadcasting leader to the subordinate leader.
  2. Find the corresponding Command Broadcast Table column.
  3. Roll one die, modify for line of communications (LOC), year, and the Lost Dispatch as applicable, then cross-reference with the column.

B. Results are as follows:

ResultExplanation
-1, -2, -3If the result is a negative number, that number of CPs did not get to the subordinate leader. If the negative number is greater than or equal to the number broadcast, the subordinate receives none.
FullThe subordinate leader receives the full number of CPs that the broadcasting leader received that turn.

C. Place a number marker to record the CPs each leader receives.

7.1.5 Broadcast Distance

A. Broadcast distance is counted in cavalry MPs, not hexes. When computing broadcast distance, do not count the broadcasting leader's hex, but do count the subordinate's hex.

B. Any hex traced along a friendly, undestroyed rail line counts 1 MP regardless of terrain.

C. Movement costs for zones of control (ZOCs) must be paid, unless a friendly combat unit occupies the hex.

D. There is no maximum broadcast distance.

E. The broadcast path may not be traced through enemy units, but it may be traced out of the broadcasting leader's hex even if enemy units are in that hex.

7.1.6 Confederate Corps Leaders

A. In the Confederacy's Command Phases, after Lee has broadcast, each Confederate corps leader can broadcast the CPs received in turn to subordinate units.

B. Corps leaders do not receive CPs from the Command Point Table.

C. Each Confederate unit can receive CPs from Lee or from its corps leader, but not both. The Confederacy has the choice to broadcast directly from Lee, or to use his corps leader. (The Confederacy would want to use the corps leader only if that reduces the broadcast distance.)

D. If the Confederacy uses the department leader for a particular hex and is not satisfied with the result, it cannot try again with the corps leader.

Command Point Broadcast Example:

A. Lee is 5 MPs from Longstreet and nine 9 MPs from Pickett (using cavalry costs). Pickett is 4 MPs from Longstreet.

B. The Confederacy's Command Point Table roll is 4. This means that Lee receives (and can broadcast) 2 CPs. Lee broadcasts to Longstreet. The Confederacy rolls another 4 and checks the 5-8 column. The Full result means that Longstreet receives 2 CPs (Lee's full amount).

C. Rather than have Lee broadcast to Pickett and roll on the 9-12 column, the Confederacy has Longstreet broadcast to Pickett (who belongs to Longstreet's corps). Using the 1-4 column, a 1 is rolled. The -1 result means that one of the two CPs fails to get through, and so Pickett receives 1 CP.

7.1.7 CPs and Movement Allowances

A. Each unit will be able to use some percentage of its basic MA. This percentage depends on CPs. Exception: Minimum Movement Allowance (7.1.8).

B. All fractional MAs are rounded down to the nearest whole MP.

7.1.7.1 Department Leader

Compare the department leader's CPs to his command rating, and express the ratio as a percentage. Example: If the leader's command rating is 4 and he has 2 CPs, his CPs are 50% of his rating. This is the percentage of his basic MA which he may expend that turn.

7.1.7.2 Units Stacked with Department Leader

All such units use the same percentage of their MA as the department leader, even if they do not remain stacked with him during movement. Exception: Wagons and artillery (7.1.7.4).

7.1.7.3 All Other Leaders

Select the highest-ranking leader in each hex. Modify his command rating if necessary (see Command Rating Modifier), and then make the same computation for him as for the department leader. Use the number of CPs broadcast to the highest-ranking leader, and that leader's command rating. Every leader in the hex, except for Union artillery, receives the same percentage of MA as the highest-ranking leader.

7.1.7.4 Wagons and Artillery

A. If an SW is stacked with a leader, SW wagon has the same MA as the leader, but if the leader's MA is greater than 6, the SW's is 6.

B. If a wagon is not stacked with a leader, its MA is determined using the wagon's command rating by the same procedure as for a leader.

C. The Union artillery unit follows this procedure.

7.1.7.5 Militia

A militia unit may move only if stacked with a Union leader, using that leader's percentage of MA.

7.1.8 Minimum Movement Allowance

A. If a unit remains more than six hexes (measured without regard for terrain, units, or ZOCs) from all enemy units during its entire move, it may expend 50% of its printed MA, regardless of CPs. Exception: A militia unit still may move only if stacked with a leader.

B. This does not entitle the unit to entrench, nor to destroy or repair bridges or railroads. To perform any of those operations, a unit must have enough CPs for the required MPs.

7.1.9 Modifier to Command Rating

If a force has at least three combat units, and the highest-ranking leader in the force is neither a department leader nor a corps leader, add 1 to the highest-ranking leader's command rating for MA or battle commitment.

7.1.10 Command Point Restrictions

A. Leaders receiving more CPs than their command rating may not save the CPs, nor increase their MA.

B. A unit may not move if its hex receives zero CPs. Exception: Minimum Movement Allowance (7.1.8).

7.1.11 Comprehensive Example

A. Lee, Longstreet and all units of Longstreet's corps except Hood are in hex 1622. Jackson, A.P. Hill (division), Jones, and Hood are in 1625. D.H. Hill is in 1924. Lawton is in 1629.

B. The Confederacy rolls 2 for Lee's CPs; this yields 1 CP. It attempts to broadcast this CP to Jackson; rolling 5 at the distance of three hexes, and succeeds in broadcasting the CP.

C. The Confederacy could broadcast to D.H. Hill from Lee or Jackson; Lee is closer, so Lee is used. A roll of 1 gives result -1 at distance four hexes; thus, Hill receives 0 CPs.

D. Jackson now broadcasts the CP he has just received to Lawton; a roll of a 3 or more will give Lawton 1 CP.

E. Lee's command rating is 1 and he is the highest-ranked leader in his hex, so all units in that hex may use their full MA.

F. Likewise, Jackson's command rating is 1 and he has 1 CP, so all units in his hex can use their full MA.

G. This applies to Hood as well as to the units which belong to Jackson's corps.

H. D.H. Hill cannot move at all, unless he stays more than six hexes away from all Union units throughout the phase (7.1.8).

I. Lawton can use ⅓ of his MA (3 MPs).

7.2 Line of Communications

A. When using the Command Point Table, check if the leader being rolled for has a line of communications (LOC).

B. When using the Command Broadcast Table, check if the broadcasting leader has an LOC. (Thus, the leaders concerned with LOC are department leaders, cavalry commanders, and corps leaders.)

C. The following procedure is used to trace an LOC:

  1. A department leader or cavalry commander traces LOC to a friendly supply depot.
  2. The LOC may be traced over up to four non-road hexes (not through unbridged major rivers) to a road or rail hex, and then any distance along a continuous path of road or rail hexes, in any combination, to a friendly supply depot.
  3. A corps leader traces LOC to Lee. Trace the LOC to Lee exactly the way Lee traces to a supply depot. Lee must then be able to trace an LOC himself; if he cannot, the corps leader has no LOC.

7.2.1 LOC Effects

A. If a department leader or cavalry commander cannot trace an LOC there is a -1 DRM on both the Command Point Table and the Command Broadcast Table. Exception: This DRM does not apply to Confederate units on Turns 1-6 of Scenarios 1 and 2.

B. If a corps leader has no LOC to Lee, or if Lee cannot trace an LOC, the corps leader suffers a -1 DRM on the Command Broadcast Table.

7.2.2 LOC Restrictions

A. An LOC may not go through an enemy unit. ZOCs have no effect.

B. No portion of an LOC may be traced through an unbridged major river (not even through a ford).

C. The road or rail portion of an LOC may not be traced across a destroyed bridge or a destroyed rail line hex.

8.0 Movement Phase

A. During the Movement Phase, the phasing side may move every unit with a non-zero computed MA.

B. Detachments may be created before a unit moves (6.3).

C. In movement, units may entrench and may repair or destroy bridges and railroads.

8.1 Movement Procedure

A. Units may be moved singly or in stacks (8.2).

B. Each unit must expend MPs to enter each type of terrain and to cross hexside terrain features.

C. Detachments must pay 1 MP when created, and a leader absorbing a detachment must pay 1 MP (6.3).

D. The Movement Costs Chart lists the costs for each type of unit.

E. A combat unit may not enter a hex if it cannot pay the full cost.

8.1.1 Stacks

A. If a stack of more than one type of unit moves together, each unit's MA will be reduced (8.2).

B. During the move, each unit pays the costs for its type.

C. A stack must stop moving as soon as any unit has exhausted its modified MA.

D. Whenever units move as a stack, they must end their move together. Stacks may not split up during movement, nor drop off units.

8.1.2 Terrain Notes

A. Units entering a hex through a hexside crossed by a road may use road movement rates; otherwise, the unit pays the cost for the base terrain.

B. A road negates slope costs but not ford costs.

C. Every rail line is also considered to be a road.

D. If two roads run parallel in a hex but do not connect, a unit may not enter the hex on one line and leave on the other using road movement rate in the same turn; it pays the full cost for the base terrain in the second hex.

E. A unit may leave the hex in which it starts its move along any road, regardless of how it entered the hex on a previous turn.

F. Units pay an extra cost to move in either direction across a slope hexside. In some cases slopes face each other, on opposite sides of the same hexside. A unit crossing such a hexside pays the slope cost twice.

8.2 Stacking and Forces

8.2.1 In General

A. Units may move together in stacks. A stack of units moving together is called a force. A force moves with the MA of the slowest unit in the force. Stacking also affects the units' MAs (8.2.2).

B. A force may not split up in movement. If units are to end their moves in different hexes, they must move separately.

8.2.2 MA Modifications

A. Combat unit MAs are modified when units move together as stacks or when units leave a hex separately. These modifications apply both in the units' own Movement Phase and in reaction movement.

B. When more than one Union corps or more than two Confederate divisions move together as a force, the force's MA is reduced.

  1. A Union force's MA is reduced by 1 for each added corps.
  2. A Confederate force's MA is reduced by 1 for each division added after the second division.

C. For purposes of the above effect, each of the following is treated as one corps (for the Union) or one division (for the Confederacy):

  1. 25 or more SPs of cavalry
  2. 25 or more SPs of detachments
  3. The Union artillery unit
  4. Every three militia units (Drop fractions, thus two militia units have no effect.)

D. If units begin the Movement Phase stacked together then leave a hex separately, MAs are reduced.

  1. A Union combat unit loses 1 MP per Union corps moved out of the hex ahead of it.
  2. A Confederate combat unit loses 1 MP per Confederate division so moved.
  3. Any other units (including detachments, cavalry, or artillery) have no effect.
  4. There is no cost for enemy units that left the hex.
  5. A wagon's MA is never reduced for units that left the hex.

E. A unit's MA is never reduced to zero because of stacking; it always retains 1 MP.

F. Reductions are cumulative.

G. Stacking does not affect MAs of wagons or non-combat leaders.

8.3 Enemy-Occupied Hexes

8.3.1 Entering Enemy-Occupied Hexes

A. A unit must expend +1 MP to enter a hex occupied by an enemy combat unit.

B. There is no additional cost to enter a hex occupied only by non-combat units.

C. A unit which enters a hex occupied by an enemy combat unit may not expend any more MPs in that Movement Phase. A noncombat unit does not have this effect.

D. In an enemy Movement Phase, if an enemy unit moves into a friendly unit's hex, the friendly unit may immediately attempt to leave through reaction (8.5). If the friendly unit fails to leave the hex, it may not attempt reaction again during that Movement Phase if enemy units occupy the hex.

E. In a friendly Movement Phase, if an enemy combat unit using reaction movement enters the hex of a moving a friendly unit, neither unit may expend any more MPs in that Movement Phase (not even for bridge/railroad destruction in that same hex).

8.3.2 Exiting Enemy-Occupied Hexes

A. A unit beginning the Movement Phase or a reaction move in a hex occupied by an enemy combat unit may attempt to leave it, but a die roll is required.

B. Compare the initiative ratings of the highest-ranking leader attempting to leave the hex and the highest-ranking enemy leader in the hex.

  1. Apply a +1 DRM if the enemy leader's initiative rating exceeds the friendly leader's.
  2. Apply a -1 DRM if the enemy leader's initiative rating is less than the friendly leader's.

C. Use the initiative of the highest-ranking enemy leader in the hex even in a reaction move triggered by a different enemy leader.

D. Compare the modified roll to the initiative rating of the highest-ranking moving leader.

  1. If the result is equal to or less than the initiative rating, the force may leave the hex, paying +1 MP to do so.
  2. If the result exceeds the initiative rating, the force's movement immediately ends.

E. Before carrying out this procedure, the phasing side must specify the units attempting to leave the hex. If this procedure fails for the force, those units may not move for the remainder of the phase.

F. Other units in the hex may attempt to leave and are rolled for separately.

8.3.3 Non-Combat Units

If a department leader, cavalry commander, corps leader, or SW occupies a hex with no friendly combat units, enemy units may enter the hex at no additional movement cost, eliminating the friendly unit.

8.4 Cavalry Zones of Control

Each cavalry unit has a ZOC, except when an enemy combat unit occupies its hex or when it is entrenched. ZOCs increase the cost for enemy units to enter controlled hexes. The hexes a unit controls depend on its facing.

8.4.1 Facing

A. Cavalry combat units are the only units that have facing. Each cavalry unit has three front hexsides, as illustrated below. The three adjoining hexes are called frontal hexes.

B. A unit's facing is determined at the time it enters a hex, before the enemy declares reaction attempts.

C. After a battle (including any retreats) each side may orient the facings of involved cavalry units as desired.

8.4.2 Union Cavalry Zones of Control

Each Union cavalry unit exerts a ZOC into its three adjacent frontal hexes (controlled hexes). Enemy units must pay +1 MP to enter a controlled hex.

8.4.3 Confederate Cavalry Zones of Control

A. Each Confederate cavalry unit's ZOC extends a distance of two hexes through its frontal hexsides, as illustrated below.

B. Confederate ZOCs do not extend through hexes occupied by Union combat units, but do extend into such hexes. (For example, in the figure below if a Union combat unit occupied hex A, F. Lee's ZOC would not extend into hex B.) Union non-combat units do not block ZOCs.

C. Union units must pay +2 MPs to enter a Confederate cavalry unit's frontal hex, and +1 MP to enter a ZOC hex two hexes away from the cavalry unit.

8.4.4 Limits on Cavalry Zones of Control

A. If an enemy combat unit occupies a hex that was in a cavalry unit's ZOC, the ZOC does not extend past that hex. The ZOC disappears at the instant the enemy unit enters the hex, and remains as long as the enemy unit is in the hex.

B. The ZOC reappears the instant no enemy units are in the hex.

C. When a unit moves from an enemy cavalry unit's hex into a frontal hex of that unit, it does not pay ZOC costs; the ZOC reappears only after the moving unit has entered the new hex.

D. Cavalry ZOCs extend across rivers only at intact bridge hexsides.

E. Cavalry ZOCs do not extend into or through ridge hexes.

F. Entrenched cavalry units do not have ZOCs.

G. Opposing cavalry units' ZOCs do not neutralize each other.

H. A cavalry unit's own hex is not part of its ZOC.

8.4.5 General Rules for ZOC Effects

A. A unit does not have to stop upon entering an enemy-controlled hex, but must pay the MP cost for every such hex entered.

B. A unit may move directly from one controlled hex to another.

C. ZOC costs are not cumulative: if more than one unit exerts a ZOC on a hex, use the greatest cost that applies.

D. A friendly combat unit in a hex negates an enemy ZOC on that hex for purposes of command broadcast, but not for movement.

8.5 Reaction Movement

A. Leaders may attempt reaction movement during the enemy Movement Phase. Each leader has a reaction zone, which extends in all directions for a number of hexes equal to his initiative rating. The hex the leader occupies is part of the reaction zone.

Example: Fitz Lee has an initiative rating of 2. His reaction zone is displayed below.

B. Reaction zones are separate from ZOCs. All leaders exert reaction zones in all directions, and there is no MP cost to enter a reaction zone.

C. Reaction zones do not extend into or through ridge hexes.

D. Reaction zones extend across river hexsides only at intact bridges.

E. When any enemy unit (combat or non-combat) enters a reaction zone, a player may attempt reaction movement. The attempt occurs before the enemy unit expends any more MPs for movement or bridge/rail line destruction.

F. Use the following procedure:

  1. Announce the stack attempting to react and roll a die.
  2. If the roll is equal to or less than the initiative rating of the highest ranked leader in the stack, the reaction succeeds.
  3. If the reaction succeeds, any or all units of that stack immediately may move as a stack up to 50% of the basic MA of the slowest type of unit in the force. (CPs are not relevant here. Compute the MA taking stacking into account and then halve.)

G. If an enemy unit (including the unit being reacted to) is in the reacting stack's hex, see 8.5.3.

H. Units can expend part of their reaction movement in the hex before attempting to leave.

8.5.1 Number of Attempts Allowed

A. A leader may attempt reaction and make reaction moves any number of times in the same Movement Phase. (Conceivably the total of his reaction moves could exceed his MA.) However, a leader who enters an enemy-occupied hex during reaction movement may not move for the remainder of that Movement Phase.

B. Any number of enemy leaders can react after each hex of friendly movement. A player must declare all attempts before resolving any. A player may attempt reaction any number of times against the same enemy force. Each stack may attempt reaction only once per hex of enemy movement.

8.5.2 Stacks and Reaction

A. A player may attempt reaction with a stack only if enemy units have entered the reaction zone of the highest-ranking leader in the stack. Always use the highest-ranking leader's initiative rating to resolve the attempt.

B. Units which begin a reaction move in the same hex must move as a stack. Some can stay behind and others move, but all units which move out of the hex must move as a single stack.

8.5.3 Reaction from Enemy-Occupied Hexes

A. If an enemy unit (including the unit being reacted to) is in the reacting stack's hex, the non-moving units may attempt reaction.

  1. If they succeed, they must carry out the usual procedure to attempt to leave the hex (8.3).
  2. If they fail in the reaction attempt or in the attempt to leave the hex, they cannot attempt reaction movement again in the same phase while enemy units occupy the hex.

B. If a unit makes a reaction move while stacked with enemy units which entered the hex that same turn, it may not leave the hex through any hexside the enemy units entered by.

8.5.4 Other Restrictions

A. Friendly leaders may not use reaction in the friendly Movement Phase.

B. Reaction may be attempted only after an enemy force has moved, not before it begins its movement.

C. Entraining within a reaction zone does allow reaction attempts.

D. Reaction may not be attempted during the Combat Phase.

8.6 Force March

8.6.1 In General

A. Any unit entitled to use 100% of its printed MA may force march (i.e., the highest-ranking leader in the stack must have received CPs equal to his command rating).

B. Each unit may expend additional MPs equal to the initiative rating of the highest-ranking leader in the stack. This holds true whether they move together with that leader or separately. No die roll is required.

C. If the highest-ranking leader does not qualify, no units in the stack may force march.

D. A unit may not force march and destroy bridges or rail lines in the same Movement Phase.

8.6.2 Effects of Force March

A. Units which force march may lose SPs. Immediately after the unit moves, roll the die.

  1. On a 1-4, no SPs are lost.
  2. On a 5-6, 10% of the unit's strength is eliminated. If a stack force marches, each unit loses 10% separately. Round the 10% up in all cases.

Example: A 4-SP unit loses 1 SP.

8.7 Destroying and Repairing Bridges and Rail Lines

8.7.1 Destroying Bridges

A. A force of at least 5 SPs may destroy a bridge hexside.

B. The force must expend MPs in an adjoining hex as follows:

MPsBridge Hexside
4Rail bridge across the Potomac River
3Any other bridge
+2If an enemy combat unit occupies a hex adjoining the bridge (for either of the above)

C. Place a Bridge Destroyed marker on a destroyed hexside. If a rail bridge is destroyed, also place a Destroyed Rail marker in the hex the unit occupies.

D. Units may not destroy bridges during force march.

8.7.2 Repairing Bridges

A. A force of at least 5 SPs of infantry may repair a bridge.

B. Repair requires one full friendly Movement Phase.

Errata (as printed in this document): Movement Costs Chart incorrectly lists three phases.

C. Throughout the Movement Phase of repair, these conditions must be satisfied:

  1. The force must be adjacent to the hexside.
  2. There cannot be an enemy unit adjacent to the hexside.
  3. The force may not move.
  4. The force must have at least 1 CP.

D. At the end of the movement phase of repair, remove the Bridge Destroyed marker.

E. Repairing a rail bridge does not remove the Destroyed Rail marker placed at the time of bridge destruction. That must be repaired separately, after the bridge has been repaired, using the normal procedure for rail repair.

F. It is not possible to build new bridges; only printed bridges which have been destroyed may be repaired.

8.7.3 Destroying Rail Lines

A. A force of at least 5 SPs may destroy a rail line by expending +3 MPs in the hex.

B. Place a Destroyed Rail marker.

C. Rails may not be destroyed if enemy units are in the hex.

8.7.4 Repairing Rail Lines

A. A force of at least 5 SPs of infantry may repair a rail line.

B. The force must expend +4 MPs in the hex, then remove the Destroyed Rail marker.

C. Rail lines may not be repaired if enemy units are in the hex.

D. The same force may not simultaneously repair rail lines and a bridge.

E. Only rail lines in friendly territory (2.1) can be repaired.

8.8 Entrenchment

A. Combat units may entrench.

B. Entrenchment requires two full friendly Movement Phases.

C. Throughout each Movement Phase of repair these conditions must be satisfied:

  1. The unit may not expend any MPs.
  2. The unit must have at least 1 CP.

D. At the end of the first Movement Phase of entrenchment, place a Constructing Entrenchment marker in the hex. At the end of the second phase, flip this marker to its Entrenchment side.

E. The two phases must occur on consecutive turns; if a unit with a Constructing Entrenchment marker fails to meet the conditions on the following turn, remove the marker.

8.8.1 Restrictions

A. Each unit must entrench for itself.

B. A unit entering a hex with an entrenched unit does not become entrenched.

C. One unit cannot take over another unit's Constructing Entrenchment marker.

D. If an entrenched unit moves, remove its Entrenchment marker.

E. To become entrenched again, even in that same hex, it must repeat the entrenchment procedure.

F. An attacking unit remains entrenched if it remains in its hex after the combat, but it gains no benefit from the entrenchment during the battle.

8.8.2 Effects of Entrenchment

A. Entrenched defending units receive benefits when defending (10.5) and in demoralization die rolls (10.6).

B. Entrenched cavalry units do not have a ZOC.

C. Units defending at Harper's Ferry (1529) receive no entrenchment benefits if at least one attacking infantry unit entered the combat from hex 1629. (Units on Maryland Heights in hex 1629 could easily bombard the entire town, negating effects of entrenchments.)

8.9 Railroad Movement

Only Union units may move by rail. The Union may use any rail hex north of the Potomac River and the B&O hexes south of the river. (The B&O connects hex 1529 with 1021; it does not include the line from 1529 to 1031.)

8.9.1 Rail Movement Procedure

A. The unit must move to a rail hex, but does not have to start the Movement Phase in one.

B. The unit must expend 1 MP to entrain, but no CPs.

C. Place an Entrained marker on the unit.

D. The unit then expends 1 MP per seven hexes it wishes to move by rail. Exception: Destination markers (8.9.4).

E. The unit may, but is not required to, detrain. Detraining costs 1 MP, but no CPs.

F. After detraining, the unit may expend any remaining MPs for non-rail movement.

G. If the unit does not detrain, the player may place a Destination marker (8.9.4).

8.9.2 Restrictions and Options

A. A unit may remain entrained at the end of the Movement Phase and use rail movement again in the next phase, without having to entrain again.

B. A unit may move as many hexes by rail as its MA permits in a single Movement Phase.

C. A unit may not use rail movement during reaction movement. An entrained unit may not react.

8.9.3 Rail Capacity

A. In a single Movement Phase, the Union may move by rail:

  1. One corps, or
  2. The artillery division, or
  3. Two detachments, militia units, SWs, or cavalry divisions.

B. The Union may move its department leader and cavalry commander by rail in addition to the above limits.

C. A unit which starts the Movement Phase entrained but does not move by rail does not count against the capacity limit.

8.9.4 Destination Markers

A. If the Union leaves a unit entrained at the end of the Movement Phase, it may place a Destination marker.

B. For each numbered Entrained marker, there is a Destination marker having the same number, on the back of a different Entrained marker.

C. In the next Union Movement Phase, the entrained unit may continue toward its destination without receiving a CP. It may move up to 28 hexes (4 MPs) per turn. The unit must move towards the destination by the most direct route.

D. Upon arriving at the destination it may detrain, without receiving a CP.

E. If the Union wishes to move the unit on any different route, or to any different destination, the unit must have a CP, and the Destination marker is removed. (The marker represents having given orders for a journey which may last more than one turn.)

8.9.5 Entrained Units in Combat

A. An entrained unit may not attack. If attacked, it immediately detrains.

B. The Union applies a -1 DRM to its commitment die roll if any such unit is involved.

8.10 Overrun

A. If a moving stack can achieve 10-1 odds, remove the defending unit(s), paying for cost of terrain. The phasing side's unit may continue to move.

B. Terrain is ignored when computing odds for the overrun.

9.0 Supply

Units must be in supply in order to function normally during combat. There are two types of supply sources: wagons and depots. For supply range, effects, and depletion see 10.2. Supply has no effect on any game function other than combat.

9.1 Supply Depots

9.1.1 In General

A. Supply depots for both sides are printed on the map.

B. Supply depots never become depleted.

9.1.2 Enemy Units

If an enemy combat unit occupies a supply depot hex, friendly units outside the hex may not use it for supply of LOC. Friendly units in the hex may use the depot normally. There is no permanent effect on the depot.

9.2 Supply Wagons

SWs carry a limited amount of supply and may be depleted.

9.2.1 Union Supply Wagon Creation

A. The Union may use leaders, including detachments, to create SWs.

B. The leader must spend one full Movement Phase in a Union supply depot hex.

C. The leader must have 1 CP and not move throughout the phase.

D. Place a Wagon Creation marker in the hex.

E. During the Initial Phase of the following turn. the Union may place a wagon in the hex.

F. If all SWs are in play, none can be created.

G. If more than one leader occupies a depot hex, each can create a wagon.

9.2.2 Undepleting a Supply Wagon

A. SWs may become depleted after supplying combat (10.2).

B. To become undepleted, a wagon must remain stationary for one full turn, located on a road or rail hex and within four undestroyed rail and/or road hexes of a friendly supply depot.

  1. Only rail hexes in friendly territory may be used.
  2. Road and rail hexes may be used in any combination.
  3. The four-hex path cannot be traced through enemy combat units; ZOCs have no effect.

C. Flip the SW to its undepleted side during the Conclusion Phase.

10.0 Combat Phase

A. During the Combat Phase, combat may occur in any hex occupied by both sides. In each such hex, the players determine whether there will be combat, and if so, immediately resolve the combat. The first player determines the order in which potential combat situations are resolved.

B. Use the following procedure to determine if there will be combat:

  1. The player with the higher initiative rating decides whether to attack first. If initiatives are equal, the player moving into the hex second decides whether to attack first.
  2. If the player having the first choice decides not to attack, the opponent may decide to attack.
  3. If neither player attacks, there is no combat and all units remain in the hex.

10.1 Combat Procedure

To resolve each combat, carry out the following steps:

  1. Check supply (10.2).
  2. Each side chooses a combat option (10.3) and checks for wagon depletion.
  3. Compare combat options and determine the number of rounds to be fought.
  4. Each side determines troop commitment (10.4).
  5. Fight the number of rounds determined earlier (10.5).
  6. Execute retreats (10.6). Each side may reorient facings of involved cavalry units.
  7. The winner determines whether it is a major or minor victory (10.8).

10.1.1 Participating Units

A. If electing to attack, some or all units may participate. Exception: Demoralized units never attack.

B. Units which do not attack are not affected by the battle.

C. All defending units in the hex always are considered to take part in the battle.

10.1.2 Union Artillery Unit

A. The Union artillery unit may attack only if at least one Union infantry unit is attacking. The artillery unit may not attack if all other Union units involved are cavalry.

B. Once the battle begins, the artillery unit is treated the same as any other unit.

10.2 Combat Supply

A. Each side must check whether its units engaging in combat are in supply.

B. A combat unit is in supply if:

  1. An undepleted SW is within 2 MPs, or
  2. A supply depot is within 4 MPs.

C. A single SW or depot may supply any number of different units, in any number of different combats, in a single Combat Phase.

10.2.1 Tracing Supply Lines

A. Trace from the unit to the supply source. Count terrain costs using the combat unit's terrain costs and ZOC costs. Railroads count as roads, but rail movement may not be used for supply.

B. A supply line may not include a hex occupied by an enemy combat unit, other than the hex of the units being supplied.

C. A supply line may be traced through the following:

  1. Enemy ZOCs (paying additional costs as in movement)
  2. Hexes which were enemy-occupied earlier in the turn but are not now enemy-occupied.
  3. Hexsides through which enemy units entered the battle.

10.2.2 Effects of Being Unsupplied

A. A combat unit unable to trace a supply line of the correct length is unsupplied.

B. If units are unsupplied, the Pitched Battle or Assault combat options are unavailable. Unsupplied units must retreat at the end of the final combat round, unless the enemy units are forced to retreat because of demoralization.

10.2.3 Wagon Depletion

A. An SW used to supply a combat may become depleted. Right after choosing a combat option, roll the die.

  1. If the combat option is Pitched Battle, a 5-6 depletes the wagon.
  2. If any other combat option is chosen, a 6 depletes the wagon.

B. Place a Depletion marker on an SW which becomes depleted. At the end of the Combat Phase, flip the wagon to its Depleted side and remove the marker. The wagon may still be used for supply throughout the current Combat Phase.

C. There is no option to be voluntarily unsupplied. A supply line must be traced, if possible, risking depletion.

10.3 Combat Options

A. In resolving each combat, both the attacker and the defender choose a Combat Option chit. There are two sets of five options each. Each player takes one set of chits at the start of the game.

B. Choose options secretly and simultaneously, placing the chits face-down on the table. Reveal the chits after both players have chosen.

10.3.1 Permissible Options

The options each side may choose depend on whether they are attacking or defending.

AttackerDefender
ProbeWithdraw
AssaultStand
Pitched BattlePitched Battle

10.3.2 Restrictions

A. The pitched battle and assault options are not available if units are unsupplied.

B. The withdraw option is not available to units without a legal retreat path (10.6).

10.3.3 Effects of Combat Options

Cross-reference the choices on the Combat Options Chart.

ResultExplanation
1, 2The combat lasts for this number of rounds. If neither side retreats by the end of the specified number of rounds, all units remain in the hex.
URounds continue until one or both sides become demoralized.

A. Apply a +1 DRM to a side's Commitment Table roll when the pitched battle option is selected. It also affects SW depletion (10.2).

B. Apply a -1 DRM to the Commitment Table roll when the probe option is selected.

C. Apply a -1 DRM to the Commitment Table roll when the withdraw option is selected. When selecting the withdraw option, that side must retreat at the end of the battle.

10.4 Commitment

10.4.1 Procedure

A. Immediately before combat rounds begin, each side must determine commitment:

  1. Select the highest-ranking friendly leader in the hex, and modify his command rating if necessary (7.1.9).
  2. On the Commitment Table, select the column corresponding to the modified command rating.
  3. Roll two dice, applying relevant DRMs.
  4. Cross-reference the modified roll with the column. The result is the percentage of the force's total SPs which may be used in the combat.

B. Commitment occurs only once, before rounds begin. The second round is fought with the initial committed strength minus losses in the first round, and so on.

10.4.2 McClellan

McClellan's command rating is treated as 4 for all combat purposes (commitment and demoralization). His printed rating of 3 applies only to movement.

10.5 Resolving Rounds

A. To resolve a round, each side carries out the following procedure:

  1. Total and modify the strength of committed units (Strength Modifications, 10.5.1).
  2. Locate the corresponding column of the Combat Results Table (CRT). If attacking and the defender is entrenched, shifts one column left.
  3. Roll one die, applying relevant DRMs, and cross-reference with the column.
  4. The result is the number of enemy SPs eliminated. Units must take losses equally from all units involved.

B. Fire is simultaneous: in each round, each side uses its full committed strength, before extracting losses.

10.5.1 Strength Modifications

ModCondition
×½The unit entered the hex during the current turn through adjacent bridge or river hexside. (Does not apply if the unit entered the hex in earlier turn.)
×½Combat occurs in a ridge hex, and the unit entered during the current turn through a slope hexside in that hex.
×2Unit is defending and entrenched. Only units actually entrenched are doubled. If less than 100% of the defending force was committed, the defender may take entrenched SPs to be committed before non-entrenched ones.

A. Modifications are cumulative. Apply modifiers to the total strength of all units to which they are applicable, and then round fractions to the nearest whole number, rounding ½ up.

B. If some units are doubled or halved and others not, double or halve the corresponding proportion of the committed SPs.

10.5.2 Column Shift

If any defending unit is entrenched, the attacker shifts 1 column left. This applies even if the defender chooses the Withdraw option.

Example: A force moves through a river hexside to attack an entrenched defender. The attacker has 36 SPs committed and the defender has 10. The attacker is halved for the river; a strength of 18 falls into the 17-25 column. Then shift one left, to the 6-16 column. The defender doubles 10 for the entrenchments, and uses the 17-25 column.

10.5.3 Die Roll Modifiers

Each side applies the relevant DRMs:

DRMCondition
+XCombat bonus rating of its highest-ranking leader*
+1Pitched Battle chosen
-1Withdrawal or Probe chosen
+1Defender in all battles

* Each side may use only one combat bonus, that of its highest-ranking leader present.

10.5.4 Excess Strength

When committed strength exceeds 56, roll once using the 56 column and a additional times for the excess.

Example: Committed strength is 120. Roll twice on the 56 column (for 112 SPs) and once for the remaining 8 SPs on the 6-16 column.

10.6 Demoralization and Retreats

At the end of the combat round in which its force's losses first total 10% or more of the initial committed strength, and every subsequent round, that side must check for demoralization with a single die roll for all participating units, not unit by unit.

Example: A 30-SP force of which 60% (18 SPs) is committed. 10% of 18 SPs is 2. The force loses 1 SP in the first round and another in the second round. That side must check for demoralization at the end of the second round, and every round thereafter.

10.6.1 Demoralization Procedure

A. To check for demoralization, roll one die, applying the following DRMs:

DRMCondition
+1For each 10% of the initial committed force lost*
+1The highest-ranking leader has a command rating of 4 (including McClellan).
-1The highest-ranking leader has a command rating of 1.
-1For defender if it has any entrenched units in the combat.
+1Any units begin the battle demoralized.

* Ignore any fraction less than 10%. (For example, if the 29% was lost, add 2.)

B. If the modified roll at least 6, all participating friendly combat units in the hex immediately become demoralized. Flip units over to indicate demoralization. Only combat units become demoralized. Units in the same hex but not taking part (only the attacker can have such units) are not affected.

10.6.2 Effects of Demoralization

A. If a force fails a demoralization check in battle, all participating friendly units in the hex must retreat immediately.

B. If a force includes demoralized units at the start of the battle, it must retreat only when it fails a check during that battle; the mere presence of the already-demoralized units does not require a retreat.

C. Demoralized units cannot attack; they cannot be included in total attack strength.

D. If any units in a defending force are demoralized, the defender must apply a -1 DRM to its commitment die roll.

E. If any units in the defending force are demoralized, the defender cannot choose the Pitched Battle combat option.

F. If any units in a force begin the combat demoralized, apply a +1 DRM to all demoralization die rolls.

G. Demoralization does not affect reaction.

H. There is no additional effect if a demoralized unit becomes demoralized again.

10.6.3 Retreats

Units must retreat in the following cases:

A. Immediately when demoralized. A force which begins a combat with demoralized units must retreat only if demoralized again.

B. At the end of a combat, if unsupplied, unless the enemy retreats because of demoralization.

C. At the end of a combat, if the Withdrawal option was chosen.

D. In all cases, units in the same hex that did not participate in the combat do not have to retreat.

10.6.4 When to Retreat

A. A retreat occurring because of supply or the Withdrawal option occurs after the full number of rounds specified by the Combat Options Table have been fought through.

B. A retreat because of demoralization occurs immediately.

C. It is possible for both sides to retreat. In this case the side whose highest-ranking leader has the worse command rating retreats first. If command ratings are equal, the attacker retreats first.

10.6.5 Retreat Procedure

A. Each side retreats its own units, on any desired path, subject to the restrictions below.

B. Different units of a force can retreat to different hexes.

C. Retreating units move 4 MPs, not paying ZOC costs.

D. A unit can expend more than 4 MPs if no path exactly 4 MPs long is available, but must expend as few additional MPs as possible.

E. A unit that must retreat but has no legal route at least 4 MPs long is removed from play.

10.6.6 Effect of Enemy Units

A. Retreating units cannot enter hexes occupied by enemy combat units, nor may they exit the combat hex by any hexside through which enemy units entered the battle, unless the enemy units retreated first. Exception: In both cases, enemy units totaling less than 20% of the strength of the retreating force do not block retreat. At a bridge hexside, enemy units totaling at least 10% block retreat. Units may retreat through any enemy-occupied hex only if there is no alternative.

B. Retreating units may enter hexes occupied only by non-combat units, if there is no alternative. Effects on the non-combat units are the same as in movement.

Example: A force of 20 SPs could retreat through an enemy-occupied hex containing 3 SPs, if there were no alternative. At a bridge hexside, however, 3 SPs would block the retreat (3 is 15% of 20).

10.6.7 Other Retreat Restrictions

A. Retreating units cannot cross unbridged river hexsides.

B. A unit retreating because of demoralization must end its retreat in a hex from which it can trace a shorter supply line than from the combat hex, if possible. If this is not possible (for example, if the unit is defending in a depot hex), the unit must retreat to a hex which is closer to another friendly force than the combat hex, if possible.

Example: Demoralized Union units retreat from hex 3035. The nearest SW is in 3337 (4 MPs away by road). The Union units cannot retreat to 3037, because that is 5 MPs away from the wagon; nor can they retreat to 3335, which is 4 MPs away, as that would not be a shorter supply line than in the combat hex. They can retreat to 3336 (2 MPs away) or 3337.

C. Units retreating because of being unsupplied or the Withdrawal option must retreat to a hex closer to another friendly force than the combat hex, if possible.

10.6.8 Supply Wagons

A. SWs stacked with a retreating force may accompany that force for the full length of its retreat; ignore SW terrain costs.

B. Any SW in a hex a force retreats through can accompany that force for the full length of its retreat.

10.7 Excess Losses

If losses exceed a side's committed strength, some – but not necessarily all – of the excess is removed from its uncommitted strength. The other side rolls the die, adds the number of excess losses to the die roll, and consults the Excess Losses Table. The result is the number of uncommitted SPs removed.

10.8 Major and Minor Victories

A. If only one side retreats after the combat, the other side has won a victory. Victories are classified as major or minor as follows:

  1. If the retreating side lost at least 15 SPs, the battle is a major victory.
  2. If the retreating side lost fewer than 15 SPs, the battle is a minor victory.
  3. Do not include militia SPs lost when determining a major victory.

B. The winner scores 5 VPs for a major victory and none for a minor victory.

C. If combat has occurred in a hex on more than one consecutive turn, all losses, except militia, during all consecutive turns of combat are counted when determining type of victory, whenever one side finally does retreat.

D. When a detachment is formed from a corps or division, reducing its strength below 15 SPs, a major victory may still be earned by eliminating 50% of the corps or division's strength and demoralizing it.

11.0 Attrition

11.1 In General

A. In Scenarios 1 and 2, each side suffers attrition. During the Initial Phase of each odd-numbered turn except Turn 1, each side rolls one die and consults the Attrition Table. The result is then applied to each of that side's units.

B. Attrition never affects the following units:

  1. Units currently located within 4 MPs of a friendly supply depot (traced using the unit's movement costs, and not traced through enemy units) and
  2. Supply wagons

11.2 Attrition Table

A. Each side rolls only once to determine losses for of its units.

B. The table has two columns, Friendly Territory and Enemy Territory. For each unit, determine if the unit occupies friendly or enemy territory (2.1), reading the number of losses from the corresponding column.

C. Each infantry unit suffers the indicated number of infantry losses and each cavalry unit suffers the indicated number of cavalry losses.

D. Losses are removed by unit, not by stack.

E. No unit can be reduced to zero SPs by attrition.

11.2.1 Line of Communications Effect

Note: the source prints this subsection as a second "11.2"; it is numbered 11.2.1 here to keep the numbering unique.

If a unit does not have an LOC at the time attrition is determined, apply a +1 DRM when determining its losses.

Example: The Union rolls a 5. Every Union infantry unit in Union territory loses 1 SP. Every Union infantry unit in Confederate territory loses 2 SPs, and every Union cavalry unit in Confederate territory loses 1 SP. For each Union unit without an LOC, read the result from the 6 line, thus any such cavalry unit in Union territory would lose 1 SP instead of 0.

12.0 Morale Recovery

A. During the Morale Recovery Phase, each side attempts to restore its demoralized units (including those demoralized that same turn) to good morale.

B. To do so, add 1 to the leader's initiative rating and roll the die. If the die roll is equal to or less than the modified initiative rating, the unit becomes undemoralized.

12.1 Department Leaders and Cavalry Commanders

A. If a department leader is stacked with a demoralized unit, the department leader's initiative rating may be used instead of the demoralized leader's. This must be declared before rolling the die.

B. The department leader's rating may be used for any number of units in the same hex. Each unit is still rolled for separately.

C. A cavalry commander may give this same benefit, but may benefit only cavalry units.

12.2 Militia

Militia units may recover morale only if stacked with a Union leader. Use the leader's initiative value, rolling separately for each militia unit.

13.0 Washington Fortifications

13.1 In General

Union units in a fortification hex are automatically considered entrenched. (This effect remains even if a Confederate unit has occupied the hex at some point.) Further, each hex has an intrinsic strength.

13.2 Intrinsic Strength

A. The intrinsic strength has a value of 15 SPs initially. Any losses must be recorded paper or in electronic format.

B. If Union combat units defend in the hex, the intrinsic strength is added to theirs exactly as though it belonged to a combat unit.

C. Intrinsic strength may not attack.

D. The intrinsic strength is eliminated if demoralized or if all Union combat units retreat from the hex. (The automatic entrenchment effect remains, however.)

E. If the intrinsic strength defends without combat units, the Union may not choose the Withdrawal option.

14.0 Optional Rules

Any of these rules can be used at the players' agreement.

14.1 Solitaire Play

A. The game can be played by one player moving the units for both sides, even without too much of a split personality (Braxton Bragg take notice). The biggest obstacle is the combat options.

B. To choose options, carry out the following procedure:

  1. Choose an option for the attacking side.
  2. Roll one die. If the highest-ranking defending leader has a combat bonus of 2 or 3, apply a -1 DRM to the roll.
  3. Choose the defender's option per the modified die roll:
RollDefender Option
1-2Pitched Battle (if defender unsupplied, roll again)
3-4Stand
5-6Withdraw

14.2 Surprise Attacks

A. A surprise attack may be attempted if the attacking force marches units into an enemy-occupied hex and all enemy units in the hex fail to react or do not attempt reaction.

B. To attempt a surprise attack, roll the die. If the roll is less than the initiative rating of the highest-ranked moving leader, a surprise attack may be made.

C. The surprise attack is resolved immediately (during the Movement Phase).

D. The following special rules apply:

  1. Players do not choose combat options. The combat lasts two rounds, unless one side is demoralized in the first.
  2. The defender applies none of the usual Commitment Table modifiers.
  3. The attacker applies only the force-march modifier.
  4. The attacker shifts one column right on the CRT.
  5. The defender may not fire during the first round.

E. Units which have made a surprise attack may not move for the remainder of the phase.

F. If both sides have units in the hex at the start of the Combat Phase, combat may occur there as usual.

14.3 Leader Casualties

A. Any time a natural 6 is rolled (i.e., before modifiers) in a combat round, there is a chance of leader casualties.

B. Rolls again for each combat or corps leaders separately. Exception: The Union artillery leader is never killed.

C. On a 5-6, the leader is killed. Replace his unit by a detachment of equal strength.

D. Department leaders and cavalry commanders never become casualties.

15.0 Victory Points

A. Victory is determined by VPs. At the end of the game, total each side's VPs, then subtract the Union total from the Confederate. The net Confederate VP total determines victory.

B. If the final total lies in between the values required for each side's tactical victory, the game is a draw.

C. VP awards are the same in all scenarios.

15.1 VPs for Major Victory

Each side receives 5 VPs per major victory (10.8).

15.2 VPs for Towns and Cities

A. The Confederacy receives VPs for control of certain towns and cities. To gain these points, it must satisfy the following:

B. A single Confederate infantry unit with at least 10 SPs must occupy the town or city for one complete turn (that is, from Initial Phase through Conclusion Phase), with no Union units in the hex. If a Union unit enters the hex (even if it enters the hex and retreats in the same turn) or the unit's strength falls below 10, the town does not become controlled.

C. To receive the full VP value, the Confederacy must have an LOC to the hex throughout the turn. If not, it receives half the printed value (retain fractions).

D. If it later satisfies the conditions with and LOC, it receives the other half.

E. VPs are awarded at the instant the conditions above are satisfied, not at the end of the game.

F. The Confederacy can gain VPs only once for each location. Place a Confederate Control marker to indicate that VPs have been awarded for a hex. If the Confederacy has received only half the VPs, place the marker face down.

G. The Confederacy keeps the VPs if Union reoccupies the hex.

H. In all scenarios, towns and cities are worth VPs as follows:

VPsLocationVPsLocation
5*Washington (3541, 3542, 3642)1Hanover Junction (4313)
2*Fortification hexes1Harpers Ferry (1529)
5Baltimore (4631)2Harrisburg (4001)
2Carlisle (3103)1New Oxford (3513)
1Chambersburg (1910)1Rockville (3035)
1Ellicott City (4131)1York (4410)

* per hex

15.3 VPs for Rail Interdiction

A. If a Confederate infantry unit occupies any hex of the rail line connecting Baltimore with Harrisburg at the end of the game, the Confederacy scores 2 VPs.

B. For occupying the railroad connecting Washington with Baltimore, the award is 3 VPs.

C. An LOC does not affect these awards.

15.4 VPs for Harrisburg Bridge

If the bridge in hexside 3902/4002 is destroyed at the end of the game, the Confederacy scores 2 VPs.

15.5 Victory Point Markers

Players may use the VP markers on the TRT to keep a running total of net VPs. If the net Confederate score reaches 5, the Union may begin receiving militia (4.2).

16.0 Scenarios

Lee Invades the North has four scenarios. Scenarios 1 and 2 simulate the 1862 campaign, while scenarios 3 and 4 are set in 1863. There are special rules for each year as well as for each separate scenario.

16.1 How to Set Up

A. There is a separate PRS for each scenario, listing the starting hexes or turns of arrival for all units. Place the units in the hexes listed.

B. In some cases setup instructions appear at the bottom of the PRS.

C. The Union artillery unit should have a beginning strength of 19 in all scenarios.

16.2 Introductory Scenario

It is suggested that players use Scenario 4 for their first game. This scenario simulates the high point of the 1863 campaign. It plays quickly and omits some of the standard rules.

16.3 1862 Special Rules

All of these rules apply to both Scenarios 1 and 2. Attrition (11.0) is used only in these scenarios.

16.3.1 Replacement Points

A. In 1862 scenarios, each side receives replacements, beginning on Turn 5. (Turn 5 is the second turn of Scenario 1.)

B. Each side receives 1 RP on each odd-numbered turn and 2 RPs on each even-numbered turn.

C. Each side may use RPs to add SPs to combat units (the Union can add to fortification strength), as follows:

  1. One infantry SP costs 1 RP.
  2. One cavalry SP costs 2 RPs.

D. Record the increase in strength on the PRS. Players may add in excess of a unit's original strength.

16.3.2 Replacement Point Restrictions

A. To receive RPs, a unit must have an LOC (7.2).

B. A demoralized unit cannot receive RPs.

C. RPs cannot be saved from turn to turn.

D. A completely eliminated unit cannot be brought back into play via RPs.

16.3.3 Leaders

A. Use Hooker's corps counter for this scenario.

B. Use A.P. Hill's division leader counter.

C. Use Anderson's counter showing him as a unit of Longstreet's corps.

16.3.4 Confederate Command

On Turns 1-6, the Confederacy does not modify its Command Point Table or Command Broadcast Table die rolls for LOC. Lee does not have an LOC at the start of Scenario 1 because the bridge in hexside 1426/1525 is out, and the other bridges are blocked by Union units.

16.3.5 Miles and White

A. The Union units Miles and White may not expend MPs for any purpose, nor build SWs, until released.

B. They are released as follows:

  1. Miles is released when a Confederate unit moves within five hexes of his hex (Harpers Ferry).
  2. White is released when a Confederate unit moves within five hexes of his hex or of Miles's hex.
  3. Both units are released when the Lost Dispatch is discovered.

C. Once released, the units function normally for the rest of the game. They are subordinate to McClellan, receiving CPs by broadcast from him as any other unit.

16.3.6 Hex 1026 Depot

This depot does not exist in Scenarios 1 and 2.

16.3.7 1862 Victory Levels

Determine Net Confederate VPs per 15.0 and use the table below to determine the winner and level of victory.

Net VPsVictory Level
≥ 13Confederate Strategic
10-12Confederate Operational
9Confederate Tactical
8Union Tactical
5-7Union Operational
≤ 4Union Strategic

16.4 Scenario 1: Frederick to Antietam (Sept 9 - Oct 5)

16.4.1 The Situation

Lee has just invaded Maryland and gathered his force at Frederick. The scenario begins just as he has issued orders to Jackson to take Harpers Ferry, while Lee and Longstreet would move to the other side of South Mountain and head north. These orders would become the Lost Dispatch that would be discovered by McClellan's troops when he advanced from Frederick, pushing Stuart before him.

16.4.2 Scenario Length

First TurnLast TurnLength
Turn 4Turn 1613 turns

16.4.3 Confederate Supply Wagons

The Confederacy receives 1 SW on Turn 6 and 1 SW every third turn thereafter (4.1).

16.5 Scenario 2: The Maryland Campaign (Sept 3 - Oct 5)

16.5.1 The Situation

After the Second Battle of Manassas, the Union forces had fallen back on Washington – a disorganized mass that had once been an army. Lee, his troops worn from a year of hard campaigning, decided to seize the initiative and invade the North for the first time. Slowly, his tattered army steeled itself for the campaign and headed for the Potomac.

16.5.2 Scenario Length

First TurnLast TurnLength
Turn 1Turn 1616 turns

16.5.3 Confederate Supply Wagons

The Confederacy receives 1 SW on Turn 3 and 1 SW every third turn thereafter (4.1).

16.5.4 Union Reorganization

A. At the start of the scenario, all Union infantry units except Miles and White are considered disorganized.

B. Cavalry units are not disorganized.

C. To show that a unit is disorganized, place it face down.

D. A disorganized unit may not move (including reaction movement) or attack. It defends, checks for demoralization, and may retreat normally.

16.5.5 Reorganization Procedure

A. During each Initial Phase on Turns 1-4, the Union may attempt to reorganize four units.

B. The units must be within three hexes of McClellan. The three-hex distance can be traced through any type of terrain or units. Roll the die separately for each unit.

  1. On a 1-4, the unit is no longer disorganized.
  2. On a 5-6, it remains disorganized.

C. In the Initial Phase of Turn 5, all units become reorganized. No die rolls are necessary and McClellan's position does not matter.

16.6 1863 Special Rules

Attrition and RPs are not used in Scenarios 3 and 4.

Errata: Sedgwick's corps start at 41 SPs in both scenarios.

16.6.1 Couch

Couch receives and broadcasts CPs like a department leader, but he may broadcast only to leaders stacked with militia units. (Such leaders may also receive CPs from the Union department leader or cavalry commander, as applicable, in the usual way.)

16.6.2 Leaders

A. Use the counter showing A.P. Hill as a corps leader.

B. Use the counter showing Anderson as part of Hill's corps.

16.6.3 Confederate Reinforcements

A. In Scenarios 3 and 4, the Confederacy receives reinforcements. The PRSs list the turns on which units appear. All units may enter at hex 1026, 1029, or 1031 (Confederacy's choice).

B. Reinforcements enter play during the Confederacy's Movement Phase. They have their full MAs available for the turn of entry, and may force march.

C. The map-edge hex of entry counts as the first hex of movement for every unit. Units need not pay additional MPs for units which have previously entered at the same hex. Units may enter as a stack; the usual stack MA effects then apply.

16.6.4 1863 Victory Levels

Determine Net Confederate VPs per 15.0 and use the table below to determine the winner and level of victory.

Net VPsVictory Level
≥ 16Confederate Strategic
14-15Confederate Operational
13Confederate Tactical
11-12Union Tactical
9-11Union Operational
≤ 8Union Strategic

16.7 Scenario 3: Pennsylvania Campaign (Jun 17-Jul 13)

16.7.1 The Situation

It is June 17; Lee's invasion of the North has begun. Union forces under Milroy have been evicted from Winchester and the vanguard of the Confederate army has advanced to Chambersburg. Hooker's army still lies concentrated around Manassas and Centreville. It is becoming clear that Lee is moving his whole army north and that this is not simply a raid.

16.7.2 Scenario Length

First TurnLast TurnLength
Turn 1Turn 1414 turns

16.7.3 Confederate Supply Wagons

The Confederacy receives 1 SW every three turns beginning on Turn 5 (4.1).

16.7.4 Hooker Dissatisfaction

A. At the beginning of the game, place the Hooker Dissatisfaction marker in the 1 box of the TRT. Move the marker forward one box for each Confederate VP scored, and back two boxes for each Union major victory.

B. In each Initial Phase starting with Turn 2, the Union rolls the die, adding the number of the box that the marker is in to the die roll.

C. If the modified die roll equals 6 or more:

  1. Remove the Hooker department leader counter from the map.
  2. Remove the Meade leader counter and puts the Sykes counter in its place. Sykes takes over Meade's current strength.
  3. Place the Meade department leader counter in the hex where Meade was.

16.7.5 Lee

Lee begins the scenario off-map. While off-map, for command purposes he is considered to be located in hex 1026. Count broadcast distances from that hex, not including the hex itself.

16.7.6 Confederate Option

A. Stuart, Hampton, and Chambliss may enter the game on Turn 4 at hex 1044, or on Turn 6 at hexes 1031, 1029, or 1026.

B. The Confederacy must decide in Turn 4's Initial Phase.

16.7.7 Variable Entry

A. A die roll is required in order for these Confederate units to enter play: Imboden, Jones, and Robertson.

B. Beginning on Turn 3, the Confederacy rolls the die once per unit, consulting the table below.

  1. If the required die roll is achieved, the unit may enter play at the hexes 1031, 1029, or 1026.
  2. If not, the Confederacy rolls again on the following turn.
TurnRoll needed
3, 41-2
5, 61-3
7, 81-4
9+1-5

16.8 Scenario 4: Collision at Gettysburg (Jun 28 - Jul 14)

16.8.1 The Situation

Meade took over the Army of the Potomac on June 28. Hooker had concentrated the army around Frederick, Maryland. He had sent Reynolds's wing of three corps to hold the passes of South Mountain. The Confederates were moving into Pennsylvania, threatening Harrisburg.

16.8.2 Union Militia at Baltimore

The Union militia at Baltimore cannot move until a Union leader reaches the hex.

16.8.3 Scenario Length

First TurnLast TurnLength
Turn 1Turn 99 turns

16.8.4 Initial Confederate VPs

The Confederacy begins the game with 5 VPs. Place Confederate Control markers on Hagerstown (1719), Chambersburg (1910), Carlisle (3103), and York (4410).

16.8.5 Confederate Supply Wagons

The Confederacy receives 1 SW every three turns beginning on Turn 3 (4.1).

The source document's 17.0 Credits section (designer, artist, development, testing, and copyright lines, including the 2023 revision credit) is not transcribed here.

  • 2.4 Charts and Tables
  • 2.5 Player Record Sheets
  • 7.1.7.5 Militia
  • 7.1.8 Minimum Movement Allowance
  • 7.1.9 Modifier to Command Rating
  • 7.1.10 Command Point Restrictions
  • 7.1.11 Comprehensive Example
  • 7.2 Line of Communications
    • 7.2.1 LOC Effects
    • 7.2.2 LOC Restrictions
    • 8.4.1 Facing
    • 8.4.2 Union Cavalry Zones of Control
    • 8.4.3 Confederate Cavalry Zones of Control
    • 8.4.4 Limits on Cavalry Zones of Control
    • 8.4.5 General Rules for ZOC Effects
  • 8.5 Reaction Movement
    • 8.5.1 Number of Attempts Allowed
    • 8.5.2 Stacks and Reaction
    • 8.5.3 Reaction from Enemy-Occupied Hexes
    • 8.5.4 Other Restrictions
  • 8.6 Force March
    • 8.6.1 In General
    • 8.6.2 Effects of Force March
  • 8.7 Destroying and Repairing Bridges and Rail Lines
    • 8.7.1 Destroying Bridges
    • 8.7.2 Repairing Bridges
    • 8.7.3 Destroying Rail Lines
    • 8.7.4 Repairing Rail Lines
  • 8.8 Entrenchment
    • 8.8.1 Restrictions
    • 8.8.2 Effects of Entrenchment
  • 8.9 Railroad Movement
    • 8.9.1 Rail Movement Procedure
    • 8.9.2 Restrictions and Options
    • 8.9.3 Rail Capacity
    • 8.9.4 Destination Markers
    • 8.9.5 Entrained Units in Combat
  • 8.10 Overrun
  • 10.4 Commitment
    • 10.4.1 Procedure
    • 10.4.2 McClellan
  • 10.5 Resolving Rounds
    • 10.5.1 Strength Modifications
    • 10.5.2 Column Shift
    • 10.5.3 Die Roll Modifiers
    • 10.5.4 Excess Strength
  • 10.6 Demoralization and Retreats
    • 10.6.1 Demoralization Procedure
    • 10.6.2 Effects of Demoralization
    • 10.6.3 Retreats
    • 10.6.4 When to Retreat
    • 10.6.5 Retreat Procedure
    • 10.6.6 Effect of Enemy Units
    • 10.6.7 Other Retreat Restrictions
    • 10.6.8 Supply Wagons
  • 10.7 Excess Losses
  • 10.8 Major and Minor Victories
    • 16.4.1 The Situation
    • 16.4.2 Scenario Length
    • 16.4.3 Confederate Supply Wagons
  • 16.5 Scenario 2: The Maryland Campaign (Sept 3 - Oct 5)
    • 16.5.1 The Situation
    • 16.5.2 Scenario Length
    • 16.5.3 Confederate Supply Wagons
    • 16.5.4 Union Reorganization
    • 16.5.5 Reorganization Procedure
  • 16.6 1863 Special Rules
    • 16.6.1 Couch
    • 16.6.2 Leaders
    • 16.6.3 Confederate Reinforcements
    • 16.6.4 1863 Victory Levels
  • 16.7 Scenario 3: Pennsylvania Campaign (Jun 17-Jul 13)
    • 16.7.1 The Situation
    • 16.7.2 Scenario Length
    • 16.7.3 Confederate Supply Wagons
    • 16.7.4 Hooker Dissatisfaction
    • 16.7.5 Lee
    • 16.7.6 Confederate Option
    • 16.7.7 Variable Entry
  • 16.8 Scenario 4: Collision at Gettysburg (Jun 28 - Jul 14)
    • 16.8.1 The Situation
    • 16.8.2 Union Militia at Baltimore
    • 16.8.3 Scenario Length
    • 16.8.4 Initial Confederate VPs
    • 16.8.5 Confederate Supply Wagons
  • PRS
    Player Record Sheet
    1
    Gettysburg (3014)
    1
    York Haven (4406)
    1Hagerstown (1719)