Lee Takes Command
Lee Takes Command Rulebook
Table of Contents
Table of Contents
- Civil War Campaign Series Standard Rules (2nd Edition)
- Lee Takes Command Exclusive Rules
Civil War Campaign Series Standard Rules (2nd Edition)
1.0 Introduction
This rulebook contains all the Standard Rules to play games of this series. This is the 2nd edition of the rulebook, written in a sequence of play format as much as possible. Several clarifications and new concepts have been inserted into the body of the text. Each game in the series also has an Exclusive Rulebook detailing the specific features of the campaign being fought which may modify these Standard Rules. Once having mastered the concepts in the standard rules, a Player can go on to any game in the series. Players are urged to flip through this booklet briefly to gain a feel for the game system before starting to learn the rules.
2.0 Game Components
Included with this game are a number of components. Generally, these consist of the game map, the playing pieces (called units and markers), a display containing the battle board, charts and tables used to resolve movement and combat, an exclusive rulebook and this standard rulebook. Each component is explained below.
2.1 The Playing Pieces
The playing pieces, called "units," represent the infantry and cavalry forces of both sides, as well as assorted garrison and militia units. Artillery strengths are usually built into the infantry units. However, reserve batteries of artillery are depicted separately. Other pieces include "dummy" units designed to represent the "fog of war." Information about the unit is printed on the back side of the piece and is explained below. Note that all units have a national symbol or motif printed on the front side.
2.11 Combat Unit Types: A description of these units is presented below.
a. Unit Type Symbol - There are three types of combat units: Infantry, Cavalry, and Artillery. Infantry units are further subdivided into regular infantry, garrison and militia units. There are also Infantry and Cavalry Dummy units. The Unit Type Symbol below indicates what type of unit the counter represents:
- (1) Infantry or Dummy Infantry
- (2) Garrison Infantry
- (3) Militia Infantry
- (4) Cavalry or Dummy Cavalry
- (5) Artillery
b. Unit Size Symbol - This symbol indicates how large the unit is and is printed directly on top of the Unit Type Symbol. Sizes are as follows:
- (1) II - Battalion
- (2) III - Regiment
- (3) X - Brigade
- (4) XX - Division
- (5) XXX - Corps, or a Corps Level Reserve Unit
- (6) XXXX - Army Level Reserve Unit
Some militia or garrison units may lack a Unit Size Symbol as they were organized differently.
c. Formation Identifier - Most regular infantry units have a Roman numeral or capital letter to the left of the Unit Type Symbol identifying the parent formation of the unit. This is important for tracing communications as well as combat.
d. Unit Name or Number - This identifies which historical unit the counter represents. These names or numbers correspond to the names or numbers printed on the Unit Status Sheets.
e. Combat Strength Points - This is the initial Combat Strength of the unit at the start of the game. Combat Strength is a quantification of the unit's offensive and defensive ability. This value will decline as the unit suffers casualties and stragglers.
f. Optional Unit Indicator - Not all units possess this type of symbol. It means the unit is an optional unit and is not used in the historical game scenarios.
2.12 Leaders: There are separate counters for each side's overall Commander(s), as well as counters for their major subordinate Officers. Collectively, Commanders and Officers are referred to as Leaders.
a. Leader Name - All Commanders and Officers are named for identification purposes.
b. Portrait/Insignia - Commanders are identified with a portrait and Officers with a rank symbol. These have no effect on play.
c. Formation Identifier - Most Officers have a Roman numeral or capital letter identifying the senior formation the Officer commands. This is used when tracing communications and in combat. Commanders usually have no Formation Identifier.
d. Offensive Rating - A quantification of the Officer's ability to lead a successful attack: The higher the rating the more ability. Commanders usually have no rating.
e. Defensive Rating - A quantification of the Officer's ability to successfully defend against an attack: the higher the rating the more ability. Commanders usually have no rating.
2.2 The Game Map: The map depicts the theater of operations where the campaign took place. The map is divided into "Areas" to regulate movement. Each area contains a single dominant terrain type, symbolized by a light colored screen filling the Area. This dominant terrain type governs movement and combat in the Area, regardless of the cartographic features drawn within the Area. See the Terrain Effects Chart (TEC) for further details. Combat takes place within an Area.
2.3 The Battle Board: When a combat situation has to be resolved, the pieces involved are removed from the map and placed on the Battle Board in accordance with the rules governing combat.
2.4 Unit Status Sheets: Included are sheets listing all the units on each side. These are used to keep track of casualties and straggling as the game progresses.
2.5 Game Charts and Tables: Included are the charts and tables needed to play the game, and a Turn Record Track noting the start and stop dates for each scenario and the historical weather for each turn. There may be additional information printed on it as well, depending on the particular game.
3.0 Important Concepts Before You Begin
These overall important rules are presented here, now, in this section.
3.1 Inverted Units
During this period opposing forces were often quite unclear as to the enemy's strength and location. To simulate this, the playing pieces are normally kept inverted, face down to hide their identity from the opposing Player.
3.11 Revealing Units: The identity and strength of units is only revealed under the following conditions. Otherwise, the opposing Player may not look at your units.
(1) After being assigned to a Line Position during the Combat Phase (see Section 9.1). (2) Through Cavalry Probes (see Section 8.1). (3) When friendly cavalry units are used to block enemy Cavalry Probes (see Section 8.1). (4) When friendly cavalry units are used for Interception (see Section 8.2). (5) When artillery units that exert Control in an Area cause a mandatory attack by the opposing Player (see Rule 3.45). (6) When claiming Victory Points or Victory Conditions.
Also, Dummy units must be revealed and removed from play under certain conditions (see Rule 3.22).
3.12 Reinverting Units: Once revealed, units must remain face up until the beginning of their next friendly Movement Phase when they may be reinverted.
EXCEPTION: During the Combat Phase units are revealed Line Position by Line Position and when a given Line Position has completed its combat(s), all units occupying it are reinverted.
3.2 Dummy Units
Dummy units play an important role in deceiving the opposing Player as to the true location and strength of one's forces. They represent false reports or possible threats in the minds of the opposing commanders. Each Player is normally supplied with dummy infantry and dummy cavalry units.
3.21 Dummy Unit Placement: Dummy units are placed face down, like normal units. Dummy units are removed when revealed. They may be returned to play during the owning Player's next friendly Communications Phase.
a. Dummy units may appear in any Area currently occupied by real units of the owning Player (including militia and garrison units). They may be added to existing stacks or be placed in new stacks in the Area. More dummy units of a given type (infantry or cavalry) may be placed in that particular Area than there are real units of that same type, so long as the overall restrictions on the number of dummy units available (see Rule 3.25 below) to the Player are met.
b. When placing dummy units, ask the opposing Player to avert his eyes in order to facilitate the placement of the dummy units.
c. Upon starting a scenario, Players may add dummy units to the initial set up instructions so long as the restrictions in Rule 3.25 below are observed.
3.22 Revealing Dummy Units: Dummy units must be revealed and removed from play under the following conditions:
a. If dummy units are the only units in an Area and there are no friendly real units in that Area, and this Area is the only Area through which the opposing Player can trace a Line of Communication, the dummies must be revealed and removed.
b. If dummy units are the only units in an Area through which the opposing Player is attempting to exit or move real units through during his Movement Phase (and there are no friendly real units in that Area), the dummies must be revealed and removed. If real units belonging to the non-phasing Player are also present, however, the dummy units are not revealed, and the phasing Player may be required to stop (see Section 3.4).
NOTE: This maneuver will reveal to the Player controlling the Dummy units that the opposing units "real".
c. If dummy units are the only units in an Area in which the opposing Player declares combat, the dummy units must be revealed and removed from play before the opposing Player commits his units to the Battle Board. If real units belonging to the non-phasing Player are also present, the dummy units are not revealed and may Retreat Before Combat if friendly real units are eligible (and choose) to do so.
d. Dummy units must be revealed, if alone in an Area, in order to open an avenue for enemy units to Retreat Before Combat or Withdraw (as the result of a Withdraw combat order).
e. There is no limit to the number of times a dummy unit may be revealed, removed, and returned to play.
3.23 Dummy Unit Movement: Dummy units move subject to the same Movement Allowances and restrictions as the real units they represent. Dummy units cannot commit illegal moves by virtue of their "unreality". For instance, a dummy infantry unit could not Force March three Areas nor could a dummy unit cross a major river without a crossing point connecting the two adjacent Areas. However, a Player can make a fake roll for stragglers for a Force Marching Dummy unit if he wishes, in order to deceive his opponent as to the Dummy unit's true nature.
a. A Dummy unit moving alone may enter an Area containing an inverted enemy unit. It could not declare combat however, or prevent the enemy unit from leaving, as Dummy units do not exert "Control" over Areas (see Section 3.4). In the same vein, a Dummy unit moving alone could not attempt to leave an Area containing an uninverted enemy unit because it cannot comply with any of the cases listed in Rule 3.42.
3.24 Dummy Units and Combat: The phasing Player cannot declare combat if the only units he has in an Area are dummy units. Dummy units cannot be used to force the non-phasing Player to reveal his units (whether real or dummies).
a. Dummy units may not be assigned to a Line Position by themselves. Dummy units may initially be assigned to a Line Position along with real units as a deceptive measure, but are removed when the units in the Line Position are revealed for combat.
b. Dummy units may be assigned to the Reserve Position by themselves or with real units and thereby remain concealed.
3.25 Dummy Unit Restrictions: A Player may only have one half as many dummy units of a given type (infantry or cavalry) in play at any time as he has real units of that type in play, up to the countermix limits of the dummies supplied in the game. A game's Exclusive Rules may modify this rule.
a. Dummy units which alone occupy an Area never exert Control over that Area (see Section 3.4). Dummy units which alone occupy an Area do not block the tracing of Lines of Communication (see Module 6.0) through that Area. The presence of a friendly dummy unit in an Area (if no real friendly units are with it) will not negate the presence of a real enemy unit when tracing a LOC through that Area. Dummy units cannot earn Victory Points in any way.
b. Dummy cavalry units cannot conduct or block Cavalry Probes (see Section 8.1), or Intercept (see Section 8.2). They can, of course, be stacked with real cavalry units which conduct those operations as a ruse to deceive the opposing Player as to the size of the forces involved. Again, when revealed they are removed from play.
c. Dummy units cannot be used to force the opposing Player to reveal his units (whether real or dummies). For example, a force comprised solely of dummy infantry units could not exit an Area in order to force the opposing Player to declare that he has real units present in the Area that would prevent the move. A force comprised solely of dummy units may not declare combat in an Area.
3.3 The Stacking Rules
In general, it is possible to have as many units as the owning Player desires in one Area at a given time - his entire army if he so chooses. However, there are certain procedural stacking requirements, as set forth below.
3.31 Stacking During Movement: Because of the Cavalry Probe rules (see Section 8.1), units must be arranged in stacks of five units, whenever possible, at the end of the Movement Phase. A Player is not allowed to reshuffle his units among stacks in an Area until the end of his Movement Phase. He is allowed to overstack his units or create new stacks when placing dummy units in play.
EXCEPTION: Cavalry units may form new stacks during movement to conduct Cavalry Probes (see Rule 8.11a).
a. In calculating the number of units in a stack, Leaders and dummy units count towards the five unit limit, but markers do not.
EXAMPLE: At the start of the Movement Phase a Player has two stacks of five units, each with two real infantry units, one real cavalry unit, a dummy unit and a Leader. The Player adds two additional dummy units to each stack. The two stacks move together to another Area. At the end of the Movement Phase, there are now fourteen units in the Area. The Player must shift the units around so that there are two stacks of five units and another of four units, not three stacks of four and another of two (or any other combination). He may freely arrange the units into any order he chooses within the stacks.
NOTE: Because of the Cavalry Probe rules, the order in which units are placed within a stack is important. The owning Player may wish to keep certain units at the bottom of the stack to deceive the opposing Player either into thinking that the stack is stronger than it is (by putting dummy units on the bottom) or weaker than it is (by putting weaker units on top).
3.32 Stacking During Combat: During combat Players may reorganize the stacking of their units as they see fit. Therefore, the requirement to have stacks of five units by the end of the Movement Phase does not apply in combat. Instead, each Player organizes his units in an Area into Line Positions on the Battle Board and (if he wishes) a Reserve Position. Once the Combat Phase is concluded, the units involved are reinverted and then may be freely restacked in any order back on the map, but must again adhere to the general rule of having as few stacks of five units as possible.
3.33 Stacking in Line Positions: Stacking limits in any one Line Position must satisfy one of the two options below:
(1) Up to all of the infantry units from any one formation, plus any two non-infantry units (cavalry or artillery but not militia or garrison infantry units), or;
(2) Any two infantry units from different formations plus any combination of two militia or garrison infantry, cavalry or artillery units (a maximum of four units in a Line Position under this case).
a. Dummy units and Officers (but not Commanders) may be added to the above limits, and never count against the Line Position stacking limits. Dummy units are, of course, removed when revealed for combat.
3.34 Stacking in the Reserve Position: Any number and type of units may be placed in the Reserve Position. There are no stacking restrictions in the Reserve Position at all. If in the Area, the Commander must (and Officers present may) be placed in the Reserve Position. Dummy units placed in the Reserve Position remain concealed.
3.4 Exerting Control Over Areas
Real infantry, cavalry and artillery units (non-dummies) exert "Control" within the Area they occupy, with special rules for each type of unit. Sole Control of an Area will block enemy LOCs from being traced through the Area, as well as hindering enemy movement through the Area. Both Players may exert Control over the same Area by mutually occupying it with eligible units.
3.41 Control of Areas and Movement: Leaders and all infantry and artillery units must stop upon entering an enemy Controlled Area. Cavalry units do not have to stop upon entering an enemy Controlled Area, and may move through to another Area.
EXCEPTION: All units must stop upon entering an Area Controlled by an enemy artillery unit and engage in combat during the Combat Phase (see Rule 3.45).
3.42 Exiting Enemy Controlled Areas: Both Players are mutually affected by each other's Control. The following conditions govern a unit's ability to exit an enemy Controlled Area.
a. Infantry and artillery units may only exit an enemy Controlled Area under the following conditions:
(1) Eliminating all enemy units exerting Control over the Area, or;
(2) Successfully Retreating Before Combat (see Section 9.2), or;
(3) Executing the Withdraw Combat Order (see Rule 9.91), or;
(4) After initiating combat against the enemy units exerting Control over the Area (see Rule 3.43 below).
b. Cavalry units may freely exit an enemy Controlled Area without having to satisfy the above requirements. However, cavalry units may be prevented from leaving an enemy Controlled Area through Interception by enemy cavalry units (see Section 8.2).
EXCEPTION: Cavalry units conducting Probes across major rivers are restricted in how they can exit the Area (see Rule 8.14) and cavalry entering an Area Controlled by enemy artillery units still must stop and initiate combat before being allowed to exit (see Rule 9.21) on their following turn.
c. Leaders in an enemy Controlled Area may freely exit it on their following turn without needing to meet any of the requirements above.
3.43 Exiting Areas After Combat: Any unit which attempts to initiate combat (during a Combat Phase) with the enemy units exerting Control over the Area may exit that Area in the owning Player's following Movement Phase (only) regardless of the outcome of the combat. This is true even if:
(1) the defending enemy units left the Area during the Combat Phase (either by Retreating Before Combat or by using the Withdraw Combat Order) and then re-entered the Area during their own Movement Phase in their half of the turn. In this case the attacker's units are free to exit, or;
(2) after the first combat round, the attacker declines to initiate a second round of combat but the defender does so. In this case units of both sides are eligible to exit.
Mark such eligible units with an "Initiated Combat" marker.
EXAMPLE: An infantry division enters an enemy Controlled Area and must stop. During the Combat Phase it declares an attack against the enemy units in the Area. The enemy units turn out to be comprised solely of cavalry units which decide to Retreat Before Combat. Mark the infantry division with an "Initiated Combat" marker. The infantry division may exit the Area during its next friendly Movement Phase, even if additional enemy units are subsequently moved into the Area during the enemy Player turn.
3.44 Artillery Units and Control of Areas: Artillery units, alone or when stacked with friendly units in an Area, only exert Control over that Area under the following conditions:
(1) The Area is a mountainous or rough terrain Area (the artillery is presumed to be guarding the passes through the Area), or;
(2) The Area has crossing points over a major river joining it to another Area, and enemy units entering the Area do so over the crossing points. In this case the artillery unit does exert Control in the Area (the artillery is presumed to be guarding the crossing points).
3.45 Artillery and Mandatory Combat: Units that enter an Area that is Controlled by an enemy Artillery unit must stop and initiate combat during the Combat Phase whether or not other enemy units are present in the Area as well. The Player owning the artillery unit(s) must reveal it in this case.
3.46 Leaders and Control of Areas: Leader units, alone in an Area, do not exert Control in that Area. If alone in an Area they may not be used to block enemy LOCs or cause enemy units to stop movement. If alone in an enemy Controlled Area, Leaders are not captured but no unit or other Leader may trace a LOC to that Leader.
3.5 Combat Unit Ineffectiveness
On each side's Unit Status Sheets, all of a Player's infantry, cavalry and artillery units are listed. Underneath the unit name or number are a series of boxes equal to the starting combat strength points of the unit. To the right of the boxes a large number is printed. This is the unit's ineffectiveness number. Players should keep their Unit Status Sheets hidden from one another so that the opposing Player does not know the extent of losses and stragglers inflicted on your units.
3.51 Procedure: As a unit takes strength point losses from combat, draw an "X" through a number of boxes equal to the strength points lost, starting at the leftmost box. (Players may wish to draw the turn number underneath the "X" to show what turn the loss was suffered on as well. This way it is easy to keep track of casualties suffered each turn.) As a unit takes strength point losses from straggling, draw a circle around a number of boxes equal to the strength points lost, starting at the rightmost box.
NOTE: Losses due to combat are permanent, but losses due to straggling may be recovered (see Section 7.4).
3.52 The Ineffectiveness Number: When the number of unmarked boxes (those with neither an "X" nor a circle drawn in them) between the permanent combat losses and the temporary straggler losses is less than or equal to the large number printed to the right of the boxes, the unit becomes ineffective. Units with an ineffectiveness number of 0 cannot be rendered ineffective.
3.53 Ineffectiveness Penalties: Once a unit becomes ineffective, an "Ineffective" marker is placed on top of it (the opposing Player will know it has become ineffective). Ineffective units have the following penalties imposed upon them:
(1) Ineffective units do not exert Control in an Area. This means enemy units do not have to stop upon entering an Area, nor declare an attack to leave an Area, solely occupied by ineffective units. Ineffective units do not block enemy LOCs traced through the Area.
(2) Ineffective units may not Force March and ineffective cavalry units may not Probe or Intercept.
(3) During combat, an ineffective unit may not, when possible, be deployed alone in a Line Position. If the Defender is forced by circumstances to deploy an ineffective unit alone in a Line Position, he must select the Withdraw Combat Order for the Line Position. Line Positions containing ineffective units may never be issued any Attack order, or the Counterattack order.
(4) An ineffective unit may not gain any sort of Victory Points or be used to claim any sort of Victory Conditions for the Player.
NOTE: Careful and trusting Players may dispense with tagging ineffective units with a marker in order to preserve secrecy.
4.0 Sequence of Play
The game consists of a variable number of game turns. Each game turn consists of a 1st Player turn and a 2nd Player turn. Refer to the Exclusive Rulebook with this game for the exact number of game turns in each scenario presented and who is the 1st Player. All game actions must take place in the sequence of play described below. The Player whose turn is in progress is called the "phasing Player". In combat, the Player whose forces are attacking is called the "Attacker" and the other Player the "Defender" regardless of the overall situation.
4.1 The Pre-Game Activity Phase
Refer to your Exclusive Rulebook for details concerning pre-game activities (if any) that should be performed before starting the game.
4.2 The Weather Phase
If playing with the optional weather rule, the 1st Player (only) rolls to determine the weather for the turn. This result prevails for the entire game turn. If the optional weather rule is not being used, consult the Turn Record Track to see what the historical weather was for that turn.
4.3 The 1st Player's Turn
The 1st Player now conducts his half of the turn in the following sequence:
4.31 The Communications Phase: During this phase the 1st Player's units are checked to see if they are in communications, using the following sequence:
a. Replace any Officers killed in the previous turn.
b. Return any dummy units removed in the previous turn to play (ask the opposing Player to avert his eyes).
c. Check to see if each infantry unit can trace a Line of Communications (LOC) to its Officer and if each Officer in turn can trace a LOC to the overall Commander.
d. Declare a General Retreat if the Player so wishes (optional).
4.32 The Movement Phase: Units may now move in the following order:
a. Invert any friendly units revealed during the previous turn.
b. The 1st Player moves his units in accordance with the rules governing Movement (see Module 7.0). The 1st Player may conduct Cavalry Probes as he moves if he so desires.
c. During the 1st Player's movement, the 2nd Player may attempt to block Cavalry Probes or conduct Interception with his cavalry units.
d. The 1st Player's units which did not move, and which have previously lost stragglers, may now attempt to recover them.
4.33 The Combat Phase: The 1st Player's units may now attack the 2nd Player's units in the following manner:
a. The First Combat Round:
(1) The 2nd Player (Defender) deploys his units into Line Positions on the Battle Board.
(2) The 1st Player (Attacker) deploys his units into Line Positions on the Battle Board.
(3) Both Players secretly select Combat Orders for their respective Line Positions.
(4) The 1st Player indicates all of his planned attacks and then selects the sequence for the attacks he will conduct. All Combat Orders for all the Line Positions are then revealed.
(5) The Combat Intensity Charts (CICs) A and B are consulted for each attack and the results determined (but not yet applied).
(6) The Fire Combat Results Table (FCRT) is consulted and the results are now applied from both CICs A and B, and the FCRT.
(7) Repeat Steps a. (5) and (6) above until all attacks have been completed.
b. The Second Combat Round:
(1) If the 1st Player chooses, a second round of combat will be fought. In this case, each Player may move eligible units (if any) from their Reserve Position (if any) into their Line Position(s) and then repeat Steps a. (3) through a. (7) above.
(2) If the 1st Player does not wish to initiate a second round, the 2nd Player may do so following the procedure in Step b. (1) above.
The Players follow the combat procedures above until all combat for the 1st Player's Combat Phase are resolved.
4.34 The 2nd Player's Victory Point Phase: The 2nd Player now calculates any Victory Points (VPs) he gained since his last Victory Point Phase and adjusts his Victory Point markers to reflect the gain or loss of VPs. Certain VPs need only be calculated at the end of the game but usually some must be determined during this phase. Refer to this game's Exclusive Rulebook for VP conditions.
4.4 The 2nd Player's Turn
The 2nd Player now conducts his portion of the turn following the sequence laid out in Section 4.3 above with all the 1st and 2nd Player roles reversed. Note that the 2nd Player does not, however, roll for weather.
4.5 The Turn Record Phase
Move the game turn marker forward one turn. Repeat Sections 4.2 through 4.5 until the end of the game is reached or other game ending conditions occur. At the end of the game, any final VPs earned are calculated and, generally, the Player with the highest total is the winner.
5.0 The Weather Phase
Printed on the Turn Record Track is the historical weather on a turn-by-turn basis. If the weather is Clear, there is no effect on the game. If the weather is other than Clear, there may be an effect on straggling and combat: Refer to this game's Exclusive Rulebook for any special effects.
5.1 Optional Weather
If non-historical weather is desired, the 1st Player should roll a die at the start of each game turn. Consult the Optional Weather Table. The result replaces the historical weather shown for that turn on the Turn Record Track and will be the weather (for both Players) during that turn.
6.0 The Communications Phase
In order to use their full capabilities, all regular infantry units must be able to trace a Line of Communication (LOC) to their respective Officer. The Officer must, in turn, be able to trace a LOC to the overall Commander. The Commander may also be required to trace a LOC to his side's home Area(s), depending on the particular game being played.
6.1 General Rule: LOCs are checked during the phasing Player's Communications Phase (see Rule 4.31) and during the opposing Player's Victory Point Phase (see Rule 4.34). Once it is established that a LOC exists, it continues to exist throughout the turn until it is required to be checked again.
NOTE: When checking LOCs, it is possible for an infantry unit to have a LOC to its Officer but the Officer not to have a LOC to the overall Commander.
Failure to trace a LOC during the Communications Phase results in movement and combat penalties to the phasing Player. Failure to trace a LOC during the opposing Player's Victory Point Phase may result in the opposing Player earning Victory Points and the checking Player's units suffering combat penalties during the opposing Player's half of the turn.
6.2 Infantry Unit and Officer LOCs: A regular infantry unit is able to trace a LOC to its Officer if that Officer is either in the same Area as the unit, or in an adjacent Area. Major rivers or ridges, rough, swamp, or mountainous Areas and/or the presence of enemy units have no effect on an infantry unit's ability to trace a LOC to its Officer.
EXCEPTION: If the Officer is alone in an enemy Controlled Area, the Officer is not captured, but his subordinate infantry units may not trace a LOC to him.
6.21 No LOC Restrictions: Infantry units that cannot trace a LOC to their Officer have the following penalties placed on them:
(1) The units may not Force March in the upcoming Movement Phase (see Section 7.3), and;
(2) The units may not be assigned the Advance, Assault or Counterattack Combat Orders during combat (see Section 9.4).
6.3 Officer and Commander LOCs: An Officer can trace a LOC to the Commander under either of the following conditions:
(1) The Officer is in the same Area with, or adjacent to the Area containing the Commander. Major rivers or ridges, rough, swamp, or mountainous Areas and/or the presence of enemy units have no effect on an Officer's ability to trace a LOC to the Commander.
EXCEPTION: If the Commander is alone in an enemy Controlled Area, the Commander is not captured, but the subordinate Officer(s) may not trace a LOC to him.
(2) The Officer can trace a continuous path along roads or railroads (or any combination of both) from the Area he occupies to the Area containing the Commander. This path may be traced across major rivers at crossing points if the Areas on both sides contain roads or railroads. The path may not be traced through Areas that are solely Controlled by enemy units. The path may be traced through Areas that contain both friendly and enemy units although militia infantry units, Leaders and dummy units alone in an Area do not negate the presence of real enemy units occupying the same Area.
NOTE: Militia infantry units which are alone in an Area will block the path, however.
6.31 No LOC Restrictions: Officers who cannot trace a LOC to the Commander have the following penalties placed on them:
(1) Their subordinate infantry units may not be used to block the enemy Player from tracing a LOC path through the Area(s) the units occupy; in other words, the enemy Player may trace LOC paths through such units as if they don't exist.
(2) Their subordinate infantry units may not be assigned the Assault or Counterattack Combat Orders during combat (see Section 9.4).
6.4 Commander and Home Area LOCs
The Commander can trace a LOC to his side's home Area(s) under either of the following conditions:
(1) The Commander is in or adjacent to the home Area. Major rivers or ridges, rough, swamp, or mountainous Areas and/or the presence of enemy units have no effect on a Commander's LOC to the home Area unless the enemy alone Controls the home Area, in which case the Commander may not trace a LOC to the home Area on that turn, or;
(2) The Commander can trace a continuous path along roads or railroads (or any combination of both) from the Area he occupies to the home Area. This path may be traced across major rivers at crossing points if the Areas on both sides contain roads or railroads. The path may not be traced through Areas that are solely Controlled by enemy units. The path may be traced through Areas that contain both friendly and enemy units although militia infantry units, Leaders and dummy units alone in an Area do not negate the presence of enemy units occupying the same Area.
NOTE: Militia infantry units which are alone in an Area will block the path, however.
6.41 No LOC Restrictions: In general, a Commander may be required to trace a LOC to his home Area(s) in order to claim certain VPs at various times. Otherwise, there is usually no effect for failing to trace the LOC. Refer to this game's Exclusive Rulebook for any such special rules concerning Commanders and home Area LOCs.
6.5 Units Not Requiring LOCs
Artillery, cavalry, and garrison or militia infantry units are never required to trace a LOC, nor are they affected by the failure of Leaders to do so. Treat these units as independent in every way, never requiring a LOC of any sort to function fully. If assigned to a Line Position containing regular infantry units that are unable to trace a LOC however, they must obey the combat order restrictions imposed on the infantry units.
6.6 General Retreat (Optional Rule)
If this rule is in use then, during the Communications Phase, a Player may declare a "General Retreat" is in effect for any or all of his armies. If such a declaration is made, all of the Player's units in that army must move at least one Area closer to their own Home Area during their Movement Phase. Units comprising each army (if there is more than one) are listed on the Unit Status Sheets. Normally, infantry units may not leave an enemy Controlled Area except by engaging in combat, or through other restrictive methods (see Section 3.4). However, a Player's units (of any type) may even exit an enemy Controlled Area using "General Retreat", even if not otherwise eligible to do so, during the Movement Phase under the following conditions:
(1) Infantry units performing General Retreat movement have a LOC to their Officer, and their Officer has a LOC to the Commander, in this turn, and;
(2) Any unit's (infantry, cavalry, artillery, leaders) movement is along the shortest route towards that side's Home Area.
Due to the above conditions, a player may have some units that are eligible to execute a General Retreat, and others that are not. Those that can must do so. Ineligible units may perform some other action (or just sit).
7.0 The Movement Phase
The phasing Player may move as many or as few units as he wishes during the Movement Phase, subject to the rules set out in this Module. Several types of activities may take place during the Movement Phase. These are described below:
(1) Regular movement (see Section 7.1).
(2) Movement across major Rivers (see Section 7.2).
(3) Force March (see Section 7.3).
(4) Straggler Recovery (see Section 7.4).
(5) Introduction of Reinforcements (see Section 7.5).
7.1 Regular Movement Procedure
Units are moved individually or in stacks from the Area they occupy into allowed adjacent Areas, subject to their Movement Allowance.
7.11 Movement Allowances: The basic Movement Allowance for most units is quite small.
a. Cavalry and Leaders - two Areas per Movement Phase.
b. Infantry, Artillery and all other units - one Area per Movement Phase.
Refer to the Exclusive Rulebook for any exceptions to these Movement Allowances.
7.12 Movement Restrictions: Movement must be from one Area into an adjacent Area. Units may not skip Areas as they move.
a. Non-cavalry units must stop upon first entering an enemy Controlled Area (even if Force Marching). They may only exit an enemy Controlled Area as stated in Rule 3.42.
b. Cavalry units may pass freely through the first enemy Controlled Area they enter (and the second if Force Marching), subject to Interception (see Section 8.2).
EXCEPTION: Cavalry units that enter enemy Controlled Areas by crossing over major rivers are restricted from exiting (see Rule 8.14).
c. Units may exit the map during regular movement, Retreat Before Combat, or when executing the Withdraw combat order. Units that exit the map are out of play for the remainder of the game but do not count for Victory Point purposes for either side.
7.2 Movement Across Major Rivers
Major rivers represent significant water obstacles for units to cross over. Units may only cross major rivers at crossing points. Crossing points are bridges, ferries and fords (there is no distinction in game terms among the three). If there is no crossing point joining two Areas, a unit may not cross the major river at that point or declare combat against adjacent enemy units across the river. Mark units that cross major rivers during their move with a "Fording" marker.
NOTE: Minor streams and watercourses drawn on the map are for artistic purposes only. They have no effect on play.
7.3 Force March
Units may attempt to move one additional Area above their normal Movement Allowance through Force March, but risk suffering straggler losses in the process. When a unit Force Marches, a Player must declare it is doing so at the start of its move. It is then assumed to be Force Marching throughout the phasing Player's half of the turn, even if it is unable to move the entire distance desired.
7.31 Eligibility: All cavalry, artillery, and garrison infantry units are eligible to move one additional Area above their normal Movement Allowance through Force March. Regular infantry units which were able to trace a LOC to their Officer during the Communications Phase may also Force March. Militia infantry units may not Force March.
a. Place a Force March marker on those units that do so during the Movement Phase. This marker will remain on the unit(s) until the start of the Player's next Movement Phase.
7.32 Restrictions: Force March cannot be conducted if any of the following conditions apply:
(1) If neither a road nor a railroad connects two particular Areas, units cannot Force March between them.
(2) Units may not Force March into or out of rough, swamp or mountainous Areas nor across ridges, even if a road or railroad connects the Areas.
(3) Units may not Force March the turn they cross a major river over a crossing point, even if the crossing point is a bridge.
(4) Militia infantry units, and any ineffective unit, may not Force March.
7.33 Force March and Straggling: Straggling may occur during a Force March. At the end of the Movement Phase, each infantry or cavalry unit that Force Marched must roll a die to determine if it lost any stragglers. Leaders and artillery units never suffer straggler losses when Force Marching (but artillery may lose stragglers due to other causes). Roll one die for each infantry or cavalry unit Force Marching and cross index the result with the unit's current (not printed) strength on the Straggler Loss Table. Apply any die roll modifiers listed below the table. The result is the number of strength points that unit has lost to straggling. Tag the unit with the appropriate "Straggler Loss #" marker and apply the result at the end of the Movement Phase (before the Combat Phase begins). See Rule 7.45 below on how to record straggle losses.
NOTE: Particularly before the modern period of warfare, the confusion inherent in long marches caused a constant problem with stragglers. Some eventually returned to their units, others just deserted. The straggle rules presented here attempt to simulate this.
7.34 Straggler Table Die Roll Modifiers: Printed beneath the Straggler Loss Table are various modifiers that may favorably or unfavorably modify the die roll. Use all that apply. The Exclusive Rulebook in each game may also list other conditions that influence Straggler losses. Consult those rules for any modifications to the straggler loss die roll(s).
7.4 Straggler Recovery
Straggler losses are never permanent and may be recovered. Units may attempt straggler recovery on turns after the stragglers are lost. There is no limit to the number of times stragglers may be lost and recovered.
7.41 Procedure: The unit seeking to recover its stragglers must be in an Area unoccupied by real enemy infantry, cavalry or artillery units. The unit must remain stationary throughout the Movement Phase. At the end of the Movement Phase, the unit recovers some stragglers.
7.42 Recovery Rate: Infantry units recover stragglers at the rate of one strength point per turn. Cavalry units recover stragglers at the rate of two strength points per turn. Artillery units may never recover stragglers (dead horses and abandoned guns don't come back). Adjust the Unit Status Sheets at the end of the Movement Phase.
7.43 Cavalry Unit Benefit: Cavalry units that are not themselves recovering their own stragglers during the turn may aid friendly infantry units to recover stragglers if both the following conditions are met:
(1) At least one cavalry unit must have begun the Movement Phase in the same Area as the infantry unit(s) recovering stragglers.
(2) The cavalry unit must remain stationary the entire Movement Phase. The presence of a cavalry unit meeting the above requirements increases the rate of recovery for all infantry units in the Area to two strength points per turn.
7.44 Straggler Loss Effects: Each straggler loss will reduce a unit's strength point total, weakening it for combat and possibly causing it to become ineffective as well (see Section 3.5). If at any time a unit's strength point level falls to zero due to straggler losses, the unit is not eliminated (except artillery units which are eliminated). However, it may not move again until its strength point level rises above zero through the straggler recovery process. Units whose strength falls to zero do not exert Control or Influence in Areas, do not block enemy LOCs and may not be involved in combat, even if they are the only units in an Area. They also may not be attacked while in this state.
7.45 Straggler Record Keeping: On the Unit Status Sheets, all of each side's infantry, cavalry and artillery units are listed with a series of boxes equal to the starting combat strength points of the unit. As a unit takes strength point losses from straggling, draw a circle around a number of boxes equal to the strength points lost, starting at the rightmost box.
a. A unit may be rendered ineffective due to straggler losses and restored to effectiveness through straggler recovery. Therefore it is important to keep track on the Unit Status Sheets which losses are due to combat (and thus permanent) and which are due to straggling (and thus recoverable).
7.5 Reinforcements
Units designated as reinforcements by the Exclusive Rulebook may enter the game during the phasing Player's Movement Phase. They may enter into the map normally or delay their entry one turn, at the owning Player's discretion. If entrance is delayed, the units may enter at the assigned Area or at an adjacent Area. Placement onto the map at a map edge entry Area counts as the first Area moved. Units appearing at a non-map edge entry Area are free to move that Movement Phase. Reinforcements may Force March the turn they appear if otherwise eligible. Units may never be prohibited from entering the game, even if the entry Area is enemy occupied.
Reinforcements are assumed to have successfully traced a LOC of some sort during the previous Communications Phase and thus are in communications until required to check again. During the Victory Point Phase of the turn of their entry and on all subsequent turns they must trace a LOC normally.
7.6 Troop Density Level (Optional Rule)
Generally the size of an Area is so large that a Player could comfortably fit his entire force in one Area, and still not occupy every square inch, particularly given the troop density doctrines of the period. While the game system normally allows Players to move through enemy occupied areas after declaring combat (simulating a local turning movement being carried out after coming into contact with the enemy), if enough men and horses are present in an Area, even this is impossible. A large enough force will be able to occupy most of an area and prevent local penetrations. Instead, a larger (operational level) turning movement using adjacent Areas must be executed if a Player hopes to "go round".
When using this rule, Players may not exit mutually controlled Areas by moving "through" the opposing Player's forces if the opposing Player has at least a number of effective unit strength points in the area equal to the amount listed on the Troop Density Level Chart (TDLC) for that terrain type. This rule applies even after the Player has declared combat, or when moving cavalry through an Area. Do not count ineffective unit strength points towards this total. TDLs for each terrain type are listed on the chart. A Player may exit backward toward his own Home Area or off to a side Area provided that such a move does not place him closer (in terms of Areas) to his opponent's own Home Area than his opponent's units are. An adjacent Area that is an equal distance away from the opposing Player's Home Area is permissible.
A Player may "test" his opponent's strength in an Area by having some units attempt to exit "ahead" during their Movement Phase and waiting for the opposing Player to declare he can't due to the TDL in the Area. This "test" does count as one Area moved for those units however, and will end movement for units with a Movement Allowance of one.
EXAMPLE: In the diagram below, the Union Player has entered an area containing a large number of Confederate units, whose total of effective strength point exceeds the TDL given in that game. The Union Player declares combat and inflicts some losses, but not enough to render any Confederate units ineffective or lower the overall strength point total in the Area below the TDL. The next turn the Union Player is free to leave the Area but can only go to Areas marked "A" on the diagram, he could not go to any area marked "B" as this would place him closer to the Confederate's Player home area than the Confederate Player's own forces.
[Map diagram for the Troop Density Level example omitted from this transcription.]
8.0 Cavalry Probes and Interception
Cavalry during this period was not a decisive battlefield weapon. Its worth was in reconnaissance and screening and the rules below reflect this.
8.1 Cavalry Probes
Cavalry Probes are conducted during the Movement Phase by cavalry units of the phasing Player. If successful, Probes will permit the phasing Player to inspect inverted enemy units in a given Area.
8.11 Procedure: When friendly cavalry units enter an enemy occupied Area, the phasing Player may try to inspect the enemy stack(s) in the Area. He announces that a Probe will be attempted. At this point he reveals the cavalry units which will be used to Probe. These units remain revealed until their next friendly Movement Phase.
a. In order to combine cavalry unit strengths for a Probe, the cavalry units must have entered the Area being Probed in one stack. Cavalry units that begin the turn in different Areas, or in different stacks within the same Area, must first move to a new Area, combine stacks, and then move into the Area to be Probed if they wish to use their combined strengths.
b. Two or more cavalry units may attempt separate Probes against the same enemy stack, whether they entered the Area stacked together or not. A stack of cavalry units need not conduct only one Probe; rather the individual units comprising the stack may Probe two or more different enemy stacks (see Rule 8.12 below) if they wish.
c. If the non-phasing Player has any cavalry units in the Area being Probed, he may choose to try to block the Probe. He does this by revealing the cavalry units he will commit to blocking the Probe. These units may come from any of his stacks in the Area.
NOTE: It is not mandatory that an attempt be made to block the Probe. The non-phasing Player can do nothing and hope the phasing Player rolls poorly on the Probing Chart.
d. Total the combat strength points of the units committed to the Probe, and subtract the combat strength points of the units committed to blocking the Probe. If the result is zero or less, the Probe is automatically blocked. If the result is greater than zero, then a successful Probe may occur.
e. The Probing Player rolls one die and consults the Probing Chart. Cross index the die roll with the result obtained in Step d. above to determine the success of the Probe. If the result is a number, this is the number of enemy units that must be revealed.
NOTE: If the net cavalry strength of the Probing Player is low, there is a good chance that no units will be revealed.
f. The Probing Player now selects the stack he wishes to inspect. The opposing Player must now reveal a number of units out of the selected stack equal to the number obtained from the Probing Chart. This is done from the top of the stack down. In calculating the units revealed, Leaders do not count (even though they are face down in the stack), nor do game markers. Enemy cavalry units from the stack that were revealed to block the Probe do not count either. Dummy units do count towards the revealed total and are removed when revealed. Revealing units in the stack continues until the required number of units are revealed or the entire stack has been revealed, whichever occurs first.
g. Enemy units revealed through Probes remain face up until their next friendly Movement Phase, when they may be reinverted. Such units stay revealed throughout the Combat Phase and during Battle Board deployment (i.e. they cannot be reinverted during the combat resolution process).
h. After a Probe is resolved, a cavalry unit may continue to move up to its remaining Movement Allowance.
8.12 Multiple Probes: It is possible to conduct a series of Probes in an Area if the phasing Player possesses sufficient cavalry units to do so. The procedure is the same for each Probe. However, no cavalry unit may Probe more than once per turn. No cavalry unit may be used to try to block more than one Probe per turn: other enemy cavalry units must be revealed to block subsequent Probes if the non-phasing Player wishes to block those Probe(s). However, the fact that an enemy cavalry unit was discovered by a successful Probe will not prevent the enemy Player from using that cavalry unit to block a subsequent Probe of the Area.
8.13 Restrictions on Probes: A cavalry unit may only conduct one Probe per turn. It may enter an Area, Probe, and then enter another Area. It may not enter an Area, Probe, enter another Area and Probe again.
a. A Probe may not take place if the Probing cavalry unit's strength is reduced to zero or less by the strength of enemy cavalry units committed to blocking the Probe.
b. If a cavalry unit is Force Marching and wishes to Probe, it must do so only in the first or second Area entered. It may not do so in the third Area entered.
8.14 Cavalry Probes Across Major Rivers: In order to Probe an Area across a major river, there must be a crossing point connecting the two Areas. After conducting the Probe, cavalry units that crossed over a major river must:
(1) Return to the Area they crossed the major river from. Cavalry units may not continue moving, except to return to the Area they came from. In this case no combat occurs, or;
(2) Remain in the enemy occupied Area and declare combat during the Combat Phase. Note that the cavalry units will have to remain and declare combat if the Area being Probed contains an enemy artillery unit as the artillery unit will exert Control in the Area in this case. A Player is free to move additional units into the enemy occupied Area to assist the cavalry units if he opts to declare combat. Such combats are resolved using the rules in Module 9.0.
8.2 Interception
Interception is the special ability of cavalry units (only) to prevent enemy cavalry units from attempting certain activities such as exiting Controlled Areas and Retreat Before Combat. The rules below outline the Interception procedure.
8.21 When Interception May Occur: Interception is always voluntary and may take place under the conditions listed below:
(1) During the phasing Player's Movement Phase, some or all of the non-phasing Player's cavalry units in an Area may Intercept any enemy cavalry units that enter the Area and which then attempt to exit (remember, cavalry units are the only units that may move through an enemy Controlled Area), or;
(2) During the phasing Player's Movement Phase, some or all of the non-phasing Player's cavalry units in an Area may Intercept any enemy cavalry units that begin the Movement Phase in the Area and which then attempt to exit without having met any of the requirements stated in Rule 3.42, or;
(3) During the phasing Player's Combat Phase, the phasing Player may use any or all of his cavalry units in an Area to Intercept any enemy cavalry units that attempt to Retreat Before Combat from the Area.
Even if an Area is mutually Controlled by both Players, the above conditions still apply.
8.22 Procedure: To Intercept enemy cavalry units, simply declare the Interception and reveal the cavalry unit(s) being used to Intercept. This declaration of Interception will affect all enemy cavalry units that are attempting to move or Retreat Before Combat. A given cavalry unit may declare it is Intercepting as many times as opportunities arise. There is no limit to the number of times a given cavalry unit may Intercept.
a. The same cavalry unit(s) can Intercept more than one enemy cavalry unit(s). If a given cavalry unit(s) Intercepts more than one attempted enemy action (such as one enemy cavalry unit attempting to exit a Controlled Area while another enters the same Area and then attempts to exit too), then all Interceptions are resolved as one Interception combat during the Combat Phase.
b. If all of the enemy units being Intercepted turn out to be dummy units, they are revealed and removed and the Intercepting units are immediately reinverted. However, if some or all of the Intercepted units are not dummy units, then the dummy units (if any) are not revealed and the Players proceed to Step c. below.
8.23 Interception and Combat: All enemy cavalry units that are Intercepted must engage in combat during the Combat Phase. If Intercepting under Rule 8.21 numbers (1) or (2), the non-phasing Player will be the Attacker, and the phasing Player the Defender. Under number (3), the phasing Player will be the Attacker. If by odd chance, both Players are eligible to be the Attacker, each Player should roll a die: high roll has the choice of being Attacker or Defender.
a. During the Combat Phase it is possible to have a maximum of two distinct combats occur within the same Area; the first an Interception combat and the second a regular combat. The Interception combat is conducted separately from any regular combat that may be taking place in the Area. Note that Interception combat takes priority over regular combat.
EXAMPLE: The phasing Player moves cavalry units through an Area occupied solely by enemy cavalry units. The non-phasing Player declares an Interception (which will be resolved during the phasing Player's Combat Phase). The phasing Player then moves infantry units into the Area but may not declare regular combat against the enemy cavalry units. They are already committed to the Interception combat.
b. Combat in Interception actions is resolved in exactly the same manner as regular combat (see Module 9.0) except that only cavalry units may be involved. No other units in the Area may join in the Interception combat. Interception combat is treated as a completely separate combat action in the Area. Officers have no effect on Interception combat.
8.24 Interception Restrictions: Cavalry units that conduct Interception have the following restrictions placed on them:
(1) All cavalry units that attempt Interception must be present in the Area where the enemy activity to be prevented is occurring and may not currently be ineffective (see Section 3.5).
(2) The non-phasing Player's cavalry units that were revealed to block an enemy Cavalry Probe (see Section 8.1) may not also be used to Intercept the phasing Player's cavalry units.
9.0 The Combat Phase
Combat takes place between all of the opposing units in the same Area (even if some units arrived by moving from two or more different Areas). Combat is always voluntary; that is, two opposing units can remain in the same Area without any combat as long as both Players desire.
EXCEPTION: A declared Interception, entering an Area Controlled by enemy artillery units, or entering an enemy occupied Area by crossing a major river results in mandatory combat.
9.1 Combat Sequence of Play
The phasing Player declares the Area in which he will first attempt to resolve combat. Combat is conducted in "rounds," and there may be one or two rounds of combat in a given Combat Phase. Note that it is possible to have two separate combat situations within an Area (but not more than two) if cavalry units in the Area engage in Interception combat and both Players have other units present to conduct regular combat. Both combats are resolved using the rules in this Module but are handled as two distinct battles. With the exception of an Interception action initiated by the non-phasing Player, the phasing Player is the "Attacker" and the non-phasing Player is the "Defender."
9.11 Battle Board Deployment: Remove all units involved in the designated combat from the map and place one of the Attacker's Combat markers in the Area to mark where the battle is taking place. Both Players then deploy their units on the Battle Board.
a. The Defender allocates his units first. He places them face down (except for revealed units caused by Probing) in the various Line Positions and, if desired, into the Reserve Position as well. He must have at least one Line Position, and a maximum of three. He may choose whether or not he wishes to have a Reserve Position.
b. The Attacker now allocates his units to the Line Positions and a Reserve Position if he wishes.
9.12 The First Combat Round: The first combat round is played as follows:
a. Each Player simultaneously, and secretly, places a combat order on each of his Line Positions (see Section 9.4).
b. The Attacker declares his order of attack; that is, which enemy Line Positions will be attacked by his Line Positions using the CICs and in what sequence. All of the Defender's Line Positions must be attacked, and all of the Attacker's Line Positions must make an attack. This means the Attacker may be forced to attack two or more of the Defender's Line Positions with one of his, if he has fewer Line Positions than the Defender. If the Attacker has more Line Positions than the Defender, the excess must attack the same Defending Line Position twice in one round.
Both Players also must indicate which of their Line Positions are firing, and which enemy Line Positions they are firing upon, using the FCRT. Each Line Position may make use of the FCRT only once per round, regardless of how many attacks are required using the CICs.
After all Line Position attacks and sequences have been indicated, reveal the Combat Order chits for all Line Positions.
c. Each pairing of the opposing Line Positions is then resolved in three steps:
(1) Both Players reveal their units occupying their Line Position involved in this combat.
(2) Both Players consult Combat Intensity Charts (CICs) A and B to determine if there are any automatic losses. Note that the Attacker and Defender do not separately determine their CIC A and B results. The procedure is done once per pair of opposing Line Positions and the result obtained then applies to both Players.
(3) Each Player who indicated his Line Position was firing on the opposing Line Position in Step b. above may roll on the Fire Combat Results Table (FCRT) to try to inflict additional losses.
d. All losses from CIC B and the FCRT are now applied.
e. Repeat Steps c. and d. above, Line Position by Line Position, until all combat has been resolved for the first round.
f. Declare a second round of combat (see Rule 9.93) or return the units to the map and reinvert them.
9.13 Multiple Combat Situations: All combat situations within an Area must be completely resolved before proceeding to the next Area's combats.
9.2 Retreat Before Combat
Defending units may elect to leave the area before resolving the Combat Phase. They may Retreat Before Combat.
9.21 Procedure: Retreat Before Combat is an option only available to the non-phasing Player. If attacked, his units in the Area may try to Retreat Before Combat. Only Leaders, militia infantry, artillery, and cavalry units (or a combination of these) may Retreat Before Combat. If any other type of friendly unit is present in the Area (infantry or garrison infantry units) no units may Retreat Before Combat. Cavalry units that Retreat Before Combat can be Intercepted (see Section 8.2); otherwise units that Retreat Before Combat cannot be attacked.
a. Dummy cavalry units may also Retreat Before Combat, if alone or with real cavalry units present in the Area, if otherwise eligible. They may be Intercepted and, if moving alone, thereby be forced to reveal themselves. Dummy infantry units may not Retreat Before Combat and must be revealed and removed to allow any otherwise eligible units to Retreat Before Combat (i.e. the dummy infantry units are the sole infantry type units in an Area).
9.22 Movement Priorities: If a unit Retreats Before Combat (or executes a Withdrawal, see Rule 9.91) it moves to an adjacent Area (multiple units may move into different Areas) according to the following priorities:
(1) To an Area solely under friendly Control, or;
(2) To a non-enemy Controlled Area which either contains (or is adjacent to an Area which contains) a non-involved Leader belonging to the retreating side, or;
(3) To a non-enemy Controlled Area that is closer to the retreating side's Home Area, as designated in the game's Exclusive Rules, or;
(4) To an Area currently Controlled by both Players. In this case, units which move into mutually occupied Areas do not take part in that Area's combat rounds (if any) if they have not yet been resolved. They cannot take losses or be involved in combat but may Retreat Before Combat (or Withdraw, see Rule 9.91) again along with eligible friendly units (but need not roll for stragglers if Withdrawing a second time).
a. If no adjacent Area meets the above criteria, a unit may not Retreat Before Combat (or Withdraw).
EXAMPLE: All Areas adjacent to a unit seeking to Retreat Before Combat are solely occupied (and thus Controlled by) by enemy units; therefore Retreat Before Combat is not permitted. However, in this case, the enemy units must be real units. If there were only Dummy units and/or Leaders in one or more of the adjacent Areas, then retreat priority 2 or 3 above might apply (as dummies and Leaders do not exert Control over an Area by themselves). In this case the opposing Player must reveal all the possible choices so as to permit the Retreat Before Combat. He need not reveal whether his units are Dummies or Leaders, he simply states that the retreating Player is permitted to move his units into any of those Areas.
9.3 Battle Board Positions
The Line Positions on the Battle Board simulate the left, center and right, as well as a reserve, typically found in battles during this period. Each side places its units face down in one, two or three of the Line Positions. How they were arranged in stacks for movement has no effect on this deployment. After the Combat Phase is over, they are reinverted (except for units revealed by Probing) and may be freely restacked (in stacks of five) in any order desired back on the map in the Area from which they were taken.
9.31 Line Position Limits: The number of Line Positions a Player selects is up to his discretion. There must be a minimum of one Line Position and a maximum of three. However, if the Defender has only one Line Position, the Attacker may not have more than two. Stacking within each Line Position must meet the requirements of Rule 3.33, with any excess units placed in the Reserve Position.
a. If the Defender opts for only one Line Position, he must deploy in the center box. If he opts for two, he must choose either the center and right boxes, or the center and left boxes. He may not choose the right and left boxes.
b. If the Attacker opts for only one Line Position, he must deploy in the center box. If he opts for two, he must choose either the center and right boxes, or the center and left boxes. He may not choose the right and left boxes. In addition, if the Defender has chosen to deploy in two Line Positions, and the Attacker chooses to deploy in two Line Positions, the Attacker must choose the two Line Positions directly across from the Defender.
EXAMPLE: The Defender chooses a center and right deployment. If the Attacker chooses to deploy in two Line Positions, he must place his units in the center and left boxes.
9.32 Restrictions: A Line Position must contain at least one unit capable of fighting. A Line Position cannot be solely occupied by a dummy unit or units or an Officer. However, if there is at least one real unit in the Line Position, the rest may be dummy units or Officers.
a. The Attacker's Line Positions may not contain ineffective unit(s) at all.
b. The Defender's Line Positions may contain ineffective units. If the Defender's Line Position only contains ineffective units, the only Combat Order he may issue to that Line Position is Withdraw. Defender Line Positions containing both effective and ineffective units may only be issued the Stand or Withdraw Orders.
NOTE: Obviously, if the Attacker only has ineffective units in an Area, he may not initiate combat. The Defender may always defend, even if he only has ineffective units.
9.33 Unequal Line Positions: If the Attacker has fewer Line Positions than the Defender, the Attacker will have to attack two or more of the Defender's Line Positions with one of his own. He also suffers a penalty column shift when firing on the FCRT. If the Attacker has more Line Positions than the Defender it will allow two of the Attacker's Line Positions to conduct attacks against only one of the Defender's Line Positions, but there is no corresponding bonus shift on the FCRT.
NOTE: It is possible for the Defender to have three Line Positions and the Attacker one, but it is not possible for the Attacker to have three Line Positions to the Defender's one.
9.34 The Reserve Position: The Reserve Position may also be occupied at the owning Player's discretion. There are no restrictions as to what may be kept in the Reserve Position except that Commanders must always be placed in the Reserve Position and never in a Line Position. Units in the Reserve Position are always kept face down and are not revealed during the combat round. The Reserve Position may, for instance, be used to shelter units from combat, keep dummy units from being revealed, or to augment his Line Position(s) during the second round of combat as the owning Player desires. All units occupying the Reserve Position may freely withdraw along with any Line Position issued the Withdraw Combat Order but do not have to roll for stragglers as do the units occupying the Line Position.
9.4 Combat Orders
After units are assigned to Line Positions, each Player secretly selects a chit with a printed Combat Order for each occupied Line Position. The Attacker selects from among the Attack orders, and the Defender selects from among the Defend orders. Orders are assigned by placing the corresponding marker, face down, on the respective Line Positions.
[Combat order chit icons (Assault, Counterattack) omitted from this transcription; the orders are named in the text.]
9.41 Restrictions: Only one combat order can be issued to each individual Line Position for a particular combat round. The order chosen will apply to the Line Position throughout the combat round, even if it attacks, or is attacked by, two or more enemy Line Positions. Combat orders may be changed for the second round. All Line Positions may be issued the same combat order, or they may be issued different ones at the owning Player's discretion. The Reserve Position is never issued a combat order.
a. The Attacker's Line Positions may not contain an ineffective unit. If one is found to accidentally do so, the combat in that Area is null and void. Return all units to the map and reinvert them.
b. If any of the Defender's Line Positions consist solely of ineffective units, he may only issue the Withdraw Order to those Line Positions. If a Defender's Line Position contains both effective and ineffective units, it may only be issued the Stand or Withdraw orders.
[Diagram omitted from this transcription: "Line Position Combat Examples" (six Battle Board layouts for Attacker and Defender Line Positions and Reserve Positions). Legend: double-headed arrow = Mandatory CIC Combat; single arrow = FCRT Combat.]
9.42 Defend Orders: There are three combat orders available to the Defender:
a. WITHDRAW - the units occupying a Line Position issued this order will abandon the Area at the end of the present round and withdraw into an adjacent Area following the priorities of Rule 9.22. All combat results are applied before the units complete their withdrawal. If the units cannot withdraw in accordance with Rule 9.22, this order may not be executed (the units sit and do not withdraw). Each unit that withdraws from a Line Position (including artillery) must roll for possible straggler losses after completing the withdrawal (see Rule 9.91 for more details).
NOTE: Even units issued the Withdraw Combat Order have an opportunity to inflict casualties on the enemy. Units occupying Line Positions that Withdraw still use the CICs and may roll on the FCRT.
b. STAND - the units occupying a Line Position issued this order choose to hold their present position. This order usually gives the greatest possible strength increase to artillery units.
c. COUNTERATTACK - the units occupying a Line Position issued this order have chosen to rise and advance against the approaching enemy. This is the most intense defensive combat order. There are certain restrictions and benefits when selecting this order:
(1) Line Positions containing infantry units may only be issued the Counterattack order if the infantry units were able to trace a LOC to their Officer, and the Officer was able to trace a LOC to the Commander, the last time communications were checked.
(2) Line Positions containing artillery and cavalry units may only be issued the Counterattack order if infantry and/or garrison infantry (not militia infantry) units are also present.
(3) Line Positions containing militia infantry units, or an ineffective unit of any sort, may not be issued the Counterattack order.
(4) Units occupying Line Positions issued the Counterattack order do not get the benefit of mountainous, rough, swamp or defensible terrain when resolving the opposing Player's attacks. Units attacking them across major rivers are still halved, however.
(5) Officers occupying a Line Position issued the Counterattack order still use their Defensive Rating (see Rule 11.31) when determining if the units occupying the Line Position are eligible for a FCRT shift.
9.43 Attack Orders: There are three Attack Combat Orders available to the Attacker:
a. DIVERSION - the units occupying a Line Position issued this order engage in a "demonstration" attack and basically skirmish. It is ideal for use when only one round of combat is desired and the purpose is to free up units for movement (see Rule 3.42).
b. ADVANCE - the units occupying a Line Position issued this order close in for fire combat and melee. The following restriction applies to Line Positions issued this order:
(1) Line Positions containing infantry units may only be issued the Advance Order if the infantry units were able to trace a LOC to their Officer the last time communications were checked.
c. ASSAULT - the units occupying a Line Position issued this order have commenced an all-out charge upon the enemy. As with the Counterattack order, there are certain restrictions and benefits for Line Positions issued this order:
(1) Line Positions containing infantry units may only be issued the Assault Order if the infantry units were able to trace a LOC to their Officer, and the Officer was able to trace a LOC to the Commander, the last time communications were checked.
(2) Line Positions containing militia infantry units may not be issued the Assault Order.
9.5 Declaring Attacks: The Attacker must indicate which of the Defender's Line Positions he is attacking with his own Line Positions using the CICs. Both Players must then indicate which of their Line Positions are firing, and which Line Position they are firing on, using the FCRT. The Attacker does so first, and then the Defender. Both Players do this before revealing the units occupying each Line Position and the combat order issued the Line Position. Each Line Position must be attacked at least once using the CICs and FCRT, before any can be attacked twice in a combat round.
9.51 Attack Options: Each of the Attacker's Line Positions must declare and execute at least one attack using the CICs per combat round. All of the Defender's Line Positions must be attacked using the CICs each combat round. Each attacking and defending Line Position may use the FCRT only once per combat round, no matter how many attacks are resolved using the CICs.
a. Each Line Position may only attack the enemy Line Position directly opposite to it.
EXCEPTION: If the Attacker has more Line Positions than the Defender, the Attacker's extra unopposed Line Position must attack the Defender's adjacent Line Position. In this case, the Defender's Line Position under attack by two of the Attacker's Line Positions must participate in two combat resolutions using the CICs, but has its choice of which of the Attacker's Line Positions it will fire at using the FCRT.
If the Attacker has fewer Line Positions than the Defender, he still must attack all of the Defender's occupied Line Positions. One of the Attacker's Line Positions will be facing two or three of the Defender's Line Positions. In this case, the Attacker's Line Position must participate in two or three combat resolutions using the CICs, but has its choice of which of the Defender's Line Positions it will fire at using the FCRT.
b. Given the exceptions above, a Defender's Line Position could be attacked more than once, and an Attacker's Line Position could attack more than once in a combat round, using the CICs. Such Line Positions must undergo the entire combat procedure using CICs A and B (see Section 9.7) each time, possibly incurring automatic losses each time. Whatever combat order (see Section 9.4) had been selected for that Line Position that round would be used in resolving all the attacks. A Line Position could also be fired on (using the FCRT) more than once per round, possibly incurring losses each time. However, each Line Position itself may only fire once per round on the FCRT.
c. An unequal number of Line Positions may result in unfavorable column shifts on the FCRT if the Attacker has fewer Line Positions than the Defender (see Rule 9.85).
9.6 Combat Resolution: After all the Line Positions have been formed, Combat Orders issued, and the sequence and direction of attacks designated, reveal all Combat Order chits for the Line Positions. The combat routine for each pair of opposing Line Positions is then resolved separately. The Attacker announces which Line Position combat will be resolved first and both Players reveal their units.
a. Consult Combat Intensity Charts (CICs) A and B to determine what automatic strength point losses, if any, are inflicted, but do not apply these yet.
b. If both Line Positions are also firing on each other, then both roll on the Fire Combat Results Table (FCRT) to determine what additional strength point losses are inflicted, if any. Otherwise, only the side that declared that it is firing on the enemy Line Position does so.
c. After both Steps a. and b. have been completed, apply all the strength point losses, and move on to the next combat designated by the Attacker until the Attacker has completed attacking all of the Defender's Line Positions.
NOTE: Remember that attacks are conducted sequentially, so losses taken in one attack can affect the odds ratios and fire strengths of a Line Position involved in a subsequent combat the same turn.
d. After all combat has been completed, reinvert all units (except for successfully Probed units) and return them to the Area on the map the battle took place in, restacking them in any order the Players see fit (in stacks of five).
9.7 The Combat Intensity Charts (CICs)
Warfare in this period was viciously fought, and both the attacker and defender took heavy losses. The major factors which determined who would suffer the greater losses were the intensity of combat, the resolution of each side to press home the fight, and numerical superiority. Rarely would an assaulting force enter a battle and escape unscathed. The CICs reflect this.
9.71 Using CIC A: Consult CIC A, cross referencing the Attacker's Combat Order for his Line Position with the Defender's Combat Order for his Line Position. There is no die rolled for this step. A number (the Combat Intensity Level) is obtained which will then be applied to both sides on CIC B.
9.72 Non-Artillery Unit Strength Multipliers: Each Player now counts the current combat strength points of his non-artillery units occupying his Line Position and applies any combat strength multipliers. All multipliers are cumulative. Always total the strengths of all units, then halve or quarter and round any fractions down.
EXAMPLE: Two units, with 9 and 6 Strength Points respectively, would have an adjusted Strength Point total of 7 if the units were halved for combat. (9 + 6 equals 15, divided by 2 equals 7 1/2, rounded down to 7). A unit with a Strength Point total of 1, if halved for combat, would have an adjusted Strength Point total of 0. (1 divided by 2 equals 1/2, rounded down to 0).
Modify unit combat strength points as follows:
a. All of the Defender's non-artillery units are tripled in mountainous terrain, and doubled in rough terrain, if their Line Position is not assigned the Counterattack Order.
b. Any of the Attacker's non-artillery units that crossed a major river and engage in combat this turn are halved.
c. Any of the Attacker's non-artillery units that Force Marched and engage in combat this turn are halved in strength (total all such units, halve and then round down) for all combat rounds. If attacked, units that Force Marched defend at their full current strength.
d. Both the Attacker's and Defender's cavalry units are halved if they engage in combat with any type of unit (including other cavalry units) other than militia infantry units. This applies even if other friendly units occupy their Line Position. Cavalry units fight at full strength only if the opposing Line Position is composed solely of militia infantry units.
9.73 Artillery Strength Point Modifications: Each Player now consults the Artillery Strength Point Multiplier Chart to determine what multiple to apply to their artillery strength. Cross index the Combat Order assigned the Line Position with each Player's nationality and multiply the artillery unit's current combat strength points by the multiple to obtain its combat strength for the combat round. Again, no die is rolled.
a. Artillery units that crossed a major river and engage in combat this turn are halved (Total first and then round down).
b. Artillery units that Force Marched this turn may not be used in combat at all (place them in the Reserve Position). In essence, they may not attack and must occupy the Reserve Position throughout the Combat Phase even if other friendly units in the Area initiate combat. If attacked, artillery units that Force Marched defend at their full current strength.
9.74 Total Combat Strength: Combine the modified unit strengths from Rules 9.72 and 9.73 above to obtain the total strength of each side. This result is then stated as a ratio of the Attacker to the Defender. All ratios are rounded off in favor of the Defender.
EXAMPLE: A final total of 52 strength points for the Attacker and 27 for the Defender would equal odds of 1.9 to 1, rounded down in favor of the Defender to 1 to 1.
9.75 Using CIC B: Now consult CIC B and cross reference the Combat Intensity Level (the number obtained from CIC A) with the column containing the odds computed in Rule 9.74 above. Use the highest or lowest column on the chart if the actual odds fall outside the printed choices. Once the odds column is found, apply the following column shifts to determine the final odds column:
(1) Shift one odds column to the left on CIC B if the Defender is occupying rough, defensible, or mountainous terrain on the map and his Line Position was not issued the Counterattack Order.
9.76 Determining Automatic Losses: Cross reference the final odds column on CIC B with the Combat Intensity Level row from CIC A. The result is the automatic strength point losses taken by the Attacker's and Defender's Line Positions. The number to the left of the slash applies to the Attacker, the number on the right to the Defender. Results will be of two kinds:
-
"-" = no effect
-
"N" = where N is the number of strength points lost by that side
The results are not applied, however, until after the FCRT results are determined.
NOTE: The Attacker and Defender do not separately determine their CIC A and B results. The procedure is done once per pair of opposing Line Positions and the result obtained then applies to both Players.
9.8 The Fire Combat Results Table (FCRT)
After the automatic losses (if any) from the CICs are determined (but not yet applied) each Player now proceeds to "fire" at the opposing Line Position using the FCRT if he indicated earlier that he was doing so. The Attacker fires first followed by the Defender. No losses are applied until both sides have had a chance to fire. Total the combat strength points of all friendly units occupying your Line Position and roll one die. Cross index the result on the FCRT to determine the result.
9.81 Non-Artillery Unit Strength Modifiers: Count the current combat strength points of all the non-artillery units occupying the Line Position and apply any of the combat strength modifiers listed in Rule 9.72. All multipliers are cumulative. Total all unit strengths, then halve or quarter and round any fractions down.
9.82 Artillery Unit Strength Modifiers: Count the current combat strength points of the artillery units occupying the Line Position and apply any of the artillery combat strength modifiers listed in Rule 9.73. All multipliers are cumulative. Round any fractions down.
9.83 Total Fire Strength: Combine all the modified unit strengths from Rules 9.81 and 82 above to obtain the total fire strength of the Line Position. If this is less than 1, the Line Position may not fire.
EXAMPLE: A total of 12 non-artillery strength points and 7 artillery strength points would equal a final total of 19 fire strength points.
9.84 Using the FCRT: Each Player now locates the appropriate line on the FCRT which corresponds to the combat order issued his Line Position. Read across the table to the column containing the Line Position's fire strength total. If a Line Position's fire strength total falls outside the printed columns, use the maximum column available. Now apply all FCRT column shifts to determine the final column to use. Roll one die and cross index the result with the final column being used. The result is the number of additional strength points lost by the opposing Line Position being fired on.
9.85 Defender FCRT Column Shifts: The following FCRT column shifts apply to the Defender when determining the final FCRT column to use:
a. The Defender must shift his total fire strength one column to the left if his Line Position contains infantry units from two or more different formations.
b. The Defender may shift his total fire strength one column to the right if his Line Position contains an Officer and the Attacker's does not, or his Line Position contains an Officer with a higher Defensive Rating than the Offensive Rating of the Attacker's Officer (see Section 11.2).
EXCEPTION: This benefit does not apply if the Defender's Line Position contains infantry units from two or more different formations.
9.86 Attacker FCRT Column Shifts: The following FCRT column shifts apply to the Attacker when determining the final FCRT column to use:
a. The Attacker must shift his total fire strength two columns to the left if his Line Position contains infantry units from two or more different formations.
b. The Attacker must shift his total fire strength one column to the left for each Line Position of the Defender, adjacent to the one he is firing on, that is itself not being fired on using the FCRT this round by any of the Attacker's Line Positions.
c. The Attacker may shift his total fire strength one column to the right on the FCRT for each of the following that applies:
(1) If his Line Position contains an Officer and the Defender's does not, or if his Line Position contains an Officer with a higher Offensive Rating than the Defensive Rating of the Defender's Officer (see Section 11.2).
EXCEPTION: This benefit does not apply if the Defender's Line Position contains infantry units from two or more different formations.
(2) If the Defender's Line Position (the one being fired on) is comprised solely of militia infantry units.
(3) If the Defender's Line Position (the one being fired on) is adjacent to another of the Defender's Line Positions that was issued the Withdraw Combat Order this round.
9.87 FCRT Results: As stated above, cross index the die roll with the final fire strength column to determine the results. There are three possible results:
-
"-" = no effect
-
"N" = the opposing Line Position loses that number of combat strength points at the conclusion of the fire combat.
-
"*" = roll again; a roll of a 1 or 2 on the die means the opposing Line Position being fired on loses 1 combat strength point at the conclusion of the fire combat.
9.88 Fire Combat Restrictions: A Line Position must treat its combat strength total as unitary. A Line Position may not divide its combat strength or add it to another Line Position, and may only make one die roll on the FCRT per combat round (but may use the CIC procedure more than once per round).
EXAMPLE: Two of the Attacker's Line Positions face only a single Defender Line Position. Each of the Attacker's Line Positions resolves its automatic losses on CICs A and B with the Defender's single Line Position separately. The combat order assigned by the Defender to his single Line Position is used in both cases. Both of the Attacker's Line Positions may fire at the Defender's single Line Position, but each FCRT attack is resolved separately, rather than the two Line Positions being combined into one grand total. The Defender's single Line Position must decide which of the two Attacker's Line Positions to fire at.
9.9 Special Combat Cases
Certain combat resolutions require special rules, presented here, rather than in the main body of the text concerning combat. These rules include use of the Withdraw Combat Order, attacks across major rivers, and 2nd rounds of combat.
9.91 The Withdraw Combat Order: If the Defender issues the Withdraw Combat Order to a particular Line Position, the withdrawal is executed at the end of the combat round it is issued. Unlike with Retreat Before Combat, all types of units may Withdraw. Use of the Withdraw Combat Order is the only way an infantry unit (and other types of units present in an Area with an infantry unit) may exit an Area during the Combat Phase. A Withdrawal Order allows the Defending Player's units in that Line Position to move to an adjacent area at the end of the combat round, breaking off the combat for those units.
a. Withdrawing units must follow the movement priorities stated in Rule 9.22.
b. Straggling may occur when withdrawing from combat. To simulate this, whenever a Line Position containing infantry, cavalry or artillery units is issued the Withdrawal Order, these units may suffer straggler losses. Leaders that Withdraw never suffer straggler losses. After the unit(s) have withdrawn to an adjacent Area, roll one die for each unit that Withdrew and cross index the number with the unit's present strength on the Straggler Loss Table. Use any die roll modifiers listed beneath the table that apply. The result is the number of strength points that unit lost to straggling. Tag the unit(s) with the appropriate "Straggler Loss #" marker and mark the Unit Status Sheets in the same manner as when recording straggler losses from Force Marching (see Rule 7.45). Straggle losses apply at the end of the Combat Phase.
c. All units occupying the Reserve Position may freely Withdraw along with any Line Position that was issued the Withdraw Combat Order but do not have to roll for stragglers as do the withdrawing units which occupy Line Positions.
9.92 Major River Attacks: Major rivers represent significant water obstacles for units to attack over. The following rules simulate some of the difficulties faced by units attempting to do so. Infantry and artillery units that cross major rivers into Areas Controlled by enemy units must stop and initiate combat during the Combat Phase. Cavalry units are subject to this rule as well unless conducting a Probe (see Rule 8.13) in which case they may exit back to the Area they came from after completing their Probe.
a. Units that cross major rivers and engage in combat may only use half of their current combat strength points (total all units, halve, and then round down) during one or both of the combat round(s). When defending, the strength of units which crossed major rivers that turn is unaffected and they may use their current strengths.
b. The Attacker's units that cross major rivers into Areas solely Controlled by the Defender must be returned to the Area(s) they crossed from if they do not "drive off" all of the Defender's units. "Driving off" units is defined as:
(1) If all the Defender's units voluntarily Retreat Before Combat, or Withdraw from the Area, or;
(2) Eliminating all of the Defender's units in the Area or rendering them all ineffective (see Section 3.5).
c. If the Attacker fails to "drive off" the Defender's units by the end of the first combat round, he must return back across the river to the Area(s) he came from (as if he had played Withdraw combat orders, regardless of what orders he did play), or declare a second round of combat. If at the end of the second round he has failed to "drive off" the Defender, he must return to the Area(s) he came from.
EXCEPTION: The Attacker may remain in the Area if, at the end of the second combat round, he has at least one Officer present in the Area, and the Defender does not, or if at least one of the Attacker's Officers present in the Area has a Offensive Rating greater than the highest Defensive Rating of any of the Defender's Officers present in the Area (see Section 11.2). The Officers being compared for purposes of satisfying this rule must, however have occupied a Line Position during the combat round(s) (not the Reserve Position) and not become a casualty.
d. If the Attacker returns to his side of the river after the first round, the Defender may not initiate a second round of combat (see Rule 9.93).
e. If both Players mutually Control an Area at the start of the Movement Phase, then friendly units attempting to enter that Area from across a major river may freely do so without being required to declare combat, and may remain in the Area. They may, of course, declare combat during the next Combat Phase and attack at half strength, but are not returned across the river at the conclusion of the Combat Phase even if the defending units are not "driven off".
EXCEPTION: Units attempting to cross a major river into a mutually Controlled Area that contains enemy artillery units must still initiate combat regardless of the presence of other enemy and/or friendly units. Such units are, however, not returned across the river at the conclusion of the Combat Phase even if the defenders are not "driven off".
NOTE: Remember, minor streams and watercourses drawn on the map are for artistic purposes only. They have no effect on combat.
9.93 The Second Combat Round: The second combat round is purely voluntary and may not even be necessary due to the withdrawal or elimination of all enemy units. After resolving all first combat round attacks, the Attacker has the option of initiating a second combat round. If he does not choose to do so, the Defender has the option to initiate a second round. If the Defender does initiate a second round, he becomes the Attacker! The only combat orders the "new" Attacker can issue to his Line Position(s), however, are Advance and Assault. The only combat orders the "new" Defender may issue are Withdraw and Stand. He may not issue Counterattack or any offensive combat orders if the second round was initiated by the original Defender. If there is a second round, the following sequence is used:
a. Reinforcements are added to the Line Positions from the Reserve Position, first by the Defender, then by the Attacker. Otherwise Players may not change the deployment of units already occupying their Line Positions.
b. New combat orders are issued to each Line Position.
c. Repeat Steps b. through f. in Rule 9.12 above, and then return the units to the map and reinvert them.
9.94 Defender Initiated Attacks: (Optional Rule) If the phasing Player enters an enemy occupied area and does not declare combat, the non-phasing Player may declare combat instead provided he has an Officer in the Area. The non-phasing Player is considered the attacker in this case and uses the attacker chits. Such an attempt to initiate combat counts towards fulfilling the requirements of Rule 3.43 and the non-phasing Player may exit the area on his next Movement Phase.
10.0 Combat Results
After completing the dice rolls on the FCRT, all strength point losses from the CICs and FCRT are applied. Losses are taken from the Defender's Line Position first, and then the Attacker's.
10.11 Recording Losses: On the Unit Status Sheets, all of each side's infantry, cavalry and artillery units are listed with a series of boxes equal to the starting combat strength points of the unit. As a unit takes strength point losses from combat, draw an "X" through a number of boxes equal to the strength points lost, starting at the leftmost box. (Players may wish to draw the turn number underneath the "X" to show what turn the loss was suffered on as well. This way it is easy to keep track of casualties suffered each turn.)
10.12 Distributing Losses: Strength point losses should be as evenly distributed throughout the infantry units occupying the Line Position as possible. This means that:
(1) No effective infantry unit can take a second strength point loss until all the other effective infantry units have taken at least one strength point loss.
(2) Before an ineffective infantry unit may take a strength point loss, there must be no effective infantry units remaining in the Line Position.
(3) Non-infantry units do not need to take any losses at all, as long as effective infantry units remain to take all required losses. Non-infantry units may be chosen, however, as soon as all effective infantry units in the Line Position have taken at least one strength point loss each.
(4) If a Line Position contains only ineffective infantry units, and effective non-infantry units, losses may be taken in any manner.
10.13 Special Attacker Loss Rule: When the Attacker allocates his strength point losses among the units in his Line Position he must, in addition to following the guidelines in Rule 10.12 above, take as many infantry strength point losses as the Defender chose to do.
EXAMPLE: The Defender has a Line Position consisting of two effective infantry units totaling 18 strength points and one artillery unit with 2 strength points. The Attacker's Line Position consists of one effective infantry unit with 21 strength points, and one cavalry and one artillery unit with 4 and 3 strength points respectively. Assume each side suffers the loss of 3 strength points after the two Line Positions finish their attacks. The Defender elects to suffer 2 infantry strength point losses and 1 artillery strength point loss. The Attacker must also then take 2 infantry strength point losses. If his infantry unit is still effective, he may take the third strength point loss on it as well or assign the loss to either his artillery or cavalry unit.
11.0 Leaders
There are two types of Leaders in the game - "Commanders," who represent each side's supreme leader, and "Officers," who represent the individuals who command the high level formations subordinate to the Commander.
11.1 Leaders and Communications: Infantry units must be able to trace a LOC to their Officer, and the Officer must be able to trace a LOC to the Commander, to be able to use their capabilities fully (see Module 6.0).
11.2 Leaders and Combat: When units are deployed in Line Positions, an Officer may also be placed face down in any friendly occupied Line Position. Officers are revealed, just like the units, before the combat is resolved. Commanders, if present, must always be placed in the Reserve Position.
11.21 Officer Combat Benefits: If one Player has an Officer present in a Line Position that is involved in combat and his opponent does not, he obtains a beneficial FCRT column shift, regardless of the Officer's ratings. If both Players have Officers present, compare their appropriate ratings (the Attacker uses his Officer's Offensive Rating, the Defender uses his Officer's Defensive Rating). The Player with the higher rated Officer receives the FCRT shift. The presence of equal rated Officers results in neither side receiving a FCRT shift.
NOTE: Commanders never affect combat and have no ratings. They must always be placed in the Reserve Position.
11.22 Restrictions: Officers may only give their benefits to Line Positions that contain regular infantry units of only their own formation. Artillery, cavalry, garrison and militia infantry units only benefit from the Officer's presence when the Line Position also contains regular infantry units of that Officer's formation. If the Line Position contains regular infantry units from two or more different formations, or two or more different Officers, then it receives no FCRT benefit as a result of the presence of the Officer(s).
11.3 Officer Casualties and Replacements: When an Officer is placed in a Line Position, there is a chance of his becoming a casualty. This chance is based on both the Combat Intensity Level and the actual strength point losses suffered by the Line Position each round. In the case of one Line Position's undergoing two or more combat resolutions with varying Intensity Levels in a single round, total all the casualties and use the highest Intensity Level that occurred.
(1) Combat Intensity Level 0 - There is no chance for an Officer casualty.
(2) Combat Intensity Level 1 or 2 - An Officer casualty may occur if the Line Position he is in loses 4 or more strength points during the round. The opposing Player rolls a die and on a roll of 1 the Officer is a casualty.
(3) Combat Intensity Level 3 or 4 - An Officer casualty may occur if the Line Position he is in loses 3 or more strength points during the round. The opposing Player rolls a die and on a roll of 1 or 2 the Officer is a casualty.
11.31 When Casualties Occur: The casualty roll is done at the end of each combat round when all of the Line Position combats have been resolved. If there is a casualty at the end of the first round of combat, it does not apply until the end of the second round of combat (if there is one). When an Officer casualty is inflicted, the Officer counter is removed from play.
NOTE: Commanders, who must occupy the Reserve Position, can never become casualties.
11.32 Replacing Officer Casualties: At the start of the next friendly Communications Phase, the owning Player may replace a lost Officer with his designated replacement (see the Exclusive Rulebook). Place this new Officer in any Area occupied by a unit of his formation.
a. If the replacement Officer himself becomes a casualty later in the game, he is replaced by a generic 0/0 rated Officer bearing the proper Formation Identifier. Players have an infinite supply of these generic Officers and may keep replacing them as they are eliminated.
12.0 The Victory Point Phase
Victory Points (VPs) or conditions may be earned/achieved each turn during each Player's Victory Point Phase for reaching certain goals as defined in the Exclusive Rules. VPs or conditions may also be earned at the end of the game. Note that a Player earns VPs or achieves conditions during the opposing Player's half of the turn. Overall victory is determined at the end of the game, based on the Player with the highest VP or condition total. Usually, that Player is the winner. The actual VPs that are scored depend upon the victory conditions in this game's Exclusive Rules. When declaring that you have earned VPs or achieved conditions, the unit doing so must be revealed for the opposing Player to see. Because of the inverted unit movement rules, a Player must truthfully declare if the opposing Player has earned VPs or conditions from his own actions (or inabilities, such as being unable to trace a LOC during the opposing Player's Victory Point Phase).
Sequence of Play (Summary Chart)
-
The Pre-Game Activity Phase (if any)
-
The Weather Phase
- Consult Turn Record Track for this turn's Weather or roll on the Weather Table (optional).
-
The 1st Player's Turn
a. The Communications Phase
- Replace any Officers killed the previous turn.
- Return dummy units to play.
- Check Lines of Communications for units and leaders.
- Declare a General Retreat (optional).
b. The Movement Phase
- Invert any revealed units.
- Enter reinforcements, conduct movement and declare Force Marches, conduct cavalry probes, 2nd Player may block or intercept. Test for Troop Density Limits (optional).
- Units which do not move may recover stragglers.
c. The Combat Phase
-
The First Combat Round
a. Deploy units on Battle Board, Defender first. b. Select Combat Orders secretly. c. Announce all attacks and reveal Combat Orders, Attacker first. d. Consult CIC A and B for each attack, and the FCRT if applicable. e. Apply results.
-
The Second Combat Round
a. Move units from the Reserve Position. b. Select Combat Orders secretly. c. Announce all attacks and reveal Combat Orders, Attacker first. d. Consult CIC A and B for each attack, and the FCRT if applicable. e. Apply results.
Lee Takes Command Exclusive Rules
1.0 Introduction
Lee Takes Command is a two player operational level game covering General Robert E. Lee's offensive to drive McClellan's Army of the Potomac from the outskirts of Richmond, from June 25 to July 2, 1862. The playing pieces represent Confederate and Union infantry divisions, cavalry brigades, and assorted garrison and artillery units. Each combat strength point represents around 800 infantry, 400 cavalry or 16 artillery pieces, depending on the unit type represented. Each gunboat counter represents from three to four actual ships. The map depicts the theatre of operations from the outskirts of Richmond, Virginia to White House on the Pamunkey River, Virginia, roughly centered on White Oak Swamp. It is divided into 142 "Areas" to regulate movement. Each Area represents about a 3 mile square and each turn represents about one-half a day of real time.
1.11 Game Components
Your copy of Lee Takes Command should contain the following items:
- one Standard Rules Book
- one Exclusive Rules Book
- one 34" x 22" Game Map
- one Countersheet containing 240 die cut counters
- one 8 1/2" x 11" Battle Board
- one 8 1/2" x 11" Turn Record Chart and Victory Point Track
- two copies each of the Unit Status Sheets
- one die
[Publisher replacement-parts address block omitted from this transcription.]
2.0 Army Organization
The following rules set out the background material governing the way the opposing armies are organized.
2.1 Leaders
There are two types of Leader units present in the game - the "Commanders", Lee and McClellan, and "Officers", who represent the individuals who led the various Confederate "Commands" (the Confederacy did not use corps designations at this time) and the Union Corps. All Leaders in Lee Takes Command are subject to the Standard Rules governing their actions.
2.11 Confederate Chain of Command
The Confederate overall Commander is Lee, who has no replacement (he cannot become a casualty). Under him are the three Confederate Officers, Magruder, Jackson and Longstreet, who are replaced by G.W. Smith, Ewell and a 0/0 replacement officer (respectively) should they become casualties. After G.W. Smith and Ewell come 0/0 replacement Officers. Note that Longstreet's initial replacement is an unnamed 0/0 replacement officer, only.
2.12 Union Chain of Command
The Union overall Commander is McClellan, who has no replacement (he cannot become a casualty). Under him are the five Union Corps Officers Sumner, Heintzelman, Couch, Porter and Franklin, who are replaced by Richardson, Hooker, Keyes, Sykes and Slocum (respectively) should they become casualties. After these five come 0/0 replacement Officers.
2.2 Formations
The following information is used to help identify the formation to which a unit belongs.
2.21 Confederate: The principal Confederate formation is the "Command" (a sort of primitive Corps organization). All Confederate infantry units (except Garrison units) and Officers are printed with a letter identifying the Command to which they belong. This indicator is important in both tracing LOC's and in combat.
a. All combat units bearing the formation identifier "M" signify they are in Magruder's Command. Use all the Standard Rules that involve combat, LOCs, and garrison and artillery troops with all units tracing command to Magruder.
b. All combat units bearing the formation identifier "J" are in Jackson's Command. On Turn 4 of the campaign scenario, the Confederate Player has the option of transferring the divisions of D.H. Hill and Whiting from Magruder's Command to Jackson's during the Communications Phase. Replace the transferred units with the identical replacement units bearing the Formation Identifier "J". When the units are transferred, all Standard Rules concerning combat and LOCs now apply between D.H. Hill, Whiting and Jackson.
c. On Turn 9 in the campaign scenario, the Confederate Player has the option to create a new Command under Longstreet during the Communications Phase. Place the Officer Longstreet counter in the Area containing either A.P. Hill's or Longstreet's division, at the Confederate Player's option. If Longstreet's Command is created, he immediately assumes command of A.P. Hill's and Longstreet's divisions, and Branch's brigade for combat and LOC purposes. Replace these three units with the identical replacement units bearing the Formation Identifier "L". All combat units bearing the formation identifier "L" signify they are now in Longstreet's Command.
2.22 Union: The principal Union formation is the Corps. There are five separate Union Corps in the game. All Union infantry units and Officers are printed with a Roman Numeral identifying the Corps to which they belong. This indicator is important in both tracing LOC's and in combat.
2.3 Home Areas
The following information details each side's Home Area during the game.
2.31 Confederate: The Confederate Home Area is Area 77 (Richmond). The Confederate player must be able to trace a LOC between Lee and Richmond each turn during the Communications Phase or the Union Player gains 1 Victory Point for each turn he cannot. The Home Area also guides unit withdrawals and retreats (see Standard Rule 12.23).
2.32 Union: The Union Home Area is initially located in Area 86 (White House). If the Union player elects to shift his Supply Base, he must choose as the new Union Home Area an Area containing a port symbol bordering on the north side of the James River. This new Home Area counts as the Union Player's Home Area for the remainder of the game. In addition to the current Home Area guiding withdrawals and retreats, the Union player is required to have McClellan trace a LOC to his current Home Area each Communications Phase (see Standard Rule 6.4) or the Confederate Player gains 2 VPs each turn he cannot.
2.4 Dummy Units
Both sides are restricted as to the number of dummy units they may have on the map at any one time. A player may use a number of dummy cavalry units equal to the number of real cavalry units he currently has in play (up to the limit of the counter mix). A player may use a number of dummy infantry units equal to one half (round up) the number of real infantry units he currently has in play (up to the limit of the counter mix).
3.0 Weather
Players wishing to use the historical weather during the campaign should consult the Turn Record Track and use the weather condition printed there for that turn's weather.
3.1 Types of Weather
There are two types of weather conditions occurring in Lee Takes Command. These are Clear weather and Rainy weather.
3.11 Clear: This weather condition has no effect on the game.
3.12 Rain: Rainy weather has a number of effects on play as outlined below.
a. Any Combat Rounds fought during rainy weather have their final CIC A Intensity Level lowered by one (but never lower than 0).
b. Players must add +1 to any rolls on the Straggler Loss Table if the current turn's weather is Rain. They must add +2 if this is the second consecutive turn of Rain.
c. During the turn immediately following a rain turn, all major rivers (the Chickahominy, Pamunkey, North and South Annas, and White Oak Rivers) flood and are impassable to all combat units, even over bridges, ferries, and fords. Union Supply Trains may not cross. Use the River Crossings Passable/River Crossings Out marker on the Turn Record Track to remind players of the state of the bridges, ferries and fords.
EXCEPTION: Leader units may still cross at any bridge however (but not fords or ferries). Also, all railroad bridges are unaffected by flooding and remain passable.
EXAMPLE: If it rains on Turn 6, but then is Clear on Turns 7 and 8, the following things occur. On Turn 6 all Combat Intensity Levels are reduced by 1. All straggler rolls have a +1 added to them. All river crossing points are passable. On Turn 7 however, all combat and straggler rolls are normal, but all river crossing points except for railroad bridges are out. Leaders may still cross at any bridge. On Turn 8, all conditions are normal.
3.2 Optional Weather
Players wishing to roll for the weather each turn should have the First Player designated in each scenario, roll a die during the Weather Segment. Consult the Optional Weather Chart to find the weather condition for that turn.
4.0 Naval Operations
A number of naval units and shore batteries were present during the campaign. Rules for these are described in detail below.
4.1 Union Gunboats
During the campaign, Union gunboats were free to roam the James River from it's mouth to just below Drewry's and Chaffin's Bluffs without opposition. However, the Union gunboats were vulnerable to Confederate shore batteries located at the two bluffs.
4.11 Gunboat Movement: Gunboat units may move anywhere upstream or downstream along the James River and up to White House on the Pamunkey, only. However, Gunboats may only move in one direction per turn (see Rule 4.24 d for the exception) and they must always be placed on one of the river movement arrows printed on the James and Pamunkey Rivers at the end of their move to fix their position. They do not have to stop unless a Confederate shore battery is present (see Section 4.2 below).
EXAMPLE: During his Movement Phase on Turn 1, the Union Player decides to move all six of his gunboats from the river arrow adjacent to Area 86 (Harrison's Landing) to the river arrow adjacent to Area 111 (Varina). On Turn 2, the Union Player may then send one, some, or all of his gunboats upstream to attack the shore batteries and send the remainder back downstream to Harrison's Landing, or any point in between Varina and Harrison's Landing.
4.12 Gunboat Transit Track: Gunboats may move from the James to the Pamunkey Rivers and vice versa by use of the Gunboat Transit Track printed along the edge of the map. Gunboats may move one holding box per turn. Entry onto the track counts as a boat's move. Entry onto the map allows the gunboat to use the map movement rules above in Rule 4.11.
4.13 Gunboat Restrictions: Gunboats may stack up to six high on any river arrow or holding box. Gunboats may not transport land units.
4.14 Gunboat Support of Land Units: Union gunboats each have a defensive strength of (1). This strength may be used to support any defending Union unit(s) in any Area adjacent to the James River. The Union Player simply adds the strength of available gunboats to the strength of the unit(s) being attacked.
EXAMPLE: All six gunboats are adjacent to Area 115 (Malvern Hill) on the Confederate Player's Turn. Both the Union 2nd and 3rd divisions of the Union III Corps (a total of 21 SPs) are under Confederate attack. The Union Player decides to occupy two Line Positions on the Battle Board. He now places the gunboats on the Battle Board in the Line Positions occupied by the infantry units (not the empty line position). The Union Player may put one, some or all of his gunboats with 2nd or 3rd infantry divisions. He decides to put 2 gunboats with the 2nd, increasing the strength of 2nd to 13 SP's and 4 gunboats with the 3rd, increasing the strength of 3rd to 14 SP's. The Union Player could have chosen to put all his gunboats with one of the infantry divisions and none with the other infantry division.
a. Gunboats defending land units may not sustain any losses incurred during the land combat.
b. Once placed on the Battle Board, the gunboats, like any other units, may not be moved during the combat round.
c. Gunboat strength is never modified for terrain, even if defending land units are occupying rough terrain.
4.2 Confederate Naval Defenses
The Confederate shore batteries at Drewry's Bluff and Chaffin's Bluff and river obstacles near Edgehill protected Richmond from Union naval attack. Use the following rules to govern the use of rebel shore defenses in the game.
4.21 Shore Battery General Rule: Union gunboats may not simply move past Confederate shore batteries, but must stop on river arrows adjacent to the batteries and engage them in combat.
4.22 Placement of Batteries: Both shore batteries are placed face up in their respective starting Areas as given in the scenarios, right beside the section of river they are guarding. They are visible at all times to both Players.
a. Shore batteries may not move, retreat before combat, or engage in combat with land units.
b. Like artillery units, shore batteries exert limited control over the Area they occupy (see Standard Rules Section 9.2), and over the river arrow adjacent to the Area they occupy.
c. If Union land units occupy an Area containing a shore battery, and no other real Confederate units are in the Area (do not count Leaders or dummy units), the shore battery is considered destroyed and immediately removed from the game.
4.23 Batteries and Combat: Gunboats must stop upon entering the river arrows between Areas 97 and 98 and engage both shore batteries. The gunboats may not move further upstream on any subsequent turn unless both shore batteries are destroyed. Note that shore battery and gunboat combat occurs during the Union Movement Phase.
4.24 Combat Procedure: Both shore batteries fire at adjacent gunboats at the same time. The shore batteries fire first, followed by the fire of the remaining gunboats.
a. To attack with both batteries, the Confederate Player rolls only one die and consults the Shore Battery CRT. A die roll of one or two results in no losses. A die roll of three or four results in one ship sunk. A die roll of five or six results in two ships sunk. The result is applied immediately.
b. If only one shore battery is firing (the other having been destroyed prior to this turn), the Confederate Player must subtract one from his die roll. The result is applied immediately.
c. The Union Player may now fire with his remaining gunboats, by rolling one die and consulting Gunboat Table CRT, cross-indexing the die roll with the number of gunboats firing. The result is applied immediately. Flip over any silenced (destroyed) battery counters to read "Battery Silenced".
d. If at least one Confederate shore battery still exists after any round of combat (gunboat vs. battery), the Union Player must withdraw his remaining gunboats downstream to any other river arrow not adjacent to Area 97 or 98.
e. The Union Player may engage the shore batteries again on any following turn using Procedure 4.24 a through d.
4.25 River Obstacles: At the start of all scenarios, place the River Obstacles counter on the river arrow adjacent to Area 89 (Edgehill).
a. On any Union Player turn following the turn in which the last shore battery is destroyed, the remaining gunboats may move as far as the river arrow containing the River Obstacle marker adjacent to Area 89 and must stop for the remainder of the turn.
b. The Union Player rolls one die for each boat and consults the River Obstacle Table. A die roll of one or two results in the gunboat sinking. A die roll of three through six results in no loss. Any result is applied immediately.
c. On the turn following the Union River Obstacle die roll, the Union Player may move his remaining gunboats upriver to any other river arrow. Note that the Union player must stop and roll on the River Obstacle Table each time his gunboats enter the river arrow containing the marker (both upstream or downstream). Unlike shore batteries, the River Obstacle marker cannot be destroyed.
d. The Union Player receives one Victory Point per turn for each gunboat that is on the river arrow adjacent to Area 77 during the Union Victory Point Phase (these boats are assumed to be bombarding Richmond).
5.0 Special Terrain
Historically the campaign was fought in a rather marshy area that had profound influence on military movements and combat. In addition, the area surrounding Richmond had been extensively fortified to protect it against attack.
5.1 Swamp Terrain
For game purposes there are three different types of Swamp terrain in Lee Takes Command. They are: Swamp Areas (like White Oak Swamp, Areas 91 and 92), River Swamps and Gully Swamps. Units entering/occupying swampy terrain of any sort should be marked with a Swamp Crossing marker to signify they are subject to swamp terrain restrictions outlined below. The following rules reflect the difficulties of the various swamps.
5.11 Swamp Areas: Artillery and Supply Train units may only enter/transit/exit Swamp Areas via roads and bridges (not fords or ferries). All other units may enter/transit/exit Swamp Areas via any direction (e.g. Rumford to Governor's Swamp) but not across a Major River without a crossing point however.
a. Combat is possible in Swamp Areas using the following rules:
-
Artillery units may never occupy a Line Position, but must be placed in the Reserve Position (both attacker and defender).
-
Infantry and cavalry units are individually halved in combat strength points, rounded up.
-
Assault and Counterattack Orders may not be issued in Swamp Areas.
-
The Defender's final strength point total is shifted one column to the left on the FCRT after all other column shifts have occurred.
-
The Attacker's final strength point total is shifted two columns to the left on the FCRT after all other column shifts have occurred.
-
The presence of a superior rated Officer in a Line Position will still adjust the FCRT one column to the right.
b. Defending units issued the Withdrawal Order that withdraw into Swamp Areas must roll on the Straggler Loss Table, add one to the die roll and double the number of stragglers lost, up to 50% of their current total strength points (excess straggler losses over 50% are ignored).
[The source prints no item "c." under 5.11.]
d. Defending units issued the Withdrawal Order that withdraw across River Swamps must add one to their Straggler Loss die roll and double the loss result, up to 50% of their current total strength points (excess straggler losses over 50% are ignored).
5.12 River Swamps: River Swamps are not terrain Areas themselves but run between Areas separated by major rivers along the river (e.g. between Cedar Grove and Steam Mill, along the Chickahominy River). These swampy borders are called River Swamps and the following rules reflect their movement and combat difficulties:
a. If the attacker crossed the River Swamp this turn, then during the Combat Round the attacker has his combat strength halved as per normal major river combat. In addition, the attacker suffers one odds column shift to the left on the CIC B chart, and his artillery units may not occupy a Line Position during the combat round (the attacker should mark his units with both Fording and Swamp Crossing markers).
b. During Combat Rounds on subsequent turns (if any), the attacking units are again halved in strength. However, for the original units (units that attacked the previous turn), there is no CIC B penalty column shift to the left, and artillery units may be employed in Line Positions.
c. The presence of a superior rated Officer will allow the Attacker to remain on the Defender's side of the river, as per the normal major river crossing rules. Otherwise, the Attacker must drive off or render ineffective all the defending units to stay.
5.13 Gully Swamps: Gully swamps follow along minor creek borders between Areas (e.g. between Eller's Mill and Gaines Mill). Gully Swamps are treated using the following rules:
a. If the attacker crossed the Gully Swamp this turn, then during the Combat Round, the Attacker suffers one odds column penalty shift left on CIC B, and his artillery units may not occupy a Line Position.
b. During Combat Rounds on subsequent turns (if any) the attacker suffers one odds column penalty shift on the CIC B, and his artillery may occupy Line Positions.
c. Note that the Attacker does not require a superior rated officer to remain in the enemy-occupied Area after combat, after crossing over a Gully Swamp.
d. Defending units issued the Withdrawal order that withdraw across Gully Swamps must add one to their Straggler Loss die roll and double the loss result, up to 50% of their current total strength points (excess straggler losses over 50% are ignored).
5.2 The Richmond Fortified Zone
Areas 77, 89 and 98 form the Richmond Fortified Zone. Confederate units defending in these Areas receive several special benefits outlined below.
5.21 Combat Effects: Confederate units defending in the Richmond Fortified Zone have their current strength point total tripled for odds comparisons on CIC B and when using the FCRT. Such units also suffer less strength point loss per round of combat if called for on CIC B and the FCRT.
EXAMPLE: After the Combat Round, if the units occupying a Line Position were required to suffer 2 SP losses from the results on CIC B and the FCRT, this would instead be reduced to 1 loss if the units are defending in the Richmond Fortified Zone.
EXCEPTION: The Confederate Player loses his fortification benefits if he chooses the Counterattack Order for a defending Line Position. Also defending units have their current total combat strength only doubled (for the rough terrain type) if they are attacked by enemy units that entered the Fortified Zone Area from another Fortified Zone Area.
5.22 Fortification Restrictions: Confederate units adjacent to a Fortified Zone Area must withdraw into it if they were issued a Withdrawal Order during the combat round. Union units attacking Fortified Zone Areas must destroy render ineffective or drive off all Confederate defenders by the end of the Union turn, or they must retreat back to the Area(s) from which they moved from as if their Line Position had played a Withdrawal Order (they need not roll for stragglers however).
5.3 Bridges
Certain bridges on the map have restrictions placed on them. These are detailed below:
5.31 Weak Bridges: The bridge separating Areas 69 and 81 may only be crossed by leaders and infantry units. This rule applies in both Clear and Rain Turns. Cavalry, artillery, and Supply Train units cannot use this bridge.
5.32 Destroyed Bridges: All printed bridges on the Chickahominy River from Long Bridge southwards are considered destroyed at the start of all scenarios.
Note: Historically, McClellan ordered them destroyed as the result of Stuart's raid, some two weeks previously.
6.0 Union Command Restrictions
Major General George B. McClellan was the architect of the powerful Army of the Potomac. There can be no questioning his abilities as an organizer and administrator. His battlefield talents left much to be desired, however and the following rules reflect this. (Historically, McClellan abandoned his responsibilities as overall commander of the Army of the Potomac to closely supervise the change of base). Depending on his choices, the Union Player will find the deadening spirit of McClellan inhibiting both movement and combat.
6.1 Corps Activation
The Union Player may move and fight with only a portion of his army each turn. The Union player rolls a die at the start of his Communications Phase to determine how many Corps are activated each turn. Union cavalry and artillery units, and all dummy units, are not affected by activation restrictions. They are always free to move and fight.
| Die Roll | Corps Activated |
|---|---|
| 1 | Two |
| 2 | Three |
| 3 | Three |
| 4 | Four |
| 5 | Four |
| 6 | Five |
NOTE: If McClellan opts to shift his Supply Base (see Section 6.2), either or both Supply Trains count as one "corps" that needs to be activated for purposes of this rule. Also, if playing with the optional General Retreat Rule (see Standard Rule 6.6), do not roll on the table at all but follow the provisions of Section 6.6. No units are considered "activated" if executing a General Retreat.
6.11 Movement Restrictions: As stated earlier, the basic Union formation in this game is the Corps. If the Union Player opts to activate a corps (or the Supply Trains) for movement purposes, he may do so only under the following conditions:
-
McClellan must start the turn adjacent to, or in the same Area as the Officer whose Corps (or the Supply Trains) the Union Player wishes to move, and;
-
The infantry units, making up the Corps to be moved, must also be in or adjacent to the Area containing their respective Corps Officer.
EXCEPTION: If McClellan is not adjacent to, or in the same Area as the Officer, he may still activate a non-adjacent Officer's Corps (or Supply Trains) by counting it corps as two off his limit that turn.
6.12 Attack Restrictions: McClellan must be in, or adjacent to, the Area in which the Union Player wishes to conduct an attack. If the Union Player wishes to attack in more than one Area, this is possible provided that:
-
McClellan must start the Combat Phase adjacent to, or in the same Area as the Officer whose Corps the Union Player wishes to Attack with, and;
-
The infantry units making up the Attacking Corps, must also be in or adjacent to the Area containing their respective Corps Officer.
In either case however, only activated Corps may attack during a turn and a maximum of only two Line Positions may be occupied when attacking. When attacking in conjunction with Union infantry units, Union cavalry and artillery units are subject to this rule.
6.13 General Combat Restrictions: Regardless of the number of Union Corps in each Area where combat takes place, the Union Player may never place units from unactivated corps in Line Positions when attacking, and may never occupy more than two Line Positions with his units when either Attacking or Defending. This restriction applies regardless of how many corps are actually activated, or the presence or absence of McClellan in the battle.
EXCEPTION: Union cavalry and artillery units are not affected by these specific combat restrictions and may freely deployed in either of the two Line Positions if involved in a combat (still under the other restrictions of the Standard Rules however).
EXAMPLE: The Confederate Player attacks Union units from three different Union Corps in Area 79. The Union Player may place infantry units from up to two different Corps (plus any cavalry or artillery normally permitted), in a maximum of two different Line Positions. The infantry units comprising the third Union Corps must be placed in the Reserve Position. The Union player could have chosen to place units of two different Corps in a single Line Position instead (in accordance with Standard Rule 8.21 (2) and accepting the FCRT penalty for units of different formations occupying the same Line Position).
6.2 Shifting Bases
When playing the Campaign Scenario, if the Confederate Player makes at least one attack in an Area north of the Chickahominy River during the first 4 turns of the game, the Union player may, on his following turn, opt to change his Home Area/Supply Base. He may choose to do so or not. He receives 10 Victory Points if he does so (historically McClellan was avid to do it). If the Confederate Player does not trigger this event before his Turn 5, it cannot occur.
6.21 Procedure: If the Union player opts to shift his base, he must place the Union New Supply Base marker face down in an Area along the north bank of the James River that contains a port symbol to serve as his new Supply Base. He may place three other dummy Supply Base markers in three other areas to confuse the Rebel player. He may fake a shift of base by placing the real marker in the White House Area (thus keeping White House as his base) and the three dummy markers in new Areas as above. On the turn that the Union player decides to shift his base, the new area chosen automatically becomes the Union Home Area and the LOC between McClellan and his Home Area is traced to that Area for the remainder of the game.
a. After shifting his base, the Union player may have his first Supply Train leave White House the next turn. The remaining Supply Train unit may follow the next turn. The Supply Trains count as a "corps" that needs to be activated in order to move.
EXAMPLE: If the Confederate Player initiates an attack north of the Chickahominy on his Turn 4, the Union Player may opt to shift his base on his Turn 4, and the first Train may start moving on Union Turn 5.
b. The new base must be revealed at the end of the game (if it isn't already obvious).
6.22 Rebel Reconnaissance: The base marker in an Area must be revealed at the end of a Confederate Player Turn if the Confederate Player occupies the Area with a real unit.
7.0 Confederate Command Restrictions
During the Seven Days campaign, many Confederate commanders (in particular "Stonewall" Jackson) displayed an erratic sense of timing and duty. To simulate this, during the Combat Round of each turn, after the Line Positions and Combat Orders are assigned, but before any units are revealed, the Confederate Player must roll a die to determine which sections of the battlefield are capable of mounting an attack. Roll a die and read the result on the chart below. Move all units in the affected Wing(s) from the Line Position they occupy to the Reserve Position. The attack must still go on however. This rule is not used when the Confederates are defending.
Battlefield Coordination Check
| Die Roll | Which Line Position Attacks |
|---|---|
| 1 | Center Only |
| 2 | Center Only |
| 3 | Center + One Wing (choice) |
| 4 | Center + One Wing (choice) |
| 5 | All Line Positions |
| 6 | All Line Positions |
Subtract 1 from the die roll if infantry units from two or more different formations (do not count cavalry or artillery) are present in the Area (and not just the Line Position).
Add 1 to the die roll if this is the second or more turn of Confederate declared attacks in the same area.
8.0 Special Units and Rules
During the campaign, a number of special units were present that require some special rules to simulate. These are detailed below.
8.1 Union Supply Trains: At the start of the game there are two Union Supply Train units stationed in White House. Each Supply Train represents about 2,500 wagons. As a result of Confederate actions north of the Chickahominy River, the Union player may decide to change his base of operations (see Section 6.2) and move his Supply Trains to safety. This represents McClellan's panicky historical decision to change his base of supply from Area 86 (White House) to Area 128 (Harrison's Landing).
8.11 Characteristics: The Supply Trains themselves may only move if McClellan opts to change base. In addition either one or both Supply Trains count as a "corps" and must be activated to move.
NOTE: The Trains have no Officer per se to activate, the Union Player simply activates them and counts it against McClellan's allowance that turn. Like any corps however, unless the Trains are stacked with, or adjacent to McClellan, it will cost two from his allowance to activate them that turn.
a. If activated, Supply Train units normally move one Area per turn and must move by road or over bridges and fords (but not ferries). Once the Trains have moved on a road into an Area, no further road movement into that Area is possible by other units via the road used by the Train. (Therefore, Forced Marching through an Area on a road used by a Train is not possible). Two Trains may not exit from one Area to an adjacent Area using the same road in the same turn.
EXAMPLE: Two Supply Trains currently occupy Area 81 (Savage Station). The Union player wishes to move both into Area 92 (East Swamp). Since there are two different roads leading into Area 92 from Area 81, this move is possible.
b. Supply Trains may not Force March. However, once per game the Union player may choose to move his on-board Supply Train units two Areas (following a road of course). He may make this decision only once per game. Both Trains may not end their move in the same Area using the same road.
EXAMPLE: Both Trains are in Area "A" which has only one road exiting to Area "B" and all other adjacent Areas are CSA controlled. The Union player elects to make his one Force March move permitted. Since the Trains may not move together, the first Train moves two Areas and stops. The second Train may move into the first Area, but not into the second Area entered by the first Train (unless there was a second road into the Area).
NOTE: To ensure double movement for both Trains on this "once per game move", keep the Trains in separate Areas when possible.
c. Like other Union units, Supply Trains are placed face down at all times, and may be stacked with any other sort of Union unit, including the other Supply Train at the end of the Movement Phase. Dummy infantry units may be used to simulate dummy Supply Trains.
8.12 Movement Restrictions: If activated, Supply Train units (or their dummies) must be the first Union units moved each turn. Since the Trains move first, they may not move into an Area solely controlled by the Confederates. Once the Trains have moved, the Union Player may move any or all other units eligible to move. All other Union units may move into, through, or out of an Area containing a Supply Train(s) that moved, but may not do so if they are forced to enter or exit using the same road as the Supply Train(s) used (e.g. crossing a bridge, forced marching).
NOTE: This represents the severe road movement congestion that would occur at choke points commensurate with such a change of base.
a. All Supply Trains (unless eliminated) must reach the Area containing the new Supply Base by the end of the game or the Confederate Player receives five 5 Victory Points for each one that has not.
8.13 Supply Trains and Combat: Supply Train units are destroyed if alone in an Area containing a Confederate cavalry and/or infantry unit. Supply Trains must occupy the Reserve Position if they are in an Area with friendly units where a combat is to take place (but may not Withdraw from an Area during the combat round).
a. The Confederate Player receives five Victory Points for each Supply Train unit that is destroyed.
8.2 Garrison Units
The Confederate Player has two special units, the Richmond Garrison infantry division and the Richmond Reserve artillery unit. The following special rules, in addition to all Standard Rules governing garrison units, are in effect.
8.21 Movement Restrictions: The Richmond Garrison infantry may never leave the Areas comprising the Richmond Fortified Zone under any circumstances. The Richmond Garrison infantry unit may move freely about the Areas comprising the Richmond Fortified Zone.
a. The Reserve artillery unit is also restricted to movement within the Richmond Fortified Zone.
EXCEPTION: If there are no Union infantry units north of the Chickahominy River, then the Reserve artillery is free to move out of the Richmond Fortified Zone, but it may never Force March.
8.3 Stuart's Cavalry
Prior to the start of the campaign, the Confederate cavalry troopers under General J.E.B. Stuart had established a moral ascendancy over the Union troops by an aggressive raid around the Union Army. To reflect this, Confederate cavalry units Probe and Block Probes as per the Standard Rules but each unit receives a +1 die roll modifier when rolling on the Probe Chart. When being probed, each of these two units repeatedly provides a -1 die roll modifier (each) to all Probe rolls in the Area they occupy regardless if they are in the stack that is the specific target of the Probe or not, but the Confederate player must reveal one cavalry unit for each -1 he claims.
In combat, these two cavalry units are halved in combat strength against enemy units as per Standard Rule 9.72d., but may claim a one-column shift to the right on the FCRT for each of these two cavalry units present in the Line Position.
These two units have their combat factor circled on the counter to remind players of their benefits.
8.4 Entrenchments
In certain scenarios, units will be listed as setting up with an Entrenchment counter in their Area. Units may not construct Entrenchments during the course of the game, and if the unit voluntarily (or is forced to) leaves an initially entrenched Area, the marker is lost permanently.
Units defending Line Positions in Entrenched Areas suffer one less strength point loss per round of combat if a loss is called for on CIC B and the FCRT.
EXAMPLE: After the Combat Round, if the units occupying a Line Position in an Entrenched Area were required to suffer 2 SP losses from the results on CIC B and the FCRT, it would instead be reduced to 1.
EXCEPTION: A Player loses his Entrenchment benefits if he chooses the Counterattack Order for a defending Line Position. Attacking units may never claim Entrenchment benefits.
8.5 Combat Round Restrictions
Due to the smaller time scale employed in Lee Takes Command, only one round of combat per turn is permitted. Players should understand that this rule, combined with the restrictions when moving artillery across swampy terrain, means that artillery units will not get into offensive action very often (very historical).
9.0 Victory Conditions
During the course of the game, both Players may earn Victory Points (VPs). Some VPs may be earned each turn, and some may only be earned at the end of the scenario. Players are provided with VP markers ("x1 and x10") to record VP accumulation on the Victory Point Track.
9.11 Confederate: The following VPs are awarded during the Confederate Victory Point Phase of each turn of the scenario:
-
1 VP for each Union combat strength point loss since the previous Confederate Victory Point Phase.
-
2 VPs for each turn McClellan is unable to trace a LOC to the current Union Home Area. (The Union Player will have to keep track of this as the Confederate player won't know, because it's a secret).
The following VP's are awarded at the end of each scenario:
-
1 VP for each Union straggler loss not recovered by game end.
-
3 VPs for each ineffective Union infantry division at game end.
-
5 VPs if no effective Union infantry division is north of the Chickahominy River at game end (awarded once).
-
5 VPs for each Union Supply Train unit that is destroyed or not in the Union Supply Base at game end.
-
3 VPs for each Union gunboat sunk.
9.12 Union: The following VPs are awarded during the Union Victory Point Phase of each turn of each scenario:
-
1 VP for each Confederate strength point loss due to combat since the previous Union Victory Point Phase.
-
1 VP per gunboat adjacent to Area 77 per turn.
-
1 VP for each turn Lee is unable to trace a LOC to the Confederate Home Area (Richmond).
The following VPs are awarded at the end of the scenario:
-
1 VP for each Confederate straggler loss not recovered by game end.
-
2 VPs for each ineffective Confederate infantry division at game end.
-
10 VPs if the Union Player elects to shift his base.
An automatic end of game and decisive Union victory occurs if the Union player takes sole possession of Area 77 (Richmond). If at the end of any Union Player turn Area 77 is occupied solely by any Union land combat unit, the game immediately ends and the Union Player is awarded an automatic victory, so long as the unit(s) are not ineffective and can trace an unbroken LOC to McClellan.
10.0 The Scenarios
Each Player's units begin the game already on the map or appear as reinforcements. Refer to the specific scenario being played for further details.
10.1 Savage Station
This introductory scenario covers McClellan's withdrawal to his new supply base on the James River. Late in the night of June 27th, McClellan issues orders to the II, III, and IV Corps to form a rearguard to allow safe passage of the huge Union Supply Train. Not until late on the 28th did Lee issue pursuit orders when he became certain of McClellan's intentions. Lee's plan was to trap the Union Army in White Oak Swamp. This three turn scenario begins on Turn 8 (June 28 P.M.) and ends on Turn 10 (June 29 P.M.).
Confederate: (1st Player)
Place the following units in Area 69 at start:
Jackson's Command:
- Officer Jackson
- Winder's Division (10)
- Ewell's Division
- Whiting's Division (10)
- D.H. Hill's Division (10)
- Washington Artillery Batt.
Place the following units in Area 71 at start:
- Fitz Lee's Cavalry
- Rosser's Cavalry
Place the following unit in Area 77 at start:
- Richmond Garrison Infantry
Place the following units in Area 67 at start:
Magruder's Command:
- Officer Magruder
- Jones' Division (11)
- Magruder's Division (5)
- Holmes' Division
- Huger's Division
- Garnett's Artillery Batt.
Place the following units in Area 78 at start:
- Commander Lee
Longstreet's Command:
- Officer Longstreet
- Longstreet/Anderson's Division (14)
- A.P. Hill's Division (11)
- Branch's Brigade
- S.D. Lee Artillery
Place the following units in Area 99 at start:
- McLaws' Division
- Reserve Artillery Batt.
Place the following unit on the river arrow adjacent to Area 89:
- River Obstacle Marker
Place the following unit in Area 97 at start:
- Drewry's Bluff Battery
Place the following unit in Area 98 at start:
- Chaffin's Bluff Battery
The Confederate player may initially place up to six infantry and two cavalry dummy units as well.
Union: (2nd Player)
Place the following units in Area 79 at start:
- Entrenchment Marker
II Corps:
- Officer Sumner
- 1st Division
- 2nd Division
- 3rd Army Res. Art.
VI Provisional Corps:
- 2nd Division (10)
Place the following units in Area 80 at start:
- Entrenchment Marker
III Corps:
- Officer Heintzelman
- 2nd Division (10)
- 3rd Division
- 4th Army Res. Art.
Place the following units in Area 81 at start:
V Provisional Corps:
- Officer Porter
- 1st Division (5)
- 2nd Division (6)
- 3rd Division (6)
VI Provisional Corps:
- Officer Franklin
- 1st Division
- one Supply Train unit
Place the following units in Area 92 at start:
- Commander McClellan
- Army HQ Reserve Cavalry
- one Supply Train unit
- 1st Reserve Artillery
Place the following unit in Area 83 at start:
- Cooke's Cavalry Brigade
Place the following units in Area 101 at start:
IV Corps:
- Officer Keyes
- 1st Division
- 2nd Division (9)
Place the following unit in Area 102 at start:
- 2nd Army Res. Art.
Place the following units adjacent to Area 113 at start:
- 6 Gunboats
Place the following marker in Area 128 at start:
- New Union Supply Base
The Union player may initially place up to six infantry and one cavalry dummy units as well.
Special Rules: The Union Player has already opted to shift his base to Area 128 and this is a public fact. Units with a parenthesized number begin the scenario at the numbered strength shown. The losses already suffered by these units are considered casualties, not straggler losses, so the Confederate Player begins the scenario with 7 VPs and the Union Player begins with 15 VP's.
During the Union player Movement Phase, all Union movement must be in a south/southeasterly direction, for all units that start their turn south of the Chickahominy River.
The Union III Corps must always be placed in the Reserve Line Position if in an Area under Confederate attack, unless the III Corps units are the only Union units in the Area.
All bridges over the Chickahominy River are considered destroyed (not merely "out") at the beginning of this scenario except the two railroad bridges, and the road bridges between Area 66 and Areas 56 and 57, and Areas 81 and 83.
The Union Supply Base/Home Area is already Area 128. The Union player may not claim the 10 VPs for shifting his base in this scenario, nor may the Confederate get points for Supply Trains that aren't in the new base at the end of the scenario. He may claim them for destroying Trains however.
Victory Conditions: The player with the most VPs at the end of Game Turn 10 wins. An equal number of VPs constitutes a Confederate Victory.
10.2 Malvern Hill
This six turn intermediate scenario covers the battles of Frayser's Farm and Malvern Hill. It begins on Turn 11 (June 30 A.M.) and ends Turn 16 (July 2 P.M.).
Confederate: (1st Player)
Place the following units in Area 85 at start:
- Fitz Lee's Cavalry
- Rosser's Cavalry
Place the following unit in Area 77 at start:
- Richmond Garrison Infantry
Place the following units in Area 92 at start:
Jackson's Command:
- Officer Jackson
- Winder's Division (10)
- Ewell's Division
- Whiting's Division (10)
- D.H. Hill's Division (10)
- Garnett's Artillery Batt.
Magruder's Command:
- Jones' Division (10)
Place the following unit on the river arrow adjacent to Area 89:
- River Obstacle Marker
Place the following units in Area 90 at start:
- Commander Lee
Longstreet's Command:
- Officer Longstreet
- Longstreet/Anderson's Division (14)
- A.P. Hill's Division (11)
- Branch's Brigade
- Reserve Artillery
- S.D. Lee Artillery
- Washington Artillery
Magruder's Command:
- Officer Magruder
- Magruder's Division
- McLaws' Division
- Holmes' Division
- Huger's Division
Place the following unit in Area 97 at start:
- Drewry's Bluff Battery
Place the following unit in Area 98 at start:
- Chaffin's Bluff Battery
The Confederate player may initially place up to six infantry and two cavalry dummy units as well.
Union: (2nd Player)
Place the following units in Area 101 at start:
III Corps:
- Officer Heintzelman
- 2nd Division (10)
- 3rd Division (9)
V Provisional Corps:
- Officer Porter
- 3rd Division (6)
- 4th Reserve Artillery
II Corps:
- 2nd Division
VI Corps:
- 1st Division (11)
Place the following units in Area 102 at start:
II Corps:
- Officer Sumner
- 1st Division (9)
VI Provisional Corps:
- Officer Franklin
- 2nd Division
- 3rd Reserve Artillery
Place the following unit in Area 104 at start:
- Cooke's Cavalry Brigade
Place the following units in Area 115 at start:
- Commander McClellan
- Army HQ Reserve Cavalry
- one Supply Train
V Provisional Corps:
- 1st Division (5)
- 2nd Division (6)
IV Corps:
- Officer Keyes
- 1st Division
- 2nd Division
- 1st Reserve Artillery
- 2nd Reserve Artillery
Place the following units on the river arrow adjacent to Area 115 at start:
- 6 Gunboats
Place the following units in Area 128 at start:
- New Union Supply Base Marker
The Union player may initially place up to six infantry and one cavalry dummy units as well.
Special Rules: The Confederates have destroyed one Supply Train so far for 5 VPs. Units with a parenthesized number begin the scenario at the numbered strength shown. The losses already suffered by these units are considered casualties, not straggler losses, so the Confederate Player begins the scenario with 13 VPs and the Union Player begins with 16 VP's.
The Union Supply Base/Home Area is already Area 128. The Union Player may claim 10 VPs at the end of this scenario for shifting his base.
Victory Conditions: The player with the most VP's at the end of Game Turn 16 wins. An equal number of VP's constitutes a Confederate Victory.
10.3 Lee Takes Command (Campaign Game)
During the last week of June, 1862 Robert E. Lee launched a series of offensives against the Army of the Potomac in an effort to prevent the impending fall of Richmond. He failed in his objective of crushing the Union Army, but drove his enemy from the gates of the Confederate capitol. Out of the chaos of the Seven Days Battles (as the campaign was known afterwards) would emerge the Army of Northern Virginia and over the following three years would earn its place in the annals of military history as one of the great fighting formations. This scenario begins on Turn 1 (June 25 A.M.) and ends on Turn 16 (July 2 P.M.).
Confederate: (1st Player)
Place the following units in Area 66 at start:
- Commander Lee
Magruder's Command:
- Officer Magruder
- Longstreet's Division
- A.P. Hill's Division
- Whiting's Division
- S.D. Lee Artillery
- Washington Artillery
Place the following units in Area 23 at start:
Jackson's Command:
- Officer Jackson
- Ewell's Division
Place the following units in Area 2 at start:
Jackson's Command:
- Winder's Division
- Garnett's Artillery Batt.
Place the following units in Area 54 at start:
- Fitz Lee's Cavalry
- Rosser's Cavalry
Place the following unit in Area 24 at start:
Magruder's Command:
- Branch's Brigade
Place the following units in Area 77 at start:
- Richmond Garrison
- Reserve Artillery
Magruder's Command:
- Holmes' Division
Place the following units in Area 67 at start:
- Entrenchment Marker
Magruder's Command:
- D.H. Hill's Division
- Jones' Division
- Magruder's Division
Place the following unit in Area 78 at start:
- Entrenchment Marker
Magruder's Command:
- Huger's Division
Place the following units on the river arrow adjacent to Area 89 at start:
- River Obstacle marker (on the river arrow)
Place the following unit in Area 89 at start:
Magruder's Command:
- McLaws' Division
Place the following unit in Area 97 at start:
- Drewry's Bluff Battery
Place the following unit in Area 98 at start:
- Chaffin's Bluff Battery
The Confederate player may initially place up to six infantry and two cavalry dummy units as well.
Reinforcements:
On Turn 4 (June 26 A.M.):
Note the optional transfer of D.H. Hill's and Whiting's division to Jackson's Command is permitted at this time.
On Turn 9 (June 29 A.M.):
Note the optional creation of Longstreet's Command is permitted at this time.
Union: (2nd Player)
Place the following unit in Area 57 at start:
V Provisional Corps:
- 2nd Division
Place the following units in Area 68 at start:
V Provisional Corps:
- Officer Porter
- 1st Division
- 3rd Division
Place the following unit in Area 69 at start:
- 1st Reserve Artillery
Place the following units in Area 79 at start:
- Entrenchment Marker
II Corps:
- Officer Sumner
- 1st Division
- 2nd Division
- 2nd Reserve Artillery
VI Provisional Corps:
- Officer Franklin
- 1st Division
- 2nd Division
- 4th Reserve Artillery
Place the following units in Area 80 at start:
- Entrenchment Marker
III Corps:
- Officer Heintzelman
- 2nd Division
- 3rd Division
Place the following units in Area 81 at start:
- Commander McClellan
- Army HQ Reserve Cavalry
IV Corps:
- Officer Keyes
- 1st Division
- 2nd Division
- 3rd Reserve Artillery
Place the following units adjacent to Area 127 at start:
- 6 gunboats
Place the following units in Area 86 at start:
- Cooke's Cavalry Brigade
- Two Supply Train units.
The Union player may initially place up to six infantry and one cavalry dummy units as well.
Reinforcements: None
Special Rules: All Union "at start" units, north of the Chickahominy River, may not move until Game Turn 3 or until attacked, whichever comes first.
The Union Supply Base/Home Area at the start of this scenario is Area 86 (White House).
11.0 Player's Notes
The following helpful hints are given to guide players in mastering the game.
11.11 Confederate: The Confederate Player initially enjoys the advantage of being able to launch the bulk of his army against weak and isolated Union units north of the Chickahominy River. An attack here may also release the Union Supply Trains and force the Federal Army to stand and fight to protect the passage of the trains. The arrival of Jackson and the promotion of Longstreet greatly increases the flexibility of the Confederate Army, but be careful not to be drawn into too many costly assaults, unless assured of rendering Union divisions ineffective. Be sure Richmond remains well protected at all costs.
11.12 Union: If McClellan opts to change his base, the drain on McClellan's activation limits make it very difficult for the Union Army to launch a major offensive. Do not allow your army to get spread out too much as one or two isolated corps can be severely damaged. Instead, make the Confederate attack a strong Union defense, inflicting as many casualties as possible. Once the trains arrive below the Chickahominy, the Union forces may have an opportunity to drive on Richmond from the New Market Area.
12.0 Optional Rules
Optional rules are just that, optional. Players can use them as they see fit. They add both complexity and realism to the game.
12.1 No Stuart Raid: About two weeks prior to the start of the game, the Confederate cavalry under Stuart conducted a "ride round the Union Army" that revealed the weakness of the Union right flank. The ride electrified the South and shamed the Union cavalry into virtual ineffectiveness but it also alerted McClellan to the insecurity of his supply arrangements and made him think about how to change his base. Suppose no raid had been made? To simulate this in the campaign scenario, allow the Union player may freely deploy his army in any of the areas listed for that scenario. All areas listed must be occupied, but the Union player is free to alter his deployment within those areas. He may not however choose to change his base during the game.
Also, no bridges over the Chickahominy River are considered destroyed at the start of the game.
12.2 Corduroy Bridges: Throughout the campaign the Union Army built upgraded and rebuilt a number of bridges. The Confederates also were engaged in bridge building, although not quite as efficiently as their Union counterparts. The following rules simulate construction and destruction of bridges.
12.21 Building Corduroy Bridges: Both Players are supplied with four corduroy bridge counters. A corduroy bridge can be built by any infantry or cavalry unit before the Movement Phase begins. Before the Movement Phase begins the owning Player designates which unit(s) is building a bridge. The Phasing Player places a "bridge construction" counter on the river. At the beginning of the next friendly Movement Phase, prior to actual movement, the owning Player flips the "bridge construction" counter to its "bridge" side. The new bridge can then be used on the same turn it is flipped to its "bridge" side. Of course if there are any enemy units in the Area the Phasing Player wishes to cross the bridge into, they will have to be attacked as per normal crossing-river rules.
12.22 Restrictions: There can be no enemy units in the Area occupied by the unit designated to build a corduroy bridge. Corduroy bridges may not be built on a turn following a Rain turn and are destroyed immediately at the beginning of a turn following a Rain turn. Corduroy may not be "picked up" and moved on a later turn.
12.3 Pontoon Bridges: There are two Union pontoon bridges, which only the Union Engineer unit can build. The Engineer's sole purpose is to build pontoon bridges. An Engineer can build a maximum of two pontoon bridges per game.
12.31 Procedure: The Union Engineer unit can move to an Area, adjacent to a river, place a pontoon bridge during the same Movement Phase, and friendly units may cross it in the same turn. Pontoon bridges are destroyed immediately at the beginning of a turn following a Rain turn. Pontoon bridges may not be picked up and moved on a later turn.
12.32 Restrictions: The Engineer Unit begins any scenario stacked with McClellan. It may move one Area per turn but may not Force March. The Union Engineer unit has no strength point value. In combat, the engineer unit must always occupy the Reserve Position. If alone in an Area with Confederate units, the engineer unit is eliminated.
12.4 Destroying Bridges: All bridges, including the bridges printed on the map, (except railway bridges over major rivers) can be temporarily impassable due to flooding (see Rule 3.12c). All bridges can be eliminated outright by deliberate destruction. The following rule details the destruction of bridges.
12.41 Demolitions: Any bridge can be destroyed simply by leaving an infantry or cavalry unit adjacent to a bridge and declaring it destroyed. Destruction takes place at the END of the phasing player's Movement Phase, only. Place a Bridge Destroyed marker on the bridge. Bridges can then be rebuilt by using each side's available corduroy or pontoon bridge counters.
EXCEPTION: Completion of construction or destruction of a bridge may not occur if enemy unit(s) (combat units) occupy the same Area as the friendly unit attempting to build or destroy a bridge.
Charts and Tables
The printed charts are removable pages in the middle of the Exclusive Rulebook. They are transcribed here as a block, in the order printed. The Union Corps Activation Table and the Confederate Battlefield Coordination Check are reproduced in Sections 6.1 and 7.0 above.
Terrain Effects Chart
- Clear - Units may move through and fight in this terrain type with no penalties.
- Defensible - Any Area containing this terrain type symbol is considered to be Defensible Terrain regardless of any other type of terrain type features present. Units occupying Defensible Terrain receive a favorable combat benefits when attacked.
- Rough - Units may not Force March into or out of this terrain. Defending units have their combat strengths doubled when occupying this terrain type and not Counterattacking.
- Swamp Area - Units may not Force March into or out of this terrain. Units may not move from one Swamp Area to another unless the two are connected by a road or railroad. Artillery and Supply Train units may only enter Swamp Areas via a road.
- James River - The James cannot be crossed by land units. Union gunboats may either move up or down the James River as far as possible each turn moving from river arrow to river arrow.
- Major River - Major Rivers may only be crossed at crossing points (bridges, ferries or fords). Units may not Force March across a Major River and are halved in strength if they attack.
- River Swamps - River Swamps run along major rivers and may only be crossed at crossing points (bridges, ferries or fords). Units suffer numerous penalties when attacking or withdrawing across a River Swamp.
- Gully Swamps - Gully Swamps run along the minor streams and generally have no effect on movement. Units suffer smaller penalties when attacking or withdrawing across a Gully Swamp.
- Richmond Fortified Zone - Units occupying Areas 77, 89, and 98 that do not Counterattack are tripled on defense and suffer one less strength point loss per combat round than called for on the CRTs.
No other terrain depicted on the map has any effect on play.
Artillery Strength Multiplier Chart
| Attack Combat Order | Union | Confederate |
|---|---|---|
| Diversion | x1 | x1 |
| Advance | x2 | x2 |
| Assault | x2 | x1 |
| Defend Combat Order | Union | Confederate |
|---|---|---|
| Withdraw | x2 | x2 |
| Stand | x4 | x3 |
| Counterattack | x2 | x1 |
Combat Intensity Chart (CIC) A
| Defender's Command | Diversion | Advance | Assault |
|---|---|---|---|
| Withdraw | 0 | 1 | 2 |
| Stand | 1 | 2 | 3 |
| Counterattack | 2 | 3 | 4 |
# = Combat Intensity Level
Combat Intensity Number Modifiers:
-
Assault and counterattack Orders may not be issued to Line Positions engaging in combat in Swamp Areas.
-
Subtract 1 from the Combat Intensity Number if the current turn's weather is Rain.
Combat Intensity Chart (CIC) B
Attacker/Defender Ratio across; Combat Intensity Level down.
| Combat Intensity Level | 1:4 | 1:3 | 1:2 | 1:1 | 2:1 | 3:1 | 4:1 | 5:1 |
|---|---|---|---|---|---|---|---|---|
| 4 | 2/- | 2/- | 2/2 | 2/2 | 2/2 | 1/2 | 1/2 | -/2 |
| 3 | 2/- | 2/- | 2/1 | 1/1 | 1/1 | 1/1 | 1/1 | -/2 |
| 2 | 2/- | 1/- | 1/- | 1/- |
[The 1:2 cell at Level 3 is partly obscured by a printing mark on the scan; read as 2/1.]
Combat Strength Modifiers (use all that apply):
-
The Defender's non-artillery units are doubled if defending in a Rough terrain Area and their Line Position is not Counterattacking.
-
Any of the Attacker's units that crossed Major Rrivers or Force Marched this turn are halved in strength.
-
Cavalry units in combat against Line Positions containing units other than militia infantry are halved in strength.
-
All units occupying a Swamp Area engaged in combat this turn are halved in strength. Artillery units must be placed in the Reserve Position.
-
Any of the Attacker's units that crossed a River Swamp this turn are halved in strength, and artillery units must be placed in the Reserve Position, during the Combat Round.
-
Any of the Attacker's artillery units that crossed a Gully Swamp this turn must be placed in the Reserve Position during the Combat Round.
-
The Defender's non-artillery units are tripled if defending in the Richmond Fortified Zone Areas and their Line Position is not Counterattacking.
Note: Artillery unit combat strengths depend on the Artillery Strength Multiplier Chart.
Odds Column Modifiers
-
Shift one odds column left if the Defender's units occupy a Rough or Defensible terrain Area.
-
Shift one odds column left if the Attacker's units crossed a River Swamp or Gully Swamp this turn and this is the first round of combat.
Fire Combat Results Table (FCRT)
Read each row of die results against the column for the Line Position's combat order and combat strength band. Die results: "-" = no result; "1" or "2" = number of strength points lost; "*" = roll again, and on a result of 1 or 2 one strength point is lost.
Combat strength bands, in order: 1-3, 4-6, 7-10, 11-14, 15-17, 18-20, 21+. The bands are shifted one column to the right for each successive combat order row, so the first band of "Diversion or Withdraw" sits in the first column, of "Advance or Stand" in the second, and of "Assault or Counterattack" in the third. The Diversion or Withdraw row uses bands 1-3 through 21+ in columns 1 to 7; Advance or Stand uses them in columns 2 to 8; Assault or Counterattack uses them in columns 3 to 9.
| Die Roll | Col 1 | Col 2 | Col 3 | Col 4 | Col 5 | Col 6 | Col 7 | Col 8 | Col 9 |
|---|---|---|---|---|---|---|---|---|---|
| 1 | * | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 |
| 2 | - | * | 1 | 1 | 1 | 1 | 1 | 1 | 2 |
| 3 | - |
Combat Strength Modifiers (use all that apply): The same seven modifiers printed on CIC B above apply.
Odds Column Modifiers (use all that apply):
Defender:
-
Shift one column left if the Line Position firing contains infantry units from two or more different formations.
-
Shift one column left if the Line Position firing is occupying a Swamp Area.
-
Shift one column right if the Line Position firing contains the higher rated Officer (unless it contains units from two or more different formations).
-
Shift one (or two) columns right if the Line Position firing contains either Fitz Lee's or Rosser's Cavalry Brigade (or both).
Attacker:
-
Shift two columns left if the Line Position firing contains infantry units from two or more different formations.
-
Shift two columns left if the Line Position firing is occupying a Swamp Area.
-
Shift one column left for each of the Defender's Line Positions adjacent to the one being fired on that are not being fired on this round.
-
Shift one column right if the Line Position firing contains the higher rated Officer (unless it contains units from two or more different formations).
-
Shift one column right if the Line Position being fired on contains only militia infantry units.
-
Shift one column right if the Line Position being fired on was adjacent to another Defender Line Position that was issued the Withdraw Combat Order this round.
-
Shift one (or two) columns right if the Line Position firing contains either Fitz Lee's or Rosser's Cavalry Brigade (or both).
Note: Artillery unit combat strengths also depend on the Artillery Strength Modification Chart.
Shore Battery CRT
| Die Roll | Result |
|---|---|
| 1 | - |
| 2 | - |
| 3 | 1 ship sunk |
| 4 | 1 ship sunk |
| 5 | 2 ships sunk |
| 6 | 2 ships sunk |
Subtract 1 from die roll if only one battery is firing.
Gun Boat CRT
| Die Roll | Number of Gunboats Firing 1-3 | 4-5 | 6 |
|---|---|---|---|
| 1 | - | - | - |
| 2 | - | - | - |
| 3 | - | - | - |
| 4 | - | - | - |
| 5 | - | - | D |
| 6 | - | D | D |
- = No Effect. D = One Battery Silenced.
River Obstacle Table
| Die Roll | Result |
|---|---|
| 1 | Ship Sunk |
| 2 | Ship Sunk |
| 3 | No effect |
| 4 | No effect |
| 5 | No effect |
| 6 | No effect |
Roll for each ship separately.
Optional Troop Density Table
| Terrain Type | SPs needed to Block |
|---|---|
| Clear | 15 |
| Defensible | 12 |
| Rough | 6 |
| Swamp | 9 |
Cavalry Probe Chart
Columns are the Adjusted Strength Point Differential: 1-3, 4-6, 7-10. Entries are the number of units revealed from the probed stack.
| Die Roll | 1-3 | 4-6 | 7-10 |
|---|---|---|---|
| 1 | - | - | - |
| 2 | - | - | 1 |
| 3 | - | 1 | 1 |
| 4 | - | 1 | 2 |
| 5 | 1 | 2 | 2 |
| 6 | 2 | 3 | 3 |
# = number of units revealed from the probed stack.
Add +1/-1 for presence of either Fitz Lee's or Rosser's Cavalry Brigade.
Straggler Loss Chart
Columns are the unit's present strength. Entries are the number of strength points lost.
| Die Roll | 1-5 | 6-15 | 16+ |
|---|---|---|---|
| 1 or less | - | - | 1 |
| 2 | - | - | 1 |
| 3 | - | 1 | 1 |
| 4 | 1 | 1 | 1 |
| 5 | 1 | 1 | 2 |
| 6 | 1 | 2 | 2 |
# = the number of strength points lost.
Modifiers:
- Add +1 if the current weather is Rain, or +2 if this is the second (or more) continuous turn of Rain.
- Add +1 if this is the unit's second or more consecutive turns of Force Marching.
- Add +1 if stragglers were lost the previous turn.
- Add +1 if Withdrawing into a Swamp Area or across a River Swamp or Gully Swamp.
- Add +1 if the unit is unable to trace a LOC to its Officer to its Commander back to the unit's Home Area.
- Subtract -1 when rolling for a cavalry or artillery unit.
- Subtract -1 if the unit is presently at a strength of one point.
Note: All modifiers are cumulative. A one point artillery unit would check with a -2 to the roll.
Optional Weather Table
| Die Roll | Weather |
|---|---|
| 1 | Clear |
| 2 | Clear |
| 3 | Clear |
| 4 | Clear |
| 5 | Rain |
| 6 | Rain |
Subtract -1 on Turns 1 through 5. Add +1 on Turns 8 through 10.