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More Aggressive Attitudes: The 1862 Virginia Campaign

More Aggressive Attitudes: The 1862 Virginia Campaign Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Overview
    • 2.1 Map
    • 2.2 Combat Units
    • 2.3 Leaders
    • 2.4 Special Event Chits
    • 2.5 Game Markers
    • 2.7 Display Sheet
    • 2.8 Glossary
  • 3.0 Important Concepts
  • 4.0 Set-Up
    • 4.1 US Set-Up
    • 4.2 CS Set-Up
    • 4.3 Reinforcements & Replacements
  • 5.0 Sequence of Play
  • 6.0 Reinforcement Phase
  • 7.0 Movement Phase
  • 8.0 Combat Phase
    • 8.1 Retreat Before Combat
    • 8.2 Reveal Combat Units
    • 8.3 Coordination Check
    • 8.4 Leadership Rating Comparison
    • 8.5 Odds Ratio
    • 8.6 Combat Results Table Roll
    • 8.7 Casualty Table Roll
    • 8.8 Disruption, Fatigue, Retreat, and Advances
    • 8.9 Combat Phases A and B
  • 9.0 Recovery Phases
  • 10.0 Special Events
  • 11.0 Special Rules & Exceptions
    • 11.1 Pope and Lee (Leaders)
    • 11.2 US Attack Determination Roll
    • 11.3 Alexandria Fortifications
    • 11.4 US Garrisons
    • 11.5 Halleck's Orders (August 9 - August 22)
    • 11.6 Weather (Rain Turns; August 22-23)
    • 11.7 First Turn (August 9)
    • 11.8 Heat Fatigue (August 10)
    • 11.9 Truce (August 11)
  • 12.0 Victory Conditions
  • Designer's Notes
  • Player Aid
    • Combat Results Table
    • Casualty Table
    • Terrain Effects Chart

1.0 Introduction

In the summer of 1862, Major General John Pope took command of the new Army of Virginia, and he wanted to bring a more aggressive posture to the Federal command. When Stonewall Jackson's Confederate wing moved north around the Union flank, Pope seized the opportunity to attack, and attempt to destroy, Jackson's force. Robert E. Lee, in overall command of the southern army in the area, had no intention of sitting passively. He aggressively sent Longstreet's wing to Unite with Jackson, hoping to disrupt the US forces and commit to battle on favorable terms, even though the northerners had superior numbers. A number of battles were fought during this campaign, including the major battle of 2nd Bull Run.

2.0 Overview

More Aggressive Attitudes is an operational-level game for two players exploring the 1862 Virginia Campaign. It is played with 88 counters, 1 mapsheet, 2 Display Sheets (one for each player), and a six-sided die. Each turn equals one day, and each Strength Point represents about 3,000 men.

2.1 Map

The mapsheet represents the terrain over which the campaign was conducted. Each hex represents about five miles and contains a specific type of terrain (Clear, Mountain, etc.) which may have effects on movement and combat, as defined on the Terrain Effects Chart. Rivers flow along hexsides.

2.2 Combat Units

Each Combat Unit is represented by one or more counters, and indicates certain pieces of information about that Unit.

Unit ID: The name of the Combat Unit's commander. Some formations (e.g., Jackson) have more than one Unit due to their size, as indicated by a "1" or a "2" at the end of the Unit's name. These are treated as separate Combat Units for all purposes, but may share one Movement Roll when they begin the phase stacked together.

Strength Points: The number of Strength Points currently possessed by the Combat Unit. As it takes Step Losses, this number will decrease by one:

  • The first step loss a Combat Unit incurs will cause the counter to be flipped to its reverse side, indicated by a white stripe.
  • The second loss taken by a Combat Unit will cause it to be replaced by its Replacement Counter, indicated by the small "R" in the lower-right corner.
  • The third loss is represented by flipping the Replacement Counter to its reverse, white-stripe, side.
  • A fourth loss will result in the removal (Elimination) of the Combat Unit from the game entirely.

Some Combat Units have fewer than four steps of Strength: for example, a three-step Unit is Eliminated upon taking its third loss.

Leadership Rating: How well the Combat Unit is led. This has an effect on its abilities in Combat. Note that when a Combat Unit is stacked with a Leader counter (Pope or Lee), that Leader's Leadership Rating is used.

Unit Type: Infantry or Cavalry. These generally function the same, but see 8.1 for an important exception.

Army: US Combat Units may belong to either the Army of the Potomac ("P") or Army of Virginia ("V"), as indicated in the lower-left corner of the counter.

Garrisons: Garrisons are a type of Combat Unit that cannot Move or Attack, but can Defend. Their Strength Point is in parentheses as a reminder of these limitations.

2.3 Leaders

Leader counters represent the overall Leaders of the respective sides, and are indicated by a portrait of the Leader in question. Leaders do not have a Strength Point rating, but do have a Leadership Rating.

2.4 Special Event Chits

Each side has a set of Special Event Chits; see 10.0.

2.5 Game Markers

Various game markers are used to track certain game functions and statuses.

(The printed rulebook has no section 2.6; numbering is reproduced as printed.)

2.7 Display Sheet

Each player has a Display Sheet with off-map holding boxes and an explanation of their Special Event Chits.

2.8 Glossary

  • SP = Strength Point or Points
  • CS or CSA = Confederate; represented by gray counters
  • US or USA = Federal or Union; represented by blue counters
  • Stack = one or more Units in a single hex
  • Combat Unit = any denomination of strength points
  • VP = Victory Point or Points
  • CRT = Combat Results Table

3.0 Important Concepts

There are no "Zones of Control" in this game. There are no stacking restrictions in this game.

Fog of war: Players cannot examine the contents of opposing players' stacks. Strengths must be revealed at the moment of combat, and the attacker cannot cancel the attack once Units are revealed. Concealment counters can be placed on top of friendly stacks to disguise Units.

If stacks get too large to handle, the counters may be placed on a player's Display Sheet. These boxes are for Units stacked with a leader or with a Concealment counter. Place counters in the appropriate box or take counters from the box and place them on the map in the appropriate hex whenever a player finds it convenient.

There are no supply rules: enough supply is available for all Units - whether carried, acquired, or captured - during the period of this campaign.

4.0 Set-Up

The US Player sets up first, followed by the CS Player. The Game Turn Marker starts on the first space (August 9).

4.1 US Set-Up

  • Hex 1211: Sigel
  • Hex 1109: Banks
  • Hex 0507 (Fredericksburg): McDowell (1), Parke, Reno
  • Hex 1110 (Culpepper): McDowell (2), Pope (Leader)
  • Hex 0515 (Manassas Junction): Supply Depot
  • Hex 0309 (Aquila): Supply Depot

4.2 CS Set-Up

  • Hex 1208 (Cedar Mountain): Jackson (1), Jackson (2)

Note that Cedar Mountain is identified for historical interest, but is not a Mountain hex in game terms.

4.3 Reinforcements & Replacements

Reinforcement Units are placed on the indicated space of the Turn Track.

Replacement counters (small "R" symbol) should be placed to the side of the map.

5.0 Sequence of Play

Each turn consists of two player turns, and each player turn is conducted in phases. Each phase must be completed in the order listed below:

CS Player Turn

  1. Reinforcement Phase
  2. Movement Phase
  3. Combat Phase (A)
  4. Recovery Phase (B)
  5. Victory Point Check

US Player Turn

  1. Reinforcement Phase
  2. Movement Phase
  3. Combat Phase (B)
  4. Recovery Phase (A)
  5. Victory Point Check

At the end of the Game Turn, the Game Turn Marker is advanced one space.

Important: the first Game Turn consists only of the US Player's Combat Phase; see 11.7.

6.0 Reinforcement Phase

Reinforcements arrive on the specific Turn indicated on the Turn Track. All US Reinforcements enter via Alexandria. All CS Reinforcements enter via any Southern map edge hex (row 27xx), paying normal movement costs to enter the map.

For both sides, the Units must be placed in a hex not occupied by enemy Units. If Alexandria is enemy occupied, delay US reinforcements until Alexandria is unoccupied by CS Units.

7.0 Movement Phase

Movement potential is not printed on the counters.

(The Movement Roll Table, Pope's Rating Table, the Attack Coordination Table and the Disruption Recovery Table are referenced in the text below but are not reproduced in the rulebook PDF transcribed here; they are not printed in this document.)

Movement is made by one Unit at a time. Roll for each Unit on the Movement Roll Table, which gives the Movement Points for that Unit for that Movement Phase. For "split" Units (such as Jackson), the two Units may share a single roll provided they begin the Movement Phase stacked together; these Units must still move separately.

Movement may be modified by Special Events.

Units that do not begin, end, or at any time become adjacent to enemy Units during the Movement Phase add "2" to their Movement Roll.

If a Leader starts the movement phase stacked with a Unit or Units, the Leader may (though doesn't have to) move along with one of the Units, using the Unit's Movement Roll. The Leader then doesn't roll for movement points in this case.

Units pay a cost to enter a hex and to cross a river hexside. See the Terrain Effects Chart. It costs +1 MP to stack with a friendly Unit (even for "split" Units). Exception: It doesn't cost extra to stack with Leaders and cavalry, and Leaders and cavalry doesn't pay the extra movement point.

Units cannot enter enemy occupied hexes. CS Units cannot enter or attack Alexandria September 1 and 2.

Units may exceed their movement allowance if they move only one hex in that movement phase, but may never move into a prohibited hex. Garrison Units may never move.

8.0 Combat Phase

Units may attack adjacent enemy Units in the combat phase. Garrison Units cannot attack. A single Combat Unit may be attacked multiple times in a single Phase, but each Combat Unit may only attack once. Leaders alone cannot be attacked. Leaders alone cannot block enemy movement. An enemy Unit can move into a leader's hex, and the leader must then move one hex. The attacking player indicates which stack or stacks will attempt to attack (without revealing their Strength Points) which specific adjacent enemy-occupied hex, and then follows these steps, in order:

  1. Retreat Before Combat
  2. Reveal Combat Units
  3. Coordination Check
  4. Leadership Rating Comparison
  5. Odds Ratio
  6. Combat Results Table Roll
  7. Casualty Table Roll
  8. Disruption, Fatigue, Retreats, and Advances

8.1 Retreat Before Combat

Once a target of an attack has been announced, the targeted Unit(s) have the opportunity to Retreat Before Combat if able to do so. This is optional and up to the owning player's discretion.

Infantry Units roll a die: if the result is 3+, they are successful and may retreat one hex. The attack does not commence, and one or more of the attacking Combat Units may advance into the vacated hex (the advancing Unit(s) may not attempt to attack again this phase).

There is a die roll modifier of +1 if the attack was to have been made across a river hexside.

There is a die roll modifier of -1 if the defender is stacked with Pope from the August 23 turn onward.

Leaders alone and Cavalry Units may Retreat Before Combat automatically, with no die roll.

If the attacker consists solely of Cavalry, defenders may not Retreat Before Combat (though a Leader may).

Garrisons can never Retreat Before Combat.

If the attempt to Retreat Before Combat is unsuccessful (or is not attempted), proceed to the next step.

8.2 Reveal Combat Units

The Attacker reveals the Combat Units with which he wishes to attack, and the Defender reveals the Units in the target hex. The Attacker may not call off the attack, even if that attack is now seen to be ill-advised.

8.3 Coordination Check

If the Attacker is attempting to attack with Combat Units from more than one hex, he must make a die roll on the Attack Coordination Table. If he receives a "separate attacks" result, then each hex must attack the target hex separately, with each attack resolved separately. If that hex is vacated as a result of one of these combats, the stacks in adjacent hexes are still eligible to attack any other hexes. All Units in a hex defend as one force, with a single combat strength.

8.4 Leadership Rating Comparison

The Leadership Ratings of the two sides are compared. All Units stacked with Lee or Pope take their Leader Combat Rating (for Pope's rating, see 11.1). Otherwise, if there is more than one Unit participating on a side, take the average rating.

Jackson Units have a rating of 2 attacking and 3 defending.

If there is a whole number difference in the ratings, the side with the higher number gets a favorable column shift on the CRT (left for defender, right for attacker). If a difference of 2, then the higher side gets two column shifts.

Fortifications, however, negate any attacker advantage by Leader rating.

8.5 Odds Ratio

Compare the attacker's and defender's Strength Points and convert to an odds ratio, rounding odds in favor of the defender. 4 attacking 3 is 1:1, but 3 attacking 4 is 1:2.

Each side's Strength Points may be modified as follows (these cases are cumulative):

  • Fortification (Alexandria): Defender's SP is doubled.
  • Gap: Defender's SP is doubled.
  • Defender Disrupted: Defender's SP is halved.
  • Attacker Fatigued: Attacker's SP is halved.
  • August 10: Jackson and Banks SPs are halved when attacking.

Apply column shifts to determine the final odds column (these are cumulative):

  • Shift for Leadership advantage (8.4)
  • Shift for Defender if attacked across a river hexside

8.6 Combat Results Table Roll

The die is rolled on the Combat Results Table, cross-referencing the final odds column to determine the result. The Combat Results Table uses the following abbreviations to indicate the results:

  • A: Result effects Attacker.
  • D: Result effects Defender.
  • r: Indicated side must Retreat.
  • +: Attacker may advance two hexes instead of one.
  • E: Indicated side is Eliminated.
  • -: Inconclusive; no effect.
  • *: Indicated side is Disrupted, and must retreat one or two hexes.
  • 1*: Indicated side loses 1 SP, survivors are Disrupted.
  • -?: Roll the die: 1-2, both sides Disrupted, but no Retreat, and no Advance; 3+, treat as Inconclusive.
  • *?: Roll the die: 1-2, both sides Disrupted; 3+, treat as Retreat.
  • F: Both sides Fatigue one Unit.
  • FF: Both sides Fatigue two Units.

Before implementing the result, both sides must first roll on the Casualty Table.

Note: the Combat Results Table on the Player Aid (see the end of this rulebook) prints its inconclusive and disruption-roll symbols as "I", "I?" and "*?" rather than "-" and "-?"; the Player Aid's key is reproduced there as printed.

8.7 Casualty Table Roll

After determining a result on the CRT, the attacker rolls on the Casualty Table. Use the column on the top that shows the minimum number of SP on both sides (round down).

Example: if 17 SP attack 13 SP, use the 12 column as it is closest to 13, rounded down. Make one die roll only; the result on the Casualty Table applies to both sides. This is the amount of SP each side must lose. The Casualty Table losses are in addition to those on the CRT, if any.

8.8 Disruption, Fatigue, Retreat, and Advances

After resolving the Casualty Table roll, and any additional SP losses indicated on the CRT, the other results of the Combat, if any, are resolved.

Retreat: Retreating Units must move into a hex not occupied by enemy Units. The Unit may move into a hex adjacent to an enemy Unit - even the enemy Unit(s) that attacked it - so long as the new hex is not actually occupied by enemy Units. If a Unit must retreat due to a combat result, but there is no legal hex to move into, the Unit is eliminated.

Advance: If the defender's hex is vacated by combat, the attacker may advance into the hex the defender previously occupied. All, some, or none of the attacker's Combat Units (and Leader, if any) may advance. Units allowed to advance two hexes ("+" result on the CRT) must first advance into the defender's vacated hex, then may advance into any other eligible hex.

Disruption: Disrupted Units are marked with a Disruption Marker. Upon becoming Disrupted, the Unit must retreat 1 or 2 hexes (owner's choice). Disrupted Units cannot attack, and on defense their combat strength is halved.

Fatigue: Fatigued Units are marked with a Fatigued Marker. The Fatigue result affects one or two Units on each side. Owners choose which Units are Fatigued. Fatigued Units' combat strength are halved until they Recover in the appropriate Recovery Phase.

8.9 Combat Phases A and B

During Combat Phase "A" (the CS Player's Combat Phase), Units that become Disrupted or Fatigued are marked with a Disrupted "A" or Fatigued "A" Marker, respectively. They will recover during Recovery Phase "A" (during the US Player's turn).

During Combat Phase "B" (the US Player's Combat Phase), the Disrupted and Fatigued "B" Markers are used; these Units may recover during Recovery Phase "B" (during the CS Player's turn).

9.0 Recovery Phases

Recovery from Fatigue is automatic during the appropriate Recovery Phase (Fatigued "A" Markers are removed during Recovery Phase "A", and Fatigued "B" during Phase "B").

Recovery from Disruption is not automatic, and instead requires a die roll on the Disruption Recovery Table. Roll once for each Disrupted stack, again during the appropriate "A" or "B" Phase. If the Unit fails to Recover from Disruption during the appropriate Phase, they may then attempt Recovery in any subsequent Recovery Phases; affix that stack with a "Disrupted Any" marker.

10.0 Special Events

Each Player has a set of Special Event chits, which become available beginning on the August 15 turn. A player can play any number of Special Events per turn, deliberately and at any time, except a Unit cannot force march more than once in a turn. Some chits may be placed on friendly and enemy Units as a reminder of their effects. When played and the effects implemented, the chit is permanently removed from the game. See each side's Display Sheet for more information.

11.0 Special Rules & Exceptions

11.1 Pope and Lee (Leaders)

Certain Special Events may benefit Units stacked with their Leader. Leaders, as other Units, have a Leadership Rating for a possible CRT modifier. Pope's Leadership Rating is determined by a die roll. Use the rating based on the outcome. See Pope's Rating Table.

Leaders alone cannot be attacked. Leaders alone cannot block enemy movement. An enemy Unit can move into a leader's hex, and the leader must then move one hex away.

11.2 US Attack Determination Roll

US Units Sigel, McDowell, Porter, and Parke, if attacking alone or stacked with others on this list, must roll to see if the attack is carried out. If stacked with other US Units not on this list or with Pope, this rule is negated. This roll takes place immediately before the potential CRT roll, and succeeds on a 1-5; a roll of 6 means the attack is not made.

11.3 Alexandria Fortifications

US Defender SP is doubled in combat when defending in this hex, and those Units may ignore Dr results. The CS Player may not enter or attack Alexandria on September 1 or 2.

11.4 US Garrisons

Garrisons cannot move, attack, or retreat before combat.

11.5 Halleck's Orders (August 9 - August 22)

This rule is in effect from the beginning of the game through August 22. South of the Rapidan/Rappahannock Rivers line, no Union Unit can move to be more than one hex away from this river line. In other words, US Units can be adjacent to the river line south of it, but no further away. There are no restrictions north of the line. On August 23 this restriction is lifted for the rest of the game.

11.6 Weather (Rain Turns; August 22-23)

Crossing the Rapidan and Rappahannock Rivers in Rain Turns is prohibited; this includes Retreats and Advances. Forced March Event Markers cannot be used in Rain Turns.

11.7 First Turn (August 9)

Ignore the Sequence of Play on Turn One. There is only a Union Combat Phase. Banks II Corps Unit must attack the adjacent CS Units.

11.8 Heat Fatigue (August 10)

On August 10, all Jackson and Banks Units have their attack strength halved. Their movement allowance is 2 (don't roll).

11.9 Truce (August 11)

On August 11, all Units on the map are prohibited from attacking.

12.0 Victory Conditions

Both players can earn Victory Points by causing enemy defeats. There is no limit to the amount of VP a player can earn in the game by this method:

  • If one side, of a strength of 8 SPs or more, suffers Disruption or Elimination on the CRT, and the other side is not disrupted or eliminated in the same combat, the other side receives 1 VP.
  • If the same happens, but the side that suffers disruption or elimination is 16 SP or more, the other side receives 2 VP.

The CS player can gain 1 VP each by occupying the following cities at the end of the game:

  • Fredericksburg
  • Manassas

The CS player can gain VP (1 each) by occupying Rappahannock Station before August 25, and Alexandria before August 27.

The CS player can gain VP by destroying Union supply depots. At the end of a CS player turn, if a CS Unit occupies a Union depot, the marker is removed from the hex and the CS gains 1 VP. If the Manassas depot is captured/destroyed, the US player must place an alternative depot anywhere on the rail line that runs from Alexandria to Rappahannock Station (but not in Alexandria however).

VP Track: Each time a VP is earned, the player moves his marker along the track.

At the end of the game, subtract US VP from CS VP. CS side wins if it has 6 or more VP than the US. Otherwise, the US side wins.

Designer's Notes

When General John Pope became the new leader of Union forces in Virginia, his plan was to unite his troops with those of McClellan, then move south and defeat Lee. Robert E. Lee understood this danger, so he planned to strike at Pope before Union numbers increased. Jackson was sent out first to try to do some damage. The game begins with the situation of the historical battle of Cedar Mountain, a meeting engagement of Jackson's and Banks's formations.

The first turn rules preserve the unclear nature of Pope's orders to Banks, as well as the desire of both Jackson and Banks to attack each other. The historical campaign produced the named Battles of Cedar Mountain, Groveton, and Chantilly, as well as the two day Battle of Second Bull Run/ Second Manassas.

There really was a truce on the 11th of August for the purpose of burying the dead from the battle of Cedar Mountain. This is the reason for the special rule.

The Attack Roll for certain US units reflects the lower level of command for Parke, less than great competence for Sigel, and problems of transmitting and complying with orders between Pope, McDowell, and Porter. It may be a fair assessment to say that McDowell hated Pope. Other Union corps commanders didn't care for their new commander either. The uncertain Leadership rating for Pope gives the Federal player a better chance by not being restricted to a uniform low rating.

The cost to stack with friendly units represents traffic jams on the roads with troops and supply wagons. Disruption from combat represents disorganization, need to resupply, possible demoralization, and the like. Players should note the effects of combat before committing a force to battle. Disruption, fatigue, and casualties can occur, as well as gain or loss of victory points. These are realistic considerations I believe.

When a corps or an army didn't want to fight a battle, they usually could retreat before combat. Of course this was not always the case. Thus the die roll, reflecting how much surprise was attained by the attacker, or problems with deployment or orders being carried out, etc. The Retreat Before Combat DRM for Pope's hex starting August 23 is for the removal of Halleck's orders which mandated caution, and reflects Pope's increasing confidence (or over confidence).

Attack Coordination is another effort that is subject to a die roll. It wasn't easy to coordinate widely dispersed columns before the age of radio communications. There is however a possibility that, on a roll of 6, the attacker achieves some surprise or turns a flank, and that is the one column shift right on the CRT. Also, to clarify, on roll of 1 or 2 the attacker may choose the order of separate hex attacks.

It is hoped that players will not be bogged down by too many rules, and will find this a playable game. Historical content is in there too. My ideal wargame is one that is as playable as possible and as realistic as possible at the same time. Hopefully players will find this game to be enjoyable and also reflecting some of the history of the Virginia Campaign of August 1862.

Player Aid

Combat Results Table

Die1-41-31-21-12-13-14-15-16-17-1
1IIDrD*?D*D1*DEDEDEDE
2IIFDrDrD*?D*+D1*DEDE

Key: A: Attacker. D: Defender. E: Eliminated. F: Both sides Fatigue one unit. FF: Both sides Fatigue two units. r: Retreat one hex. I: Inconclusive, no effect. I?: Roll a d6. 1-2 disrupt both sides but no retreat and no advance after combat allowed. 3-6 = I. 1*: Lose 1 SP, survivors disrupt. *?: Roll a d6. 1-2 = *. 3-6 = r. (Retreat one hex.) *: Disrupt. Retreat 1 or 2 hexes.

Leader Ratings: Possible shift for attacker or defender. Disrupted Defender: Halved combat strength. Fatigued Attacker: Halved combat strength. Terrain Effects: Per Terrain Effects Chart.

Casualty Table

Minimum SP both sides:

Die5791012141618+
1111
21112
311

If defender is doubled, use the doubled strength for calculating minimum SPs. Result is the number of SP each side must eliminate.

Terrain Effects Chart

TerrainMovementCombat
Town/City1 MP
Clear1 MP
FortificationsUS defender 2x & ignore Dr (see note 1)
River hexside+1 MPOne column shift left
Rapidan & Rappahannock RiversProhibited on Rain TurnsProhibited (see note 2)
Bay Hex – Potomac (full hex)ProhibitedNot Applicable
MountainProhibitedNot Applicable
Gap2 MPDefender doubled

Note 1: Attacker cannot receive favorable shifts by Leader Rating against Fortifications. Note 2: Retreat across is prohibited in Rain turns.

DE
3IIIFFDrFDrD*?D*+D1*DEDE
4ArII?IFFDrDrD*D*+DEDE
5A*?A*?II?IFFDrDrD*DE+DE+
6A1*A1*A*?A*?I?IFDrDrD1*DE+
1
2
2
4111122
51111222
611112223