On to Richmond!
On to Richmond! Rulebook
Table of Contents
Table of Contents
- Note on This Rulebook's Sources
- GCACW Standard Basic Game Rules, Version 1.6
- On to Richmond! Exclusive Rules
- 1.0 Introduction
- 13.0 Basic Game Scenarios
- Advanced Game Rules
- 14.0 Advanced Game Sequence of Play
- 15.0 Start of Game
- 16.0 Random Events
- 17.0 Strategic Events
- 18.0 Union Command Posture
- 19.0 Random End of the Action Cycle
- 20.0 Strategic Movement
- 21.0 Railroad Movement
- 22.0 CSS Virginia and USS Monitor
- 23.0 Water Movement
- 24.0 Union Gunboats
- 25.0 County Control
- 26.0 Reinforcements
- 27.0 The Shenandoah Valley
- 28.0 Transfer
- 29.0 Norfolk and Fort Monroe
Note on This Rulebook's Sources
This rulebook is assembled, section by section, from the official rules currently published for On to Richmond!:
- Sections 1.0–12.0 (core game system) are the GCACW Standard Basic Game Rules, Version 1.6, published by Multi-Man Publishing. These standardized rules apply to every game in the Great Campaigns of the American Civil War series, including On to Richmond!, and supersede the original 1998 Avalon Hill rules text on points where the two differ. On to Richmond! is called out by name at several points in this shared booklet where its rules diverge from the series default (for example, its initiative-tracking, Confederate march roll, and pontoon-bridge rules); those divergences are reproduced below exactly as published.
- Sections specific to On to Richmond! (game components, abbreviations, the Basic Game scenarios, the Advanced Game rules, and the game's special systems) are translated from the Japanese-language exclusive-rules document referenced above.
GCACW Standard Basic Game Rules, Version 1.6
1.0 Introduction
The purpose of this manual is to serve as a guide to playing Basic Game scenarios for any of the games that have been published to date in the Great Campaigns of the American Civil War (GCACW) series. The games published so far in the series are listed below (in order of publication), along with the three-letter abbreviation for each game. These abbreviations are used throughout this manual.
- Stonewall Jackson's Way (SJW) [Original Publication]
- Here Come The Rebels! (HCR)
- Roads to Gettysburg (RTG)
- Stonewall in the Valley (SIV)
- Stonewall's Last Battle (SLB)
- On to Richmond! (OTR)
- Grant Takes Command (GTC)
- Battle Above the Clouds (BAC)
- All Green Alike (AGA)
- Stonewall Jackson's Way (SJW) [redesign republication]
- Atlanta Is Ours (AIO)
- Here Come the Rebels! (HCR) [redesign publication]
- Roads to Gettysburg (RTG) [redesign publication]
- Rebels in the White House (RWH) [redesign publication]
- Hood Strikes North (HSN)
- On To Richmond (OTR) [redesign publication]
- Grant Takes Command (GTC) [redesign publication]
- The Petersburg Campaign (TPC)
- Thunder on the Mississippi (TOM)
Two modules were also published in the Skirmisher #2 magazine: Burnside Takes Command (BTC) and Rebels in the White House (RWH). One module was published in Skirmisher #4 magazine: Lee's Last Offensive (LLO).
The first six games in the series were each published with their own rule booklet that contained minor changes in Basic Game rules from one game to the next. The Basic Game rules for the series were then standardized with the publication of the Standard Series Rules Upgrade Kit in Issue #1 of the GCACW Gamer's Guide, The Skirmisher. This kit itemized the changes required to bring each game in line with the official common set of rules. Since the Basic Game rules have been standardized, each subsequent game in the series has included a Standard Basic Game rule book (such as this manual) and a separate set of rules that are unique to that campaign. The first version of the Standard Basic Game rules appeared in Grant Takes Command. These rules have only had minor revisions in games published since then. The new designation for the standard rules that are included herein are the GCACW Standard Basic Game Rules, Version 1.6. The rules that have been added or modified for Version 1.6 are shown in blue text in the original for ease of identification. Since these rule sections are the most recent version of the Standard Series Rules ("Standard Rules"), they should also be used to update the rules in Sections 2.0 to 12.0 for the first six games in the series, including On to Richmond!. Please note that the special rules and setups for each scenario still must be referenced from the rule booklet that was originally published with each game. The Upgrade Kit in The Skirmisher also contained 130 updated counters that are needed to convert the first five games in the series to the Standard Rules.
Although these Standard Rules enhance the realism and enjoyment of the series, particularly the early volumes, their use slightly increases the complexity of play. Although this manual's rules are considered "official", it is entirely understandable that some players may prefer to play the games strictly as originally written. Before starting play of any GCACW game, players must agree whether or not these Standard Rules will be employed. It is recommended that if these rules are used, they be used in their entirety, not selectively. However, rules listed as "optional" may be used selectively.
2.0 Basic Game Concepts
One person is chosen as the Union player and the other as the Confederate player. However, playing the game solitaire presents no special difficulties.
2.1 Game Components
The components differ from one game to the next in the Great Campaigns series. Consult the original rule booklet for each game to find the list of components for that title in the series. (On to Richmond!'s own component list is given under "On to Richmond! Exclusive Rules" below.)
2.2 Playing Pieces
The following types of playing pieces (or counters) are used in the game: military units, leaders, and informational markers.
Military Units. Each player controls a set of military units. These are usually identified by their commanding officer, who is listed by name on the counter (e.g., "Early-B"). Some small units, however, are simply identified by regiment (e.g., "10 GA" — the 10th Georgia Infantry). Units also have designations on each side of the organizational symbol (the colored rectangle in the middle of the counter) identifying the corps and/or the division to which the unit belongs. For example, the Union "XX" designation means the unit belongs to the Twentieth Corps; the Confederate "M-W" designation means the unit belongs to Wheeler's Corps, Morgan's Division. Union infantry units also have a numerical division designation on the right side of the organizational symbol, which is used for informational purposes only.
Military units come in five different sizes: II = Squadron (Union only); III = Regiment; X = Brigade; XX = Division; X+ = Demi-Division (Confederate only). The demi-division was not a true military organization, although several Confederate reports from early 1862 used that term. It is an aggregation of 2 to 4 brigades from the same division and is appropriate for the early period of the war, when Confederate leaders could not easily control divisions with up to 16,000 men.
Military units are divided into three types — Cavalry, Infantry, and Artillery. Military units have two values printed on their counters: the Tactical value, representing the military competence of the unit's commander and troops; and the Artillery value, representing the number of artillery batteries attached to that unit. Military units have two sides: the front ("normal") side and the reverse ("exhausted") side. The exhausted side is marked by a white stripe across the top of the unit.
Leaders. There are four types of leaders in the GCACW series. A leader may never occupy a hex by itself. It must always be stacked with a friendly, subordinate military unit.
- Army Leaders: Army leaders have only a single number on their counters, which is their Command value. Army leaders are used to initiate grand assaults, and in Advanced Game scenarios of some games in the series they can perform the Activate Army Leader action. They must be attached to a subordinate infantry (not cavalry or artillery) unit at all times. Army leaders are present for both players in every game except SIV and AGA.
- District Leaders: District leaders are distinguished by the presence of a colored star on their counter. Like corps and division leaders, district leader counters contain two numbers: a Tactical value and a Command value. District leaders are hybrid units that are used to both activate units for movement and assault (like corps and division leaders) and initiate grand assaults (like army leaders). District leaders may not perform the Activate Army Leader action. They must be attached to a subordinate infantry (not cavalry or artillery) unit at all times. District leaders are found leading the forces in a side theater that was not large enough historically to warrant the deployment of an entire army. Note: Not all games have District Leaders.
- Corps and Division Leaders: Corps and division leader counters contain two numbers: a Tactical value and a Command value, but no red star. Players must check the "Size" column in the scenario setup to determine which leaders with these two numbers are corps leaders and which are division leaders. Corps and division leaders are used to both activate units for movement and to initiate assaults. Corps and division leaders must be attached to a subordinate unit belonging to the same corps or division at all times. This subordinate unit can be of any type (infantry, cavalry, or artillery), depending on the composition of the units in that corps or division. Some combination of corps and/or division leaders are present for both players in every game in the series. Some corps may even have both corps and division leaders present; in this case some units may be activated by either the corps or division leader at the player's discretion.
Informational Markers.
Strength Markers: A military unit must always possess a single Strength marker. A Strength marker has a front (organized) and a reverse (disorganized) side. The organized side has a single number from 1 to 21, which is both its "Manpower value" and "Combat value." The disorganized side has two numbers: a smaller number in value (1/2 to 14), which is its Combat value; and a larger number in value (1 to 21), which is its Manpower value. Strength markers never function by themselves; they must always be assigned to a military unit. At the start of a scenario, a Strength marker of the correct Manpower value is placed underneath a unit on its organized side. Wherever a unit goes, its Strength marker accompanies it. A maximum of one Strength marker may be assigned to a unit at a time. As a unit suffers losses, its marker changes. A player may examine his opponent's Strength markers at any time. Leaders never possess Strength markers. Although Strength markers can have numbers from 1 to 21, in most games in the series, players are limited to a maximum Manpower value that is less than 21. The maximum manpower in a specific game is listed in the Advanced Game rules for that game, in the Attachment section.
Fatigue Markers: As military units move and fight, they become "fatigued." Fatigue is represented in five "Fatigue levels" from 0 to 4. Military units must always be at one of these levels. Fatigue markers are placed underneath a unit's Strength marker. As the unit's Fatigue level changes, its Fatigue marker is adjusted. A unit at Fatigue level 0 does not possess a Fatigue marker — the lack of such a marker indicates Level 0. Leaders never possess Fatigue markers.
2.3 The Map
Each land hex on the map is classified as one of ten major terrain types: clear, rolling, rough, woods, city, swamp, provisional swamp, hill, mountain, or loess. Each terrain type has its own Movement Point cost, listed on the Terrain Chart, which military units pay to enter the hex. Clear, rolling and hill hexes have distinctive base colors: light yellow for clear, light green for rolling, and orange for hills. Other hexes can be recognized by special symbology: a green "brush" pattern for rough; a dark green "forest" pattern for woods; a gray "grid" pattern for city; a light green "marsh" pattern for provisional swamps; a highlight to the provisional swamp for permanent swamp hexes (in OTR and GTC this highlight is given by making the swamps a darker green; in all other games the permanent swamp hexes have a silvery-blue highlight applied); a brown "elevated land" pattern for mountain; and a tan pattern for hills. A land hex is considered to be the terrain type of the predominant symbology in that hex. Only whole hexes are playable. Partial hexes are not playable for any game purpose; they are considered off-map.
Special Hex/Hexside Features: A number of terrain types appear along hexsides, such as rivers, creeks, ridges, bluffs, fords, bridges, ferries, dams, and county borders. Several types of special terrain appear within a hex, such as villages, RR stations, pikes, roads, landings and redoubts, but these have no effect on a hex's major terrain classification. Woods Hexside: A "woods hexside" is a hexside between a woods hex and any other hex (including another woods hex). The hexside itself does not have to be covered with a forest pattern to be considered a woods hexside. Loess Hexside: A "loess hexside" is a hexside between a loess hex and any other hex (including another loess hex).
2.4 Zones of Control
A military unit, regardless of its status, exerts a Zone of Control (ZOC) into each of the six adjacent hexes surrounding it. Exceptions: ZOC extend across major or minor river hexsides only at fords, dams, ferries, or bridges. Also, ZOC extend into and out of swamp and mountain hexes only across hexsides crossed by a road, pike, RR or trail. Finally, ZOC do not extend across all-water hexsides.
Restricted ZOC: If a unit exerts a ZOC across a woods or loess hexside (see definition above), and no road, pike, RR or trail traverses that hexside, the hex into which that ZOC is exerted is referred to as a "restricted ZOC." Non-restricted ZOC are sometimes referred to as "normal" ZOC. Unless otherwise specified, restricted ZOC hexes function like normal ZOC.
2.5 Command Radius
Sometimes a leader must trace a "command radius" between itself and subordinate units or another leader. A command radius is a path of three or fewer contiguous hexes between a leader's hex (exclusive) to a unit's hex (inclusive). Terrain is irrelevant when a leader traces a command radius — the three-hex path may enter any type of hex or cross any hexside. A command radius may not enter an enemy-occupied hex or an enemy ZOC, including restricted ZOCs. (It may enter an enemy ZOC hex if that hex is occupied by a friendly unit.) The hex occupied by a leader is considered within its own command radius.
2.6 Abbreviations
Art: Artillery — MP: Movement Points Brig: Brigade — Org: Organized Cav: Cavalry — Regt: Regiment Cmd: Command — RR: Railroad Disorg: Disorganized — Sub: Substitute Div: Division — VP: Victory Points Dmorlze: Demoralized — ZOC: Zone of Control Inf: Infantry
(On to Richmond!'s own abbreviations for its commanders and formations are given under "On to Richmond! Exclusive Rules" below.)
3.0 Basic Game Sequence Of Play
Each turn is performed according to a Sequence of Play:
- Random Events Phase. Two dice are rolled; the players consult the Random Events Table. (Random events are only used in a Basic Game scenario if the scenario specifically calls for it.)
- Leader Transfer Phase. Leaders may be transferred from one subordinate unit to another (see 6.3).
- The Action Cycle — Action Phase.
- A. Initiative Segment: Both players roll a die. The player with the higher roll wins. The winner must take initiative or pass (see 4.2). In all games other than BAC, TOM, AIO, and HSN, if both players roll the same number, the Confederate player wins initiative — this includes On to Richmond!. In some games, such as all OTR scenarios and the GTC Grand Campaign game, players must note the number on the winning die; in such games, this number is used to determine which units are eligible for activation with that initiative (see 5.2).
- B. Activation Segment: The player who has taken initiative must perform a single action with an eligible leader or unit. At the end of an Activation Segment, the players return to the Initiative Segment and a new Action Phase begins. Players continue to perform Action Phases indefinitely until both players pass in the same Action Phase (see 4.4).
- Recovery Phase. Eligible units may entrench, build bridges, repair bridges and ferries, and recover from fatigue, disorganization, exhaustion, and demoralization.
- Turn Indication Phase. The Turn marker is advanced one box on the Turn Record Track and the players begin a new turn.
Exceptions: Occasionally, an individual Basic Game scenario might draw on one or more rules sections from the Advanced Game rules for that volume. In these situations, additional phases may be added to the sequence of play after the Random Events Phase.
4.0 The Action Cycle
Every turn has a single Action Cycle of indefinite length.
4.1 The Action Phase
An Action Cycle consists of a variable number of Action Phases. Each Action Phase is composed of an Initiative Segment and an Activation Segment. As soon as a player completes an action in the Activation Segment, a new Action Phase begins. Action Phases continue indefinitely until conditions for ending the Action Cycle are fulfilled.
4.2 The Initiative Segment
During this segment, both players roll a die. The player with the highest roll wins. In BAC, TOM, AIO and HSN, either the Union or Confederate player may win initiative depending on the specific number rolled; in all other games, including On to Richmond!, the Confederate player wins initiative on a tie. In some games, such as all OTR scenarios and the GTC Grand Campaign game, players must note the number on the winning die. In such games, this number is used to determine which units are eligible for activation with that initiative; see 5.2 for an example. If one player has no units eligible for activation in an Initiative Segment, his opponent automatically wins, and the dice are not rolled. (Exception: In some scenarios, the turn may end early or Insubordination may occur on certain tied initiative rolls. In these scenarios, both players must roll the dice in each Initiative Segment, even if one player has no units eligible for activation. If the player who has no eligible units wins the roll, he must pass.)
The winning player must choose one of the following two options:
- Take Initiative: He may take the initiative, thereby obligating him to perform an action in the subsequent Activation Segment.
- Pass: He may "pass," automatically yielding initiative to his opponent.
A player who lost the initiative roll but who has initiative yielded to him by a "pass" must choose one of the same two options — take initiative, or pass, which automatically ends the Action Cycle.
Passing: If the player who wins the initiative roll passes, he does nothing. His opponent must then either take the initiative or pass. If the opponent also passes, the Action Cycle ends.
4.3 Activation Segment
The player who takes initiative must perform a single action with an eligible unit or leader in the Activation Segment. The counter selected for this action is called the "active unit" or "active leader." The player controlling this unit/leader is called the "active player."
4.4 Ending the Action Cycle
As soon as a player completes an action in an Activation Segment, a new Action Phase begins. Action Phases repeat indefinitely in an Action Cycle until both players pass in the same Action Phase. Thus, an Action Cycle ends when the player who wins the initiative roll passes, and his opponent — who is given the choice of taking initiative or passing — also passes. The Action Cycle also ends when both players have no units eligible for activation, or if a player passes when his opponent has no units eligible for activation. When an Action Cycle ends, proceed to the Recovery Phase.
5.0 Actions
The player who takes initiative must perform a single action in the Activation Segment with one of his units or leaders. There are five types of actions: March, Activate Leader, Assault, Burn RR Station (not in SIV or OTR), and Entrenchment (1863 or later).
5.1 March
Only a single unit (not a leader) may be chosen to perform a March action. A unit is eligible to march only if it is currently at a Fatigue Level of 3 or less — it may not march if it is at Fatigue Level 4. The unit's Strength marker may be organized or disorganized. A unit may march more than once per turn, but never more than once per Action Phase. A March is performed as follows:
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The player with initiative selects one eligible unit anywhere on the map. The unit's Movement Allowance is calculated as follows:
- Union Infantry or Artillery Unit: The Union player rolls one die. The result is the unit's Movement Allowance.
- Confederate Infantry or Artillery Unit: The Confederate player rolls one die. The die roll is increased by 1. The modified die roll is the unit's Movement Allowance. Exception: In OTR and AGA, the Confederate player rolls one die (but does not increase the roll by 1). The result is the unit's Movement Allowance, although the unit's minimum Movement Allowance is 2, even if the roll is 1.
- Union Cavalry Unit: The Union player rolls two dice. The sum of the dice is the unit's Movement Allowance.
- Confederate Cavalry Unit: The Confederate player rolls two dice. The sum of the dice is increased by 1. The modified dice roll is the unit's Movement Allowance.
The chosen unit's Fatigue Level is increased by one. The unit gains a new Fatigue marker (or has an existing marker flipped over) to reflect the change. If this march brings a unit on its normal side to a new Fatigue Level of 3 or 4, or a unit on its exhausted side to a new Fatigue Level of 2, 3 or 4, it is an "extended march," and the player must consult the Extended March Table. Note: Before proceeding to Step 3, enemy cavalry units in the active unit's ZOC may perform a cavalry retreat (see 7.7).
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An eligible unit may enhance its Movement Allowance by making a "force march." The Movement Points (MP) gained by a force march are added to the Movement Allowance calculated in Step 1 to determine a final Movement Allowance. If no force march is performed, the unit's final Movement Allowance is the number determined in Step 1.
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Place the "Active Movement Allowance" marker on the Movement Track in the box corresponding to the unit's final Movement Allowance.
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The unit performs its march. As it expends MP, the Active Movement Allowance marker is adjusted downward. The march ends when the marker reaches 0 or the active player states that the action is over. If the marker reaches 0 due to an attack, the action does not end until the attack is resolved. (Optional) A unit at Fatigue Level 4 may be selected in Step 1 of a March action if its Strength marker is organized. If a unit at Fatigue Level 4 marches, its Strength marker is automatically flipped to its disorganized side. (It retains its Fatigue Level 4 marker.) The player does not consult the Extended March Table. If a unit at Fatigue Level 4 marches, it may not also force march.
Extended March: If a unit on its normal side marches and its fatigue increase brings it to Fatigue Level 3 or 4, the action is an "extended march." If a unit on its exhausted side marches and its fatigue increase brings it to Fatigue Level 2, 3 or 4, the action is also an "extended march." Before proceeding to Step 3 of the march procedure, the active player rolls a die and consults the Extended March Table (see Charts & Tables handout). This roll may be modified. If the unit's Strength marker is organized, the modified roll is cross-referenced with the "Organized" column. If the unit's Strength marker is disorganized, the modified roll is cross-referenced with the "Disorganized" column corresponding to its current Manpower value. There are three possible results: NE, no effect; the extended march has no effect on the active unit. D, disorganized; the unit's Strength marker is flipped to its disorganized side. 1/2/3, the unit's Manpower value is reduced by 1, 2, or 3, and the unit's new Strength marker is placed on its disorganized side. As long as it is not eliminated by the result, the active unit resumes its march after determining the effects of its extended march.
Force March: A player may enhance his active unit's Movement Allowance by declaring a "Force March." A force march may only be declared in Step 3 of the March procedure or Step 7 of the Activate Leader procedure. An active unit may force march only if its Strength marker is currently on its organized side. Artillery and wagon units can never force march. To conduct a force march, follow this procedure:
- Flip the unit's Strength marker to its disorganized side.
- If an infantry unit force marches, roll one die and subtract 1 from the roll. If a cavalry unit force marches, roll two dice and subtract 1 from the dice sum. The result is the number of MP added to the active unit's Movement Allowance as determined in Step 1 of the March procedure. The minimum MP bonus gained by an infantry unit's force march is 2, even if the modified roll is 0 or 1. The minimum MP bonus gained by a cavalry unit's force march is 4, even if the modified roll is 1, 2, or 3.
- If the unmodified roll in Step 2 is 6 (for infantry), the active unit's Manpower Value is reduced by two if its current Manpower Value is 6 or more; otherwise, its Manpower Value is reduced by 1. If the unmodified roll in Step 2 is from 2 to 5 (for infantry) or 8 or more (for cavalry), the active unit's Manpower Value is reduced by one. New Strength markers are placed on their disorganized sides. If the unmodified roll in Step 2 is 1 (for infantry) or 7 or less (for cavalry), the active unit's Manpower Value is unaffected.
5.2 Activate Leader
The "activate leader" action enables a player to perform one or more consecutive march actions with eligible military units in the same Action Phase. The following actions may not be performed in an Activate Leader action: Assault, Burn RR Station, and (in Advanced Game scenarios) RR or amphibious embarking and movement. Only one district, division, or corps leader at a time may be chosen for activation. A leader is eligible for activation only if one or more units within his command radius belonging to his command are at a Fatigue Level of 3 or less. A leader activation is performed as follows:
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The player with initiative selects an eligible leader anywhere on the map.
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The player with initiative must select one or more units belonging to the active leader's command that are situated within the leader's command radius (other than the leader itself). All of the units selected to participate in an activate leader action must be at a Fatigue Level of 3 or less. Place a Union or Confederate "Leader Activation" marker on top of each unit selected. The player is not obligated to select every eligible unit within the leader's command radius, although he may do so. He must select at least one. In all games there will be units that do not belong to any leader's command (Example: Union cavalry units in SIV, OTR, SJW, HCR, SLB and AGA do not belong to a command since there are no Union cavalry leaders in those games). These units may not be selected to join an activate leader action. They may only perform march and entrenchment actions individually. Exception: Artillery units in all games may be selected to join in an Activate Leader action of any non-cavalry leader, even though they do not belong to the active leader's command.
In 1864–1865, or in 1863 if playing with the "Entrenchment" action optional rule, the player must declare whether each unit selected will march or entrench. This designation must occur in Step 2 of this procedure, prior to the calculation of the Movement Allowance. The player is free to have some units march and others entrench during a single Activate Leader action.
(Optional) A unit at Fatigue Level 4 may be selected to march (not entrench) in Step 2 of an Activate Leader action if its Strength marker is organized. If a unit at Fatigue Level 4 marches, its Strength marker is automatically flipped to its disorganized side. (It retains its Fatigue Level 4 marker.) The player does not consult the Extended March Table. If a unit at Fatigue Level 4 marches, it may not also force march.
Special Rule For On To Richmond: In OTR, if the Union player is performing the Activate Leader action, he is limited in the number of units he may select by the number he rolled during the just-completed Initiative Segment of the current Action Phase:
Union Die Roll Result 1 to 4 Union player may select only 1 eligible unit 5 Union player may select 2 eligible units 6 Union player may select any number of eligible units Note: If the Confederate player won the initiative roll in the current Action Phase but passed, the Union player may select any number of eligible units in a leader activation regardless of the number he rolled in the Initiative Segment. Also, if the Union player has taken initiative in the current Action Phase without an initiative dice roll (which is possible if the Confederate player has no units eligible for activation), the Union player may select any number of eligible units in a leader activation.
5.3 Assault
An "assault" action enables a district, division, or corps leader to attack a single, adjacent, enemy-occupied hex with a group of subordinate units rather than attacking with each individually. Only one leader at a time may be chosen for an assault. A leader is eligible for an assault only if one or more subordinate units in the leader's hex have a Fatigue Level of 3 or less. MP are not used in an assault; assaults are explained in detail in the combat section (7.1).
5.4 Burn RR Station
SIV and OTR may not burn RR stations.
5.5 Entrenchment
In any 1864 or later scenario, or in a 1863 scenario if used by mutual consent, players may add an "Entrenchment" action to the menu of actions available to active units. Entrenching during the Action Cycle is always in addition to normal entrenchment rules in the Recovery Phase (see 9.0). This action does not apply to On to Richmond!'s 1862 Basic Game scenarios, which use the Recovery Phase entrenchment procedure only.
6.0 March and Movement
6.1 Rules of Marching
A marching unit may move and/or attack. A unit moves from hex to adjacent hex, expending a number of Movement Points (MP) equal to the cost of the major terrain in the hex entered (see the Terrain Chart). A marching unit can expend some, all, or none of its MP (unused MP may not be saved from march to march, nor may they be transferred between units). As a unit expends MPs, the Active Movement Allowance marker is adjusted downward on the Movement Track. The unit may no longer move when the marker reaches 0.
Attack: Attacks (except for assaults) are part of the march procedure. A marching unit may attack any single adjacent hex occupied by enemy units. There are four types of attacks, each of which expends a different number of MP (the MP cost also varies for infantry and cavalry units). A unit may not attack if it does not possess the requisite MP:
- Column of Route: 0 MP (for both infantry and cavalry). A column of route attack may not be declared if a unit's Movement Allowance is 0; it may only be used if the unit has a Movement Allowance of 1 or more at the moment of declaration.
- Hasty: 1 MP for infantry; 2 MP for cavalry.
- Normal: 2 MP for infantry; 4 MP for cavalry.
- Prepared: 4 MP for infantry; 8 MP for cavalry.
Note: The defender's terrain does not affect an attack's MP cost. The four types of attacks listed above are used only for units attacking in a march — they are not used in an assault. Exception: If the defender is in loess terrain, a +1 MP penalty applies to the MP cost to undertake that attack.
6.2 Rules of Movement
Roads, Pikes, Railroads: If a unit enters a hex through a hexside crossed by a road, pike, or railroad (RR), it ignores the cost of the hex's major terrain and instead pays 1 MP. Unfinished railroads are treated as roads (not railroads) for all game purposes.
Trails: If a unit enters a mountain hex through a hexside crossed by a trail, it expends 2 MP. If a unit enters a non-mountain hex through a hexside crossed by a trail, it expends 1 MP.
Mountains: A unit may never enter or exit a mountain hex unless this move is performed across a hexside crossed by a road, pike, trail, or railroad.
Ridges: If a unit enters a hex across a ridge hexside, it must expend an additional 1 MP above the normal cost for entering the hex. This applies even if the hexside is crossed by a road, pike, trail, or RR, and regardless of the direction of movement.
Swamps: A unit may never enter or exit a swamp hex unless this move is performed across a hexside crossed by a road, pike, or RR. Provisional swamp hexes function in all respects as rough hexes except in rain turns, when they convert to normal swamp hexes (see 12.0).
Rivers: A unit may not cross a major or minor river hexside except at a bridge, dam, ferry, or ford. A unit crossing a bridge, dam, or ford pays no MP penalty. (The MP cost of the major terrain in the hex entered is negated if the bridge, dam, or ford is crossed by a road, pike, or RR — and the road, pike, or RR MP cost is used instead.)
Dams: Dams are considered indestructible bridges in all GCACW games. A unit may cross a dam over a major or minor river with no movement point penalty, even in a rain turn, just as if it were a bridge. Unlike bridges, dams may not be destroyed.
Ferries: A unit may cross a ferry over a minor river in non-rain turns with no MP penalty, just as if it were a ford. However, at a major river ferry on any turn (regardless of weather), or at a minor river ferry in a rain turn or while unfordable, the unit must pay an MP penalty (simulating the use of boats to cross). The unit's Manpower value is divided by 3 (drop fractions). The result is the MP penalty to cross the ferry. This penalty is in addition to the normal MP cost to enter the hex on the far side of the ferry (typically road movement cost).
Creeks: Creek hexsides do not affect movement. Units may cross them at no special MP cost.
Water: Units may not enter water hexes.
Enemy-Occupied Hexes: A unit may not enter a hex occupied by enemy units (but see 7.6).
Enter Enemy Zone of Control: A unit must stop its movement at the moment it enters an enemy normal ZOC hex from a hex that is not in an enemy normal ZOC. The unit must then either attack or end its march. If the unit attacks successfully (i.e., it does not receive a "D," "F," "f," or "E" combat result), it is allowed to continue its march by moving and/or attacking. (However, if after a successful attack it still occupies an enemy normal ZOC, it again must either attack or end the march.) A unit must stop upon entering an enemy normal ZOC even if that ZOC is occupied by a friendly unit. If a unit enters an enemy cavalry unit's normal ZOC and the enemy unit performs a cavalry retreat, the unit may continue its march. A unit may not refuse flanks (7.8) when entering an enemy normal ZOC; however, it may refuse flanks if it marches in place in an enemy normal ZOC.
Exit Enemy Zone of Control: An active unit may not exit an enemy normal ZOC hex unless it starts its march in an enemy normal ZOC hex and its first activity is to exit that ZOC. ZOC to non-ZOC: If it moves from an enemy normal ZOC hex directly to a hex that is not in an enemy normal ZOC, it pays normal MP costs plus 1 MP to enter that hex. Assuming the unit has MP remaining, it may continue its march. ZOC to ZOC: If it moves directly from one enemy normal ZOC hex to another, it ignores the hex's MP cost and instead pays a cost equal to the unit's entire Movement Allowance. This penalty applies even if the enemy normal ZOC hex entered is occupied by a friendly unit and even if the two enemy ZOC emanate from different enemy units not in the same hex. Since the unit then has 0 MP left, its march is over and it may not attack. (Even though a hex's normal MP cost is ignored, a unit may still not enter or exit a mountain or swamp hex — except by road, pike, RR or trail — or cross a major/minor river hexside, except by ford, bridge, dam, or ferry.) If a unit moves directly from one enemy normal ZOC hex to another and the two hexes are not connected by a road, pike, RR or trail, the unit's Strength marker is flipped to its disorganized side. (If it is already disorganized, reduce the Strength marker's Manpower value by 1.) Disorganization or loss is not applied if the unit moves from one enemy normal ZOC hex to another and the two hexes are connected by a road, pike, RR or trail. A unit may neither attack nor refuse flanks (7.8) when moving directly from one enemy normal ZOC to another enemy normal ZOC.
Restricted ZOC: Restricted ZOC hexes — those into which a ZOC is exerted across a woods or loess hexside not containing a road, pike, RR or trail (see 2.4) — do not affect movement in any way.
Enter Friendly-Occupied Hex: An active infantry, artillery, or wagon train unit must pay an MP penalty to enter a hex already occupied by one or more friendly infantry and/or artillery units with a combined Combat Value of 3 or more, or a hex occupied by a wagon train. The MP penalty depends on the major terrain in the hex entered. MP penalties to enter a friendly-occupied hex are not cumulative:
| Combined Combat Value in Hex | City, Clear, Rough, Rolling, Hill | Woods, Loess, Swamp, Mountain |
|---|---|---|
| Less than 3 | NE | NE |
| 3 to 11 | +1 MP | +3 MP |
| More than 11 | +2 MP | +4 MP |
| Wagon Train | +2 MP | +4 MP |
Note: The combined Combat value may fall exactly between two rows of the chart above (e.g., 11.5). If so, round the value up. Cavalry units do not pay such MP penalties and do not trigger them if a friendly infantry, artillery, or wagon train unit enters their hex.
Cavalry Retreat: When an active infantry unit moves into the normal ZOC of an enemy cavalry unit — before the active player declares an attack — the cavalry unit may make a cavalry retreat (see 7.7).
Minimum 1 Hex Movement: As long as a unit does not attack during its march, it may always move at least one hex — even if its Movement Allowance is not sufficient for it to enter an adjacent hex. Exception: A unit may still not enter or exit a mountain or swamp hex (except by road, pike, RR or trail), or cross a major or minor river hexside (except at a bridge, dam, ford, or ferry). If an enemy cavalry retreat reduces an active unit's Movement Allowance to 0 before it has moved in its march, it may still move one hex. If a unit begins a march adjacent to a ferry hexside and does not have enough MP to cross due to the ferry MP penalty, it may cross that ferry hexside anyway using all of its available MP.
6.3 Leader Movement
A leader may never occupy a hex by itself; it must always be stacked with a subordinate unit. A leader is considered "attached" to a unit with which it is stacked and must move with that unit wherever it goes during a March or Activate Leader action (exception: see "Leaders and Combat," below). More than one leader may be attached to the same unit if they represent different organizational levels (e.g., a division and corps leader; or a corps and army/district leader). Once a unit with one or more attached leaders begins its movement in a March or Activate Leader action, it may not "drop off" a leader and attach it to a different unit in any hex entered during that action. A leader may neither move nor activate by itself, although it may "transfer" (see below).
Leaders and Combat: If a unit with one or more attached leaders is forced to retreat, the leaders must remain with that unit throughout the retreat. If, during its retreat, it enters a hex occupied by other units, it may not "drop off" a leader and attach it to another unit in that hex. If a unit with one or more attached leaders is eligible to advance after combat (see 7.6), the leaders accompany the unit during the advance. (Exception: If more than one unit is eligible to advance after combat, and some advance while others do not, the owning player may either keep leaders attached to their current unit, or he may reattach one or more of them to another subordinate unit in the hex immediately before the advance is undertaken.)
Leader Transfer: A leader may transfer from unit-to-unit in two ways. Leader Transfer Phase: During the Leader Transfer Phase, the owning player may transfer some, none, or all of his leaders from one subordinate unit to another, tracing a path of contiguous hexes no more than 10 hexes in length from the leader's hex (exclusive) to the hex occupied by the unit to which the leader wishes to transfer (inclusive). This path may not enter enemy-occupied hexes, but it may enter enemy ZOC, and it may transit any terrain type, including swamps, mountains, and rivers. The Union player must perform all desired transfers in the Leader Transfer Phase before the Confederate player executes any leader transfers. Activate Leader Action: Leaders may transfer during an "activate leader" action (see 5.2). Such a transfer may only be performed once per action, and only before units march.
Army and District Leaders: Army and district leaders are subject to the following restrictions: they may transfer in the Leader Transfer Phase, but they may not attach to a cavalry/artillery unit or cavalry leader. If a District Leader is the Active Leader then he can leader transfer per section 5.2 step 5. If they are situated in the same hex as an active leader performing an Activate Leader action, they may transfer with the active leader in Step 5 of the Activate Leader procedure, although they are not obligated to do so; if an army/district leader transfers, it must transfer and attach to the same unit as the active leader. Exception: If the active leader is a cavalry leader, an army/district leader may not transfer in Step 5 of the Activate Leader procedure. If an army/district leader occupies a hex with more than one subordinate infantry unit, and one of those units to which the army/district leader is not currently attached leaves the hex during a March or Activate Leader action (including an advance after combat), the leader may attach to the departing unit or it may remain in the hex and stay attached to its current unit. An army/district leader is not obligated to be attached to an infantry unit to which a non-army leader is also attached; the army/district leader may be attached to an infantry unit by itself.
6.4 Stacking
An unlimited number of friendly units and leaders may occupy the same hex.
Force Markers: Since stacks of counters are unwieldy, players should use substitute counters called "Force markers" when they have more than two units per hex. Each player has his own set of Force markers and a corresponding Force Display. Each Force marker is identified by number and has a corresponding box on the display. A player may remove an unwieldy stack of counters from the map at any time and place the units, leaders, and markers comprising this stack in an empty box of the display. Then the Force marker corresponding to this box is placed on the map in the hex formerly occupied by the stack. All units and leaders comprising a force are considered to occupy the hex in which the Force marker is situated, and they exert ZOC normally. Subject to normal marching rules, units and leaders may leave the force and be placed back on the map at any time the owning player wishes. Units may freely join a force if they end a march in the same hex as the marker. Force markers have no effect on play. Players are not obligated to use them.
6.5 Fatigue Levels
A unit's Fatigue Level is increased when it performs an action. It may also be increased due to combat. A unit at Fatigue Level 4 may not perform an action, although it may defend and retreat due to combat. Players may wish to turn units sideways when they reach Fatigue Level 4 so that they can see at a glance which units are no longer eligible for activation.
7.0 Combat
7.1 Attacks
Only a unit performing a march or units participating in an assault action may attack.
Targets of Attacks: An attacking unit (or group of units in an assault) may attack any single, adjacent hex occupied by one or more enemy units. If the attacking unit is adjacent to more than one enemy-occupied hex, it may attack only one hex of the active player's choice.
Participation in Attacks: Attacks are never mandatory. In a march, only the active unit may attack. All other friendly units, even those stacked in the same hex as the active unit, never participate in the attack. A unit may attack more than once per march as long as it has the requisite MP and does not suffer a prohibitive result on the Combat Results Table. In an assault action, only subordinate units stacked in the same hex as the active leader may participate in the attack (exception: see "grand assault"). A maximum of one attack may take place per assault action.
Participation in Defense: All units in a hex being attacked must participate in that combat. The attacker may not single out a unit in the hex as a target, and the defender may not withhold units in the hex from combat.
Attack Restrictions:
- Rivers: An attack may not take place across a major or minor river hexside unless a bridge, dam, ferry, or ford connects the attacker's and defender's hexes.
- Mountains and Swamps: An attack may not take place against a unit in a mountain or swamp hex unless the attacker's and defender's hexes are connected by a road, pike, RR or trail. A unit in a mountain or swamp hex may not attack an enemy unit unless the two hexes are connected by a road, pike, RR or trail.
- Artillery: Artillery units may not be the only units in an attack (marching or assault).
- Woods or Loess Hexsides: A unit may only attack across a "woods hexside" or "loess hexside" (see 2.3) if it meets either of the following conditions: it starts the action in the hex from which the attack is made, or there is a road, pike, RR or trail connecting the attacker's and defender's hexes. In this case it is permissible for the active unit to have marched one or more hexes before initiating the attack across the woods or loess hexside.
- Minimum 1 Hex Movement: As long as a unit does not attack during its march, it may always move at least one hex — even if its Movement Allowance is not sufficient for it to enter an adjacent hex.
Attack Procedure (Marching Unit Only): A unit performing a march may attack as follows:
- Select Target: The active player states the attack's target.
- Select Attack Type: The active player states his type of attack: column of route, hasty, normal, or prepared (see 6.1). Adjust the Active Movement Allowance marker downward on the Movement Track by the attack's MP cost.
- Determine Combat Values: The players determine their Combat values and calculate the "ratio modifier" to the attacker's die roll in Step 5.
- Determine Die Roll Modifiers: The players determine the "tactical" and "artillery" modifiers and any other modifiers applying to the combat (see 7.4).
- Roll Dice: The attacker and defender each roll a die, modifying their rolls as required. The defender's modified roll is subtracted from the attacker's modified roll. The players consult the Combat Chart and apply the results (see 7.5).
- Continue Action: If the marching unit has remaining MP and the combat result does not require it to end the action, it may continue to perform its march. If the unit has no more MP or the result calls for the march to end, the action is over and a new Action Phase begins.
Attack Procedure (Assault Action Only): A corps, division or district leader may be selected for an assault only if one or more subordinate units at Fatigue Level 3 or less are stacked with that leader. A Movement Allowance is not calculated in an assault and MP are not used — thus, the active player does not specify a type of attack (column of route, hasty, normal, prepared). An assault is performed as follows:
- Select Participants: The active player selects an eligible leader. Next he chooses one or more units in the active leader's hex belonging to the same command as that leader. Each unit selected to participate in the action must be at Fatigue Level 3 or less. Exception: A player may select one or more artillery units occupying the same hex as the active leader to participate in an assault even though the artillery units do not belong to the leader's command. Note: an artillery unit may never be the only unit in an assault.
- Increase Fatigue: Each unit selected to participate in the assault in Step 1 has its Fatigue Level increased by one. Note: An "extended march" never occurs as a result of an assault action, even if the unit goes to a new Fatigue Level of 2, 3 or 4.
- Select Target: The active player states the target of the attack, which must be a single, adjacent, enemy-occupied hex.
- Cavalry Retreat: The enemy player may conduct a cavalry retreat with eligible units (see 7.7).
- Roll for Command: The active player rolls a die. This roll may be modified. If he rolls a 6 (before modification), the assault automatically ends. Begin a new Action Phase — do not proceed to Step 6. If the roll is 5 or less, apply any appropriate modifier to this roll (see below), and subtract the modified number from the active leader's Command value. The result is the "Assault Number." If the Assault Number is less than 0, the assault ends. Begin a new Action Phase — do not proceed to Step 6. However, if the Assault Number is 0 or greater, the assault takes place — continue the assault procedure. The Assault Number is the maximum number of attacking units that may participate in the assault. (If the Assault Number is 0, one unit must participate.) If the Assault Number is equal to or greater than the number of units selected in Step 1, all the units selected in Step 1 (and no more) must participate in the assault. If the Assault Number is less than the number of units selected in Step 1, the active player must choose (from among the units selected in Step 1) a number of units to employ which equals the assault number. (The assault must proceed, even if the number of units actually employed is less than the number selected in Step 1.) Regardless of whether or not an assault takes place, all units selected to participate in Step 1, even if they ultimately are dropped from the assault, gain one Fatigue Level in Step 2.
- Attempt Grand Assault: The active player may attempt a "grand assault" (see below). A successful grand assault allows additional units to participate in the attack. Even if a grand assault attempt fails, the assault must proceed to Step 7. The active player cannot back out of the action.
- Determine Combat Values: The players determine their Combat values and calculate the "ratio modifier" to the attacker's die roll in Step 9.
- Determine Die Roll Modifiers: The players determine the "tactical" and "artillery" modifiers and any other modifiers applying to the combat (including the automatic +1 assault modifier; see 7.4).
Assault Die Roll Modifiers: The following modifier applies to the active player's assault die roll in Step 5 of the assault procedure of any game with district leaders:
- -2: If the active leader is a district (not a corps or division) leader, subtract 2 from the assault die roll.
- +1: If the defender occupies a loess hex.
Note: Advanced Game assault die roll modifiers, such as SLB's "Hooker Loses Confidence" (SLB, 16.0) and OTR's own Union "Passive" Command Posture (see 18.0, below) are in effect in all applicable scenarios.
Grand Assault: A player may attempt a "grand assault" in Step 6 of the assault procedure only if all of the following conditions are in effect:
- Army or District Leader: A friendly army or district leader is situated within the command radius of the active leader's hex.
- Eligible Hexes: One or more of the six hexes adjacent to the defender is eligible to join a grand assault. A hex is eligible to join a grand assault if both of the following conditions are met: it is adjacent to the defender (including the hex in which the assault action was initiated); and it must be occupied by one or more of the attacker's units which were not selected to participate in the active leader's assault, and at least one of those units is at Fatigue Level 3 or less.
- Non-Cavalry Leader: The active leader initiating the current assault must not be a cavalry leader.
- Combat Value: The total Combat value of the units committed to the Assault action is 3 or more.
A maximum of one grand assault may be attempted per action, although an unlimited number may be attempted per turn. A grand assault is attempted as follows:
- Roll for Command: The active player rolls a die. In the Basic Game of all GCACW games, this roll is never modified (except if the defender occupies a loess hex add 1 to the die roll). In some Advanced Games, however, it may be modified (see below). If the modified roll is 6 or more, the grand assault does not take place. The grand assault ends — return to Step 7 of the assault procedure. If the modified roll is 5 or less, subtract the number rolled from the army (or district) leader's Command value. The result is the "Grand Assault Number." If the Grand Assault Number is 0 or less, the grand assault does not take place. Return to Step 7 of the assault procedure. If, however, the Grand Assault Number is 1 or more, the grand assault must take place. Proceed to Step 2.
Note: Advanced Game grand assault die roll modifiers, such as SLB's "Hooker Loses Confidence" (SLB, 16.0), and OTR's own Union "Passive" Command Posture (see 18.0, below) are in effect in all applicable scenarios.
- Select Eligible Hexes: From among the six hexes adjacent to the defender, the attacker must select a number of eligible hexes (not units) equal to or less than the Grand Assault Number which he wishes to use in the grand assault. He must select at least one hex. An "eligible hex" is defined above.
- Select Participants: In each hex selected in Step 2, the active player must select one or more eligible friendly units to join the grand assault. A unit is eligible to join a grand assault if it meets all the following conditions: it has a Fatigue Level of 3 or less; it must be eligible to participate in an attack as described in the "Attack Restrictions" rules; it must not have already been selected (successfully or unsuccessfully) in Step 1 of the assault procedure. A unit's command affiliation is irrelevant in this step. Any eligible unit, regardless of its command (including all cavalry and artillery units) may join in a grand assault. Note: The attacker may not back out of a grand assault once the grand assault procedure goes beyond Step 1. Each hex chosen by the attacker in Step 2 must contribute at least one eligible unit to the grand assault.
- Increase Fatigue: Each unit selected in Step 3 of the grand assault procedure has its Fatigue Level increased by one. An "extended march" never occurs as a result of a grand assault, even if a unit goes to a Fatigue Level of 2, 3, or 4.
- Return to Assault Procedure: Return to Step 7 of the assault procedure. Each unit selected in Step 3 of the grand assault contributes its Combat and Artillery values to the attacker's totals in Steps 7 and 8 of the assault.
7.2 Combat Values
Every military unit has a Combat value shown on its accompanying Strength marker. A unit's Combat value varies depending on whether its Strength marker is organized or disorganized. If a unit's Strength marker is organized, its Combat value is simply the number shown on the marker. If a unit's Strength marker is disorganized, its Combat value is the smaller number in value. A unit with a disorganized Strength marker may have a Combat value of 1/2. If so, this fraction is retained in combat — it is not rounded up or down. A unit's Fatigue Level has no effect on its Combat value. In combat, the attacker and defender combine the Combat values of all their participating units. Players cannot withhold any part of their units' Combat values. To determine the Combat value of an attacking unit in a march action, simply use that unit's Combat value alone (no other units may join the attack). To determine the final Combat value in an assault, combine the Combat values of all units participating in that assault, and add in the Combat values of those units joining in a grand assault (if any). To determine the final Combat value of defending units, combine the Combat values of all units in the defending hex.
Maximum Values: The maximum combined Combat Value of attacking and defending units is limited as shown in the table below (note that there are different limits in OTR). In a grand assault, the limit shown below applies to each hex containing attacking units, so the overall total from all hexes may exceed the number listed in the "Attacking" row below.
| Situation | OTR | Other Games |
|---|---|---|
| Attacking | 70 | 80 |
| Defending | 60 | 70 |
| Defending: At least ½ defending units entrenched | 100 | 120 |
| Defending: All defending units entrenched | 130 | 160 |
If in a grand assault, the total Combat value of attacking units is 80 or more, the attacker's Manpower value loss in that combat is increased as follows: if the attacker's Combat value is 80 to 89, his Manpower value loss number is increased by 1; if 90 to 99, increased by 2; if 100 or more, increased by 3.
7.3 Artillery Values
A unit's Artillery value is shown directly on the unit itself. A unit's Fatigue Level or Strength marker (organized or disorganized) has no effect on its Artillery value. Artillery values are used to determine the "artillery modifier" in combat (see 7.4).
7.4 Combat Die Roll Modifiers
Several factors modify combat die rolls. Modifiers are cumulative.
Ratio Modifier: The attacker's die roll must be modified by the ratio modifier. To calculate this modifier, compare the attacker's Combat value sum to the defender's Combat value sum and round this ratio down in favor of the defender to conform to one of the simplified ratios listed on the Ratio Chart. A modifier from –12 to +13 is listed next to each ratio. This is the ratio modifier.
Tactical Modifier: The attacker's die roll is modified by the tactical modifier. To calculate this modifier, the defender determines the highest Tactical value among the units and leaders in the defending hex. Meanwhile, the attacker makes the same determination among his units and leaders participating in the attack. A leader may contribute its Tactical value to an attack only if it is stacked in the same hex as a subordinate attacking unit. The defender's Tactical value is subtracted from the attacker's Tactical value. The result is the tactical modifier, which is added to (or, if a negative number, subtracted from) the attacker's die roll. Some units have a split tactical, which consists of a number before and after a slash in the tactical position on the counter. The number before the slash is the tactical modifier to use when the unit attacks; the number after the slash is the tactical modifier to use when the unit defends. In a March or Activate Leader action, a leader may contribute its Tactical value to any attack made by a subordinate active unit in the leader's hex, even if the attack is not being made by the unit to which the leader is attached. However in an assault action, the tactical value of the leader initiating the assault is always used, never the tactical value of a military unit or other leader.
Artillery Modifier: The attacker's die roll may be modified by the artillery modifier. (Note: If the defender occupies a woods, city, mountain, or swamp hex, it is not necessary to determine an artillery value differential because no artillery modifier can possibly apply in that circumstance.) The attacker adds the Artillery values of all attacking units and subtracts the combined Artillery values of all defending units from this sum. The result is the "Artillery Value Differential." On the Artillery Modifier Summary, cross-index the appropriate Differential column with the line corresponding to the terrain in the defender's hex. The result (a positive or negative number, or no effect) is the artillery modifier that is applied to the attacker's die roll. Some results call for the attacker to roll the die to determine the final artillery modifier. Note: the final artillery value in the defender's hex is rounded up due to any entrenchments (see 9.0).
Special Cases: If neither the attacker nor defender have Artillery values, no artillery modifier applies. If the defender's Artillery value is 0, a negative artillery modifier is converted to "no effect." If the total of the defenders' printed Artillery values (not counting entrenchments) in the hex is 1, a -2 modifier is converted to -1. If the total is 2, a -3 modifier is converted to -2.
Artillery Modifier Summary (Artillery Value Differential = attacker's artillery value minus defender's artillery value):
| Defender's Terrain | –4 or Less | –3 to +1 | +2 to +4 | +5 to +7 | +8 or more |
|---|---|---|---|---|---|
| Clear | -3 | -2 | NE | +1 | +2† |
| Rolling | -2 | -1 | NE | +1* | +1 |
| Rough/Hill/Loess | -1 | -1* | NE | NE | +1* |
| Woods/City/Mtn | NE | NE | NE | NE | NE |
| Swamp | NE | NE | NE | NE | NE |
* Just prior to combat, roll a die. If roll is even, indicated modifier is used; if roll is odd, no modifier is used. † Just prior to combat, roll a die. If roll is even, +2 modifier is used; if roll is odd, +1 modifier is used instead. Swamp also applies to provisional swamp hexes in rain turns; Rough/Hill/Loess note also applies to provisional swamp hexes in non-rain turns. NE: No effect.
Terrain: The defender's die roll may be modified by terrain:
- Bridge/Dam/Ferry/Ford: If an attack takes place across a bridge, dam, ferry, or ford hexside, the defender adds 2 to his roll.
- Creek: If an attack takes place across a creek (even across a road, pike, RR, or trail hexside), the defender adds 1 to his roll. Note: If, in a grand assault, more than one hex adjacent to the defender's hex has attacking units, the above modifiers apply only if the defender's hex is separated from the active leader by a bridge, dam, ferry, or ford — or a creek hexside.
- Hill: If the defender occupies a hill hex, he adds 1 to his roll. However, if the active attacking unit occupies a hill or mountain hex, or if the active attacking unit is attacking down a ridge hexside, the defender's roll is not modified.
- Mountain: If the defender occupies a mountain hex, he adds 2 to his roll. However, if the active attacking unit also occupies a mountain hex, or if the active attacking unit is attacking down a ridge hexside, the defender adds only 1 to his roll.
- Ridge: If an attack takes place across a ridge hexside, and the active attacking unit is attacking up a ridge hexside, the defender adds 2 to his roll. If the active attacking unit is attacking down a ridge hexside the defender adds 1 to his roll if the defender is in a mountain hex and 0 to his roll if the defender is in any other type of hex. Note: A unit is attacking up a ridge hexside if the ridge between his hex and the defender's hex is within the defender's hex. If it is within the attacker's hex, the unit is attacking down.
Lee (not in RTG): If a Confederate district, corps, or division leader successfully undertakes an assault action and the army leader Lee is currently stacked in the same hex as the active leader, the Confederate player adds 1 to his attack die roll. This bonus is in addition to the +1 modifier due to assault, and is applied regardless of whether or not a "grand assault" takes place. The Lee bonus may never be applied to defending units. The Lee assault bonus may only be used with assaults started by leaders within one corps per turn. Once the Confederate player uses the Lee assault bonus in an assault in a turn, for the remainder of the turn the bonus may only be used with assaults initiated by leaders (corps or division level) from that corps in the current turn. The Confederate player must state that the Lee bonus will be used immediately before the assault roll. If the subsequent assault roll fails, Lee's bonus is still tied to that corps for the rest of the turn.
Types of Attacks: In a march, the type of attack chosen by the active player may modify the attacker's die roll: Column of Route: –3 to attacker's roll. Hasty: –1 to attacker's roll. Normal: No modifier to attacker's roll. Prepared: +1 to attacker's roll.
Assault Action: In an assault action, modifiers for column of route, hasty, normal, and prepared attacks never apply. Instead, an assault action always provides a +1 modifier to the attacker's die roll.
Rain: The attacker subtracts 1 from all his die rolls in rain turns (see 12.0).
Demoralization–2: If a unit with a Demoralize-2 marker is alone in a hex and is attacked by an enemy unit, the defending player subtracts 1 from his combat die roll. If the demoralized-2 unit is in a stack of friendly units that is attacked, the –1 die roll modifier only applies if at least one-half of the Combat Value in the hex is contributed by Demoralized-2 units.
Flank Attacks: If, at the moment of combat, defending units are partially or completely surrounded by active and inactive enemy units or their ZOC (or impassable terrain), the attacker's die roll is enhanced. This bonus, called a "flank attack," applies even if some of the enemy units surrounding a defender do not participate in the attack. The flank attack bonus is computed as follows:
- "Covered" Hexes: The active player determines the number of "covered" hexes among the six hexes adjacent to the defender. A covered hex is one meeting any of the following conditions: (a) it is occupied by an undemoralized unit friendly to the attacker (including the attacking unit itself); (b) it is in the ZOC of any undemoralized unit friendly to the attacker (including the attacking unit itself and including "restricted" ZOC; see 2.4); (c) it is a mountain or swamp hex (including provisional swamps in a rain turn) or the defender's hex is a mountain or swamp hex, and the two hexes are not connected to each other by a road, pike, RR or trail; (d) it is separated from the defender's hex by a major or minor river hexside not containing a bridge, dam, ferry, or ford (exceptions: in a turn when a river is unfordable, a hex is covered if it is separated from the defender by a ford hexside over such a river; in a rain turn, a hex is covered if it is separated from the defender by a creek hexside untraversed by a road, pike, trail or RR); (e) it is a hypothetical hex just off the map that would be adjacent to a map edge hex occupied by the defender. Note: Each of the six hexes adjacent to the defender may be counted only once in this step even if it fulfills more than one definition of "covered."
- Basic Flank Bonus: Six Covered Hexes — if all six hexes adjacent to the defender are covered, the "basic flank bonus" is +4; proceed to Step 3. Five Covered Hexes — if five of the six hexes are covered, the basic flank bonus is +2; proceed to Step 3. Four or Fewer Covered Hexes — there is no flank bonus; skip the rest of this procedure.
- Final Flank Bonus: The basic flank bonus from Step 2 may be reduced to determine the "final flank bonus." The basic flank bonus is reduced by one for each covered hex meeting at least one of the following conditions: (a) it is occupied by an undemoralized unit friendly to the defender; (b) it is unoccupied and is separated from all adjacent units friendly to the attacker (including the attacking unit itself) by woods or loess hexsides (see 2.3) untraversed by a road, pike, trail, or RR; (c) it is a mountain or swamp hex (including provisional swamps in a rain turn) or the defender's hex is a mountain or swamp hex, and the defender's hex and the covered hex are not connected to each other by a road, pike, trail, or RR; (d) it is separated from the defender's hex by a major or minor river hexside not containing a bridge, dam, ferry, or ford (this case also includes a turn when a river is unfordable, if a hex is separated from the defender by a ford hexside over such a river, and a rain turn, if a hex is separated from the defender by a creek hexside untraversed by a road, pike, trail or RR); (e) it is a hypothetical hex just off the map that would be adjacent to a map edge hex occupied by the defender. Note: Each of the six hexes adjacent to the defender may be counted only once in this step even if it fulfills more than one of the above conditions.
Maximum Reduction: The maximum reduction that may be applied to the basic flank bonus in this step is –3, even if a greater reduction would normally apply. Also, the final flank bonus may never be less than 0. Thus, if all six hexes adjacent to a defender are covered (yielding a basic flank bonus of +4 in Step 2), there will always be a final flank bonus of at least +1.
- Apply Modifier: The final flank bonus from Step 3 is applied to the attacker's combat die roll, in addition to other modifiers.
Flank Bonus Reductions: The final flank bonus from Step 3 may be reduced in either of the following circumstances: Flanks Refused — flank attack bonuses may be modified by "Flanks Refused" markers (used in all GCACW games; see 7.8). Cavalry — flank attack bonuses may be modified if both the attacker and defender possess cavalry units (see "Cavalry and Flank Attacks," below).
Flank Bonus Conditions: The status of the attacker's units may modify a flank bonus. If one or more of the attacker's units occupy or exert a ZOC into a hex adjacent to the defender, and all of those units together have a combined Combat Value (not including entrenchments) less than one-fourth the defender's Combat value (including the defender's entrenchments and possibly capped by the Maximum Value from Section 7.2), that hex is not considered "covered" in Step 1a or 1b of the flank attack procedure. (The attacking player's units in different hexes can combine their Combat values to reach the one-fourth the defender's Combat value total, as long as all of the units are adjacent to the same "covered" hex.) Demoralized units (active or inactive) belonging to the attacker may not contribute in any way to the achievement of a flank attack bonus. A unit helping to provide a flank attack bonus which does not participate in the attack may not contribute its Tactical value to a combat, nor does it trigger terrain modifiers.
Cavalry and Flank Attacks: The final flank bonus may be reduced if both of the following conditions are in effect: the active attacking unit is a cavalry unit (or the active leader making an assault is a cavalry leader); and more than one-half of the total Combat value in the defender's hex is contributed by cavalry units. If both of these conditions are fulfilled in a combat in which a flank bonus applies, that combat's final flank bonus may be modified as follows: a "final flank" bonus of +4 is reduced to a +2 bonus instead; a bonus of +3 or +2 is reduced to a +1 bonus instead; a bonus of +1 is ignored (no bonus is awarded). Note: Non-flank attacks under these conditions do not provide the attacker with a +1 die roll bonus, as is the case with Flanks Refused markers (see 7.8). Also, if a Flanks Refused marker is already situated in the defender's hex, or if the defending units occupy a redoubt hex, normal flanks refused/redoubt rules apply instead of the above cavalry rules.
7.5 Combat Results
The Combat Chart is used to resolve combat. A combat produces two results: one for the attacker, one for the defender. To resolve a combat, the defender's modified die roll is subtracted from the attacker's modified roll. On the Combat Chart, the attacker cross-references the result with the column corresponding to his combined Combat value; the defender cross-references the result with the column corresponding to his combined Defense value (prior to applying entrenchment benefits). Both players' results, which are applied immediately, may consist of a number and/or one or two letters. A dash indicates that the player's units are unaffected.
Note: A Combat value may fall between two columns on the Combat Chart (e.g. 3½). If so, round the value up by ½ and use the right column of the two possible choices.
Letter Results: There are eight possible letter results:
- D (Disorganize/Fatigue): The unit's Strength marker is flipped to its disorganized side. (If it is already disorganized it remains so.) The unit's Fatigue Level is also increased by 3 (to a maximum of 4). If the unit is already at Fatigue Level 4, it remains so. Finally, an active unit obtaining a "D" may not expend any more MP; its march action is over and a new Action Phase begins.
- F (Fatigue-2): The unit's Fatigue Level is increased by two (to a maximum of 4). An active unit may not spend any more MPs; its march is over and a new Action Phase begins.
- f (Fatigue-1): The unit's Fatigue Level is increased by one (to a maximum of 4). An active unit may not spend any more MP; its march is over and a new Action Phase begins.
- E (End Action): An active unit may not spend any more MP; its march is over and a new Action Phase begins. This result has no effect on an assault action, since an assault automatically ends after the combat has been resolved.
- r (Retreat): The unit must retreat (see 7.6).
- R (Rout/Demoralize-1): The unit is routed (see 7.6). Also, the unit gains a Demoralize-1 marker. If it already has such a marker, it is flipped to its Demoralize-2 side. If it is already at Demoralize-2, there is no further effect.
- R* (Rout/Demoralize-2): The unit is routed (see 7.6). Also, the unit gains a Demoralize-2 marker. If it is already at Demoralize-1, flip the marker to its Demoralize-2 side and there is no further effect. If it is already at Demoralize-2, its Manpower value is reduced by one in addition to its normal manpower loss result.
- a (Advance): The unit may advance after combat (see 7.6).
Note: An "extended march" never takes place due to a combat result, even if a unit goes to a new Fatigue Level of 2, 3 or 4.
Number Results: Number results, which precede letter results, indicate a reduction of the unit's Manpower (not Artillery) value. Remove the unit's Strength marker and replace it with another one showing its reduced Manpower value (i.e., the unit's Manpower value before the combat minus the number result). The new Strength marker may assume a new status (organized or disorganized): if the original Strength marker was disorganized before the combat, the new Strength marker is also disorganized; if the original Strength marker was organized prior to the combat, the new Strength marker is disorganized if the combat result contains a "D" (Disorganized/Fatigue), or organized if the combat result does not contain a "D." Exception: If in a grand assault, the total Combat value of attacking units is 80 or more, the attacker's Manpower value loss in that combat is increased (see 7.2).
Applying Results: Attacker — in a march, the attacker's letter and number results apply only to the active unit, even if other friendly units occupy the same hex. In an assault, the attacker's letter result applies to each participating unit, including those joining in a grand assault. The attacker's number result applies to the attacking force as a whole — not to each individual unit. As long as the number result is fully applied, the attacker may divide it among any of his attacking units as he wishes. Units providing flank attack bonuses which do not participate in the attack are unaffected by combat results. Defender — the defender's letter result applies to each defending unit. The defender's number result applies to the defending force as a whole — not to each individual unit. As long as the number result is fully applied, the defender may divide it among any of his defending units as he wishes. Combat results are always applied to the defending unit(s) before they are applied to the attacking unit(s).
Entrenchments and Combat Values: Defending units' Combat values may be enhanced by entrenchments (see 9.0). However, when determining the defender's combat result, the Combat Chart columns represent the defender's Combat value prior to the application of entrenchment benefits.
Unit and Leader Elimination: A unit is eliminated at the moment its Manpower value is reduced to 0. If, due to the elimination of a unit, a leader remains in that hex with no subordinate units, the leader is placed in the nearest hex occupied by a subordinate. A leader is eliminated at the moment no units subordinate to that leader exist.
7.6 Retreats, Routs, and Advances
There are four types of retreats: normal ("r"), "Defender's Voluntary Retreat" (see below), rout ("R"), and cavalry retreat (see 7.7). In a normal retreat, a player must retreat all his defending units a minimum of two hexes and a maximum of four hexes. In a rout, a player must retreat all his defending units a minimum of four hexes and a maximum of six hexes. The choice of retreat distance and path is left to the defender, as long as the path adheres to the following rules. Retreating units must move as a stack and cannot separate. Leaders must accompany retreating units with which they are attached. MP are not expended in retreats and, with the following exceptions, terrain is irrelevant.
Retreat Restrictions: Retreating units are subject to the following restrictions:
- Mountains and Swamps: A retreating unit may only enter or exit a mountain or swamp hex (including a provisional swamp hex in a rain turn) across a road, pike, trail, or RR hexside.
- Rivers: A retreating unit may cross a major or minor river hexside only at a bridge, dam, ferry, or ford. In a rain turn, a unit may not retreat across a ford hexside or a creek hexside untraversed by a road, pike, trail, or RR.
- Off-Map: A unit may not retreat off the map.
- Start Hex: A retreating unit may not enter the hex where a retreat began.
- Same Hex: A retreating unit may not enter the same hex twice.
- Adjacent Hex: A retreating unit may not end a retreat in a hex adjacent to the hex where the retreat began. (Exception: The retreating unit may end up adjacent in a one-hex voluntary retreat, see "Defender's Retreat Option.")
- Closer to Attacker: A retreating unit may not enter a hex that is closer to the active enemy unit triggering the retreat than the hex retreated out of, counting by the shortest possible path. If there is a Grand Assault, the active enemy unit is the one initiating the corps assault. A unit may not retreat into the hex occupied by the active enemy unit.
Surrender: If there is no hex to retreat into that does not violate any of the aforementioned restrictions, a retreating unit surrenders, and is eliminated from play. VP are awarded for this occurrence.
Retreat Priorities: In addition to adhering to "retreat restrictions," a retreating player must follow "retreat priorities," which are listed on Retreat Charts 1 and 2. A retreating unit must adhere to retreat priorities in each hex entered in that retreat. Furthermore, the appropriate chart to use may change from hex-to-hex in that retreat.
Retreat Chart 1: A player must use Retreat Chart 1 in any of the following cases: for the first hex entered in a normal or voluntary retreat; for each of the first four hexes entered in a rout/cavalry retreat; if in a retreat, rout, or cavalry retreat, a unit exits an enemy ZOC (including "restricted" ZOC; see 2.4).
Retreat Chart 2: A player must use Retreat Chart 2 in any of the following cases: for the second, third, or fourth hexes entered in a normal or voluntary retreat, assuming the unit is not exiting an enemy ZOC; for the fifth or sixth hexes entered in a rout/cavalry retreat, assuming the unit is not exiting an enemy ZOC.
Using the Retreat Charts: Prior to entering each hex in a retreat, a player checks the appropriate chart and follows this procedure:
- Check Legal Retreat Hexes: The player determines how many of the six hexes adjacent to the retreating unit may be legally retreated into according to the "retreat restrictions" rules.
- Retreat Description: For each of the legal retreat hexes determined in Step 1, the player determines the "Retreat Description" from the appropriate Retreat Chart corresponding to a retreat into that hex.
- Priority: Each Retreat Description consulted in Step 2 has a corresponding "Priority Number." The player must retreat his unit into a hex using the Retreat Description from Step 2 with the lowest Priority Number. (Exception: see "Overriding Retreat Priorities.") If more than one hex fulfills this requirement, the player may retreat his unit into any of those hexes. Also, if two different Retreat Descriptions have the same Priority Number, the player may choose either description when retreating into a hex.
- Complete Retreat: The player repeats Steps 1, 2, and 3 for each hex entered in that retreat. When he fulfills retreat requirements (at least two and up to four hexes in a normal retreat; at least four and up to six hexes in a rout or cavalry retreat), the retreat is over.
Overriding Retreat Priorities: If, by adhering to retreat rules, there is no possibility of avoiding surrender of a retreating unit due to "retreat restrictions," a player may "override" retreat priorities no more than once in that retreat. To override, a player may retreat a unit into a hex by choosing any Retreat Description on the appropriate chart, regardless of its Priority Number. He is not obligated to choose the lowest Priority Number. If the unit cannot avoid surrender due to a single override, it is eliminated. The player can make this override at any point in the retreat path; it does not have to be at the exact point that destruction would occur.
Manpower Loss: If a unit retreats into a hex using a Retreat Description with an accompanying Manpower loss, the retreating unit's Manpower value is reduced by the indicated number. Replace its Strength marker with a new one on its disorganized side reflecting the loss. If a stack of more than one unit retreats into a hex calling for Manpower loss, the loss number is applied to each unit in the stack — not just one. Note: Manpower losses in retreats may vary depending on whether a unit retreats into a hex across a road, pike, trail, or RR hexside, or if the hex retreated into is friendly-occupied (see Retreat Charts). In a retreat, entering or exiting a city hex is the equivalent of crossing a road hexside, even if no road actually crosses that hexside.
Retreats Into Enemy-Occupied Hexes: Some Retreat Descriptions allow retreats into an enemy-occupied hex, an occurrence which causes a Manpower value loss of three to the retreating unit. (However, a unit may never retreat into the hex occupied by the active enemy unit.) A unit may not end its retreat in an enemy-occupied hex. If there is no alternative except to do so, its retreat may be extended by a sufficient number of hexes so that it ends the retreat in a hex unoccupied by an enemy unit.
Defender's Voluntary Retreat Option: On any combat result applying to the defender not containing an "r" or "R", the defender may voluntarily retreat one or more of his units from one to four hexes subject to retreat rules. This is considered a retreat, not a rout. In this case the defender may end the retreat in a hex adjacent to the hex where the retreat began. There is no Fatigue cost to do this. (Exception: If the defender receives a "—" result [no effect], all units participating in the defender's retreat option gain one Fatigue Level, to a maximum of level 4.) Even units at Fatigue Level 4 may join in this retreat. The defender must execute a voluntary retreat immediately, before the enemy player performs further actions.
Advance After Combat: If the attacker receives an "a" result, none, some, or all of the attacking units may advance into the hex vacated by the defender. An advance is not considered movement and does not expend MP. A unit may enter or exit an enemy ZOC, or advance from one enemy ZOC to another, without penalty. Regardless of whether or not a unit obtaining an "a" advances, its march may continue as long as it did not also suffer a "D", "F", "f", or "E" result. However, it may not continue to move if it advances into an enemy ZOC. In this case, the unit must either attack again or end its march. Leaders (including army/district leaders) may advance with subordinate units (and must advance if no subordinate units remain in the leader's hex).
7.7 Cavalry Retreat
A cavalry unit may use "cavalry retreat" to avoid attack by an enemy infantry or artillery (not cavalry) unit. A cavalry unit may perform a cavalry retreat more than once per action. The player owning a cavalry unit may declare a retreat in any of the following circumstances:
- Enemy Movement: An enemy infantry/artillery unit performing a march moves into a normal (not restricted) ZOC exerted by a cavalry unit.
- Starts Adjacent: An enemy infantry/artillery unit begins a march in a normal (not restricted) ZOC belonging to a cavalry unit. Exception: If an enemy infantry unit begins a march in a restricted ZOC belonging to a cavalry unit and selects the cavalry unit as the target of his attack in Step 1 of the Attack Procedure, then the cavalry unit may perform a cavalry retreat.
- Advance After Combat: An enemy infantry/artillery unit advances after combat into a cavalry unit's normal (not restricted) ZOC.
- Assault: The enemy player declares an assault action against a hex containing at least one cavalry unit (unless the assault is declared by a cavalry leader — in which case a cavalry retreat is not possible).
A player wishing to declare a cavalry retreat must make his declaration as soon as any of the above circumstances occur — before the enemy player declares an attack (or, in the case of an assault action, before the enemy player rolls a die to determine whether or not the assault takes place). If he does not make the declaration at this moment, he forfeits his ability to perform a cavalry retreat in the hex occupied by his cavalry unit for the duration of the enemy unit's march.
Performing a Cavalry Retreat: A cavalry retreat is voluntary. A cavalry unit may perform a retreat regardless of its status — even if it is demoralized, disorganized, exhausted, or at Fatigue Level 4. A player wishing to perform a cavalry retreat states this fact as soon as his opponent has performed one of the aforementioned actions. The enemy unit's march (or assault) is temporarily suspended while the retreat takes place. A cavalry retreat is performed as follows:
- Roll Die: The cavalry player rolls a die. This roll may be modified (see Cavalry Retreat table in Charts & Tables handout). The modified roll is halved (round fractions down to a whole number). The result is the number by which the enemy unit's Active Movement Allowance marker is reduced on the Movement Track. In assault actions, this roll has no effect since no Movement Allowance is determined. However, the roll still takes place to see if the cavalry unit suffers loss in Step 2.
- Manpower Loss: If the Step 1 roll (before modifications and halving) is 1, the cavalry unit's Manpower value is reduced by one. Place the new Strength marker on its disorganized side. On a roll of 2 to 6, no loss occurs.
- Retreat 4–6 Hexes: The cavalry unit must retreat from four to six hexes. The retreating player must adhere to retreat restrictions, using Retreat Charts 1 and/or 2 to fulfill this retreat. However, a cavalry unit does not suffer any Manpower value loss in a cavalry retreat, even if it retreats into a hex calling for a loss on a Retreat Chart. Exception: If in a cavalry retreat, a unit retreats into an enemy-occupied hex, Retreat Priority #5 applies and the unit(s) suffers a Manpower value loss of 3.
- Fatigue: After executing its retreat, the cavalry unit's Fatigue Level is increased by 1 (to a maximum of 4). Note: An extended march is never triggered by a cavalry retreat.
- Disorganization: The cavalry unit's Strength marker is flipped to its disorganized side. If it is already disorganized, there is no further effect.
- Resume Action: The active enemy unit or leader resumes its activities from the point of interruption. If a unit's Movement Allowance has been reduced to 0, its march ends. (Exception: If the unit has not yet moved, it is permitted to move one hex; see 6.2. It may not refuse flanks.) In an assault action, if the hex the active leader is assaulting is completely vacated by the cavalry retreat, the units participating in the assault may advance into the hex vacated by the cavalry unit. No attack occurs and the assault action ends.
Cavalry Stacked With Other Units: With Cavalry Unit — if two or more cavalry units are stacked in the same hex, they must perform a cavalry retreat together. Only one die roll is made in Step 1, and all units must end the retreat in the same hex. If a 1 is rolled for the cavalry retreat, only 1 cavalry unit suffers a manpower loss. With Infantry Units — a cavalry unit stacked with an infantry unit may perform a cavalry retreat, but the infantry unit may not.
Multiple Cavalry Retreats: Same Unit — a cavalry unit may perform a cavalry retreat more than once per action. Cavalry Units — Separate Hexes — if two or more cavalry units occupying separate hexes are eligible to perform a cavalry retreat and all of them wish to retreat, each performs the retreat separately. The enemy unit's Movement Allowance reduction, if any, is cumulative.
7.8 Refusing Flanks
At a cost of one MP, the active player may place a "Flanks Refused" marker of the appropriate side on top of a unit performing a march. (Exception: A Flanks Refused marker may not be placed on a unit in a mountain or swamp hex; also, it may not be placed on top of a unit performing an assault.) As soon as a unit gains a Flanks Refused marker, its march ends. (It may perform actions later.) Since a unit must stop moving upon entering an enemy normal ZOC, it may not refuse flanks when entering an enemy normal ZOC. A unit may refuse flanks if it marches in place in a hex with an enemy normal ZOC (an extended march must be done if required per 5.1). A maximum of one Flanks Refused marker may exist in a hex at a time; its effects apply to all units in the hex. A unit does not have to spend one MP to enter a hex in which a Flanks Refused marker is already situated; it may enter the hex at no extra MP cost and receive the marker's benefits — and may continue its march. A Flanks Refused marker never accompanies a unit when it leaves a hex. A marker may not be placed on a unit after it performs a retreat, rout, or advance after combat.
Effects of Flanks Refused Markers: Units in a hex with a Flanks Refused marker may perform all actions normally (although they may be forced to remove the marker after the action is over; see below). Units occupying a hex containing a Flanks Refused marker defend against enemy flank attacks more effectively, but less effectively against normal attacks: flank attacks fulfilling the requirements for a +4 attacker die roll bonus are reduced to a +2 bonus instead; flank attacks fulfilling the requirements for a +3 or +2 attacker die roll bonus are reduced to a +1 bonus instead; flank attacks fulfilling the requirements for a +1 attacker die roll bonus are unchanged (the bonus remains +1); all non-flank attacks always provide the attacker with a +1 die roll bonus (in addition to other modifiers), even though requirements for flank attacks have not been fulfilled.
Removal of Flanks Refused Markers: A Flanks Refused marker may be voluntarily removed from a stack of units at no MP cost if one of the units in the hex initiates a march. (The active unit does not actually have to leave the hex.) The marker must be removed if all the units in the hex participate in an assault action. It also must be removed if only one unit is in a hex and it moves or attacks.
8.0 Recovery
In the Recovery Phase, the following actions are performed strictly in the listed order:
- Units at Fatigue Level 0 may entrench, build bridges, or repair bridges/ferries. A unit may not perform more than one of the aforementioned activities per Recovery Phase and may not perform any at all in a rain turn or if demoralized.
- In the Advanced Game, units at Fatigue Level 0, 1, or 2 may forage (see the game's "Forage" rules), but not if they undertook any activities in Step 1 of the Recovery procedure.
- Units at Fatigue Level 0 or 1 may be affected as follows: a. Units at Fatigue Level 0 or 1 with disorganized Strength markers have their Strength markers flipped to their organized sides. Exceptions: If a unit has a Demoralize-2 marker at the start of this step, its Strength marker remains disorganized. Also, in each GCACW volume's Advanced Game, out of supply units with disorganized Strength markers remain disorganized. b. Units at Fatigue Level 0 or 1 which are on their exhausted sides are flipped to their normal sides. Exception: If an exhausted unit has a Demoralize-2 marker at the start of this step, it remains on its exhausted side. c. Units at Fatigue Level 0 or 1 with Demoralize-1 markers have these markers removed; units at Fatigue Level 0 or 1 with Demoralize-2 markers have these markers flipped to their Demoralize-1 sides.
- Units at Fatigue Level 3 or 4 are flipped to their exhausted (reverse) sides. If they are already on their exhausted sides, they remain so and there is no further effect.
- All units at Fatigue Level 1 or more lose three Fatigue Levels (to a minimum Fatigue Level of 0). Replace each unit's Fatigue marker with a new marker three less than the one being removed. (Units at Fatigue Level 0 do not have markers.)
- In the Advanced Game Scenarios of HCR, SIV (Union units only), OTR, GTC, BAC, RWH (Confederate units only), SJW, AGA, AIO, TPC, and TOM, out of supply units with organized Strength markers have their Strength markers flipped to their disorganized sides. On to Richmond! is one of the games where this step applies to both players' out-of-supply units.
9.0 Entrenchments
Entrenchments enhance a unit's defensive capabilities. Units may construct entrenchments in the Recovery Phase, and in games taking place in 1863 or later, in the Action Phase. Players may also gain entrenchment benefits from a hex feature called "redoubts." Another hex feature, a permanent Fort, provides even further defensive capabilities and is described in the Advanced Game Rules of any module in which it appears. Permanent Forts typically provide the same entrenchment benefit as a Redoubt when units occupy those hexes.
Building Entrenchments: There are four types of entrenchments: redoubts, abatis, breastworks, and forts. Redoubts and permanent Forts, which are printed on the map and represent permanent fortifications, may not be built. (Exception: Some games' special rules allow redoubts to be built.) However, abatis, breastworks, and forts may be built in either the Action Cycle (see 5.5) or the Recovery Phase. Units building entrenchments in the Recovery Phase must be at Fatigue Level 0. A unit building a bridge or repairing a bridge/ferry may not also entrench in the same Recovery Phase. Units may not entrench in rain turns or if demoralized. The procedure for building entrenchments in the Action Phase (for games in 1864-1865, or games in 1863 if the Entrenchment Action optional rule is being used) is described in Section 5.5. The procedure for building entrenchments in the Recovery Phase is described below. Depending on the year depicted in the game being played, players use one of several different procedures.
Entrenchments (1862) — the procedure that applies to On to Richmond! (as well as SJW, HCR, and SIV):
- If a unit entrenches, place a Breastwork–Build marker atop the unit. Exception: If a unit is in a redoubt hex that it is eligible to benefit from, place a Breastwork-Complete marker atop the unit.
- If a unit already possessing a Breastwork–Build marker entrenches, flip the marker to its Complete side.
- If a unit already possessing a Breastwork–Complete marker entrenches, place a Fort–Build marker atop the unit.
- If a unit already possessing a Fort–Build marker entrenches, flip the marker to its Complete side.
(The series rules also give 1861, 1863, and 1864-1865 procedures for other volumes of the series, which do not apply to On to Richmond!'s 1862 scenarios.)
Removing Entrenchments: A unit's Abatis, Breastwork or Fort marker is removed at the moment the unit leaves the hex. If a unit with an Abatis, Breastwork or Fort marker exits a redoubt hex, its marker is removed but there is no effect on the permanent redoubt.
Effects of Entrenchments: Entrenchments may enhance the Combat and Artillery values of defending (not attacking) units:
- Units directly under an Abatis marker (or a Breastworks-Build marker if the year is 1864 or later) have their Combat and Artillery values multiplied by 1.5 when defending.
- Units directly under a completed Breastwork, a Fort-Build marker (1863 or earlier), or a Fort-Build-1 marker (1864 or later) have their Combat and Artillery values doubled when defending.
- Units directly under a Fort-Build-2 marker (1864 or later) have their Combat and Artillery values multiplied by 2.5 when defending.
- Units directly under a completed Fort marker have their Combat and Artillery values tripled when defending.
- Units directly under a Breastworks-Build marker do not have their Combat and Artillery values modified if the year is 1863 or earlier.
Abatis, Breastwork, and Fort effects apply individually by unit, not by hex. In a stack of units, some may possess markers while others do not. Only units which actually entrenched in an earlier Action or Recovery Phase receive the Combat/Artillery value multiple provided by an entrenchment marker. Units without markers in the same hex use unenhanced values.
Exception: Units in a redoubt hex belonging to a player eligible to receive redoubt benefits gain the defensive benefit of the redoubt (see below). However, only those units which entrench further in an Action or Recovery Phase gain defensive enhancements beyond those provided by the redoubt.
Entrenchments do not enhance the combat value of units for the purposes of determining if they have enough Combat value to contribute to the achievement of a flank bonus (see "Flank Bonus Conditions," 7.4). Entrenchments also do not boost a unit's Combat value for the purpose of determining the additional MP cost to enter that unit's hex (see "Enter Friendly-Occupied Hex," 6.2).
Redoubts: Many of the games in the series have redoubts either printed on the map or added with special counters. The basic rules for each game define which player owns and gets the benefits for the redoubts in that game. The directional facing of a redoubt is solely for artistic purposes and has no effect on the benefits of the redoubt, which are for the hex and not just for some hexsides.
- Units in a redoubt hex (that they are eligible to benefit from) with no other entrenchments have their Combat and Artillery values multiplied by 1.5 when defending. (For Combat values, retain fractions; for Artillery values, multiply the sum of all the Artillery values in the hex by 1.5 and round fractions up to the nearest whole number.)
Flank Attacks Against Redoubt Hexes: If a unit occupies a redoubt and is eligible to receive defensive benefits from that hex, its defensive capabilities against some flank attacks are enhanced (see 7.4).
- +4 Bonus: If the attacking player fulfills requirements for a +4 final flank bonus in an attack against one or more units in a redoubt hex, that bonus is reduced to +2.
- +3/+2 Bonus: If the attacking player fulfills requirements for a +3 or +2 final flank bonus in an attack against one or more units in a redoubt hex, that bonus is reduced to +1.
- +1 Bonus: If the attacking player fulfills requirements for a +1 final flank bonus in an attack against one or more units in a redoubt hex, he receives no flank bonus at all.
Unlike Flanks Refused markers, non-flank attacks against redoubt hexes do not provide the attacking player a +1 die roll bonus. Defending units situated under Breastwork or Fort markers in redoubt hexes retain the redoubts' capabilities against flank attacks. However, Breastwork or Fort markers situated in non-redoubt hexes do not provide these capabilities.
10.0 Bridges, Dams, and Ferries
Units may cross major and minor rivers only at bridges, dams, ferries, and fords. A unit entering a hex across a bridge, dam, or ford ignores the cost of the major terrain in that hex and instead pays 1 MP as long as a road, pike, or RR crosses that bridge, dam, or ford. A unit also pays 1 MP if a pontoon bridge is constructed over that river (as long as both hexes connected by the pontoon bridge have a road, pike, trail, or RR in them). Units entering a hex across a bridge or ford which is not traversed by a road, pike or RR must pay that hex's major terrain MP cost. Roads crossing creek hexsides are not considered bridges, dams, ferries, or fords.
10.1 Pontoon Bridges
In the GCACW Standard Rules, bridges built during the game are known as "pontoon" bridges to differentiate them from "permanent" bridges which are printed on the map. Also, in all GCACW games except SLB, a player must make a die roll if he wishes to build a bridge, rather than building it automatically.
Building Pontoon Bridges: Eligible infantry units may attempt to build pontoon bridges. In the Standard Rules, bridges may always be built at fords. An infantry unit is eligible to build a pontoon bridge only if it meets all of the following conditions in Step 1 of the Recovery Phase:
- It is at Fatigue Level 0 and is not demoralized.
- It has a Combat value of 5 or more.
- It occupies a hex containing at least one major or minor river hexside. A unit may build a pontoon bridge across a hexside that already contains a permanent bridge (destroyed or not). In On to Richmond!, both the Confederate and the Union player may attempt to build a pontoon bridge over a major river — Confederate major-river bridging is permitted in OTR, GTC, AIO, TPC, and TOM (unlike most of the series), and Union major-river bridging is permitted in every GCACW game except SIV.
- It must not have entrenched or repaired a bridge or ferry in the same Recovery Phase.
- If the bridge is to be built over a minor river, the player must have an unused minor river Bridge marker.
- If the bridge is to be built over a major river, the player must have an unused major river Bridge marker. In games in which either or both players may build major river bridges, they are limited to one major river Bridge marker each unless a game's own rules say otherwise.
If a game limits the number of Bridge markers that may be employed, and all the Bridge markers of that type are in use, a player may not build a pontoon bridge of that type until one or more markers become available for use again due to dismantling or destruction (see 10.2).
Pontoon Bridge Restrictions
- Cavalry/artillery units and leaders may not build bridges.
- Bridges may not be built across creek hexsides.
- A bridge may not be built between two hexes if one of the hexes contains an enemy unit (or units) with a combined Combat value of 5 or more. It may be built into a hex if the enemy unit(s) in that hex have a combined Combat value of less than 5. Entrenchments are not taken into account in determining the Combat value that prevents a bridge from being built.
- An eligible unit may attempt to build a maximum of one bridge per Recovery Phase, although it may attempt to build more than one bridge per game — even in the same hex.
- A maximum of one infantry unit per hex may make a bridge-building attempt in Step 1 of each Recovery Phase.
- A unit may not build a pontoon bridge across a hexside that already contains a pontoon bridge or a dam feature.
- Units may not build bridges in rain turns.
Pontoon Bridge Construction: For each eligible unit attempting to build a bridge in Step 1 of the Recovery Phase, the owning player follows this procedure:
- He specifies the hexside over which the bridge will be built.
- He rolls a die, modifying this roll if necessary (see below).
- 5 or Less: If the modified roll is 5 or less, the bridge is successfully built. Place an appropriate Bridge marker (minor or major) belonging to the building player directly on the hexside, with one end of the bridge symbol pointing to the unit's hex and the other end pointing to the hex directly across the river. Exception: On an unmodified die roll of 6, the bridge is not built.
- 6 or More: If the modified roll is 6 or more, the bridge is not built. No action is taken. Another attempt to build a bridge across that hexside may not be made until the following turn.
Construction Die Roll Modifiers: A player's pontoon bridge construction die roll is modified if any of the following conditions are in effect (modifiers are cumulative):
- –3: If the Confederate player attempts to build a major river bridge within 10 hexes of the Confederate Capitol (OTR N0627).
- +1: If the river being bridged is currently unfordable (see 12.0).
- +1: If the bridge is being built between hexes OTR S3409 and OTR S3509 (Barrett's Ferry).
- +2: If the river being bridged is a major river.
Use the lowest modifier below that applies, but one of these modifiers must be used:
- +0: If a road, pike, trail, or RR is situated in both hexes to be connected by the bridge, and one or more of the following features exist across the hexside being bridged: a ford, a ferry (destroyed or not), or a permanent bridge (destroyed or not).
- +1: If a road, pike, trail, or RR is situated in both hexes to be connected by the bridge, but none of the following features exist across the hexside being bridged: a ford, a ferry (destroyed or not), or a permanent bridge (destroyed or not).
- +2: If there is a road, pike, trail, or RR in only one of the two hexes to be connected. The presence or lack of the following features across the hexside being bridged has no effect on this modifier: a ford, a ferry (destroyed or not), or a permanent bridge (destroyed or not).
- +3: If both of the hexes to be connected do not contain a road, pike, trail, or RR. The presence or lack of the aforementioned features across the hexside being bridged has no effect on this modifier.
Note: If a pontoon bridge is successfully built, it is considered to have a road (not pike) running across it as long as both hexes connected by the bridge have roads, pikes, trails, or RR in them. Otherwise the bridge is not considered to be traversed by a road.
10.2 Destroying Bridges and Ferries
In the GCACW Standard Rules, rules for bridge/ferry destruction and dismantling supersede the pertinent rules sections in all GCACW games. In all games, permanent bridges, pontoon bridges, and ferries may be destroyed, although permanent bridges/ferries are more difficult to destroy than pontoon bridges. Bridges and ferries may be destroyed in rain turns and while rivers are unfordable.
Destroying Pontoon Bridges: When a player builds a pontoon bridge, he "owns" it. Enemy units may not cross that bridge in a march, retreat, or advance after combat; nor may they attack across it. The bridge remains on the map until an undemoralized enemy unit with a Combat value of 5 or more ends a march, retreat, or advance after combat in one of the two hexes connected by the bridge. At that time the Bridge marker is immediately removed. A pontoon bridge is automatically destroyed at the end of the Attachment Phase (an Advanced Game Phase) if the previous turn's Recovery Phase or the current turn's Attachment Phase has caused an undemoralized enemy unit to have an unentrenched combat value of 5 or more in one of the two hexes connected by the bridge. Entrenchments are not taken into account in determining the Combat value that is needed to destroy a bridge. ZOC extend across undestroyed bridges normally, even a pontoon bridge constructed by the enemy player.
Dismantling: If at any time during a march, an active unit occupies one of the two hexes connected by a friendly pontoon bridge, the active player may "dismantle" that bridge. If so, the Bridge marker is removed. This does not cost any MP, and the active unit may continue its march afterwards.
Destroying Permanent Bridges and Ferries: If an undemoralized infantry unit with a Combat value of 5 or more ends a march in either of the two hexes connected by a permanent bridge, or if an undemoralized infantry or cavalry unit of any Combat value ends a march in either of the two hexes connected by a ferry, the active player may attempt to destroy that bridge/ferry. A unit may make a maximum of one attempt to destroy bridges/ferries per turn. However, a player may make more than one attempt to destroy the same bridge/ferry in a turn, as long as the attempts are made by different units.
Exceptions: If an enemy unit occupies one of the two hexes connected by a bridge/ferry, the active player may not attempt to destroy it. Also, if one of the two hexes connected by a bridge/ferry is an enemy ZOC — including restricted ZOC — and that ZOC is not occupied by a friendly unit, the active player may not attempt to destroy it. Finally, some permanent bridges are indestructible.
Dams and Fords: Dams and fords may not be destroyed.
Permanent Bridge/Ferry Destruction Procedure: To attempt to destroy a permanent bridge or ferry, a player rolls a die (this roll may be modified; see below).
- Bridge: If the modified roll is 2 or less, a permanent bridge is "destroyed." If the modified roll is 3 or more, the attempt to destroy the permanent bridge has failed.
- Ferry: If the modified roll is 1 or less, a ferry is "destroyed." If the modified roll is 2 or more, the attempt to destroy the ferry fails.
If a permanent bridge/ferry is destroyed, place a "Destroyed" marker directly on the hexside. If a destroy attempt fails, the player may attempt to destroy the bridge/ferry again, as many times as he wishes, as long as a given unit makes no more than one attempt per turn.
Destruction Die Roll Modifiers: If a player attempts to destroy a permanent bridge or ferry, his die roll is modified if any of the following conditions are in effect (modifiers are cumulative):
- –2: If the Confederate player is attempting to destroy a ferry.
- –1: If neither hex connected by the bridge/ferry is an enemy ZOC hex (including restricted ZOC).
- –1: If the active unit attempting the destruction spent its entire march in the hex connected by the bridge or ferry, and the unit neither moved nor attacked during its march.
Destroyed Permanent Bridge/Ferry Effects: If a permanent bridge or a ferry over a minor river is destroyed, a ford is considered to cross the hexside formerly occupied by the bridge/ferry. (ZOC do not extend across destroyed bridge/ferry hexsides when the river they are on is unfordable.) If a permanent bridge or ferry over a major river is destroyed, no ford is considered to exist at that location.
10.3 Repairing Permanent Bridges and Ferries
The following GCACW Standard Rules for permanent bridge and ferry repair apply to all GCACW games, including On to Richmond!.
An infantry unit is eligible to repair a permanent bridge/ferry only if it meets all of the following conditions in Step 1 of the Recovery Phase:
- It is at Fatigue Level 0 and is not demoralized.
- It has a Combat value of 5 or more.
- It occupies a hex containing at least one destroyed permanent bridge or ferry hexside.
- It must not have entrenched or built a pontoon bridge in the same Recovery Phase.
Repair Restrictions
- Cavalry/artillery units and leaders may not repair bridges or ferries.
- A permanent bridge or ferry may not be repaired if one of the hexes connected by the bridge/ferry contains an enemy unit or units with a combined Combat value of 5 or more. It may be repaired if the enemy unit(s) in the connecting hex have a combined Combat value of less than 5. Entrenchments are not taken into account in determining the Combat value that prevents a bridge from being repaired.
- Each player may make a maximum of one repair attempt per Recovery Phase per each individual bridge and ferry.
- Units may not repair in rain turns.
Repair Procedure: If an eligible unit attempts to repair a permanent bridge/ferry in the Recovery Phase, the owning player follows this procedure:
- He specifies the hexside on which the repair will be attempted.
- He rolls a die, modifying this roll if necessary (see below).
- Permanent Bridge: If the modified roll is 3 or less, the bridge is repaired. Remove the Destroyed marker: the bridge is functional again. If the modified roll is 4 or more, the repair attempt fails.
- Ferry: If the modified roll is 5 or less, the ferry is repaired. Remove the Destroyed marker; the ferry is functional again. If the modified roll is 6 or more, the repair attempt fails.
Repair Die Roll Modifiers: A player's repair die roll is modified if any of the following conditions are in effect (modifiers are cumulative):
- +1: If the river on which a permanent bridge or ferry is situated is currently unfordable (see 12.0).
- +2: If the river on which a permanent bridge or ferry is situated is a major river.
11.0 Demoralization
A unit is assigned a Demoralize-1 marker (or has an existing Demoralize-1 marker flipped to its Demoralize-2 side) if it suffers an "R" result in combat. A unit is assigned a Demoralize-2 marker if it suffers an "R*" result in combat. Leaders are never demoralized. Demoralized units may be chosen to perform actions normally, although their attack capabilities are less than normal.
Common Effects of Demoralization-1 and Demoralization-2: A unit with a Demoralize-1 or Demoralize-2 marker is affected as follows:
- It may not entrench.
- Demoralized units (active or inactive) belonging to the attacker may not contribute in any way to the achievement of a flank attack bonus.
- Its Artillery value is 0 in both attack and defense.
- It may not be selected to participate in a grand assault.
- It may not burn a RR station, build a bridge, repair a bridge/ferry, destroy an enemy pontoon bridge, or destroy a permanent bridge.
Additional Effects of Demoralization-1 and Demoralization-2: A unit with a Demoralize-1 marker is also affected as follows:
- Its Combat value when attacking is halved. Round fractions down to a whole number. (Exception: A Demoralize-1 unit with a Combat value of 1 or ½ has a Combat value of ½ when attacking.) The unit's Combat value when defending is normal.
A unit with a Demoralize-2 marker is also affected as follows:
- Its Combat value when attacking is 1. (Exception: A Demoralize-2 unit with a Combat value of 1 or ½ has a Combat value of ½ when attacking.) The unit's Combat value when defending is normal.
- If a hex being attacked contains any units with Demoralize-2 markers, the defender may have to subtract 1 from his combat die roll (see 7.4).
Removal of Demoralization Markers: A Demoralized marker remains on top of the unit to which it is assigned wherever that unit moves. However, a unit's Demoralize-1 marker may be removed (or a Demoralize-2 marker flipped to its Demoralize-1 side) during Step 3c of the Recovery Phase if that unit has a Fatigue Level of 0 or 1 (see 8.0).
12.0 Rain
Rain is a random event in all GCACW games. Rain effects apply only in the Advanced Game in some games, and in both Basic and Advanced Games in others. Each GCACW game uses its original Random Events Table according to that game's specific rules, without modification. Also, note that in rain turns, units may not perform Entrenching actions, nor may they entrench in the Recovery Phase.
Rain: The Random Events Table has four possible "Rain" results:
- Rain (Current): Rain rules are in effect throughout the current turn only. Place a Rain marker on the Turn Track in the box corresponding to the current turn.
- Rain (Current+1): Rain rules are in effect throughout the current turn and the following turn. Place Rain markers on the Turn Track in the boxes corresponding to the current and immediately succeeding turns.
- Rain (Current+2): Rain rules are in effect throughout the current turn and the following two turns.
- Rain (Current+3): Rain rules are in effect throughout the current turn and the following three turns.
Note: If a multiple turn Rain result occurs when there are already one or more Rain markers on the Turn Track, additional markers are placed on the track only if the new Rain result extends the rain time period into turns which did not previously possess a Rain marker.
Rain Effects
Provisional Swamps: Provisional swamp hexes function as full swamp hexes in rain turns. If a Rain event occurs while a unit is in a provisional swamp hex with no road, pike, or RR, the unit gains one Fatigue Level and its Strength marker is disorganized. (If it is already disorganized, it is not further affected.) It also must be immediately moved into an adjacent, non-enemy occupied hex. This special movement does not require activation and does not expend MP. It may not be into an enemy ZOC unless there are no non-enemy ZOC present. It also may not be into another swamp hex or across a major/minor river hexside without a bridge or ferry. If no legal hex is available to move into, the unit is eliminated, and VP are awarded for its loss. If rain takes effect while one or more units occupy a provisional swamp hex with a Flanks Refused marker, that marker is removed.
Zones of Control: ZOC do not extend across ford or destroyed bridge/ferry hexsides in rain turns. They also do not extend across creek hexsides untraversed by roads, pikes, RR or trail (unless at least one of the two hexes joined by that creek hexside is a city hex).
Attacks: The attacker subtracts 1 from all combat die rolls in rain turns. Attacks cannot be made across ford or destroyed bridge/ferry hexsides in rain turns. Attacks cannot be made across creek hexsides in rain turns unless the hexside is crossed by a road, pike, trail, or RR (or at least one of the two hexes joined by the creek hexside is a city hex). In an attack across a permissible creek hexside in a rain turn, the defender gains a +2 combat die roll modifier (instead of the normal +1).
Movement: If a unit enters a hex across a road or RR hexside in a rain turn, it expends 2 (not 1) MP. A unit entering a hex across a pike hexside expends 1½ (not 1) MP in a rain turn. If a unit enters a mountain hex through a hexside crossed by a trail in a rain turn, it expends 3 MP instead of 2; if a unit enters a non-mountain hex through a hexside crossed by a trail in a rain turn, it expends 2 MP instead of 1. In rain turns, the cost to enter all types of major terrain without benefit of roads, pikes, trails, or RR is increased (see Terrain Chart).
Rivers and Creeks: In rain turns, units may cross minor and major rivers only at bridge, dam, and ferry hexsides — never at fords or destroyed bridges/ferries. Units may cross creeks only across road, pike, RR or trail hexsides in rain turns. Exception: Units may always cross a creek hexside if at least one of the two hexes joined by that hexside is a city hex.
Bridges: Units may not build or repair bridges or ferries in rain turns but may destroy them.
Entrenching: Units may not entrench in rain turns.
River Fordability: In rain turns, units may not use fords to cross major or minor river hexsides. Furthermore, Rain results on the Random Events Table may cause fords to be unusable for an extended period of time after rain turns. Each time a Rain result occurs, the players must place a "Major Rivers Unfordable" and a "Minor Rivers Unfordable" marker on the Turn Track. When a Rain result occurs, consult the chart below to get a Rain Number for minor rivers. On to Richmond! uses the "OTR/AIO" column below — its rivers stay unfordable considerably longer after rain than most other games in the series:
Minor River Rain Number Table
| Rain Event | OTR/AIO | SIV | All Others |
|---|---|---|---|
| Rain (Current) | 1 | 0 | 0 |
| Rain (Current +1) | 2 | 1 | 1 |
| Rain (Current +2) | 4 | 3 | 2 |
| Rain (Current +3) | 6 | n/a | 3 |
Place the Minor Rivers Unfordable marker on the Turn Track a number of boxes ahead of the current turn equal to the Minor River Rain Number. If the Minor Rivers Unfordable marker is already on the Turn Track, advance it by a number of turns equal to the Rain Number. Do not place the Minor Rivers Unfordable marker on the Track if the Rain Number is 0.
Next, consult the chart below to get a Rain Number for major rivers:
Major River Rain Number Table
| Rain Event | OTR/AIO | SIV | All Others |
|---|---|---|---|
| Rain (Current) | 1 | 1 | 1 |
| Rain (Current +1) | 3 | 3 | 2 |
| Rain (Current +2) | 6 | 5 | 3 |
| Rain (Current +3) | 9 | n/a | 4 |
Place the Major Rivers Unfordable marker on the Turn Track a number of boxes ahead of the current turn equal to the Major River Rain Number. If the Major Rivers Unfordable marker is already on the Turn Track, advance it by a number of turns equal to the Rain Number.
Unfordability Effects: If the Major Rivers Unfordable marker is on the Turn Track, units may not move, retreat, or advance across major rivers at fords in the current turn and all succeeding turns up to and including the box occupied by the marker. If the Minor Rivers Unfordable marker is on the Turn Track, units may not move, retreat, or advance across minor rivers at fords or destroyed bridges/ferries in the current turn and all succeeding turns up to and including the box occupied by the marker. If a unit cannot cross a hexside due to unfordability effects then its ZOC does not extend across that hexside. If a unit uses a ferry to move across a minor river that is currently unfordable, that unit must pay the normal ferry movement point penalty (Manpower value divided by 3, see Section 6.2). Remove a marker from the Turn Track at the end of the turn corresponding to the box it occupies on the Track.
Limited Intelligence (Optional Rule)
This optional rule can be used with any game in the series to better reflect the uncertainties of Civil War era command. It does significantly increase the time required to complete a scenario. This rule requires mutual trust between the players and should not be used for competitive play.
The Force Display: As described in Section 6.4, each player may remove stacks of counters and replace them with a Force Marker. Normally, forces kept off-map on the Force Display may be examined by either player at any time. When using these rules, each player's Force Display is kept secret from the enemy player. Hide each player's Force Display behind a screen or under a spare game box lid.
Placing Force Markers: Each player is allowed to utilize up to ten force markers at a time. Not all games in the Great Campaigns series include ten force markers for each player; players should substitute additional counters as necessary. A player may place one or more force markers during the Action Cycle whenever he possesses the initiative. As described in Section 6.4, the units are removed from the map and placed on the force display. Two or more force markers may be simultaneously placed in the same hex to confuse the enemy about the direction in which a force will move. A player is permitted to assign no actual units to a force marker; a phantom force of this type is referred to below as a "dummy marker." Dummy markers may be activated and moved, but may not be used to reveal enemy forces, collect VP, or trigger any other action pursuant to the rules that requires the presence of an actual unit.
Placement of force markers must adhere to the following restrictions:
- A force marker may not be placed adjacent to an enemy unit (unless impassable terrain makes it impossible to move between the two hexes).
- A force marker may not be placed within two hexes of an enemy cavalry unit. Exception: A force marker may be placed within two hexes of enemy cavalry if all two-hex paths between the units are blocked by either: impassable terrain; woods or loess hexsides not crossed by a road, pike, trail, or RR; or a friendly unit in the hex between the force marker and the enemy cavalry unit.
Moving Force Markers: Units on the Force Display must move according to the published rules. A player moving a hidden force still rolls for that force's movement in view of the enemy player. Dummy markers can be moved as either infantry or cavalry (with or without a leader) at the discretion of the owning player. Movement of dummy markers normally requires the player to win initiative and spend an activation. The only exception occurs when more than one force marker starts an activation in the same hex.
Revealing Enemy Forces: Players replace friendly force markers with the units they represent (or remove them if they are dummies) in the following cases: if an enemy unit or force marker is adjacent to the friendly force marker (unless impassable terrain makes it impossible to move between the two hexes); or if an enemy cavalry unit is within two hexes of the marker (with the same exception as above). Besides removing force markers in the cases listed above, force markers can be voluntarily removed at any time by the owning player.
On to Richmond! Exclusive Rules
1.0 Introduction
On To Richmond! simulates the Union attempt in the spring of 1862 to seize the Confederate capital, Richmond. In this game, players control the Union and Confederate armies turn by turn, with each turn representing one actual day. The map accurately depicts, from period Civil War maps, the portion of Virginia as it was in 1862. Hexagons cover the map; the distance between opposite sides of a hex equals about 2,000 yards (1.15 miles). Combat units of regiment through division size, along with some divisions, corps, and army commanders, are provided for both sides. Units are assigned a fluctuating point value, each point of which represents roughly 500 infantry or cavalry.
2.1 Game Components
On To Richmond! includes:
- 2 rulebooks
- 2 maps, 22 inches by 32 inches
- 3 counter sheets of 260 counters each
- 2 Charts and Tables sheets
- 1 Ammunition Pad
- 2 Force Displays
- 2 six-sided dice
- 1 counter tray
STOP! Before proceeding, read the GCACW Standard Basic Game Rules (reproduced as Sections 2.0 through 12.0 above).
2.6 Abbreviations
AH: A. P. Hill's Division — HU: Huger's Division ANV: Army of Northern Virginia — IL: Illinois AP: Army of the Potomac — Inf: Infantry Art: Artillery — J: Jackson's Division Brig: Brigade — L: Longstreet's Division Cav: Cavalry — M: Magruder's Division Cmd: Command — MA: Massachusetts DE: Delaware — MD: Maryland Disorg: Disorganized — MP: Movement Points Div: Division — MS: Mississippi Dmorize: Demoralized — NC: North Carolina DH: D. H. Hill's Division — NY: New York DV: Department of Virginia — Org: Organized GA: Georgia — PA: Pennsylvania HA: Heavy Artillery — Regt: Regiment HO: Holmes' Division — Res: Reserve RI: Rhode Island — S: Smith's Division RR: Railroad — SC: South Carolina Sub: Substitute unit — US: United States VA: Virginia — VP: Victory Points WI: Wisconsin — ZOC: Zone of Control
13.0 Basic Game Scenarios
There are eight Basic Game scenarios of varying complexity. Unless otherwise stated below, all units begin the game with their front (normal) side up, at Fatigue Level 0, with an organized Strength marker. Before starting, place the Turn marker on the Turn Track in the box corresponding to the scenario's starting date; this is Turn 1. At the end of the game, calculate Victory Points (VP) to determine the winner. Because combat losses affect the gain and loss of Victory Points, players should record manpower losses on paper or on the Victory Point Track.
Map: On To Richmond!'s map is divided into North and South halves. Some scenarios use only one map; others use both. In setup instructions, hexes are indicated by "N" (North Map) or "S" (South Map) followed by a four-digit number. For example, "N0923" is hex 0923 on the North map (Mechanicsville). To join the two maps, align the South edge of the North map with the North edge of the South map so that the North map's rightmost hex column (called the "5800" column, since each hex number there begins with "58") lines up with the South map's "5400" column. Note that the two maps overlap slightly where joined. The southernmost hex of each odd-numbered column on the North map (e.g., the "1300" hex column) is the same hex as the northernmost hex on the South map. For example, N0734 (Drewry's Bluff) and S0301 are the same hex, and N1734 (Malvern Hill) and S1301 are the same hex. Where the maps overlap, the South map is placed on top of the North map.
Control Markers: Some scenarios specify which side controls particular "objective hexes" at the start of the game. To indicate which side controls an objective hex, players may place a "Control" marker on it. A player gains control of an objective hex the moment one of his infantry units (not cavalry or artillery) enters an objective hex currently controlled by the enemy. If using Control markers, place a Control marker with the appropriate side up on the hex (or flip the enemy's Control marker). A player continues to control an objective hex even without an infantry unit present there, as long as the enemy player has not gained control of it.
Counters: Some units are represented by more than one counter. For example, "McLaws-A" is used in Scenario 1; "McLaws-B" is used in Scenarios 2, 3, 4, and the Advanced Game; and "McLaws-C" is used in Scenarios 6 and 7. This reflects changes in artillery value or organizational affiliation that occurred during the campaign.
Scenario 1 — The Warwick Line
Note: This scenario assumes that when McClellan's first five Union divisions encountered Magruder's Warwick River defense line on April 5, McClellan took advantage of the North's substantial numerical superiority. He had several days' opportunity to breach this defense line before Johnston's Confederate soldiers began arriving. In reality, it rained on April 5. This scenario assumes three days of clear weather instead, allowing McClellan to advance against the Confederate Warwick River defense line as planned.
Map: South map only.
Game Length: April 5–7, 1862, 3 turns.
Confederate Set-up: See "CONFEDERATE SET-UP" under "Scenario 1 Set-up: The Warwick Line," page 19 of the English Basic Game Rules. (Ward, Siege, and 10 GA begin the game under completed Fort markers.)
Union Set-up: See "UNION SET-UP" under "Scenario 1 Set-up: The Warwick Line," page 19 of the English Basic Game Rules. (Sedgwick's division is part of Heintzelman's III Corps in this scenario.)
Special Rules
-
Random Events: There are no random events in this scenario.
-
Confederate Setup: The Confederate player sets up 7 of his own units before the scenario begins. The Confederate setup lists three hexes where 2 of these units (Wilcox-A and Colston) may be placed; these must be placed in different hexes and may not be set up under a fort marker. The other 5 units are placed in any hex within 5 hexes of S5113. These units may stack freely, including with units that have other designated setup hexes, but they may not be set up under fort markers.
-
Confederate Reinforcement: At the start of each turn (including Turn 1), the Confederate player rolls one die to check whether a Confederate reinforcement arrives. On a result of 3 or higher, no reinforcement arrives. On a result of 2 or less, one reinforcement arrives. The first time the result is 1 or 2, the Early brigade arrives; the second time, the Griffith brigade arrives; the third time, the Featherston brigade arrives. A reinforcement may be placed in S4511, S4610, S4811, S4912, or S5017, and may stack with Confederate units (but not Union units) when placed.
-
Siege Artillery: Confederate Siege artillery may not move or advance after combat. If forced to retreat, it is removed instead.
-
Sedgwick's Division: In this scenario, Union Sedgwick's division is treated as part of Heintzelman's III Corps. Sedgwick may participate in a commander activation by Heintzelman.
-
Union Reinforcement: All "Union Reinforcements" become available at the start of Turn 2. The Union player must perform one march action for each of them to place it on the map. The first hex entered by this march must be S5818. When placing reinforcements, the following MP costs apply in that hex:
Unit MP Cost 3/8 PA, 6 PA 1 MP Sykes-A 2 MP Art Res-1, Art Res-2, Horse Art 3 MP Note: If a unit does not have enough MP to pay the above cost, it is placed in S5818 and its march ends, treated as having made the minimum 1-hex move. A unit that has MP remaining after being placed may continue its march.
-
Bridges: Neither player may build bridges.
-
Control: At the start of the scenario, the Confederate player controls the following eight objective hexes: Halfway House (S5009); Yorktown (S5510); Mulberry Pt (S5017); and Fort hexes S5213, S5313, S5412, S5411, S5410.
Victory Conditions
The Union player scores and loses VP for the following:
| VP | Reason |
|---|---|
| +8 | The Union player controls Halfway House (S5009) at the end of the game. |
| +6 | The Union player controls Yorktown (S5510) at the end of the game. |
| +4 | The Union player controls Mulberry Point (S5017) at the end of the game. |
| +2 | For each of the fort hexes S5213, S5313, S5412, S5411, S5410 controlled by the Union player at the end of the game (maximum 10 VP total). |
| -5 | The Union player controls none of the eight objective hexes at the end of the game. |
| +1 | Per point of Confederate manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or movement from enemy ZOC to enemy ZOC). |
| -1 | Per point of Union manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or movement from enemy ZOC to enemy ZOC). |
At the end of the game, calculate the Union player's total VP and consult the table below to determine the winner.
| Union VP | Winner |
|---|---|
| 15 or more | Decisive Union Victory |
| 11 to 14 | Substantive Union Victory |
| 7 to 10 | Marginal Union Victory |
| 3 to 6 | Marginal Confederate Victory |
| -1 to 2 | Substantive Confederate Victory |
| -2 or less | Decisive Confederate Victory |
Scenario 2 — Johnston's Retreat
Note: On the night of May 3, 1862, Johnston's army secretly withdrew from the Warwick River defense line and retreated west toward Richmond. They escaped the bombardment from the Union siege artillery that McClellan had spent most of a month preparing. However, Johnston also knew that this opened the way for a Union amphibious movement up the York River. To avoid being trapped, he was forced to withdraw all his troops and supplies from the Peninsula at maximum speed.
Map: Both North and South maps.
Game Length: May 4–8, 1862, 5 turns.
Confederate Set-up: See "CONFEDERATE SET-UP" under "Scenario 2 Set-up: Johnston's Retreat," page 21 of the English Basic Game Rules. (All Confederate infantry, wagon train, and artillery units begin the game at Fatigue Level 1 on their normal side.)
Union Set-up: See "UNION SET-UP" under "Scenario 2 Set-up: Johnston's Retreat," page 21 of the English Basic Game Rules.
Special Rules
- Random Events: Determine a random event each turn, including Turn 1. Only rain results apply. All rain results, even ones with a longer duration, are treated as "Rain (Current)." (Exception: no more than two rain results may occur in a single game; once either type of rain result has occurred twice, no more Random Events dice are rolled thereafter.) Non-rain random events are all treated as "no effect."
- First Initiative: In the first two Action Phases of Turn 1, the Confederate player automatically wins the initiative die roll.
- Confederate Wagon Train: The Confederate player has 2 wagon trains, which move like Confederate infantry (but may not force march); their Tactical value is 1 and their Artillery value is 0. Once activated, they must perform a march action (they may not participate in a commander activation or an assault action). If a Confederate infantry or artillery unit enters a hex occupied by a wagon train, it must pay the highest MP penalty for entering a friendly-occupied hex (see 6.2), even if the total Combat value in the wagon train's hex is less than 12. If a wagon train performs an extended march, the Confederate player adds 1 to the extended march die roll in addition to other modifiers. If the result is "D" or "1," it is applied to the wagon train as normal, and the Confederate player loses VP (see Victory Conditions).
- Fatigue: All Confederate infantry, wagon train, and artillery units begin the game at Fatigue Level 1 on their normal side. Cavalry units begin at Fatigue Level 0.
- Franklin's Division: Franklin's division (listed as a Union Reinforcement) is treated as being at the landing hex just off the west edge of the map. It can only be placed on the map as part of Union water movement, if it successfully embarks (see Rule 6).
- Union Water Movement: The Union player may move units by water. The rules for water movement are in the Advanced Game Rules (see 23.0), and players should read that chapter before starting this scenario (the irrelevant portions of 23.0 — Confederate water movement, Fort Monroe and Norfolk, the C.S.S. Virginia, Mulberry Point and Harden's Bluff, and the Rappahannock River — may be skipped). The Union player is subject to all restrictions in 23.0 except the following:
- When attempting to embark an eligible unit, ignore the "embarkation die roll modifiers" in 23.0. Instead apply the following modifiers: +2 for every embarkation attempt on Turn 1; +1 for every embarkation attempt on Turn 2.
- Although Franklin's division is off the map at the start of the game, an attempt may be made to embark it. If this embarkation succeeds, place an "Amphibious Transport" marker on it and place it at Yorktown (S5510). Water movement may be performed thereafter. Once it disembarks, it functions like any other Union infantry unit. If Franklin's division fails to embark, it remains off the map. The Union player may also embark other eligible units besides Franklin.
Victory Conditions
The Confederate player scores and loses VP for the following:
| VP | Reason |
|---|---|
| +10 | Per Confederate infantry or artillery unit in New Kent county at the end of the game. |
| +10 | Per Confederate wagon train that ends the game within 3 hexes of New Kent Courthouse (N3127) or Baltimore Store (N2627). |
| +6 | Per Confederate infantry or artillery unit in James City county at the end of the game that can trace a Line of Communication (LOC). A LOC is a path of contiguous hexes from the unit's hex (exclusive) to New Kent Courthouse (N3127, inclusive). This path may be of any length but must be a path of hexes joined by road hexsides. This path may not enter a hex occupied by the enemy, nor an enemy ZOC (except a restricted ZOC), even if a Confederate unit is present in that ZOC hex. This path may not cross a major river. It is not affected by rain. |
| +2 | Per point of Union manpower lost in combat, retreat, or cavalry retreat. |
| +1 | Per point of Union manpower lost in an extended march, force march, or movement from enemy ZOC to enemy ZOC. |
| -1 | Per point of Confederate manpower lost in an extended march, force march, or movement from enemy ZOC to enemy ZOC. |
| -2 | Per point of Confederate manpower lost in combat, retreat, or cavalry retreat. |
| -4* | Per hex a Confederate wagon train retreats due to combat. |
| -6* | Per "D" or "1" result suffered by a Confederate wagon train in an extended march. |
| -20* | Per Confederate wagon train eliminated. |
* The total VP the Confederate player may lose per wagon train from these three starred conditions may not exceed 20. For example, if a wagon train suffers a "D" or "1" result in an extended march (-6 VP) and is later eliminated (-20 VP), the total VP lost is 20, not 26. However, the wagon train's manpower losses are not counted against this cap — that is, if a wagon train is eliminated, the Confederate player loses 20 VP, but the loss of the wagon train's manpower (2) also causes an additional 4 VP loss (-2 per manpower point).
At the end of the game, calculate the Confederate player's total VP and consult the table below to determine the winner.
| Confederate VP | Winner |
|---|---|
| 100 or more | Decisive Confederate Victory |
| 88 to 99 | Substantive Confederate Victory |
| 76 to 87 | Marginal Confederate Victory |
| 64 to 75 | Marginal Union Victory |
| 52 to 63 | Substantive Union Victory |
| 51 or less | Decisive Union Victory |
Scenario 3 — The Gate of Richmond
Note: On May 17, 1862, General Irwin McDowell received permission from Secretary of War Stanton to move his I Corps south from Fredericksburg to join McClellan — but on condition that he wait for Shields' division to arrive from the Shenandoah before departing, a condition McDowell objected to. This scenario simulates what would have happened had McDowell prevailed upon Stanton to let him move I Corps south immediately, with Shields following afterward. In this case, McClellan would have been given a golden opportunity to seize Richmond.
Map: North map only.
Game Length: May 26 – June 1, 1862, 7 turns.
Confederate Set-up: See "CONFEDERATE SET-UP" under "Scenario 3 Set-up: Gates of Richmond," page 23 of the English Basic Game Rules. (J.R. Anderson and Branch begin the game at Fatigue Level 0 on their exhausted side. 56 VA, 32 NC, and the four "Richmond" units begin the game under completed fort markers. Huger, Armistead, 32 NC, and the four "Richmond" units may not move until "released.")
Union Set-up: See "UNION SET-UP" under "Scenario 3 Set-up: Gates of Richmond," page 23 of the English Basic Game Rules. (93 NY begins the game under a completed fort marker. King, McCall, Ricketts, 2 NY, and 4 PA begin the game at Fatigue Level 0 on their exhausted side.)
Special Rules
-
Random Events: Determine a random event each turn, including Turn 1. Only rain results apply. All rain results, even ones with a longer duration, are treated as "Rain (Current)." Non-rain random events are all treated as "no effect."
-
Destroyed Bridges: Place a "Destroyed" marker on the following bridges: N0206-N0307 (North Anna Bridge); N2831-N2832 (Forge Bridge); N0306-N0307 (R,F & P RR Bridge); N2230-N2330 (Long Bridge); N0509-N0608 (Cedar Hill Bridge); N2130-N2229 (Turner's Bridge); N0911-N0912 (Littlepage Bridge); N1929-N2028 (Fisher's Bridge).
-
Confederate Movement Restrictions: Huger, Armistead, 32 NC, and the four "Richmond" units may not move until "released." All of these units are released the moment a Union unit enters a hex within 3 hexes of any Richmond city hex. In addition, Huger, Armistead, and 32 NC are each individually released the moment an enemy unit enters within 3 hexes of that unit's placed hex. Huger and Armistead may also be released by die roll: at each Turn Indication Phase (i.e., at the end of that turn) the Confederate player rolls one die. The first time the result is 1 or 2, Huger is released; the second time the result is 1 or 2, Armistead is released. On a result of 3 or higher, no unit is released that phase. Once released, a unit may move without restriction for the rest of the game.
-
River Crossing: On Turn 1, even if no rain random event has occurred, all major and minor river hexsides are impassable. Furthermore, on Turn 1, ZOC do not extend across ford hexsides. On Turn 1, units may cross rivers only at undestroyed bridges and ferries. If a rain result occurs on Turn 1, its effects are added to the above restrictions.
-
Confederate Reinforcement: At each Turn Indication Phase, the Confederate player rolls one die (rolled separately from the "release" die; see Rule 3). This die may be modified (see below). The first time the modified result is 1 or less, the Ripley brigade arrives as a reinforcement. The second time the modified result is 1 or less, the Walker brigade arrives. If the modified die is 2 or more, no reinforcement arrives that phase. If a Union unit has already entered a hex within 3 hexes of any Richmond city hex, the Confederate player subtracts 2 from the reinforcement die for the rest of the game. If a Confederate reinforcement arrives, it is placed at N0633. If a Union unit is present in that hex, the Confederate player may instead place it in any hex on the map's south edge west of the James River.
-
Ewell's Division: Before starting the game, the Confederate player must specify whether, if Ewell's division becomes available as a reinforcement, it will arrive at Hanover Junction or at Richmond.
- Hanover Junction: If the Confederate player designates Hanover Junction, roll a die at Turn 1 and each Turn Indication Phase thereafter (rolled separately from the "release" and "reinforcement" dice; see Rules 3 and 5). If the result is 4 or less, Ewell's division arrives; on 5 or more it does not arrive that phase. When it arrives, place it at N0107 (Vernon Station). If a Union unit is present in that hex, Ewell's division may instead be placed at N0108, N0109, or N0110, whichever is not occupied by a Union unit.
Victory Conditions
The Union player scores and loses VP for the following:
| VP | Reason |
|---|---|
| +10 | Per Richmond city hex controlled by the Union player at the end of the game (including N0628). |
| +8 | The Union player controls Chaffin's Bluff (N0934) at the end of the game. |
| +2 | Per Henrico county fort hex controlled by the Union player at the end of the game. |
| +2 | Per station north of Richmond and south of (inclusive) Hanover Junction (N0308) controlled by the Union player at the end of the game (not including stations on the York River Railroad). Note: even if more than five stations are controlled, the maximum Union VP obtainable from stations is 10. |
| +1 | Per point of Confederate manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or movement from enemy ZOC to enemy ZOC). |
| -1 | Per point of Union manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or movement from enemy ZOC to enemy ZOC). |
| -4 | Per the following stations controlled by the Confederate player at the end of the game: Summit's Station (N2126); Savage's Station (N1627); Tunstall Station (N2524); Despatch Station (N1927). |
| -20 | The Confederate player controls White House Station (N2823) at the end of the game. |
At the end of the game, calculate the Union player's total VP and consult the table below to determine the winner.
| Union VP | Winner |
|---|---|
| 38 or more | Decisive Union Victory |
| 29 to 37 | Substantive Union Victory |
| 20 to 28 | Marginal Union Victory |
| 11 to 19 | Marginal Confederate Victory |
| 2 to 10 | Substantive Confederate Victory |
| 1 or less | Decisive Confederate Victory |
Scenario 4 — Seven Pines
Note: Johnston's late-May plan to concentrate the bulk of his army against the two Union corps isolated south of the Chickahominy River was sound. The heavy rain that fell on the night of May 30 swelled the river for several days, preventing Union reinforcements north of the Chickahominy from coming to the aid of their comrades on the south bank, isolating the enemy further still. But as the plan unfolded, the lack of coordination in the Confederate chain of command became apparent, and cracks appeared in its execution.
Map: North map only.
Game Length: May 31 – June 1, 1862, 2 turns.
Confederate Set-up: See "CONFEDERATE SET-UP" under "Scenario 4 Set-up: Seven Pines," page 25 of the English Basic Game Rules. (McLaws, Ripley, and Walker have special movement restrictions — see Rules 4 and 5. McLaws begins the game under a completed breastwork marker.)
Union Set-up: See "UNION SET-UP" under "Scenario 4 Set-up: Seven Pines," page 25 of the English Basic Game Rules.
Special Rules
- Random Events: No random events die is rolled. Instead, the result automatically is "Rain (Current)" on Turn 1 and automatically "no effect" on Turn 2.
- First Initiative: In the first Action Phase of Turn 1, the Confederate player automatically wins the initiative die roll (note that Longstreet, Pickett, and R.H. Anderson are restricted in this phase; see Rule 4A).
- The Chickahominy River: Both players are subject to the following movement restrictions for crossing the Chickahominy River: A. Confederate units may not cross the Chickahominy River. B. Union units may cross the Chickahominy River at Grapevine Bridge (N1625-N1626), the bridge downstream of Sumner (N1726-N1626), and any undestroyed Chickahominy River bridge further east (see Rule 6). C. Throughout the scenario, the Chickahominy River is treated as unfordable — the Union player may cross it only at bridges (see "B" above). D. Place Destroyed markers on Turner's Bridge (N2130-N2229) and Fisher's Bridge (N1929-N2028). These bridges may not be rebuilt. The other permanent Chickahominy River bridges — Long Bridge, Bottom's Bridge, and the RR Bridge (N1827-N1927) — are functional and may not be destroyed. E. Neither player may build bridges.
- Confederate Movement Restrictions: The Confederate player is subject to the following movement restrictions: A. Longstreet, Pickett, and R.H. Anderson may not be activated in the first Action Phase. They may be activated freely thereafter. B. McLaws-B may not perform a march action, nor participate in a commander activation action, unless it is attacked. C. The Ripley brigade may not perform a march action unless a Union unit enters a hex adjacent to its setup hex (N0826), or Turn 2 begins. D. The Walker brigade may not perform a march action for the rest of the game unless a Union unit enters a hex adjacent to its setup hex (N0627). Exception: Walker may be "released" (see Rule 5).
- Walker Brigade: At the Turn 1 Turn Indication Phase (i.e., at the end of that turn), the Confederate player rolls one die. On a result of 1 or 2, the Walker brigade is "released" and may be activated in Turn 2. On a result of 3 or more, it is not released.
- Union Floating Bridges: The Union player begins the game with Minor River Bridge markers placed at two hexsides: Grapevine Bridge (N1625-N1626) and the bridge downstream of Sumner (N1726-N1626). Both bridges are subject to "collapse" on Turn 1 (May 31) due to the heavy rain. If a Union unit attempts to march or retreat across either bridge on Turn 1, the Union player must interrupt that unit's movement before the crossing and roll one die. On a result of 4 or less, the bridge is undamaged, and the unit may continue moving across it; no further die roll for that bridge's collapse is made for the rest of the game. On a result of 5 or more, the bridge collapses and is removed from the map; that unit may neither march nor retreat across that hexside (in a retreat, an alternate retreat path must be found). If no attempt is made to cross one or both bridges on Turn 1, the Union player rolls one die for each such bridge at the Turn 1 Turn Indication Phase to determine whether it collapses, using the same procedure. An undamaged bridge functions normally from Turn 2 onward, and the Union player need not determine its collapse again for any subsequent crossing.
Victory Conditions
The Confederate player scores and loses VP for the following:
| VP | Reason |
|---|---|
| +4 | The Confederate player controls N1827 at the end of the game. |
| +4 | The Confederate player controls N1928 at the end of the game. |
| +4 | The Confederate player controls Savage's Station (N1627) at the end of the game. |
| +3 | The Confederate player controls Fair Oaks Station (N1327) at the end of the game. |
| +3 | The Confederate player controls Seven Pines (N1328) at the end of the game. |
| +1 | Per point of Union manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or movement from enemy ZOC to enemy ZOC). |
| -1 | Per point of Confederate manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or movement from enemy ZOC to enemy ZOC). |
At the end of the game, calculate the Confederate player's total VP and consult the table below to determine the winner.
| Confederate VP | Winner |
|---|---|
| 21 or more | Decisive Confederate Victory |
| 16 to 20 | Substantive Confederate Victory |
| 11 to 15 | Marginal Confederate Victory |
| 6 to 10 | Marginal Union Victory |
| 1 to 5 | Substantive Union Victory |
| 0 or less | Decisive Union Victory |
Scenario 5 — Stuart's Ride
Note: This scenario recreates J.E.B. Stuart's first bold ride of the war, known as "the ride around McClellan." Stuart made it look easy, but in reality he risked being cut off from Richmond at several points during the ride — a risk this scenario depicts.
Map: Both North and South maps.
Game Length: June 12–17, 1862, 6 turns (Note: the game may end in fewer than 6 turns; see Special Rules).
Confederate Set-up: See "CONFEDERATE SET-UP" under "Scenario 5 Set-up: Stuart's Ride," page 27 of the English Basic Game Rules.
Union Set-up: See "UNION SET-UP" under "Scenario 5 Set-up: Stuart's Ride," page 27 of the English Basic Game Rules. (2-5 US and 11 PA cavalry units begin the game with disorganized Strength markers. The 93 NY infantry unit begins the game under a completed Fort marker.)
Special Rules
- Random Events: No random events are determined.
- Turn 1: In Turn 1, only the Confederate player may activate units. Because no Union units are activated this turn, no initiative die is rolled. The Confederate player may perform as many activations as he wishes or is able.
- Turn 2: In the first Action Phase of Turn 2, the Confederate player automatically wins the initiative die roll. In all later Action Phases, initiative is determined normally.
- Confederate Movement Restrictions: The Confederate player is subject to the following movement restrictions: A. On Turn 1, Confederate units may not enter any hex whose first two digits are "06." B. Confederate units may not enter the South map until Turn 3. C. Confederate units may not cross a Pamunkey River hexside. D. Confederate units may not move to, attack, or retreat into any hex within 2 hexes of N1328 (Seven Pines), within 2 hexes of N1829, or within 4 hexes of N1023 (Ellerson's Mill).
- Union Movement Restrictions: In addition to being unable to activate on Turn 1, the Union player is subject to the following movement restrictions: A. Every Union unit performing a march (except the Warren brigade) has its Movement Allowance reduced by 1. If a unit's Movement Allowance reaches 0 during a march because of this reduction, its Fatigue Level still increases, but it may not use the "minimum 1-hex move" rule (see 6.2) and must remain in the hex where it attempted to march. The Warren brigade is not subject to this restriction. B. The Reynolds brigade may not be activated unless one of the following occurs: a Confederate unit enters a hex in New Kent county; or a Confederate unit enters a hex within 3 hexes of N1927 (Reynolds' setup hex). C. The 93 NY may not be activated unless a Confederate unit enters a hex adjacent to N2823 (93 NY's setup hex). D. The Buchanan brigade and 11 PA may not be activated until Turn 3. E. The Meade brigade and 3/8 PA may not be activated until Turn 5. Exception: this restriction is lifted the moment a Confederate unit enters a hex within 3 hexes of S1902 (Blacksmith Shop). F. Union units may not move to, attack, or retreat within 4 hexes of the following hexes: S0501 (Chaffin's Bluff); N0526 (Public Square); N0928. G. No unit of either side may cross a Chickahominy River hexside. H. Union infantry units may not force march. I. Union units may not cross Forge Bridge (N2831-N2832).
- General Movement Restrictions: Both players are subject to the following movement restrictions: A. Units may not cross ford hexsides, due to heavy rain that has just fallen. Rivers may be crossed only at undestroyed bridges. B. Place Destroyed markers on Turner's Bridge (N2130-N2229) and Long Bridge (N2230-N2330).
- Forge Bridge: Confederate units suffer a movement penalty when crossing Forge Bridge (N2831-N2832). A. The moment a Confederate unit first attempts to cross Forge Bridge in either direction, that unit's march is interrupted, and the Confederate player rolls two dice. The sum of the dice is the Movement Point (MP) penalty that unit (and all other Confederate units) must pay to cross Forge Bridge for the rest of the game. This die roll is made at most once per game. After determining this penalty, the activated unit may continue its movement: if it has enough MP left to cross the bridge, it may continue its march; if not, its activation ends and it remains in the hex it occupied when the die was rolled (exception: see Step B below). The Forge Bridge MP penalty is added to the normal 1 MP cost of entering the road hex connected to the far side of the bridge. B. If a Confederate unit begins its march at N2831 or N2832 and wishes to cross Forge Bridge, the Confederate player determines its Movement Allowance, then rolls two dice as in Step A to calculate the MP penalty. If the unit's Movement Allowance is sufficient to cross the bridge after applying the penalty, it crosses and continues its movement. Even without enough MP, the Confederate player may still place the unit in the hex on the far side of the bridge (i.e., regardless of the penalty, it may still cross). This 1-hex movement ends that unit's march. A Confederate unit may cross Forge Bridge without sufficient MP only if it began its march at N2831 or N2832. C. If a Confederate unit is at N2831 or N2832 and is retreating, routing, or performing a cavalry retreat, it may cross Forge Bridge with no penalty. However, if a unit begins a retreat, rout, or cavalry retreat in any other hex, it may not retreat across Forge Bridge. D. Once a Confederate unit has crossed Forge Bridge, it may not cross it in the opposite direction for the rest of the game.
Victory Conditions
The Confederate player scores and loses VP for the following:
| VP | Reason |
|---|---|
| +10 | A Confederate Control marker is on White House Station (N2823) at the end of the game. |
| +5 | A Confederate Control marker is on Polly Hunley's Corner (N1119) at the end of the game. |
| +4 | A Confederate Control marker is on Tunstall Station (N2524) at the end of the game. |
| +3 | A Confederate Control marker is on Hanover Court House (N0913) at the end of the game. |
| +3 | A Confederate Control marker is on Garlick's Ferry (N2422) at the end of the game. |
| +4 | Per Confederate cavalry regiment (not Stuart) present in one of the seven Richmond city hexes at the end of the game (maximum 8 VP). |
| +6 | If the game ends on Turn 3 (June 14) (see Rule 11), per cavalry regiment (not Stuart) that completed "the circuit" (see Rule 12). |
| +4 | If the game ends on Turn 4 (June 15) (see Rule 11), per cavalry regiment (not Stuart) that completed "the circuit" (see Rule 12). |
| +3 | If the game ends on Turn 5 or 6 (June 16 or 17) (see Rule 11), per cavalry regiment (not Stuart) that completed "the circuit" (see Rule 12). |
| +2 | Per point of Union manpower lost in combat, retreat, or cavalry retreat. |
| +1 | Per point of Union manpower lost in an extended march, force march, or movement from enemy ZOC to enemy ZOC. |
| -1 | Per point of Confederate manpower lost in an extended march, force march, or movement from enemy ZOC to enemy ZOC. |
| -2 | Per point of Confederate manpower lost in combat, retreat, or cavalry retreat. |
At the end of the game, calculate the Confederate player's total VP and consult the table below to determine the winner.
| Confederate VP | Winner |
|---|---|
| 37 or more | Decisive Confederate Victory |
| 30 to 36 | Substantive Confederate Victory |
| 22 to 29 | Marginal Confederate Victory |
| 18 to 21 | Marginal Union Victory |
| 11 to 17 | Substantive Union Victory |
| 10 or less | Decisive Union Victory |
Scenario 6 — The Seven Days
Note: This scenario recreates the Seven Days battles. In this decisive week, Robert E. Lee, the new commander of the Army of Northern Virginia, chose to take the offensive and resolved to drive the enemy away from Richmond. Lee's vigorous attacks forced McClellan into a critical strategic choice: stand and fight along the Army of the Potomac's main supply line on the York River Railroad, or retreat south toward a new supply base on the James River.
Map: Both North and South maps.
Game Length: June 25 – July 1, 1862, 7 turns.
Confederate Set-up: See "CONFEDERATE SET-UP" under "Scenario 6 Set-up: The Seven Days," page 27 of the English Basic Game Rules. (Units marked with an asterisk begin the game under a completed breastwork marker; units marked with a dagger begin under a completed fort marker; units marked with a bullet begin at Fatigue Level 3 on their normal side.)
Union Set-up: See "UNION SET-UP" under "Scenario 6 Set-up: The Seven Days," page 27 of the English Basic Game Rules. (Units marked with an asterisk begin the game under a completed breastwork marker; 93 NY begins under a completed fort marker.)
Special Rules
-
Random Events: Determine a random event each turn, including Turn 1. Only rain results apply. All rain results, even longer-duration ones, are treated as "Rain (Current)." Non-rain random events are treated as "no effect."
-
Destroyed Bridges and Ferries: Place Destroyed markers on the following bridge and ferry hexsides: N1415-N1416 (Nelson's Bridge); N0311-N0312 (Ellett's Bridge); N0511-N0611 (RF&P RR Bridge); N1929-N2028 (Fisher's Bridge); N0911-N0912 (Littlepage Bridge); N2130-N2229 (Turner's Bridge); N2230-N2330 (Long Bridge); N1215-N1315 (Sutton's Ferry); N1617-N1717 (Hanovertown Ferry); N2831-N2832 (Forge Bridge).
-
Union Bridge: Place Union Minor River Bridge markers on the following Chickahominy River hexsides: N1525-N1526; N1325-N1326; N1625-N1626; N1325-N1425.
-
Confederate Bridge: Place a Confederate Major River Bridge marker on hexside N0733-N0833.
-
Fords: Throughout the game, all major and minor rivers are impassable at fords; they may be crossed only at undestroyed bridges. Both players may build bridges on non-rain turns (see 10.1).
-
Union Wagon Train: The Union player has 2 wagon trains, which move like Union infantry (but may not force march); their Tactical and Artillery values are 0. Once activated, they must perform a march action (they may not participate in a commander activation or an assault action). A wagon train may not march until the Union player declares a "change of base" or declares that he will "hold" his base (see Rules 12 and 13A). If a Union infantry or artillery unit enters a hex occupied by a wagon train, it must pay the highest MP penalty for entering a friendly-occupied hex (see 6.2), even if the total Combat value in the wagon train's hex is less than 12. If a wagon train performs an extended march, the Union player adds 1 to the extended march die roll in addition to other modifiers. If the result is "D" or "1," it applies to the wagon train as normal, and the Confederate player scores VP (see Victory Conditions).
-
Union Water Movement: The Union player may perform water movement for units only on the York-Pamunkey-Mattapony River. The rules for water movement are in the Advanced Game Rules (see 23.0); players should read that chapter before starting this scenario (the irrelevant portions of 23.0 — Confederate water movement, Fort Monroe and Norfolk, the C.S.S. Virginia [treated as destroyed], Yorktown and Gloucester Point, Mulberry Point and Harden's Bluff, and the Rappahannock River — may be skipped). Remember that the Union player may not attempt to embark more than twice per turn.
-
Union Gunboats: The gunboat rules are in the Advanced Game Rules (see 24.0); players should read that chapter before starting this scenario. The Union player has 1 gunboat unit ("Gunboat-1"), which remains on its "normal" side in the "York River" box of the Gunboat Display throughout the scenario, and may perform "Defensive Support" and "Bombardment" only against hexes along the York-Pamunkey-Mattapony River. If the Union player declares a "change of base," he receives a second gunboat unit ("Gunboat-2"), placed in the "James River" box of the Gunboat Display; it remains on its "normal" side and may perform "Defensive Support" and "Bombardment" only against hexes along the James River on the South map, throughout the scenario.
Victory Conditions
There are two sets of victory conditions. If the Union player has declared a "change of base" (see Rule 12), use "Set 1." If the Union player has not declared a change of base, or has declared that he wishes to "hold" his base (see Rule 13), use "Set 2." The Confederate player may only score VP from one set, but there are additional VP conditions that apply to both sets.
Victory Conditions — Set 1 (Change of Base)
| VP | Reason |
|---|---|
| +10* | Per Union wagon train destroyed by the Confederate player. |
| +4* | Per wagon train that, at the end of the game, is on the map but not within 5 hexes of the hex the Union player designated as his new base (see Rule 12i). |
| +4* | Per "D" or "1" result suffered by a Union wagon train in an extended march. |
| +3 | A Confederate infantry unit is present, at the end of the game, in the hex the Union player designated as his new base (see Rule 12i). |
| +2 | The Confederate player controls White House Station (N2823) at the end of the game. |
| +2* | Per hex a Union wagon train retreats due to combat. |
* The total Confederate VP scored per Union wagon train from these four starred conditions may not exceed 10. For example, if a wagon train suffers a "D" or "1" result in an extended march (+4 VP) and then retreats 4 hexes (4 × 2 = +8 VP), the total scored is 10, not 12. However, the wagon train's manpower losses are not counted against this cap — if a wagon train is eliminated, the Confederate player scores 10 VP, but the loss of the wagon train's manpower (2) also causes an additional 2 VP (+1 per manpower point, see below).
Victory Conditions — Set 2 (No Change of Base)
| VP | Reason |
|---|---|
| +10 | The Confederate player controls White House Station (N2823) at the end of the game. |
| +5* | Per Union wagon train destroyed by the Confederate player. |
| +2 | Per the following stations controlled by the Confederate player at the end of the game: Savage's Station (N1627); Summit's Station (N2126); Tunstall Station (N2524); Despatch Station (N1927). |
| +2* | Per "D" or "1" result suffered by a Union wagon train in an extended march. |
| +1* | Per hex a Union wagon train retreats due to combat. |
* The total Confederate VP scored per Union wagon train from these three starred conditions may not exceed 5. For example, if a wagon train suffers a "D" or "1" result in an extended march (+2 VP) and is later eliminated (+5 VP), the total scored is 5, not 7. However, the wagon train's manpower losses are not counted against this cap — if a wagon train is eliminated, the Confederate player scores 5 VP, but the loss of the wagon train's manpower (2) also causes an additional 2 VP (+1 per manpower point, see below).
Victory Conditions Applying to Both Sets
| VP | Reason |
|---|---|
| +10 | No Union infantry division is present in any hex of Henrico county at the end of the game. |
| +5 | No Union infantry division is present in any hex of Hanover county at the end of the game. |
| +5 | No Union infantry division is present in any hex of either Hanover or Henrico county at the end of the game (Note: this is awarded in addition to the +10 for no division in Henrico and the +5 for no division in Hanover). |
| +1 | Per point of Confederate manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or movement from enemy ZOC to enemy ZOC). |
| -1 | Per point of Union manpower lost in combat, retreat, cavalry retreat, or bombardment (not extended march, force march, or movement from enemy ZOC to enemy ZOC). |
| -3 | Per Union division that, at the end of the game, is 5 or 6 hexes from a Richmond city hex and can trace a "Line of Communication" (see below). |
| -5 | Per Union division that, at the end of the game, is 3 or 4 hexes from a Richmond city hex and can trace a Line of Communication. |
| -8 | The Union player controls Chaffin's Bluff (S0501) at the end of the game. |
| -10 | Per Union division that, at the end of the game, is 1 or 2 hexes from a Richmond city hex and can trace a Line of Communication. |
| -15 | Per Union division that, at the end of the game, is in a Richmond city hex and can trace a Line of Communication. |
Line of Communication (LOC): An LOC is a path, of any length, from a landing hex on the York, Pamunkey, or James River to a hex adjacent to the Union division in question, using only road, pike, or railroad hexsides (exception: an LOC may not originate from a James River landing hex on the North map). An LOC may not enter a hex occupied by a Confederate unit, nor a Confederate ZOC (except a restricted ZOC) unless a Union unit is present there. An LOC may not cross a destroyed bridge or ferry, nor a ford where no bridge exists.
At the end of the game, calculate the Confederate player's total VP and consult the table below to determine the winner.
| Confederate VP | Winner |
|---|---|
| 31 or more | Decisive Confederate Victory |
| 19 to 30 | Substantive Confederate Victory |
| 7 to 8 | Marginal Confederate Victory |
| -5 to 6 | Marginal Union Victory |
| -17 to -6 | Substantive Union Victory |
| -18 or less | Decisive Union Victory |
Scenario 7 — Retreat to the James
Note: During the last three days of the Seven Days battles, Lee had a golden opportunity to inflict a crushing blow on McClellan's army as it retreated to the James River. But Lee's plan to trap McClellan had flaws. When the Confederate pursuit ended in the disastrous assault at Malvern Hill, the Peninsula Campaign was effectively over.
Map: Both North and South maps.
Game Length: June 29 – July 1, 1862, 3 turns.
Confederate Set-up: See "CONFEDERATE SET-UP" under "Scenario 7 Set-up: Retreat to the James," on the back cover of the English Basic Game Rules. (Units marked with an asterisk begin the game under a completed breastwork marker.)
Union Set-up: See "UNION SET-UP" under "Scenario 7 Set-up: Retreat to the James," on the back cover of the English Basic Game Rules. (Morell, McCall, and Slocum begin the game with disorganized Strength markers. Units marked with a dagger begin under a completed breastwork marker. Ferry may not be activated or entrench on Turn 1.)
Special Rules
-
Random Events: There are no random events in this scenario.
-
Destroyed Bridges: Place Destroyed markers on the following bridge hexsides: N1827-N1927 (RR Bridge); N2831-N2832 (Forge Bridge); N1928-N2027 (Bottom's Bridge); N2230-N2330 (Long Bridge); N1929-N2028 (Fisher's Bridge); N2130-N2229 (Turner's Bridge).
-
Confederate Bridge: Place a Confederate Major River Bridge marker on hexside N0733-N0833.
-
Fords: Throughout the game, all major and minor rivers are impassable at fords; they may be crossed only at undestroyed bridges and ferries. Both players may build bridges.
-
Grapevine Bridge: To simulate the Confederate attempt to rebuild the partially destroyed "Grapevine" and "Alexander's" bridges (N1625-N1626 and N1525-N1526), whenever both players roll the same number in the Initiative Segment (giving the Confederate player the initiative) and the Confederate player does not pass, the Confederate player is permitted to attempt a special bridge construction here. If at least one Confederate infantry unit at Fatigue Level 0 under the command of Jackson or D.H. Hill ("J" or "DH") is present at N1525 or N1625, the Confederate player may make this bridge-construction attempt. If he does, he rolls one die before declaring his action and consults the table below to determine success or failure, cross-referencing the die result with the column corresponding to the number of times the initiative dice have already tied this turn (including ties on which no Confederate bridge-construction attempt was made).
Confederate Special Bridge — Construction Table (column = number of initiative ties so far this turn)
Die 1 2 3 4 5 6+ 1 Success Success Success Success Success Success 2 Fail Success Success Success Success Success 3 Fail Fail Success Success Success Success 4 Fail Fail Fail Success Success Success 5 Fail Fail Fail Fail Success
Victory Conditions
The Confederate player scores and loses VP for the following:
| VP | Reason |
|---|---|
| +15 | The Confederate player controls Berkeley (S1707), Westover (S1806), or both, at the end of the game (controlling both still scores only 15 VP). |
| +10 | The Confederate player controls Malvern Hill (S1301), Haxall's Landing (S1403), Shirley (S1305), or any combination of these, at the end of the game (maximum 10 VP total). Note: if the Confederate player controls Berkeley and/or Westover, he does not also score this +10 for Malvern Hill, Haxall's Landing, and/or Shirley. |
| +3 | Per Union infantry division (not brigade) that, at the end of the game, cannot trace a "Line of Communication" (see below) of 9 hexes or fewer. |
| +1 | Per point of Union manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or movement from enemy ZOC to enemy ZOC). |
| -1 | Per point of Confederate manpower lost in combat, retreat, cavalry retreat, or bombardment (not extended march, force march, or movement from enemy ZOC to enemy ZOC). |
Line of Communication (LOC): An LOC is a path, of any length, from an eligible James River landing hex to a hex adjacent to the Union division in question, using only road, pike, or railroad hexsides. An "eligible" landing hex is any hex on the South map along the James River whose first two digits are "15" or higher. An LOC may not enter a hex occupied by a Confederate unit, nor a Confederate ZOC (except a restricted ZOC) unless a Union unit is present there. An LOC may not cross a destroyed bridge or ferry, nor a ford where no bridge exists.
At the end of the game, calculate the Confederate player's total VP and consult the table below to determine the winner.
| Confederate VP | Winner |
|---|---|
| 24 or more | Decisive Confederate Victory |
| 17 to 23 | Substantive Confederate Victory |
| 10 to 16 | Marginal Confederate Victory |
| 3 to 9 | Marginal Union Victory |
| -4 to 2 | Substantive Union Victory |
| -5 or less | Decisive Union Victory |
Scenario 8 — Gaines Mill
Note: On the second and third days of the Seven Days, Lee launched bold attacks against Fitz John Porter's Union right wing. Porter's line was eventually broken at Gaines Mill by repeated rebel assaults, but by the time Jackson's Valley Army appeared on the Union's exposed flank, the opportunity Lee had held at the start of the attack had already slipped away. In this scenario, the Union must hold its position north of the river and buy enough time to move its base in an orderly fashion along the James River. McClellan believed it would be ideal if he could avoid pulling many troops south of the Chickahominy, so that the forces remaining there could press Lee's weakened line south of the river toward Richmond.
Map: North map only.
Game Length: June 26–27, 1862, 2 turns.
Union Set-up: See "UNION SET-UP," page 39 of The Skirmisher #1. (Units marked with an asterisk begin the game under a completed breastwork marker. 93 NY begins under a completed fort marker. Naglee may not be activated or entrench on Turn 1.)
Confederate Set-up: See "CONFEDERATE SET-UP," page 39 of The Skirmisher #1. (Units marked with a plus sign begin the game at Fatigue Level 1 on their exhausted side.)
Special Rules
- Random Events: No random events are determined in this scenario.
- Destroyed Bridges and Ferries: Place Destroyed markers on the following: N1929-N2028 (Fisher's Bridge); N2130-N2229 (Turner's Bridge); N2230-N2330 (Long Bridge); N2831-N2832 (Forge Bridge).
- Union Bridges: Place Union Minor River Bridge markers on the following Chickahominy River hexsides: N1325-N1326; N1325-N1425; N1525-N1526; N1625-N1626.
- Movement Restrictions: Throughout the game, no unit may cross the Pamunkey River or the South Anna River. In addition, no unit may enter a hex south of the Chickahominy River whose first two digits are 12 (i.e., 1225 through 1233).
- Fords Impassable: All major and minor rivers are impassable at fords throughout the game; they may be crossed only at undestroyed bridges or ferries. Both players may build bridges starting at the end of Turn 1 (see 10.1).
- Union Gunboats: The gunboat rules are in the Advanced Game Rules (see 24.0); players should read that chapter before starting this scenario. The Union player has one gunboat unit ("Gunboat-1"), which remains on its "normal" side in the "York River" box throughout the scenario, and may perform "Defensive Support" and "Bombardment" only against hexes along the York-Pamunkey-Mattapony River.
- Union Movement Restrictions: The Union Naglee brigade may not cross the Chickahominy River for the entire game.
- Confederate Movement Restrictions: Units belonging to the Confederate Longstreet, A.P. Hill, or D.H. Hill divisions may not move into a hex north of Totopotomoy Creek. Since this creek originates in the 08xx hex column, units are unrestricted in hexes west of this column, but are restricted in this column and to its east (example: in the 08xx column, a unit may enter 0819 but not 0818, 0817, or hexes further north; in the 09xx column, a unit may enter 0920 but not 0919). Units belonging to these divisions may retreat across this creek; if they retreat north of it, they may move freely until they return south of the creek, at which point this movement restriction applies to them again.
- Start of Turn 1: The Confederate player automatically wins the first two initiative rolls of Turn 1. These two automatic Confederate Action Phases are subject to the following movement restrictions: Confederate units may not enter a hex adjacent to a Union unit; and Confederate units may not cross a Chickahominy River hexside from a hex whose first two digits are "05" or higher (Note: N0822 through N0117, where the Chickahominy narrows to a stream, also counts as the Chickahominy River). Normal initiative dice are not rolled until the third Action Phase (and for the rest of the game thereafter); after that point, these two movement restrictions no longer apply.
- The Night of June 26: The Confederate attack began very late on June 26, so this special rule limits both players' offensive capability on Turn 1. Both players track the number of times the Confederate player has taken the initiative on Turn 1. Dusk falls after the Confederate player has won the initiative die roll twice. Dusk has no game effect but signals that night — when this turn's attacks will end — is approaching. (Note that the initiative bringing dusk is the Confederate player's fourth action of Turn 1, due to the two automatic initiatives granted by Special Rule 9.) After dusk, attacks continue normally until the initiative dice tie. Night falls the moment the initiative dice tie. The Confederate player wins that initiative as normal, but the following restrictions apply to that action and every remaining action of Turn 1: neither player may declare an assault action; neither player may carry out a cavalry charge; neither player may attack as part of a march action. Note that ZOC continue to function normally at night, and players may enter and exit ZOC as usual. Note that Turn 2 is not affected by these night rules.
Victory Conditions
The Confederate player scores and loses VP for the following:
| VP | Reason |
|---|---|
| +6 | The Confederate player controls Watt (N1524) at the end of the game. |
| +3 | The Confederate player controls Old Cold Harbor (N1523) at the end of the game. |
| +3 | The Confederate player controls New Cold Harbor (N1423) at the end of the game. |
| +3 | The Confederate player controls White House Station (N2823) at the end of the game. |
| +2 | The Confederate player controls Tunstall's Station (N2524) at the end of the game. |
| +2 | The Confederate player controls Summit's Station (N2126) at the end of the game. |
| +2 | The Confederate player controls Despatch Station (N1927) at the end of the game. |
| +5 | Slocum's infantry division crossed the Chickahominy River northward on Turn 1. |
| +5 | Richardson's infantry division crossed the Chickahominy River northward on Turn 1. |
| +3 | Peck's infantry division crossed the Chickahominy River northward on Turn 1. |
| +2 | Slocum's infantry division crossed the Chickahominy River northward on Turn 2 (and had not already done so on Turn 1). |
| +2 | Richardson's infantry division crossed the Chickahominy River northward on Turn 2 (and had not already done so on Turn 1). |
| +1 | Peck's infantry division crossed the Chickahominy River northward on Turn 2 (and had not already done so on Turn 1). |
| +1 | Per point of Union manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or movement from enemy ZOC to enemy ZOC). |
| -1 | Per point of Confederate manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, or movement from enemy ZOC to enemy ZOC). |
At the end of the game, calculate the Confederate player's total VP and consult the table below to determine the winner.
| Confederate VP | Winner |
|---|---|
| 26 or more | Decisive Confederate Victory |
| 22 to 25 | Substantive Confederate Victory |
| 18 to 21 | Marginal Confederate Victory |
| 14 to 17 | Marginal Union Victory |
| 8 to 13 | Substantive Union Victory |
| 7 or less | Decisive Union Victory |
Advanced Game Rules
14.0 Advanced Game Sequence of Play
Each turn of the Advanced Game is conducted according to the following Sequence of Play:
- Union Invasion Phase (Turn 1 only). The Union player decides where his initial invasion will take place.
- Random Events Phase. Two dice are rolled, and the players consult the Random Events Table.
- Transfer Phase. A commander may be transferred from one command's units to another's.
- Off-Map Phase (Turn 4 and later). Units may move to or from off-map boxes.
- County Control Phase. The Union player determines which counties his forces control.
- Gunboat Phase. The Union player may move his gunboats.
- Incorporation Phase. Substitute units may be re-incorporated into other units.
- Action Cycle.
- Action Phase
- A. Initiative Segment: Both players roll one die. The player with the higher result wins. If the result is tied, the Confederate player wins, though a tie may also end the Action Cycle under certain conditions (see 19.0). The winning player must take the initiative or pass.
- B. Activation Segment: The player who took the initiative must perform one action with an eligible commander or unit. At the end of the Activation Segment, the players return to the Initiative Segment and begin a new Action Phase. Action Phases repeat until the Action Cycle ends, either because both players pass in the same Action Phase or because the initiative dice tie (see 19.0).
- Action Phase
- Recovery Phase. Eligible units may forage, entrench, build bridges, repair bridges and ferries, and recover from fatigue, disorganization, exhaustion, and demoralization.
- Strategic Cycle (only on turns divisible by 7):
- A. Strategic Segment: Two dice are rolled, and the players consult the Strategic Table.
- B. Reinforcement Segment: Both players determine whether any fixed, variable, or special reinforcements arrive.
- C. Valley Segment (Turn 35 and later): Both players conduct activity in and around the Shenandoah Valley.
- D. Virginia Segment (not performed on Turn 7): The Confederate player may attempt a sortie by the C.S.S. Virginia.
- E. Norfolk Segment (not performed on Turn 7): The Union player may attack Norfolk.
- F. Siege Segment: Reduce the Fatigue Level of Union siege units by 1.
- G. Depot Segment: The Union player may place a depot on its "Build" side, or flip an existing depot from "Build" to "Complete." He may also destroy or dismantle a depot, and move siege units to a depot, if he wishes.
15.0 Start of Game
At the start of the game, the Union player must declare where he wishes to "invade." He has four options: The Peninsula; Tappahannock; Mobjack Bay; Urbana.
Union Command Posture: In the Union Invasion Phase, the Command marker is placed in the "0" box of the Union Command Track, and the Posture marker is placed in the "Active" box of the Union Posture Track.
Deployment of Forces: The invasion location chosen by the Union player determines how both players deploy their units (see "Advanced Game Set-ups"). Once both players have deployed their forces, the game begins.
16.0 Random Events
In each Random Events Phase, either player rolls two dice. The players consult the Random Events Table and check the result corresponding to the dice roll.
Rain: The effects of rain are exactly the same as in the Basic Game (see 12.0).
Command Lethargy: If this result occurs, the designated player subtracts 1 from the Movement Allowance of each of his infantry and artillery units, and subtracts 2 from the Movement Allowance of each of his cavalry units, for the current turn. Normally, an infantry unit's Movement Allowance in a Union "commander activation" action or a Confederate "march" action is a minimum of 2; however, on a turn when Command Lethargy occurs, the affected player's infantry units under those actions have a minimum Movement Allowance of 1. Note: even if a unit's Movement Allowance is reduced to 0, it may still move 1 hex (see 6.2).
17.0 Strategic Events
In the Strategic Segment of each Strategic Cycle, both players roll two dice. A Strategic Cycle occurs only on turns divisible by 7 (Turn 7, 14, 21, etc.). The players consult the Strategic Table and check the result corresponding to the sum of the dice.
Union Command: If a "Union Initiative" result occurs, the Union player moves the Command marker on the Union Command Track upward by the number of "Command Points" (1 or 2) shown in parentheses in the result.
Virginia Does Not Sortie: If a "Virginia Does Not Sortie" result occurs, the Confederate player may not attempt a sortie by the C.S.S. Virginia in the Virginia Segment of the current Strategic Cycle (see 22.0).
Drewry's Bluff Artillery: If a "Drewry's Bluff Artillery" result occurs, the Confederate player places a Naval Battery marker at Drewry's Bluff (S0301) (see 35.0). If a Union unit is present at Drewry's Bluff at that time, this result is ignored.
Johnston Relieved: If a "Johnston Relieved" result occurs, the Confederate player removes commander Johnston from the map. He is replaced by Lee, who is placed in any hex occupied by a Confederate commander.
18.0 Union Command Posture
In the Advanced Game, the Union player must always be in one of two "postures": Active or Passive.
Note: For the first 7 turns of the game, the Union posture is automatically Active.
Active Command Posture: If the Union posture is Active, play proceeds normally.
Passive Command Posture: If the Union posture is Passive, play proceeds normally except that the following penalties apply:
- The Union player adds 1 to all his assault and grand assault die rolls.
- The MP cost for a Union unit attacking during a march increases as follows: Column of Route: 1 MP (infantry), 2 MP (cavalry); Hasty: 2 MP (infantry), 4 MP (cavalry); Normal: 3 MP (infantry), 6 MP (cavalry); Prepared: 5 MP (infantry), 10 MP (cavalry).
- In the first Action Phase of an Action Cycle in which the Union posture is Passive, the Confederate player automatically gets the initiative (no die is rolled in that phase's Initiative Segment). The Confederate player may take the initiative or pass. In the second and later Action Phases, initiative is determined normally.
- If both players' dice in the Initiative Segment come up the same, the Action Cycle ends (see 19.0).
- The Union player may not attack Norfolk (see 29.2).
- If a "Rain" result ("Current," or "Current+1, +2, or +3") occurs while the Union posture is Passive, the current turn's Action Cycle is skipped, and play otherwise proceeds normally; all other phases and cycles of the current turn are conducted normally, with play proceeding directly from the Incorporation Phase to the Recovery Phase. For a "Rain (Current+1, +2, or +3)" result, all rain turns following the current turn are skipped entirely; immediately after the end of the turn on which that result occurred, the players play the Random Events Phase of the next non-rain turn. Exception: a Strategic Cycle may never be skipped — if a turn divisible by 7 would be skipped, that turn's Strategic Cycle is still conducted normally.
- If the Union posture changes from Passive to Active at the start of a new turn, a multi-turn rain result will not cause that turn to be skipped; if the Union posture is Active at the start of a turn, that turn — including its Action Cycle — is played normally. However, if during a multi-turn rain result the Union posture changes from Active to Passive at the start of a new turn, that turn is conducted normally except that its Action Cycle is skipped. If subsequent turns remain both rain turns and turns in which the Union posture stays Passive, they are skipped entirely, and play advances to the Random Events Phase of the first following non-rain turn.
Example: The Union posture is Passive. On Turn 12's Random Events Phase, a "Rain (Current)" result occurs. Turn 12's Action Cycle is skipped, but all its other phases are conducted normally. On Turn 13's Random Events Phase, a "Rain (Current+2)" result occurs, making Turns 13, 14, and 15 rain turns. Turn 13's Action Cycle is skipped, but its other phases are conducted normally. Turn 14 is skipped entirely, though that turn's Strategic Cycle is conducted normally. In Turn 14's Union Command Segment, the Union player declares an Active posture. Because the Union posture is Active at the start of the following turn, Turn 15 is no longer skipped due to rain.
19.0 Random End of the Action Cycle
Initiative
In the Basic Game, if a player has no units eligible for activation in the Initiative Segment, his opponent automatically wins the initiative, and no dice are rolled. In the Advanced Game, however, both players must roll the dice in the Initiative Segment even if one player has no units eligible for activation. If the player without eligible units wins the roll, he must pass.
Note: If the Union player wins the initiative die roll while the Confederate player has no units eligible for activation, and the Union player declares a "commander activation" action, the Union player may select any number of units to participate, regardless of the initiative die result (see 5.2).
Rolling Double 1's in the Initiative Segment
If both players roll a 1 in the Initiative Segment, the Action Cycle ends immediately (regardless of the Union posture) and play proceeds to the Recovery Phase, unless one of the following applies:
- Even if double 1's occur, the Action Cycle does not end if neither player has performed at least one action in that Action Cycle. In this case, the double 1's give the Confederate player the initiative, and play proceeds normally.
- If double 1's occur and the Confederate commander is Lee (not Johnston), the Confederate player may choose whether to end the Action Cycle or continue it. If he ends the cycle, proceed to the Recovery Phase. If he continues it, he wins the initiative and play proceeds normally.
Rolling Doubles Other Than 1's in the Initiative Segment
If the Union posture is Passive and both players' dice in the Initiative Segment show the same number (other than 1), the Confederate player is given the following choice, regardless of who the Confederate army commander is, even if neither player has performed an action in the current cycle:
- He may continue the current Action Cycle. If so, he wins the initiative die roll, and play proceeds normally.
- He may end the current Action Cycle. If so, no initiative die is rolled, and the following procedure is used instead:
- One Confederate Action: The Confederate player may perform one action of any type, using any eligible unit or commander on the map.
- Strategic Movement: The Union player may perform consecutive "march" or "commander activation" actions, provided the unit or commander selected is eligible for strategic movement, and every activated unit is subject to the restrictions of strategic movement throughout that movement (see 20.0). The Confederate player may then perform consecutive "march" or "commander activation" actions, subject to the same strategic movement restrictions. (Note: if the Confederate player wishes, he may reverse the order in which both players perform this step — if so, he declares this, performs his strategic movement first, and the Union player then performs his.)
- Other Confederate Actions: The Confederate player may perform consecutive "march" actions, provided the unit or commander selected is eligible to embark or entrain, or is eligible for rail or water movement (see 21.0 and 23.0). A unit activated in this step may only embark, entrain, move by rail, or move by water.
- End of Action Cycle: The Action Cycle ends, and play proceeds to the Recovery Phase. In this Recovery Phase, both players may repair bridges and ferries and forage, but may not entrench.
Active Union Posture: If the Union posture is Active, tied initiative dice (other than 1's) have no effect.
20.0 Strategic Movement
"Strategic Movement" is a special type of march used in certain situations to increase a unit's Movement Allowance.
Eligibility for Strategic Movement
Only units meeting all of the following requirements may be selected to perform strategic movement:
- The unit must not have already marched this turn.
- If an infantry or artillery unit is selected, it must be at least 8 hexes from an enemy infantry or artillery unit.
- If a cavalry unit is selected, it must be at least 8 hexes from any enemy unit.
- (Confederate only) The unit must not be in a county controlled by the Union (see 25.0).
Note: When measuring the distance between a unit selected for strategic movement and an enemy unit, the hex path between the two units may not pass through hexes that are entirely water. That is, a unit may be eligible for strategic movement even at 7 hexes or less from the enemy, if one or more all-water hexes separate them.
How to Perform Strategic Movement
If a player declares a "march" or "commander activation" action, and every unit selected for the march in that action is eligible for strategic movement, that action may use "Strategic Movement." If strategic movement is used, the active player follows this procedure:
-
Fatigue: Declare how many Fatigue Levels the unit will expend — a minimum of 2 and a maximum of 4. The expended value is added to the unit's current Fatigue Level, and a new Fatigue marker is placed on it. The value expended may not raise the unit's Fatigue Level above 4.
-
Movement Allowance: Determine the unit's Movement Allowance. The Movement Allowance depends on how many Fatigue Levels were expended, the unit's branch, and whether it is Union or Confederate. The Movement Allowance is not increased if the unit is participating in a commander activation.
Confederate Units
Fatigue Levels Expended Infantry or Artillery MA Cavalry MA 2 12 (10) 24 (20) 3 18 (15) 36 (30) 4 24 (20) 48 (40) Union Units
Fatigue Levels Expended Infantry or Artillery MA Cavalry MA 2 9 (7) 15 (12) 3 13 (10) 22 (18) 4 18 (14) 30 (25) Note: If the player is suffering "Command Lethargy," use the value in parentheses (see 16.0).
-
The normal Extended March rules are modified for strategic movement. A unit that reaches Fatigue Level 3 (or Fatigue Level 2 on its exhausted side) through strategic movement does not check the Extended March Table. Instead, an extended march occurs only if the unit's Fatigue Level reaches 4 (or 3 or 4 on its exhausted side). Extended march die modifiers are otherwise as usual (all Union units add +1; a unit reaching Fatigue Level 4 on its normal side adds +1; a unit reaching Fatigue Level 3 on its exhausted side adds +1; a unit reaching Fatigue Level 4 on its exhausted side adds +3). On the Extended March Table, cross-reference the modified die roll with the column for that unit's Strength marker status, and apply the result as normal.
-
The unit performs its march, expending MP as normal, though some restrictions apply to a unit performing strategic movement (see below).
-
If a "commander activation" action is being performed, repeat Steps 1 through 4 for each participating unit.
Restrictions on Strategic Movement
A unit performing strategic movement is subject to the following restrictions:
- If infantry or artillery, it must remain at least 8 hexes from any enemy infantry or artillery (not cavalry) unit throughout its movement.
- If cavalry, it must remain at least 8 hexes from any enemy cavalry unit throughout its movement.
- It may not attack. If it becomes adjacent to an enemy cavalry unit, see "Cavalry Retreat" below.
- It may not force march.
- A maximum of one strategic movement may be used per turn.
- (Confederate only) It may not enter a county controlled by the Union (see 25.0).
Cavalry Retreat: If an infantry or artillery unit enters the normal (not restricted) ZOC of an enemy cavalry unit while performing strategic movement, the enemy player must perform a cavalry retreat. This retreat is carried out as normal and may reduce the marching unit's Movement Allowance.
21.0 Railroad Movement
Only the Confederate player may move units by rail.
Embarking: Only "embarked" units may perform rail movement. The Confederate player may embark a unit for rail movement if it meets all of the following requirements: it must be at a station, or at a rail hex in Richmond or Petersburg; it must be an infantry unit (not cavalry or artillery); its manpower must be 10 or less; its Fatigue Level must be 0 or 1 (it may be on its exhausted side); it must not be in an enemy ZOC; it must not be in a county controlled by the Union (see 25.0); and a maximum of one unit may embark per "railroad area" per turn.
To embark an eligible unit, the Confederate player selects it for a march and increases its Fatigue Level by 1 (embarking does not cause an extended march). Instead of performing the march, he places a "RR Movement" marker on the unit; this action ends, and a new Action Phase begins. An embarked unit may only perform rail movement. A unit selected to participate in a commander activation may not embark. A commander stacked in the same hex as an embarking subordinate unit may also embark.
Railroad Areas: The Confederate player has two "railroad" areas: (1) all hexes north of the James River, and (2) all hexes south of the James River. No more than one unit may embark per area per turn. Note: N0527 (Hollywood Cemetery) and N0627 (Capitol) in Richmond are both treated as being in both the north and south areas.
Disembarking: The Confederate player may remove the RR Movement marker and "disembark" a unit at any time he has the initiative. Disembarking does not increase Fatigue Level. A unit must disembark under any of the following circumstances: the Action Cycle ends; an enemy unit moves into an adjacent hex; the unit completes 1 or more hexes of rail movement; or the unit enters a Richmond or Petersburg hex.
How to Perform Rail Movement: To move an embarked unit by rail, the Confederate player must activate it for a march (rail movement may not be performed as part of a commander activation action). Subject to the restrictions below, he may move the embarked unit up to 40 hexes, regardless of terrain, as long as it moves only through railroad hexsides. The unit disembarks the moment it completes its movement, and its RR Movement marker is removed. A unit may end its movement at any railroad hex, not only a station. Depending on how many hexes it moved, the unit's Fatigue Level increases as follows:
| Hexes Moved | Fatigue Level Increase |
|---|---|
| 1 to 13 | 1 |
| 14 to 26 | 2 |
| 27 to 40 | 3 |
If rail movement would raise a unit's Fatigue Level above 4, it may not move that distance. Rail movement never causes an extended march. A commander may perform rail movement together with a unit. Rail movement is unaffected by rain turns.
Restrictions on Rail Movement: A unit performing rail movement is subject to the following restrictions: it may not cross a hexside where a bridge has been destroyed; it may not enter an enemy ZOC; it may not enter a county controlled by the Union (see 25.0). In addition, a unit performing rail movement must remain on a single rail line for the duration of its movement (for example, if it begins its movement on the Virginia Central RR, it may not move to any hex that is not on the Virginia Central line during that movement). If a unit enters a hex in Richmond or Petersburg by rail movement, it must disembark, and may not embark again until the following turn.
Note: The Old Coal Pits RR, Richmond and Danville RR, Clover Hill RR, and Port Walthall RR are all treated as part of the Richmond and Petersburg RR for game purposes.
22.0 CSS Virginia and USS Monitor
The ironclad warships C.S.S. Virginia (formerly the U.S.S. Merrimac) and U.S.S. Monitor played a major role in this campaign.
C.S.S. Virginia: At the start of the game, the Confederate player places Virginia in the Norfolk box. It remains there for the rest of the game unless destroyed.
U.S.S. Monitor: At the start of the game, the Union player places Monitor in the Fort Monroe box. It remains there for the rest of the game unless destroyed.
Virginia's "Sortie": In the Virginia Segment of any Strategic Cycle on Turn 14 or later, the Confederate player may "sortie" Virginia. Virginia may sortie a maximum of once per Strategic Cycle. Exception: Virginia may not sortie if it is currently damaged, or if a "Virginia Does Not Sortie" result occurred in the current Strategic Cycle's Strategic Segment.
If the Confederate player wishes to sortie, he declares it, rolls two dice, and applies the sum to the Virginia Sortie Table. The possible results are:
- Virginia Destroyed: Virginia is removed from the map.
- Monitor Destroyed: Monitor is removed from the map.
- Both Destroyed: Both ships are removed from the map.
- NE (No Effect): The sortie has no effect.
- Virginia and Monitor Damaged: Both ships are damaged for a number of turns equal to the value in parentheses in the result. Place both units that many turns ahead of the current turn on the Turn Track.
Example: If the "(29)" damage result occurs in the Virginia Segment of Turn 14, both ships are placed in the Turn 43 box of the Turn Track. At the start of Turn 43, they return to the Norfolk and Fort Monroe boxes.
Virginia's destruction has the following effects: it may not sortie again; it affects both players' water movement (see 23.0); it affects Confederate supply (see 30.2); the Union player scores VP (see 37.0).
Monitor's destruction has the following effects: it hampers Union attacks against Norfolk (see 29.0); the Union player cannot score the Drewry's Bluff VP (see 37.0); the Union player loses VP (see 37.0).
Norfolk: Virginia is also destroyed the moment the Union player gains control of Norfolk (see 29.0).
Damage: While Virginia is damaged, it may not sortie. While Monitor is damaged, the Union player cannot score the Drewry's Bluff VP (see 37.0).
23.0 Water Movement
Both players may move units by water.
Embarking: Only "embarked" units may perform water movement. A player may embark a unit for water movement if it meets all of the following requirements: it must be at a landing hex (Union units at Fort Monroe or Norfolk may also embark); it must be an infantry or cavalry unit (not artillery); its manpower must be 21 or less (Union) or 10 or less (Confederate); its Fatigue Level must be 0 or 1 (it may be on its exhausted side); it must not be in an enemy ZOC. A maximum of one Confederate unit may embark per turn. The Union player may make up to 2 embarkation attempts per turn (the same unit or two different units); in addition, the combined manpower of all Union units embarking in one turn may not exceed 22.
Confederate Embarkation: To embark an eligible unit, the Confederate player selects it for a march and increases its Fatigue Level by 1. He places a Confederate "Amphibious Movement" marker on it; this action ends, and a new Action Phase begins.
Union Embarkation: To embark an eligible unit, the Union player selects it for a march and increases its Fatigue Level by 1. Unlike Confederate embarkation, Union embarkation is not automatic: each attempt requires a die roll. On a result of 3 or less, the unit successfully embarks, and a Union "Amphibious Movement" marker is placed on it. On a result of 4 or more, the unit does not embark and no marker is placed (this roll may be modified — see below). Whether or not the attempt succeeds, the unit's Fatigue Level increases by 1. After this die roll, the action ends, and a new Action Phase begins. If the chosen unit fails to embark, the Union player may attempt to embark it again later in the same Action Phase, but the second attempt is a separate action and again increases that unit's Fatigue Level by 1.
Note: Embarking never causes an extended march.
Embarkation Die Roll Modifiers: The Union embarkation die roll is modified under either of the following conditions: +2 for every embarkation attempt from April 5 through April 11; +1 for every embarkation attempt from April 12 through May 5.
Embarkation Restrictions: An embarked unit may only move by water movement. A unit selected to participate in a commander activation may not embark. A commander stacked in the same hex as an embarking subordinate unit may also embark.
Disembarking: A player may remove the Amphibious Movement marker and "disembark" a unit in its current hex at any time he has the initiative. The Union player may also disembark at Fort Monroe or (if Union-controlled) Norfolk. Disembarking does not increase Fatigue Level and is not treated as an action. A unit must disembark under any of the following conditions: the Action Cycle ends (exception: a unit at Fort Monroe or Norfolk may remain embarked even when the Action Cycle ends); an enemy unit moves into an adjacent hex; or the unit completes 1 or more hexes of water movement.
How to Perform Water Movement: To perform water movement, a player must activate an embarked unit for a march (not a commander activation). Subject to the restrictions below, he may move the unit up to 49 hexes. This movement must end at a landing hex unoccupied by enemy units (a Union unit may instead disembark at Fort Monroe or Union-controlled Norfolk). The unit disembarks the moment it completes its movement, and its Amphibious Movement marker is removed. Depending on how many hexes it moved, its Fatigue Level increases as follows:
| Hexes Moved | Fatigue Level Increase |
|---|---|
| 1 to 10 | 1 |
| 11 to 29 | 2 |
| 30 to 49 | 3 |
If water movement would raise a unit's Fatigue Level above 4, it may not move that distance. Water movement never causes an extended march, even at a resulting Fatigue Level of 2, 3, or 4. A commander may perform water movement together with a unit. Water movement is unaffected by rain turns.
Restrictions on Water Movement: A unit performing water movement moves from hex to hex like a march, but each hex entered must either be an all-water hex, or a hex with at least one all-water or major river (not minor river) hexside. An embarked unit may not attack. It may enter enemy-occupied hexes and enemy ZOC without restriction, but it may not disembark in a hex occupied by the enemy (it may disembark in an enemy ZOC, but may not attack as part of that action). Water movement must follow the watercourse. When moving along a major river, a unit must stay on the same "side" as the hex where it embarked. In addition, a unit may not "cut across" an isthmus formed by a river bend to shorten its movement — it must logically follow the river's bend even if this means entering the same hex twice.
Example: A unit embarked at N3726 wishes to move up the Pamunkey River. Instead of moving directly from N3726-N3725 to N3625, it must move N3725-N3824-N3823-N3724-back to N3725-N3625. (Note that landing hex symbols are on hexsides.) Because the landing hex symbol at N3725 sits on the opposite side of the isthmus, a unit entering from N3726 may not disembark at N3725.
Fort Monroe and Norfolk: A Union unit embarking at Fort Monroe or Norfolk must perform water movement — it is removed from that box and placed in one of the following six hexes, expending a number of hexes of movement equal to the listed cost. After being placed, it may continue its water movement, and its Fatigue Level increases normally, including for this "off-map" movement.
| Hex | Hexes Expended |
|---|---|
| S5822 (James River) | 8 |
| S5809 (York River) | 15 |
| S5805 (Severn River) | 15 |
| S5801 (Mobjack Bay) | 15 |
| N5823 (Piankatank River) | 20 |
| N5819 (Rappahannock River) | 20 |
Likewise, an embarked Union unit at any of the hexes above may move by water to Fort Monroe or (if Union-controlled) Norfolk, expending a number of hexes equal to the listed cost. Exception: even if such a move would raise the unit's Fatigue Level above 4, it may still be made — the unit is placed at Fort Monroe or Norfolk at Fatigue Level 4.
A unit that moves by water to Fort Monroe or Norfolk may, if the Union player wishes, remain embarked even across turns. However, it must remain there until at least the following turn.
Water Movement and the C.S.S. Virginia
Union: As long as Virginia is not destroyed, Union units may not embark or perform water movement on the James-Appomattox-Chickahominy-Warwick River. In addition, a Union unit embarked at Fort Monroe may not enter the James River. This restriction applies even if Virginia is damaged, regardless of whether Monitor has been destroyed.
Confederate: If Virginia is destroyed, the Confederate player may not embark or perform water movement on the James-Appomattox-Chickahominy-Warwick River for the rest of the game. This restriction applies even if Monitor is destroyed.
Yorktown and Gloucester Point
Union: If a Confederate infantry or artillery unit is present at Yorktown (S5510), Gloucester Point (S5608), or both, Union units may embark or perform water movement on the York-Pamunkey-Mattapony River on the South map only in hexes whose first two digits are "57" or "58." If neither Yorktown nor Gloucester Point has a Confederate infantry or artillery unit present, Union units may embark and move by water on these rivers normally.
Confederate: If Confederate infantry or artillery units are present at both Yorktown and Gloucester Point, Confederate units may embark or perform water movement on the York-Pamunkey-Mattapony River on the South map in hexes whose first two digits are "57" or "58." If a Confederate infantry or artillery unit is absent from either (or both), Confederate units may not embark or perform water movement on any of these rivers at all.
Mulberry Point and Harden's Bluff
If Virginia has been destroyed but Confederate infantry units are present at both Mulberry Point (S5016) and Harden's Bluff (S4717), Union units may embark or perform water movement on the James or Warwick River only in hexes whose last two digits are "18" or higher. If Virginia has been destroyed and a Confederate unit is absent from one or both of these hexes, Union units may embark and move by water on the James-Appomattox-Chickahominy-Warwick River normally. Exception: if Confederate naval artillery is present at Drewry's Bluff, Union units may not embark or perform water movement on the James River on the North map.
Rappahannock River
Only Union units may embark and perform water movement on the Rappahannock River. Confederate units may not do so.
24.0 Union Gunboats
The Union player has 2 gunboat markers, which he may use in combat. Each marker has a "Normal" side and a "Transit" side.
Using Gunboats: At the start of the game, both gunboats are placed on their normal side in the "Hampton Roads" box. The Union player may use Gunboat-1 from the start of the game. However, Gunboat-2 must remain at Hampton Roads until Virginia is destroyed; once Virginia is destroyed, the Union player may use Gunboat-2 normally.
Gunboat Display: The Gunboat Display is divided into several boxes, each associated with an area of the map. In the Gunboat Phase, the Union player may move Gunboat-1 and Gunboat-2 (if Virginia has been destroyed) to any box on this display. Exception: a gunboat not in the James River-East box at the start of the Gunboat Phase may not be placed in the James River-West box; also, Virginia or Confederate naval artillery may block a gunboat from entering certain boxes. A gunboat that moves to a different box during the Gunboat Phase is flipped to its "Transit" side. Gunboats may move on rain turns and are unaffected by Union Command Lethargy.
Return to "Normal" Status: A gunboat on its Transit side at the start of the Gunboat Phase is flipped to its "Normal" side, and remains that way unless it moves to another box in that Gunboat Phase or a later one.
Gunboats and the C.S.S. Virginia: As long as Virginia is not destroyed, Gunboat-1 may not enter the "James River-East" box. This restriction applies even if Virginia is damaged.
Yorktown and Gloucester Point: If a Confederate infantry or artillery unit is present at Yorktown (S5510), Gloucester Point (S5608), or both, Union gunboats may not enter the "York River" box.
Mulberry Point and Harden's Bluff: If Virginia has been destroyed but Confederate infantry units are present at both Mulberry Point (S5016) and Harden's Bluff (S4717), Union water movement past this Confederate naval artillery is restricted (see 23.0), but gunboats may freely enter the "James River-East" box.
Gunboats and Combat
Gunboats may provide the Union player with two types of "support": Defensive Support and "Bombardment." Support may be provided only in a hex with at least one major river or all-water hexside.
Restriction: A gunboat may provide support only to the area associated with the box it currently occupies on the Gunboat Display.
- Hampton Roads box: support only to eligible hexes on the South map whose first two digits are "55" or higher and whose last two digits are "10" or lower — this restriction applies only to the Mobjack Bay-Severn River-East York River area.
- York River box: support to eligible hexes on the York-Pamunkey-Mattapony River, but not to hexes on the South map whose first two digits are "55" or higher.
- Rappahannock River box: support only to eligible hexes on the Rappahannock-Piankatank River.
- James River-East box: support only to eligible hexes on the James-Warwick-Chickahominy River on the South map whose first two digits are "15" or higher.
- James River-West box: support only to eligible hexes on the James-Appomattox River; on the South map, only to hexes whose first two digits are "14" or lower.
Exception: No support may be provided at N0628 or N0728 on the James River, or any hex upstream of these points. In addition, if Confederate naval artillery is present at Drewry's Bluff, no support may be provided anywhere on the James River on the North map. No support may be provided at S0611 or S0612 on the Appomattox River, or any hex upstream of these points.
How to Provide Support
Defensive Support: A gunboat may provide Defensive Support to a Union unit under attack if both of the following conditions are met: the Union unit must be in a hex, within the area associated with the gunboat's current box, that has at least one major river or all-water hexside; and the gunboat must be on its Normal (not Transit) side.
Each gunboat may provide Defensive Support up to 4 times per turn. Each time a gunboat is used for Defensive Support, the Union player records it on paper; after 4 uses, it may not be used for Defensive Support again until the following turn. If the Union player declares Defensive Support, he receives the following die modifiers in that combat: +2 if the defending Union unit is in a clear or hill hex; +1 if it is in any other terrain.
Bombardment: When the Union player has the initiative, he may bombard a single hex containing Confederate units if both of the following conditions are met (bombardment is not an action, and must be carried out before the Union player declares an action in the current Action Phase):
- The Confederate unit(s) being bombarded must be in a hex, within the area associated with the gunboat's current box, that has at least one major river or all-water hexside.
- The gunboat must be on its Normal (not Transit) side.
Each gunboat may bombard a maximum of once per turn, and a given hex may be bombarded a maximum of once per turn. If the Union player declares a bombardment of a hex, he rolls one die and applies the following result to the target hex (this roll may be modified — see below):
- 3 or less: The bombardment has no effect on the target hex.
- 4 or 5: All Strength markers of Confederate units in the target hex become disorganized. If all units in the target hex are already disorganized, reduce the manpower of one unit there (chosen by the Confederate player) by 1; its new Strength marker is placed on its disorganized side.
- 6 or more: All Strength markers of Confederate units in the target hex become disorganized, and the manpower of one unit there (chosen by the Confederate player) is also reduced by 1, its new Strength marker placed on its disorganized side. If all units in the target hex are already disorganized, there is no additional effect beyond the manpower reduction.
Bombardment Die Roll Modifiers (all cumulative): +2 if the target hex is clear terrain; +1 if it is a hill; -1 if the target hex contains a Confederate unit in a completed fort; -1 if the target hex contains Confederate naval artillery.
Confederate Naval Artillery: If a Union gunboat bombards a hex containing Confederate naval artillery (i.e., Yorktown or Gloucester Point), the Confederate player rolls a special "naval artillery" die before the bombardment actually takes place, to determine whether the gunboat is destroyed (this roll may be modified — see below):
- 2 or less: The gunboat is destroyed. The bombardment does not take place.
- 3 or more: The gunboat is unaffected. The bombardment proceeds normally.
If a gunboat is destroyed, it is removed from the map and placed 15 turns ahead of the current turn on the Turn Track. At the start of the turn in that box, it returns to the Hampton Roads box on the Gunboat Display.
Naval Artillery Die Modifier: If the target of a Union bombardment is Yorktown (S5510) or Gloucester Point (S5608), and both hexes have at least one Confederate infantry or artillery unit present, the Confederate player subtracts 2 from his naval artillery die roll.
Special Gunboat Bonus: If a gunboat on its Normal (not Transit) side is in the Hampton Roads box, and has not yet bombarded this turn, it is eligible to provide a special bonus to Union attacks against Yorktown or Gloucester Point. This bonus does not apply to bombardment — only to an attack during a march or an assault action.
- Attack on Yorktown: If the Union player orders an attack on Yorktown while no Confederate infantry or artillery unit is present at Gloucester Point, and an eligible gunboat is in the Hampton Roads box, the Union player receives a special +1 die modifier in that attack, in addition to other normal modifiers.
- Attack on Gloucester Point: If the Union player orders an attack on Gloucester Point while no Confederate infantry or artillery unit is present at Yorktown, and an eligible gunboat is in the Hampton Roads box, the Union player receives the same special +1 die modifier.
Even if more than one gunboat is present at Hampton Roads, this special bonus is a maximum of +1 per attack. If a gunboat applies this special bonus to a Union attack, it may not bombard (or provide another special gunboat bonus) for the rest of that turn.
25.0 County Control
In the County Control Phase, the Union player must check whether he controls any counties. There are 11 controllable counties on the map, each with a "county seat":
| County | County Seat |
|---|---|
| Caroline* | Chester Depot (N0304) |
| Chesterfield | Drewry's Bluff (S0301 or N0734) |
| Dinwiddie | Petersburg (S0413) |
| Gloucester | Gloucester Point (S5608) |
| Hanover* | Hanover Junction (N0308) |
| Henrico | Capitol-Richmond (N0627) |
| King William | West Point (N4226) |
| New Kent | White House Station (N2823) |
| Prince George | Blanford (S0612) |
| Sussex | Waverly (S2323) |
| York | Yorktown (S5510) |
* If the Union player gains control of Caroline or Hanover county, Confederate units must immediately be transferred out of the Rappahannock box (see 28.0).
The Union player may score VP by controlling counties. In addition, Confederate rail movement and strategic movement are prohibited in counties controlled by the Union.
How the Union Player Controls a County: In the County Control Phase, if a Union infantry or artillery (not cavalry) unit with manpower 1 or more is present at the county seat, the Union player controls that county. In addition, the combined manpower of all Union units in that county (including cavalry) must be at least 2.
26.0 Reinforcements
There are three types of reinforcements: fixed, variable, and special. Information on both players' reinforcements is also summarized in the Advanced Game Set-ups.
26.1 Confederate Reinforcements
Fixed Reinforcement (Turn 7): In the Reinforcement Segment of Turn 7's Strategic Cycle, the Confederate player receives: Longstreet (commander); R.H. Anderson; Cavalry (brigade); Pickett; Stuart (commander). The Confederate player may place these units at N0501, N0701, N0801, N1001, or N1101.
Variable Reinforcements: There are two types of Confederate variable reinforcements: Richmond, and the Department of South Carolina.
Richmond Reinforcement: At the start of the game, the Confederate player places units in the "Richmond" box. In the Reinforcement Segment of every Strategic Cycle, he rolls two dice and consults the "Richmond" Reinforcement Table. There are five possible results:
- Reinforcement A: Choose 1 infantry unit as a reinforcement.
- Reinforcement B: Choose 1 cavalry unit as a reinforcement.
- Reinforcement C: Choose 1 infantry unit and 1 cavalry unit.
- Reinforcement D: Choose 1 infantry unit and 1 artillery unit.
- None: No reinforcement is received.
If no unit of the indicated branch remains in the Richmond box, the Confederate player receives no reinforcement of that branch. A Richmond reinforcement is placed at N0627 (Capitol) in the Reinforcement Segment. Exception: if a Union unit is present in any Richmond hex, the Confederate player may not receive a Richmond reinforcement.
Eliminated Cavalry Units: If a Confederate cavalry regiment or brigade is eliminated in combat or a cavalry retreat, it is placed in the Richmond box. If the Confederate player is later permitted to choose a cavalry unit as a reinforcement, he may choose a previously eliminated unit; if so, it is placed at N0627 with an organized Strength marker of manpower 1. A cavalry unit may be eliminated and return to the game any number of times.
Department of South Carolina Reinforcement: At the start of the game, the Confederate player places 9 units in the "Dept. of S.C." box. In the Reinforcement Segment of every Strategic Cycle from Turn 7 on, he rolls two dice and consults the "Dept. of S.C." Reinforcement Table. There are two possible results:
- Reinforcement: The Confederate player receives 1 infantry brigade as a reinforcement, placed at S0420 (Reams Station) in the Reinforcement Segment. Exception: if at least one Union unit is present in Dinwiddie county, this reinforcement must instead be placed in a hex on the south edge of the South map unoccupied by a Union unit. When a brigade is available, brigades must be chosen in the following order: 1. Gregg; 2. J.R. Anderson; 3. Branch; 4. Ripley; 5. Martin; 6. Lawton; 7. Drayton*; 8. Evans; 9. DeSaussure. (* Triggers the Union's "Atlantic Coast" reinforcement.)
- None: The Confederate player receives no reinforcement.
Special Reinforcements
Department of North Carolina: At the start of the game, the Confederate player has the following units in the "Dept. of N.C." box: Holmes; Ransom; 1 NC. These units must remain in this box unless, at the start of the Reinforcement Segment, a Union infantry or artillery (not cavalry) unit is present in a hex in any of the following counties: Chesterfield; Henrico; Hanover; Dinwiddie; Prince George. If so, the Confederate player rolls one die:
- 1 or 2: The Confederate player receives all units in the Dept. of N.C. box as reinforcements, placed at S0420 (Reams Station). Exception: if at least one Union unit is present in Dinwiddie county, this reinforcement is instead placed in a hex on the south edge of the South map unoccupied by a Union unit.
- 3 or more: No Dept. of N.C. reinforcement this turn.
Once the Confederate player receives the Dept. of N.C. reinforcement, this die is never rolled again for the rest of the game. If he has not yet received it, he may roll this die again in a later Reinforcement Segment if a Union infantry or artillery unit is again present in one of the listed counties.
A.P. Hill: In the A.P. Hill Segment of Turn 49's (May 23) Strategic Cycle, the Confederate player receives commander A.P. Hill as a reinforcement. He must be placed with either Gregg's or J.R. Anderson's half-division, both under Hill's command. If both Gregg and J.R. Anderson are still in the Dept. of S.C. box, the Confederate player does not place Hill until the first A.P. Hill Segment after either has arrived. If both Gregg and J.R. Anderson have been eliminated before Turn 49, the Confederate player must choose one or two brigades from either command and treat them as an improvised half-division under A.P. Hill's command; Hill must be placed with one of them in the A.P. Hill Segment.
26.2 Union Reinforcements
Placement of Union Reinforcements: Regardless of whether it is fixed, variable, or special, a Union reinforcement must be placed, in the Reinforcement Segment, on the map at Fort Monroe (or Norfolk, if Union-controlled), or at one of the following three hexes if a completed depot is present there: S5702 (Mobjack Bay); N5418 (Urbana); N3602 (Tappahannock).
Fixed Reinforcements (Turns 7 and 14)
Turn 7: In the Reinforcement Segment of Turn 7's Strategic Cycle, the Union player receives: McClellan (Army of the Potomac commander); Sumner (II Corps commander); Hooker (III); Casey (IV); Richardson (II).
Turn 14: In the Reinforcement Segment of Turn 14's Strategic Cycle, the Union player receives Franklin's division.
Note: If the Union player invades the Peninsula, he receives his reinforcements at the start of Turn 2 (April 6) instead. These units are placed on the map according to the Advanced Game special rules (see 37.0).
Variable Reinforcements: At the start of the game, the Union player places several units in the "Baltimore/D.C." box. At the start of the Reinforcement Segment of each Strategic Cycle, he rolls two dice and consults his "Baltimore/D.C." Reinforcement Table. There are five possible results. When a reinforcement becomes available, it is removed from the Baltimore/D.C. box.
- Reinforcement (A): Choose any 4 units as reinforcements.
- Reinforcement (B): Choose any 3 units.
- Reinforcement (C): Choose any 2 units.
- Reinforcement (D): Choose any 1 unit.
- None: No reinforcement is received.
If no units remain in the Baltimore/D.C. box, the Union player receives no reinforcement at that time.
Eliminated Cavalry Units: If a Union cavalry unit is eliminated in combat or a cavalry retreat, it is placed in the Baltimore/D.C. box. If the Union player is later permitted to choose a special reinforcement, he may choose a previously eliminated unit; if so, it is placed on the map with an organized Strength marker of manpower 1. A cavalry unit may be eliminated and return to the game any number of times.
Special Reinforcements: At the start of the game, the Union player has the following units in the "Atlantic Coast" box: Burnside (commander); Parke; Stevens; Reno; Foster; Wright. These units must remain in this box unless the Confederate player has received the Drayton brigade as a variable reinforcement in an earlier (at least 7 turns prior) Reinforcement Segment. Once the Confederate player has received Drayton, the Union player rolls one die in the current and every subsequent Reinforcement Segment to determine whether he receives the Atlantic Coast reinforcement. There are two possible results:
- 3 or less: The Union player chooses 1 division from the Atlantic Coast box as a reinforcement. The first time this result occurs, he also receives commander Burnside.
- 4 or more: The Union player does not receive the Atlantic Coast reinforcement this turn.
27.0 The Shenandoah Valley
Conditions in the Shenandoah Valley and the surrounding region can affect the game. The Confederate player has some units that begin the game in the "Valley" and "Rappahannock" boxes. The Union player has some units that begin the game in the "Fredericksburg" box. The Confederate player may transfer his units from these boxes onto the map during the game, but doing so increases the Union player's opportunities to draw substantial reinforcements from Fredericksburg.
Valley Segment: In the Valley Segment (performed only in the Strategic Cycle of Turn 35 and later), the players perform the following activities in sequence:
- Valley Track: Reduce the Valley Track marker by 1 box.
- Offensive: The Confederate player may declare an "offensive."
- Union Release: The Union player may attempt to "release" units from Fredericksburg.
The Valley Track: At the start of the game, the Confederate player places the "Valley" marker in the "0" box of the Valley Track. This marker may move along this track during the game.
- At the start of each Valley Segment, the Confederate player reduces the Valley marker by 1 box. However, if the marker is already in the "0" box, it is not reduced further.
- If the Confederate player declares an "offensive" in the Valley Segment (see below), the Valley marker may move to a higher-value box. However, it may never move past the "+4" box.
The Confederate Offensive: The Confederate player may declare an "offensive" in the Valley in the Valley Segment if all of the following conditions are met: the combined manpower of Confederate units in the Valley box must be 8 or more; and Confederate commander Jackson must be in the Valley box. The Confederate player may declare a maximum of one offensive per Strategic Cycle. If he declares an offensive, he rolls two separate dice, one at a time: the first die determines his losses, and the second die determines the offensive's outcome.
Losses: The Confederate player loses manpower equal to the result of the first die. He may apply this loss to any units he wishes, as long as they are in the Valley box. For each unit that takes a loss, he replaces its Strength marker with a new one reflecting the reduced manpower, placed on its organized side. If a unit's manpower reaches 0, it is eliminated. The Union player does not score VP for this manpower loss.
Outcome: After applying his losses, the Confederate player applies the result of the second die to the Confederate Offensive Table below to determine the offensive's outcome (this second die may be modified — see below).
Confederate Offensive Table
| Modified Die | Result |
|---|---|
| 1 or less | Overwhelming Victory (+4) |
| 2 | Decisive Victory (+3) |
| 3 | Substantive Victory (+2) |
| 4 or 5 | Marginal Victory (+1) |
| 6 or more | Failure |
Die Modifier: At the moment the Confederate player declares the offensive (before applying his losses), he calculates the total manpower of all his units in the Valley box. His second die roll is modified according to this total: -1 if the total is 43 or more; +1 if the total is 16 to 28; +2 if the total is 8 to 15.
Results: There are five possible outcomes for the Confederate offensive: Overwhelming Victory — increase the Valley Track marker by 4 boxes. Decisive Victory — increase it by 3 boxes. Substantive Victory — increase it by 2 boxes. Marginal Victory — increase it by 1 box. Failure — the Valley Track marker does not move.
The Confederate offensive causes no losses to Union units (Union losses are abstractly simulated by the offensive's outcome). A Confederate offensive only affects the Union player's ability to draw reinforcements from Fredericksburg to the Peninsula.
Releasing Union Units from Fredericksburg: In the Valley Segment of each Strategic Cycle from Turn 35 (May 9) on, the Union player may attempt to "release" units from the Fredericksburg box onto the map. He may attempt a maximum of one release per Strategic Cycle. For each release attempt, the Union player follows this procedure:
- The Union player rolls one die. This result determines whether he may release units under President Lincoln's authorization. On a result of 5 or more, Lincoln does not authorize release; do not proceed to Step 2, and this release attempt ends. On a result of 4 or less, Lincoln authorizes release; proceed to Step 2.
- The Union player rolls another die (this roll may be modified — see below) and applies the modified result to the Union Release Table below.
Union Release Table
| Modified Die | Result |
|---|---|
| -1 | Release all units |
| 0 | Release 36 infantry, 2 cavalry, and McDowell |
| 1 | Release 18 infantry, 1 cavalry, and McDowell |
| 2 | Release 18 infantry |
| 3 | Release 8 infantry |
| 4 | No units released |
Die Modifiers: The Union player's die roll in Step 2 is modified as follows (all modifiers cumulative): +1/+2/+3/+4, according to the box occupied by the Valley marker; +2 if the combined Confederate manpower in the Rappahannock box is 40 or more; +1 if the combined Confederate manpower in the Rappahannock box is 19 to 39; -1 if the combined Confederate manpower in the Valley box is 16 to 28; -2 if the combined Confederate manpower in the Valley box is 15 or less.
Results: There are three types of results for the Union player's die roll in Step 2: Release All Units — every Union unit in Fredericksburg, including commander McDowell, is immediately released. Release (Variable) — Union infantry (and possibly cavalry) units, up to the manpower total shown, are immediately released; if the result names commander McDowell, he is released too. No Units Released — Union units in Fredericksburg are not released this turn.
Releasing Units: If the Union player achieves a release result, he may choose which units in the Fredericksburg box to release. If he wishes, he may detach a substitute brigade from a Union infantry division in Fredericksburg before placing units on the map (see 32.0).
Placing Released Union Units on the Map: For each Valley Segment in which the Union player achieves a result releasing one or more units from Fredericksburg, he must declare whether the released units arrive on the map by "land route" or "sea route." If more than one unit is released, some may arrive by land and the rest by sea. Regardless of arrival method, released units are placed on the map on their normal side with an organized Strength marker.
Sea Route Arrival: If a released unit arrives by sea route, the Union player removes it from the Fredericksburg box and places it 3 turns ahead of the current turn on the Turn Track. At the start of the turn occupied by that box, the Union player places the unit at Fort Monroe (or Norfolk, if Union-controlled), or at one of the following three hexes if a completed depot is present there: S5702 (Mobjack Bay); N5418 (Urbana); N3602 (Tappahannock).
Land Route Arrival: If a released unit arrives by land route, the Union player removes it from the Fredericksburg box and places it 6 turns ahead of the current turn on the Turn Track. At the start of the turn occupied by that box, the Union player places the unit in any land hex on the north edge of the North map (i.e., any hex on the North map whose last two digits are "01"). These units may not be placed in a hex occupied by the enemy, but may be placed in an enemy ZOC.
Note: Units arriving by land route have a special supply status (see 30.1).
McDowell: If commander McDowell is released, he may appear alongside any of the released infantry units, regardless of their arrival method.
Affiliation: All Union infantry units in the Fredericksburg box belong to I Corps, under McDowell's command. However, when placing a released infantry unit on the map, the Union player may reassign it to II, III, IV, V, or VI Corps. That unit then belongs to its newly assigned corps, not I Corps, for the rest of the game. In this case, the Union player should note the unit's new affiliation on paper.
Automatic Confederate Retreat: The first time in the game that the Union player declares that a released unit will arrive on the map by land route, the Confederate player must transfer all his units out of the Rappahannock box (see 28.0).
28.0 Transfer
In the Off-Map Phase of Turn 4 and later, players may transfer units to or from off-map boxes. The Union player transfers first, then the Confederate player. When a unit is transferred, any Demoralized, Fatigue, or Out-of-Supply marker on it (if any) is removed; if it is on its exhausted side, it is flipped to its normal side; if its Strength marker is disorganized, it is flipped to organized. A transferred unit may not be placed in a hex occupied by the enemy, but may be placed in an enemy ZOC. A commander may be transferred, but must be incorporated with a subordinate unit.
Transfer to/from Fort Monroe
Only the Union player may transfer units from the map to Fort Monroe (or vice versa).
Transfer from Fort Monroe: In the Off-Map Phase, if the Union player wishes to transfer a unit from Fort Monroe onto the map, he removes the chosen unit and places it 1 turn ahead of the current turn on the Turn Track. At the start of the turn occupied by that box, he may place the unit in any hex between S5810 and S5821 (inclusive) on the South map.
Transfer to Fort Monroe: In the Off-Map Phase, a Union unit in any hex between S5810 and S5821 (inclusive) on the South map may be transferred to Fort Monroe. The Union player removes the chosen unit and places it 1 turn ahead of the current turn on the Turn Track. At the start of the turn occupied by that box, he places the unit in the Fort Monroe box.
Note: Union reinforcements, and units released from the Fredericksburg box, may also be placed at Fort Monroe (see 26.0 and 27.0).
Transfer to/from the Valley Box
Only the Confederate player may transfer units to or from the Valley box.
Transfer from the Valley Box: Confederate units in the Valley box may not leave it until Turn 21 (April 25). In the Off-Map Phase of Turn 21 and later, if the Confederate player wishes to transfer units out of the Valley box, he must first declare their destination:
- Rappahannock box: The Confederate player removes the chosen unit and places it 5 turns ahead of the current turn on the Turn Track. At the start of the turn occupied by that box, he places it in the Rappahannock box. Exception: if a "forced transfer" out of Rappahannock has already occurred, Confederate units may not be transferred to Rappahannock (see below).
- Hanover Junction: The Confederate player removes the chosen unit and places it 7 turns ahead of the current turn on the Turn Track. At the start of the turn occupied by that box, he may place it in any hex between N0101 and N0111 (inclusive) on the west edge of the North map.
- Richmond: The Confederate player removes the chosen unit and places it 9 turns ahead of the current turn on the Turn Track. At the start of the turn occupied by that box, he may place it in any hex between N0112 and N0126 (inclusive) on the west edge of the North map.
Note: Multiple units transferred from the Valley box need not be sent to the same destination.
Transfer to the Valley Box: In the Off-Map Phase, a Confederate unit in the Rappahannock box, or in any hex between N0101 and N0126 (inclusive) on the west edge of the North map, may be transferred to the Valley box. The time required to reach the Valley box depends on the unit's position when transferred. The Confederate player removes the chosen unit and places it 5 turns ahead of the current turn (if transferring from Rappahannock), 7 turns ahead (if from a hex between N0101 and N0111 inclusive), or 9 turns ahead (if from a hex between N0112 and N0126 inclusive) on the Turn Track. At the start of the turn occupied by that box, he places the unit in the Valley box.
Transfer to/from the Rappahannock Box
Only the Confederate player may transfer units to or from the Rappahannock box.
Transfer from the Rappahannock Box: If the Confederate player wishes to transfer units from the Rappahannock box, he must first declare their destination:
- Valley Box: The Confederate player removes the chosen unit and places it 5 turns ahead of the current turn on the Turn Track. At the start of the turn occupied by that box, he places it in the Valley box.
- The Map: The Confederate player removes the chosen unit and places it 4 turns ahead of the current turn on the Turn Track. At the start of the turn occupied by that box, he places it in any land hex on the north edge of the North map (i.e., any hex on the North map whose last two digits are "01").
Note: Multiple units transferred from the Rappahannock box need not be sent to the same destination.
Transfer to the Rappahannock Box: In the Off-Map Phase, a Confederate unit in the Valley box, or in any hex on the north edge of the North map, may be transferred to the Rappahannock box (exception: if a "forced transfer" out of Rappahannock has already occurred, Confederate units may not be transferred to Rappahannock — see below). The time required to reach Rappahannock depends on the unit's position when transferred. The Confederate player removes the chosen unit and places it 5 turns ahead of the current turn (if transferring from the Valley box) or 4 turns ahead (if from a hex on the north edge of the North map) on the Turn Track. At the start of the turn occupied by that box, he places the unit in the Rappahannock box.
Forced Transfer: The first time either of the following occurs, the Confederate player must immediately transfer all his units out of the Rappahannock box, and may never transfer units back into the Rappahannock box for the rest of the game:
- Released Union Unit: The Union player declares that a "released" unit will arrive on the map from Fredericksburg by land route (see 27.0). (No forced transfer occurs if the unit arrives by sea route.)
- Caroline or Hanover County: The Union player gains control of Caroline or Hanover county (see 25.0).
Transfer to/from Norfolk
The Confederate player controls Norfolk at the start of the game, and only he may transfer units to or from Norfolk (or vice versa) unless the Union player controls Norfolk, in which case only the Union player may transfer units to or from it.
Transfer from Norfolk: In the Off-Map Phase, if the player controlling Norfolk wishes to transfer a unit from Norfolk, he removes the chosen unit and places it 4 turns ahead of the current turn on the Turn Track. At the start of the turn occupied by that box, he places the unit in any hex between S2524 and S4924 (inclusive) on the south edge of the South map.
Transfer to Norfolk: In the Off-Map Phase, if the player controlling Norfolk has a unit in any hex between S2524 and S4924 (inclusive) on the south edge of the South map, that unit may be transferred to Norfolk. The owning player removes the chosen unit and places it 4 turns ahead of the current turn on the Turn Track. At the start of the turn occupied by that box, he places the unit in the Norfolk box.
29.0 Norfolk and Fort Monroe
At the start of the game, the Union player controls Fort Monroe, and the Confederate player controls Norfolk. The Union player never loses control of Fort Monroe, but if the Union player succeeds in an attack on Norfolk, the Confederate player loses control of it.
29.1 Fort Monroe
Several Union units, including Monitor, begin the game at Fort Monroe. Union reinforcements and units released from the Fredericksburg box are also placed at Fort Monroe.
Fort Monroe Garrison: The Union player must always maintain a garrison at Fort Monroe with a combined manpower of at least 10. If the Union player also controls Norfolk, he may add the manpower of units in the Norfolk box to this total. If a movement would reduce the garrison's manpower below 10 (or if it is already below 10), the Union player may not perform water movement or transfer of units from Fort Monroe or Norfolk. If the Union player attacks Norfolk and suffers losses that reduce the garrison's manpower below 10, subsequent Union variable or special reinforcements must be placed at Fort Monroe until the garrison's manpower reaches 10 or more again.
29.2 Norfolk
Several Confederate units, including Virginia, begin the game at Norfolk. Virginia may never leave Norfolk, but other Confederate units may leave Norfolk in the Off-Map Phase. Even if no Confederate unit is present at Norfolk, the Confederate player still controls it unless the Union player fulfills the requirements to take control. If the Union player succeeds in an attack on Norfolk, Confederate units must leave Norfolk.
Attack on Norfolk: In the Norfolk Segment of the Strategic Cycle of Turn 14 and later, the Union player may attack Norfolk using units present at Fort Monroe. Exception: if the Union posture is currently Passive, the Union player may not attack Norfolk. The Union player may make a maximum of one attack on Norfolk per Strategic Cycle. If the Union player declares an attack on Norfolk, he resolves it as follows:
-
Sum the manpower of any or all Union units at Fort Monroe — this is the "Attack Strength." Do the same for all Confederate units at Norfolk — this is the "Defense Strength." Compare the Attack Strength to the Defense Strength, rounding the ratio down in favor of the defender to the nearest simplified ratio on the Ratio Chart. Next to each ratio is a modifier from -12 to +13 — this is the "combat ratio modifier." If no Confederate unit is present at Norfolk, skip the rest of this procedure: the Union attack automatically succeeds, and the Union player takes control of Norfolk.
-
Both players each roll one die. The Union die may be modified as follows (cumulative):
- +/-#: Add or subtract the combat ratio modifier determined in Step 1.
- +2: The Union player controls Prince George, Sussex, Dinwiddie, or Chesterfield county (+2 regardless of how many of these counties he controls).
- +1: The Union player controls York county (this modifier does not apply if he also controls Prince George, Sussex, Dinwiddie, or Chesterfield county).
- +1: Virginia has been destroyed.
- -3: Monitor has been destroyed but Virginia still exists.
Note: Other modifiers, including artillery and tactical modifiers, do not apply to this combat.
-
Subtract the defending (Confederate) player's die from the attacking (Union) player's modified die. Cross-reference this result with the Combat Chart column corresponding to each side's Attack or Defense Strength from Step 1. Both players obtain a combat result.
-
Combat results are read somewhat differently than in normal combat.
Letter Results: Both players ignore all letter results except "R." If the Confederate result contains "R" (not "r"), the Union attack succeeds, and the Union player takes control of Norfolk. If the Confederate result does not contain "R," the Union attack fails, and the Confederate player retains control of Norfolk; the Union units remain at Fort Monroe and the Confederate units remain at Norfolk. Exception: even if the Confederate result does not contain "R," if all Confederate land units are eliminated, the Union player takes control of Norfolk.
Number Results: Number results are applied to both players just as in normal combat (see 7.5). Both players apply their losses by replacing their units' Strength markers with new ones reflecting the reduced manpower. However, the new Strength marker is placed on its organized side even if the combat result contains a "D."
Demoralization/Fatigue/Ammunition: Regardless of the combat result, units are not demoralized, do not gain Fatigue Levels, and do not lose ammunition as a result of an attack on Norfolk.
Note: because units in off-map boxes cannot entrench, the Confederate player's Defense Strength is never doubled. A Union attack on Norfolk may be conducted on a rain turn; in this case, the normal -1 rain combat modifier does not apply.
Union Control of Norfolk: If the Union player gains control of Norfolk, the following occur:
- The Confederate player removes all his surviving units and commanders from Norfolk and places them in any hex between S2524 and S4924 (inclusive) on the south edge of the South map. Regardless of the combat result, these units are placed on the map at Fatigue Level 0 with organized Strength markers.
- The Union player may immediately transfer one or more units from Fort Monroe to Norfolk.
- The Union player places a completed depot at Norfolk.
- The Union player scores VP from this point on (see 37.0).
- If Virginia is at Norfolk (or on the Turn Track due to damage), it is destroyed, and the Union player scores VP (see 37.0).
Once the Union player gains control of Norfolk, the Confederate player can never retake it. A Union unit at Norfolk may perform water movement to or from that box exactly as it would from Fort Monroe (see 23.0). Union reinforcements and units released from Fredericksburg may also be placed at Norfolk. A Union unit at Norfolk may be transferred to the map (and vice versa; see 28.0). The Union player controls Norfolk even without any unit placed there.
Movement Between Fort Monroe and Norfolk: If the Union player controls Norfolk, he may freely move units between Fort Monroe and Norfolk in the Norfolk Segment of the Strategic Cycle.
30.0 Supply
In the Supply Status Segment of each Strategic Cycle, players must check whether each of their units is "in supply" or "out of supply." A unit always begins the game in supply. Commanders and units in off-map boxes are always in supply.
30.1 Union Supply
Union Depots: At the start of the game, the Union player has 1 depot at Fort Monroe, and receives a second depot if he invades at Mobjack Bay, Urbana, or Tappahannock. The Union player may also build depots during the game. Depots serve as the Union's source of supply and ammunition.
How to Build a Union Depot: The Union player may build a depot in the Depot Segment of the Strategic Cycle. A depot has two sides: "Build" and "Complete." In the Depot Segment, the Union player may either place a new depot on its Build side, or flip an existing Build-side depot to its Complete side — he may choose only one of these two options, not both.
Depot Restrictions: The Union player may never have more than 3 depots on the map at any one time (depots at Fort Monroe or Norfolk do not count against this limit). If a depot is destroyed or dismantled, it may later be replaced within this limit.
Placement and Completion of Depots: Subject to certain restrictions, the Union player may, in the Depot Segment, place a depot on its Build side or flip an existing depot to Complete at either of the following types of locations: a landing hex, or one of several stations.
Landing Hexes: The Union player's ability to place a depot at a landing hex in the Depot Segment is affected by the following:
- Yorktown or Gloucester Point: If a Confederate infantry or artillery unit is present at Yorktown (S5510), Gloucester Point (S5608), or both, the Union player may not place a Build-side depot, or complete an existing one, at any landing hex on the York-Pamunkey-Mattapony River except S5610, S5710, S5810, and S5808.
- Virginia: As long as Virginia is not destroyed, the Union player may not place a Build-side depot, or complete an existing one, at any landing hex on the James-Appomattox-Chickahominy-Warwick River. This restriction applies whether or not Virginia is damaged and whether or not Monitor has been destroyed.
- Mulberry Point and Harden's Bluff: If Virginia has been destroyed but Confederate infantry units are present at both Mulberry Point (S5016) and Harden's Bluff (S4717), the Union player may place or complete depots only at landing hexes on the James or Warwick River whose last two digits are "18" or higher. If Virginia has been destroyed and a Confederate infantry unit is absent from one or both of these hexes, the Union player may place or complete depots at any landing hex on the James-Appomattox-Chickahominy-Warwick River. Exception: if Confederate naval artillery is present at Drewry's Bluff, the Union player may not place or complete a depot at any landing hex on the James River on the North map.
Stations: In the Depot Segment, the Union player may place a Build-side depot at any of the following three stations: Chester Depot (N0304); Hanover Junction (N0308); Waverly (S2323). The Union player's ability to place a depot at these stations is affected by the following:
- Chester Depot: To place a Build-side depot at Chester Depot (or complete an existing one there), the Union player must control Caroline county and be able to trace a "rail line" (see below) to N0801. In addition, no Confederate unit currently being transferred out of the Rappahannock box may be on the Turn Track.
- Hanover Junction: To place a Build-side depot at Hanover Junction (or complete an existing one there), the Union player must control both Hanover and Caroline counties, and be able to trace a "rail line" to N0801. Also, the bridge between N0306 and N0307 must not be destroyed. In addition, no Confederate unit currently being transferred out of the Rappahannock box may be on the Turn Track.
- Waverly: To place a Build-side depot at Waverly (or complete an existing one there), the Union player must control both Sussex county and Norfolk, and be able to trace a "rail line" to N2524.
Rail Line: A "rail line" is a path of railroad hexes from one of the above stations to the map-edge hex specified for that station. This path may not enter a hex occupied by a Confederate unit with a completed breastwork marker, or a Build- or Complete-side fort marker (it may enter a hex occupied by a Confederate unit without entrenchments, or any Confederate ZOC). Once a depot has been flipped to its Complete side, it remains Complete — and is not destroyed or dismantled — even if a rail line to it can no longer be traced.
How a Union Depot Is Destroyed: A depot is removed from the map by being destroyed or dismantled. A removed depot may be used again later.
Depots and Combat: A depot has no Combat value and may not move or retreat. A Confederate unit may enter a hex occupied by a depot as long as no Union combat unit is present there; doing so destroys the depot, which is removed from the map.
Voluntary Destruction of a Depot: In the Depot Segment, the Union player may voluntarily destroy any depot, removing it from the map.
Dismantling a Depot: In the Depot Segment, the Union player may declare that any depot is "being dismantled." The designated depot is removed from the map at the start of the next Depot Segment, 7 turns after the current turn. Once dismantling is declared, it cannot be canceled. A depot being dismantled still functions as a Union supply source.
Union Supply Status
In the Supply Status Segment of each Strategic Cycle, the Union player must determine whether each of his units is in supply or out of supply. Even if a Union unit is surrounded by enemy units or their ZOC, Confederate units present in a county do not affect the Union unit's supply status. In the Supply Status Segment, a Union unit is in supply if any of the following conditions is met:
- It is located in a county containing a Complete-side Union depot.
- It is located in a county adjacent to a county containing a Complete-side Union depot.
- It is located in a county containing a Build-side Union depot, and is within 6 hexes of that depot.
Special Supply Cases
- Units Released from Fredericksburg: A unit released from Fredericksburg that is placed on the map by land route is automatically in supply while in any hex in Caroline county, regardless of its distance from a Union depot. Every other Union unit in Caroline county must determine its supply status normally.
- Gloucester County: A Union unit in any hex of Gloucester county on the South map is automatically in supply, regardless of its distance from a Union depot.
- Warwick and York Counties: A Union unit in a hex of Warwick or York county is automatically in supply, regardless of its distance from a Union depot.
- Union Control of Norfolk: If the Union player controls Norfolk, a Union unit in any hex of Isle of Wight county is automatically in supply, regardless of its distance from a Union depot.
County-Specific Rules: If a Complete-side Union depot is located in one of the counties listed below, check that county's special rule to determine its effect on Union supply:
- Charles City: Only Henrico and New Kent are counted as adjacent counties for Union supply purposes.
- Chesterfield: Only Dinwiddie is counted as an adjacent county.
- Gloucester: Only Middlesex and King and Queen are counted as adjacent counties.
- Isle of Wight: Only Surry is counted as an adjacent county. A Union unit in Sussex county is also in supply, even though it is not adjacent to Isle of Wight.
- James City: Only Warwick, York, and New Kent are counted as adjacent counties.
- King and Queen: Only Gloucester, Middlesex, and Essex are counted as adjacent counties.
- King William: Only New Kent and Hanover are counted as adjacent counties. Exception: if the railroad bridge between N2823 and N2924 is destroyed, a Union unit in New Kent county is not in supply from this depot.
- New Kent: Only Charles City, James City, Henrico, Hanover, and King William are counted as adjacent counties. Exception: if the railroad bridge between N2823 and N2924 is destroyed, a Union unit in New Kent county is not in supply from this depot.
- Prince George: Only Dinwiddie, Surry, and Sussex are counted as adjacent counties.
- Surry: Only Prince George, Isle of Wight, and Sussex are counted as adjacent counties.
- Sussex: Only Prince George and Surry are counted as adjacent counties. A Union unit in Isle of Wight or Dinwiddie county is also in supply, even though it is not adjacent to Sussex.
- Warwick: Only York and James City are counted as adjacent counties.
- York: Only Warwick and James City are counted as adjacent counties.
Exception: see "Special Supply Cases" above.
30.2 Confederate Supply
Confederate units are automatically in supply until one of the following occurs:
- Virginia is destroyed; or
- At the end of an Action Cycle, Confederate infantry or artillery units are not present at both Yorktown (S5510) and Gloucester Point (S5608); or
- The Union player controls Henrico county.
Beginning with the Strategic Cycle two cycles after the turn in which one of these events occurs (and every Strategic Cycle thereafter), the Confederate player must check the supply status of all his units (exception: see "Henrico County" below). Once the Confederate player begins checking supply status, he must continue to do so in every Supply Status Segment for the rest of the game.
Example: If Virginia is destroyed on Turn 42, the Confederate player checks his units' supply on Turn 56 and every Supply Status Segment thereafter, because that segment falls in the second Strategic Cycle after Turn 42. Alternatively, if no Confederate infantry or artillery unit is present at Yorktown at the end of Turn 31's Action Cycle, the Confederate player checks his units' supply on Turn 42 and every Supply Status Segment thereafter, because that segment falls in the second Strategic Cycle after Turn 31.
How to Check Confederate Supply: The Confederate player does not use depots. Instead, once he has begun checking supply status for the reasons above, supply is determined by the county a unit occupies in the Supply Status Segment and the following conditions:
- Virginia Destroyed: If Virginia is destroyed but Confederate infantry or artillery units are present at both Yorktown and Gloucester Point, only Confederate units in Isle of Wight county become out of supply; units in every other county are in supply. Exception: if the Union player currently controls Sussex county, Confederate units in Surry county are also out of supply in this case.
- Yorktown or Gloucester Point: If Confederate infantry or artillery units are not present at both Yorktown and Gloucester Point, but Virginia has not been destroyed, all Confederate units in the following counties are out of supply: Essex; Gloucester; King William*; King and Queen; Middlesex. (* Confederate units in King William are out of supply only if the Union player currently controls both New Kent and Hanover counties.) Units in every other county are in supply.
- Virginia Destroyed, and Yorktown or Gloucester Point: If Virginia is destroyed and Confederate infantry or artillery units are not present at both Yorktown and Gloucester Point, Confederate units in any of the following counties are out of supply: Essex; Gloucester; Isle of Wight; James City; King and Queen; Middlesex; Warwick; York; King William*; Surry†. (* Only if the Union player currently controls both New Kent and Hanover. † Only if the Union player currently controls Sussex.) Units in every other county are in supply.
- Henrico County: If the Union player controls Henrico county, all Confederate units on the map automatically become out of supply at the next Supply Status Phase.
Except in the cases described above, the presence of Union units in a county — even if a Confederate unit is surrounded by Union units or their ZOC — never affects Confederate supply status.
30.3 Supply Status
In Supply: A unit that is in supply functions at full capability, and remains in supply until its supply status is checked again in the next Supply Status Segment.
Out of Supply: Place an "Out of Supply" marker on a unit that is out of supply. This marker remains on the unit wherever it moves, until the unit regains "in supply" status in a Supply Status Segment, or the marker is removed through foraging (see 30.4). An out-of-supply unit functions normally in movement and combat, but suffers a penalty in the Recovery Phase, and may suffer manpower loss.
Manpower Loss: In the Supply Status Segment, if a unit that was already out of supply fails to regain "in supply" status, its manpower is reduced by 1. If the unit is not eliminated, its new Strength marker is placed on its disorganized side.
30.4 Foraging
In Step 2 of the Recovery Phase, both players may "forage" using units that are out of supply and at Fatigue Level 0, 1, or 2. Units at Fatigue Level 3 or 4, or units that built a bridge, repaired a bridge or ferry, or entrenched in Step 1 of that Recovery Phase, may not forage. An exhausted unit may forage. Commanders may not forage. For each foraging unit, the player follows this procedure:
- Roll one die and add the unit's current Fatigue Level to the result (if Fatigue Level is 0, this roll is unmodified). This roll may be further modified by other factors (see below).
- If the modified roll is 2 or less (Union unit) or 3 or less (Confederate unit), the unit forages successfully and immediately regains "in supply" status; the Out of Supply marker is removed, and the unit remains in supply until its status is next determined normally in the following Supply Status Segment. If the modified roll is 3 or more (Union unit) or 4 or more (Confederate unit), the unit fails to forage and remains out of supply.
A player may forage with as many eligible units as he wishes in a turn, but no unit may forage more than once per turn. A unit that failed to forage may try again the following turn if its Fatigue Level is then 0, 1, or 2.
Foraging Modifiers (all cumulative):
- Union Foraging: A Union unit subtracts 1 from its foraging die roll if it is located in any of the following counties: Chesterfield; Dinwiddie; Hanover; Henrico; Prince George.
- Surrounded Unit: A unit adds 1 to its foraging die roll if all six hexes adjacent to it are either occupied by the enemy, an enemy ZOC (even if a friendly unit is present), or otherwise impassable to the foraging unit due to terrain restrictions.
30.5 Ammunition (Optional Rule)
If both players wish, they may track their units' ammunition expenditure. This adds bookkeeping but makes the game more realistic.
Ammunition Pad: Players record ammunition expenditure on the Ammunition Pad. On this pad, every unit (not commanders) has 4 boxes at the start of the game, each box representing one "ammunition level." When all of a unit's boxes have been marked, the unit is out of ammunition; place an "Out of Ammunition" marker on it. (If that unit is also out of supply, replace its Out of Supply marker with an "Out of Supply/Out of Ammunition" marker.) Because marks on the Ammunition Pad may need to be erased when a unit replenishes its ammunition, always mark it in pencil. Commanders do not carry ammunition.
How Ammunition Is Expended: Whether attacking or defending, if a unit suffers a "D" (Disorganize) result in combat, it loses 1 ammunition level; the owning player marks one box next to that unit's name on the Ammunition Pad. (If the unit receiving the "D" is already out of ammunition, it loses no further ammunition level.) A unit that participates in combat but does not receive a "D" result loses no ammunition. If more than one unit attacks or defends in the same combat and receives a "D," each such unit loses 1 ammunition level; however, a unit that helped establish a flank bonus without participating in the attack loses no ammunition. A unit never loses more than 1 ammunition level in a single combat, though it may lose more than one level in a turn. Ammunition is not expended in a cavalry retreat.
Effects of Being Out of Ammunition: A unit that is out of ammunition suffers the following penalties:
- Its Combat value when attacking or defending is halved. Round fractions down to a whole number, but a unit's Combat value never drops below 1/2. A unit that is both demoralized and out of ammunition may not attack. In a stack of units attacking or defending, sum the Combat values of all out-of-ammunition units first, then halve that sum.
- Its Artillery value is 0 when attacking or defending.
- If it is a cavalry unit performing a cavalry retreat, subtract 2 from its die roll.
Ammunition Replenishment: In the Ammunition Segment of each Strategic Cycle, both players may replenish ammunition for all of their in-supply units. A unit that is out of supply may not be replenished. An in-supply unit may be replenished even if it is not out of ammunition. To replenish, a player erases 2 marks next to each currently in-supply unit's name on the Ammunition Pad. Exception: a Confederate unit in Henrico or Chesterfield county, if in supply, erases 3 marks instead.
Replenishment Restrictions: A player may not erase more than 2 marks per unit (or 3 for a Confederate unit, where applicable) in a single Ammunition Segment. If a unit eligible to erase 2 marks currently has only 1 mark, only that 1 mark is erased. A unit with no marks recorded cannot be replenished.
Surrounded Unit: If all six hexes adjacent to a unit are either occupied by the enemy, an enemy ZOC, or otherwise impassable to that unit due to terrain restrictions, and none of the six hexes contains a friendly unit, the owning player may not erase marks next to that unit's name in the Ammunition Segment.
Restoring Ammunition: If one or more marks are erased for a unit that is out of ammunition, its Out of Ammunition marker is removed, and it regains its normal combat capability.
31.0 Union Siege Artillery
The Union player has 1 Siege Artillery unit, which he may use to reduce the effect of Confederate entrenchments.
Movement of the Siege Artillery Unit: At the start of the game, the siege artillery unit is at Fort Monroe. At the end of the Depot Segment of any Strategic Cycle, the Union player may move the siege artillery unit (regardless of its Fatigue Level) to any landing hex (not a station) where a Complete-side Union depot is present. Alternatively, if the siege artillery unit is in the same hex as a Complete-side depot, the Union player may, at the end of the Depot Segment, move it to Fort Monroe (or Norfolk, if Union-controlled), or to any other landing hex where a Complete-side Union depot is present.
The Siege Artillery Unit and Fatigue: Each time the Union player moves the siege artillery unit to a new location in the Depot Segment, he must place a Fatigue Level 4 marker under it (note: its Fatigue Level at the start of the game is 4). In the Siege Segment (performed only in the Strategic Cycle), the Union player reduces his siege artillery's Fatigue marker by 1 (to a minimum of 0, at which point the Fatigue marker is removed).
Union Command Bonus: If, in the Siege Segment, the Union siege artillery unit's Fatigue Level is reduced from 1 to 0, and at that moment the Union Command marker is in the "0" box of the Union Command Track, the Union player receives a "Command Bonus": he moves his Command marker to the "1" box of the Command Track. If the Command marker is already in a box marked "1" or higher, he does not receive the Command Bonus. In addition, the Union player does not receive the Command Bonus if the siege artillery unit's Fatigue Level is already 0 at the start of the Siege Segment, nor if its Fatigue Level is reduced to 1 or higher during that segment.
Effects of the Siege Artillery Unit: The siege artillery unit functions only when its Fatigue Level is 0. At Fatigue Level 1 through 4, it has no effect on combat (though it may still move). In addition, the siege artillery unit functions only in the county where it is currently located, with the following exceptions:
- If the siege artillery is at Fatigue Level 0 at Fort Monroe, it functions in York and Warwick counties.
- If the siege artillery is at Fatigue Level 0 at Norfolk, it functions in Isle of Wight county.
- If the siege artillery is at Fatigue Level 0 in New Kent county, it functions in Henrico county as well, provided the bridge between N1827 and N1927 is not destroyed.
Effect on Assaults: In a county where the Union siege artillery is functioning, in every combat resulting from a Union assault action against a Confederate fort hex (or any hex with at least one breastwork or fort marker), the fort hex and its breastwork or fort marker are ignored. In addition, the Union player's assault die modifier is increased from +1 to +2 against any hex in that county, including hexes with no fort, breastwork, or fort marker. There is no limit to the number of assaults per turn that benefit from these effects.
How the Siege Artillery Unit Is Destroyed: The siege artillery unit may never be activated, and may not attack, defend, or retreat; it has no Combat value. A Confederate unit may enter the hex occupied by the siege artillery unit as long as no Union combat unit is present there; doing so destroys the siege artillery unit, which is removed from the map and may never return to the game. The siege artillery unit is also removed if the Union player voluntarily destroys the depot in its hex (see 30.1). However, if the Union player instead "dismantles" the depot in the siege artillery unit's hex, the Union player must move the siege artillery unit to a new location at the end of the next Depot Segment, 7 turns after the current turn.
32.0 Substitute Units
Each player has 8 "substitute" infantry brigades, and the Confederate player also has 2 "substitute" cavalry regiments.
32.1 Detachment
Both players may detach one or more substitute infantry brigades from an infantry unit with manpower 2 or more that is performing a march. The Confederate player may likewise detach one or more substitute cavalry regiments from a cavalry unit with manpower 2 or more that is performing a march. A player may also detach a substitute unit from a unit in an off-map box during the Off-Map Phase.
How to Detach: To detach, a player places the substitute unit in the same hex (or off-map box) as the parent unit and assigns it a manpower value. He places a Strength marker under the substitute unit equal to the assigned manpower. He then subtracts the substitute unit's manpower from the parent unit's manpower, and assigns the parent unit a new Strength marker reflecting this reduction, on the same side (organized or disorganized) it had immediately before the detachment.
Placing the Detached Unit: A detached substitute unit may be placed either in the hex where the activated infantry unit began its march, or in any hex the activated unit entered during that march. After placing the substitute unit on the map, the activated unit may continue its march. Once placed, the substitute unit functions normally.
Restrictions on Detachment
- Counter Limit: The number of substitute units included in the game limits how many may be in use at any time. If all substitute units are currently in use, no more may be detached. However, once a substitute unit is incorporated into another unit, it is removed from the map and becomes available for use again.
- Size: After detachment, the activated unit must retain a manpower of at least 1. A detached substitute unit's manpower is limited as follows: a substitute infantry brigade must be assigned a manpower of 12 or less; a substitute cavalry regiment must be assigned a manpower of exactly 1.
- Entrenchments: If a substitute unit is detached in the hex where the activated unit (which has entrenchments) began its march, the substitute unit is assigned the same type of entrenchment marker the activated unit possesses.
- Disorganization, Demoralization, and Exhaustion: If the activated unit has a disorganized Strength marker, is on its exhausted side, or has a Demoralize marker, any substitute unit detached from it must be assigned the same status.
- Command: The owning player should record on paper the number of each substitute unit placed on the map and the command it belongs to (it initially belongs to the same command as the unit it was detached from, but may later be incorporated into a unit of a different command).
- Ammunition: A substitute unit receives the same number of unmarked ammunition boxes as its parent unit. If the parent unit is out of ammunition, the substitute unit is also assigned an Out of Ammunition marker.
32.2 Incorporation
In the Incorporation Phase, a substitute unit (or a normal infantry regiment or brigade, or a Confederate cavalry regiment — see "Special Incorporation" below) stacked in the same hex or off-map box as a friendly unit may be "incorporated" into that unit. A unit may be incorporated into any unit of the same branch (infantry or cavalry), regardless of size or affiliation. Artillery units, Union cavalry units, and the Union Sykes-A infantry brigade may never be incorporated.
How to Incorporate: Remove the substitute unit and all its attached markers from the map. Add the incorporated unit's manpower to the manpower of the unit it is joining, and give that unit a new Strength marker reflecting the increased manpower.
Restrictions on Incorporation
- Consolidation: A unit may not incorporate only part of its manpower into another unit — its entire manpower must be incorporated (and the unit is then removed from the map).
- Size: A unit may not be incorporated into another unit if doing so would raise the manpower of the unit remaining on the map above the following limits: an infantry division (or Confederate half-division) may not exceed 21 manpower; an infantry brigade may not exceed 12; an infantry regiment may not exceed 4; a cavalry brigade may not exceed 3; a cavalry regiment may not exceed 2.
Determining Status After Incorporation
- Strength Marker: The unit that receives an incorporated unit is assigned a new Strength marker on the same side (organized or disorganized) as the marker it is replacing. Exception: if the incorporated unit's manpower is greater than that of the unit receiving it, the new Strength marker for the unit remaining on the map is placed on the same side as the incorporated unit's Strength marker.
- Fatigue, Exhaustion: If a unit is incorporated into another unit and the two have different Fatigue Levels, the unit remaining on the map after incorporation takes the higher of the two Fatigue Levels. If one of the two units is on its exhausted side and the other on its normal side, the unit remaining on the map is flipped to (or remains on) its exhausted side.
- Entrenchments: If an entrenched unit is incorporated into a non-entrenched unit, the unit remaining on the map becomes non-entrenched. However, if the receiving unit is entrenched, the unit remaining on the map is entrenched, regardless of whether the incorporated unit was entrenched.
- Demoralization: If a unit is incorporated into another unit and at least one of them is demoralized, the unit remaining on the map is assigned the worse of the two Demoralize levels that existed immediately before incorporation.
- Ammunition: When a unit is incorporated, erase the marks recorded for it on the Ammunition Pad. The number of ammunition boxes for the receiving unit remains unchanged. Exception: if the incorporated unit's manpower is greater than that of the receiving unit, the unit remaining on the map is assigned the number of ammunition boxes the incorporated unit had.
Special Incorporation: Non-substitute infantry regiments and brigades of either player (not a Confederate half-division) may be incorporated into any friendly infantry unit, subject to the incorporation rules. Likewise, a non-substitute Confederate cavalry regiment may be incorporated into any friendly cavalry unit.
32.3 Substitute Units and Artillery Values (Optional Rule)
Artillery values are not normally considered in either detachment or incorporation. However, if both players wish, an Artillery value may be transferred to a detached unit, and from an incorporated unit.
Detachment: When a substitute unit is detached from a unit, part or all of the parent unit's Artillery value may be assigned to it. In this case, record both the value assigned to the substitute unit and the parent unit's new, reduced Artillery value next to each unit's name on the Ammunition Pad.
Incorporation: When a unit is incorporated into another, all of the incorporated unit's Artillery value is transferred to the receiving unit. Record the receiving unit's new, increased Artillery value next to its name on the Ammunition Pad.
32.4 Confederate Half-Divisions
At the start of the Advanced Game, four Confederate division commanders each command 2 half-divisions. In addition, commander A.P. Hill, when he arrives on the map on Turn 49, commands 2 half-divisions. If the number of half-divisions under a commander falls below 2 because one has been eliminated, the Confederate player may, at any time, convert any brigade (including a substitute unit) under that commander into a specially organized half-division. When a brigade is converted into a half-division, record this on paper; it remains a half-division for the rest of the game unless eliminated. A brigade converted into a half-division may have its manpower raised to a maximum of 21 through incorporation. Its Tactical and Artillery values do not change.
33.0 Johnston and Lee
At the start of the game, General Joseph Johnston commands the Confederate Army of Northern Virginia, but he is later replaced by General Robert E. Lee.
Grand Assault: If Johnston commands the ANV and the Confederate player attempts a grand assault, the Confederate player rolls one die at the end of that assault action, regardless of whether the grand assault succeeded. On a result of "1," Johnston is wounded and removed from the map, and Lee becomes commander of the ANV; at the start of the next turn, the Confederate player places Lee in any hex occupied by a Confederate commander. On a result of "2" or higher, Johnston is not wounded and remains commander of the ANV. Lee (or McClellan) can never be wounded by a grand assault.
Johnston Relieved: If the "Johnston Relieved" Strategic Event occurs (see 17.0), the Confederate player removes Johnston from the map. Lee replaces him as commander of the ANV and is placed in any hex occupied by a Confederate commander.
Effects of Lee: In addition to having a higher Command value than Johnston (5 instead of 4), the Confederate player gains the following benefits while Lee commands the ANV:
- If a Confederate commander successfully carries out an assault, and Lee is stacked in the same hex as the active commander, the Confederate player may add 1 more to his die roll, in addition to the normal +1 assault modifier. This bonus applies whether or not it is a grand assault. This bonus never applies to defending units.
- If double 1's occur in the Initiative Segment, the Confederate player may choose whether to end or continue the Action Cycle (see 19.0).
- Some "Command Lethargy" random events may not apply to the Confederate player (see 16.0).
34.0 Union Reorganization
Once during the game, the Union player may "reorganize" the Army of the Potomac. This reorganization is optional. If the Union player decides to reorganize, he may declare it in the Union Reorganization Segment of the Strategic Cycle, but not before Turn 42. If he declares a reorganization, he receives 4 "replacement" divisions and 2 new corps commanders.
Division Replacement: If the Union player declares a reorganization, he removes the following units from the map and replaces them with the divisions indicated:
| Remove | Replace With |
|---|---|
| Porter (III Corps) | Franklin |
| Smith-A (IV Corps) | Sykes-A |
| Morell (V Corps) | Slocum (VI Corps) |
| Smith-B (VI Corps) | Sykes-B (V Corps) |
The new division must be placed in the same hex as the unit it replaces, even if that unit is surrounded by enemy units or an enemy ZOC. If the old unit was exhausted, out of supply, demoralized, or any combination of these, the new division has the same status. The unit's Strength marker, ammunition boxes, and Fatigue Level are unchanged. If the old unit has already been eliminated, the Union player does not receive its replacement division. If a division replacement leaves a commander's hex without any of his subordinate units, that commander is placed in the nearest hex containing one of his subordinate units.
Note: Sykes-A has an Artillery value of 0, while Sykes-B has an Artillery value of 2. If Sykes-A's Artillery value has previously been increased to 1 or more through incorporation (see 32.3), the replacement Sykes-B's Artillery value becomes 2 plus Sykes-A's Artillery value at the time of the reorganization. Record Sykes-B's modified Artillery value on the Ammunition Pad.
New Commanders: When the Union player declares a reorganization, he receives the following new commanders: Porter (V Corps); Franklin (VI Corps). Porter must be placed in the same hex as either the Morell or Sykes division. Franklin must be placed in the same hex as either the Slocum or Smith division. This placement may be made even if the unit receiving the commander is surrounded by enemy units or ZOC.
35.0 Drewry's Bluff
If the "Drewry's Bluff Artillery" result occurs on the Strategic Table, the Confederate player places a Naval Battery marker at Drewry's Bluff (N0734-S0301). While naval artillery is present at Drewry's Bluff, it has the following effects:
- Union units may not embark or perform water movement on the James River on the North map.
- Union gunboats may not provide support on the James River on the North map.
- The Union player may not place a depot, or complete an existing one, at any landing hex on the James River on the North map.
Victory Points: If naval artillery is not present at Drewry's Bluff, and Virginia has been destroyed, the Union player may score VP (see 37.0).
How to Destroy the Naval Artillery: The naval artillery has no Combat value and may not move or retreat. A Union unit may enter the hex occupied by the naval artillery as long as no Confederate combat unit is present there; doing so destroys the naval artillery, which is removed from the map and may never return to the game.
36.0 End of the Game
On Turn 91 (July 4) and later, the Union player rolls one die in the Game End Segment of each Strategic Cycle to determine whether the game ends. This roll may be modified (see below). If the modified roll is 1 or less, the game ends immediately. If the modified roll is 2 or more, the game continues.
Die Modifiers (cumulative):
- +1: At least one Union unit with manpower 8 or more is within 5 hexes of a Richmond city hex.
- -2: This is the Game End Segment of Turn 98 (July 11).
- -4: This is the Game End Segment of Turn 105 (July 18).
Automatic Game End: The game automatically ends in the Game End Segment of Turn 112 (July 25).
37.0 Advanced Game Scenarios
There is one Advanced Game scenario: The Peninsula Campaign.
Map: Both North and South maps (see Basic Game Rules 13.0 for how to join the two maps).
Game Length: April 5 – July 25, 1862, 112 turns. Note: the game may end earlier (see 36.0).
Start of Game: The Union player declares where his initial invasion will take place (see 15.0). Both players have four different set-ups prepared, one for each possible Union invasion location:
- If the Union player invades the Peninsula, use Set-up 1.
- If the Union player invades Mobjack Bay, use Set-up 2.
- If the Union player invades Urbana, use Set-up 3.
- If the Union player invades Tappahannock, use Set-up 4.
Union Set-up 1 (Peninsula): See "UNION SET-UP #1 (PENINSULA)" under "Advanced Game Set-ups," page 19 of the English Advanced Game Rules. (Siege Artillery begins the game at Fatigue Level 4. Gunboat-2 may not be used until Virginia is destroyed — see 24.0.)
Union Set-up 2 (Mobjack Bay): See "UNION SET-UP #2 (MOBJACK BAY)," page 20 of the English Advanced Game Rules. Fixed reinforcements and off-map boxes are the same as Set-up 1. (Units marked with an asterisk may not be activated or entrench on Turn 1.)
Union Set-up 3 (Urbana): See "UNION SET-UP #3 (URBANA)," page 20 of the English Advanced Game Rules. Fixed reinforcements and off-map boxes are the same as Set-up 1. (Units marked with an asterisk may not be activated or entrench on Turn 1.)
Union Set-up 4 (Tappahannock): See "UNION SET-UP #4 (TAPPAHANNOCK)," page 20 of the English Advanced Game Rules. Fixed reinforcements and off-map boxes are the same as Set-up 1. (Units marked with an asterisk may not be activated or entrench on Turn 1.)
Confederate Set-up 1 (Peninsula): See "CONFEDERATE SET-UP #1 (PENINSULA)," page 21 of the English Advanced Game Rules. (Units marked with an asterisk begin the game under a completed fort marker.)
Confederate Set-up 2 (Mobjack Bay): See "CONFEDERATE SET-UP #2 (MOBJACK BAY)," page 22 of the English Advanced Game Rules. Fixed reinforcements and off-map boxes are the same as Set-up 1. (Units marked with an asterisk begin the game under a completed fort marker.)
Confederate Set-up 3 (Urbana): See "CONFEDERATE SET-UP #3 (URBANA)," page 22 of the English Advanced Game Rules. Fixed reinforcements and off-map boxes are the same as Set-up 1. (Units marked with an asterisk begin the game under a completed fort marker.)
Confederate Set-up 4 (Tappahannock): See "CONFEDERATE SET-UP #4 (TAPPAHANNOCK)," page 23 of the English Advanced Game Rules. Fixed reinforcements and off-map boxes are the same as Set-up 1. (Units marked with an asterisk begin the game under a completed fort marker.)
Special Rules
-
If the Union player invades the Peninsula, the following Union units become available as reinforcements at the start of Turn 2 (April 6): Sykes-A; 3/8 PA; 6 PA; Art Res-1; Art Res-2; Horse Art. The Union player must declare a march action for each of them to place it on the map. The first hex entered by this march must be S5818. Placing a reinforcement in this hex costs the following MP:
Unit MP Cost 3/8 PA, 6 PA 1 MP Sykes-A 2 MP Art Res-1, Art Res-2, Horse Art 3 MP If a unit does not have enough MP to pay this cost, it is placed at S5818, and its march ends, treated as the minimum 1-hex move. If it has MP remaining after placement, it may continue its march.
Note: If the Union player invades anywhere other than the Peninsula, these six units are set up on the map, but may not be activated, entrench, or be incorporated until Turn 2.
-
The Confederate "Siege" unit may never be activated. If forced to retreat, it is removed. It may not attack (though it may participate in a grand assault).
-
Determine a random event on Turn 1 and every turn thereafter.
-
The Confederate player is subject to the following movement restrictions: A. The Wise brigade may not be activated, entrench, or be incorporated until Turn 35 (May 9). Exception: Wise is "released" from this restriction the moment a Union unit enters a hex in Henrico or Chesterfield county. B. The Walker brigade and 7 VA may not be activated, entrench, or be incorporated until Turn 50 (May 24). Exception: both units are "released" from this restriction the moment a Union unit enters a hex in Prince George, Chesterfield, Henrico, or Hanover county. C. The four "Richmond" units may never be activated or incorporated. Exception: all four units are released from this restriction the moment a Union unit enters within 3 hexes of any Richmond hex.
Note: a released unit may thereafter be activated, entrenched, and incorporated normally for the rest of the game.
-
As long as Virginia is not destroyed, the Union player may not build a bridge across any Warwick River hexside where either connected hex has a hex number whose last two digits are "15" or higher (for example, a bridge from S5315 to S5214 may not be built). Once Virginia is destroyed, this restriction is lifted.
-
From Turn 1 through Turn 7, Confederate commanders Magruder and D.H. Hill may select any Confederate infantry unit, regardless of command, to participate in a "commander activation" or "assault" action — but no more than 5 units may be selected for a single action. From Turn 1 through Turn 7, D.H. Hill and Magruder may be transferred to any Confederate infantry unit, regardless of command. From Turn 8 on, Magruder and D.H. Hill may select only units from their own command for commander activation or assault actions. If, at the start of Turn 8, D.H. Hill or Magruder (or both) are incorporated with units outside their own command, they are automatically transferred to the nearest unit under their own command, regardless of terrain or enemy presence.
Victory Conditions
At the start of the game, place three Union VP markers ("x1," "x10," and "x100") on the "0," "00," and "000" boxes of the Victory Point Track. The Union player scores and loses VP for the following, adjusting the markers to reflect the current VP total (if the markers might be jostled, it is also a good idea to record VP on a separate sheet of paper). If the Union total becomes negative, flip the VP marker to its reverse ("minus") side.
| VP | Reason |
|---|---|
| +15 | Per VP Segment in which the Union player controls Dinwiddie county. Note: this VP cannot be scored if the Union player also controls Henrico county. |
| +15 | Virginia has been destroyed. |
| +7 | Per VP Segment in which all of the following are true: Virginia is destroyed; Monitor is neither damaged nor destroyed; and the Confederate player has no naval artillery unit at Drewry's Bluff. Note: this VP cannot be scored if the Union player also controls Chesterfield county. |
| +5 | Per VP Segment in which the Union player controls Hanover county. |
| +2 | Per VP Segment in which the Union player controls Prince George county. |
| +2 | Per VP Segment in which the Union player controls York county. |
| +2 | Per VP Segment in which the Union player controls Gloucester county. Note: this VP cannot be scored if the Union player also controls York county. |
| +1 | Per VP Segment in which the Union player controls Norfolk. |
| +1 | Per point of Confederate manpower lost in combat, retreat, bombardment, or cavalry retreat (not extended march, force march, movement from enemy ZOC to enemy ZOC, or supply effects). |
| -1 | Per point of Union manpower lost in combat, retreat, or cavalry retreat (not extended march, force march, movement from enemy ZOC to enemy ZOC, or supply effects). |
| -6 | The Union player voluntarily destroys a depot. (No VP is lost if the Union player dismantles a depot instead.) |
| -8 | The Union siege artillery unit is eliminated. |
| -15 | A Union depot is destroyed by the Confederate player. |
| -15 | Monitor is destroyed. |
| +1 | Per VP Segment in which a Union infantry or artillery unit is present in at least one of the six hexes making up the city of Richmond (not including the Capitol, N0627). |
Special County Bonuses: Three counties carry both a one-time, end-of-game bonus and a smaller bonus that recurs every VP Segment:
| VP | Reason |
|---|---|
| +100 | The Union player controls Henrico county at the end of the game (separate from the VP Segment score below). |
| +50 | Per VP Segment in which the Union player controls Henrico county. |
| +30 | The Union player controls Chesterfield county at the end of the game (separate from the VP Segment score below). |
| +25 | Per VP Segment in which the Union player controls Chesterfield county. |
| +20 | The Union player controls Dinwiddie county at the end of the game (separate from the VP Segment score above). Note: this VP cannot be scored if the Union player also controls Chesterfield county. |
At the end of the game, calculate the Union player's total VP and consult the table below to determine the winner.
| Union VP | Winner |
|---|---|
| 300 or more | Decisive Union Victory |
| 186 to 299 | Substantive Union Victory |
| 106 to 185 | Marginal Union Victory |
| 51 to 105 | Marginal Confederate Victory |
| -4 to 50 | Substantive Confederate Victory |
| -5 or less | Decisive Confederate Victory |
Advanced Game Reference Tables
Random Events Table (roll two dice)
| Dice | Result |
|---|---|
| 2 | Rain (Current+2) |
| 3 | Rain (Current+1)* |
| 4 | NE** |
| 5 | NE† |
| 6 | Union Command Lethargy‡ |
| 7 | Rain (Current)‡ |
| 8 | Union Command Lethargy |
| 9 | NE |
| 10 | Confederate Command Lethargy |
| 11 | Confederate Command Lethargy§ |
| 12 | Rain (Current+3)¶ |
* From June 1 through June 30, read as NE; from July 1, read as Rain (Current). ** From June 1 through June 30, read as Rain (Current); from July 1, read as NE. † From May 1 through May 31, read as Rain (Current). ‡ From May 1, read as NE. § If the Confederate commander is Lee, read as NE. ¶ From May 1, read as Rain (Current+1).
Strategic Table (roll two dice; Strategic Cycle turns only)
| Dice | Result |
|---|---|
| 2 | Union Initiative (1)* |
| 3 | Virginia Does Not Sortie |
| 4 | Drewry's Bluff Artillery |
| 5 | Union Initiative (1) |
| 6 | Drewry's Bluff Artillery |
| 7 | Union Initiative (1)† |
| 8 | Union Initiative (1)* |
| 9 | Johnston Relieved |
| 10 | Union Initiative (1) |
| 11 | Johnston Relieved |
| 12 | — |
* Treat Turn 7 as NE (no effect). † If Monitor is destroyed but Virginia still exists, treat as NE. The value in parentheses after "Union Initiative" is the number of Command Points gained (see 17.0).
Virginia Sortie Table (roll two dice)
| Dice | Result |
|---|---|
| 2 | Virginia and Monitor damaged (36) |
| 3 | Virginia and Monitor damaged (15) |
| 4 | Monitor destroyed |
| 5 | Virginia destroyed |
| 6–8 | No effect |
| 9 | Virginia and Monitor damaged (8) |
| 10 | Virginia and Monitor damaged (22) |
| 11 | Virginia and Monitor damaged (29) |
| 12 | Both Virginia and Monitor destroyed |
The value in parentheses after a "damaged" result is the number of turns Virginia and Monitor remain damaged (see 22.0).
Department of South Carolina Reinforcement Table (roll two dice)
| Dice | Result |
|---|---|
| 2 | Reinforcement |
| 3 | Reinforcement |
| 4 | None |
| 5 | None |
| 6 | Reinforcement |
| 7 | Reinforcement |
| 8 | Reinforcement |
| 9 | None |
| 10 | None |
| 11 | None |
| 12 | None |
Confederate Dept. of S.C. reinforcement order: 1. Gregg; 2. J.R. Anderson; 3. Branch; 4. Ripley; 5. Martin; 6. Lawton; 7. Drayton*; 8. Evans; 9. DeSaussure. (* Triggers the Union's "Atlantic Coast" reinforcement — see 26.2.)
Richmond Reinforcement Table (roll two dice)
| Dice | Result |
|---|---|
| 2 | Reinforcement (A) |
| 3 | Reinforcement (D) |
| 4 | Reinforcement (C) |
| 5 | None |
| 6 | Reinforcement (B) |
| 7 | Reinforcement (A) |
| 8 | Reinforcement (D) |
| 9 | Reinforcement (B) |
| 10 | Reinforcement (C) |
| 11 | Reinforcement (C) |
| 12 | Reinforcement (A) |
Reinforcement (A): 1 infantry unit. (B): 1 cavalry unit. (C): 1 infantry unit and 1 cavalry unit. (D): 1 infantry unit and 1 artillery unit. See 26.1 for details.
Baltimore/D.C. Reinforcement Table (roll two dice)
| Dice | Result |
|---|---|
| 2 | None |
| 3 | None |
| 4 | None |
| 5 | Reinforcement (A) |
| 6 | Reinforcement (B) |
| 7 | None |
| 8 | Reinforcement (C) |
| 9 | Reinforcement (D) |
| 10 | Reinforcement (C) |
| 11 | Reinforcement (D) |
| 12 | None |
Reinforcement (A): choose any 4 units. (B): choose any 3 units. (C): choose any 2 units. (D): choose any 1 unit. See 26.2 for details.
Designer's Notes
By Joe Balkoski
One of the most rewarding aspects of designing a Civil War game is exposing myths that have long been told about the war — and, on rare occasions, discovering that such a myth was actually true. Every good wargame rests on more research than is strictly necessary, and even when that research concerns matters long settled in the pages of books, it never fails to surprise how much new and important information about the Civil War this historical digging can uncover. Because a game designer must lead players fully into the game's time frame, he cannot get by simply polishing the bare minimum elements of a battle or campaign — this can make wargame research more grueling than research for a book. The map must come as close to the real terrain as possible, and that terrain must constrain commanders just as the real terrain did; the order of battle must be completely accurate, including not only the units that fought in the famous battles but also those then en route to the front; the effects of weather must be scientifically accounted for; and the spirit of the commanders and the capabilities of the soldiers must be analyzed and quantified.
During the design of On To Richmond!, Ed Beach and I were repeatedly surprised at how much our research changed our understanding of this campaign. The Peninsula Campaign is astonishingly complex. Both sides' navies played an important role, the relationship between politicians and generals deeply affected the fighting, the theater of operations was vast, and its sheer length exceeds every game the GCACW series had published to date. No matter how many good histories of the Peninsula we read, none of them prepared us for the complexity of this campaign. Truly understanding it required poring over period maps at the Library of Congress, carefully examining the official records of the war (both Army and Navy), analyzing how weather affected the terrain, tracking down events in theaters beyond the Peninsula, and making educated guesses about aspects of the campaign for which reliable information is lacking. But most important of all was making the map, and playing scenarios ranging from the 20-minute "Stuart's Ride" to the 112-turn Advanced Game. When we moved combat units around the map, something very meaningful happened — a window opened into the minds of the people who actually planned and fought this campaign. To me, books tell you what happened in this campaign; games tell you "why" it happened, and how easily things could have turned out differently. Here are a few of the surprising facts uncovered in the course of researching On To Richmond!
George McClellan's gift for overestimating the enemy is well known. But the Confederacy had a commander who matched — or surpassed — McClellan's ability to exaggerate: "Prince John" Magruder. In the absurd report Magruder wrote on May 3, 1862 about the siege of Yorktown (a report historians have often taken at face value), Magruder claimed to be holding back "more than 100,000 of the enemy" with only 10,000 men — or, excluding his "immobile garrison," just 5,000 (because he was convinced the enemy numbered 120,000). Magruder also wrote that these 5,000 men were defending a 13-mile line. That 13-mile line was in fact closer to 7 miles, most of it a dammed river with only three fordable points. Magruder lied further still: it is true that when the Union first landed at Fort Monroe on March 17, his 11,000 men were defending the Peninsula. However, only a fraction of the Army of the Potomac had reached Fort Monroe by the end of March, and these troops received no supply adequate to move until early April. In the days that followed, as the scale of the Union landing became apparent, Magruder received reinforcements — a fact he never mentions. By late March, McClellan probably had around 40,000 men able to move (not the 120,000 Magruder claimed), and at that time Magruder had roughly 20,000 men, all in good positions; within a week he received 10,000 more. Historians have emphasized Magruder's alleged miscalculation on the Warwick Line, but the truth is less dramatic: he held a very strong defensive position, and when McClellan advanced from Fort Monroe in early April with 60 percent of his available troops, Magruder was facing him at no worse than a 2:1 disadvantage.
For this reason, the historical criticism leveled at McClellan for his failed attack on Yorktown in April seems somewhat unfair, since a frontal assault there would have been a massacre. This does not mean McClellan was a good general at Yorktown — he was not. His reliance on siege artillery to break the Warwick Line ensured Union success, but the month his slowness gave the Confederacy to prepare Richmond's defenses was a fatal problem. It also let the Confederates withdraw safely, on Johnston's own schedule. At the tip of the Peninsula, McClellan could have taken more decisive action by turning the Confederate line from the water — in fact the tactic he originally intended to use, before he grew stubborn and abandoned it after Lincoln refused him the use of McDowell's I Corps. Had he landed a strong force in Gloucester county and defeated the small Confederate detachment at Gloucester Point, his strategic options would have been far more promising than a siege (players, take note). Lee and Johnston expected McClellan to attempt exactly such a strategy, and were prepared to abandon the tip of the Peninsula if he did.
McClellan has always been criticized for habitually overestimating Confederate strength, but one of the surprising discoveries in our research for On To Richmond! is that historians have consistently — sometimes drastically — underestimated the size of the Army of Northern Virginia. Calculating an army's strength is always a difficult task, since combat strength shrinks considerably even in a static situation due to hospitalization, furloughs, detached duty, and absence without leave. For the Confederacy in the spring of 1862, the equation is even more complicated: new regiments were constantly being formed and added to the army, new brigades were summoned from other theaters to defend Richmond every week, and misleading reports (like Magruder's) were accepted as fact.
Early historians of the Confederate side of this campaign, such as William Allen, wrote that Lee had 80,000 men at the start of the Seven Days. This figure was taken for granted by later historians such as Douglas Southall Freeman. More recent writers, such as Stephen Sears, put Lee's army at the time at 92,000 — 15 percent above Allen's figure. On To Richmond!'s total for Lee's army in late June 1862, including every soldier who arrived from other theaters, comes to more than 103,000 — nearly 30 percent above Allen's count. Remarkably, this shows that Lee's army was actually larger than McClellan's. In other words, McClellan was right on the one crucial point that actually mattered — that he was genuinely outnumbered — a point for which historians have never given him any credit whatsoever.
A good example of a long-believed historical miscount is A.P. Hill's division. Allan credits Hill with 13,000 men in the Seven Days, a figure that differs sharply from what our research found. In fact, I believe A.P. Hill's own official report on the Seven Days, written in 1863, has always been misread by historians. Hill wrote that he had 14,000 men at the start of the battle (how Allan reduced this to 13,000 is a mystery). But a careful reading of Hill's report shows that he is not counting one brigade detached from his division — Branch's roughly 3,500 men, who were about seven miles away on the upper Chickahominy. In other words, Hill's actual strength was considerably higher than the 13,000 Allen credited him with.
Whether McClellan could have taken Richmond remains the central debate over this campaign. First, let me set aside the fact — which runs through the entire Peninsula Campaign — of what Lincoln called McClellan's "slows," which cost him one promising opportunity after another, gave Johnston and Lee time to build a very large army, and helped hand the enemy the initiative. Instead, let me focus on the situation in front of Richmond on June 25, 1862. As we have already seen, McClellan was outnumbered; the enemy had entrenched with its back to Richmond and had no wish to retreat any further; and Lincoln would not let McClellan use the bulk of McDowell's corps. The one inescapable conclusion these historical facts point to is that a Union frontal assault on Richmond would have been a disaster. Seen from this angle, McClellan's reliance on siege artillery, and the speed of his retreat to the James after the defeat at Gaines Mill, take on greater significance. Of course, McClellan's failure to find the kind of innovative "indirect approach" strategy that would break the stalemate in front of Richmond (as Grant would later do in 1864) allowed the enemy to seize the initiative, and this was the cause of his failure in the campaign as a whole.
On To Richmond! contains many more historical discoveries, but space does not allow me to discuss them all here. For any of them, the best way to learn is to play this game. We hope that playing On To Richmond! gives you a fresh perspective on this exciting campaign. More importantly, we hope you enjoy it. See you in the next release.
— Joe Balkoski
By Ed Beach
I consider writing designer's notes to be an important part of the game design process. It gives the designer a chance to reveal the thinking behind the design and to have a dialogue with gamers explaining the principles behind the game's mechanics. But a dialogue in designer's notes is inevitably one-way. The internet has let us improve on this. So I hope that as you begin On To Richmond!, you'll read these designer's notes, and then join the active, two-way discussion about this game series taking place online. At the end of these notes you'll find information on how to get online support for rules questions, download new scenarios, errata, and tournament information from our website, and join our mailing list. The constant dialogue with this series' devoted players has been one of the most valuable parts of my work on it.
On To Richmond! is the first game in the Great Campaigns series born from true co-design. Joe Balkoski and I coordinated our efforts and worked as a team at every stage of the project. We also worked with veteran tournament players of this series, incorporating their ideas for improving the game's mechanics and enlisting their help playtesting the latest version. As a result, we feel that with the completion of On To Richmond!, we have been able to finalize most of the evolution of the Basic Game rules. Every previously known "broken" case has been fixed without changing any existing units or charts. These rules can be applied to previously published scenarios, and we have successfully playtested to demonstrate that this "retrofit" can be applied smoothly. There are three important changes that make this kind of retrofit possible in the Basic Game rules.
The first is a change to the artillery system. The main problem with the old artillery rules was that having more artillery could actually increase your losses in combat. The new system preserves the principle of applying terrain effects to the artillery value differential, but under the new rules, the artillery value required for large combats can actually be reduced — though in most cases the final modifier ends up the same as under the old system. The next rule change is the flank bonus. Under the old rules, there were cases where it functioned poorly (such as bonuses near a river) and cases where it did not function at all (such as bonuses at the map edge). The new system keeps the existing +1 to +4 bonus in open terrain while covering all the cases mentioned above. Finally, we updated the retreat rules. This had always been a rule that required a great deal of subjective judgment to apply. We wanted to eliminate that ambiguity and provide a single set of retreat charts usable equally for retreats, routs, and cavalry retreats alike. The retreat-priority system takes a little more effort to use, but it functions effectively even in situations that would otherwise be quite unusual.
The changes to the Basic Game in On To Richmond! are not only permanent changes to the system's mechanics. We also added special rules to reflect the underdeveloped command structures both sides had early in the war. The Confederacy had not yet introduced the corps system in the first half of 1862, and both Johnston and Lee faced the difficulty of coordinating the actions of five or more independently-minded division commanders. Because McClellan gave his own army very little tactical direction, there was, at least in the major battles, a gap at the very top of Union command capability. This poor command capability of the period is depicted through the new assault rule, which can result in part of a chain of command assaulting without support from other units. This campaign has many examples of this at both the division level (Magruder at Golding's Farm) and the army level (Seven Pines). We also added a rule limiting how many units the Union can move on a single initiative. Without this rule, the Union (which fielded three corps early in this campaign) would maneuver better than the Confederates (who fielded at least four divisions). This rule strikes a good balance between the two sides' command structures in this game — but it must never be used in any other game in the series.
A question we often got from playtesters about command capability concerned how we intended to handle Jackson's performance in this campaign. It is clear that the very high rating of 5 that Stonewall has been given in previous games is not appropriate here. But rating him too low would also have produced unrealistic effects. In the Advanced Game, the Confederate player should feel a strong pull to withdraw Jackson from the Valley and deploy him in front of Richmond. Jackson's sudden appearance on the Union flank in late June was theoretically meant to deliver the "finishing blow" that would overwhelm McClellan's army. It did not turn out that way, but the Confederate player can attempt this maneuver and succeed at it. We concluded, with great care, that giving Jackson a strong rating would not unbalance the Seven Days scenarios: in many cases, the high Fatigue Level of his soldiers will severely limit his capability during the critical opening days of that scenario.
I feel the biggest challenge we faced in the design process was accelerating the game enough to make a playable 112-turn Advanced Game — that is, introducing the Union's "Passive" mode and Strategic Movement. Passive mode seems natural for a campaign in which McClellan paused for nearly a month at both the Warwick Line and in front of Richmond, and during a Passive week, play speeds up by at least a factor of three. Strategic Movement eases the situation, present in some of the series' earlier campaigns, of having to repeatedly roll movement dice. See the rules on our website for how to retrofit this rule onto some of the series' earlier campaigns. Overall, our efforts have proven successful — two dedicated players played the Advanced Game through to completion in a single weekend.
We plan to publish a great deal about Advanced Game strategy, but a few important points must be made here first. Most important is this warning: do not expect to win this campaign the first time you play the Union. We have found that the Union player's level of experience with this game's naval and supply matters greatly affects the outcome. For the Union player to reach a strong position in front of Richmond by mid-May, he must correctly combine his invasion point, his depot locations, and his use of siege artillery — and only a few such combinations actually work. As the designer, it took me seven playtests to arrive at a good approach that gave me a real chance to win as the Union. In the meantime, players can compensate by giving a novice Union player a handicap of 30 to 50 VP. Once the Union player has gained experience with the interplay between land, sea, and logistics, this handicap can be reduced, and eventually eliminated.
The navy is an entirely new element added to the series, and the richest new feature added in On To Richmond! Water movement and gunboats are the Union player's greatest advantage — if the Union makes good use of the navy, he can turn a position of weakness into one of strength. But Confederate strategy is shaped by how the player withdraws troops from other theaters to defend the capital. These forces often function better off the map than they would on it — but should the situation become critical, their presence at "the gates of Richmond" is always a strategic decision.
For more detail on these strategic choices, see The General magazine and the Great Campaigns website. There is only room here to touch briefly on our approach to the design and on strategy as we see it, but if you want to hear more, please email us. Also check the GCACW website for the latest errata, playbalance information, strategy discussions, and to download new scenarios. Please also join our mailing list to receive an ongoing stream of messages discussing this series. We are also recruiting playtesters online. In any case, join in — I look forward to meeting you online right away.
We must thank Jim Pyle and John Clere for supporting this entire project through playtesting. And both Joe and I want to thank our families for putting up with the endless phone calls, weekend games, and battlefield trips. None of this would have been possible without their support.
— Ed Beach
Translator's Notes
Sections 1.0–12.0: On the assumption that this document would be used together with the GCACW Standard Basic Game Rules, I edited it into the same format as the Grant Takes Command translation. Aside from the second half of Section 1.0 ("Game Components" and "Abbreviations"), Sections 2.0 and 3.0 through 12.0 are described in the GCACW Standard Basic Game Rules, so I have omitted them here entirely.
Section 13.0, "Basic Game Scenarios": The original text states there are 7 Basic Game scenarios, but this translation adds the supplementary scenario "Gaines Mill," bringing the total to 8.
Scenario 8, "Gaines Mill": This scenario supplements the content published in The Skirmisher #1 with the additional rules later published on the GCACW website.
Map note: Two county names on the OTR map are hard to distinguish because they overlap with woods hexes. Isle of Wight county is located near the east edge of the South map, on the south bank of the James River. Sussex county is located just above the Turn Track at the south edge of the South map. Waverly is the county seat of Sussex county.
On To Richmond! Japanese translation, published June 2, 2004. Translator: Shun'ichi Takasawa ([email protected]), http://www.takasawas.jp/gameapes/
Rules Clarifications (Designer Q&A)
Basic Game Rules
Q: The Union initiative die roll determines how many units he may activate. Does this limit mean that, if the Union can activate, say, 2 "units," he may activate 2 commanders (only) along with every unit those commanders command — or does it mean he may activate only 2 units total, regardless of command?
A: Neither, actually — it's more restrictive than either. A commander can never activate a unit outside his own command. Only one commander may be activated in a single commander-activation action. The initiative die is used only to determine how many units under that one commander may move in that action.
Example: In Scenario 6, all 5 of Porter's units are within his command radius. The Union rolls a 5 and wins the initiative. Porter may activate 2 of his units and move them. No unit of any other command, nor any other commander, may move, and Porter may not move a third unit — so 3 of Porter's 5 units cannot move this time. Had the Union rolled a 6 instead, all 5 units could have moved.
Q: I've noticed several Confederate units marked "HO." This appears to be under Holmes' command. However, there is no commander Holmes present, which seems intentional. Is it correct that Confederate units marked "HO" cannot be incorporated into other commands and must be activated individually?
A: Yes, that's correct. The same applies to Huger ("HU"). They were considered too incompetent to be given commander counters. These units must be activated individually. However, in the Advanced Game, brigades belonging to these commands can be incorporated into other Confederate units.
Q: Can an army commander stack with independent units, such as the Stoneman brigade or the Richmond garrison?
A: Yes — an army commander is treated as commanding every unit of his army.
Q: In a "commander activation" action, can a unit be transferred to a unit other than the one activating the corps or division commander?
A: Not if the corps or division commander would be transferred to a hex different from the army commander. In a commander activation action, only the commander being activated may transfer to another unit. An army commander may transfer along with him, but may not transfer elsewhere.
Q: May a commander conduct an assault using only artillery units?
A: Yes.
Q: Which retreat chart applies to a defender's voluntary retreat?
A: Treat it as a normal retreat, not a rout. Which chart applies depends on whether an enemy ZOC is present, so it can end up being a combination of both charts.
Q: May a unit retreat or rout into a hex containing an enemy Control marker?
A: Yes — and if an infantry unit retreats there, it flips that Control marker in the process of retreating or routing.
Q: May a unit attack across an enemy pontoon bridge? The rules say the bridge is destroyed once the enemy's march ends, which reads as though it could be used mid-march.
A: No — this is an omission in the rules. The first sentence on page 16 of the English OTR Basic Game Rules should read: "Enemy units may not cross that bridge in a march, retreat, advance after combat, or attack."
Q: If a Union gunboat is patrolling a major river, does that prevent the Confederate player from building a bridge across it?
A: Yes, that's correct — this too is an omission in the rules. Add the following restriction to both the pontoon-bridge restrictions (10.1) and the repair restrictions (10.3): "A Confederate unit may not build a bridge across a major river hexside in any location where a Union gunboat on the Gunboat Display could provide support." See "Gunboats and Combat" in 24.0 for which areas each box on the Gunboat Display covers.
Basic Game Scenarios
Scenario 1
Q: The Basic Game rules don't say when during the turn reinforcements arrive. Special Rule 3 of the Warwick Line scenario says Confederate reinforcements arrive "at the start of each turn." Does that mean before the Random Events and Transfer Phases? If so, can a commander be transferred to a reinforcement in the Transfer Phase?
A: Yes — "at the start of the turn" means before every other action, and yes, commanders may be transferred to those units.
Q: What restrictions apply to the Confederate Siege artillery unit?
A: The Siege artillery unit may attack, but only as part of an assault action, and it may not advance after combat. It cannot be activated to march, since it cannot move, nor can it be activated solely to transfer Magruder into its hex without going anywhere. As the scenario's special rules state, it is removed if forced to retreat.
Q: What happens to a Union reinforcement if a Confederate unit occupies the hex it is supposed to enter?
A: If a Confederate unit occupies 5818, the Union player may instead enter 5820 using the same movement points. If Confederate units occupy both 5818 and 5820, the Union reinforcement cannot enter that turn.
Scenario 2
Q: D.R. Jones appears to be standing in for Magruder — does he command the McLaws half-division?
A: Yes, he can command McLaws. Magruder was ill (and had returned to Richmond) during this period of the campaign, and D.R. Jones took over his entire division.
Q: (1) If the Confederate wagon train routs 6 hexes, can the Union still only score 20 VP for it? (2) If that wagon train is later eliminated, does the Union score additional VP for that? (3) Does that total include the points for eliminating its 2 manpower?
A: (1) Yes — the starred wagon train entries can score at most 20 VP total. (2) Yes, there is no additional VP beyond that cap; in this scenario, the maximum VP scored from the starred wagon-train entries is 20 per wagon train. (3) No — the wagon train's manpower loss is separate: on top of the 20 VP capped total, if the wagon train also loses its 2 manpower in combat or a retreat, that adds 4 more VP. In theory, the maximum total is 24.
Scenario 6
Q: If Sumner or Heintzelman conducts an assault, may the Union player attempt a grand assault on Turn 1?
A: Yes.
Q: Regarding Rule 12B — if the Union player does not declare a change of base the first time one of those triggering events occurs, does he get another opportunity every subsequent time one occurs (for example, every time a unit enters New Kent county)?
A: No. He only gets another opportunity at a later Turn Indication Phase. The four events in Rule 12B create a special opportunity to make this declaration only once in the game.
Scenario 7
Q: The gunboats are restricted to the James River-East box, but what effect does Confederate naval artillery have in this scenario? Is it purely for historical flavor?
A: Scenario Special Rule 7 allows the gunboats to be used anywhere on the James River hexes of the South map. This lets Union gunboats bombard Drewry's Bluff — in this case, the naval artillery is used to defend the Confederate units there.
Advanced Game
Q: The Union player only has one Amphibious Movement marker. Does that mean only one Union unit can be embarked at a time?
A: In theory, the Union may have 2 units embarked at once (there being only one marker notwithstanding), as long as their combined manpower is 22 or less. In practice, this rarely happens, given the risk of the turn ending early — embarked units automatically disembark when the Action Cycle ends, so you will normally want to move a unit immediately after embarking it.
Q: Is Union water movement up the York River permitted if no Confederate infantry or artillery is present at Gloucester Point?
A: No — the Union player must clear both Yorktown and Gloucester Point. The advantage of seizing Gloucester before Yorktown is that it earns the Union a +1 gunboat bonus when attacking Yorktown, and moving through Gloucester county north of the York River threatens the Confederate line's rear. In addition, if Gloucester Point is already in Union hands, the Union player can move up the York River immediately after Yorktown falls.
Q: I'm confused about legal water movement. Does "side" of the river mean the bank? Which of the following moves is correct? (continuing the rules example) a) N3725-N3625-N3525-N3524, b) N3725-N3624-N3524.
A: Both are correct (and it should be obvious that (b), the shorter route, is the one to use). "Side" refers to the hex edge. So a unit embarking at Smith's Landing is on the west side of the Hill Marsh peninsula, and cannot move to 3825 unless it moves upstream and around the north side of Hill Marsh (3725-3724-3823-3824-3825). The "side" rule does not forbid embarking on one side and moving to the other — that is clearly possible. A unit may freely move back and forth between one bank of a river and the opposite bank to shorten its route. A move such as N3317-N3216-N3116-N3015 is also permitted.
Q: The rules say gunboats can provide two kinds of "support" — Defensive Support and "Bombardment." Can both be done in the same turn, or must a player choose one or the other for that turn?
A: Both can be done in the same turn. Even if a gunboat has used up its maximum for one of these actions, it can still perform the other.
Q: Gunboat-2 (which must remain at Hampton Roads until Virginia is destroyed) — can it still provide the special gunboat bonus at Yorktown or Gloucester Point? Or can it do nothing at all until Virginia is destroyed?
A: It can do nothing at all until Virginia is destroyed.
Q: When is gunboat Defensive Support declared? Can the Union player wait to see the result of the assault's command die roll before assigning one of his 4 available Defensive Supports?
A: It is determined in the "Determine Die Roll Modifiers" step — that is, after all command dice have been rolled.
Q: Can the strength of a Union unit embarked at Fort Monroe be added to an attack on Norfolk?
A: Yes.
Q: The setup calls for more "2" Strength markers than are included in the game. What should I do?
A: This is resolved by the suggestions on which off-map units should receive Strength markers. Basically, units at Fort Monroe, the Valley, Rappahannock, and Norfolk should receive Strength markers. This is explained at the beginning of 37.0.