Prelude to Vicksburg: Chickasaw Bayou, December 26-29, 1862
Prelude to Vicksburg: Chickasaw Bayou, December 26-29, 1862 Rulebook
Table of Contents
Table of Contents
Blind Swords Series Rules (Version 1.1, 2023)
These are the Blind Swords Series Rules that the Exclusive Rules below cite as a required component ("1 - Series Rulebook"). Where the Exclusive Rules differ, the Exclusive Rules take precedence.
1.0 Introduction
This rulebook is used for the series of American Civil War games published by Revolution Games using the Blind Swords' chit-pull system. The "Blind Swords'" system emphasizes the three "FOW's" of military conflict: fog-of-war, friction-of-war and fortunes-of-war. With each chit pull, players will be challenged to make tough decisions based on their assessment of the situation at that moment. Unlike traditional chit-pull systems, the Blind Swords' system ensures that no combat units can be counted on, or conversely, counted out. This yields an environment of tense action and constant surprises – an environment that will challenge each player. Each game in the series will include exclusive rules that cover the situations unique to that battle.
Note that there is no Movement Allowance listed on the counter – a unit's Movement Allowance is determined by the unit's type, and orders, in the exclusive rules of each game. The front of the counters shows the unit at full effectiveness and is called its Fresh (FR) side, while the reverse side shows the unit at reduced effectiveness and is termed its Battleworn (BW) side. The Battleworn side has a lighter background. Units that are totally ineffective ("Broken") are removed entirely from the map board and placed on the Broken Track (see 12.8).
Note that some units have only a BW side – these are termed Fragile Units and are indicated with a yellow circle around their SP. These units are instead eliminated from the game when they would normally be Broken.
2.0 Unit Counters, Markers and Chits
2.1 Unit Counters represent the fighting troops of each side. The gray-colored units are the Confederate player's forces (also called "CSA") and the blue-colored units are the Union player's forces (also called "USA"). At the top of each infantry or cavalry counter is the unit's Brigade affiliation, highlighted in a Brigade-specific color. The Unit's regimental/battalion name is shown in the middle of the counter. Cavalry units have a brown horse head on the counter's front. Most cavalry units, not all, have a second counter with a horsehead outline. This represents the unit when dismounted. Artillery units have the battery commander's name at the top of the counter and the battery/section name in the middle of the counter. The unit's Strength Points, Weapon Type, and Cohesion Rating are listed in that order on the bottom of the counter.
Strength Points (SPs) indicate the relative size of the unit; 1 SP equals 50 men. This number is used for combat and stacking purposes. The reverse side of the counter (the BW side) shows a reduced SP value. An SP value of "C" stands for cadre-strength (meaning the unit is down to a core size of about 25 men) and counts as ½ SP. In some cases, reference is made to a unit's printed SP value (shown on the counter on its FR or BW side, whichever side is facing up at that moment) and in other cases refer to the modified SP value, which is the printed SP value adjusted for any applicable markers or game conditions (such as Weapon Range) that modifies the unit's usable SPs but can never be modified below 0.
Weapon Type identifies what kind of weapon the unit is primarily armed with. This is important in Fire Combat Range determination and sometimes in Close Combat.
Cohesion Rating (CR) reflects the unit's training, discipline, experience, and morale. The higher the number, the better the unit will generally perform. A unit's CR can be modified but can never go below "0" or above "6".
2.2 Gameplay Markers: The "Shaken/Disrupted" marker is used to indicate the affects of Morale Hit (MH) results (see 12.5). There are two "Victory Point" markers ("x1" and "x10") that should be placed on the Victory Point Track to indicate the net Victory Points for one side or the other. The Game Turn marker is used to mark the current game turn. Additional gameplay markers will be identified in the exclusive rules of each game.
2.3 Brigade Activation Status Markers are used as a player aid to help keep track of which Brigades have been activated during the current turn. Each player should arrange the markers in front of them so that the "Available" side faces up (the side with the flag). When a Brigade is activated by Division Activation (only), its status marker is flipped over to its "Activated" side (see 7.3).
2.4 Chits are counters that are drawn from an opaque container and specify either a formation of units to be activated or an event to implement. There are three types of chits:
- Activation represents a brigade, division, or Commander in Chief (CIC) each showing the name of a leader and his Command Rating. A second set of Activation chits with a "red cross" graphic added are leader casualty chits. These chits are substituted for the regular chits when the corresponding leader becomes a casualty due to the Fog of War Wild Event chit. (See exclusive rules for each game)
- Event which is described in the exclusive rules of each game and
- Wild (either the Fog of War or Fortunes of War chits).
2.5 Charts and Tables: Are described in the exclusive rules of each game.
2.6 The Draw Cup holds all the chits, of both sides, currently in the game for random draw. The players must supply the cup, which can be any opaque coffee cup, bowl, etc.
2.7 Dice are not included in the ziplock version the game – players must supply their own. Each player should have at least two six-sided dice. One should be colored and the other white.
2.8 Universal Rounding Rule: In all cases where a unit's values are altered (SPs for Weapon Ranges, Canister, etc.), any fraction is maintained until the end of the calculation. When the calculation is totally complete, any remaining fraction is dropped (i.e., rounded down) with the exception that a fraction of ½ SP is retained and may fire on the C column of the Fire Combat Table.
3.0 Unit Stacking
3.1 Stacking Limits: Stacking refers to the placement of more than one counter in the same hex. The maximum number of unit counters that can physically occupy a hex at the end of a given Phase or Step is determined by the combined units' total unmodified Strength Points, i.e., use the SP printed on the counters. Do not apply any modifiers from Morale Hit markers, etc. Stacking limits can normally be exceeded during movement or retreat (however, see case "c" below) as long as they are met at the end of each unit's movement or retreat. The maximum number of SPs allowed in a single hex is defined in the exclusive rules of each game. However other situations effect stacking, as follows:
- a. Artillery Units: Artillery units do not count their full SPs when figuring stacking. See the Artillery Stacking Table on the Player Aid. Example: 6 SP of guns counts as 4.5 SP for stacking purposes.
- b. Cavalry Units: Cavalry units may not stack with infantry or artillery units at the end of movement or retreat. They may stack with other cavalry units normally. (The definition of a cavalry unit is a unit that is mounted. Dismounted cavalry is treated as infantry).
- c. Road Hexes: If any moving unit wishes to use any Road or March Column movement cost (see 10.5), the stacking limit is in effect always, not just the end of the turn.
- d. Accidental over-stacking: If a player is found to have accidentally over-stacked a hex, then just displace the units to the rear in some manner acceptable to both players.
4.0 Sequence of Play
Each game is played in a series of Game Turns, the actual number of turns depending on the scenario selected. Every Game Turn is played in a predetermined sequence of Phases. Each Phase must be completed in its entirety before proceeding to the next Phase. Players should note that in this game fire comes before movement. The Sequence of Play is summarized as follows:
- COMMAND DECISION PHASE
- a. Both players choose event chits and setup draw cup
- ARTILLERY PHASE
- a. Union Artillery Step (move or fire)
- b. Confederate Artillery Step (move or fire)
- c. Both sides alternate "a" and "b" above until done
- d. Artillery Rally/Rebuild Step
- CHIT DRAW PHASE
- a. Held Event Chit Step (play any held events)
- b. Draw Chit Step
- If Event chit, owning player keeps it or plays it, draw new chit
- If Wild chit, resolve immediately, draw new chit
- If CIC chit, owning player selects brigade and proceeds to Phase 4 or holds the chit
- If Division Activation chit, proceed to Phase 4
- If Brigade Activation chit proceed to Phase 4
- BRIGADE ACTIVATION PHASE
- a. Orders Step
- b. Fire Combat Step
- c. Movement Step
- d. Close Combat Step
If the last Game Turn of the scenario has been completed, the game is over. Consult the exclusive rules to see who won.
5.0 Command Decision Phase
During this phase, the chits going into the draw cup are prepared.
5.1 The Key Chit: Each player first secretly chooses a number of their eligible Event chits determined by the exclusive rules of each game and places the Key Chit(s) directly into the draw cup. This is an important step as it guarantees that at least one or more Event chits of your choice will be in the cup. Note, however, that it does not guarantee that it will be enacted this turn – the chit could still be drawn after the Fortunes of War Chit and thus cancelled.
5.2 Included & Excluded Chits: After placing their Key Chit(s) into the cup, each player then flips their remaining Event chits over to their back side. Then, depending on the exclusive rules of the game, each player draws a number of these chits (without looking at their Unique Event sides) and both players add these included chits to the cup. The remaining Event Chits are excluded chits and placed off to the side out of play – these chits are not used this turn! Players may not look at the Unique Event side of the excluded chits.
5.3 Finishing the Draw Cup Setup: Finally, place both players' eligible Activation chits for any formations currently in the game, eligible CIC chits (depending on the game), and both Wild chits into the draw cup.
6.0 Artillery Phase
Artillery units do not organizationally belong to any Brigade or Division. They are independent units and conduct their activities during the Artillery Phase. The Movement Allowance of all Artillery units is defined in the exclusive rules of each game.
6.1 Union Artillery Step: The USA player selects one hex containing one or more USA Artillery units and conducts Fire Combat (see 9.0) or Movement (see 10.0) with all Artillery units in that hex. Each eligible Artillery unit in that chosen hex may either conduct Fire Combat or Movement (not both!) in any order during this step. Resolve all such Fire Combat or Movement normally and to completion. Artillery units stacked in the same hex that are all opting to issue Fire Combat at the same target hex may add their SPs together into one fire total. Artillery units that either Move or Fire in this step will be finished for this entire phase – players should turn a unit's counter or otherwise mark it to indicate that it has already activated during this step. At the end of this Step, all Artillery units in the activated hex are considered to have activated, regardless of whether they moved or fired.
6.2 Confederate Artillery Step: The CSA player conducts Fire Combat or Movement with all Artillery units in any one designated hex, in the same manner as the USA player.
6.3 Alternating Artillery Steps: Players alternate Artillery Steps until all Artillery units have been activated. If a player does not wish to activate a hex of Artillery units during their step, they may elect to "pass" and do nothing. By the same token, if a player runs out of eligible hexes to activate, they must "pass". If both players "pass", then the step ends, and game play moves on to the Artillery Rally step. A player who passed and has artillery that has not yet been activated may then activate a stack of artillery at a later point in the sequence. The risk with passing is that your opponent may then pass and end the Alternating Steps and artillery that could have been activated will not get to be activated this turn.
6.4 Artillery Rally Step: After both players have finished this turn's Artillery Steps, each player then (USA player first) may choose a single Artillery unit that did not move, fire, retreat, or was flipped to Battleworn in the preceding Artillery Steps and that is stacked with or adjacent to any friendly Infantry unit. That chosen Artillery unit may then execute a Rally action (Recovery or Rebuild – see 13.1). Note that this is the only time during the turn that an Artillery unit may Rebuild.
6.5 Artillery Movement and Fire Considerations:
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a. Artillery units may not Engage (voluntarily move within two hexes of an enemy unit, see 10.6.
Important: take special note of this restriction! It will come up often. If an artillery unit finds itself in such a position due to enemy movement, enemy advance after close combat, or a retreat, it may remain in position or voluntarily increase the distance from the enemy unit(s) during its activation. Such increasing of the distance may entail entering a hex that is 2 hexes from enemy units if the artillery unit started the move adjacent to an enemy unit.
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b. If an Artillery unit that has not yet activated this phase is forced to conduct Retreat movement (only) due to enemy Artillery fire, the retreat move is considered to be its activation. Mark it as being activated accordingly.
7.0 Chit Draw Phase
The central mechanic that drives the action in the "Blind Swords'" system is the chit-pull system. This will direct the players as to who can move and fight or conduct certain actions.
7.1 Held Chits: Before a new chit is pulled from the cup, both players may play one or more Event or CIC chits they are currently holding. First the USA player announces whether they will play a chit and if so, resolve the actions of that chit. If the CSA player, then wants to play a chit they may do so. Then back to the USA player to play a chit and so on till both players have played any held chits they wish to play.
7.2 The Designated Chit Puller: It is suggested that the CSA player draw the chits on odd Game Turns and the USA player draw the chits on even Game Turns. Since counters have a beveled edge, it is possible to tell back from front when drawing chits from a cup. Try to draw the chits with the back up as this allows the event chits to remain secret.
7.3 Drawing and Applying a Chit: The designated chit-puller randomly draws one chit from the draw cup. Depending on the type of chit drawn, proceed as follows:
- Event Chit: If an Event chit is drawn, hand it to the owning player (USA for a blue chit; CSA for a gray chit). The player may look at it and may play it immediately (if applicable). Otherwise, the player keeps the chit in front of them (face down so the opponent cannot see it) and saves it for later use or plays it on the Player Aid Card as a Unique Event. Consult the Unique Event Descriptions section on the back of each player's Player Aid for a full explanation of each Event and how it is applied to play. Some Events must be played immediately, and others can be played immediately or held. Event chits that are held are placed face down in front of the owning player. A held Event chit can be played at any appropriate time (as per its description) and is discarded afterward. Normal play then resumes. The back of the Event Chit in some games has the wording "Command Event". The effects of the Command Event will be included in the Exclusive Rules of each game.
Players should study the Unique Event Descriptions section before play, as the timely use of these chits can provide each player with singular opportunities to affect the game.
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Wild Chit: If either of the two Wild chits is drawn, its effect is immediately enacted, with any necessary die roll being made by the non-chit-pulling player. After resolving any effects of the chit, discard the Wild chit for the turn and draw another chit.
- a. The Fortunes of War: This chit means that the next chit pulled will be negated. When the Fortunes of War chit is pulled, discard it immediately. Then draw the next chit normally. If the chit is an Event, CIC, Brigade Activation Chit or the Fog of War chit, it is immediately discarded with no effect. If it is a Division Activation Chit, the owning player must select an eligible Brigade from that Division and mark it as "Activated", without allowing it to do anything. The Brigade may not even do a Limited Activation! The owning player then returns the Division Activation Chit to the draw cup if any unactivated Brigade remains in the Division, otherwise discard it for the turn.
- b. The Fog of War: When the Fog of War chit is drawn, the non-chit-pulling player rolls one die and consults the Fog of War Chit Table on the player aid (The Fog of War effects are different in each game in the series). After all effects are resolved, the Fog of War chit is discarded (unless deployed onto the map) and the next chit is drawn.
The Fog of War chit allows for the occurrence of those rather unusual or unexplained troop movements and attacks that have often happened throughout military history. Instances of misidentified friendly and enemy formations and seemingly suicidal charges are also represented with this chit. In addition, officers of both sides were at great risk and this chit reflects the high casualty rate amongst Civil War generals.
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CIC Chits: When a CIC chit is drawn, the owning player may have to first roll to activate the chit (some CIC chits have an activation number, some are automatic) and if successful, may then select any one of that sides Brigades in the game to activate – even if it has already been activated this turn by a Division Activation Chit or Brigade Activation Chit – or hold the chit for later use (at the start of the Chit Draw Phase). The player may then perform a Full Activation and conduct a normal Brigade Activation Phase with that Brigade. When finished, the Brigade Activation Status marker is not flipped to its "Activated" side (unless it was already "Activated" before this CIC activation, in which case it remains on its "Activated" side). The CIC chit is then discarded, and a new chit is drawn. Unlike a Division Activation chit (see below), there is no Limited Activation for a brigade when the CIC fails to activate.
Important: note that this means that a Brigade can be activated twice in a Game Turn – once by being selected with a Division Activation or Brigade Activation (see below) and once with a CIC activation.
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Division Activation Chit: If a Division Activation chit is drawn, the owning player immediately rolls one die (before selecting a Brigade) and compares it to the Command Rating shown on the chit.
- If the die roll is less than or equal to the Command Rating, one eligible Brigade may perform a Full Activation. The player selects any one Brigade belonging to the drawn Division that has not yet been
activated this Game Turn (use the Brigade Activation Status markers as an indicator). The player announces the now activated Brigade, flips its Brigade Activation Status marker over to its "Activated" side and proceeds to the Brigade Activation Phase.
- If the roll is greater than the Command Rating, the player selects an eligible Brigade and flips its Brigade Activation Status marker as above, but that Brigade may only conduct a Limited Activation. This means that units in the Brigade may only conduct a normal Fire Combat Step. No other activities can be conducted this phase.
After the selected Brigade is finished, if there are still Brigades belonging to the drawn Division that have not yet been activated this Game Turn, place the Division Activation Chit back into the cup. If there are no unactivated Brigades remaining in the Division, discard the Division Activation Chit. In either case, draw the next chit. A Brigade that has no units remaining on the map, or in the available box on the broken track, may not perform a Full Activation or a Limited Activation. Remove the Brigade Activation Status marker from the game until the brigade has units on the map or in the available box.
7.4 Discarding Chits: When a chit needs to be discarded, simply find a spot on the table near the Draw Cup to place discarded chits. These chits are no longer involved in the current Game Turn. At the end of the Game Turn, during the End Turn Phase (see 14.0), all unplayed chits have an opportunity to be played or discarded and then all these chits will be gathered up and used again next turn.
Example: It is Game Turn 6 and the USA player is the chit puller. The USA player reaches into the Draw Cup and pulls out a USA Event chit and keeps it. They can't use the Unique Event just yet (Command Confusion) so holds it for later use in the turn. The USA player draws the next chit, and it's the Fortunes of War chit and discards it, noting that the next chit drawn is to be discarded as well. The USA player then draws the McCulloch Division Activation Chit. The CSA player must then activate one of McCulloch's brigades without taking any action. The CSA player selects Pike's Brigade, flipping its Brigade Activation Status marker over to its "Activated" side (without activating any of Pike's units, due to the Fortunes of War chit). The CSA player places the McCulloch's Division Activation Chit back into the cup as McCulloch still has more brigades that could be activated. The next chit drawn is the Van Dorn CIC Chit and the CSA player decides to use it immediately rather than saving it for later in the turn (Note that Van Dorn has no command rating, he automatically activates a brigade; in some games the CIC may have a command rating). The CSA player selects McIntosh's Brigade to activate (even though it's already been activated earlier this turn) and gives it an Attack Order. The USA player then plays the Command Confusion chit that was previously held, and a die is rolled. A roll of "1" means that the CSA player must change McIntosh's order to Regroup. McIntosh's units cannot move or conduct combat but may conduct Recovery or Rebuilding.
8.0 Brigade Orders
When a Brigade is selected to be activated, either by Division Activation Chit, Brigade Activation Chit, or CIC Chit, it must proceed through each Step of the Brigade Activation Phase. The first step is the Orders Step.
8.1 Types of Brigade Orders: There are four possible Orders that a player can assign an activated Brigade during the Orders Step, each with its own gameplay parameters. The four Orders are Attack, Defend, Maneuver and Regroup. When activating a Brigade, the player announces the Order they are assigning to it.
8.2 Attack: The Movement Allowance for each infantry or cavalry unit is found on the game player aid in the section labeled Brigade Order Details. The Brigade's units may Engage enemy units (see 13.6) and conduct Fire Combat and/or Close Combat. However, the units may not conduct a Rally (13.0) and may not use the March Column movement rate (10.5).
8.3 Defend: The Movement Allowance for each infantry or cavalry unit is found on the game player aid in the section labeled Brigade Order Details. The Brigade's units may Engage enemy units but may only conduct Fire Combat (no Close Combat can be initiated). Units under this Order may conduct a Rally (but with less efficiency than when under a Regroup Order – see 13.2).
Gameplay Note: Be aware that the Fire Combat Step takes place before the Movement Step and that firing does not preclude movement in the same Activation nor Close Combat (under an Attack Order). This is important when planning tactics under Attack and Defend Orders.
8.4 Maneuver: The Movement Allowance for each infantry or cavalry unit is found on the game player aid in the section labeled Brigade Order Details. The Brigade's units cannot Engage the enemy nor conduct any kind of combat, but they may start Engaged. In addition, these units may not Rally. This is the only Order under which infantry and cavalry units may use the March Column movement rate.
8.5 Regroup: This Order allows units to Rally. However, units under this Order may not move, and may not conduct any kind of combat.
9.0 Fire Combat
The second step of the Brigade Activation Phase is the Fire Combat Step. Fire Combat is announced and resolved to conclusion for each eligible unit or group in any order desired by the owning player. Artillery units do not fire when a Brigade is activated but do use this procedure when they are allowed to fire.
9.1 Firing Eligibility: Units fire individually or by eligible group of units, and each fire is resolved completely before moving to the next one. Each unit can fire only once in the phase, and can only fire at one enemy target hex, but an enemy hex can be targeted multiple times by different units. Firing units may only target enemy units to which they have a Line of Sight (LOS) and that are within Range of their weapons.
- a. Line of Sight (LOS): For a unit to fire at a target two or more hexes away, it must be able to "see" the target unit. To determine LOS, draw an imaginary line from the center of the firing unit's hex to the center of the target unit's hex (a piece of string is useful here). The LOS can be Blocked (preventing fire entirely), Obscured (reducing the effectiveness of fire) by intervening terrain (as defined in the exclusive rules), elevation changes, or unit-occupied hexes that the LOS touches, or Clear (meaning a clear LOS that is not Obscured or Blocked). Note that the terrain covering the majority of a hex is considered to span the entire hex – thus, a LOS traced through any part of a hex is affected by the majority terrain in that hex. The LOS trace does not have to contact the actual terrain image. Units' LOS is not affected by their own hex when firing out of hexes that have terrain that blocks LOS.
- b. Overhead Fire: Any unit may fire over enemy units at farther targets. Infantry and cavalry units may not fire over friendly units. Artillery units may fire over friendly units if they are not using Canister Range Fire and the friendly unit is not adjacent to the targeted unit.
- c. Weapon Ranges: Every unit has a Weapon Type listed, and each Weapon Type has assigned Ranges (see the Weapon Ranges Table) Exception: type CC weapons have no lines listed and may only fire during the Defensive Fire step of the Close Combat procedure 11.0a. Range is measured in hexes from the firing unit (excluded) to the target unit (included). A unit's Range is divided into three categories: Effective, Long, and Extreme. Artillery units have an additional Range category called Canister.
- i. Effective Range: Unit fires at full SP value.
- ii. Long Range: A unit firing at more than Effective Range, up to its listed Long Range, has its SPs halved.
- iii. Extreme Range: A unit firing at greater than Long Range, up to its listed Extreme Range, has its SPs quartered.
- iv. Canister Range: is used only by Artillery units and increases their SP strength by 50%.
9.2 Target Eligibility and the Lead Unit: When conducting Fire Combat, Players must determine which unit in the targeted hex is the Lead Unit. The Lead Unit uses its CR in resolving any Cohesion Test resulting from the fire.
- If there is only one unit in the targeted hex, it is the Lead Unit.
- If there are multiple units in the targeted hex, the Lead Unit is the one with the largest printed SP value in the hex. If multiple units in the hex are tied for the largest printed SP value, the owning player selects any one of those units to be the Lead Unit.
9.3 Fire Combat Procedure: The owning player of the firing unit(s) declares an eligible enemy target hex. The player finds the column on the Combat Results Table (CRT) that includes the total number of modified SPs firing at the target hex. If the firing unit does not have at least ½ SP ("C") firing after any initial SP adjustments for Morale Hits, Weapon Range, Opportunity Fire, and Supporting Defensive Fire, then it cannot Fire.
CRT Column Shifts: The player then consults the list of possible Fire Combat Column Shifts, found in the exclusive rules and below the CRT, that would apply to this combat. Shifts can move to the left or to the right of the initial column. Combine all applicable column shifts first; then apply the net shift to get the final SP column to use. Fire with column shifts beyond the left of column "C" is ignored. Exception: Defensive Fire is resolved on the "C" column even if shifts take it beyond that column. Fire with column shifts beyond the right of column "23+" are resolved on column "23+." The column shifts for each game will be listed in the exclusive rules and the Combat Results Table.
- a. Resolving Fire Combat: When the final adjusted SP column is determined, the active player rolls two dice. Read the colored die first and the white die second to form a two-digit number that will range from 11 to 66. For example, a roll of colored die 2 and white die 4 is read as "24." The player then looks down the SP column to find the row containing the rolled number and checks the result contained in that box. If the result is only a dash (-), the fire has had no effect and this Fire Combat resolution is over. If the result includes at least one colored box, the Lead Unit in the targeted hex may take a Cohesion Test.
- b. Cohesion Test Determination: Check the modified Cohesion Rating of the Lead Unit (see 9.2) in the targeted hex. If the number range of a colored box in the combat result includes the Lead Unit's modified CR, that unit is subject to a Fire Combat Cohesion Test. The color of the corresponding box dictates which Cohesion Test is required – red is Severe, yellow is Tough, and green is Routine. If the Lead Unit's CR is not included in a colored box, the result is treated as a dash (-) result and thus no effect.
Fire Combat Example: The 2nd MO Infantry (3-3) from Sturgis' Brigade is located in a Clear terrain hex adjacent to the CSA 3rd AR Infantry Battalion (4-4), which occupies a Woods hex. It is the Fire Step of Sturgis' Brigade Activation Phase and the Brigade is under Attack Orders. The USA unit decides to issue Fire Combat at the CSA unit. The unit would normally fire with 3 SPs, this is shifted two columns to the left for an Obscured LOS (firing into a Woods hex). That means the fire is resolved on the "1" column. The USA player rolls two dice and gets a 6 on the colored die and a 2 on the white die. The player reads down the "1" column to the range of results that includes "62" (this would be the "61-62" line) to get the result of the fire. This gives a result of - | 0-1 | 2-4. The targeted hex has a Lead Unit with a CR of 4 and thus the fire has no effect. If the AK Infantry was Shaken, its CR would be modified to 3, and it would have to take a Routine Fire Combat Cohesion Test. (Note that these values are for example purposes only.)
- c. Flanking Fire: If a hex is targeted by Fire Combat (for any reason) from two or more different enemy units whose LOS into the target hex is separated from the other LOS by at least one full hexside, it is subject to Flanking Fire. To use Flanking Fire on a hex, the firing player must announce all included fire attacks against the target hex prior to resolving any of them. Resolve this fire normally with all firing units involved in the Flanking Fire each receiving a one-column shift to the right. If all units in the targeted hex are retreated or placed on the Broken Track before all fire against it is resolved, any remaining firing units may fire at different targets. However, if any units remain in the originally targeted hex, all units announced to be participating in the Flanking Fire must still target that hex.
Note: To speed up the play of the game it is strongly suggested the player roll the dice for Fire Combat before figuring every single modifier (once you are familiar with the CRT). A low die roll is a miss against anything but the very lowest Cohesion Ratings.
10.0 Movement
Movement is conducted during the Artillery Phase (by Artillery units only) and the Movement Step (by activated Infantry and Cavalry units only). Certain Event chits also allow movement.
10.1 Movement Procedure: Units are moved one at a time (or one stack at a time, each completing its move before another unit or stack moves and cannot end their move in an over-stacked situation. (See stacking limit in exclusive rules) Units move from hex to adjacent hex and expend Movement Points (MPs) as they enter a hex. Each unit has a Movement Allowance, representing the number of MPs that it can expend during each movement.
10.2 Movement Allowance: The distance an Artillery unit can move is listed on the player aid for each game. The distance Infantry or cavalry units can move in a step is based on the Order that was issued (see Player Aid for the movement allowances for each type of unit under each type of order) for the Brigade during the preceding Orders Step. Some Event chits can change a unit's Movement Allowance.
10.3 Terrain Movement Costs: Each hex has a dominant terrain feature and costs one or more MPs to enter. These costs differ for each type of unit. Refer to the Terrain Effects Chart of each game for these terrain costs. Where multiple Terrain types affect a unit entering a hex, their costs are cumulative. If a unit does not have sufficient MPs remaining to enter a hex, it must halt its movement in its current hex. However, a unit may always move at least one hex during its movement, regardless of terrain costs as long as it does not over-stack or enter prohibited terrain.
10.4 Stack Movement: A stack of units may be moved as one entity, or each individual unit can be moved separately, at the owning player's discretion.
10.5 Roads: A unit moving from any one Road hex to a connected Road hex (i.e., the road graphic itself crosses the hexside between them) pays only 1 MP for each hex entered, regardless of the other terrain in the hex or on the hexside. This includes all types of Roads, Lanes, Trails, and Turnpikes.
- a. March Column Rate: A Cavalry or infantry unit that is under Maneuver Orders, or any Artillery unit pays only ½ MP per hex entered when moving along connected Road and Turnpike hexes, regardless of the other terrain in the hex or on the hexside crossed to enter it. This movement rate is not allowed when moving on Lanes or Trails.
- b. Road Stacking Limit: The stacking limit when a unit is using the Road (all types) or March Column movement rate cannot exceed stacking limits – meaning that units cannot even pass through a hex containing other units at the Road or March Column rate if it would cause the total SPs in the hex to exceed the stacking limit. The moving unit or stack must pay the Movement Cost of the other terrain in a hex and on the hexside crossed if the stacking limit is exceeded in that hex.
10.6 Engagement: An Infantry or Cavalry unit becomes Engaged when it moves adjacent to any enemy unit during movement. An Artillery unit becomes Engaged when it is within two hexes of any enemy unit. Artillery units may not voluntarily move to become Engaged during their movement. Once artillery is engaged it may only voluntarily move to increase the distance from the enemy. Note that some Brigade Orders (see 8.0) do not allow Engagement.
10.7 Opportunity Fire: If a unit conducts movement (voluntary or not) out of a hex that is adjacent to one or more enemy units, it must first endure Opportunity Fire (Exceptions: Advance After Close Combat (see 12.7). This movement must first be announced, and the enemy player may then issue Fire Combat from all adjacent enemy units before the unit moves. If a stack of units wishes to leave from adjacent to an enemy, each unit is moved individually and undergoes Opportunity Fire individually. This fire is conducted normally (including being able to combine SPs of eligible firing units), except that units halve their SPs to resolve the fire. Apply all Fire Combat results normally, but the moving unit is automatically the Lead Unit – non-moving units in the same hex cannot be affected other than due to a Panic Result (see 12.1). If the moving unit suffers any Retreat result from this fire, its intended movement is cancelled, and it must conduct only the Retreat move. There is no limit to the number of times a unit can be subject to Opportunity Fire nor how many times a unit can issue such fire.
A unit conducting a Retreat move (see 12.3) does not qualify for Opportunity Fire in the initial hex of the retreat. In other words, enemy units adjacent to the Retreating unit when it starts its Retreat move may not issue Opportunity Fire. However, if the Retreating unit retreats more than one hex, it is subject to normal Opportunity Fire in each hex it exits after the first.
Note that this means that the retreating unit does not normally suffer Opportunity Fire from the units that caused the retreat in the first place. It will suffer fire from enemy units that it must retreat past as it runs away – essentially "running the gauntlet" if it is in a poor position.
10.8 Cavalry Withdrawal: When an enemy infantry or artillery unit moves within one or two hexes of a friendly mounted cavalry unit, the non-moving player may immediately retreat the cavalry unit one hex away from the moving enemy. (A cavalry unit gets two chances to withdraw, at two hexes and at one hex.) The hex the cavalry retreats to must be one that the cavalry unit may enter while mounted and may not be one that would create an over-stacking situation. There is no limit to the number of times a cavalry unit may withdraw one hex from various enemy moves in a turn. The cavalry unit may decide at any time to cease withdrawing and remain in position. The Cavalry unit does NOT suffer Opportunity Fire when withdrawing. The moving enemy unit may continue to move after the cavalry unit has withdrawn.
10.9 Cavalry Mounting and Dismounting: Cavalry units are either mounted or dismounted. They may change from one state to the other at any time during their movement by paying 3MP to change modes. Cavalry cannot mount up in terrain that would be prohibited to mounted units. The movement allowance of the unit remains the one that it began the movement with, minus the 3MP. If they do not have enough movement points left to pay the full cost, they may not mount or dismount this move. Mounting or dismounting adjacent to an enemy unit triggers Opportunity Fire (see 10.7). When mounting or dismounting, find the replacement counter that matches the desired state of the unit. Not all cavalry have a dismounted and mounted counter. Dismounted cavalry units are treated as an infantry unit for all purposes.
10.10 Cavalry Charge Moves: Mounted Cavalry units may make a special Charge Move which grants them a benefit in Close Combat. To charge, a cavalry unit must meet these conditions:
- a) it may not be Shaken or Disrupted (see 12.5);
- b) It must be in Clear terrain at the start of the movement step;
- c) it may only enter Clear hexes;
- d) it may not enter a hex so as to create an over-stacked situation at any time during its move;
- e) it must end its Charge Move adjacent to an enemy unit;
- f) the targeted enemy hex must contain only infantry and/or Artillery units in Clear hexes;
- g) in all cases, the Charge Move may not cross a Slope or Steep Slope hexside nor can the targeted enemy unit be located through such a hexside.
If all these conditions are met, a Close Combat must then be declared during the Close Combat step. The Charging Cavalry unit will receive a bonus of two column shifts to the right if it is the Lead unit in the Close Combat.
10.11 Reinforcements Arrival: Artillery units are placed in the hex specified at the start of the Artillery phase, even if over-stacked. Infantry and cavalry reinforcements are all placed in the specified hex, even over-stacked if necessary – only upon the units being activated with a Full Activation. A Limited Activation will simply "burn" the brigade's activation and the units will not enter the game at that time. Reinforcement units move normally from their initial location upon entry, and if over-stacked, must observe Stacking Limits at the end of that first move. Should the reinforcing units be frozen into an over-stacked situation (such as by being forced to operate under a Regroup Order by a Command Confusion event chit), the player must move one unit at a time, starting with the largest SP unit, to an adjacent legal hex until the initial hex meets the Stacking Limit. If the assigned hex is occupied by or adjacent to any enemy unit(s), the reinforcements are delayed until the next turn. If the originally assigned arrival hex is still occupied by or adjacent to any enemy unit(s) when the reinforcements are next activated, they instead enter at the closest eligible hex to the originally assigned arrival hex that is not occupied by or adjacent to any enemy unit(s). If multiple hexes qualify, the owning player may choose among them.
10.12 Off-Map Withdrawals: A unit may voluntarily move off the game map by paying 1 MP to move from any map edge hex (regardless of the terrain in the hex or hexside) off the map. The unit is removed from the map and is permanently out of the game. It may not return at any time.
11.0 Close Combat
Close Combat represents short-range firefights, and, in rare instances, actual bayonet and hand-to-hand melee combat. Close Combat is resolved in the same manner as Fire Combat, with the following exceptions:
- Cohesion Tests are resolved on the Close Combat Cohesion Test Table instead of the Fire Combat Cohesion Test Table.
- A Close Combat Cohesion Test is always required, regardless of the result achieved on the Combat Results Table. If a "No Effect" result is achieved on the CRT, this is termed a Close Fight result and still requires a reference to the Close Combat Cohesion Test Table under the "Close Fight" column (and these results may affect the attacker as well as the defender).
11.1 Close Combat Ineligibility: Artillery units may never initiate Close Combat.
11.2 Close Combat Declaration: At the start of the Close Combat Step, the active player must announce every Close Combat they plan to make in the current Step and must designate all attacking units and which hexes they are attacking. Attacking is voluntary and there is no requirement to attack adjacent enemy units. Multiple attacking units that are adjacent to the same enemy hex may all attack that hex if they wish and it will be resolved in a single Close Combat. Once an attacking unit is announced, it is committed to attacking the designated hex in the current Step.
11.3 Close Combat Procedure: Each announced Close Combat is resolved individually and in its entirety before moving on to the next Close Combat. The order of Close Combats is up to the active player, who does not have to declare the order of Close Combats at the start of the Step. A Close Combat is resolved in the following order:
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a. Defensive Fire: Enemy units in the targeted hex may issue Defensive Fire. This fire uses the Fire Combat rules and modifiers. In addition, other enemy units adjacent to any currently attacking unit(s), and who are not themselves the target of a different declared Close Combat during this Step, may also issue Defensive Fire, but with only 50% of their SPs (this is termed Supporting Defensive Fire). All such Defensive Fire is issued normally and, in any order, chosen by the defending player. Defensive fire may be combined with Supporting Defensive Fire if the firing units are adjacent to one another and adjacent to the target attacking unit. If any Retreat result is achieved, or if an attacking unit is placed on the Broken Track, the retreated or broken unit(s) cannot take part any further in the Close Combat. Should there be more than one defending unit in the attacked hex, each defending unit may issue Defensive Fire at the same attacking hex, or each can fire at a different attacking hex (if there are more than one). Note: Defending Infantry units armed with "CC" weapons MAY ISSUE DEFENSIVE FIRE (treated as effective range). Defending mounted cavalry units armed with "CC" weapons MAY NOT ISSUE DEFENSIVE FIRE and all Defending mounted Cavalry units (regardless of weapon) attacked by other cavalry units MAY NOT ISSUE DEFENSIVE FIRE.
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b. Cavalry Withdrawal: In lieu of issuing Defensive Fire, an attacked mounted cavalry unit may instead immediately withdraw one hex away from an attacking enemy INFANTRY unit (only). The hex withdrawn to must be one that the mounted Cavalry can legally enter. The enemy unit may then Advance After Close Combat (see 12.7). The unit can only advance if the hex is emptied by the withdrawal. There is no limit to the number of times a mounted Cavalry unit can withdraw from various enemy Infantry attacks in a turn. The Cavalry unit does NOT suffer Opportunity Fire when withdrawing.
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c. Initial CRT Column: Any announced attacking units that did not Retreat and that were not Broken by Defensive Fire must continue to conduct the Close Combat (regardless of the Defensive Fire results on any other attacking units). If there is a single attacking hex the attacking player finds the column on the Combat Results Table (CRT) that includes the total number of SPs of the attacking units in that hex.
If there is more than one attacking hex committed against the same defending hex, the attacking player must designate one of the attacking hexes as the Assaulting Hex. The other attacking hexes are called Flanking Hexes. This is done after defensive fire; do not announce an Assaulting Hex before that fire as the results of that fire could totally change the situation. Only units in the Assaulting Hex are used to determine the SP total on the CRT, as well as to determine eligibility for all column-shift modifiers except the Out Numbering modifier. Close Combat modifiers are cumulative. For purposes of the Out Numbering modifier only, count all the attacking SPs taking part in this Close Combat (i.e., from the Assaulting Hex plus all the Flanking Hexes) and use that SP total to calculate any eligible column shift (only). Flanking Hex units may still participate in an eligible Advance After Close Combat (see 12.7).
It is especially important to remember that ALL Close Combat results (even a "-" result) require reference to the Close Combat Cohesion Test Table!
12.0 Cohesion Tests
During Fire Combat and Close Combat, some results will require affected units to take a Cohesion Test. This involves a roll of both dice on the Cohesion Test Table corresponding to the combat
type. The owner of the unit(s) taking the test rolls both dice, then cross references the colored die with the Depletion Result column and the white die with the Skedaddle Result column.
Cohesion Tests are always resolved in order from left to right – apply each result in its entirety and then proceed to the next result. Lead Units always have any results applied to them first before proceeding to results pertaining to any other units.
12.1 Fire Combat Cohesion Test Procedure: The player owning the unit(s) subject to a Fire Combat Cohesion Test refers to the Fire Combat Cohesion Test Table and finds the section that corresponds with the Cohesion Test type achieved on the CRT – Routine, Tough or Severe. The Depletion Test is resolved and completely applied first. Then the Skedaddle Test is resolved.
- a. Depletion Test: The first Cohesion Test is the Depletion Test. Find the row that matches the colored die roll in the section that corresponds with the type of Cohesion Test required.
- No Effect (-): The test is passed and there is no effect on the Lead Unit.
- Deplete (D): The Lead Unit, if on its FR side, is flipped over to its BW side. If it is already on its BW side, it must take an immediate Break Test (se 12.6).
- Deplete Two Units (D2): The Lead Unit plus the next largest printed SP unit in the target hex each suffer a Deplete result as above. If only one unit is in the target hex, treat this as a "D".
- Deplete All Units (D all): Every unit in the target hex suffers a Deplete result as above.
- b. Skedaddle Test: The second Cohesion Test is the Skedaddle Test. Find the row that matches the white die roll in the section that corresponds with the type of Cohesion Test required. Sometimes, multiple results can be listed, in which case all are applied together.
- No Effect (-): The test is passed, and the Lead Unit is unaffected.
- Morale Hit (MH): The Lead Unit is given a Morale Hit (see 12.5). A result of 2MH indicates that two Morale Hits are incurred by the Lead Unit.
- Break Test (BT): The Lead Unit must take a Break Test (see 12.6).
- Retreat (R#): The Lead Unit Retreats (see 12.3) the number of hexes indicated.
Important Note: Only the Lead Unit is affected by Fire Combat Skedaddle results unless there is Panic. The Panic result is applied after all results are first applied to the Lead Unit. Thus, the retreat of the Lead Unit may affect the Unit Support status (and thus the modified CR) of any potential panicking units.
Panic Example: A stack of three targeted units of 4 SPs, 3 SPs and 1 SP and all with a printed CR of 3 and no markers are attacked by Fire Combat. The CRT roll achieves a "Tough" Cohesion Test result. Adjacent to the stack of three defenders is a single friendly Shaken unit with 6 SPs and a CR of 4. The attacking player rolls a colored 5 and a white 5, which is a D2 Depletion Test result and a MH RA2 (P1) Skedaddle Test result. The Depletion Test result is applied first, and the D2 causes the defending Lead Unit (the 4 SP unit) and the next-largest SP unit (the 3 SP unit) to be flipped to their BW sides. The Lead Unit is now 1 SP with a CR of 2 and the other affected unit is now a C SP unit with a CR of 2. The Skedaddle Test is then applied, and the Lead Unit is given a "Shaken" marker and retreats two hexes. The Panic Result must now be resolved. The firing player can apply the Panic Result to one qualified enemy unit. Only the C SP unit can be selected as the 1 SP unit (CR 2) was the Lead Unit and cannot be chosen and the adjacent Shaken 6 SP unit (CR is 3) does not have a low enough CR. So, the player must choose the C SP unit and that unit becomes "Shaken" and then retreats two hexes.
12.2 Close Combat Cohesion Test Procedure: The players refer to the Close Combat Cohesion Test Table and find the section that corresponds with the type of Cohesion Test result achieved on the CRT – Close Fight, Routine, Tough or Severe. The Depletion Test is resolved and completely applied first. Then the Skedaddle Test is resolved.
- a. Depletion Test: The first Cohesion Test is the Depletion Test. Find the row that matches the colored die roll in the section that corresponds with the type of Cohesion Test required.
- No Effect (-): The test is passed and there is no effect on the Lead Unit.
- Attacker Deplete (AD): The attacking unit with the largest printed SP value (from the Assaulting Hex if multiple attackers and owning player's choice if more than one such unit) is affected. A unit on its FR side is flipped to its BW side. A unit already on its BW side takes an immediate Break Test (see 12.6).
- Deplete (D): as Fire Combat Cohesion Test
- Deplete Two Units (D2): as Fire Combat Cohesion Test
- Deplete All Units (D all): as Fire Combat Cohesion Test
- Both Deplete (BD*): the defending Lead Unit suffers a Deplete result and the attacking unit with the largest printed SP value (from the Assaulting Hex if multiple
attackers and owning player's choice if more than one such unit) suffers an Attacker Deplete result.
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Exception: If the attacking units have a total modified SP value that is at least triple the total modified SP value of the units in the defending hex, apply only the "D" result. If the units in the defending hex have a total modified SP value that is at least triple the total modified SP value of the attacking units apply only the "AD" result.
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c. Skedaddle Test: The second Cohesion Test is the Skedaddle Test. Find the row that matches the white die roll in the section that corresponds with the type of Cohesion Test required. The results of the Skedaddle Test in a Close Combat are slightly different than in a Fire Combat. If multiple results are listed, all are applied in the order listed.
- No Effect (-): The test is passed, and the Lead Unit is unaffected.
- Attacker Morale Hit (AMH): The attacking unit with the largest printed SP value (from the Assaulting Hex if multiple attackers and owning player's choice if more than one such unit) receives a Morale Hit (see 12.5).
- Attacker Retreats (AR#): The attacking unit with the largest printed SP value (from the Assaulting Hex if multiple attackers and owning player's choice if more than one such unit) Retreats (see 12.3) the number of hexes indicated.
- Morale Hit (MH): as Fire Combat Cohesion Test
- Break Test (BT): as Fire Combat Cohesion Test
- Defenders Retreat (RA#): All units in the defending hex each Retreat (see 12.3) the number of hexes indicated.
- Panic Result (P#): as Fire Combat Cohesion Test except that if the result is "P2" or "P3", the enemy player selects two or three eligible units (respectively) to effect. If there are multiple eligible units, they must be chosen starting with the lowest modified CR unit first.
Important Note: When conducting Close Combat Panic, do so in the following order: Apply the normal combat result to the Lead Unit first; then determine who will Panic (which can include units that were stacked with the Lead Unit and may be affected by an "RA" result); then apply the Panic result to the chosen units; and finally, retreat any units that were stacked with the Lead Unit the maximum distance that would apply, either from the original "RA" result or from the Panic effect, whichever is greater (but not both).
12.3 Retreat Movement: If the Cohesion test result dictates a Retreat, the affected unit must be immediately retreated. Retreat movement is counted in total hexes – not MPs! The terrain MP cost of hexes retreated through is ignored. The unit must retreat the entire distance mandated by the test result. Retreats are conducted by the owning player, one unit at a time if a stack is affected, and follow this order of priority:
- It must finish its retreat the number of hexes away from its original location specified by the retreat result. This means that a unit might retreat more hexes than specified to avoid other retreat restrictions, as long as it ends up that far away from its original hex.
- It may not enter a hex with an enemy unit.
- It may not enter an impassable hex or cross an impassable hexside.
If the retreating unit cannot retreat without meeting all three of these initial requirements, it is placed in Broken Box 3 on the Broken Track. Exceptions: A unit retreating off the map is placed in the Broken Box 1 instead. Artillery and Fragile units are eliminated.
If this first set of retreat requirements can all be met, the following restrictions must be met, if possible. They are listed in order of precedence.
- o The retreat path must follow hexes not adjacent to the enemy unit(s) that caused the retreat.
- o The retreating unit must avoid moving adjacent to other enemy unit(s) that did not cause the retreat.
Note: that if a retreating unit moves from a hex adjacent to one or more enemy units (other than the initial hex of retreat), those enemy units may Opportunity Fire (see 10.7). Any Depletion, Break Test and/or Retreat result received is applied normally at that point in the retreat, with a Retreat result being added to the total current Retreat distance. The retreating unit may not end its retreat in a hex so as to cause the hex to be over-stacked. If the only hex available to retreat into that meets all the higher priorities is a hex that would now be over-stacked. the retreating unit retreats additional hexes until it reaches a hex it can legally stack in.
12.4 Unit Support: Units that have friendly units from the same brigade in the immediate vicinity can derive morale and physical support from those units, boosting their own ability to withstand enemy fire or assault. This is modeled by modifying an unsupported unit's CR. Unit Support is judged and applied in every instance that a unit is required to refer to its modified CR.
- a. Unit Support Qualification: The definition of Support depends on the type of unit involved, as follows:
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i. Infantry and Cavalry: An Infantry or Cavalry unit is Supported if there is at least one non-Shaken and non-Disrupted unit from the same Brigade stacked with it or in an adjacent hex. Note that the unit providing support can be Battleworn.
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ii. Artillery: An Artillery unit is Supported only when stacked with or adjacent to any non-Shaken and non-Disrupted Infantry or Cavalry unit.
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iii. Unit on the Broken Track: Units in the "Available" box on the Broken Track that are attempting to Rebuild are automatically Supported.
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b. Unit Support Effect: If a unit does not have qualifying Unit Support, it is deemed to be Unsupported, and its CR is decreased by one (-1).
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Note: It is important to note that Unit Support (or the lack thereof) is always considered when a unit's modified CR needs to be referenced.
12.5 Morale Hits: If the Cohesion Test result indicates a Morale Hit (MH), the testing unit applies this result as follows:
- Unit does not already have a Morale Hit marker: The unit receives a "Shaken" marker and its SP and CR values are each reduced by one (-1). If the unit receives two Morale Hits, the marker is placed on its "Disrupted" side and the unit's SP and CR values are each reduced by two (-2).
- Unit already has a "Shaken" marker: The unit's current marker is flipped over to its "Disrupted" side and the unit's SP and CR values are each reduced by two (-2). If the unit receives two Morale Hits, it is marked Disrupted and then must take a Break Test (see below).
- Unit already has a "Disrupted" marker: The unit keeps its "Disrupted" marker and must take an immediate Break Test (see 12.6). If the unit receives two Morale Hits, it must take two separate Break Tests.
12.6 Break Test: Certain Cohesion Test Table results call for units in extreme distress to make a Break Test.
- A unit receiving a "Break Test (BT)" result.
- A unit on its BW side receiving a "Deplete (D)" result. Fragile units only have a BW side.
- A unit with a "Disrupted" marker receiving a "Morale Hit (MH)" result.
A Break Test is resolved immediately upon a unit receiving it. Note that a unit could be required to take more than one Break Test from the same result (for example, a Disrupted unit that receives two Morale Hits). When resolving a Break Test, the owning player rolls one die and compares it to the testing unit's modified CR. Find the row on the Break Test Table that corresponds to the die roll and apply the indicated result as follows:
- Die Roll equals or is less than CR: The testing unit is given a "Shaken" marker. If it is already Shaken, flip the marker to its "Disrupted" side. If the unit is already Disrupted, there is no effect.
- Die Roll 1 more than CR: Remove any Morale Hit markers and then place the unit, on its BW side, into Broken Box 1 on the Broken Track. Exception: If the affected unit is Artillery or a Fragile unit (see 2.1), it is eliminated.
- Die Roll 2 more than CR: Remove any Morale Hit markers and then place the unit, on its BW side, into Broken Box 2 on the Broken Track. Exception: If the affected unit is Artillery or a Fragile unit, it is eliminated.
- Die Roll 3+ more than CR: Remove any Morale Hit markers and then place the unit, on its BW side, into Broken Box 3 on the Broken Track. Exception: If the affected unit is Artillery or a Fragile unit, it is eliminated.
12.7 Advance After Close Combat: When a hex is vacated by all enemy unit(s) after taking a Cohesion Test caused by a Close Combat (only), the surviving friendly unit(s) that were committed to attack the hex (including Flanking Hex units) or that were attacked from the hex may advance to occupy the now-empty hex, up to the stacking limit. Note that this advance is allowed by both attacking and defending units. Advancing units are not subject to Opportunity Fire (see 10.7) when they make the advancing move. If the defeated enemy retreated two or more hexes or was Broken (for any reason), the victorious units may advance two hexes. The first hex advanced must be the hex previously occupied by the retreating or broken unit(s). The second hex can be any legal hex adjacent to that hex. Again, no Opportunity Fire is allowed against advancing units.
12.8 The Broken Track: Most infantry and cavalry units do not get permanently eliminated from the game. They are placed on the Broken Track into one of several boxes which corresponds to a unit's level of distress.
Artillery units and Fragile units are never placed on the Broken Track. Instead, they are permanently eliminated from play.
The Broken Boxes: Each Broken Box is labeled with a number or "Available". Broken Box "3" represents the greatest degree of disorganization and demoralization. The "Available" Box represents the least disorganized Broken state. Units are placed in a numbered box per the Cohesion Test result achieved. Units on the Broken Track are always placed on their BW side. Remove any markers from a unit on the Broken Track.
- a. Broken Track Adjustments: During the End Turn Phase, all units in each Box are moved down the track to the next lower-numbered Box or to the "Available" Box (from the "1" Box). Units in the "Available" Box must remain in that Box for the remainder of the game unless Rebuilt (see 13.2b). To prevent confusion, move units in the "1" Box first, then the "2" Box, then the "3" Box.
- b. Rally Eligibility: Units located in the "Available" Box are eligible to use a Rebuild action (see 13.2b). Rebuilt units are immediately removed from the "Available" Broken Box and placed on the map in an eligible location on their BW side.
Close Combat and Cohesion Test Example: USA units 1st WV (3-2 on its FR side) and 4th WV (4-1 on its BW side) are stacked together, under Attack Orders and adjacent to a Battleworn CSA stack consisting of the 36th VA (5-4 on its BW side) and the 69th NC (2-3 on its BW side). The USA stack is situated on Level-4 Clear terrain, while the CSA stack is on Level-5 Clear terrain with a Slope hexside between the two stacks. The USA player decides to declare a Close Combat attack. The CSA units issue Defensive Fire and get a "No Result." The USA units then attack with 6 SPs, starting the combat on the "6-7" column. This combat is then shifted two columns to the left due to the Slope hexside and another column to the left because the defending units have a better CR. That's three shifts to the left and therefore puts the final Close Combat CRT column at "3". The USA player rolls two dice and gets a colored 5 and a white 2 for "52". Looking down the "3" column, we see that a roll of 52 corresponds to the "51–53" row and a result of - | 0 | 1-3 . The CSA Lead Unit is the 36th VA, which has a CR of 4 (its printed CR of 4 is used because it has Unit Support from the 69th NC, which is also from Smith's Brigade). The result is "–", which during a Close Combat is a Close Fight result. The USA player rolls two dice again, this time rolling a 5 on the colored die and a 3 on the white die and references the "Close Fight" section of the Close Combat Cohesion Test Table. The Depletion Test result is "BD*," therefore both sides need to Deplete a unit. The USA player must Deplete the 4th WV (as it is the larger SP unit) and since its already on its BW side, the unit must take a Break Test. The USA player rolls one die against the unit's printed CR of 1 and rolls a 1, which means the unit is not Broken but is given a "Shaken" marker. The CSA player must also Deplete the 36th VA (the defending Lead Unit) and it also must then take a Break Test since it's on its BW side. The player rolls a 4, which means the unit is placed on the Broken track in the Broken Box 1 as the die roll was one above its CR. The Skedaddle Test result is "AM", which means one of the two attacking USA units must take a Morale Hit. Again, this must affect the larger-SP 4th WV (because you use the printed SPs, not the modified SPs), and the USA player flips the "Shaken" marker over to its "Disrupted" side (Note that these values are examples only).
13.0 Rally
To get Battleworn, Shaken, and Disrupted units back into the fight, players must attempt to Rally those units. This activity may only be attempted during the active Brigade's Rally Step, and only under certain orders and in certain conditions.
13.1 Rally Eligibility: To attempt a Rally, a unit must meet all the following qualifications:
- If an Infantry or Cavalry unit it must belong to the currently Active Brigade.
- If an Artillery unit, it must be stacked with or adjacent to any unit belonging to the currently Active Brigade. An Artillery unit may only conduct a Recovery action (see 13.2a) but may do so multiple times in a single turn if it meets this requirement more than once. Artillery may not conduct a Rebuilding procedure (see 13.2b) in the Rally Step – it may only do so in the Artillery Rally Step (see 6.4).
- The Active Brigade must be under Regroup or Defend Orders.
- It must be at least three hexes away from any enemy unit (counting the Rallying unit's hex but not counting the enemy unit's hex), or in the "Available" Box on the Broken Track.
- A unit can be rallied by an event chit by following the procedure outlined in the chit description.
13.2 Rally Procedure: Once eligible units have been identified, the player may perform Recovery and/or Rebuilding, depending on the current Brigade Order. An eligible unit may conduct either Recovery or Rebuilding in a single Rally Step – not both.
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a. Recovery: This procedure allows the removal of one or more Morale Hits from a unit. The number of Hits removed depends on the Brigade Order, as follows:
- Defend Order: Each eligible unit may remove one Morale Hit. A unit can discard its "Shaken" marker or flip its "Disrupted" marker over to its "Shaken" side.
- Regroup Order: Each eligible unit may remove all its Morale Hits. Remove the "Shaken" or "Disrupted" marker.
- Any Other Order: Units may not recover.
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b. Rebuilding: To attempt to Rebuild a unit, the owning player rolls one die and compares the die roll to the unit's BW modified CR (remember that a Rebuilding unit in the "Available" box is automatically considered to have Unit Support). If the roll is less than or equal to the CR, the Rebuild attempt is successful and the unit flips to its FR side, or if in the "Available" box is placed on-map on its BW side. If greater than the CR, the Rebuild attempt is unsuccessful and the unit remains in its current condition. Note that Fragile units and Artillery units cannot be Rebuilt once eliminated. Also note that a BW Artillery unit still on the map can be Rebuilt to its FR side. In addition, an Artillery unit may only attempt a Rebuild during the Artillery Step.
Rebuilding can only be conducted with units under a Regroup Order. Each eligible unit may make one Rebuild attempt (as described above). If a unit on the map is successful, it is flipped over to its FR side. If this causes the unit's hex to exceed the stacking limit, that unit must immediately displace to an adjacent hex that is further away from the nearest enemy unit and that will not exceed the stacking limit. Repeat this displacement, if necessary, until stacking limits are met. Units under any other Order may not Rebuild.
If a successful unit is re-entering the map from the "Available" Box, it is placed on its BW side in any hex that is at least three hexes from any enemy unit. It must also be within three hexes of another unit from the Active Brigade. If there is no other unit from the Active Brigade on the map, then it must be within three hexes of another unit from the Active Brigade's Division. If this is not possible, then it can be placed within three hexes of any friendly unit. If no such hex exists on the map, then the unit may not attempt to Rebuild until an eligible hex is available.
Example: Tyler's Brigade has been taking heavy casualties and the USA player decides it's time to get those units rallied. The Disrupted 7th IN-a is on its BW side and adjacent to an enemy
unit. The fresh but Shaken 7th IN-b is immediately behind it. The 110th PA-a is in the "Available" Box on the Broken Track.
If the USA player wants to do some rallying but also keep fighting, they could give Defend Orders to the Brigade. This will allow the Brigade to conduct Fire Combat, withdraw the 7th IN-a back two hexes (subjecting it to Opportunity Fire) and move the 7th IN-b up one hex to relieve them. During the Rally Step, since the boys from Indiana are now three hexes from any enemy unit, they can perform a Recovery action on the 7th IN-a and flip the "Disrupted" marker to its "Shaken" side.
If the player had instead chosen a Regroup Order, none of the units could move and they would only have been able to Rebuild the 110th PA-a (because it's in the "Available" Box of the Broken Track) since both the 7th IN-a and 7th IN-b are too close to the enemy. If they had rolled a "1" on the die, this would be less than the 7th IN-b's CR of 2 and would allow the unit to be immediately returned to the map on its BW side, at least three hexes from any enemy unit and within three hexes of either of the other two USA units.
REBUILD OPTION: To more accurately reflect the fact that once a unit broke in combat it rarely returned to good order, we recommend that you not allow a unit to ever Rebuild to its FR side once it has been placed on the Broken Track. Unfortunately, it is not possible within the physical constraints of the game package to provide markers to keep track of such units. However, if players wish to do some additional bookkeeping, they may opt to not allow units that have returned from the Broken Track to ever to be Rebuilt to their Fresh sides – they must remain on their Battleworn sides.
14.0 End Turn Phase Procedures
When no chits remain in the draw cup, players proceed to the End Turn Phase to conduct various housekeeping procedures, check on special situations, and update the game's progress.
14.1 Final Held Chit Play: Both players may play one or more of any eligible Event or CIC chits they are still holding at this time (i.e., any chits that were being held, such as CIC, Firefight and Rebel Yell chits). First the USA player announces and plays a chit, followed by the CSA player and so on until all the eligible chits are played.
14.2 Victory Point Awards: Both players count the number of Victory Points earned for the current turn and adjust the VP markers to indicate the new net VP total depending on the scenario being played.
14.3 Reset Brigade Activation Status Markers: Any Brigade Activation Status markers on their "Activated" side are flipped back over to their "Available" (flagged) side. In addition, any Brigades that will be entering play next Game Turn have their Brigade Activation Status markers added to the existing group of markers.
14.4 Update Broken Track: Move all units on the Broken Track to the next lower-numbered box, except units located in the "Available" Box, which remain there.
14.5 Prepare for Next Turn: Both players gather all their Event chits together to get ready for next turn's Command Decision Phase. Finally, move the Game Turn marker to the next space of the Game Turn Track. If this is the last turn of the scenario, count the number of Victory Points for each side (see the scenario rules) and determine the game's winner.
Exclusive Rules
1.0 Introduction
Game Components
- 1 – 22 x 34 inch map
- 2 – Counter-sheets of 5/8" counters
- 5 – Player Aid Charts
- 1 – Series Rulebook
- 1 – Exclusive Rulebook
- 2 – Brigade Activation Cards
- 1 – Game Box or Ziplock Bag
- 2 – Dice (Boxed version only)
2.0 Terrain, Unit Counters, Markers & Chits
2.1 Unit ID & Organization: Every infantry or cavalry unit belongs to a Brigade and each Brigade belongs to a Division.
2.1a Pioneer Units: represent a section of 6 to 10 men to remove obstacles or clear a path with axes. They are placed by Union Infantry at the option of the player to remove or reduce Fallen Timber markers, which is done in the End of Turn Phase (14.0).
- Any Union infantry unit starting its Activation (not limited Activation) adjacent to or in the same hex as a Fallen Timber marker can place a Pioneer unit on that Fallen Timber as long as an enemy unit or Pioneer unit does not already exist in that hex.
- One Pioneer unit may be placed per Union infantry per Full Activation.
- Place the Pioneer unit front side up. Pioneer units do not count for stacking.
- Pioneer units do not inhibit Confederate movement and never cause Engagement; a Confederate unit entering a hex containing only a Pioneer unit immediately removes the Pioneer unit from the map.
- Pioneer units do not affect line-of-sight.
- Pioneer units alone in a hex receive enemy Fire Combat normally. If they suffer a loss or retreat result, they are removed.
- Pioneer units alone in a hex attacked by Close Combat are removed from map.
- Pioneer units in a hex with friendly units are removed from map if a Fire Combat or Close Combat requires any friendly unit to take a loss or retreat. Pioneer units may never be the lead unit in a stack with other friendly units.
- Pioneer units can never initiate Fire Combat or Close Combat.
- Pioneer units are immediately removed if a friendly infantry unit is no longer adjacent to the Pioneer unit or stacked with the Pioneer unit. The friendly infantry unit does not have to be the same unit that originally placed the Pioneer unit.
- Pioneer units cannot move once placed.
- Pioneer units removed from the map are immediately available to be used elsewhere on the map. There is no limit to the number of times a Pioneer unit can be reused. The counter limitation (6) is the limit to the number of Pioneer units that can be on the map at any one time. Only one Pioneer unit can ever be in a hex at a time.
2.1b Pontoon Bridge Units:
- A Pontoon Bridge unit can only be placed on a Bayou hex. It costs one movement point for a unit to enter a hex that has an undamaged Pontoon Bridge. Units moving onto a Pontoon Bridge do not roll on the Bayou Table.
- A damaged Pontoon Bridge is treated as a Bayou hex for all purposes.
- If a unit stops its movement on a Pontoon Bridge, the unit is considered to be in a Bayou hex for combat purposes. Artillery and cavalry units cannot end movement or a retreat on a Pontoon Bridge and are eliminated if there is no other option.
- See Scenario 17.6 Grand Assault rule "g" for further rules for Pontoon Bridges.
2.2a Fallen Timber Markers: represent trees cut down by Confederate laborers (slaves) to impede the movement of the Union Army. Fallen Timber markers have a Full X side and a Half X side.
- Full-Fallen Timber blocks movement entirely for Union units.
- Half-Fallen Timber allows Union infantry to enter at a cost of All their MP. Union artillery and cavalry are prohibited.
- Confederate units, all types, can enter Full & Half Fallen Timber markers at a cost of All their MP. Designer's Note: This movement is allowed due to the hidden pathways laid down when the trees were fallen.
- Units conducting Fire Combat or Close Combat from a Fallen Timber marker receive a Shift 1 column to the left.
- Units firing at a target in a Fallen Timber hex receive a Shift 1 column to the left.
Reminder: combat modifiers are cumulative. Example: A unit firing from a swamp hex with a Fallen Timber marker suffers a shift 2 columns to the left.
2.2b Epaulement Markers: This marker is placed in a hex after the Epaulement Event Chit has been played. Units firing at a unit in an Epaulement hex receive a 2 Column Shift to the Left.
2.3 Brigade Activation Status Markers: Brigade Activation markers are provided to assist players with tracking which Brigades have been activated this turn (as shown on the reverse side of these counters). IMPORTANT: Unlike Command Activation chits, these Brigade markers never go into the draw cup; they exist solely for player reference. Play Note: Brigade Activation Display Cards are included to assist players in keeping their Brigade Activation markers organized.
2.9 Game Scale: Each map hex is approximately 140 yards across. Infantry and cavalry units represent regiments or battalions, and artillery units represent individual batteries or sections. One Strength Point equals about 50 men or a single gun. Each Game Turn represents roughly 30 minutes.
2.10 Map Terrain Features: Various types of terrain are depicted on the map and are identified on the Terrain Key and in these exclusive rules. A hex is only considered to contain a certain terrain feature if the terrain's graphic occupies or traverses at least half of the hex. Exception: Bayou hexes 2.10h. The stray trees along roads and streams are just artistic renderings and have no game effects.
- a. Elevation Levels: Every hex is at one of seven elevation levels, from 1 to 7. Each level is approximately 50 feet. Example hexes of the different levels are: 1 (2520); 2 (4121); 3 (4022); 4 (3824); 5 (4123); 6 (4326); 7 (4525). A hex's Level is important for Line of Sight (LOS) purposes. Hexes are color-coded to indicate their level, with light green being the lowest elevation and brown as the highest. The levels also have a black contour line between them where the elevation changes one level.
Multiple black lines indicate a change in level equal to the number of lines. At numerous points on the map are small numbers indicating the level of the hex. The map needs to be read like a topographic map using the contour lines and the level numbers along with the colors to make it clear.
- b. Buildings: The buildings shown on the map are drawn bigger than they were and have no game effects.
- c. Rail Fence: The rail fence exists in hexes 3120 and 3020 and was added for historical interest only and has no effect on game play.
- d. Trench Hexes: Trenches represent Rifle Pits and Trenches dug by Confederate laborers (slaves). All Target units in Trench hexes receive a Shift 2 columns to the left when receiving Fire Combat or Close Combat. Confederate units in Trench hexes receive a +2 modifier to their Cohesion Rating while in a Trench hex. Note that Confederate units initiating a Close Combat from a Trench hex receive no benefits to their Cohesion Rating. Union units in Trench hexes receive no modifier to their Cohesion Rating while in a Trench hex.
- e. Water Terrain: There are five types of Water hexes and hexsides in the game: Creek hexsides, Lake hexes, Bayou hexes, Swamp hexes, and Cypress hexes.
- f. Creek hexside: Close Combat across a creek hexside receives a shift 1 column to the left.
- g. Lake Hexes: no unit may enter a lake hex.
- h. Bayou Hexes: represent water areas of indeterminate depth. Note that in some of these hexes the water portion is a bit less than half the hex but the whole hex is still considered a Bayou hex. Units conducting Fire Combat or Close Combat from a Bayou hex receive a Shift 1 column to the left. Units in Bayou hexes can never Rebuild or Recover (13.2). The Rally Event chit can NOT be played on units in a Bayou hex. Cavalry (even Dismounted) and Artillery Units can never enter a Bayou hex. Infantry units may attempt to enter a Bayou hex by spending 4 movement points. Before moving into a Bayou hex, roll on the following Bayou Table.
Bayou Entry Table
| Die Roll | Result |
|---|---|
| 1 or 2 | Unit enters hex normally spending 4 MP. |
| 3 or 4 | The player must choose one of the following: (1) Unit decides not to enter the Bayou hex but still spends 4 MP. (2) Unit decides to enter the Bayou hex spending 4 MP but must conduct an immediate Cohesion Check. The unit passes the Cohesion Check if the die roll is equal to or less than the modified Cohesion Rating of the unit. The unit fails the Cohesion Check if the die roll is greater than the Cohesion Rating of the unit and immediately suffers a Morale Hit. A unit with a "Disrupted" marker receiving a Morale Hit would immediately conduct a Break Test. |
| 5 or 6 | Unit spends 4 MP but is prohibited from entering the Bayou hex this turn. |
Note that a Wayward Union move from the Fog of War table or moves resulting from the Handsome Move or Huzzah chits, or a skirmish unit withdrawing from an enemy unit do not trigger a roll on the Bayou entry table or a cohesion check. If a unit rebuilds and creates an overstacked hex the overstacked unit may not be displaced into a Bayou hex.
Infantry Units do not roll on the Bayou Table whenever Retreating into a Bayou hex. Simply Retreat into the Bayou hex and immediately conduct a Cohesion Check.
Note that the Bayou Table is also included on the Player Aid Cards for easy reference.
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i. Swamp hexes: Units conducting Fire Combat or Close Combat from a Swamp hex receive a Shift 1 column to the left. Artillery and Cavalry units may only enter a Swamp hex along a Road.
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j. Cypress hexes: Any Infantry units entering a Cypress hex, by movement or retreat, must conduct an immediate Cohesion Check. The unit passes the Cohesion Check if the die roll is equal to or less than the Cohesion Rating of the unit. The unit fails the Cohesion Check if the die roll is greater than the Cohesion Rating of the unit and immediately suffers a Morale Hit. A unit with a "Disrupted" marker receiving a Morale Hit would immediately conduct a Break Test. Units conducting Fire Combat or Close Combat from a Cypress hex receive a Shift 1 column to the left. Units receiving Fire Combat or Close Combat while in a Cypress hex receive a Shift 1 column to the left. Units in a Cypress hex can never Rebuild or Recover (13.2). The Rally Event chit can NOT be played on units in a Cypress hex. Treat Cypress hexes as Heavy Woods for Line-of-sight purposes. Cavalry and artillery are prohibited from entering Cypress hexes. Units in Cypress hexes never receive Support, nor do they provide Support to any other Unit.
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k. Corduroy Bridge: Transversely placed logs in hex 3519 that allowed passage over the bayou. Ignore the Bayou hex in hex 3519 if entering that hex using the Corduroy Bridge. To use the Corduroy Bridge, the unit must begin on lane hex 3418 or lane hex 3520 and it costs one movement point to enter. Units using the Corduroy Bridge do not roll on the Bayou Table. If entering the Corduroy Bridge hex from any other hex, treat the hex as a Bayou hex. If a unit stops its movement on the Corduroy Bridge hex (hex 3519), the unit is considered to be in a Bayou hex for combat purposes. Artillery and cavalry units cannot end movement or a retreat on the Corduroy Bridge and are eliminated if there is no other option. The Corduroy Bridge can never be damaged or destroyed.
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l. Levee Hexsides: Levees represent 10 to 15 foot high mounds of dirt built to impede flood waters. They are usually large enough at the top to allow a wagon to ride along the top. Levees are on hexsides but due to the special circumstances of Blake's Levee it occupies a hex. See Scenario 17.3. Units conducting Fire Combat from the same elevation as the Target unit have their line-of-sight blocked by an intervening Levee hexside on the same elevation. Only Target units in the same hex as the Levee hexside receive the Shift 1 column to the left in Fire Combat and Close Combat. Levee hexsides never block fire if either the Firing unit or Target unit is at a higher elevation than the other.
2.11 Charts and Tables: Included in the game are two sheets with the Combat Results Table and Cohesion Tables (one for each player), two Player Aid sheets (one for each player) that include various charts and tables on one side and the Unique Events Descriptions on the back, two Brigade Activation display cards, and the Turn Records Track.
3.0 Unit Stacking
3.1 Stacking Limits: The maximum number of strength points (SPs) allowed in a single hex is 10 SPs. In addition:
- a. Road Hexes: If any moving unit wishes to use any Lane, Pike or March Column movement cost (10.5a) when entering a hex, the 10 SP stacking limit is in effect always, not just the end of the turn.
6.0 Artillery Phase
Artillery units do not organizationally belong to any Brigade or Division. They are independent units and conduct their activities during the Artillery Phase. The Movement Allowance of all Artillery units is 6 MPs.
6.5 Artillery Movement and Fire Considerations:
- a. Artillery units wishing to move up a Steep Slope (from lower elevation to a higher elevation) must start the move already adjacent to the Steep Slope hex side, spend their entire Movement Allowance to do move into an adjacent hex through that hex side. They also suffer a Morale Hit to making such a move (12.5).
7.0 Chit Draw Phase
7.3 Drawing and Applying a Chit:
- a. Command Events: There are no Command Events.
- b. The Fog of War: The Fog of War chit allows for the occurrence of those unusual or unexplained troop movements and attacks that have often happened throughout military history. When the Fog of War chit is drawn, the non-chit-pulling player rolls one die and consults the Fog of War Chit Table on the player aid. After all effects are resolved, the Fog of War chit is discarded (unless deployed onto the map) and the next chit is drawn.
Results are applied as follows:
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[Affected Side] Battlefield Chaos: The opposing player to the affected side selects any one enemy-occupied hex and places the Fog of War chit on that hex. All units in that marked hex are under following restrictions:
- They may not voluntarily move or initiate combat of any kind for the remainder of the Game Turn. Exception: see bullet below.
- No friendly Event Chit can be played by the owning side on this hex (but the opponent can play chits there).
- They may not receive Unit Support (12.4) nor do they provide Unit Support.
- They may use Defensive Fire (11.3a) but with only ½ SPs. They retreat (12.3) normally.
The chit is removed if the unit(s) are eliminated, broken, retreats or at the end of the turn.
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Wayward [Affected Side] Move: The opposing player to the Affected Side selects any one enemy unit to affect. Exception: May not choose a Pioneer. The player may then move this enemy unit one hex in any direction. The unit may not be moved into a hex that it is prohibited from entering, a hex that would be over-stacked, or off the map edge. This move may trigger Opportunity Fire. Artillery that is not engaged could not be moved into engagement as this is a prohibited move.
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Possible General Casualty: The affected player rolls two dice and reads them as the Combat dice roll resulting in a number from 11 to 66. The player then consults the General Casualty Table located on the player aid.
- If the Division Activation or the CIC chit for the rolled General is not yet in play, the result is converted to "No Effect".
9.0 Fire Combat
9.1 Firing Eligibility: Units fire individually or by eligible group of units, and each fire is resolved completely before moving to the next one. Each unit can fire only once in the phase, and can only fire at one enemy target hex, but an enemy hex can be targeted multiple times by different units. Firing units may only target enemy units to which they have a Line of Sight (LOS) and that are within Range of their weapons.
- a. Line of Sight (LOS): When a unit issues Fire Combat at a target two or more hexes away, it must be able to "see" the target unit. To determine LOS, draw an imaginary line from the center of the firing unit's hex to the center of the target unit's hex (a piece of string is useful here). The LOS can be Blocked (preventing fire entirely) or Obscured (reducing the effectiveness of fire) by any intervening Light Woods, Heavy Woods, Cypress, Levee hexsides, Fallen Timber, Blake's Levee Hexes, elevation changes, or unit-occupied hexes that the LOS touches. Note that the terrain covering the majority of a hex is considered to span the entire hex – thus, a LOS traced through any part of a hex is affected by the majority terrain in that hex. The LOS trace does not have to contact the actual terrain image. Units' LOS is not affected by their own hex. LOS cases, organized by elevation changes traversed, are:
Firing unit and Target unit are on the same level (Designer's Note: Nearly all LOS situations in the game fall into this "same level" category since at least 90% of the map is Elevation 1):
- i. Any intervening hex that is higher than both units will Block the fire.
- ii. If any intervening hex is at the same level as both units, the LOS is Blocked if there is any Heavy Woods, Cypress, Blake's Levee hex or any unit (friendly or enemy) in the hex. If two intervening hexes are at the same level as both units and are Light Woods and or Fallen Timber terrain the LOS is Blocked. (You can fire through one Light Woods or Fallen timber hex but not through two of them.)
- iii. If any intervening hex is at the same level as both units and contains a Levee Hexside, the LOS is Blocked if neither the firer or the target is adjacent to the Levee Hexside. If either the firer or target or both are adjacent to the Levee Hexside, the LOS is NOT blocked.
Example (below): The CSA infantry unit C wants to fire at the USA infantry unit A. Both units are on Elevation 2 and the USA dismounted Cavalry B is on Elevation 1 and would Obscure but not Block the fire. Note that infantry or cavalry may not fire over friendly troops; artillery can but not while using canister. Of course in this situation the CSA unit is firing over enemy units and the fire is allowed.
Firing unit is at a lower level than Target unit:
- i. Any intervening hex that is higher than both units will Block the fire.
- ii. If any intervening hex is at the same level as the Target unit, the LOS is Blocked.
Example (below): The USA infantry unit A wants to fire at the CSA unit C. A is on Elevation 1 and C is on Elevation 2. Both hexes 2622 and 2621 are on Elevation 2 and would Block LOS to unit C. Think of hexes 2622 and 2621 as filling the whole hex with Elevation 2 even though it looks like part of their hex is Elevation 1. USA unit B on Elevation 1 does have a clear LOS to unit C as the intervening hexes between the two units is Elevation 1.
Firing unit is at a higher level than Target unit:
- i. Any intervening hex that is higher than both units will Block the fire.
- ii. If any intervening hex is at the same level as the Firing unit, the LOS is Blocked.
Example (above): The CSA Infantry unit B on Elevation 8 wishes to fire at USA Infantry unit A on Elevation 7. The LOS is Blocked because hex 1110 is Elevation 8. If unit B was on Elevation 8, the LOS would still be Blocked because of the Woods in 1110.
If a LOS passes exactly along a hexside, the LOS is affected by the more restrictive of the two hexes. Blocked fire is prohibited. Obscured fire is allowed but suffers a detrimental column shift. Fire that is both Blocked and Obscured is Blocked.
Note that the map's elevation levels should be viewed as "wedding cake". This means that units on a higher level must be at the "edge" of the level in order to see down to a lower level. If they have backed away from the "cliff side" of that level (reverse slope, as some would call it), then they cannot view any targets on a lower elevation. This also applies in reverse – units on a lower level cannot see higher units unless those higher units are located on the edge of the hill's terrace.
9.3 Fire Combat Procedure:
CRT Column Shifts:
The following column shifts are cumulative:
- i. Obscured LOS: Target in Light Woods: shift one column to the left.
- ii. Obscured LOS: Target in Cypress: shift one column to the left.
- iii. Obscured LOS: Target adjacent to a Levee Hexside: shift one column to the left.
- iv. Obscured LOS: Target on Fallen Timber (Full or Half): shift one column to the left.
- v. Obscured LOS: Target in Heavy Woods: shift two columns to the left.
- vi. Obscured LOS: Target in Trench: shift two columns to the left.
- vii. Obscured LOS: Firing Through A Light Woods or Fallen Timber hex on the same level as firing unit and target: shift one column to the left.
- viii. Obscured LOS: Firing Over Units: shift one column to the left if the LOS passes over any intervening units (friendly or enemy). Exception: Pioneer.
- ix. Firer in Cypress, Swamp, or Bayou hex: shift one column to the left.
- x. Firer on Fallen Timber (full or half): shift one column to the left.
- xi. Firer in Skirmish Order: shift one column to the left.
- xii. Target in Skirmish Order: shift two columns to the left.
- xiii. Half or more of Firing Artillery SPs are "Mx" Weapon Type at Long/Extreme Ranges: shift one column to the left.
- xiv. Half or more of Firing Artillery SPs are "S" Weapon Type firing at Canister Range: shift one column right.
- xv. Flanking Fire: shift one column to the right if the firing unit(s) qualify for Flanking Fire (see 9.3c).
- xvi. Confederate "Good Ground" chit: shift two columns to the left. You may not place a "Good Ground" chit in a Trench hex.
- xvii. Defender in a Trench hex: shift two columns to the left. Reminder: Confederate units in a Trench Hex receive a +2 bonus to their Cohesion Rating. Confederate units do not receive the + 2 CR when attacking in Close Combat.
11.0 Close Combat
c. CRT Column Shifts:
- i. Total Attacking SPs are Triple the Defending SPs (3:1 Odds): Shift three columns to the right.
- ii. Total Attacking SPs are Double the Defending SPs (2:1 Odds): Shift two columns to the right.
- iii. Total Attacking SPs are 50% more than the Defending SPs (3:2 Odds): Shift one column to the right.
- iv. Defending SPs are 50% more than the Total Attacking SPs (2:3 Odds): Shift one column to the left.
- v. Defending SPs are Double the Total Attacking SPs (1:2 Odds): Shift two columns to the left.
- vi. Defending SPs are at least Triple the Total Attacking SPs (1:3 Odds): Shift three columns to the left.
Only one of the above six Odds column shifts can apply in each combat. Including one of the above all column shifts are cumulative.
- vii. Half or more Defending SPs are Artillery: Shift four columns to the right.
- viii. The best Attacking unit's CR (from the Assaulting Hex) is higher than the defending Lead Unit's CR: Shift one column to the right.
- ix. The Defending Lead Unit's CR is higher than the best Attacking unit's CR (from the Assaulting Hex): Shift one column to the left.
- x. Defending unit is on Higher-elevation side of a Slope hexside than Attacker: Shift two columns to the left.
- xi. Defending unit is on Higher-elevation side of a Steep Slope hexside than Attacker: Shift three columns to the left.
- xii. Half or more of Attacking SPs are Smoothbore musket armed: Shift one column to the right.
- xiii. Half or more of Defending SPs are Smoothbore musket armed: Shift one column to the left.
- xiv. Union "Huzzah!" event: Shift two columns to the right.
- xv. Flanking Attack: Shift two columns to the right if a Flanking Hex is at least two hexes away from the Assaulting Hex in the same combat or if there are two or more Flanking Hexes involved in the same attack (regardless of their position relative to the Assaulting Hex).
- xvi. Defender is Cavalry: Shift three columns to the left. This is used in all attacks versus cavalry, including attacks made by other cavalry. Reminder: the definition of cavalry is when mounted. Dismounted cavalry is infantry.
- xvii. Attacking Unit(s) is Charging Cavalry (10.10) against Infantry/Artillery: Shift two columns to the right.
- xviii. Defending Confederate "Good Ground" event chit: Shift two columns to the left.
- xix. Defender in a Trench hex: shift two columns to the left.
- xx. Attacker is in a Swamp, Cypress, Fallen Timber, or Bayou Hex: Shift one column to the left.
- xxi. Defender behind a Creek or Levee Hexside: Shift one column to the left.
- xxii. Defender in Heavy Woods, Cypress, or Blake's Levee hex: Shift one column to the left.
12.0 Cohesion Tests
12.3 Retreat Movement: In all scenarios the USA retreat direction is towards the top of the map (hexrow XX00) and the CSA direction is towards the bottom (hexrow XX26). A unit does not have to go straight back, it may go at a diagonal, so there are three possible retreat hexes available. The direction priority is the last priority, after all other priorities have been satisfied.
12.4 Unit Support:
- a. Unit Support Qualification:
- i. Infantry and cavalry: An Infantry or Cavalry unit is supported if there is at least one non-Shaken and non-Disrupted unit from the same Brigade stacked with it or in an adjacent hex. Note that the unit providing support can be Battleworn.
- ii. Artillery: An Artillery unit is Supported only when stacked with or adjacent to any non-Shaken and non-disrupted Infantry or Cavalry unit.
- iii. Pioneers: Are always unsupported.
- iv. Any Unit in any type of Woods: A unit located in a Woods hex (even if it has a Lane or Pike) never receives Support, nor does it provide Support to any other Unit. This supersedes all other Support qualifications.
- v. Fallen Timber: no effect on Support.
- vi. Unit on the Broken Track: Units in the "Available" box on the Broken Track that are attempting to Rebuild are automatically Supported.
Unit Support Effect: If a unit does not have qualifying Unit Support, it is deemed to be Unsupported and its CR is decreased by one (-1).
14.0 End of Turn Procedures
14.4 Fallen Timber Reduction Phase:
- During the Fallen Timber Reduction Phase, perform the following in sequence order:
- A Pioneer unit on its "Removal Side" (the back side of counter). already on a Full-Fallen Timber marker must immediately flip the Fallen Timber to the Half-Fallen Timber side.
- A Pioneer unit on its "Removal Side" already on a Half-Fallen Timber marker must immediately remove the Fallen Timber marker from the map. Then remove the Pioneer unit from the map.
- Flip all Pioneer units from their front side on the map to their "Removal Side" of the counter.
15.0 Skirmish Order
Infantry and Cavalry units can enter Skirmish Order, meaning that they are deployed in an open, spread-out formation. This formation conveys certain benefits and penalties. These units are designated by placing a "Skirmish" marker on top of the unit counter. Each side may have a maximum of two units in Skirmish Order at any given time. Units may enter and leave Skirmish Order multiple times.
15.1 Entering and Leaving Skirmish Order:
Units may enter Skirmish Order by spending 2MP when not in Engaged (10.6).
Units may remove a Skirmish marker by spending all of its MP (must be on an Attack, Defend or Maneuver Order).
15.2 Skirmish Order Movement and Stacking:
Units may move normally but pay one fewer MP for each hex (minimum one MP per hex). They may not use March Column and may not Engage (10.6).
Skirmishing units may never stack with another unit.
15.3 Skirmish Screen Effects:
An enemy unit that moves adjacent to a Skirmishing unit must pay 1MP in addition to the normal terrain cost. After this move, the Skirmishing unit must immediately withdraw one hex away from the moving enemy unit into a legal hex that is not adjacent to an enemy unit. If it cannot withdraw one hex and meet those conditions, it must continue to withdraw until it reaches a legal hex that is not adjacent to an enemy unit. This procedure is conducted with each individual move by an enemy unit. Skirmishing units never suffer Opportunity Fire.
If a skirmisher cannot withdraw due to encirclement or impassable terrain, it is placed in the Broken 1 box.
Units in Skirmish Order neither provide nor receive Unit Support (12.4).
16.0 Designer's Notes
Thank you for acquiring this installment in the American Civil War Blind Swords Series.
The Battle of Chickasaw Bayou has fascinated me from the moment I discovered it several years ago. An unusual battle that could have been won by the Union if they had acted with urgency. Too me that is an example of a topic begging to be simulated in game form. Storm the trenches on day 2 or wait until day 4 and assault and be slaughtered? What wargamer would not want to do better than General William Tecumseh Sherman did on those fateful days of December 26th to December 29th in the year 1862.
Unfortunately for the Union, Sherman did not realize that Confederate reinforcements were arriving en masse on the night of the 27th. What else would explain him not attacking on the 27th when all of his army was available? I mean it was a mere five miles from the Yazoo River to Chickasaw Bayou.
The goal of the game was to give players the opportunity to explore the myriad of possibilities that existed on those fateful days of late December 1862. Hopefully I have succeeded in that goal.
Designer Notes and Comments on Chickasaw Bayou Event Chits
Superior Artillery: All historical sources on Chickasaw Bayou mention the CSA artillery. The artillery did this, they stopped this, they rained fire on the approaching USA troops. But the CSA had no more than 19 artillery pieces (and thus 19 combat factors) spread out along Chickasaw Bayou and none grouped together in more than two cannons a piece (with the exception of Drew's Battery).
But without the Superior artillery Event, the CSA artillery would be a joke and little more than an annoyance for the CSA to use, and thus the USA player could ignore them.
Hence the Superior Artillery Event chit to give the CSA artillery some well deserved power and to put some fear in the Union player.
Sharpshooters: The Union was continually getting shot at by hidden CSA sharpshooters. But I did not want the EVENT amplifying a strong CSA unit. Instead I wanted it to be a mostly set amount that could be employed by ANY CSA unit. Hence the limit after ALL modifiers have been employed.
Command Confusion: To show the slowness of the USA operations and to show Brigades not advancing when they could, etc. IIt is designed to frustrate the Union player and give the CSA player the opportunity to slow down the Union.
Good Ground: Obvious choice for the CSA since they were always finding defensive terrain when most needed.
Rally: For both sides. It one of those chits that if not included could make for a boring game once an initial attack fails. Besides in larger battles that one Rally Event will have many targets. Sometimes it may be too powerful but it keeps the action moving.
Handsome Movement: Continually in the battle the CSA moved without regard to Divisional structure. Forces of two different brigades were able to shift when needed. Giving this to the CSA player is only reasonable. Note that Handsome Movement has nothing to do with combat even though it allows units to engage.
Firing Low: The Union had a tough time firing on the trenches. Historical sources stated they were EITHER firing LOW or Firing HIGH.
Seeing the Elephant: The Union fresh recruits – the two Cohesion Rating units were petrified of the Trenches.
Huzzah! and Confident: The USA, especially on the last day, used this Chit often. To make attacks on the Trenches viable, Huzzah might be necessary. Then combining with Confident is always fun for the Union player. It gives the USA the right opportunity to storm a Trench position.
Stand to It: Very reasonable for the UNION with them having to navigate entering Bayou hexes, or face difficult combat.
Command Momentum: Hard for the Union to use but once a Division got rolling it would act as one, like they did in the battle.
Epaulement: The UNION were constantly throwing up defensive works for their artillery units.
17.0 Scenarios
17.1 SECURING THE LANDING ZONE (DeCourcy Loses His Nerve)
Historically, General Decourcy encountered the Rebel forces at the Lake Woods, deployed his brigade into battle lines but he quickly decided the opposition was too strong to advance. He withdrew without firing a shot. This scenario postulates that General Decourcy was considerably more brazen in his attitude.
Scenario Length: 5 Game Turns (3:00 – 5:30, December 26th)
Special Scenario Rules:
- a. Area of Play: All Portions of the map are in play.
- b. Eligible Chits: in addition to the Fog of War and Fortunes of War chits use the following: Confederate: use S.D. Lee Division Activation, Good Ground, Rally, Handsome Movement, Sharpshooters! & Superior Artillery. Union: use Morgan Division Activation, Confident, Rally, & Stand to it.
- c. Command Decision Phase: Union player selects one Key Chit while the Confederate Player selects TWO Key Chits. Players will then randomly select one (USA) and two (CSA) Event chits to be put into the cup. (Exclude one USA Event; exclude two CSA Events).
- d. Command Clarity: Once per game, when the Morgan Division Activation chit is drawn from the cup, instead of rolling the die for activation, the Union Player may declare Command Clarity which automatically results in a Full Activation. Use the Morgan Command Clarity marker to indicate when Command Clarity has been used.
- e. Restricted CSA Units: The three Confederate units beginning in hexes 2709 and 2710 cannot move or fire until a Union unit comes within FIVE hexes of hex 2709 or they are fired upon by a Union unit. They may also not have any events played on them, including events from the Fog of War table while they are not able to move or fire.
- f. Victory Levels: are based on friendly Control of hexes 3206 and 3010 (both hexes are under CSA control at beginning of the game), any enemy units on the Broken Track or eliminated at the end of the game.
- The Union player receives 2 VP per hex controlled while the Confederate player receives 1 VP per hex controlled at the end of the game.
- Both players receive 1 VP per enemy unit on the Broken Track or eliminated at the end of the game.
Take the Union VP total (USA hexes controlled plus CSA units broken/eliminated plus CSA units Rebuilt from the Broken Track) and subtract the Confederate VP total (CSA hexes controlled plus USA units broken/eliminated plus USA units Rebuilt from the Broken Track.) to arrive at a Victory Point Difference:
- -2 Victory Point Difference: Major CSA Victory, Historical Result
- -1: Minor CSA Victory
- 0: Draw
- +1: Minor USA Victory
- +2 Victory Point Difference: Major USA Victory
UNION SETUP
Artillery Unit: Foster – 4002
DeCourcy's Brigade: 16 OH – 3902; 54 IN – 3901; 42 OH – 3900; 22 KY – 4001.
CONFEDERATE SETUP
Artillery Units: Wofford – 3204; Weems – 2709.
Withers' Brigade: 46 MS-a – 3204; 26 LA-a – 3305; 26 LA-b – 3305; 17 LA-a – 2709; 17 LA-b – 2710.
17.2 SECURING THE LANDING ZONE (Union Aggressive plan – Hypothetical)
General Blair bivouacked for the night just five hexes off the western edge of the map. This scenario postulates the What-If of his brigade advancing to meet General DeCourcy at Annie Lake's House.
Scenario is identical to Scenario 17.1 except for the following changes:
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a. Eligible Chits: in addition to the Fog of War and Fortunes of War chits use the following: Confederate: use S.D. Lee Division Activation, Good Ground, Rally, Handsome Movement, Sharpshooters!, Superior Artillery, & Command Confusion.
Union: use Steele Division Activation, Morgan Division Activation, Confident, Rally, & Stand to it.
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b. Command Decision Phase: Union player selects one Key Chit while the Confederate Player selects TWO Key Chits. Players will then randomly select one (USA) and two (CSA) Event chits to be put into the cup. (Exclude one USA Event; exclude three CSA Events).
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c. All CSA units are free to move from the beginning of the game; there are no CSA Restricted Movement.
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d. The Confederate Player receives at the end of the game TWO Free Victory Points that are added to his CSA VP total.
UNION SETUP
Artillery Unit: Foster – 4002.
DeCourcy's Brigade: 16 OH – 3902; 54 IN – 4001; 42 OH – 3900; 22 KY – 3901.
Blair's Brigade: 10 MO cavalry – 1801; 13 IL – 1702; 30 MO – 1601; 58 OH – 1501; 32 MO – 1400; 29 MO – 1301; 31 MO – 1300.
CONFEDERATE SETUP
Artillery Units: Wofford – 3204; Weems – 2709.
Withers' Brigade: 46 MS-a – 3204; 26 LA-a – 3305; 26 LA-b – 3305; 17 LA-a – 2709; 17 LA-b – 2710.
17.3 BLAKE'S LEVEE ATTACK (Impossible Situation)
This scenario illustrates the difficulty General Steele encountered when faced with Rebel entrenchments at the end of Blake's Levee. The designer considers this easily one of the most unusual engagements of the American Civil War, and he is proud to present it to players for them to explore. The scenario is presented here as an exercise in futility for the Union player, not as a playable situation. Historically, Steele was not able to break the Confederate defenses and by 4 PM was ordered by General Sherman to withdraw.
Scenario Length: 10 Game Turns (11:00 AM – 3:30 PM, December 28th)
Special Scenario Rules:
- a. Area of Play: Hex rows 4300 to 5700 are the portions of the map that are in play.
- b. Eligible Chits: in addition to the Fog of War and Fortunes of War chits use the following: Confederate: use S.D. Lee Division Activation Rally, Good Ground, Handsome Movement, Sharpshooters!, & Superior Artillery. Union: use Steele Division Activation, Rally, Stand to it, Confident, & Huzzah!
- c. Command Decision Phase: Union player selects one Key Chit while the Confederate Player selects one Key Chit. Players will then randomly select one (USA) and one (CSA) Event chits to be put into the cup. (Exclude two USA Events; Exclude three CSA Events).
- d. Once per game, when the Steele Division Activation chit is drawn from the cup, instead of rolling the die for activation, the Union Player may declare Command Clarity which automatically results in a Full Activation. Use the Steele Command Clarity marker to indicate when Command Clarity has been used.
- e. No Reinforcements
- f. Restricted CSA Movement: The Confederate unit 46 MS-a beginning in hex 4321 cannot move until a Union infantry unit enters a Fallen Timber hex. Pioneers are not infantry units.
- g. Victory Levels: are based on Union accomplishments at the end of the scenario.
- Control of 1 Trench hex at the end of the scenario: Decisive Union Victory
- One Fallen Timber marker removed from the map: Marginal Union Victory
- Any other result: Decisive Confederate Victory – Historical Result
UNION SETUP
Artillery Units: Landgraeber – 4711; Griffiths – 5008.
Hovey's Brigade: 17 MO – 4813; 76 OH – 4812; 12 MO – 4811; 25 IA – 4810; 3 MO – 4910; 31 IA – 4909.
Thayer's Brigade: 4 IA – 5108; 9 IA – 5207; 34 IA – 5307; 30 IA – 5306; 26 IA – 5405.
CONFEDERATE SETUP
Artillery Units: Johnston – 4816; Bowman – 4822.
Withers' Brigade: 26 LA-b – 4816; 46 MS-a – 4321; 46 MS-b – 4717.
FALLEN TIMBER marker setup:
Full: 4716.
Half: 4317, 4417, 4517, 4616, 5016, 5117, 5217, 5317, 5416, 5516, 5615, 5715.
17.4 MISSED OPPORTUNITY (All the Time in the World)
December 27th 1862 will forever be a day of wasted opportunity for General William Sherman. Confederate reinforcements of the brigades of Barton, Gregg, and Vaughn had not yet arrived to defend Walnut Hills – they would not arrive until nightfall. If Sherman had known that the Rebel trenches were defended only by the brigades of Thomas and Withers, he may have pursued a more aggressive plan of action. As it was, in his memoirs, General Sherman was happy with his army's performance on the 27th. Historically the Union failed to drive the Confederates beyond hex 3214!
Scenario Length: 22 Game Turns (7:00 AM – 5:30 PM, December 27th)
Special Scenario Rules:
- a. Area of Play: All portions of the map are in play.
- b. Eligible Chits: in addition to the Fog of War and Fortunes of War chits use the following: Confederate: use S.D. Lee Division Activation, Rally, Handsome Movement, Command Confusion, Sharpshooters!, Good Ground, & Superior Artillery. Union: use Morgan & M.L. Smith Division Activations, Stand to it, Confident, Rally, Command Momentum, & Huzzah!
- c. Command Decision Phase: Union player selects one Key Chit while the Confederate Player selects TWO Key Chits. Players will then randomly select one (USA) and two (CSA) Event chits to be put into the cup. (Exclude two USA Events; Exclude two CSA Events).
- d. Once per game, when the S.D. Lee Division Activation chit is drawn from the cup, instead of rolling the die for activation, the Confederate Player may declare Command Clarity which automatically results in a Full Activation. Use the S.D. Lee Command Clarity marker to indicate when Command Clarity has been used.
- e. Special Command Rule: Blair's Brigade* is under command of Division Leader M. L. Smith this scenario.
- f. Restricted CSA Movement: The Confederate units 26 LA-a and Johnston's artillery beginning in hex 4717 and the 46 MS-b beginning in hex 4721 cannot move until a Union infantry unit is adjacent to a Trench hex.
- g. Victory Levels: are based on Union accomplishments at the end of the scenario.
- Control of 2 or more Trench hexes at the end of the scenario: Decisive Union Victory
- Control of 1 Trench hex at the end of the scenario: Marginal Union Victory
- Any other result: Decisive Confederate Victory – Historical Result
UNION SETUP
Artillery Units: Foster – 3803; Barrett – 1300; Hoffman – 1802.
DeCourcy's Brigade: 16 OH – 3703; 54 IN – 3802; 42 OH – 3601; 22 KY – 3702.
Blair's Brigade: 10 MO cavalry – 2005; 13 IL – 1906; 30 MO – 1804; 58 OH – 1805; 32 MO – 1904; 29 MO – 1905; 31 MO – 1903.
Stuart's Brigade: 55 IL – 1801; 57 OH – 1702; 54 OH – 1601; 83 IN – 1501; 127 IL – 1400.
CONFEDERATE SETUP
Artillery Units: Wofford – 3204; Weems – 2710; Duncan – 2421; Drew – 3320; Bowman – 3619; Johnston – 4717.
Withers' Brigade: 46 MS-a – 2709; 46 MS-b – 4721; 26 LA-a – 4717; 26 LA-b – 3309; 17 LA-a – 3305; 17 LA-b – 3204.
Thomas' Brigade: 31 LA-a – 2519; 31 LA-b – 2316 (skirmish order); 29 LA-a – 3520; 29 LA-b – 3520; 28 MS Cavalry – 2522.
FALLEN TIMBER marker setup:
Full: 2317, 2417, 2517, 2616, 2717, 2818, 2918, 3118, 3218, 3318, 3418, 3616, 4716.
Half: 2216, 2518, 2617, 3717, 3817, 3917, 4017, 4118, 4217, 4317, 4417, 4517, 4616, 5016, 5117, 5217, 5317, 5416, 5516, 5615, 5715.
UNION REINFORCEMENT SCHEDULE
- 7:00 am – Lindsey's Brigade: 49 IN – 3900; 7 KY – 3900; 114 OH – 3900
- 7:30 am – Sheldon's Brigade: 120 OH – 3900; 69 IN – 3900
- 12:00 pm – Sherman CiC
CONFEDERATE REINFORCEMENT SCHEDULE
- 3:00 pm – Pemberton CiC
17.5 PRELUDE TO THE GRAND ASSAULT (No Progress Made)
Fog did not lift until 10:00 AM on December 28th. Reconnaissance and removing fallen timber was the name of the game as General Sherman pondered what his next course of action would be. The 29th and 26th Louisiana Infantry held off Morgan's Division for four hours and Morgan did nothing else once they reached the Corduroy Bridge. For M.L. Smith's Division, his only enemy was fallen timber and he dealt with it the entire day. Sherman's Grand Assault would have to wait another day. Considering Sherman's Expeditionary Force was equipped with five days of supplies, his time was running out.
Scenario Length: 16 Game Turns (10:00 AM – 5:30 PM, December 28th)
Special Scenario Rules:
- a. Area of Play: All portions of the map are in play.
- b. Eligible Chits: in addition to the Fog of War and Fortunes of War chits use the following: Confederate: use S.D. Lee & M. Smith Division Activations, Pemberton CinC, Rally, Handsome Movement, Command Confusion, Sharpshooters!, Good Ground, Firing Low, Seeing the Elephant, & Superior Artillery. Union: use Morgan, M.L. Smith. A.J. Smith & Steele Division Activations, Sherman CinC, Stand to it, Huzzah!, Rally, Command Momentum, Epaulement, Confident, & Huzzah! (Both Huzzah! Events are used).
- c. Command Decision Phase: Union player selects one Key Chit while the Confederate Player selects TWO Key Chits. Players will then randomly select one (USA) and two (CSA) Event chits to be put into the cup. (Exclude four USA Events; Exclude four CSA Events).
- d. Special Command Rule: Blair's Brigade* is under command of Division Leader M. L. Smith this scenario.
- e. Victory Levels: are based on Union accomplishments at the end of the scenario:
- Control of 3 or more Trench hexes at the end of the scenario: Decisive Union Victory
- Control of 2 Trench hex at the end of the scenario: Marginal Union Victory
- Any other result: Decisive Confederate Victory – Historical Result
UNION SETUP
Artillery Units: Blount – 1206; Wood – 2316; Hart – 2415; Barrett – 2415; Hoffman – 2507; Foster – 3011; Lanphere – 3111; Landgraeber – 4711; Griffiths – 5008.
Burbridge's Brigade: 16 IN – 1110; 23 WI – 1111; 67 IN – 1209; 60 IN – 1210; 83 OH – 1310; 96 OH – 1309.
G. Smith's Brigade: Thielemann's Cavalry – 1915; 13 US Bttn – 2014; 6 MO – 2015; 113 IL – 2115; 8 MO – 2116; 116 IL – 2216.
Stuart's Brigade: 83 IN – 2214; 57 OH – 2215; 127 IL – 2314; 55 IL – 2315; 54 OH – 2414.
Blair's Brigade: 10 MO Cavalry – 2408; 30 MO – 2508; 31 MO – 2509; 29 MO – 2510; 58 OH – 2607; 32 MO – 2608; 13 IL – 2609.
Lindsey's Brigade: 3 IL Cavalry – 2809; 114 OH – 2810; 7 KY – 2811; 49 IN – 3310.
Sheldon's Brigade: 69 IN – 3109; 120 OH – 3410.
DeCourcy's Brigade: 54 IN – 2910; 42 OH – 2911; 22 KY – 3010; 16 OH – 3110.
Hovey's Brigade: 17 MO – 4813; 76 OH – 4812; 12 MO – 4811; 25 IA – 4810; 3 MO – 4910; 31 IA – 4909.
Thayer's Brigade: 4 IA – 5108; 9 IA – 5207; 34 IA – 5307; 30 IA – 5306; 26 IA – 5405.
CONFEDERATE SETUP
Artillery Units: Stowers – 1625; Tarleton – 1725; Ward – 1824; Duncan – 2421; Drew – 3320; Wofford – 3619; Weems – 3719; Johnston – 4816; Bowman – 4822.
Withers' Brigade: 46 MS-a – 4421; 46 MS-b – 4717; 26 LA-a – 3514; 26 LA-b – 4816; 17 LA-a – 4220; 17 LA-b – 4321.
Thomas' Brigade: 31 LA-a – 2419; 31 LA-b – 2320; 29 LA-a – 3316; 29 LA-b – 3316; 28 MS Cavalry – 1526.
Barton's Brigade: 40 GA – 2120; 43 GA – 2223; 52 GA – 2323; 42 GA – 2422.
Vaughn's Brigade: 62 TN – 2519.
Gregg's Brigade: 1 TN Bttn – 1025; 50 TN – 1125; 41 TN – 1225; 30 TN – 1325; 10 TN – 1425; 3 TN – 1525.
FALLEN TIMBER marker setup:
Full: 2417, 2517, 2616, 2717, 2818, 2918, 3118, 3218, 3318, 3418, 3616, 4716.
Half: 2518, 2617, 3717, 3817, 3917, 4017, 4118, 4217, 4317, 4417, 4517, 4616, 5016, 5117, 5217, 5317, 5416, 5516, 5615, 5715.
17.6 GRAND ASSAULT (Finally the Order is Given)
On the morning of December 29th, General Sherman told his subordinate General Morgan that "we will lose 5,000 men before we take Vicksburg, and may as well lose them here as anywhere else."
Scenario Length: 13 Game Turns (11:30 AM – 5:30 PM, December 29th)
Special Scenario Rules:
- a. Area of Play: All portions of the map are in play.
- b. Eligible Chits: in addition to the Fog of War and Fortunes of War chits use the following: Confederate: use S.D. Lee Division Activation, M. Smith Division Activation, Pemberton CinC, Rally, Handsome Movement, Command Confusion, Sharpshooters!, Good Ground, Firing Low, Seeing the Elephant, & Superior Artillery. Union: use Morgan, A.J. Smith & Steele Division Activations, M.L. Smith replacement Division Activation. Sherman CinC, Stand to it, Huzzah!, Rally, Command Momentum, Epaulement, Confident, & Huzzah! (Both Huzzah! Events are used).
- c. Command Decision Phase: Union player selects TWO Key Chits while the Confederate Player selects TWO Key Chits. Players will then randomly select two (USA) and two (CSA) Event chits to be put into the cup. (Exclude three USA Events; Exclude four CSA Events).
- d. Once per game per Division, when any Division Activation chit is drawn from the cup, instead of rolling the die for activation, the owning Player may declare Command Clarity which automatically results in a Full Activation. Use the Command Clarity markers to indicate when Command Clarity has been used for each Division.
- e. Special Command Rule: Blair's Brigade* is under command of Division Leader M. L. Smith this scenario.
- f. Union Artillery Bombardment: To simulate the Union Preparatory Bombardment that commenced before the assault began, the Union player can place seven Out of Supply (2L) markers on Confederate artillery units of his choice, up to a maximum of two 2L's on any one unit. Note the reverse side of the 2L is the 4L to save on the use of markers.
- g. Pontoon Bridge Placement: Players follow the following steps before the game begins:
- The Union player places one Pontoon Bridge on a Bayou hex that is within one hex of any Union Infantry unit.
- The Confederate player rolls a die and consults the following table:
PATTERSON GETS LOST
Die Roll: 1 or 2 – Pontoon Bridge remains in its original hex.
Die Roll: 3 or 4 – Confederate Player moves the Pontoon Bridge to another Bayou Hex within one hex of its original hex.
Die Roll: 5 or 6 – Pontoon Bridge is destroyed, remove from it's hex.
- Confederate artillery can fire on the Pontoon Bridge.
- When the Pontoon Bridge is fired upon, any result except a "--" causes the Pontoon Bridge to be damaged. A damaged Pontoon Bridge cannot be used for movement until it is repaired. Immediately flip the Pontoon Bridge to its damaged side.
- Once the Pontoon Bridge is damaged during an Artillery Phase, no more artillery units can fire upon that phase.
- At the beginning of the Artillery Phase, the Union Player can roll to repair the Pontoon Bridge. A die roll of 1 or 2 repairs it, and flip the Pontoon Bridge to it undamaged side.
- Any artillery fire that scores a "damaged" result on an already damaged Pontoon Bridge, destroys it. Remove the Pontoon Bridge from the game.
Note the second Pontoon Bridge is included for historical interest only so that players can experiment with the possibility that the Union brought more bridging equipment to the battle.
Designer's Note: Historically the Pontoon Bridge was intended to be placed on hex 3018, but Union Engineer Patterson got lost in the darkness and placed the Pontoon Bridge in hex 3017. Then after the sun rose, Union engineers moved the Pontoon Bridge back to hex 3018 but before the Grand Assault began Confederate artillery promptly damaged it and then destroyed it.
- h. Bayou Hexes on the First Turn: Union units may enter Bayou hexes on the 11:30 AM turn without having to roll on the Bayou Entry Table. They simply pay the MP required for this turn only. Retreat through Bayou continues to have the normal effects.
- i. Union Command Coordination: To simulate General Sherman's clarity of thought with his Grand Assault, increase by +3 all Union Divisional Command Ratings for the 11:30 AM turn. Increase by +2 for the duration of the Noon turn. Finally increase all Union Divisional Command Ratings by +1 for the 12:30 PM turn. This bonus also applies to the Sherman CiC Command Rating. Command Ratings return to normal with the 1:00 PM game turn. This temporary increase in Command Ratings can be used with the Command Clarity Event as normal. Increases to Union Command Ratings shown by turn:
- +3 – 11:30 AM Turn
- +2 – Noon Turn
- +1 – 12:30 PM Turn
- j. Snyder's Bluff: Place the four units of S. D. Lee's Brigade in an opaque container and draw one chit when the following occur, placing that unit three turns ahead on the TRT. That unit will enter as a Confederate Reinforcement on that turn at hex 5718:
- The first time a Union unit enters any hex between the first row of Trenches (hexes 1023 to 5723) and the second row of Trenches (hexes 1526 to 5423).
- The first time a Union unit enters any Trench hex in the second row of Trenches (hexes 1526 to 5423).
- The first time a Union unit enters another Trench hex (i.e. the second Trench hex) in the second row of Trenches (hexes 1526 to 5423).
- The first time a Union unit enters another Trench hex (i.e. the third Trench hex) in the second row of Trenches (hexes 1526 to 5423).
- If however a Union unit comes within three hexes of the Pike hexes running from hexes 5320 to 5718, draw all remaining units from the Chit Cup and place them on the TRT three turns ahead to enter as Reinforcements at hex 5718. On the turn(s) when the Confederate units enter at hex 5718, consult Rule 13.11 Reinforcements Arrival.
- k. Victory Levels: are based on Union accomplishments at the end of the scenario.
UNION SETUP
Artillery Units: Blount – 1915; Wood – 2415; Hart – 2415; Barrett – 2516; Hoffman – 3217; Foster – 3317; Lanphere – 3317; Landgraeber – 3504; Griffiths – 3504.
Burbridge's Brigade: 16 IN – 1816; 23 WI – 2015; 67 IN – 1916; 60 IN – 1715; 83 OH – 1614; 96 OH – 1815; 6 MO – 1814.
G. Smith's Brigade: Thielemann's Cavalry – 1915; 13 US Bttn – 2518; 6 MO – 2417; 113 IL – 2517; 8 MO – 2617; 116 IL – 2717.
Stuart's Brigade: 83 IN – 2216; 57 OH – 2317; 127 IL – 2316; 55 IL – 2416; 54 OH – 2215.
Blair's Brigade: 10 MO Cavalry – 2911; 30 MO – 3213; 31 MO – 3817; 29 MO – 3716; 58 OH – 3816; 32 MO – 3315; 13 IL – 3717.
Lindsey's Brigade: 3 IL Cavalry – 3010; 114 OH – 2916; 7 KY – 2918; 49 IN – 3016.
Sheldon's Brigade: 69 IN – 2818; 120 OH – 2816.
DeCourcy's Brigade: 54 IN – 3418; 42 OH – 3318; 22 KY – 3218; 16 OH – 3417.
Hovey's Brigade: 17 MO – 3603; 76 OH – 3703; 12 MO – 3902; 25 IA – 3901; 3 MO – 3802; 31 IA – 3900.
Thayer's Brigade: 4 IA – 3118; 9 IA – 3117; 34 IA – 3015; 30 IA – 3116; 26 IA – 3215.
Pontoon Bridge: See Special Scenario Rule "g" above.
CONFEDERATE SETUP
Artillery Units: Stowers – 3622; Tarleton – 2822; Ward – 2024; Duncan – 2421; Drew – 3320; Wofford – 3520; Weems – 3619; Johnston – 5222; Bowman – 4822.
Withers' Brigade: 46 MS-a – 4816; 46 MS-b – 4717; 26 LA-a – 3919; 26 LA-b – 3819; 17 LA-a – 4219; 17 LA-b – 4120.
Thomas' Brigade: 31 LA-a – 2519; 31 LA-b – 2419; 29 LA-a – 3320; 29 LA-b – 3220; 28 MS Cavalry – 2322.
S. D. Lee's Brigade: 3 MS Bttn – Snyder's Bluff; 3 MS – Snyder's Bluff; 4 MS – Snyder's Bluff; Hill's Cavalry – Snyder's Bluff.
Barton's Brigade: 40 GA – 2120; 43 GA – 3022; 52 GA – 2619; 42 GA – 2920.
Vaughn's Brigade: 60 TN – 2124; 62 TN – 3520.
Gregg's Brigade: 1 TN Bttn – 2423; 50 TN – 2723; 41 TN – 2523; 30 TN – 4519; 10 TN – 2822; 3 TN – 3619.
FALLEN TIMBER marker setup:
Full: 4716.
Half: 2417, 2517, 2518, 2616, 2617, 2717, 2818, 2918, 3118, 3218, 3318, 3418, 3616, 3717, 3817, 3917, 4017, 4118, 4217, 4317, 4417, 4517, 4616, 5016, 5117, 5217, 5317, 5416, 5516, 5615, 5715.
The following Scenario rules ("l" through "o") are Variants of the actual history and are included so players can explore these interesting "What-Ifs?"
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l. Race-Course Variant: The units that begin at the Race-course are included for historical purposes. Landram's brigade faced fallen timber at the race-course that had been cut as part of the Vicksburg defenses many months before, as well as artillery fire from the city itself. Needless to say the brigade had no chance of making any breakthrough. However, players may explore the following possibility:
General Sherman orders Landram's Brigade to join the assault on Walnut Hills. Have Landram's Brigade and the two artillery units (Cooley and Putnam) enter at hex 1007 on the 11:30 AM turn. If so, the Confederate player receives at the 1:00 PM turn the 61st TN unit at hex 1025.
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m. Yazoo River Variant: The 118th IL and 131 IL that begin at the Yazoo River were guarding the boats. They are included if players want to experiment with making them part of the assault.
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n. 30th and 32nd MO units Variant: Inexplicably these two regiments were left "guarding the artillery" (from what is anyone's guess!) An interesting historical possibility is if they had rightfully joined Blair's assault on the Federal Left. Move the 30th and 32nd MO units from their historical starting locations and place them at the beginning of the scenario in hexes 3917 and 3916.
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o. Blake's Levee Variant: An interesting possibility to explore is what if Blair's brigade had coordinated their efforts with the Union troops that had been on Blake's Levee the previous day. As an alternate history, setup Thayer's and Hovey's brigades plus the artillery units Griffiths and Landgraeber as they are deployed for Scenario 4. Deploy Blair's brigade in hexes 4215, 4315, 4216, and 4316. Finally, move Lindsey's regiments of the 49th IN and 113th OH from their historical deployments to the hexes of 3118 and 3117 to replace Thayer in the main assault line. Note that Option "m" could also be used to reinforce Blair's brigade.