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Pub Battles: Gettysburg – Shall I Advance?

Pub Battles: Gettysburg – Shall I Advance? Rulebook

Table of Contents

Table of Contents

  • Introduction
  • The Pieces
  • Status
  • How the Turns Work
  • How the Pieces Move
  • How to Resolve Combat
  • How to Alter Turn Order
  • Optional Hidden Reserves
  • Optional Baggage Trains
  • Optional Multi Player Rules
  • Optional HQ Alter
  • Optional Written Orders
  • Terrain Effects
  • Gettysburg Scenario: Special Rules
    • Length and Start
    • Objectives
    • Command Ratings
    • Creeks
    • Road Column
    • Option: Stonewall Jackson
    • Option: J.E.B. Stuart
    • Setup and Reinforcements
    • Day 1 Reinforcements (Base Scenario)
    • Day 2 Reinforcements
    • Day 3
    • Order of Battle (Base)

Introduction

These rules explain the basics of how to play turns, movement and combat. The Scenario will provide details on Order of Battle (sticker placement), Map, Setup, Reinforcements, Victory Conditions and any special rules for that battle. You will find details on Order of Battle (stickering blocks), Setup and Victory Conditions and any special rules for a battle in the Scenario.

The Pieces

See the Order of Battle (OB) in the Scenario for pictures of the different piece types.

PiecePurpose
HQsCommand pieces to Move / Attack and Alter the move order.
CavalryMove fast and can screen / delay the enemy's advance.
ArtilleryBombard from a distance or bolster your defense.
InfantryDo all your basic fighting in the battle.

Status

Pieces begin the game Fresh. Taking Hits in combat or retreating can flip them to Spent. They can Rally to Fresh later by not moving.

(The printed rulebook illustrates a Fresh piece and a Spent piece, each with its Front Facing marked.)

How the Turns Work

Usually, several Commands (Corps or Wings) make up an Army (see OB). Each Command has a corresponding Command Chit. As you randomly pull these Chits, the Commands move on the field.

You resolve combat at the end of the turn after all Chits are gone.

Resolve each turn as follows:

StepAction
1Place all Command Chits in a cup.
2Pull a Command Chit randomly from the cup.
3Move pieces from that Command.
4Repeat Steps 2 and 3 until cup is empty.
5Resolve Combat between all enemy pieces in contact.
6Start a new Turn.

How the Pieces Move

Moving

Pieces simply move on the map up to their max range (see Terrain Effects chart).

Pieces can:

  • Move where the majority of the piece can fit.
  • Be in only 1 type of terrain: the type under the majority of the piece.
  • Not stack on top of each other.
  • Move through friendly pieces but not enemy.

Oblique Move

  • Must move in the direction they are Facing and maintain their Facing while moving.
  • Change their facing once at any time during their move (rotate from the center point). Each additional facing change uses up 1/3 of their movement.
  • Move obliquely up to a 45 degree angle.

HQs

Command Range: HQs cannot attack, be attacked or overrun and do not block movement. Simply push them back towards their lines as you move.

Army HQs with no chit can move once per turn with any friendly command.

To attack, a piece must begin its move within 1/3 cavalry move of its HQ. Move HQs first, THEN determine command range.

Army HQs can also Command Attacks, with any friendly pieces.

Road Column

Pieces in Road Column can move faster (x2) but become stretched out and vulnerable to attack. Pay 1/3 move to change into or out of Road Column.

Turn piece lengthwise along the road. While moving in Road Column:

  • Ignore terrain and facing changes while moving along same road.
  • You cannot move through friendly pieces while moving along the same road.
  • You cannot move into an enemy Field of Fire (FoF).

Field of Fire

Infantry, Dragoons and Artillery project a Field of Fire (FoF) out to their front, within a 45 degree arc, to a range of 1/3 Foot move, limited by Line of Sight.

How to Attack

  • Fire Fight: Advance to put the enemy in your FoF.
  • Melee: Move so that the majority of the pieces are in contact as shown.

Moving Intent

In general, a Combat is between 2 opposing pieces. Players should move in such a way as to make this intent clear. You should not purposely move to obscure or confuse the game. For example, moving so that you are:

  • equally in two types of terrain at once.
  • equally attacking 2 pieces at once.
  • half in Fire range, half out.

If the opponent moves in this manner, you may relocate his piece within 1/3 foot move to the terrain of your choice.

(The printed rulebook gives illustrated examples of moves that are not allowed and moves that are preferred.)

Bombardment

Instead of moving, Fresh artillery can change facing and fire once at a target in its FoF. Bombardment cannot destroy pieces.

Line of Sight

To Bombard, artillery must be able to "see" their target. Woods, Buildings, Hills and pieces block line of sight. You can see into Woods and Buildings up to the thickness of a piece: 3/8". You can see onto a Hill up to the center crest line.

While on a Hill, you can see over Woods, Buildings or a lower Hill IF you are closer to those blocking objects than the target.

The max range you can see is 1 Foot move.

ID Type

If you can spot a piece, the enemy must reveal the type upon request: Inf, Cav, Art.

Rally

Instead of moving, a piece may Rally: rotate to Fresh and change facing. A piece cannot Rally while in contact with the enemy or in enemy FoF.

Ineffective

A Command that has suffered 50% losses (killed pieces) is Ineffective. Result: The pieces from this Command can no longer Rally.

Move Examples

The printed rulebook illustrates these move examples:

  • The center Red piece is in clear terrain. It can attack the center Blue piece because the majority of the piece can fit past the right Blue piece. It cannot flank attack the right Blue piece because the majority of the piece cannot fit there. The right 2 Red pieces could attack the right Blue piece in support. The left 2 Red pieces could attack the center Blue piece in support.
  • Can the Red attack across the river? Yes! Simply move them forward as shown.
  • Can the Blue flank the Red? No. There is not enough room. Majority of piece is in or past river.

How to Resolve Combat

Definition

A Combat is two opposing pieces in Melee (contact) or a Fire Fight (in FoF).

The Attacker is the piece that moved creating the Combat.

Resolve Combats one at a time in Rounds with opposing pieces firing at each other simultaneously. As lead pieces retreat or are destroyed, follow-on pieces behind them may become involved in the next Round. Continue Rounds until the Combat is broken: there are no opposing pieces remaining in contact or FoF. Then resolve the next Combat until there are none left.

Order

The side with the better Command Ratings chooses the order.

(For this scenario, the order of combat is decided by the Union player. See the Gettysburg scenario rules.)

Process

Resolve Combat in Rounds as follows:

StepAction
1Defender and Attacker roll dice and apply hits simultaneously. Pieces only roll IF they had a target at the beginning of the Round.
2Defender may Retreat or stay for another round.
3Attacker may Retreat or stay for another round.
4Repeat until Combat is broken.

Rolling Results

Each piece rolls dice as follows:

PieceMelee DiceFire Dice
Infantry32
Artillery33
Cavalry30
Dragoons21

Applying Hits

Results of 4 or higher inflict hits. Terrain Effects may modify results (see chart).

Artillery

Artillery Fires First: Apply their hits first, then other pieces return fire. Artillery forced to retreat (as a result of hits) in Melee, is destroyed.

Apply each hit to the target enemy piece as follows:

PieceResult
Fresh pieceis flipped to Spent
Spent piecemust retreat
Already Retreated pieceis destroyed

Hits are cumulative. So 2 hits on a Fresh piece, flip it and force it to Retreat. 3 hits on a Fresh piece (or 2 hits on a Spent piece) Destroy it.

Excess hits are wasted. Do not apply them to other pieces.

Combat Example

  • Round 1: A and C roll 3 dice in Melee. C is destroyed with 3 hits. B and D cannot fire.
  • Round 2: A and D roll 2 dice in Fire. If D is destroyed or retreats, the combat is over. If A is destroyed or retreats, B and D will Fire at each other for a 3rd round.

Unit Quality

  • Elite pieces absorb the first hit in a combat with no effect.
  • Militia pieces count their first hit in a combat as 2 hits.

The first absorbed hit from a bombardment does not carry over to combat.

Retreat

The Piece must turn about and make a 1/3 move, ignoring terrain costs, back and away from the combat, enemy positions and out of enemy FoF.

  • If unable to do this because of enemy pieces or impassible terrain, it is destroyed.
  • If friendly pieces are in the way it can simply retreat further.
  • A voluntary retreat also flips Fresh pieces to Spent.

Cavalry Withdrawal

Defending Cavalry may retreat before combat IF in contact with Infantry. Cavalry in Road Column cannot Withdrawal.

Flanking Attacks

Attacking an enemy's flank gives you die roll modifiers. Flanking often puts 2 or more pieces in your FoF and results in multi-piece combats. This is allowed for flanking attacks.

You Flank the enemy IF they are in your FoF but the majority of your piece is not in the enemy's FoF.

Pieces do not normally fire outside their FoF. IF you are Flanked, you may fire at a piece on your flank with a -1 modifier.

Combine nearby Flanking attacks into a combined Combat as applicable.

Multiple Piece Combat

You can only fire at one target per round. If you have multiple targets, you must select and declare before you roll. Treat all pieces as firing simultaneously. Any excess hits are wasted.

Example:

  • Round 1: A and D fire at each other. C and E Melee. B cannot fire. C is destroyed.
  • Round 2: D can only fire at A. E can fire into the flank of A or B. A can fire at D or at E with a -1 modifier. B can fire at E with a -1 modifier.

How to Alter Turn Order

Definition

Once per turn, each HQ may attempt to alter their move sequence by rolling their rating or less: Find the HQ ratings in the Scenario.

Types

  • Delay: Move Return your just pulled chit to the cup AFTER you draw a new one.
  • Move Now: Jump ahead in sequence and move before the pulled Chit. Other HQs may then attempt to move before this.

Flip the HQ, name side up to show it has already rolled this turn: Spent.

Note: The Army Commander can also roll for one of his Commands if he is within Command Range of that HQ (1/3 Cav move).

Optional Hidden Reserves

Purpose

After your first game, we strongly recommend this rule. It adds true Kriegsspiel style Fog-of-War, without the need of an umpire.

Cut out and fold the Reserve Cards (1 for each HQ). The Reserve Cards remain off board and act as a screen to hide your pieces from the enemy. Your pieces on the board and even other entire Corps can move onto Reserve Cards by moving "into" the matching HQ. They move out of Reserve by placing them on the board by the HQ and conducting a regular move.

The HQ marks the location of pieces that are closest to the enemy. Consider all pieces in Reserve to be within 1/3 Cav move at or behind the HQ (away from the enemy).

HQs can only move at the speed of the slowest piece they have on their card. Pieces can begin the game in Reserve.

Army HQs can also hold pieces in Reserve.

Pieces can remain hidden in Reserve, as long as the HQ cannot be Spotted by the enemy. If the HQ is Spotted, all of its Reserve pieces must be placed on the board AFTER the move is complete.

If an HQ is moving along a road at column speed, treat all pieces in reserve as in Road Column. If that HQ stops for a turn or only moves 1/3 of a Foot move, then treat all pieces as in combat formation.

Pieces moving in Reserve must still comply with all normal movement rules. You cannot use the Hidden Reserve as a way to move pieces further than they could normally.

Reassignment

Before the game starts, you can reassign pieces to other commands. Simply note which units are attached to which commands. Treat them as a regular part of that command for the entire game.

Command Size Limits

  • Min: 2 pieces
  • Max: Largest historical Command of that army (see OB), +1 piece

Optional Baggage Trains

Purpose

Baggage Trains introduce logistical conundrums. They are vulnerable, necessary for sustaining attacks and clog the roads.

  • Cavalry does not normally require Baggage to Rally.
  • Inf and Art must be within 1/3 Mounted move of a Baggage Train to Rally.
  • Baggage Trains in contact with the enemy at the beginning of Combat are automatically destroyed.
  • Each Baggage Train can only Rally 1 piece per turn.
  • Destroyed Baggage Trains count double for victory.

Optional Multi Player Rules

Purpose

These simple rules recreate most of the command communication problems of Kriegsspiel, without Umpires and tracking written dispatches.

Each player controls 1 or more HQs.

Limited Communications

Players can talk freely before the game. During the game players can only "Communicate About the Game" IF their HQs are touching.

"Communicate"

This includes any and all forms, both verbal and non-verbal. Such as: groans, sighs, eye rolling, nodding, smiling, frowning, staring, etc.

"About the Game"

This means anything to do with the game strategy or situation. Unrelated social small talk is allowed, as long as it is not used as secret communication.

  • You can ask questions about the rules and mechanics of game play. Players can answer for clarification.
  • You cannot "ask questions" as a way of communicating with a player, so as to prompt him to avoid a threat.

Penalty

Immediately announce when you catch a player in violation of this rule and record. For each violation you catch, you get 1 die, Re-Roll to use at anytime during the game.

Optional HQ Alter

Purpose

In real command, the clock is ticking. Do you want to get the jump on the enemy? Then you better assess and decide quick. This rule is tense, fun and trains you to think like a real commander.

Rather than the usual die roll for Altering, use these rules:

  • Every HQ can attempt to Alter the sequence EVERY chit pull, as long as that HQ hasn't moved yet this turn.
  • There is no die roll. There can only be 1 Alter per Chit Pull (excepting ties).
  • The first HQ that announces its Alter is successful. All others fail.
  • You must announce the Command and the type of Alter. For example: "First Corps, Delay" or "Eleventh Corps, Jump". You must say it clearly and discernibly. No mumbling.
  • Whatever you say, you MUST do. You can't blurt something random out and then decide what you really want to do later.
  • In a tie, BOTH HQs Alter. Roll a die to determine which goes first.
  • You can Jump if your Chit was pulled. This prevents another Command from Jumping ahead of you, IF you say it first.

(The printed rulebook notes that this works really well for Multi-Player games.)

Optional Written Orders

Purpose

Many have the impression that written orders are a tedious hassle. If done right, they can add a lot of realism and fun to the game. The goal here is not so much to "win" but to Role Play the key officer's positions while learning about history, teamwork, leadership and command.

Location

A Location is simply an area on the map, with the diameter of 1 full Foot move. Specify the Location by a name on the map. Examples: "Birmingham Hill", "Sunken Road", "Chadd's Ford".

SOP

Each Command is in a Location. They can deploy, move and attack within their Location to control and defend it from the enemy. If forced out of their Location, they will fall back and hold until they can recapture it. None of this requires orders. All Commands will do this normally.

Orders

Moving to a new Location or attacking to take an enemy Location requires Orders. Orders do not specify exactly how to move and face each piece. Instead, they order a Command to attack or move to a new Location.

Examples

  • "Attack Culp's Hill."
  • "Move SE along Old Post Road to Miller farm."

Move Vs Attack

A "Moving" Command will halt upon meeting the enemy and will NOT try to take their Location.

When

At the beginning of each turn, Army Commanders have 3 minutes to write new orders.

Delay

Orders become effective 1 turn later IF the distance to that HQ is within 1 Mounted move. Delay the order 1 turn for each extra Mounted move.

Initial Orders

It is usually best to have only the attacking side start with initial orders. The defending side can start writing orders as the game begins.

2 Player Kriegsspiel

This works best if a different person has to interpret and implement the orders. If you only have 2 players, you can randomly assign Commands to each player. So the Blue Army Commander will control half of the Red Commands. The Red Commander will control half of the Blue Commands.

Solitaire

Written Orders make for a great Solitaire game. Write out 3 different sets of initial orders for the attacking side. Randomly pick which set to use AFTER you setup the defender and start playing.

(Tip from the printed rulebook: try to run each Command by their orders, knowing only what they would know.)

Terrain Effects

TerrainMovementCombat
WoodsReduced.Cover for Defender.
BuildingsPieces in Buildings become Spent and cannot Rally.Cover for Defender. Defenders cannot be Flanked.
HillsReduced to cross a slope.Cover for Defender if Attacker moved from lower ground.
StreamsReduced to cross.No effect.
RiversReduced. Cross only at bridges or fords.Treat pieces attacking across a River as flanked for 1st round only.
MarshReduced. No Artillery or Cavalry.No effect.
Road ColumnPay 1/3 move to change. 2x.Treat as Flanked for combat.
Flanking

Reduced

Moving through any or all of the difficult terrain types, reduce movement by 1/3. This is in addition to any Formation and Road Column change costs.

Cover

-1 to Attacker's die rolls if the Defender has Cover. Woods on a Hill is still -1, not -2.

Rates of March

The printed rulebook shows a graphic scale bar for Foot and for Mounted movement. The bar lengths are a graphic and are not reproduced in this text.

Transcriber note: the printed Marsh entry reads "Cavarly"; it is transcribed above as "Cavalry" (spelling correction only).

Gettysburg Scenario: Special Rules

The following is the scenario section. It is an English translation of the official Japanese-language scenario document (see the source note in the Table of Contents).

Length and Start

This scenario starts on Turn 1.

Unlike the usual maximum of two days, this scenario lasts three days. Players may play through all three days, or may play each day as a separate scenario.

Objectives

In this scenario the Confederate army has the responsibility for the attack. For victory in the campaign, and in the war, a decisive victory must be won here: the Union army must be routed, destroyed, or made to withdraw.

The Union army must stop the Confederate offensive. Lee's army must be halted here, and Baltimore and Washington must be defended. For this reason the Union player cannot choose a night withdrawal.

Transcriber note: the scenario document states these objectives in prose only. It does not print a numbered victory-point table.

Command Ratings

Both armies have a Command rating of 3.

The Union player decides the order of combat.

Creeks

All creeks on the map are treated as streams. There are no rivers on this scenario's map.

Road Column

While moving in Road Column, Infantry and Baggage Trains stretch out. To show this, place a blank unit behind each unit: both armies place one blank unit per unit. These figures apply to minor roads.

Major roads have greater capacity than minor roads. On a major road, neither army's column stretches out, even when in Road Column.

Attacking a blank unit behind a unit in Road Column is the same as attacking that unit.

Option: Stonewall Jackson

What if Stonewall Jackson had not been killed at Chancellorsville? What if he had taken part in the Battle of Gettysburg? The shortest and simplest answer is that the Battle of Gettysburg would not have happened at all. The scenario document offers two possibilities.

Possibility 1: Jackson was not shot or wounded at Chancellorsville. In this case Stonewall Jackson held views about this campaign very different from history. He worked closely with Lee, so his influence would very likely have changed the whole campaign considerably. Jackson promoted a guerrilla campaign aimed at Pennsylvania's coal production in the North, with a plan to burn or blow up that production and so paralyse the Northern economy. This is an attractive operation, and had it been adopted it would likely have had a great effect on the development of the 1863 campaign in the North. Two armies are unlikely to meet near Gettysburg in this case, so the map supplied with the scenario cannot recreate this battle as a game. The document notes that this possibility is very interesting for campaign-scale or strategic-scale games.

Possibility 2: Jackson was wounded at Chancellorsville but recovered. In this case Jackson could have joined Lee's Army of Northern Virginia during the 1863 campaign. There is no time left to rebuild the strategy and operations of the whole campaign, and the die has already been cast: the Army of the Potomac is approaching and contact is close. Even so, Lee still had time to reorganise his Army of Northern Virginia into the refined two-corps structure of earlier in the year, which improves communication and the speed of execution. Jackson is sent toward Carlisle, Harrisburg and York. Longstreet remains around Chambersburg and considers moving east.

In this scenario the two armies collide at Gettysburg on 1 July. The first day is much as it was historically, but on hearing that the battle has broken out, Jackson reaches the battlefield from the north much faster than he did historically. To test this possibility, use Jackson's order of battle and reinforcement schedule (see the Setup section below).

Option: J.E.B. Stuart

Another major what-if concerns the cavalry general J.E.B. Stuart. Suppose Stuart's cavalry manoeuvred more appropriately than it did historically. In that case Stuart's cavalry joins the front sooner, and the movement of the whole Army of Northern Virginia becomes more appropriate as well. To test this possibility, use Stuart's order of battle and reinforcement schedule (see the Setup section below).

Transcriber note: the scenario document gives no separate Stuart order-of-battle list. Only the Stuart reinforcement diagram is printed, and it is transcribed below.

Setup and Reinforcements

The scenario document shows the map position of each unit on the setup and reinforcement diagrams. Unit positions on those map images are not reproduced in this text. The reinforcement entries, which name the turn, the entry edge and the units, are listed below. Pieces may be placed as the diagrams show; a Command chit given as entering on a turn is added to the cup on that turn.

Starting chits: Day 1 (base scenario) and Stuart option: III, I, and C (Confederate III; Union I and C).

Starting chits: Jackson option: II, I, and C.

Transcriber note: the Union setup note on the Day 1 diagram reads "Place Buford and Pleasonton here" (ブフォードとPleasonton, ここに配置します).

Day 1 Reinforcements (Base Scenario)

Confederate

TurnEntryUnitsChit
1North-westIII Heth L, III Heth R, III Baggage TrainHill III
3North-westIII Pender L, III Pender R, III Artillery—
4—(Army HQ only)Lee
4NorthII Rodes L, II Rodes R, II Baggage TrainEwell II
5NorthII Early L, II Early R—
7North-westII Johnson L, II Johnson R, II Artillery, III Anderson L, III Anderson R—

Union

TurnEntryUnitsChit
1SouthI Robinson, I Wadsworth, I Baggage TrainReynolds I
3WestI Rowley—
3SouthXI Barlow, XI SchurzHoward XI
4SouthXI Steinwehr—
7SouthIII BirneySickles III
8SouthIII Humphreys—
Night

Transcriber note: entry edges are taken from the arrows on the printed diagram. Diagram placements are not transcribed.

Day 2 Reinforcements

Confederate

TurnEntryUnitsChit
1WestI Artillery—
5WestI Pickett L, I Pickett R—
NightNorthC Hampton, C ChamblissStuart C
NightNorthC Fitz Lee, C Artillery—

Union

TurnEntryUnitsChit
1EastV Barnes, V Ayres, V CrawfordSykes V
6South-eastVI Wright, VI Howe, VI Newton, VI Baggage TrainSedgwick VI
NightSouthC Gregg, C Kilpatrick, C Artillery—

Transcriber note: the Day 2 setup diagram and the Day 3 setup diagram are map images with no text list. Their unit positions are not transcribed here.

Day 3

The Day 3 setup diagram is a map image with no separate reinforcement list in the scenario document. Use the printed Day 3 map for placement.

Order of Battle (Base)

The order of battle is shown on the scenario sticker sheet. Command chits and HQ pieces are named as printed. The unnamed baggage-train bars are listed by the corps label printed beside them, where that label is legible.

Army of Northern Virginia (Confederate)

  • Army HQ: Lee
  • I Command (Longstreet, chit I): I Hood L (elite-type icon as printed), I Hood R, I McLaws L, I McLaws R, I Pickett L, I Pickett R, I Artillery, I Baggage Train
  • II Command (Ewell, chit II): II Early L, II Early R, II Rodes L, II Rodes R, II Johnson L, II Johnson R, II Artillery, II Baggage Train
  • III Command (Hill, chit III): III Heth L, III Heth R, III Pender L, III Pender R, III Anderson L, III Anderson R, III Artillery, III Baggage Train
  • C Command (Stuart, chit C): C Fitz Lee, C Hampton (elite), C Chambliss, C Artillery
  • Detachments: 4

Army of the Potomac (Union)

  • Army HQ: Meade
  • I Command (Reynolds, chit I): I Wadsworth (icon as printed), I Robinson, I Rowley
  • II Command (Hancock, chit II): II Caldwell, II Gibbon, II Hays, II Baggage Train
  • III Command (Sickles, chit III): III Birney, III Humphreys
  • V Command (Sykes, chit V): V Barnes, V Ayres, V Crawford
  • VI Command (Sedgwick, chit VI): VI Wright, VI Howe, VI Newton, VI Baggage Train
  • XI Command (Howard, chit XI): XI Barlow, XI Steinwehr, XI Schurz
  • XII Command (Slocum, chit XII): XII Williams, XII Geary, XII Baggage Train
  • C Command (Buford, chit C): C Buford, C Gregg, C Kilpatrick, C Artillery
  • Artillery Reserve (chit AR): Artillery Reserve 1, Artillery Reserve 2, Artillery Reserve 3, Artillery Reserve 4
  • Detachments: 4

Transcriber note: the sheet's unnamed baggage-train bars are not all labelled legibly at scan resolution. Their corps assignment above follows the position of each bar on the sheet.

Order of Battle (Jackson Option)

Army of Northern Virginia with Stonewall Jackson (Confederate)

  • Army HQ: Lee
  • I Command (Longstreet, chit I): I Hood L (icon as printed), I Hood R, I McLaws L, I McLaws R, I Pickett L, I Pickett R, I Anderson L, I Anderson R, I Trimble, I Artillery, I Baggage Train
  • II Command (Jackson, chit II): II Early L (icon as printed), II Early R, II Rodes L, II Rodes R, II Johnson L, II Johnson R, II AP Hill L (icon as printed), II AP Hill R, II Ewell, II Artillery, II Baggage Train
  • III Command (Hill, chit III): III Artillery, III Baggage Train
  • C Command (Stuart, chit C): C Fitz Lee, C Hampton (elite), C Chambliss, C Artillery
  • Detachments: 4

Transcriber note: the Jackson order-of-battle sheet is a scan; a few small labels are the nearest legible reading.

Jackson Option Setup and Reinforcements

Confederate

TurnEntryUnitsChit
1North-westII AP Hill L, II AP Hill R, II Baggage TrainLee, III
3WestII Ewell, I Trimble, I Baggage Train, II ArtilleryLongstreet I
3NorthII Rodes L, II Rodes R, II Baggage TrainJackson II
4NorthII Early L, II Early R—
7WestII Johnson L, II Johnson R, III Artillery, I Anderson L, I Anderson R—
8WestI Hood L, I Hood R, I McLaws L, I McLaws R—

Transcriber note: the scenario sheet prints this note beside the Union Turn 3 entry: "The III Corps baggage train and artillery move together with Lee." (The printed word for Lee is spelled "リート" on the sheet.)

Union

The Union entries on the Jackson diagram match the base Day 1 Union entries (see the Day 1 Reinforcements table, Union).

Stuart Option Setup and Reinforcements

Confederate

TurnEntryUnitsChit
1WestC Chambliss, III Heth L, III Heth R, III Baggage TrainHill III
3WestIII Pender L, III Pender R, III Artillery—
3North-eastC Hampton, C Fitz Lee, C ArtilleryStuart C
4—(Army HQ only)Lee
4NorthII Rodes L, II Rodes R, II Baggage TrainEwell II
5North-eastII Early L, II Early R—

Transcriber note: the printed note beside Chambliss reads "Chambliss moves together with Hill until Stuart arrives."

Union

TurnEntryUnitsChit
1SouthI Robinson, I Wadsworth, I Baggage TrainReynolds I
3WestI Rowley—
3SouthXI Barlow, XI SchurzHoward XI
4SouthXI Steinwehr—
4South-eastC Gregg, C Kilpatrick, C Artillery—
7SouthIII BirneySickles III
8
  • Order of Battle (Jackson Option)
  • Jackson Option Setup and Reinforcements
  • Stuart Option Setup and Reinforcements
  • N/A
    +1 to die rolls if firing at the flank of a piece. -1 to die rolls if firing at a piece on your flank.
    8North-westI Hood L, I Hood R, I McLaws L, I McLaws R, I Baggage TrainLongstreet I
    South
    II Gibbon, II Hays, II Caldwell
    Hancock II, Meade
    7EastXII Geary, XII Williams, XII Baggage TrainSlocum XII
    Night—Artillery Reserve 1, Artillery Reserve 2, Artillery Reserve 3, Artillery Reserve 4Artillery Reserve
    7WestII Johnson L, II Johnson R, II Artillery, III Anderson L, III Anderson R—
    8WestI Hood L, I Hood R, I McLaws L, I McLaws R, I Baggage TrainLongstreet I
    South
    III Humphreys
    —
    7EastXII Geary, XII Williams, XII Baggage Train—
    NightSouthII Gibbon, II Hays, II CaldwellHancock II, Meade
    Night—Artillery Reserve 1, Artillery Reserve 2, Artillery Reserve 3, Artillery Reserve 4Artillery Reserve