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Roads to Gettysburg

Roads to Gettysburg Rulebook

Table of Contents

Table of Contents

  • GCACW Standard Basic Game Rules
    • 1.0 Introduction
    • 2.0 Basic Game Concepts
      • 2.1 Game Components
      • 2.2 Playing Pieces
      • 2.3 The Map
      • 2.4 Zones of Control
      • 2.5 Command Radius
      • 2.6 Abbreviations
    • 3.0 Basic Game Sequence Of Play
    • 4.0 The Action Cycle
      • 4.1 The Action Phase
      • 4.2 The Initiative Segment
      • 4.3 Activation Segment
      • 4.4 Ending The Action Cycle
    • 5.0 Actions
      • 5.1 March
      • 5.2 Activate Leader
      • 5.3 Assault
      • 5.4 Burn RR Station
      • 5.5 Entrenchment
    • 6.0 March And Movement
      • 6.1 Rules Of Marching
      • 6.2 Rules Of Movement
      • 6.3 Leader Movement
      • 6.4 Stacking
      • 6.5 Fatigue Levels
    • 7.0 Combat
      • 7.1 Attacks
      • 7.2 Combat Values
      • 7.3 Artillery Values
      • 7.4 Combat Die Roll Modifiers
      • 7.5 Combat Results
      • 7.6 Retreats, Routs, and Advances
      • 7.7 Cavalry Retreat
      • 7.8 Refusing Flanks
    • 8.0 Recovery
    • 9.0 Entrenchments
    • 10.0 Bridges, Dams, And Ferries
      • 10.1 Pontoon Bridges
      • 10.2 Destroying Bridges and Ferries
      • 10.3 Repairing Permanent Bridges and Ferries
    • 11.0 Demoralization
    • 12.0 Rain
    • Limited Intelligence (Optional Rule)
    • Woods Hexside (Restricted ZOC) Summary of Effects
  • Roads to Gettysburg
    • Basic Game Rules
      • 1.0 Introduction
    • Basic Game Scenarios
      • Scenario 1: First Day at Gettysburg
      • Scenario 2: Where Is Stuart? (Solitaire Scenario)
      • Scenario 3: Meade Moves North
      • Scenario 4: Confederate High Tide (Solitaire)
      • Scenario 5: The Battle That Never Happened
    • Advanced Game Rules
      • 13.0 Advanced Game Sequence of Play
      • 14.0 Random Events
        • 14.1 Random Events Table
        • 14.2 Union Reinforcements
      • 15.0 Harpers Ferry
      • 16.0 Ammunition
        • 16.1 Ammunition Expenditure
        • 16.2 Effects of Being Out of Ammunition
        • 16.3 Union Ammunition Resupply
        • 16.4 Confederate Ammunition Resupply
      • 17.0 The Army of the Potomac
        • 17.1 Arrival Results
        • 17.2 Army of the Potomac Deployment
      • 18.0 Stuart
      • 19.0 Confederate Levies
      • 20.0 County Control
      • 21.0 Detached Units
        • 21.1 Detachment
        • 21.2 Attachment
        • 21.3 Detachments and Ammunition Resupply
      • 22.0 Union Railroad Movement
      • 23.0 Confederate Pontoon Bridge
      • 24.0 Washington County
    • Advanced Game Scenario
      • Scenario 6: The Gettysburg Campaign
    • Errata
    • Designer's Notes
    • Gazetteer
    • The Game as History
      • Background
      • Monday, June 22, 1863
      • Tuesday, June 23, 1863
      • Wednesday, June 24, 1863
      • Thursday, June 25, 1863
      • Friday, June 26, 1863
      • Saturday, June 27, 1863
      • Sunday, June 28, 1863
      • Monday, June 29, 1863
      • Tuesday, June 30, 1863
      • Wednesday, July 1, 1863
      • Thursday, July 2, 1863
      • Friday, July 3, 1863
      • Saturday, July 4, 1863
      • Sunday, July 5, 1863
      • Monday, July 6, 1863
      • Tuesday, July 7, 1863
      • Wednesday, July 8, 1863
      • Thursday, July 9, 1863
      • Friday, July 10, 1863
      • Saturday, July 11, 1863
      • Sunday, July 12, 1863
      • Monday, July 13, 1863
      • Tuesday, July 14, 1863
    • Credits

GCACW Standard Basic Game Rules

Version 1.5. This booklet is shared by all games in the Great Campaigns of the American Civil War (GCACW) series and was included with Roads to Gettysburg. Rules added or modified for Version 1.5 update the version originally published with the game.

1.0 Introduction

The purpose of this manual is to serve as a guide to playing Basic Game scenarios for any of the games that have been published to date in the Great Campaigns of the American Civil War (GCACW) series. The games published so far in the series are listed below (in order of publication), along with the three-letter abbreviation for each game. These abbreviations are used throughout this manual.

  • Stonewall Jackson's Way (SJW) [Original Publication]
  • Here Come The Rebels! (HCR)
  • Roads to Gettysburg (RTG)
  • Stonewall in the Valley (SIV)
  • Stonewall's Last Battle (SLB)
  • On to Richmond! (OTR)
  • Grant Takes Command (GTC)
  • Battle Above the Clouds (BAC)
  • All Green Alike (AGA)
  • Stonewall Jackson's Way (SJW) [redesign republication]
  • Atlanta Is Ours (AIO)
  • Here Come the Rebels! (HCR) [redesign publication]
  • Roads to Gettysburg (RTG) [redesign publication]
  • Rebels in the White House (RWH) [redesign publication]
  • Hood Strikes North (HSN)
  • On To Richmond (OTR) [redesign publication]
  • Grant Takes Command (GTC) [redesign publication]
  • The Petersburg Campaign (TPC)

Two modules were also published in the Skirmisher #2 magazine: Burnside Takes Command (BTC) and Rebels in the White House (RWH). One module was published in Skirmisher #4 magazine: Lee's Last Offensive (LLO).

The first six games in the series were each published with their own rule booklet that contained minor changes in Basic Game rules from one game to the next. The Basic Game rules for the series were then standardized with the publication of the Standard Series Rules Upgrade Kit in Issue #1 of the GCACW Gamer's Guide, The Skirmisher. This kit itemized the changes required to bring each game in line with the official common set of rules. Since the Basic Game rules have been standardized, each subsequent game in the series has included a Standard Basic Game rule book (such as this manual) and a separate set of rules that are unique to that campaign. The first version of the Standard Basic Game rules appeared in Grant Takes Command. These rules have only had minor revisions in games published since then. The new designation for the standard rules that are included herein are the GCACW Standard Basic Game Rules, Version 1.5. The rules that have been added or modified for Version 1.5 are shown in blue text in the original booklet for ease of identification. Since these rule sections are the most recent version of the Standard Series Rules ("Standard Rules"), they should also be used to update the rules in Sections 2.0 to 12.0 for the first six games in the series. Please note that the special rules and setups for each scenario still must be referenced from the rule booklet that was originally published with each game.

The Upgrade Kit in The Skirmisher also contained 130 updated counters that are needed to convert the first five games in the series to the Standard Rules. Note: the various notes and leader counters for SJW, HCR, and RTG contained in Skirmisher 1 should not be used when playing the republished version of SJW, HCR, and RTG; these items are already included in the republication.

Although these Standard Rules enhance the realism and enjoyment of the series, particularly the early volumes, their use slightly increases the complexity of play. Although this manual's rules are considered "official", it is entirely understandable that some players may prefer to play the games strictly as originally written. Before starting play of any GCACW game, players must agree whether or not these Standard Rules will be employed. It is recommended that if these rules are used, they be used in their entirety, not selectively. However, rules listed as "optional" may be used selectively.

2.0 Basic Game Concepts

One person is chosen as the Union player and the other as the Confederate player. However, playing the game solitaire presents no special difficulties.

2.1 Game Components

The components differ from one game to the next in the Great Campaigns series. Consult the original rule booklet for each game to find the list of components for that title in the series.

2.2 Playing Pieces

The following types of playing pieces (or counters) are used in the game: military units, leaders and informational markers.

Military Units

Each player controls a set of military units. These are usually identified by their commanding officer, who is listed by name on the counter (e.g., "Early-B"). Some small units, however, are simply identified by regiment (e.g., "10 GA"—the 10th Georgia Infantry). Units also have designations on each side of the organizational symbol (the colored rectangle in the middle of the counter) identifying the corps and/or the division to which the unit belongs. For example, the Union "XX" designation means the unit belongs to the Twentieth Corps; the Confederate "M-W" designation means the unit belongs to Wheeler's Corps, Morgan's Division. Union infantry units also have a numerical division designation on the right side of the organizational symbol, which is used for informational purposes only.

Military units come in five different sizes: II = Squadron (Union only), III = Regiment, X = Brigade, XX = Division, X+ = Demi-Division (Confederate only).

The demi-division was not a true military organization, although several Confederate reports from early 1862 used that term. It is an aggregation of 2 to 4 brigades from the same division and is appropriate for the early period of the war, when Confederate leaders could not easily control divisions with up to 16,000 men.

Military units are divided into three types: Cavalry, Infantry, Artillery. Military units have two values printed on their counters: the Tactical value, representing the military competence of the unit's commander and troops; and the Artillery value, representing the number of artillery batteries attached to that unit. Military units have two sides: the front ("normal") side and the reverse ("exhausted") side. The exhausted side is marked by a white stripe across the top of the unit.

Leaders

There are four types of leaders in the GCACW series. A leader may never occupy a hex by itself. It must always be stacked with a friendly, subordinate military unit. The unique characteristics of each leader (and the proper way to identify their counters) are described in the sections below.

Army Leaders: Army leaders have only a single number on their counters, which is their Command value. Army leaders are used to initiate grand assaults, and in Advanced Game scenarios of some games in the series they can perform the Activate Army Leader action. They must be attached to a subordinate infantry (not cavalry or artillery) unit at all times. Army leaders are present for both players in every game except SIV and AGA.

District Leaders: District leaders are distinguished by the presence of a colored star on their counter. Like corps and division leaders, district leader counters contain two numbers: a Tactical value and a Command value. District leaders are hybrid units that are used to both activate units for movement and assault (like corps and division leaders) and initiate grand assaults (like army leaders). District leaders may not perform the Activate Army Leader action. They must be attached to a subordinate infantry (not cavalry or artillery) unit at all times. District leaders are found leading the forces in a side theater that was not large enough historically to warrant the deployment of an entire army (such as SIV or the GTC side theaters). Note: Not all games have District Leaders.

Corps and Division Leaders: Corps and division leader counters contain two numbers: a Tactical value and a Command value, but no red star. Players must check the "Size" column in the scenario setup to determine which leaders with these two numbers are corps leaders and which are division leaders. Corps and division leaders are used to both activate units for movement and to initiate assaults. Corps and division leaders must be attached to a subordinate unit belonging to the same corps or division at all times. This subordinate unit can be of any type (infantry, cavalry, or artillery), depending on the composition of the units in that corps or division. Some combination of corps and/or division leaders are present for both players in every game in the series. Some corps may even have both corps and division leaders present; in this case some units may be activated by either the corps or division leader at the player's discretion.

Informational Markers

Strength Markers: A military unit must always possess a single Strength marker. A Strength marker has a front (organized) and a reverse (disorganized) side. The organized side has a single number from 1 to 21, which is both its "Manpower value" and "Combat value." The disorganized side has two numbers: a smaller number in value (1/2 to 14), which is its Combat value; and a larger number in value (1 to 21), which is its Manpower value. Strength markers never function by themselves; they must always be assigned to a military unit. At the start of a scenario, a Strength marker of the correct Manpower value is placed underneath a unit on its organized side. Wherever a unit goes, its Strength marker accompanies it. A maximum of one Strength marker may be assigned to a unit at a time. As a unit suffers losses, its marker changes. A player may examine his opponent's Strength markers at any time. Leaders never possess Strength markers. Although Strength markers can have numbers from 1 to 21, in most games in the series, players are limited to a maximum Manpower value that is less than 21. The maximum manpower in a specific game is listed in the Advanced Game rules for that game, in the Attachment section.

Fatigue Markers: As military units move and fight, they become "fatigued." Fatigue is represented in five "Fatigue levels" from 0 to 4. Military units must always be at one of these levels. Fatigue markers are placed underneath a unit's Strength marker. As the unit's Fatigue level changes, its Fatigue marker is adjusted. A unit at Fatigue level 0 does not possess a Fatigue marker—the lack of such a marker indicates Level 0. Leaders never possess Fatigue markers.

Sample Units

The sample units depicted below are for the game HSN; similar graphics are used in most games in the GCACW series. For those games with different counter graphics, refer to the rules included with that particular game for the unit style. Each counter shows: a Name, a Size symbol, an Organization symbol, a Tactical value, and an Artillery value on military units (with front/normal and back/exhausted sides showing an Exhaustion indicator); Army leaders show a Portrait, Name, and Command Value; Corps or Division leaders show a Portrait, Name, Command Value, and Tactical Value. Strength markers show Manpower/Combat value on the organized (front) side and separate Manpower and Combat values on the disorganized (back) side. The parenthesis around the tactical value means the unit may not be the only unit in an attack (marching or assault). Note: not all games have artillery units.

2.3 The Map

Major Terrain

Each land hex on the map is classified as one of nine major terrain types: clear, rolling, rough, woods, city, swamp, provisional swamp, hill, or mountain. Each terrain type has its own Movement Point cost, listed on the Terrain Chart, which military units pay to enter the hex. Clear, rolling and hill hexes have distinctive base colors: light yellow for clear, light green for rolling, and orange for hills. Other hexes can be recognized by special symbology: a green "brush" pattern for rough; a dark green "forest" pattern for woods; a gray "grid" pattern for city; a light green "marsh" pattern for provisional swamps; a highlight to the provisional swamp for permanent swamp hexes (in OTR and GTC this highlight is given by making the swamps a darker green; in all other games the permanent swamp hexes have a silvery-blue highlight applied); a brown "elevated land" pattern for mountain, and a tan pattern for hills. A land hex is considered to be the terrain type of the predominant symbology in that hex. Only whole hexes are playable. Partial hexes are not playable for any game purpose; they are considered off-map.

Special Hex/Hexside Features

A number of terrain types appear along hexsides, such as rivers, creeks, ridges, fords, bridges, ferries, dams, and county borders. Several types of special terrain appear within a hex, such as villages, RR stations, pikes, roads, landings and redoubts, but these have no effect on a hex's major terrain classification.

Woods Hexside: A "woods hexside" is a hexside between a woods hex and any other hex (including another woods hex). The hexside itself does not have to be covered with a forest pattern to be considered a woods hexside.

2.4 Zones of Control

A military unit, regardless of its status, exerts a Zone of Control (ZOC) into each of the six adjacent hexes surrounding it. Exceptions: ZOC extend across major or minor river hexsides only at fords, dams, ferries, or bridges. Also, ZOC extend into and out of swamp and mountain hexes only across hexsides crossed by a road, pike, RR or trail. Finally, ZOC do not extend across all-water hexsides.

Restricted ZOC: If a unit exerts a ZOC across a woods hexside (see definition above), and no road, pike, RR or trail traverses that hexside, the hex into which that ZOC is exerted is referred to as a "restricted ZOC." Non-restricted ZOC are sometimes referred to as "normal" ZOC. Unless otherwise specified, restricted ZOC hexes function like normal ZOC.

2.5 Command Radius

Sometimes a leader must trace a "command radius" between itself and subordinate units or another leader. A command radius is a path of three or fewer contiguous hexes between a leader's hex (exclusive) to a unit's hex (inclusive). Terrain is irrelevant when a leader traces a command radius—the three-hex path may enter any type of hex or cross any hexside. A command radius may not enter an enemy occupied hex or an enemy ZOC, including restricted ZOCs. (It may enter an enemy ZOC hex if that hex is occupied by a friendly unit.) The hex occupied by a leader is considered within its own command radius.

2.6 Abbreviations

Art: Artillery. MP: Movement Points. Brig: Brigade. Org: Organized. Cav: Cavalry. Regt: Regiment. Cmd: Command. RR: Railroad. Disorg: Disorganized. Sub: Substitute. Div: Division. VP: Victory Points. Dmorlze: Demoralized. ZOC: Zone of Control. Inf: Infantry.

3.0 Basic Game Sequence Of Play

Each turn is performed according to a Sequence of Play:

  1. Random Events Phase. Two dice are rolled; the players consult the Random Events Table. (Random events are only used in a Basic Game scenario if the scenario specifically calls for it.)
  2. Leader Transfer Phase. Leaders may be transferred from one subordinate unit to another.
  3. The Action Cycle. Action Phase: A. Initiative Segment: Both players roll a die. The player with the higher roll wins. The winner must take initiative or pass (see 4.2). If both players roll the same number, special considerations apply. In BAC and AIO, either the Union or Confederate player may win initiative depending on the specific number rolled. Insubordination may also occur in BAC. Check the BAC or AIO Basic Game Rules for more details. In all other games, the Confederate Player wins initiative. B. Activation Segment: The player who has taken initiative must perform a single action with an eligible leader or unit. At the end of an Activation Segment, the players return to the Initiative Segment and a new Action Phase begins. Players continue to perform Action Phases indefinitely until both players pass in the same Action Phase (see 4.4).
  4. Recovery Phase. Eligible units may entrench, build bridges, repair bridges and ferries, and recover from fatigue, disorganization, exhaustion, and demoralization.
  5. Turn Indication Phase. The Turn marker is advanced one box on the Turn Record Track and the players begin a new turn.

Exceptions: Occasionally, an individual Basic Game scenario might draw on one or more rules sections from the Advanced Game rules for that volume. In these situations, additional phases may be added to the sequence of play after the Random Events Phase.

4.0 The Action Cycle

Every turn has a single Action Cycle of indefinite length.

4.1 The Action Phase

An Action Cycle consists of a variable number of Action Phases. Each Action Phase is composed of an Initiative Segment and an Activation Segment. As soon as a player completes an action in the Activation Segment, a new Action Phase begins. Action Phases continue indefinitely until conditions for ending the Action Cycle are fulfilled.

4.2 The Initiative Segment

During this segment, both players roll a die. The player with the highest roll wins. If both players roll the same number, special considerations may apply: in BAC and AIO and HSN, either the Union or Confederate player may win initiative depending on the specific number rolled. Insubordination may also occur in BAC. Check the Basic Game Rules for those games for more details. In all other games, the Confederate Player wins initiative. In some games, such as all OTR scenarios and the GTC Grand Campaign game, players must note the number on the winning die. In such games, this number is used to determine which units are eligible for activation with that initiative; see 5.2 for an example.

If one player has no units eligible for activation in an Initiative Segment, his opponent automatically wins, and the dice are not rolled. (Exception: In some scenarios, the turn may end early or Insubordination may occur on certain tied initiative rolls. In these scenarios, both players must roll the dice in each Initiative Segment, even if one player has no units eligible for activation. If the player who has no eligible units wins the roll, he must pass.)

The winning player must choose one of the following two options: Take Initiative (he may take the initiative, thereby obligating him to perform an action in the subsequent Activation Segment); or Pass (he may "pass," automatically yielding initiative to his opponent). A player who lost the initiative roll but who has initiative yielded to him by a "pass" must choose one of the following two options: Take Initiative (he may take the initiative, thereby obligating him to perform an action in the subsequent Activation Segment); or Pass (he may "pass," automatically ending the Action Cycle).

Passing. If the player who wins the initiative roll passes, he does nothing. His opponent must then either take the initiative or pass. If the opponent also passes, the Action Cycle ends.

4.3 Activation Segment

The player who takes initiative must perform a single action with an eligible unit or leader in the Activation Segment. The counter selected for this action is called the "active unit" or "active leader." The player controlling this unit/leader is called the "active player."

4.4 Ending The Action Cycle

As soon as a player completes an action in an Activation Segment, a new Action Phase begins. Action Phases repeat indefinitely in an Action Cycle until both players pass in the same Action Phase. Thus, an Action Cycle ends when the player who wins the initiative roll passes, and his opponent—who is given the choice of taking initiative or passing—also passes. The Action Cycle also ends when both players have no units eligible for activation; or if a player passes when his opponent has no units eligible for activation. When an Action Cycle ends, proceed to the Recovery Phase.

5.0 Actions

The player who takes initiative must perform a single action in the Activation Segment with one of his units or leaders. There are five types of actions: March, Activate Leader, Assault, Burn RR Station (not in SIV or OTR), Entrenchment (1863 or later).

5.1 March

Only a single unit (not a leader) may be chosen to perform a March action. A unit is eligible to march only if it is currently at a Fatigue Level of 3 or less—it may not march if it is at Fatigue Level 4. The unit's Strength marker may be organized or disorganized. A unit may march more than once per turn, but never more than once per Action Phase. A March is performed as follows:

  1. The player with initiative selects one eligible unit anywhere on the map. The unit's Movement Allowance is calculated as follows: Union Infantry or Artillery Unit—the Union player rolls one die. The result is the unit's Movement Allowance. Confederate Infantry or Artillery Unit—the Confederate Player rolls one die. The die roll is increased by 1. The modified die roll is the unit's Movement Allowance. (Exception: In OTR and AGA, the Confederate Player rolls one die (but does not increase the roll by 1). The result is the unit's Movement Allowance, although the unit's minimum Movement Allowance is 2, even if the roll is 1.) Union Cavalry Unit—the Union player rolls two dice. The sum of the dice is the unit's Movement Allowance. Confederate Cavalry Unit—the Confederate player rolls two dice. The sum of the dice is increased by 1. The modified dice roll is the unit's Movement Allowance.
  2. The chosen unit's Fatigue Level is increased by one. The unit gains a new Fatigue marker (or has an existing marker flipped over) to reflect the change. If this march brings a unit on its normal side to a new Fatigue Level of 3 or 4, or a unit on its exhausted side to a new Fatigue Level of 2, 3 or 4, it is an "extended march," and the player must consult the Extended March Table. Note: Before proceeding to Step 3, enemy cavalry units in the active unit's ZOC may perform a cavalry retreat (see 7.7).
  3. An eligible unit may enhance its Movement Allowance by making a "force march." The Movement Points (MP) gained by a force march are added to the Movement Allowance calculated in Step 1 to determine a final Movement Allowance. If no force march is performed, the unit's final Movement Allowance is the number determined in Step 1.
  4. Place the "Active Movement Allowance" marker on the Movement Track in the box corresponding to the unit's final Movement Allowance.
  5. The unit performs its march. As it expends MP, the Active Movement Allowance marker is adjusted downward. The march ends when the marker reaches 0 or the active player states that the action is over. If the marker reaches 0 due to an attack, the action does not end until the attack is resolved.

(Optional) A unit at Fatigue Level 4 may be selected in Step 1 of a March action if its Strength marker is organized. If a unit at Fatigue Level 4 marches, its Strength marker is automatically flipped to its disorganized side. (It retains its Fatigue Level 4 marker.) The player does not consult the Extended March Table. If a unit at Fatigue Level 4 marches, it may not also force march.

Extended March. If a unit on its normal side marches and its fatigue increase brings it to Fatigue Level 3 or 4, the action is an "extended march." If a unit on its exhausted side marches and its fatigue increase brings it to Fatigue Level 2, 3 or 4, the action is also an "extended march." Before proceeding to Step 3 of the march procedure, the active player rolls a die and consults the Extended March Table (see Charts & Tables handout). This roll may be modified. If the unit's Strength marker is organized, the modified roll is cross-referenced with the "Organized" column. If the unit's Strength marker is disorganized, the modified roll is cross-referenced with the "Disorganized" column corresponding to its current Manpower value. There are three possible results: NE (No effect; the extended march has no effect on the active unit); D (Disorganized; the unit's Strength marker is flipped to its disorganized side); 1/2/3 (The unit's Manpower value is reduced by 1, 2, or 3. The unit's new Strength marker is placed on its disorganized side). As long as it is not eliminated by the result, the active unit resumes its march after determining the effects of its extended march.

Example: If, in RTG, a Union unit on its exhausted side that does not belong to the Army of the Potomac performs a march, and that march brings the unit to a new Fatigue Level of 3, that march is an extended march. The Union player consults the Extended March Table, adding 3 to his die roll. (+2 because the unit does not belong to the Army of the Potomac; +1 because the march increased the exhausted unit's Fatigue Level from 2 to 3.)

Force March. A player may enhance his active unit's Movement Allowance by declaring a "Force March." A force march may only be declared in Step 3 of the March procedure. An active unit may force march only if its Strength marker is currently on its organized side. Artillery and wagon units can never force march. To conduct a force march, follow this procedure:

  1. Flip the unit's Strength marker to its disorganized side.
  2. If an infantry unit force marches, roll one die and subtract 1 from the roll. If a cavalry unit force marches, roll two dice and subtract 1 from the dice sum. The result is the number of MP added to the active unit's Movement Allowance as determined in Step 1 of the March procedure. The minimum MP bonus gained by an infantry unit's force march is 2, even if the modified roll is 0 or 1. The minimum MP bonus gained by a cavalry unit's force march is 4, even if the modified roll is 1, 2, or 3.
  3. If the unmodified roll in Step 2 is 6 (for infantry), the active unit's Manpower Value is reduced by two if its current Manpower Value is 6 or more; otherwise, its Manpower Value is reduced by 1. If the unmodified roll in Step 2 is from 2 to 5 (for infantry) or 8 or more (for cavalry), the active unit's Manpower Value is reduced by one. New Strength markers are placed on their disorganized sides. If the unmodified roll in Step 2 is 1 (for infantry) or 7 or less (for cavalry), the active unit's Manpower Value is unaffected.

March Example: The Union player takes initiative and declares a march with Newton's infantry division, which currently is exhausted at Fatigue Level 1 with an organized Strength marker (Manpower/Combat value of 7). The Union player rolls a die to determine Newton's Movement Allowance, obtaining a 3. Newton's Fatigue Level is increased to 2, indicating that an extended march is in effect because of his exhaustion. The Union player rolls a die, obtaining a 4, and consults the Extended March Table, cross-referencing 4 with the "Organized" column. One is added to the roll because the +1 modifier for "Other Union Units" in the "Union Army Modifiers" is the only modifier that applies. The result is "NE," so Newton is unaffected by the extended march. The Union player decides to force march Newton, which is permissible because of his organized Strength marker. He flips Newton's Strength marker to its disorganized side and rolls a die, obtaining a 1. This is reduced by 1 to 0, but the minimum MP bonus in an infantry force march is 2. Thus, Newton's final Movement Allowance is 5 (3 + 2). The Active Movement Allowance marker is placed in the "5" box on the Movement Track. Newton does not suffer Manpower value loss due to the force march because the unmodified force march die roll was 1.

5.2 Activate Leader

The "activate leader" action enables a player to perform one or more consecutive march actions with eligible military units in the same Action Phase. The following actions may not be performed in an Activate Leader action: Assault, Burn RR Station, and (in Advanced Game scenarios) RR or amphibious embarking and movement. Only one district, division, or corps leader at a time may be chosen for activation. A leader is eligible for activation only if one or more units within his command radius belonging to his command are at a Fatigue Level of 3 or less. A leader activation is performed as follows:

  1. The player with initiative selects an eligible leader anywhere on the map.
  2. The player with initiative must select one or more units belonging to the active leader's command that are situated within the leader's command radius (other than the leader itself). All of the units selected to participate in an activate leader action must be at a Fatigue Level of 3 or less. Place a Union or Confederate "Leader Activation" marker on top of each unit selected. The player is not obligated to select every eligible unit within the leader's command radius, although he may do so. He must select at least one. In all games there will be units that do not belong to any leader's command. (Example: Union cavalry units in SIV, OTR, SJW, HCR, SLB and AGA do not belong to a command since there are no Union cavalry leaders in those games). These units may not be selected to join an activate leader action. They may only perform march and entrenchment actions individually.

Exceptions: Artillery units in all games may be selected to join in an Activate Leader action of any non-cavalry leader, even though they do not belong to the active leader's command. In 1864-1865, or in 1863 if playing with the "Entrenchment" action optional rule, the player must declare whether each unit selected will march or entrench. This designation must occur in Step 2 of this procedure, prior to the calculation of the Movement Allowance. The player is free to have some units march and others entrench during a single Activate Leader action. (Optional) A unit at Fatigue Level 4 may be selected to march (not entrench) in Step 2 of an Activate Leader action if its Strength marker is organized. If a unit at Fatigue Level 4 marches, its Strength marker is automatically flipped to its disorganized side. (It retains its Fatigue Level 4 marker.) The player does not consult the Extended March Table. If a unit at Fatigue Level 4 marches, it may not also force march.

Special Rule For On To Richmond. In OTR, if the Union player is performing the Activate Leader action, he is limited in the number of units he may select by the number he rolled during the just-completed Initiative Segment of the current Action Phase: a roll of 1 to 4 lets the Union player select only 1 eligible unit; a roll of 5 lets him select 2 eligible units; a roll of 6 lets him select any number of eligible units. Note: If the Confederate player won the initiative roll in the current Action Phase but passed, the Union player may select any number of eligible units in a leader activation regardless of the number he rolled in the Initiative Segment. Also, if the Union player has taken initiative in the current Action Phase without an initiative dice roll (which is possible if the Confederate player has no units eligible for activation), the Union player may select any number of eligible units in a leader activation.

  1. The active leader's Movement Allowance is calculated as follows: Union Infantry Leaders—the Union player rolls one die. The result is increased by 1. The modified roll is the leader's Movement Allowance. (Exception: In SIV, OTR and AGA, the Union Player rolls one die (but does not increase the roll by 1). The result is the unit's Movement Allowance, although the unit's minimum Movement Allowance is 2, even if the roll is 1.) Union Cavalry Division Leaders—the Union player rolls two dice. The sum of the dice is increased by 1. The modified roll is the leader's Movement Allowance. Union Cavalry Corps Leaders—the Union player rolls two dice. The sum of the dice is increased by 2. The modified roll is the leader's Movement Allowance. Confederate Infantry Leaders—the Confederate player rolls one die. The result is increased by 2. (Exception: The result is increased by 1 in OTR and AGA.) The modified roll is the leader's Movement Allowance. Confederate Cavalry Division Leaders—the Confederate player rolls two dice. The sum of the dice is increased by 2. The modified roll is the leader's Movement Allowance. Confederate Cavalry Corps Leaders—the Confederate player rolls two dice. The sum of the dice is increased by 3. The modified roll is the leader's Movement Allowance.
  2. The leader's Movement Allowance determined in Step 3 is used by every unit selected for participation in the leader activation. Place the "Leader Movement Allowance" marker on the Movement Track in the box corresponding to this number. Do not move the marker from this box for the duration of the leader activation, as it serves to remind the players of the leader's Movement Allowance.
  3. The active leader may transfer to any hex occupied by a subordinate unit (including an artillery unit) selected in Step 2. This transfer is voluntary and may only take place before any units march. Place the leader in the hex to which it transfers. In the hex that the active leader occupies, the player must now designate a unit in the leader's command that the leader is "attached" to and that the leader must remain with for the entire Activate Leader Action. This unit does not have to be a unit activated in the current action (in which case that unit cannot move since it has not been activated). The only exception to this attachment is under "Leaders and Combat" in section 6.3.
  4. The active player chooses a single unit to perform a march or entrenchment action. The chosen unit must have been selected in Step 2 (i.e. it must have a Leader Activation marker, which is now removed). The unit must choose the same action (march or entrenchment) that was designated for the unit in Step 2. The chosen unit's Fatigue Level is immediately increased by one. The unit gains a new Fatigue marker (or has an existing marker flipped over) to reflect the change. If the unit is entrenching, it follows the procedure outlined in Section 5.5. After following the entrenchment procedure, skip Steps 7 and 8 and pick up this procedure at Step 9. If the unit is marching, it uses the active leader's Movement Allowance calculated in Step 3. If this march brings a unit on its normal side to a new Fatigue Level of 3 or 4, or a unit on its exhausted side to a new Fatigue Level of 2, 3, or 4, it is an "extended march," and the player consults the Extended March Table (see Charts & Tables handout). (Before proceeding to Step 7 but after rolling for extended march, enemy cavalry units in the marching unit's ZOC may perform a cavalry retreat; see 7.7).
  5. An eligible unit may enhance its Movement Allowance by making a "force march" (see Force March rules). The MP gained by a force march are added to the leader's Movement Allowance calculated in Step 3 to determine the unit's final Movement Allowance. Place the "Active Movement Allowance" marker on the Movement Track in the box corresponding to this number. If no force march is performed, the Active Movement Allowance marker is placed in the same box as the active leader's Movement Allowance calculated in Step 3.
  6. The unit performs its march. As it expends MP, the Active Movement Allowance marker is adjusted downward. The march ends when the marker reaches 0 or the active player states that the march is over. If the marker reaches 0 due to an attack, the march does not end until the attack is resolved. Units activated by cavalry division leaders are limited by the following rule. Only the first cavalry unit to march as part of an Activate Leader action initiated by a cavalry division leader may conduct an attack. The second or any subsequent cavalry unit to march in an Activate Leader action may not attack. Thus, a maximum of one cavalry unit may attack in an Activate Leader action initiated by a cavalry division leader. There is no such limitation in an Activate Leader action initiated by a cavalry corps leader.
  7. The active player now repeats Steps 6, 7, and 8 for each unit chosen to participate in the leader activation in Step 2. The player must perform Steps 6, 7, and 8 for each unit selected in Step 2; units may not withdraw from the action (although they are not obligated to move or attack). Each unit must perform Steps 6, 7, and 8 a maximum of once per leader activation. A unit must complete its march or entrenchment before another unit begins its action. The leader activation ends when each unit with a Leader Activation marker has completed Steps 6, 7, and 8.

Leader Activation Example (from AIO): The Union player takes initiative and declares an "Activate Leader" action with Logan. Four divisions are situated within Logan's command radius: Osterhaus (Fatigue Level 4), ML Smith (FL 0), Harrow (FL 1), and Veatch (part of XVI Corps). All four divisions are on their normal sides. Osterhaus is not eligible to participate because he is at FL4; Veatch may not participate because he is part of XVI Corps. Thus, only ML Smith and Harrow are eligible to participate and the Union player chooses them both. He places a Leader Activation marker on both units. The Union player rolls a die, obtaining a 4. Since the movement allowance is one die plus one, the Leader Movement Allowance marker is placed in the "5" box of the Movement Track, where it remains for the duration of the action. Logan, who is currently stacked with ML Smith, now transfers to Harrow's hex. The Union Player performs a march action with Harrow, whose Leader Activation marker is removed. Harrow's FL is increased to 2, so an extended march is not in effect. No force march is performed, so the Active Movement Allowance is placed in the "5" box in the Movement Track. Harrow's march ends when the Active Movement Allowance marker reaches 0. Next, the Union Player performs a march action with ML Smith. He repeats the procedure that he followed for Harrow (remove the Leader Activation marker, increase FL, place the Active Movement Allowance marker, and perform the march). The Leader Activation now ends and a new Action Phase begins.

5.3 Assault

An "assault" action enables a district, division, or corps leader to attack a single, adjacent, enemy-occupied hex with a group of subordinate units rather than attacking with each individually. Only one leader at a time may be chosen for an assault. A leader is eligible for an assault only if one or more subordinate units in the leader's hex have a Fatigue Level of 3 or less. MP are not used in an assault, and the active player does not roll a die to determine a Movement Allowance. Assaults are explained in detail in the combat section (see 7.1).

5.4 Burn RR Station

Who May Burn RR Stations. Only a single military unit (not a leader) may be chosen to perform a burn RR station action. A unit is eligible for this action if it occupies a RR station hex and is at a Fatigue Level of 3 or less; it may not be chosen if it is at Fatigue Level 4. The unit's Strength marker may be organized or disorganized, but it must have a Combat Value (not Manpower Value) of 2 or more and cannot be demoralized. Units in SIV and OTR may not burn RR stations.

Procedure. The player with initiative selects a single eligible unit anywhere on the map. The chosen unit's Fatigue Level is immediately increased by one. The units gains a new Fatigue marker (or has an existing marker flipped over) to reflect the change. An extended march never occurs as a result of a burn RR station action, even if the unit goes to a new Fatigue Level of 2, 3, or 4. If the unit's Combat Value is 2, 3, or 4, place a Damage marker in the RR station hex; if the unit's Combat Value is 5 or more, place a Destroy marker in the hex. The presence of other friendly units in the hex has no effect on the type of marker placed in the RR station hex. The action is now over and a new Action Phase begins. Damage/Destroy markers remain in place for the duration of the game. (Exception: Damage/Destroy markers may be removed in the Advanced Game in some of the volumes in the series). However, an existing Damage marker is flipped over to its Destroy side at the moment a unit with a Combat Value of 5 or more performs a burn RR station action in that hex. An existing Damage marker is unaffected if a unit with a Combat Value of 2, 3, or 4 performs a burn RR station action in that hex. A Destroy marker is unaffected if other units later perform a burn RR station action in that hex.

5.5 Entrenchment

Who May Entrench. In any 1864 or later scenario, or in a 1863 scenario if this Entrenchment Action optional rule is used by mutual consent of the players, players may add an "Entrenchment" action to the menu of actions available to active units. Entrenchment actions may be performed by units activated individually or as part of an Activate Leader action. Entrenching during the Action Cycle is always in addition to normal entrenchment rules. Eligible units may still entrench in Step 1 of the Recovery Phase.

Entrenchment Action Restrictions: The unit must meet all the following conditions to be selected for an Entrenchment action: it must be a military unit (not a leader); it must be at a Fatigue Level of 0, 1, or 2 if the year is 1863 (Fatigue Level 0, 1, 2, or 3 in 1864-1865) — units may not perform entrenchment actions if the year is 1862 or earlier; it must not be demoralized (it may be exhausted, and its Strength marker may be disorganized); it must not already possess a completed Fort marker. Note: A unit may perform more than one Entrenchment Action per turn, assuming it is eligible.

Entrenchment Action Procedure: If an entrenchment action is declared, the active player follows one of the following two procedures, depending on the year of the game.

(Optional) 1863 Procedure: 1. The active unit's Fatigue Level is increased by two. (An extended march never occurs as a result of an Entrenchment action.) 2. The player places an Entrenchment marker on the active unit (or adjusts an existing Entrenchment marker) as follows: if the active unit does not currently possess an Entrenchment marker, place a Breastwork–Build marker atop the unit; if the active unit already possesses a Breastwork–Build marker, flip the marker to its Complete side (or, if using an RTG Breastwork marker, change it from a sideways to a normal alignment); if the active unit already possesses a completed Breastwork marker, place a Fort–Build marker atop the unit; if the active unit already possesses a Fort–Build marker, flip the marker to its Complete side. 3. The Entrenchment action ends, and a new Action Phase (or the next action in an Activate Leader action) begins.

1864-1865 Procedure: 1. The active unit's Fatigue Level is increased by one. (An extended march never occurs as a result of an Entrenchment action). 2. The player places an Entrenchment marker on the active unit (or adjusts an existing Entrenchment marker) as follows: if the active unit does not currently possess an Entrenchment marker, place an Abatis marker atop the unit (Exception: If an active unit is in a redoubt hex (that it is eligible to benefit from – see 9.0), place a Breastwork-Build marker atop the unit); if the active unit already possesses an Abatis marker, flip the marker to its Breastwork-Build side; if the active unit already possesses a Breastwork-Build marker, place a Breastworks marker atop the unit; if the active unit already possesses a Breastworks marker, flip the marker to its Fort-Build-1 side; if the active unit already possesses a Fort-Build-1 marker, place a Fort-Build-2 marker atop the unit; if the active unit already possesses a Fort-Build-2 marker, flip the marker to its Fort-Complete side. 3. The Entrenchment Action ends, and a new Action Phase (or the next action in an Activate Leader action) begins.

6.0 March And Movement

6.1 Rules Of Marching

A marching unit may move and/or attack.

Movement. A unit moves from hex to adjacent hex, expending a number of Movement Points (MP) equal to the cost of the major terrain in the hex entered (see the Terrain Chart). A marching unit can expend some, all, or none of its MP (unused MP may not be saved from march to march, nor may they be transferred between units). As a unit expends MPs, the Active Movement Allowance marker is adjusted downward on the Movement Track. The unit may no longer move when the marker reaches 0.

Attack. Attacks (except for assaults) are part of the march procedure. A marching unit may attack any single adjacent hex occupied by enemy units. There are four types of attacks, each of which expends a different number of MP. (The MP cost also varies for infantry and cavalry units.) A unit may not attack if it does not possess the requisite MP. The four attacks and their MP costs are: Column of Route, 0 MP for both infantry and cavalry*; Hasty, 1 MP for infantry, 2 MP for cavalry; Normal, 2 MP for infantry, 4 MP for cavalry; Prepared, 4 MP for infantry, 8 MP for cavalry. *A column of route attack may not be declared if a unit's Movement Allowance is 0; it may only be used if the unit has a Movement Allowance of 1 or more at the moment of declaration. Note: The defender's terrain does not affect an attack's MP cost. The four types of attacks listed above are used only for units attacking in a march—they are not used in an assault.

6.2 Rules Of Movement

Roads, Pikes, Railroads. If a unit enters a hex through a hexside crossed by a road, pike, or railroad (RR), it ignores the cost of the hex's major terrain and instead pays 1 MP. Unfinished railroads are treated as roads (not railroads) for all game purposes.

Trails. If a unit enters a mountain hex through a hexside crossed by a trail, it expends 2 MP. If a unit enters a non-mountain hex through a hexside crossed by a trail, it expends 1 MP.

Mountains. A unit may never enter or exit a mountain hex unless this move is performed across a hexside crossed by a road, pike, trail, or railroad.

Ridge. If a unit enters a hex across a ridge hexside, it must expend an additional 1 MP above the normal cost for entering the hex. This applies even if the hexside is crossed by a road, pike, trail, or RR, and regardless of the direction of movement (i.e., there is a penalty both when moving up and when moving down the ridge).

Swamps. A unit may never enter or exit a swamp hex unless this move is performed across a hexside crossed by a road, pike, or RR. Provisional swamp hexes function in all respects as rough hexes except in rain turns, when they convert to normal swamp hexes (see 12.0).

Rivers. A unit may not cross a major or minor river hexside except at a bridge, dam, ferry, or ford. A unit crossing a bridge, dam, or ford pays no MP penalty. (The MP cost of the major terrain in the hex entered is negated if the bridge, dam, or ford is crossed by a road, pike, or RR—and the road, pike, or RR MP cost is used instead.)

Dams. Dams are considered indestructible bridges in all GCACW games. A unit may cross a dam over a major or minor river with no movement point penalty, even in a rain turn, just as if it were a bridge. Unlike bridges, dams may not be destroyed. In SLB, dams were not official terrain features although they were labeled on the maps. When using the GCACW Standard Rules in SLB, any ford over major or minor rivers labeled on the map as a "dam" is now considered a dam instead of a ford. The following are the only dams in SLB: Occoquan Dam (SLB S5304) and Scott's Dam Ford (SLB S3526). Note: Strider's Dam (SIV N4322) is not a dam.

Ferries. A unit may cross a ferry over a minor river in non–rain turns with no MP penalty, just as if it were a ford. However, at a major river ferry on any turn (regardless of weather), or at a minor river ferry in a rain turn or while unfordable, the unit must pay a MP penalty (simulating the use of boats to cross). The unit's Manpower value is divided by 3 (drop fractions). The result is the MP penalty to cross the ferry. This penalty is in addition to the normal MP cost to enter the hex on the far side of the ferry (typically road movement cost). In SIV and SLB ferries were not official terrain features although they were labeled on the maps. When using the GCACW Standard Rules in those two games, only Berry's Ferry (SIV M5608) is now considered a ferry. Note: All fords labeled as ferries on the Potomac River are NOT considered ferries. They remain fords in the GCACW Standard Rules.

Creeks. Creek hexsides do not affect movement. Units may cross them at no special MP cost.

Water. Units may not enter water hexes.

Enemy-Occupied Hexes. A unit may not enter a hex occupied by enemy units (but see 7.6).

Enter Enemy Zone of Control. A unit must stop its movement at the moment it enters an enemy normal ZOC hex from a hex that is not in an enemy normal ZOC. The unit must then either attack or end its march. If the unit attacks successfully (i.e., it does not receive a "D," "F," "f," or "E" combat result), it is allowed to continue its march by moving and/or attacking. (However, if after a successful attack it still occupies an enemy normal ZOC, it again must either attack or end the march.) A unit must stop upon entering an enemy normal ZOC even if that ZOC is occupied by a friendly unit. If a unit enters an enemy cavalry unit's normal ZOC and the enemy unit performs a cavalry retreat, the unit may continue its march. A unit may not refuse flanks (7.8) when entering an enemy normal ZOC; however, it may refuse flanks if it marches in place in an enemy normal ZOC. In scenarios allowing Detachment (Advanced Game scenarios and Basic Game scenarios that specifically allow Detachment), a unit may detach a substitute when entering an enemy normal ZOC.

Exit Enemy Zone of Control. An active unit may not exit an enemy normal ZOC hex unless it starts its march in an enemy normal ZOC hex and its first activity is to exit that ZOC: ZOC to non-ZOC—if it moves from an enemy normal ZOC hex directly to a hex that is not in an enemy normal ZOC, it pays normal MP costs plus 1 MP to enter that hex. Assuming the unit has MP remaining, it may continue its march. ZOC to ZOC—if it moves directly from one enemy normal ZOC hex to another, it ignores the hex's MP cost and instead pays a cost equal to the unit's entire Movement Allowance. This penalty applies even if the enemy normal ZOC hex entered is occupied by a friendly unit and even if the two enemy ZOC emanate from different enemy units not in the same hex. Since the unit then has 0 MP left, its march is over and it may not attack. (Even though a hex's normal MP cost is ignored, a unit may still not enter or exit a mountain or swamp hex—except by road, pike, RR or trail—or cross a major/minor river hexside, except by ford, bridge, dam, or ferry.) If a unit moves directly from one enemy normal ZOC hex to another and the two hexes are not connected by a road, pike, RR or trail, the unit's Strength marker is flipped to its disorganized side. (If it is already disorganized, reduce the Strength marker's Manpower value by 1.) Disorganization or loss is not applied if the unit moves from one enemy normal ZOC hex to another and the two hexes are connected by a road, pike, RR or trail. A unit may neither attack nor refuse flanks (7.8) when moving directly from one enemy normal ZOC to another enemy normal ZOC.

Restricted ZOC. "Restricted" ZOC hexes—those into which a ZOC is exerted across a woods hexside not containing a road, pike, RR or trail (see 2.4)—do not affect movement in any way.

Enter Friendly-Occupied Hex. An active infantry, artillery, or wagon train unit must pay an MP penalty to enter a hex already occupied by one or more friendly infantry and/or artillery units with a combined Combat Value of 3 or more, or a hex occupied by a wagon train. The MP penalty depends on the terrain in the hex entered:

Combined Combat Value in hexCity/Clear/Rough/Rolling/HillWoods/Swamp/Mountain
Less than 3No effectNo effect
3 to 11+1 MP+3 MP
More than 11+2 MP+4 MP
Wagon Train+2 MP+4 MP

MP penalties to enter a friendly-occupied hex are not cumulative: the highest MP penalty in city, clear, rough, rolling, and hill hexes is +2; the highest MP penalty in woods, swamp, and mountain hexes is +4. Cavalry units do not pay such MP penalties and do not trigger them if a friendly infantry, artillery, or wagon train unit enters their hex. Note: The active unit's Combat value is not counted when entering the friendly-occupied hex. (Note: The combined Combat value may fall exactly between two rows of the chart above (e.g., 11.5). If so, round the value up.)

Minimum 1 Hex Movement. As long as a unit does not attack during its march, it may always move at least one hex—even if its Movement Allowance is not sufficient for it to enter an adjacent hex. Exception: A unit may still not enter or exit a mountain or swamp hex (except by road, pike, RR or trail), or cross a major or minor river hexside (except at a bridge, dam, ford, or ferry). If an enemy cavalry retreat reduces an active unit's Movement Allowance to 0 before it has moved in its march, it may still move one hex. If a unit begins a march adjacent to a ferry hexside and does not have enough MP to cross due to the ferry MP penalty, it may cross that ferry hexside anyway using all of its available MP.

Cavalry Retreat. When an active infantry unit moves into the normal ZOC of an enemy cavalry unit—before the active player declares an attack—the cavalry unit may make a cavalry retreat (see 7.7).

6.3 Leader Movement

A leader may never occupy a hex by itself; it must always be stacked with a subordinate unit. A leader is considered "attached" to a unit with which it is stacked and must move with that unit wherever it goes during a March or Activate Leader action (exception: see "Leaders and Combat," below). More than one leader may be attached to the same unit if they represent different organizational levels (e.g., a division and corps leader; or a corps and army/district leader). Once a unit with one or more attached leaders begins its movement in a March or Activate Leader action, it may not "drop off" a leader and attach it to a different unit in any hex entered during that action. A leader may neither move nor activate by itself, although it may "transfer" (see below).

Leaders and Combat. If a unit with one or more attached leaders is forced to retreat, the leaders must remain with that unit throughout the retreat. If, during its retreat, it enters a hex occupied by other units, it may not "drop off" a leader and attach it to another unit in that hex. If a unit with one or more attached leaders is eligible to advance after combat (see 7.6), the leaders accompany the unit during the advance. (Exception: If more than one unit is eligible to advance after combat, and some advance while others do not, the owning player may either keep leaders attached to their current unit, or he may reattach one or more of them to another subordinate unit in the hex immediately before the advance is undertaken.)

Leader Transfer. A leader may transfer from unit-to-unit in two ways:

Leader Transfer Phase: During the Leader Transfer Phase, the owning player may transfer some, none, or all of his leaders from one subordinate unit to another. To perform a transfer, the owning player must trace a path of contiguous hexes no more than 10 hexes in length from the leader's hex (exclusive) to the hex occupied by the unit to which the leader wishes to transfer (inclusive). This path may not enter enemy-occupied hexes, but it may enter enemy ZOC. It may transit any terrain type, including swamps, mountains, and rivers. The Union player must perform all desired transfers in the Leader Transfer Phase before the Confederate player executes any leader transfers.

Activate Leader Action: Leaders may transfer during an "activate leader" action (see 5.2). Such a transfer may only be performed once per action, and only before units march.

Army and District Leaders: Army and district leaders are subject to the following restrictions: they may transfer in the Leader Transfer Phase, but they may not attach to a cavalry/artillery unit or cavalry leader; if a District Leader is the Active Leader then he can leader transfer per section 5.2 step 5; if they are situated in the same hex as an active leader performing an Activate Leader action, they may transfer with the active leader in Step 5 of the Activate Leader procedure, although they are not obligated to do so. If an army/district leader transfers, it must transfer and attach to the same unit as the active leader. (Exception: If the active leader is a cavalry leader, an army/district leader may not transfer in Step 5 of the Activate Leader procedure.) If an army/district leader occupies a hex with more than one subordinate infantry unit, and one of those units to which the army/district leader is not currently attached leaves the hex during a March or Activate Leader action (including an advance after combat), the leader may attach to the departing unit or it may remain in the hex and stay attached to its current unit. An army/district leader is not obligated to be attached to an infantry unit to which a non-army leader is also attached. The army/district leader may be attached to an infantry unit by itself.

6.4 Stacking

An unlimited number of friendly units and leaders may occupy the same hex at a given time.

Force Markers. Since stacks of counters are unwieldy, players should use substitute counters called "Force markers" when they have more than two units per hex. Each player has his own set of Force markers and a corresponding Force Display. Each Force marker is identified by number and has a corresponding box on the display. A player may remove an unwieldy stack of counters from the map at any time and place the units, leaders, and markers comprising this stack in an empty box of the display. (Place units and markers in separate piles so they may be viewed at a glance.) Then the Force marker corresponding to this box is placed on the map in the hex formerly occupied by the stack. All units and leaders comprising a force are considered to occupy the hex in which the Force marker is situated, and they exert ZOC normally. Subject to normal marching rules, units and leaders may leave the force and be placed back on the map at any time the owning player wishes. Units may freely join a force if they end a march in the same hex as the marker. Force markers have no effect on play. Players are not obligated to use them.

6.5 Fatigue Levels

A unit's Fatigue Level is increased when it performs an action. It may also be increased due to combat. A unit at Fatigue Level 4 may not perform an action, although it may defend and retreat due to combat. Players may wish to turn units sideways when they reach Fatigue Level 4 so that they can see at a glance which units are no longer eligible for activation. (Exception: If playing with the optional rule in Sections 5.1 and 5.2, units at Fatigue Level 4 may activate if their strength marker is organized).

7.0 Combat

7.1 Attacks

Only a unit performing a march or units participating in an assault action may attack.

Targets Of Attacks. An attacking unit (or group of units in an assault) may attack any single, adjacent hex occupied by one or more enemy units. If the attacking unit is adjacent to more than one enemy-occupied hex, it may attack only one hex of the active player's choice.

Participation In Attacks. Attacks are never mandatory. In a march, only the active unit may attack. All other friendly units, even those stacked in the same hex as the active unit, never participate in the attack. A unit may attack more than once per march as long as it has the requisite MP and does not suffer a prohibitive result on the Combat Results Table. In an assault action, only subordinate units stacked in the same hex as the active leader may participate in the attack. (Exception: see "grand assault.") A maximum of one attack may take place per assault action.

Participation In Defense. All units in a hex being attacked must participate in that combat. The attacker may not single out a unit in the hex as a target, and the defender may not withhold units in the hex from combat.

Attack Restrictions. Rivers: An attack may not take place across a major or minor river hexside unless a bridge, dam, ferry, or ford connects the attacker's and defender's hexes. Mountains and Swamps: An attack may not take place against a unit in a mountain or swamp hex unless the attacker's and defender's hexes are connected by a road, pike, RR or trail. A unit in a mountain or swamp hex may not attack an enemy unit unless the two hexes are connected by a road, pike, RR or trail. Artillery: Artillery units may not be the only units in an attack (marching or assault). Woods Hexsides: A unit may only attack across a "woods hexside" (see 2.3) if it meets either of the following conditions: it starts the action in the hex from which the attack is made; or there is a road, pike, RR or trail connecting the attacker's and defender's hexes. In this case it is permissible for the active unit to have marched one or more hexes before initiating the attack across the woods hexside.

Attack Procedure (Marching Unit Only). A unit performing a march may attack as follows: 1. Select Target: The active player states the attack's target. 2. Select Attack Type: The active player states his type of attack: column of route, hasty, normal, or prepared (see 6.1). Adjust the Active Movement Allowance marker downward on the Movement Track by the attack's MP cost. 3. Determine Combat Values: The players determine their Combat values and calculate the "ratio modifier" to the attacker's die roll in Step 5. 4. Determine Die Roll Modifiers: The players determine the "tactical" and "artillery" modifiers and any other modifiers applying to the combat (see 7.4). 5. Roll Dice: The attacker and defender each roll a die, modifying their rolls as required. The defender's modified roll is subtracted from the attacker's modified roll. The players consult the Combat Chart and apply the results (see 7.5). 6. Continue Action: If the marching unit has remaining MP and the combat result does not require it to end the action, it may continue to perform its march. If the unit has no more MP or the result calls for the march to end, the action is over and a new Action Phase begins.

Attack Procedure (Assault Action Only). A corps, division or district leader may be selected for an assault only if one or more subordinate units at Fatigue Level 3 or less are stacked with that leader. A Movement Allowance is not calculated in an assault and MP are not used—thus, the active player does not specify a type of attack (column of route, hasty, normal, prepared). An assault is performed as follows: 1. Select Participants: The active player selects an eligible leader. Next he chooses one or more units in the active leader's hex belonging to the same command as that leader. Each unit selected to participate in the action must be at Fatigue Level 3 or less. (Exception: A player may select one or more artillery units occupying the same hex as the active leader to participate in an assault even though the artillery units do not belong to the leader's command. Note: an artillery unit may never be the only unit in an assault.) 2. Increase Fatigue: Each unit selected to participate in the assault in Step 1 has its Fatigue Level increased by one. Note: An "extended march" never occurs as a result of an assault action, even if the unit goes to a new Fatigue Level of 2, 3 or 4. 3. Select Target: The active player states the target of the attack, which must be a single, adjacent, enemy-occupied hex. 4. Cavalry Retreat: The enemy player may conduct a cavalry retreat with eligible units (see 7.7). 5. Roll for Command: The active player rolls a die. This roll may be modified. If he rolls a 6 (before modification), the assault automatically ends. Begin a new Action Phase—do not proceed to Step 6. If the roll is 5 or less, apply any appropriate modifier to this roll (see below), and subtract the modified number from the active leader's Command value. The result is the "Assault Number." If the Assault Number is less than 0, the assault ends. Begin a new Action Phase—do not proceed to Step 6. However, if the Assault Number is 0 or greater, the assault takes place—continue the assault procedure. The Assault Number is the maximum number of attacking units that may participate in the assault. (If the Assault Number is 0, one unit must participate.) If the Assault Number is equal to or greater than the number of units selected in Step 1, all the units selected in Step 1 (and no more) must participate in the assault. If the Assault Number is less than the number of units selected in Step 1, the active player must choose (from among the units selected in Step 1) a number of units to employ which equals the assault number. (The assault must proceed, even if the number of units actually employed is less than the number selected in Step 1.) Regardless of whether or not an assault takes place, all units selected to participate in Step 1, even if they ultimately are dropped from the assault, gain one Fatigue Level in Step 2. 6. Attempt Grand Assault: The active player may attempt a "grand assault" (see below). A successful grand assault allows additional units to participate in the attack. Even if a grand assault attempt fails, the assault must proceed to Step 7. The active player cannot back out of the action. 7. Determine Combat Values: The players determine their Combat values and calculate the "ratio modifier" to the attacker's die roll in Step 9. 8. Determine Die Roll Modifiers: The players determine the "tactical" and "artillery" modifiers and any other modifiers applying to the combat (including the automatic +1 assault modifier; see 7.4). 9. Roll Dice: The attacker and defender each roll a die, modifying their rolls as required. The defender's modified roll is subtracted from the attacker's modified roll. The players consult the Combat Chart and apply the results (see 7.5). The action is over and a new Action Phase begins.

Example (from AIO): Corps leader Palmer (XIV Corps, Command value, 5) is performing an assault. He is stacked with two XIV Corps subordinate divisions (Johnson and Baird). Both divisions are selected to participate in the assault in Step 1. The Union player rolls a die, obtaining a 5. Subtracting 5 from Palmer's Command value (5) yields 0, indicating that the assault takes place—but with only one unit. The Union player retains Johnson and drops Baird from the assault. But both divisions have their Fatigue Levels increased by one.

Assault Die Roll Modifier. The following modifier applies to the active player's assault die roll in Step 5 of the assault procedure of any game with district leaders: -2 (if the active leader is a district (not a corps or division) leader, subtract 2 from the assault die roll). Note: Advanced Game assault die roll modifiers, such as SLB's "Hooker Loses Confidence" (SLB, 16.0) and OTR's Union "Passive" Command Posture (OTR, 18.0) are in effect in all applicable scenarios.

Grand Assault. A player may attempt a "grand assault" in Step 6 of the assault procedure only if all of the following conditions are in effect: Army or District Leader—a friendly army or district leader is situated within the command radius of the active leader's hex (a district leader who successfully initiated an assault may himself attempt a grand assault); Eligible Hexes—one or more of the six hexes adjacent to the defender is eligible to join a grand assault (a hex is eligible if it is adjacent to the defender, including the hex in which the assault action was initiated, and it is occupied by one or more of the attacker's units which were not selected to participate in the active leader's assault, and at least one of those units is at Fatigue Level 3 or less); Non-Cavalry Leader—the active leader initiating the current assault must not be a cavalry leader; Combat Value—the total Combat value of the units committed to the Assault action is 3 or more (Exception: this requirement does not apply in AGA and SIV). A maximum of one grand assault may be attempted per action, although an unlimited number may be attempted per turn. A grand assault is attempted as follows:

  1. Roll for Command: The active player rolls a die. In the Basic Game of all GCACW games, this roll is never modified. In some Advanced Games, however, it may be modified (see below). If the modified roll is 6 or more, the grand assault does not take place. The grand assault ends—return to Step 7 of the assault procedure. If the modified roll is 5 or less, subtract the number rolled from the army (or district) leader's Command value. The result is the "Grand Assault Number." If the Grand Assault Number is 0 or less, the grand assault does not take place. Return to Step 7 of the assault procedure. If, however, the Grand Assault Number is 1 or more, the grand assault must take place. Proceed to Step 2. (Note: Advanced Game grand assault die roll modifiers, such as SLB's "Hooker Loses Confidence" (SLB, 16.0), and OTR's Union "Passive" Command Posture (OTR, 18.0) are in effect in all applicable scenarios.)
  2. Select Eligible Hexes: From among the six hexes adjacent to the defender, the attacker must select a number of eligible hexes (not units) equal to or less than the Grand Assault Number which he wishes to use in the grand assault. He must select at least one hex. An "eligible hex" is defined above.
  3. Select Participants: In each hex selected in Step 2, the active player must select one or more eligible friendly units to join the grand assault. A unit is eligible to join a grand assault if it meets all the following conditions: it has a Fatigue Level of 3 or less; it must be eligible to participate in an attack as described in the "Attack Restrictions" rules; it must not have already been selected (successfully or unsuccessfully) in Step 1 of the assault procedure. A unit's command affiliation is irrelevant in this step. Any eligible unit, regardless of its command (including all cavalry and artillery units) may join in a grand assault. Exception: Refer to the specific game module you are playing for any exceptions regarding any restrictions on units that can be selected to participate in the Grand Assault. Note: The attacker may not back out of a grand assault once the grand assault procedure goes beyond Step 1. Each hex chosen by the attacker in Step 2 must contribute at least one eligible unit to the grand assault.
  4. Increase Fatigue: Each unit selected in Step 3 of the grand assault procedure has its Fatigue Level increased by one. An "extended march" never occurs as a result of a grand assault, even if a unit goes to a Fatigue Level of 2, 3, or 4.
  5. Return to Assault Procedure: Return to Step 7 of the assault procedure. Each unit selected in Step 3 of the grand assault contributes its Combat and Artillery values to the attacker's totals in Steps 7 and 8 of the assault.

Example (from AIO): Hardee, in hex W3014, successfully initiates an assault on hex W2914. Army leader Johnston (Command value 4) is in hex W3117, within Hardee's command radius. A non-active Confederate unit is in hex W3013 and another in W2813, both at Fatigue Level 2. Thus the Confederate player may attempt a grand assault. He rolls a die, obtaining a 1. Thus, the Grand Assault Number is 3 (Johnston's Command value [4] minus die roll [1] is 3). The grand assault must take place. The Confederate player selects two eligible hexes, W3013 and W2813. The non-active unit in each hex must be chosen to join the grand assault, and each unit's Fatigue Level is increased to 3. Both units contribute their Combat and Artillery values to Hardee's assault.

7.2 Combat Values

Every military unit has a Combat value shown on its accompanying Strength marker. A unit's Combat value varies depending on whether its Strength marker is organized or disorganized. If a unit's Strength marker is organized, its Combat value is simply the number shown on the marker. If a unit's Strength marker is disorganized, its Combat value is the smaller number in value. (A unit with a disorganized Strength marker may have a Combat value of 1/2. If so, this fraction is retained in combat—it is not rounded up or down.) A unit's Fatigue Level has no effect on its Combat value. In combat, the attacker and defender combine the Combat values of all their participating units. Players cannot withhold any part of their units' Combat values. To determine the Combat value of an attacking unit in a march action, simply use that unit's Combat value alone (no other units may join the attack). To determine the final Combat value in an assault, combine the Combat values of all units participating in that assault, and add in the Combat values of those units joining in a grand assault (if any). To determine the final Combat value of defending units, combine the Combat values of all units in the defending hex.

Maximum Values. The maximum combined Combat Value of attacking and defending units is limited as shown in the table below (note that there are different limits in OTR). In a grand assault, the limit shown below applies to each hex containing attacking units, so the overall total from all hexes may exceed the number listed in the "Attacking" row below.

SituationOTROther Games
Attacking7080
Defending6070
At least one-half defending units entrenched100120
All defending units entrenched130160

If in a grand assault, the total Combat value of attacking units is 80 or more, the attacker's Manpower value loss in that combat is increased as follows: if the attacker's Combat value is 80 to 89, his Manpower value loss number is increased by 1; if the attacker's Combat value is 90 to 99, his Manpower value loss number is increased by 2; if the attacker's Combat value is 100 or more, his Manpower value loss number is increased by 3.

7.3 Artillery Values

A unit's Artillery value is shown directly on the unit itself. A unit's Fatigue Level or Strength marker (organized or disorganized) has no effect on its Artillery value. Artillery values are used to determine the "artillery modifier" in combat (see 7.4).

7.4 Combat Die Roll Modifiers

Several factors modify combat die rolls. Modifiers are cumulative.

Ratio Modifier. The attacker's die roll must be modified by the ratio modifier. To calculate this modifier, compare the attacker's Combat value sum to the defender's Combat value sum and round this ratio down in favor of the defender to conform to one of the simplified ratios listed on the Ratio Chart. A modifier from –12 to +13 is listed next to each ratio. This is the ratio modifier.

Tactical Modifier. The attacker's die roll is modified by the tactical modifier. To calculate this modifier, the defender determines the highest Tactical value among the units and leaders in the defending hex. Meanwhile, the attacker makes the same determination among his units and leaders participating in the attack. A leader may contribute its Tactical value to an attack only if it is stacked in the same hex as a subordinate attacking unit. The defender's Tactical value is subtracted from the attacker's Tactical value. The result is the tactical modifier, which is added to (or, if a negative number, subtracted from) the attacker's die roll. Some units have a split tactical, which consists of a number before and after a slash in the tactical position on the counter. The number before the slash is the tactical modifier to use when the unit attacks; the number after the slash is the tactical modifier to use when the unit defends. In a March or Activate Leader action, a leader may contribute its Tactical value to any attack made by a subordinate active unit in the leader's hex, even if the attack is not being made by the unit to which the leader is attached. However in an assault action, the tactical value of the leader initiating the assault is always used, never the tactical value of a military unit or other leader.

Artillery Modifier. The attacker's die roll may be modified by the artillery modifier. (Note: If the defender occupies a woods, city, mountain, or swamp hex, it is not necessary to determine an artillery value differential because no artillery modifier can possibly apply in that circumstance.) The attacker adds the Artillery values of all attacking units and subtracts the combined Artillery values of all defending units from this sum. The result is the "Artillery Value Differential." On the Artillery Modifier Summary, cross-index the appropriate Differential column with the line corresponding to the terrain in the defender's hex. The result (a positive or negative number, or no effect) is the artillery modifier that is applied to the attacker's die roll. Some results call for the attacker to roll the die to determine the final artillery modifier. Note: the final artillery value in the defender's hex is rounded up due to any entrenchments (see 9.0).

Special Cases: If neither the attacker nor defender have Artillery values, no artillery modifier applies. If the defender's Artillery value is 0, a negative artillery modifier is converted to "no effect." If the total of the defenders' printed Artillery values (not counting entrenchments) in the hex is 1, a -2 modifier is converted to -1. If the total of the defenders' printed Artillery values (not counting entrenchments) in the hex is 2, a -3 modifier is converted to -2.

Artillery Modifier Summary (Artillery Value Differential = Attacker's Artillery Value minus Defender's Artillery Value):

Defender's Terrain–4 or less–3 to +1+2 to +4+5 to +7+8 or more
Clear-3-2NE+1+2†
Rolling-2-1NE+1*+1
Rough/Hill•-1-1*NENE+1*
Woods/City/MtnNENENENENE
Swamp§NENENENENE

* Just prior to combat, roll a die. If roll is even, indicated modifier is used; if roll is odd, no modifier is used. † Just prior to combat, roll a die. If roll is even, +2 modifier is used; if roll is odd, +1 modifier is used instead. • Also applies to provisional swamp hexes in non-rain turns. § Also applies to provisional swamp hexes in rain turns. NE: No effect.

Terrain. The defender's die roll may be modified by terrain: Bridge/Dam/Ferry/Ford—if an attack takes place across a bridge, dam, ferry, or ford hexside, the defender adds 2 to his roll. Creek—if an attack takes place across a creek (even across a road, pike, RR, or trail hexside), the defender adds 1 to his roll. (Note: If, in a grand assault, more than one hex adjacent to the defender's hex has attacking units, the above modifiers apply only if the defender's hex is separated from the active leader by a bridge, dam, ferry, or ford—or a creek hexside.) Hill—if the defender occupies a hill hex, he adds 1 to his roll. However, if the active attacking unit occupies a hill or mountain hex, or if the active attacking unit is attacking down a ridge hexside, the defender's roll is not modified. Mountain—if the defender occupies a mountain hex, he adds 2 to his roll. However, if the active attacking unit also occupies a mountain hex, or if the active attacking unit is attacking down a ridge hexside, the defender adds only 1 to his roll. Ridge—if an attack takes place across a ridge hexside, and the active attacking unit is attacking up a ridge hexside, the defender adds 2 to his roll. If the active attacking unit is attacking down a ridge hexside the defender adds 1 to his roll if the defender is in a mountain hex and 0 to his roll if the defender is in any other type of hex. (Note: A unit is attacking up a ridge hexside if the ridge between his hex and the defender's hex is within the defender's hex. If it is within the attacker's hex, the unit is attacking down.)

Ridge Combat Example: Geary's Union division occupies Dougherty (AIO W0533), and Cleburne's Confederate division occupies AIO W0532. If Cleburne attacks Geary, Geary adds 2 to his roll (Cleburne is attacking up a ridge hexside). If Geary attacks Cleburne, Cleburne adds 1 to his roll (Geary is attacking down a ridge hexside into a mountain hex).

Lee (Not in RTG). If a Confederate district, corps, or division leader successfully undertakes an assault action and the army leader Lee is currently stacked in the same hex as the active leader, the Confederate player adds 1 to his attack die roll. This bonus is in addition to the +1 modifier due to assault, and is applied regardless of whether or not a "grand assault" takes place. The Lee bonus may never be applied to defending units. The Lee bonus can not be applied in any RTG scenario. The Lee assault bonus may only be used with assaults started by leaders within one corps per turn. Once the Confederate player uses the Lee assault bonus in an assault in a turn, for the remainder of the turn the bonus may only be used with assaults initiated by leaders (corps or division level) from that corps in the current turn. The SEV district (found in Eastern Theater games after 1864 such as GTC) is treated as a corps for purposes of this rule. The Confederate player must state that the Lee bonus will be used immediately before the assault roll. If the subsequent assault roll fails, Lee's bonus is still tied to that corps for the rest of the turn.

Longstreet. In any scenario occurring in 1864 or later, the Confederate player adds 1 to his attack roll if the corps leader Longstreet successfully undertakes an assault action. This bonus is in addition to the +1 modifier due to assault, and is applied regardless of whether or not a "grand assault" takes place. The Longstreet bonus can never be combined with the Lee bonus.

Jackson. In the games SJW, HCR, and SLB the Confederate player adds 1 to his attack roll if the corps leader Jackson successfully undertakes an assault action. This bonus is in addition to the +1 modifier due to assault, and is applied regardless of whether or not a "grand assault" takes place. The Jackson bonus can never be combined with the Lee bonus. Note: in SLB Stonewall Jackson is treated as a leader with a 4 tactical for offense and defense, despite the 5/4 printed on his counter.

Types Of Attacks. In a march, the type of attack chosen by the active player may modify the attacker's die roll: Column of Route –3 to attacker's roll; Hasty –1 to attacker's roll; Normal no modifier to attacker's roll; Prepared +1 to attacker's roll.

Assault Action. In an assault action, modifiers for column of route, hasty, normal, and prepared attacks never apply. Instead, an assault action always provides a +1 modifier to the attacker's die roll.

Rain. The attacker subtracts 1 from all his die rolls in rain turns (see 12.0).

Demoralization–2. If a unit with a Demoralize-2 marker is alone in a hex and is attacked by an enemy unit, the defending player subtracts 1 from his combat die roll. If the demoralized-2 unit is in a stack of friendly units that is attacked, the –1 die roll modifier only applies if more than one-half of the total Combat value in the hex is contributed by units with Demoralize-2 markers.

Flank Attacks. If, at the moment of combat, defending units are partially or completely surrounded by active and inactive enemy units or their ZOC (or impassable terrain), the attacker's die roll is enhanced. This bonus, called a "flank attack," applies even if some of the enemy units surrounding a defender do not participate in the attack. The flank attack bonus is computed as follows:

  1. "Covered" Hexes: The active player determines the number of "covered" hexes among the six hexes adjacent to the defender. A covered hex is one meeting any of the following conditions: (a) it is occupied by an undemoralized unit friendly to the attacker (including the attacking unit itself); (b) it is in the ZOC of any undemoralized unit friendly to the attacker (including the attacking unit itself and including "restricted" ZOC; see 2.4); (c) it is a mountain or swamp hex (including provisional swamps in a rain turn) or the defender's hex is a mountain or swamp hex, and the two hexes are not connected to each other by a road, pike, RR or trail; (d) it is separated from the defender's hex by a major or minor river hexside not containing a bridge, dam, ferry, or ford (Exceptions: In a turn when a river is unfordable, a hex is covered if it is separated from the defender by a ford hexside over such a river. In a rain turn, a hex is covered if it is separated from the defender by a creek hexside untraversed by a road, pike, trail or RR.); (e) it is a hypothetical hex just off the map that would be adjacent to a map edge hex occupied by the defender. Note: Each of the six hexes adjacent to the defender may be counted only once in this step even if it fulfills more than one definition of "covered."
  2. Basic Flank Bonus: Six Covered Hexes—if all six hexes adjacent to the defender are covered, the "basic flank bonus" is +4; proceed to Step 3. Five Covered Hexes—if five of the six hexes adjacent to the defender are covered, the "basic flank bonus" is +2; proceed to Step 3. Four or Fewer Covered Hexes—if four or less of the six hexes are covered, there is no flank bonus; skip the rest of this procedure.
  3. Final Flank Bonus: The basic flank bonus from Step 2 may be reduced to determine the "final flank bonus." The basic flank bonus is reduced by one for each covered hex meeting at least one of the following conditions: (a) it is occupied by an undemoralized unit friendly to the defender; (b) it is unoccupied and is separated from all adjacent units friendly to the attacker (including the attacking unit itself) by woods hexsides (see 2.3) untraversed by a road, pike, trail, or RR (Exception: In SLB only, if the Confederate player is attacking, he ignores Step 3b of the flank bonus procedure. The basic flank bonus is not reduced by one for each unoccupied covered hex separated from adjacent Confederate units by woods hexsides untraversed by a road, pike, or RR. Step 3b does apply to the Union player in SLB.); (c) it is a mountain or swamp hex (including provisional swamps in a rain turn) or the defender's hex is a mountain or swamp hex, and the defender's hex and the covered hex are not connected to each other by a road, pike, trail, or RR; (d) it is separated from the defender's hex by a major or minor river hexside not containing a bridge, dam, ferry, or ford (this case also includes a turn when a river is unfordable, if a hex is separated from the defender by a ford hexside over such a river, and a rain turn, if a hex is separated from the defender by a creek hexside untraversed by a road, pike, trail or RR); (e) it is a hypothetical hex just off the map that would be adjacent to a map edge hex occupied by the defender. Note: Each of the six hexes adjacent to the defender may be counted only once in this step even if it fulfills more than one of the above conditions. Maximum Reduction: The maximum reduction that may be applied to the basic flank bonus in this step is –3, even if a greater reduction would normally apply. Also, the final flank bonus may never be less than 0. Thus, if all six hexes adjacent to a defender are covered (yielding a basic flank bonus of +4 in Step 2), there will always be a final flank bonus of at least +1.
  4. Apply Modifier: The final flank bonus from Step 3 is applied to the attacker's combat die roll, in addition to other modifiers.

Flank Bonus Reductions: The final flank bonus from Step 3 may be reduced in either of the following circumstances: Flanks Refused—flank attack bonuses may be modified by "Flanks Refused" markers (Flanks Refused markers are no longer optional; they are used in all GCACW games; see 7.8); Cavalry—flank attack bonuses may be modified if both the attacker and defender possess cavalry units (see "Cavalry and Flank Attacks," below).

Flank Bonus Conditions: The status of the attacker's units may modify a flank bonus. If one or more of the attacker's units occupy or exert a ZOC into a hex adjacent to the defender, and all of those units together have a combined Combat Value (not including entrenchments) less than one-fourth the defender's Combat value (including the defender's entrenchments and possibly capped by the Maximum Value from Section 7.2), that hex is not considered "covered" in Step 1a or 1b of the flank attack procedure. (The attacking player's units in different hexes can combine their Combat values to reach the one-fourth the defender's Combat value total, as long as all of the units are adjacent to the same "covered" hex). Demoralized units (active or inactive) belonging to the attacker may not contribute in any way to the achievement of a flank attack bonus. A unit helping to provide a flank attack bonus which does not participate in the attack may not contribute its Tactical value to a combat, nor does it trigger terrain modifiers.

Cavalry and Flank Attacks. The final flank bonus may be reduced if both of the following conditions are in effect: the active attacking unit is a cavalry unit (or the active leader making an assault is a cavalry leader); and more than one-half of the total Combat value in the defender's hex is contributed by cavalry units. If both of these conditions are fulfilled in a combat in which a flank bonus applies, that combat's final flank bonus may be modified as follows: a "final flank" bonus of +4 is reduced to a +2 bonus instead; a "final flank" bonus of +3 or +2 is reduced to a +1 bonus instead; a "final flank" bonus of +1 is ignored (no bonus is awarded). Note: Non-flank attacks under these conditions do not provide the attacker with a +1 die roll bonus, as is the case with Flanks Refused markers (see 7.8). Also, if a Flanks Refused marker is already situated in the defender's hex, or if the defending units occupy a redoubt hex, normal flanks refused/redoubt rules apply instead of the above cavalry rules.

Combat Example (from HSN). In this example, all units' Strength markers are organized; all units are at Fatigue Level 1. Wagner's Union division (Combat/Manpower value, 7; Artillery value, 2; Tactical value, 2) is in hex 4610, a rough hex. Brown's Confederate division (Combat/Manpower value, 8; Artillery value, 2; Tactical value, 2) is performing a march in an Activate Leader action, and is attached to its division leader Cheatham (Tactical value, 3). Armstrong's Confederate brigade (Combat/Manpower value, 2; Artillery value, 0) is currently situated in 4510 (southwest of Wagner). Brown moves into 4611 (east of Wagner) and the Confederate player declares a hasty attack against Wagner, expending his last (one) movement point. The Confederate player must subtract 1 from his combat die roll due to the hasty attack. The Confederate player compares Brown's Combat value (8) to Wagner's Combat value (7) to obtain a combat ratio of 8-7, which is rounded down to a 1-1 ratio. The ratio modifier for a 1–1 attack is 0. The Confederate player compares Brown's Artillery value (2) to Wagner's Artillery value (2). The Artillery Value Differential is 0. Consulting the Artillery Modifier Summary on the "–3 to +1" column and cross-referencing it with the "Rough" terrain line corresponding to Wagner's hex, there is a "–1*" artillery modifier applicable to the Confederate player's die roll. The "*" means that a die must be rolled to determine whether the modifier is used. The Confederate player rolls a die and obtains a 3, so the "-1" modifier is not used. To determine the tactical modifier, the Union player's highest Tactical value in the hex (Wagner's 2) is subtracted from the Confederate player's highest Tactical value (Cheatham's 3). The result is 1, so there is a +1 modifier to the Confederate player's combat die roll. For flank attack purposes, the presence of Armstrong's brigade in W5618 means that five hexes adjacent to Wagner are "covered" because they are either enemy-occupied or enemy ZOC hexes. Armstrong helps to provide a flank attack bonus since his Combat value of 2 is at least one-fourth of Wagner's Combat value of 7. Five covered hexes yields a basic flank attack bonus of +2. This is also the final flank bonus since there are no conditions present reducing the basic flank bonus. The final modifier to the Confederate combat roll is therefore +2: –1 (hasty attack) +0 (ratio) +1 (tactical) +2 (flank) = +2 (final). The Union roll is not modified. Both players roll a die: the Confederate player obtains a 4 (modified by +2 to 6), and the Union player obtains a 2. The Union roll is subtracted from the Confederate roll, yielding a result of +4 (6 – 2 = +4). The Union player cross-references the +4 line with the "7-11" Combat Value column on the Defender's Combat Value (left) side of the Combat Chart (Wagner's Combat value is 7). The result is "1DR". Wagner's Strength marker is removed and is replaced with a new one showing a Manpower value of 6. The new marker is placed on its disorganized side due to the "D". Wagner's Fatigue 1 marker is increased by 3 to Fatigue Level 4. A demoralized-1 marker is also placed on Wagner due to the "R" result. Wagner routs four hexes to 4908, using Retreat Chart 1 for all four hexes entered in the retreat. In all cases, a retreat path hex existed with a Priority Number of 1, so the Union player had to retreat into Priority 1 hexes. The Union player could have retreated two additional hexes past 4908 (using Retreat Chart 2) but declined to do so. There is no additional manpower loss due to this retreat. The Confederate player cross-references the +4 line with the "7-11" Combat Value column on the Attacker's Combat Value (right) side of the Combat Chart. (Brown's Combat value was 8.) The result is "fa". His new Strength marker remains organized because he did not suffer a "D" result, and his Fatigue Level is increased by 1 to Fatigue Level 2 due to the "f" result. Brown's march must now end due to the "f" result, but the "a" allows him to advance into the hex vacated by Wagner. He does so, accompanied by Cheatham, ending the action.

7.5 Combat Results

The Combat Chart is used to resolve combat. A combat produces two results: one for the attacker, one for the defender. To resolve a combat, the defender's modified die roll is subtracted from the attacker's modified roll. On the Combat Chart, the attacker cross-references the result with the column corresponding to his combined Combat value; the defender cross-references the result with the column corresponding to his combined Defense value (prior to applying entrenchment benefits). Both players' results, which are applied immediately, may consist of a number and/or one or two letters. A dash indicates that the player's units are unaffected.

Note: A Combat value may fall between two columns on the Combat Chart (e.g. 3½). If so, round the value up by ½ and use the right column of the two possible choices. Note: Union panic is triggered in the SJW advanced game by any italicized result on the GCACW Standard Combat Chart (see SJW Advanced Rule 6.0).

Letter Results. There are eight possible letter results: D (Disorganize/Fatigue)—the unit's Strength marker is flipped to its disorganized side (if it is already disorganized it remains so); the unit's Fatigue Level is also increased by 3 (to a maximum of 4); if the unit is already at Fatigue Level 4, it remains so; finally, an active unit obtaining a "D" may not expend any more MP—its march action is over and a new Action Phase begins. F (Fatigue-2)—the unit's Fatigue Level is increased by two (to a maximum of 4); an active unit may not spend any more MPs; its march is over and a new Action Phase begins. f (Fatigue-1)—the unit's Fatigue Level is increased by one (to a maximum of 4); an active unit may not spend any more MP; its march is over and a new Action Phase begins. E (End Action)—an active unit may not spend any more MP; its march is over and a new Action Phase begins; this result has no effect on an assault action, since an assault automatically ends after the combat has been resolved. r (Retreat)—the unit must retreat (see 7.6). R (Rout/Demoralize-1)—the unit is routed (see 7.6); also, the unit gains a Demoralize-1 marker; if it already has such a marker, it is flipped to its Demoralize-2 side; if it is already at Demoralize-2, there is no further effect. R* (Rout/Demoralize-2)—the unit is routed (see 7.6); also, the unit gains a Demoralize-2 marker; if it is already at Demoralize-1, flip the marker to its Demoralize-2 side and there is no further effect; if it is already at Demoralize-2, its Manpower value is reduced by one in addition to its normal manpower loss result. a (Advance)—the unit may advance after combat (see 7.6).

Note: An "extended march" never takes place due to a combat result, even if a unit goes to a new Fatigue Level of 2, 3 or 4.

Number Results. Number results, which precede letter results, indicate a reduction of the unit's Manpower (not Artillery) value. Remove the unit's Strength marker and replace it with another one showing its reduced Manpower value (i.e., the unit's Manpower value before the combat minus the number result). The new Strength marker may assume a new status (organized or disorganized): if the original Strength marker was disorganized before the combat, the new Strength marker is also disorganized; if the original Strength marker was organized prior to the combat, the new Strength marker is disorganized if the combat result contains a "D" (Disorganized/Fatigue), or organized if the combat result does not contain a "D." Exception: If in a grand assault, the total Combat value of attacking units is 80 or more, the attacker's Manpower value loss in that combat is increased (see 7.2).

Applying Results. Attacker: In a march, the attacker's letter and number results apply only to the active unit, even if other friendly units occupy the same hex. In an assault, the attacker's letter result applies to each participating unit, including those joining in a grand assault. The attacker's number result applies to the attacking force as a whole—not to each individual unit. As long as the number result is fully applied, the attacker may divide it among any of his attacking units as he wishes. Units providing flank attack bonuses which do not participate in the attack are unaffected by combat results. Defender: The defender's letter result applies to each defending unit. The defender's number result applies to the defending force as a whole—not to each individual unit. As long as the number result is fully applied, the defender may divide it among any of his defending units as he wishes. Combat results are always applied to the defending unit(s) before they are applied to the attacking unit(s).

Entrenchments And Combat Values. Defending units' Combat values may be enhanced by entrenchments (see 9.0). However, when determining the defender's combat result, the Combat Chart columns represent the defender's Combat value prior to the application of entrenchment benefits. Example: If Hindman's division defends with a Combat value of 8, its combat result is determined in the "7 to 11" column of the Combat Chart. If Hindman's division defends under a completed Breastwork marker, its Combat value is 16 (8 x 2). Although Hindman's Combat value of 16 would be used to calculate the ratio in that combat, its combat result is determined in the "7 to 11" column of the Combat Chart.

Unit And Leader Elimination. A unit is eliminated at the moment its Manpower value is reduced to 0. If, due to the elimination of a unit, a leader remains in that hex with no subordinate units, the leader is placed in the nearest hex occupied by a subordinate. A leader is eliminated at the moment no units subordinate to that leader exist.

7.6 Retreats, Routs, and Advances

There are three types of retreats: normal ("r"), rout ("R"), and cavalry retreat. In a normal retreat, a player must retreat all his defending units a minimum of two hexes and a maximum of four hexes. In a rout, a player must retreat all his defending units a minimum of four hexes and a maximum of six hexes. See 7.7 for cavalry retreats. The choice of retreat distance and path is left to the defender, as long as the path adheres to the following rules. Retreating units must move as a stack and cannot separate. Leaders must accompany retreating units with which they are attached. MP are not expended in retreats and, with the following exceptions, terrain is irrelevant.

Retreat Restrictions. Retreating units are subject to the following restrictions: Mountains and Swamps—a retreating unit may only enter or exit a mountain or swamp hex (including a provisional swamp hex in a rain turn) across a road, pike, trail, or RR hexside. Rivers—a retreating unit may cross a major or minor river hexside only at a bridge, dam, ferry, or ford; in a rain turn, a unit may not retreat across a ford hexside or a creek hexside untraversed by a road, pike, trail, or RR. Off-Map—a unit may not retreat off the map. Start Hex—a retreating unit may not enter the hex where a retreat began. Same Hex—a retreating unit may not enter the same hex twice. Adjacent Hex—a retreating unit may not end a retreat in a hex adjacent to the hex where the retreat began (Exception: The retreating unit may end up adjacent in a one-hex voluntary retreat, see "Defender's Retreat Option"). Closer to Attacker—a retreating unit may not enter a hex that is closer to the active enemy unit triggering the retreat than the hex retreated out of, counting by the shortest possible path; if there is a Grand Assault, the active enemy unit is the one initiating the corps assault; a unit may not retreat into the hex occupied by the active enemy unit.

Surrender: If there is no hex to retreat into that does not violate any of the aforementioned restrictions, a retreating unit surrenders, and is eliminated from play. VP are awarded for this occurrence.

Retreat Priorities. In addition to adhering to "retreat restrictions," a retreating player must follow "retreat priorities," which are listed on Retreat Charts 1 and 2. A retreating unit must adhere to retreat priorities in each hex entered in that retreat. Furthermore, the appropriate chart to use may change from hex-to-hex in that retreat.

Retreat Chart 1: A player must use Retreat Chart 1 in any of the following cases: for the first hex entered in a normal retreat; for each of the first four hexes entered in a rout/cavalry retreat; if in a retreat, rout, or cavalry retreat, a unit exits an enemy ZOC (including "restricted" ZOC; see 2.4).

Retreat Chart 2: A player must use Retreat Chart 2 in any of the following cases: for the second, third, or fourth hexes entered in a normal retreat, assuming the unit is not exiting an enemy ZOC; for the fifth or sixth hexes entered in a rout/cavalry retreat, assuming the unit is not exiting an enemy ZOC.

Using the Retreat Charts: Prior to entering each hex in a retreat, a player checks the appropriate chart and follows this procedure: 1. Check Legal Retreat Hexes: The player determines how many of the six hexes adjacent to the retreating unit may be legally retreated into according to the "retreat restrictions" rules. 2. Retreat Description: For each of the legal retreat hexes determined in Step 1, the player determines the "Retreat Description" from the appropriate Retreat Chart corresponding to a retreat into that hex. 3. Priority: Each Retreat Description consulted in Step 2 has a corresponding "Priority Number." The player must retreat his unit into a hex using the Retreat Description from Step 2 with the lowest Priority Number. (Exception: see "Overriding Retreat Priorities.") If more than one hex fulfills this requirement, the player may retreat his unit into any of those hexes. Also, if two different Retreat Descriptions have the same Priority Number, the player may choose either description when retreating into a hex. 4. Complete Retreat: The player repeats Steps 1, 2, and 3 for each hex entered in that retreat. When he fulfills retreat requirements (at least two and up to four hexes in a normal retreat; at least four and up to six hexes in a rout or cavalry retreat), the retreat is over.

Overriding Retreat Priorities. If, by adhering to retreat rules, there is no possibility of avoiding surrender of a retreating unit due to "retreat restrictions," a player may "override" retreat priorities no more than once in that retreat. To override, a player may retreat a unit into a hex by choosing any Retreat Description on the appropriate chart, regardless of its Priority Number. He is not obligated to choose the lowest Priority Number. If the unit cannot avoid surrender due to a single override, it is eliminated. The player can make this override at any point in the retreat path, it does not have to be at the exact point that destruction would occur; thus the player may look ahead to avoid destruction. For example, if in a retreat path by following the retreat priorities a unit would get destroyed in the 3rd hex, the unit is allowed to do its override in the 1st or 2nd or 3rd retreat hex.

Manpower Loss. If a unit retreats into a hex using a Retreat Description with an accompanying Manpower loss, the retreating unit's Manpower value is reduced by the indicated number. Replace its Strength marker with a new one on its disorganized side reflecting the loss. If a stack of more than one unit retreats into a hex calling for Manpower loss, the loss number is applied to each unit in the stack—not just one. Note: Manpower losses in retreats may vary depending on whether a unit retreats into a hex across a road, pike, trail, or RR hexside, or if the hex retreated into is friendly-occupied (see Retreat Charts). In a retreat, entering or exiting a city hex is the equivalent of crossing a road hexside, even if no road actually crosses that hexside.

Basic Retreat Principles. At first it may seem difficult to consult the Retreat Charts for every hex entered in a retreat. However, players will find them easy to use after a few games. To help the players become more familiar with the Retreat Charts, some of their basic principles are outlined below. Retreat Chart 1: the highest priority retreat is to move one hex more distant from the active enemy unit by crossing a road, pike, trail, or RR hexside into a nonenemy-occupied/non-enemy-ZOC hex. If that cannot be achieved, the next-highest priority is to attempt to do the same thing by crossing a non-road/pike/trail/RR hexside. If that in turn cannot be achieved, the next-highest priority is to retreat into any hex that is not enemy-occupied, nor in an enemy-ZOC. (This may incur manpower loss.) If that in turn cannot be achieved, the next-highest priority is to avoid retreating into an enemy-occupied hex. (This may incur manpower loss.) Retreat Chart 2: the highest priority retreat is to move into any hex that is not enemy-occupied, nor in an enemy-ZOC. If that cannot be achieved, the next-highest priority is to avoid retreating into an enemy-occupied hex. (This may incur manpower loss.)

Retreats Into Enemy-Occupied Hexes. Some Retreat Descriptions allow retreats into an enemy-occupied hex, an occurrence which causes a Manpower value loss of three to the retreating unit. (However, a unit may never retreat into the hex occupied by the active enemy unit.) A unit may not end its retreat in an enemy-occupied hex. If there is no alternative except to do so, its retreat may be extended by a sufficient number of hexes so that it ends the retreat in a hex unoccupied by an enemy unit.

Defender's Retreat Option. On any combat result applying to the defender not containing an "r" or "R", the defender may voluntarily retreat one or more of his units from one to four hexes subject to retreat rules. This is considered a retreat, not a rout. In this case the defender may end the retreat in a hex adjacent to the hex where the retreat began. There is no Fatigue cost to do this. (Exception: If the defender receives a "—" result [no effect], all units participating in the defender's retreat option gain one Fatigue Level, to a maximum of level 4.) Even units at Fatigue Level 4 may join in this retreat. The defender must execute a voluntary retreat immediately, before the enemy player performs further actions.

Advance After Combat. If the attacker receives an "a" result, none, some, or all of the attacking units may advance into the hex vacated by the defender. An advance is not considered movement and does not expend MP. A unit may enter or exit an enemy ZOC, or advance from one enemy ZOC to another, without penalty. Regardless of whether or not a unit obtaining an "a" advances, its march may continue as long as it did not also suffer a "D", "F", "f", or "E" result. However, it may not continue to move if it advances into an enemy ZOC. In this case, the unit must either attack again or end its march. Leaders (including army/district leaders) may advance with subordinate units (and must advance if no subordinate units remain in the leader's hex). A leader may advance with a subordinate unit to which it had not been attached prior to the attack, although if it does so the active player must specify its new attachment. A leader may not advance with and attach to a non-subordinate unit.

7.7 Cavalry Retreat

A cavalry unit may use "cavalry retreat" to avoid attack by an enemy infantry or artillery (not cavalry) unit. A cavalry unit may perform a cavalry retreat more than once per action. The player owning a cavalry unit may declare a retreat in any of the following circumstances: Enemy Movement—an enemy infantry/artillery unit performing a march moves into a normal (not restricted) ZOC exerted by a cavalry unit. Starts Adjacent—an enemy infantry/artillery unit begins a march in a normal (not restricted) ZOC belonging to a cavalry unit. (Exception: If an enemy infantry unit begins a march in a restricted ZOC belonging to a cavalry unit and selects the cavalry unit as the target of his attack in Step 1 of the Attack Procedure, then the cavalry unit may perform a cavalry retreat.) Advance After Combat—an enemy infantry/artillery unit advances after combat into a cavalry unit's normal (not restricted) ZOC. Assault—the enemy player declares an assault action against a hex containing at least one cavalry unit (unless the assault is declared by a cavalry leader—in which case a cavalry retreat is not possible). A player wishing to declare a cavalry retreat must make his declaration as soon as any of the above circumstances occur—before the enemy player declares an attack (or, in the case of an assault action, before the enemy player rolls a die to determine whether or not the assault takes place). If he does not make the declaration at this moment, he forfeits his ability to perform a cavalry retreat in the hex occupied by his cavalry unit for the duration of the enemy unit's march.

Performing A Cavalry Retreat. A cavalry retreat is voluntary. A cavalry unit may perform a retreat regardless of its status—even if it is demoralized, disorganized, exhausted, or at Fatigue Level 4. A player wishing to perform a cavalry retreat states this fact as soon as his opponent has performed one of the aforementioned actions. The enemy unit's march (or assault) is temporarily suspended while the retreat takes place. A cavalry retreat is performed as follows: 1. Roll Die: The cavalry player rolls a die. This roll may be modified (see Cavalry Retreat table in Charts & Tables handout). The modified roll is halved (round fractions down to a whole number). The result is the number by which the enemy unit's Active Movement Allowance marker is reduced on the Movement Track. In assault actions, this roll has no effect since no Movement Allowance is determined. However, the roll still takes place to see if the cavalry unit suffers loss in Step 2. 2. Manpower Loss: If the Step 1 roll (before modifications and halving) is 1, the cavalry unit's Manpower value is reduced by one. Place the new Strength marker on its disorganized side. On a roll of 2 to 6, no loss occurs. 3. Retreat 4–6 Hexes: The cavalry unit must retreat from four to six hexes. The retreating player must adhere to retreat restrictions, using Retreat Charts 1 and/or 2 to fulfill this retreat. However, a cavalry unit does not suffer any Manpower value loss in a cavalry retreat, even if it retreats into a hex calling for a loss on a Retreat Chart. (Exception: If in a cavalry retreat, a unit retreats into an enemy-occupied hex, Retreat Priority #5 applies and the unit(s) suffers a Manpower value loss of 3. Note: A cavalry unit may use the above rule 7.6, "Overriding Retreat Priorities", to attempt to avoid destruction.) 4. Fatigue: After executing its retreat, the cavalry unit's Fatigue Level is increased by 1 (to a maximum of 4). Note: An extended march is never triggered by a cavalry retreat. 5. Disorganization: The cavalry unit's Strength marker is flipped to its disorganized side. If it is already disorganized, there is no further effect. 6. Resume Action: The active enemy unit or leader resumes its activities from the point of interruption. If a unit's Movement Allowance has been reduced to 0, its march ends. (Exception: If the unit has not yet moved, it is permitted to move one hex; see 6.2. It may not refuse flanks.) In an assault action, if the hex the active leader is assaulting is completely vacated by the cavalry retreat, the units participating in the assault may advance into the hex vacated by the cavalry unit. No attack occurs and the assault action ends. (Exception: If the active player's command die roll in Step 5 of the assault procedure is unsuccessful, the units participating in the assault may not advance into the hex vacated by the cavalry unit.)

Cavalry Stacked With Other Units. With Cavalry Unit: If two or more cavalry units are stacked in the same hex, they must perform a cavalry retreat together. Only one die roll is made in Step 1, and all units must end the retreat in the same hex. If a 1 is rolled for the cavalry retreat, only 1 cavalry unit suffers a manpower loss. With Infantry Units: A cavalry unit stacked with an infantry unit may perform a cavalry retreat, but the infantry unit may not.

Multiple Cavalry Retreats. Same Unit: A cavalry unit may perform a cavalry retreat more than once per action. Cavalry Units—Separate Hexes: If two or more cavalry units occupying separate hexes are eligible to perform a cavalry retreat and all of them wish to retreat, each performs the retreat separately. The enemy unit's Movement Allowance reduction, if any, is cumulative.

7.8 Refusing Flanks

At a cost of one MP, the active player may place a "Flanks Refused" marker of the appropriate side on top of a unit performing a march. (Exception: A Flanks Refused marker may not be placed on a unit in a mountain or swamp hex; also, it may not be placed on top of a unit performing an assault.) As soon as a unit gains a Flanks Refused marker, its march ends. (It may perform actions later.) Since a unit must stop moving upon entering an enemy normal ZOC, it may not refuse flanks when entering an enemy normal ZOC. A unit may refuse flanks if it marches in place in a hex with an enemy normal ZOC (an extended march must be done if required per 5.1). A maximum of one Flanks Refused marker may exist in a hex at a time; its effects apply to all units in the hex. A unit does not have to spend one MP to enter a hex in which a Flanks Refused marker is already situated; it may enter the hex at no extra MP cost and receive the marker's benefits—and may continue its march. A Flanks Refused marker never accompanies a unit when it leaves a hex. A marker may not be placed on a unit after it performs a retreat, rout, or advance after combat. The players are not limited to the number of markers provided in the game.

Effects Of Flanks Refused Markers. Units in a hex with a Flanks Refused marker may perform all actions normally (although they may be forced to remove the marker after the action is over; see below). Units occupying a hex containing a Flanks Refused marker defend against enemy flank attacks more effectively, but less effectively against normal attacks: flank attacks fulfilling the requirements for a +4 attacker die roll bonus are reduced to a +2 bonus instead; flank attacks fulfilling the requirements for a +3 or +2 attacker die roll bonus are reduced to a +1 bonus instead; flank attacks fulfilling the requirements for a +1 attacker die roll bonus are unchanged (the bonus remains +1); all non-flank attacks always provide the attacker with a +1 die roll bonus (in addition to other modifiers), even though requirements for flank attacks have not been fulfilled.

Removal Of Flanks Refused Markers. A Flanks Refused marker may be voluntarily removed from a stack of units at no MP cost if one of the units in the hex initiates a march. (The active unit does not actually have to leave the hex.) The marker must be removed if all the units in the hex participate in an assault action. It also must be removed if only one unit is in a hex and it moves or attacks. (This does not preclude the owning player from placing another marker on the unit later in its march at a cost of one MP.)

8.0 Recovery

In the Recovery Phase, the following actions are performed strictly in the listed order:

  1. Units at Fatigue Level 0 may entrench, build bridges, or repair bridges/ferries. A unit may not perform more than one of the aforementioned activities per Recovery Phase and may not perform any at all in a rain turn or if demoralized. In RTG, Confederate infantry units may impose a "levy" on Pennsylvania towns in this step (see RTG 14.0).
  2. In the Advanced Game, units at Fatigue Level 0, 1, or 2 may forage (see each GCACW game's "Forage" rules), but not if they undertook any activities in Step 1 of the Recovery procedure. Note: Units in RTG and SLB may not forage.
  3. Units at Fatigue Level 0 or 1 may be affected as follows: (a) Units at Fatigue Level 0 or 1 with disorganized Strength markers have their Strength markers flipped to their organized sides. Exceptions: If a unit has a Demoralize-2 marker at the start of this step, its Strength marker remains disorganized. Also, in each GCACW volume's Advanced Game, out of supply units with disorganized Strength markers remain disorganized. Note that there is no "out of supply" status in SLB and RTG. (b) Units at Fatigue Level 0 or 1 which are on their exhausted sides are flipped to their normal sides. Exception: If an exhausted unit has a Demoralize-2 marker at the start of this step, it remains on its exhausted side. (c) Units at Fatigue Level 0 or 1 with Demoralize-1 markers have these markers removed; units at Fatigue Level 0 or 1 with Demoralize-2 markers have these markers flipped to their Demoralize-1 sides.
  4. Units at Fatigue Level 3 or 4 are flipped to their exhausted (reverse) sides. If they are already on their exhausted sides, they remain so and there is no further effect.
  5. All units at Fatigue Level 1 or more lose three Fatigue Levels (to a minimum Fatigue Level of 0). Replace each unit's Fatigue marker with a new marker three less than the one being removed. (Units at Fatigue Level 0 do not have markers.)
  6. In the Advanced Game Scenarios of HCR, SIV (Union units only), OTR, GTC, BAC, RWH (Confederate units only), SJW, AGA, AIO, and TPC out of supply units with organized Strength markers have their Strength markers flipped to their disorganized sides. Note: Step 6 of the Recovery Phase is skipped in SLB, RTG, and HSN because units are never out of supply in those games.

9.0 Entrenchments

Entrenchments enhance a unit's defensive capabilities. Units may construct entrenchments in the Recovery Phase, and in games taking place in 1863 or later, in the Action Phase. Players may also gain entrenchment benefits from a hex feature called "redoubts." Another hex feature, a permanent Fort, provides even further defensive capabilities and is described in the Advanced Game Rules of any module in which it appears. Permanent Forts typically provide the same entrenchment benefit as a Redoubt when units occupy those hexes.

Building Entrenchments. There are four types of entrenchments: redoubts, abatis, breastworks, and forts. Redoubts and permanent Forts, which are printed on the map and represent permanent fortifications, may not be built. However, abatis, breastworks, and forts may be built in either the Action Cycle (see 5.5) or the Recovery Phase. Units building entrenchments in the Recovery Phase must be at Fatigue Level 0. A unit building a bridge or repairing a bridge/ferry may not also entrench in the same Recovery Phase. Units may not entrench in rain turns or if demoralized. The procedure for building entrenchments in the Action Phase (for games in 1864-1865 or games in 1863 if the Entrenchment Action optional rule is being used) is described in Section 5.5. The procedure for building entrenchments in the Recovery Phase is described below. Depending on the year depicted in the game being played, players use one of three different procedures. Please select the appropriate procedure for the time frame of the game: 1861 (games occurring within the year 1861); 1862 (games occurring within the year 1862); 1863 (games occurring within the year 1863); 1864-1865 (games occurring in 1864 or later).

Entrenchments (1861): AGA. 1861 Entrenchment Procedure: if a unit entrenches, place an Abatis-Build marker atop the unit (Exception: if a Confederate unit entrenches in a redoubt hex, place a BW-Complete marker atop the unit); if a unit already possessing an Abatis-Build marker entrenches, place an Abatis marker atop the unit; if a unit already possessing an Abatis marker entrenches, place a BW-Complete marker atop the unit. Forts: the only units that may be entrenched above the BW-Complete level are those that start a scenario in a fort marker. If those units leave the fort marker they may not re-entrench beyond the BW-Complete level.

Entrenchments (1862): SJW, HCR, SIV, and OTR. 1862 Entrenchment Procedure: if a unit entrenches, place a Breastwork–Build marker atop the unit (Exception: If a unit is in a redoubt hex that it is eligible to benefit from, place a Breastwork-Complete marker atop the unit); if a unit already possessing a Breastwork–Build marker entrenches, flip the marker to its Complete side; if a unit already possessing a Breastwork–Complete marker entrenches, place a Fort–Build marker atop the unit; if a unit already possessing a Fort–Build marker entrenches, flip the marker to its Complete side.

Entrenchments (1863): SLB, RTG and BAC. 1863 Entrenchment Procedure: if a unit without an entrenchment marker (or possessing a Breastworks-Build) entrenches, place a Breastwork marker atop the unit — this is the equivalent of the 1862 "Breastwork–Complete," and in SLB, the Complete side of the Breastwork marker is used (Note: if a unit is in a redoubt hex (that it is eligible to benefit from), this same procedure is still used); if a unit already possessing a Breastwork marker entrenches, place a Fort–Build marker atop the unit; if a unit already possessing a Fort–Build marker entrenches, flip the marker to its Complete side.

Entrenchments (1864-1865): GTC, AIO, RWH, HSN, TPC. 1864-1865 Entrenchment Procedure: if a unit without an entrenchment marker entrenches, place a Breastwork marker atop the unit (Exception: if a unit is in a redoubt hex that it is eligible to benefit from, place a Fort-Build-1 marker atop the unit); if a unit already possessing an Abatis marker entrenches, place a Fort-Build-1 marker atop the unit; if a unit already possessing a Breastworks-Build marker entrenches, place a Fort-Build-2 marker atop the unit; if a unit already possessing a Breastworks, Fort-Build-1, or Fort-Build-2 marker entrenches, place a Fort Complete marker atop the unit.

Removing Entrenchments. A unit's Abatis, Breastwork or Fort marker is removed at the moment the unit leaves the hex. If a unit with an Abatis, Breastwork or Fort marker exits a redoubt hex, its marker is removed but there is no effect on the permanent redoubt.

Effects Of Entrenchments. Entrenchments may enhance the Combat and Artillery values of defending (not attacking) units: many of the games in the series have Redoubts either printed on the map or added with special counters (the basic rules for each game define which player owns and gets the benefits for the Redoubts in that game); units in a redoubt hex (that they are eligible to benefit from) with no other entrenchments have their Combat and Artillery values multiplied by 1.5 when defending (for Combat values, retain fractions; for Artillery values, multiply the sum of all the Artillery values in the hex by 1.5 and round fractions up to the nearest whole number); all Naval Batteries printed on the maps are considered to also contain a Confederate Redoubt (even if there is a destroyed Naval Battery counter in the hex); units directly under an Abatis marker (or a Breastworks-Build marker if the year is 1864 or later) have their Combat and Artillery values multiplied by 1.5 when defending; units directly under a completed Breastwork, a Fort-Build marker (1863 or earlier), or a Fort-Build-1 marker (1864 or later) have their Combat and Artillery values doubled when defending; units directly under a Fort-Build-2 marker (1864 or later) have their Combat and Artillery values multiplied by 2.5 when defending; units directly under a completed Fort marker have their Combat and Artillery values tripled when defending; units directly under a Breastworks-Build marker do not have their Combat and Artillery values modified if the year is 1863 or earlier. Abatis, Breastwork, and Fort effects apply individually by unit, not by hex. In a stack of units, some may possess markers while others do not. Only units which actually entrenched in an earlier Action or Recovery Phase receive the Combat/Artillery value multiple provided by an entrenchment marker. Units without markers in the same hex use unenhanced values.

Exception: Units in a redoubt hex belonging to a player eligible to receive redoubt benefits gain the defensive benefit of the redoubt. However, only those units which entrench further in an Action or Recovery Phase gain defensive enhancements beyond those provided by the redoubt. Entrenchments do not enhance the combat value of units for the purposes of determining if they have enough Combat value to contribute to the achievement of a flank bonus (see "Flank Bonus Conditions", 7.4). Entrenchments also do not boost a unit's Combat value for the purpose of determining the additional MP cost to enter that unit's hex (see "Enter Friendly-Occupied Hex", 6.2).

Flank Attacks Against Redoubt Hexes. If a unit occupies a redoubt and is eligible to receive defensive benefits from that hex, its defensive capabilities against some flank attacks are enhanced (see 7.4). +4 Bonus: If the attacking player fulfills requirements for a +4 final flank bonus in an attack against one or more units in a redoubt hex, that bonus is reduced to +2. +3/+2 Bonus: If the attacking player fulfills requirements for a +3 or +2 final flank bonus in an attack against one or more units in a redoubt hex, that bonus is reduced to +1. +1 Bonus: If the attacking player fulfills requirements for a +1 final flank bonus in an attack against one or more units in a redoubt hex, he receives no flank bonus at all. Unlike Flanks Refused markers, non-flank attacks against redoubt hexes do not provide the attacking player a +1 die roll bonus. Defending units situated under Breastwork or Fort markers in redoubt hexes retain the redoubts' capabilities against flank attacks. However, Breastwork or Fort markers situated in non-redoubt hexes do not provide these capabilities.

10.0 Bridges, Dams, And Ferries

Units may cross major and minor rivers only at bridges, dams, ferries, and fords. A unit entering a hex across a bridge, dam, or ford ignores the cost of the major terrain in that hex and instead pays 1 MP as long as a road, pike, or RR crosses that bridge, dam, or ford. A unit also pays 1 MP if a pontoon bridge is constructed over that river (as long as both hexes connected by the pontoon bridge have a road, pike, trail, or RR in them). Units entering a hex across a bridge or ford which is not traversed by a road, pike or RR must pay that hex's major terrain MP cost. (See 6.2 for ferry MP penalties.) Roads crossing creek hexsides are not considered bridges, dams, ferries, or fords.

10.1 Pontoon Bridges

In the GCACW Standard Rules, bridges built during the game are known as "pontoon" bridges to differentiate them from "permanent" bridges which are printed on the map. Also, in all GCACW games except SLB (see below), a player must make a die roll if he wishes to build a bridge, rather than building it automatically. Note: In SLB, all original bridge building rules (see SLB 10.0) are in effect, including major river bridges. These rules are unmodified by the GCACW Standard Rules.

Building Pontoon Bridges. Eligible infantry units may attempt to build pontoon bridges. Note: In some GCACW games, units had formerly been prohibited from building bridges over major rivers, but this is now permissible in the Standard Rules. Also, in the Standard Rules, bridges may always be built at fords. An infantry unit is eligible to build a pontoon bridge only if it meets all of the following conditions in Step 1 of the Recovery Phase: it is at Fatigue Level 0 and is not demoralized; it has a Combat value of 5 or more (Exception: In SIV, it must have a Combat value of 3 or more); it occupies a hex containing at least one unbridged/undammed major or minor river hexside (Exception: Confederate units may only attempt to build a bridge over a major river in OTR, GTC, AIO, and TPC. Union units may attempt to build a bridge over a major river in all GCACW games except SIV); it must not have entrenched or repaired a bridge or ferry in the same Recovery Phase; if the bridge is to be built over a minor river, the player must have an unused minor river Bridge marker (Exception: In SJW, HCR, RTG, and SIV, the number of minor river Bridge markers in the game is not a limit — players may build as many minor river bridges as they wish); if the bridge is to be built over a major river, the player must have an unused major river Bridge marker. In games in which either or both players may build major river bridges, they are limited to one major river Bridge marker each. Exceptions: in AIO the Union may build 3 major river bridges, in SLB the Union may build 2, and in TPC each side may build 3. If a game limits the number of Bridge markers that may be employed, and all the Bridge markers of that type are in use, a player may not build a pontoon bridge of that type until one or more markers become available for use again due to dismantling or destruction (see 10.2).

Pontoon Bridge Restrictions. Cavalry/artillery units and leaders may not build bridges. Bridges may not be built across creek hexsides. A bridge may not be built between two hexes if one of the hexes contains an enemy unit (or units) with a combined Combat value of 5 or more. It may be built into a hex if the enemy unit(s) in that hex have a combined Combat value of less than 5. Entrenchments are not taken into account in determining the Combat value that prevents a bridge from being built. (Exception: In SIV, a bridge may not be built between two hexes if one of the hexes contains an enemy unit (or units) with a combined Combat value of 3 or more. It may be built into a hex if the enemy unit(s) in that hex have a combined Combat value of less than 3.) An eligible unit may attempt to build a maximum of one bridge per Recovery Phase, although it may attempt to build more than one bridge per game—even in the same hex. A maximum of one infantry unit per hex may make a bridge-building attempt in Step 1 of each Recovery Phase. A maximum of one bridge (of any kind) may be situated on each hexside at any time. Units may not build bridges in rain turns.

Pontoon Bridge Construction. For each eligible unit attempting to build a bridge in Step 1 of the Recovery Phase, the owning player follows this procedure (Exception: In SLB, bridges are not built according to this procedure. The original SLB bridge rules are in effect.): 1. He specifies the hexside over which the bridge will be built. 2. He rolls a die, modifying this roll if necessary (see below). 5 or Less: If the modified roll is 5 or less, the bridge is successfully built. Place an appropriate Bridge marker (minor or major) belonging to the building player directly on the hexside, with one end of the bridge symbol pointing to the unit's hex and the other end pointing to the hex directly across the river. (Exception: On an unmodified die roll of 6, the bridge is not built.) 6 or More: If the modified roll is 6 or more, the bridge is not built. No action is taken. Another attempt to build a bridge across that hexside may not be made until the following turn.

Construction Die Roll Modifiers. A player's pontoon bridge construction die roll is modified if any of the following conditions are in effect (modifiers are cumulative): –3 if the Confederate player attempts to build a major river bridge within 10 hexes of the Confederate Capitol (OTR N0627); –1 if the Union player attempts to build a minor river bridge in 1865; +1 if the river being bridged is currently unfordable (see 12.0); +1 if the bridge is being built between hexes OTR S3409 and OTR S3509 (Barrett's Ferry); +2 if the river being bridged is a major river (does not apply to the Union starting in June 1864); +1 if there is no ford or ferry (or destroyed permanent bridge or ferry) across the hexside being bridged—but there is a road, pike, trail, or RR in both of the hexes to be connected; +2 if there is a road, pike, trail, or RR in only one of the two hexes to be connected; +3 if both of the hexes to be connected do not contain a road, pike, trail, or RR.

Note: If a pontoon bridge is successfully built, it is considered to have a road (not pike) running across it as long as both hexes connected by the bridge have roads, pikes, trails, or RR in them. Otherwise the bridge is not considered to be traversed by a road.

Chatham Bridge in SJW/SLB: In SJW, Chatham Bridge (S4328-S4427) is considered a Union pontoon bridge, even though it is printed on the map. It is subject to all GCACW Standard Rules applying to dismantling and destruction (see 10.2), and it may be rebuilt if it is destroyed or dismantled. Chatham Bridge does not count against the Union player's limit of one major river bridge in SJW. In SLB, Chatham Bridge is considered destroyed at the start of the game.

10.2 Destroying Bridges and Ferries

In the GCACW Standard Rules, rules for bridge/ferry destruction and dismantling supersede the pertinent rules sections in all GCACW games, including the SIV Advanced Game (see SIV, 23.1). In all games, permanent bridges, pontoon bridges, and ferries may be destroyed, although permanent bridges/ferries are more difficult to destroy than pontoon bridges. Bridges and ferries may be destroyed in rain turns and while rivers are unfordable.

Destroying Pontoon Bridges. When a player builds a pontoon bridge, he "owns" it. Enemy units may not cross that bridge in a march, retreat, or advance after combat; nor may they attack across it. The bridge remains on the map until an undemoralized enemy unit with a Combat value of 5 or more (or, in SIV, 3 or more) ends a march, retreat, or advance after combat in one of the two hexes connected by the bridge. At that time the Bridge marker is immediately removed. A pontoon bridge is automatically destroyed at the end of the Attachment Phase if the previous turn's Recovery Phase or the current turn's Attachment Phase has caused an undemoralized enemy unit to have an unentrenched combat value of 5 or more (or, in SIV, 3 or more) in one of the two hexes connected by the bridge. Entrenchments are not taken into account in determining the Combat value that is needed to destroy a bridge. ZOC extend across undestroyed bridges normally, even a pontoon bridge constructed by the enemy player.

Dismantling. If at any time during a march, an active unit occupies one of the two hexes connected by a friendly pontoon bridge, the active player may "dismantle" that bridge. If so, the Bridge marker is removed. This does not cost any MP, and the active unit may continue its march afterwards.

Destroying Permanent Bridges And Ferries. If an undemoralized infantry unit with a Combat value of 5 or more (or, in SIV, 3 or more) ends a march in either of the two hexes connected by a permanent bridge, or if an infantry or cavalry unit of any Combat value ends a march in either of the two hexes connected by a ferry, the active player may attempt to destroy that bridge/ferry. A unit may make a maximum of one attempt to destroy bridges/ferries per turn. However, a player may make more than one attempt to destroy the same bridge/ferry in a turn, as long as the attempts are made by different units. (Exceptions: If an enemy unit occupies one of the two hexes connected by a bridge/ferry, the active player may not attempt to destroy it. Also, if one of the two hexes connected by a bridge/ferry is an enemy ZOC—including restricted ZOC—and that ZOC is not occupied by a friendly unit, the active player may not attempt to destroy it. Finally, some permanent bridges are indestructible (see below).) Dams and Fords: Dams and fords may not be destroyed.

Permanent Bridge/Ferry Destruction Procedure: To attempt to destroy a permanent bridge or ferry, a player rolls a die (this roll may be modified; see below). Bridge: If the modified roll is 2 or less, a permanent bridge is "destroyed." If the modified roll is 3 or more, the attempt to destroy the permanent bridge has failed. Ferry: If the modified roll is 1 or less, a ferry is "destroyed." If the modified roll is 2 or more, the attempt to destroy the ferry fails. If a permanent bridge/ferry is destroyed, place a "Destroyed" marker directly on the hexside. If a destroy attempt fails, the player may attempt to destroy the bridge/ferry again, as many times as he wishes, as long as a given unit makes no more than one attempt per turn. Note: SLB does not have Destroyed markers. Players may use Destroyed markers from other games, if available, or they may make their own markers.

Destruction Die Roll Modifiers: If a player attempts to destroy a permanent bridge or ferry, his die roll is modified if any of the following conditions are in effect (modifiers are cumulative): –2 if the Confederate player is attempting to destroy a ferry; –1 if neither hex connected by the bridge/ferry is an enemy ZOC hex (including restricted ZOC); –1 if the active unit attempting the destruction spent its entire march in the hex connected by the bridge or ferry, and the unit neither moved nor attacked during its march; +2 if the active player is attempting to destroy the C&O Canal Aqueduct (HCR W4126).

Indestructible Bridges: The following permanent bridges may not be destroyed: Chain Bridge (SJW N5809; HCR E0537); Aqueduct Bridge (HCR E0739); Patterson Viaduct (HCR E2317); Thomas Viaduct (HCR E2519); Frederick Junction RR Bridge (HCR W4317; RTG S2428); Long Bridge (HCR E0941); Hunting Creek Bridge (HCR E0845).

C&O Canal Aqueduct: This aqueduct at HCR W4126 is not a terrain feature that affects unit movement (it cannot be used as a bridge). Its only effect is destroying it gives the Confederates VPs in some scenarios. It is treated as a permanent bridge across hexside HCR W4126-W4226 only for the purpose of what rules to use for how to destroy it. Note the +2 Destruction Die Roll Modifier for the Aqueduct.

Destroyed Permanent Bridge/Ferry Effects. If a permanent bridge or a ferry over a minor river is destroyed, a ford is considered to cross the hexside formerly occupied by the bridge/ferry. (ZOC do not extend across destroyed bridge/ferry hexsides when the river they are on is unfordable.) If a permanent bridge or ferry over a major river is destroyed, no ford is considered to exist at that location. Exception: If Snicker's Ferry or Berry's Ferry, both on the Shenandoah River, are destroyed, a ford is considered to exist across that hexside.

10.3 Repairing Permanent Bridges and Ferries

The following GCACW Standard Rules for permanent bridge and ferry repair apply to all GCACW games. Note: These rules supersede the pertinent repair rules in SIV (see SIV 23.2). In SIV, both Union and Confederate units may attempt to repair bridges and ferries according to the GCACW Standard Rules procedure. An infantry unit is eligible to repair a permanent bridge/ferry only if it meets all of the following conditions in Step 1 of the Recovery Phase: it is at Fatigue Level 0 and is not demoralized; it has a Combat value of 5 or more (Exception: In SIV, it must have a Combat value of 2 or more); it occupies a hex containing at least one destroyed permanent bridge or ferry hexside; it must not have entrenched or built a pontoon bridge in the same Recovery Phase; in SIV, the Union player may only attempt to repair a bridge or ferry if at least one of the hexes connected by the bridge is situated in a county that is currently controlled by the Union player (see SIV, 22.1).

Repair Restrictions. Cavalry/artillery units and leaders may not repair bridges or ferries. A permanent bridge or ferry may not be repaired if one of the hexes connected by the bridge/ferry contains an enemy unit or units with a combined Combat value of 5 or more (or, in SIV, 2 or more). It may be repaired if the enemy unit(s) in the connecting hex have a combined Combat value of less than 5 (or, in SIV, a Combat value of less than 2). Entrenchments are not taken into account in determining the Combat value that prevents a bridge from being built. Each player may make a maximum of one repair attempt per Recovery Phase. Units may not repair in rain turns.

Repair Procedure. If an eligible unit attempts to repair a permanent bridge/ferry in the Recovery Phase, the owning player follows this procedure: 1. He specifies the hexside on which the repair will be attempted. 2. He rolls a die, modifying this roll if necessary (see below). Permanent Bridge: If the modified roll is 3 or less, the bridge is repaired. Remove the Destroyed marker: the bridge is functional again. If the modified roll is 4 or more, the repair attempt fails. Ferry: If the modified roll is 5 or less, the ferry is repaired. Remove the Destroyed marker; the ferry is functional again. If the modified roll is 6 or more, the repair attempt fails. Exception: In AIO, a roll of "1" for a major river bridge repair is always successful, regardless of the modifiers.

Repair Die Roll Modifiers: A player's repair die roll is modified if any of the following conditions are in effect (modifiers are cumulative): +1 if the river on which a permanent bridge or ferry is situated is currently unfordable (see 12.0); +2 if the river on which a permanent bridge or ferry is situated is a major river; +1 if the attempt is for the Etowah RR bridge (across hexsides AIO W5417-W5517); +1 if the attempt is for the Chattahoochee RR bridge (across hexsides AIO E2514-E2614).

Chatham Bridge in SLB: In SLB, Chatham Bridge (4328–4427) may not be repaired, although the Union player may build a bridge at that hexside according to normal SLB bridge rules (see SLB 10.0).

11.0 Demoralization

A unit is assigned a Demoralize-1 marker (or has an existing Demoralize-1 marker flipped to its Demoralize-2 side) if it suffers an "R" result in combat. A unit is assigned a Demoralize-2 marker if it suffers an "R*" result in combat. Leaders are never demoralized. Demoralized units may be chosen to perform actions normally, although their attack capabilities are less than normal.

Common Effects of Demoralization-1 and Demoralization-2. A unit with a Demoralize-1 or Demoralize-2 marker is affected as follows: it may not entrench; demoralized units (active or inactive) belonging to the attacker may not contribute in any way to the achievement of a flank attack bonus; its Artillery value is 0 in both attack and defense; it may not be selected to participate in a grand assault; it may not burn a RR station, build a bridge, repair a bridge/ferry, destroy an enemy pontoon bridge, or destroy a permanent bridge.

Additional Effects of Demoralization-1 and Demoralization-2. A unit with a Demoralize-1 marker is also affected as follows: its Combat value when attacking is halved, rounded down to a whole number (Exception: A demoralize-1 unit with a Combat value of 1 or ½ has a Combat value of ½ when attacking); the unit's Combat value when defending is normal. A unit with a Demoralize-2 marker is also affected as follows: its Combat value when attacking is 1 (Exception: A demoralize-2 unit with a Combat value of 1 or ½ has a Combat value of ½ when attacking); the unit's Combat value when defending is normal; if a hex being attacked contains any units with Demoralize-2 markers, the defender may have to subtract 1 from his combat die roll (see 7.4).

Removal Of Demoralization Markers. A Demoralized marker remains on top of the unit to which it is assigned wherever that unit moves. However, a unit's Demoralize-1 marker may be removed (or a Demoralize-2 marker flipped to its Demoralize-1 side) during Step 3c of the Recovery Phase if that unit has a Fatigue Level of 0 or 1 (see 8.0).

12.0 Rain

Rain is a random event in all GCACW games. The GCACW Standard Rules do not change the fact that rain effects apply only in the Advanced Game in some games, and in both Basic and Advanced Games in others. Furthermore, the GCACW Standard Rules do not modify how players determine whether or not rain occurs. Each GCACW game uses its original Random Events Table according to that game's specific rules, without modification. Also, note that in rain turns, units may not perform Entrenching actions, nor may they entrench in the Recovery Phase.

Rain. The Random Events Table has four possible "Rain" results: Rain (Current)—rain rules are in effect throughout the current turn only; place a Rain marker on the Turn Track in the box corresponding to the current turn. Rain (Current+1)—rain rules are in effect throughout the current turn and the following turn; place Rain markers on the Turn Track in the boxes corresponding to the current and immediately succeeding turns. Rain (Current+2)—rain rules are in effect throughout the current turn and the following two turns; place Rain markers on the Turn Track in the boxes corresponding to the current and immediately succeeding two turns. Rain (Current+3)—rain rules are in effect throughout the current turn and the following three turns; place Rain markers on the Turn Track in the boxes corresponding to the current and immediately succeeding three turns.

Note: If a multiple turn Rain result occurs when there are already one or more Rain markers on the Turn Track, additional markers are placed on the track only if the new Rain result extends the rain time period into turns which did not previously possess a Rain marker. For example, if a "Rain (Current+2)" result occurs on Turn 6, Rain markers are placed in the Turns 6, 7, and 8 boxes on the Turn Track. If on Turn 7 a "Rain (Current+1)" result occurs, no additional Rain markers are placed on the track because the new result does not extend the rain period. However, if on Turn 7 a "Rain (Current+2)" result had occurred, a Rain marker should be added to the Turn 9 box due to the extension of the rain period.

Rain Effects. Provisional Swamps: Provisional swamp hexes function as full swamp hexes in rain turns. If a Rain event occurs while a unit is in a provisional swamp hex with no road, pike, or RR, the unit gains one Fatigue Level and its Strength marker is disorganized. (If it is already disorganized, it is not further affected.) It also must be immediately moved into an adjacent, non-enemy occupied hex. This special movement does not require activation and does not expend MP. It may not be into an enemy ZOC unless there are no non-enemy ZOC present. It also may not be into another swamp hex or across a major/minor river hexside without a bridge or ferry. If no legal hex is available to move into, the unit is eliminated, and VP are awarded for its loss.

Zones of Control: ZOC do not extend across ford or destroyed bridge/ferry hexsides in rain turns. They also do not extend across creek hexsides untraversed by roads, pikes, RR or trail (unless at least one of the two hexes joined by that creek hexside is a city hex).

Attacks: The attacker subtracts 1 from all combat die rolls in rain turns. Attacks cannot be made across ford or destroyed bridge/ferry hexsides in rain turns. Attacks cannot be made across creek hexsides in rain turns unless the hexside is crossed by a road, pike, trails, or RR (or at least one of the two hexes joined by the creek hexside is a city hex). In an attack across a permissible creek hexside in a rain turn, the defender gains a +2 combat die roll modifier (instead of the normal +1).

Movement: If a unit enters a hex across a road or RR hexside in a rain turn, it expends 2 (not 1) MP. A unit entering a hex across a pike hexside expends 1½ (not 1) MP in a rain turn. If a unit enters a mountain hex through a hexside crossed by a trail in a rain turn, it expends 3 MP instead of 2; if a unit enters a non-mountain hex through a hexside crossed by a trail in a rain turn, it expends 2 MP instead of 1. In rain turns, the cost to enter all types of major terrain without benefit of roads, pikes, trails, or RR is increased (see Terrain Chart).

Rivers and Creeks: In rain turns, units may cross minor and major rivers only at bridge, dam, and ferry hexsides—never at fords or destroyed bridges/ferries. Units may cross creeks only across road, pike, RR or trail hexsides in rain turns. Exception: Units may always cross a creek hexside if at least one of the two hexes joined by that hexside is a city hex.

Bridges: Units may not build or repair bridges or ferries in rain turns but may destroy them.

Entrenching: Units may not entrench in rain turns.

River Fordability. In rain turns, units may not use fords to cross major or minor river hexsides. Furthermore, Rain results on the Random Events Table may cause fords to be unusable for an extended period of time after rain turns. Each time a Rain result occurs, the players must place a "Major Rivers Unfordable" and a "Minor Rivers Unfordable" marker on the Turn Track. (If they are already on the Track, they must be advanced a variable number of boxes.) Note: If the game being played does not have either or both of these markers, players may use OTR or GTC markers, or they may make their own. The placement and movement of these two markers on the Turn Track is governed by the type of Rain result that has occurred and the game being played. When a Rain result occurs in any game, consult the chart below to get a Rain Number for minor rivers.

Minor River Rain Number Table

Rain EventOTR/AIOSIVAll Others
Rain (Current)100
Rain (Current+1)211
Rain (Current+2)432
Rain (Current+3)6n/a3

Place the Minor Rivers Unfordable marker on the Turn Track a number of boxes ahead of the current turn equal to the Minor River Rain Number. If the Minor Rivers Unfordable marker is already on the Turn Track, advance it by a number of turns equal to the Rain Number. Do not place the Minor Rivers Unfordable marker on the Track if the Rain Number is 0. Next, consult the chart below to get a Rain Number for major rivers.

Major River Rain Number Table

Rain EventOTR/AIOSIVAll Others
Rain (Current)111
Rain (Current+1)332
Rain (Current+2)653
Rain (Current+3)9n/a4

Place the Major Rivers Unfordable marker on the Turn Track a number of boxes ahead of the current turn equal to the Major River Rain Number. If the Major Rivers Unfordable marker is already on the Turn Track, advance it by a number of turns equal to the Rain Number. For example, in any of the games, for a Rain Current result on turn 3, if the Major Rivers Unfordable Marker is not already on the Turn Track, place it on turn 4.

Unfordability Effects. If the Major Rivers Unfordable marker is on the Turn Track, units may not move, retreat, or advance across major rivers at fords in the current turn and all succeeding turns up to and including the box occupied by the marker. If the Minor Rivers Unfordable marker is on the Turn Track, units may not move, retreat, or advance across minor rivers at fords or destroyed bridges/ferries in the current turn and all succeeding turns up to and including the box occupied by the marker. If a unit cannot cross a hexside due to unfordability effects then its ZOC does not extend across that hexside. If a unit uses a ferry to move across a minor river that is currently unfordable, that unit must pay the normal ferry movement point penalty (Manpower value divided by 3, see Section 6.2). Remove a marker from the Turn Track at the end of the turn corresponding to the box it occupies on the Track.

Limited Intelligence (Optional Rule)

This optional rule can be used with any game in the series to better reflect the uncertainties of Civil War era command. It does significantly increase the time required to complete a scenario. This rule requires mutual trust between the players and should not be used for competitive play.

The Force Display. As described in Section 6.4, each player may remove stacks of counters and replace them with a Force Marker. Normally, forces kept off-map on the Force Display may be examined by either player at any time. When using these rules, each player's Force Display is kept secret from the enemy player. Hide each player's Force Display behind a screen or under a spare game box lid.

Placing Force Markers. Each player is allowed to utilize up to ten force markers at a time. Not all games in the Great Campaigns series include ten force markers for each player; players should substitute additional counters as necessary. A player may place one or more force markers during the Action Cycle whenever he possesses the initiative. (He is not required to activate the units being replaced with force markers during this action; he is free to take the action elsewhere). As described in Section 6.4, the units are removed from the map and placed on the force display. Two or more force markers may be simultaneously placed in the same hex (or one or more force markers may be added to a hex that already has a force marker in it) to confuse the enemy about the direction in which a force will move. When more than one force marker is in a hex, the player is free to divide the units in that hex between those forces as he sees fit. A player is permitted to assign no actual units to a force marker; a phantom force of this type is referred to below as a "dummy marker". Dummy markers may be activated and moved (see below), but may not be used to reveal enemy forces, collect VP, or trigger any other action pursuant to the rules that requires the presence of an actual unit. Placement of force markers must adhere to the following restrictions: a force marker may not be placed adjacent to an enemy unit (unless impassable terrain makes it impossible to move between the two hexes); a force marker may not be placed within two hexes of an enemy cavalry unit (Exception: A force marker may be placed within two hexes of enemy cavalry if all two-hex paths between the units are blocked by either: impassable terrain; woods hexsides not crossed by a road, pike, trail, or RR; or a friendly unit in the hex between the force marker and the enemy cavalry unit).

Moving Force Markers. Units on the Force Display must move according to the published rules. A player moving a hidden force still rolls for that force's movement in view of the enemy player. Thus, the enemy player will have a good idea whether or not a friendly force marker contains infantry or cavalry based on the number of dice rolled for the movement. Dummy markers can be moved as either infantry or cavalry (with or without a leader) at the discretion of the owning player. The player's choice of how to move dummy markers should be based on which type of unit he is trying to trick the enemy player into thinking is present in that force. Any extended march rolls should be rolled in view of the enemy player; however, the moving player may make fake extended march rolls for hidden forces to confuse the enemy. Movement of dummy markers normally requires the player to win initiative and spend an activation. The only exception occurs when more than one force marker starts an activation in the same hex. In that case, one or more dummy markers may be moved from that hex at the same time as the force markers with actual units without requiring a separate activation.

Revealing Enemy Forces. Players replace friendly forces markers with the units they represent (or remove them if they are dummies) in the following cases: if an enemy unit or force marker is adjacent to the friendly force marker (unless impassable terrain makes it impossible to move between the two hexes); if an enemy cavalry unit is within two hexes of the marker (Exception: A force marker may remain on the map within two hexes of enemy cavalry if all two-hex paths between the units are blocked by either: impassable terrain; woods hexsides not crossed by a road, pike, trail, or RR; or a friendly unit in the hex between the force marker and the enemy cavalry unit. Note: This case requires actual cavalry units to be present on the map within two hexes of the force marker; cavalry units under force markers can never reveal the composition of an enemy force). Besides removing force markers in the cases listed above, force markers can be voluntarily removed at any time by the owning player (usually when he would rather use them elsewhere on the map).

Woods Hexside (Restricted ZOC) Summary of Effects

  1. Movement: Restricted ZOC do not restrict movement in any way (Section 6.2). A unit can move through a restricted ZOC without having to stop and can leave a restricted ZOC without having to pay a +1 movement penalty.
  2. Attacks: Units may only attack across a woods hexside in certain conditions. Refer to Section 7.0, Combat, Attack Restrictions.
  3. Flank Attacks: Restricted ZOC count as covered hexes when computing the basic flank bonus. However, the final flank bonus is reduced by one for each hex covered by a restricted ZOC. Refer to Section 7.4, Flank Attacks.
  4. Retreat and Rout: Restricted ZOC affect retreats and routs just like normal ZOC.
  5. Command Radius: Restricted ZOC block an enemy leader's command radius just like normal ZOC.

Roads to Gettysburg

Roads to Gettysburg simulates the Gettysburg Campaign of June–July 1863 between the Confederacy's Army of Northern Virginia and the Union's Army of the Potomac.

Basic Game Rules

1.0 Introduction

Roads To Gettysburg simulates the Civil War campaign in Pennsylvania and Maryland in June and July 1863 between the Confederacy's Army of Northern Virginia and the Union's Army of the Potomac. In the game, players control the Union and Confederate military forces in turns representing one day of real time. The map presents the parts of Maryland and Pennsylvania as they were in 1863, drawn almost exclusively from Civil War-period maps. A hexagonal grid is superimposed on the map and each hex covers about 2,000 yards (1.85 km) from side to side. Military units from regiment to division are represented, along with the division, corps, district, and army leaders of each side. Units consist of a variable number of points, each of which represents about 500 infantrymen or 650 cavalrymen.

The rules of Roads To Gettysburg are similar to those of the two previous Avalon Hill games in the Great Campaigns of the American Civil War series, Stonewall Jackson's Way and Here Come the Rebels! However, a few rules changes have been implemented in Roads To Gettysburg, the most important of which are listed below:

  • The Extended March table has been modified.
  • The conditions for flank attacks have been slightly modified. In addition, "flank refusal" rules have been introduced.
  • A "D" (Disorganized) result on the Combat Table means a unit gains 3 Fatigue levels rather than automatically advancing to Fatigue level 4.
  • In the Advanced Game, the supply and forage rules have been eliminated. Units now record their ammunition expenditure on a sheet.

Basic Game Scenarios

There are five Basic Game scenarios of varying difficulty. Unless otherwise noted in the following instructions, all units begin the game with their front side face-up, at Fatigue level 0, with organized Strength markers. Before starting, place the Turn marker on the Turn Track in the box corresponding to the date on which the scenario begins. This is Turn 1. During the Turn Indication phase, advance the Turn marker one box to signal the start of a new turn. At the end of the game, calculate Victory Points (VP) and determine a winner. Since combat losses cause a gain or loss of Victory Points, players should keep track of Manpower value losses on a piece of paper or on the Victory Point track.

The Roads to Gettysburg map is divided into two sheets: north and south. Some scenarios use only one map; others use both. In set-up instructions, hexes are listed by four-digit numbers preceded by an "N" (north map) or an "S" (south map). For example, "S4828" designates hex 4828 on the south map (the town of Sykesville, Maryland). To place the two maps together, align the south edge of the north map with the north edge of the south map so that all hexrows line up evenly. Note there is a slight overlap between the maps. In the odd-numbered hexrows (i.e., hexrows whose first two digits are odd), the southernmost hex on the north map is identical to the northernmost hex on the south map. For example, hex N0134 is the same hex as S0101. On the north map, trim the gray border on the south edge with a cutter so the map edges fit together evenly. Otherwise, carefully cut this edge in a straight line, cutting off the lower half of the southernmost odd-numbered hexrow's hexes on that map. It is preferable (though harder) to trim only the border area. If you instead cut the north map in a straight line, the half-hexes on the south edge of the map are treated as full hexes for scenarios using only one map.

Scenario 1: First Day at Gettysburg

NOTES: This scenario simulates the meeting engagement that took place just northwest of the town of Gettysburg, Pennsylvania, on July 1, 1863, between the advance elements of the Army of the Potomac and the Army of Northern Virginia.

MAP: Use both maps.

GAME LENGTH: 1 turn; July 1, 1863.

SPECIAL RULES: None.

Victory Conditions. The Confederate player gains or loses Victory Points (VP) for the following:

VPReason
+5*If a Confederate unit occupies Gettysburg (S3201) (or was the last to pass through Gettysburg), and if both Evergreen Cemetery (S3202) and Culp's Hill (S3302) are free of Union infantry units.
+2If a Confederate unit occupies Gettysburg (S3201) (or was the last to pass through Gettysburg), and if a Union infantry unit occupies Evergreen Cemetery (S3202) or Culp's Hill (S3302), but not both.
+1If a Confederate unit occupies Gettysburg (S3201) (or was the last to pass through Gettysburg), and if Union infantry units occupy both Evergreen Cemetery (S3202) and Culp's Hill (S3302).
+1For each point of Union Manpower value lost for any reason.
-1For each point of Confederate Manpower value lost for any reason.
-2If a Union infantry unit occupies Gettysburg (S3201) at the end of the game.

* If the Confederate player meets this VP requirement, he receives 7 VP instead of 5 if Confederate units occupy two of the following three hexes at the end of the game: Peach Orchard (S3103), Round Top (S3203), and The Parsonage (S3403). If all three of these hexes are occupied by Confederate units at the end of the game (assuming the Confederate player has also met the "5 VP*" conditions), he receives 9 VP (instead of 5 or 7).

At the end of the game, the Confederate VP total is calculated and the players consult the table below to determine the winner.

Confederate VPWinner
10 or moreConfederate Decisive Victory
7 to 9Confederate Substantive Victory
3 to 6Confederate Marginal Victory
0 to 2Union Marginal Victory
-4 to -1Union Substantive Victory
-5 or lessUnion Decisive Victory

Union Set-Up

Unit/LeaderSizeCommandTypeManpowerHex
GambleBrig–Cav3N3134 (Lutheran Theological Seminary)
DevinBrig–Cav2N3233 (Alms House)
ReynoldsCorpsILdr–S3103 (Peach Orchard)
WadsworthDivIInf8*S3103 (Peach Orchard)
DoubledayDivIInf5*S3004
RobinsonDivIInf6*S3005 (Greenmount PO)
HowardCorpsXILdr–S2906
BarlowDivXIInf5*S2906
SteinwehrDivXIInf5*S3007
SchurzDivXIInf6*S3107 (Mill)
SicklesCorpsIIILdr–S3310 (Bridgeport)
HumphreysDivIIIInf10*S3310 (Bridgeport)
BirneyDivIIIInf11*S3110
SlocumCorpsXIILdr–S4007
WilliamsDivXIIInf7**S4007
GearyDivXIIInf8**S4007

* All Union infantry units (except Williams and Geary) begin the game at Fatigue level 1. ** Williams and Geary begin the game at Fatigue level 2.

Confederate Set-Up

Unit/LeaderSizeCommandTypeManpowerHex
HillCorpsIIILdr–N2230 (Union Hotel)
PenderDivIIIInf14N2230 (Union Hotel)
HethDivIIIInf17N2532 (Cashtown)
AndersonDivIIIInf15N1531 (Fayetteville)
EwellCorpsIILdr–N3627 (Heidlersburg)
RodesDivIIInf16*N3627 (Heidlersburg)
EarlyDivIIInf11*N3927 (Coach Shop)
JohnsonDivIIInf14N1226 (Scotland)

* Rodes and Early begin the game at Fatigue level 1.

Scenario 2: Where Is Stuart? (Solitaire Scenario)

NOTES: This scenario simulates the raid by J.E.B. Stuart's cavalry against the Army of the Potomac before the Battle of Gettysburg. Many historians blame the Confederate failure in this campaign on Stuart's late arrival at Gettysburg. Note: this is a solitaire scenario. The player controls only Confederate units; no Union units are used.

MAP: Use both maps.

GAME LENGTH: 5 turns; June 29 to July 3, 1863. Note: the game may end in fewer than 5 turns; see Victory Conditions.

SPECIAL RULES:

  1. At the start of the game, the player places the 10 single- or double-question-mark ("?" or "??") markers face-up (question-mark side up). Half of them bear a single question mark; the other half bear two. These 10 markers are placed on the map so only the question-mark side is visible. The markers must be thoroughly shuffled so the player does not know their identity. a. The five "?" markers are placed, one each, in the following hexes: Taneytown (S3611), Gettysburg (S3201), Westminster (S4516), Littlestown (S4006), Hanover (S4503). b. The five "??" markers are placed, one each, in the following hexes: Chambersburg (N0929), Shippensburg (N1621), Mechanicsburg (N4311), Carlisle (N3312), York (N5826).
  2. This is a solitaire scenario in which only Confederate units may be activated. The Initiative segment of each action phase is therefore ignored. The player may take actions with Confederate units during consecutive action phases for as long as he is willing or able to do so.
  3. Confederate units may not cross a ford or bridge hexside of the Monocacy River between hex S2334 (the southernmost hex on the river) and S3209 (the hex where the Monocacy changes from a stream to a minor river). In addition, they may not move to within five hexes of Emmitsburg (S2709).
  4. The moment a Confederate unit first enters a hex four hexes distant from a "?" or "??" marker, the player temporarily halts that unit's movement and flips the marker to its back. (If the Confederate unit enters a hex four hexes distant from two markers, both are flipped.) a. If the back of the marker is blank, the marker is removed from the map. b. If the back of the marker reads "Army of the Potomac," "PA Militia," or "Location of ANV" (Army of Northern Virginia), simply leave it as is in the hex it occupies. Exception: if the "ANV in Gettysburg" marker (see below) has already been revealed and currently sits at Gettysburg (S3201), the "Location of ANV" marker is removed from the map the moment it is revealed and its effects are ignored. c. If the back of the marker reads "ANV in Gettysburg," remove the marker from its hex and place it at Gettysburg (S3201). (Any other marker already at Gettysburg is removed.) Exception: if the "Location of ANV" marker (see above) has already been revealed and is located in another hex, the "ANV in Gettysburg" marker is removed from the map the moment it is revealed and its effects are ignored.
  5. Confederate units may not enter a hex within three hexes of a marker bearing "Army of the Potomac."
  6. Confederate units may freely enter the hex occupied by the "Location of ANV" or "ANV in Gettysburg" markers. As soon as a Confederate unit enters a hex occupied by such a marker, the unit is removed from the map and the player gains Victory Points (see Victory Conditions). If Stuart is attached to a unit that is removed, Stuart is removed as well.
  7. The moment a Confederate unit first enters a hex adjacent to the "PA Militia" marker, the player temporarily halts that unit's movement and rolls a die. If the result is even, the "PA Militia" marker is removed from the map. If the result is odd, the "PA Militia" marker remains in place and Confederate units may not enter that town for the rest of the game. (The die is not rolled again during the game, even if a Confederate unit moves next to the "PA Militia" marker a second time.) After the die roll, the Confederate unit may resume its march. The "PA Militia" marker does not exert a ZOC and cannot be attacked.
  8. The moment a Confederate unit first enters each of the 10 towns where a "?" or "??" marker began the game (see rule 1), the player temporarily halts that unit's movement, rolls a die, and consults rule 9. (Exception: the player does not roll if a Confederate unit enters the town occupied by the "Location of ANV" or "ANV in Gettysburg" marker.) The unit whose march was interrupted may then resume its march. The player rolls a die and consults rule 9 only once for each town listed in rule 1 that a Confederate unit enters, even if more than one unit enters that town (or the same unit enters it more than once).
  9. When a Confederate unit first enters each of the towns where a "?" or "??" marker began the game, the player rolls a die. This roll has the following effects (after the effects are applied, the unit whose movement was interrupted may resume its march): a. If the result is 5 or less, the player may flip a single "?" or "??" marker anywhere on the map to its back. See rules 4a, 4b, 4c, and 4d for the procedures to follow depending on the identity of the marker revealed. b. If the result is 6, place an unused counter at Cashtown (N2532) as a marker. Confederate units may not move within five hexes of this marker for the rest of the game. If a marker is already at Cashtown when a 6 is rolled, place another marker at Bendersville (N3126); Confederate units may then not move within five hexes of Bendersville for the rest of the game. If markers are already at both Cashtown and Bendersville when a 6 is rolled, the die roll has no further effect. If Confederate units are within five hexes of Cashtown or Bendersville when a marker is placed there, those units must move as directly as possible beyond the five-hex radius around that hex and may not return within five hexes thereafter.

Victory Conditions. The game ends at the end of Turn 5 (July 3) or the moment there are no more Confederate units on the map — whichever comes first. (Note: Confederate units are removed from the map as soon as they enter the hex occupied by the "Location of ANV" or "ANV in Gettysburg" marker; see rule 6.)

The player gains Victory Points (VP) as follows: each Confederate unit entering the hex occupied by the "Location of ANV" or "ANV in Gettysburg" marker gains a variable number of VP (see below) depending on the current turn and the unit's (non-combat) Manpower value. (The unit is removed from the map upon entering such a hex.) VP are never received for the leader Stuart.

Turn the unit is removed from the mapVictory Points
Turn 1 – June 29Manpower value × 5
Turn 2 – June 30Manpower value × 4
Turn 3 – July 1Manpower value × 3
Turn 4 – July 2Manpower value × 2
Turn 5 – July 3Manpower value (unmodified)

Note: if a Confederate unit is still on the map at the end of Turn 5, it earns no VP.

At the end of the game, the player's total VP is calculated and he consults the following table to assess his performance.

Confederate VPWinner
32 or moreConfederate Decisive Victory
26 to 31Confederate Substantive Victory
20 to 25Confederate Marginal Victory
14 to 19Union Marginal Victory
8 to 13Union Substantive Victory
7 or lessUnion Decisive Victory

Union Set-Up: None.

Confederate Set-Up

Unit/LeaderSizeCommandTypeManpowerHex
StuartCorpsCavLdr–S4527 (Daysville)
HamptonBrigCavCav3S4527 (Daysville)
ChamblissBrigCavCav2S4529 (Hood's Mill)
F. LeeBrigCavCav3S4828 (Sykesville)

Scenario 3: Meade Moves North

NOTES: Late on June 28, 1863, the Union and Confederate armies had little idea where the enemy was. This scenario portrays the five most critical days of the campaign, when the armies searched for each other and then clashed — accidentally — at Gettysburg.

MAP: Use both maps.

GAME LENGTH: 5 turns; June 29 to July 3, 1863.

SPECIAL RULES:

  1. The Union player is subject to the following movement restrictions: a. 6 NY, 7 NY, and J. Smith may not activate for the entire game. b. Lockwood, Knipe, Ewen, Brisbane, and Yates may not activate or entrench on Turn 1.
  2. The Confederate player is subject to the following movement restrictions: a. Only two Confederate infantry divisions (of the Confederate player's choice) and the cavalry brigades of Hampton, F. Lee, and Chambliss may perform actions on Turn 1. (If one of these units is within the command radius of its corps leader, it may join an Activate Corps Leader action.) Pickett's division may not be one of the two infantry divisions chosen for activation on Turn 1. b. The cavalry brigades of Hampton, F. Lee, and Chambliss may not enter or retreat into a hex in Frederick-West or Adams County before the start of Turn 5 unless one of the following two conditions is met: 1) all three cavalry brigades begin an action cycle stacked in the same hex as a Confederate infantry division and neither the cavalry brigades nor the infantry division performed any actions throughout that action cycle (although they may have been attacked); 2) OR, all three cavalry brigades end an action cycle in hexes of Cumberland County, and at least one of these three brigades is in or within two hexes of Carlisle (N3312), Mechanicsburg (N4311), New Cumberland (N5010), or Shippensburg (N1621). If either of these two conditions is met, Hampton, F. Lee, and Chambliss may enter Frederick-West or Adams County before Turn 5. c. Law's infantry brigade, as well as the cavalry brigades of Jones and Robertson, may not perform any action or entrench before Turn 3. d. Pickett's division and Imboden's brigade may not perform any action or entrench before Turn 4. e. Confederate units may not move or retreat into a hex within five hexes of Frederick (S2326).

Victory Conditions.

VPReason
+15If at the end of the game a Confederate infantry unit occupies Gettysburg (S3201) or any hex adjacent to Gettysburg, and no Union infantry unit occupies Gettysburg or a hex adjacent to Gettysburg.
+8If at the end of the game a Confederate infantry unit occupies Gettysburg (S3201) and at least one Union infantry unit occupies a hex adjacent to Gettysburg.
+4If a Confederate infantry unit occupies Harrisburg (N4909) at the end of the game.
+3For each of the following towns occupied by Confederate infantry units at the end of the game: Littlestown (S4006), Taneytown (S3611), Westminster (S4516).
+1For each of the following rail stations bearing a Damage or Destroy marker at the end of the game: Ellicott Mills (S5734), Sykesville (S4828), Mt. Airy (S3828).
+1For each point of Union Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, forced march, or moving from one enemy ZOC to another).
-1For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, forced march, or moving from one enemy ZOC to another).
-2If at the end of the game a Union infantry unit occupies Gettysburg and at least one Confederate infantry unit occupies a hex adjacent to Gettysburg.
-3If a Union infantry unit occupies Chambersburg (N0929) at the end of the game.
-4If at the end of the game a Union infantry unit occupies Gettysburg, or a hex adjacent to Gettysburg, and no Confederate infantry unit occupies Gettysburg or a hex adjacent to Gettysburg.

At the end of the game, the Confederate VP total is calculated and the players consult the table below to determine the winner.

Confederate VPWinner
28 or moreConfederate Decisive Victory
21 to 27Confederate Substantive Victory
14 to 20Confederate Marginal Victory
6 to 13Union Marginal Victory
-2 to 5Union Substantive Victory
-3 or lessUnion Decisive Victory

Union Set-Up

Unit/LeaderSizeCommandTypeManpowerHex
7 NYRegt–Inf1*S5734 (Ellicott Mills)
6 NYRegt–Inf1*S5734 (Ellicott Mills)
HueyBrig–Cav2S3328
McIntoshBrig–Cav2S3128 (New Market)
GreggBrig–Cav2S3128 (New Market)
SedgwickCorpsVILdr–S3134
WrightDivVIInf9S3134
HoweDivVIInf8S3134
NewtonDivVIInf10S3134
StannardBrigIInf4S2934
SicklesCorpsIIILdr–S2821 (Glade Church)
BirneyDivIIIInf11**S2821 (Glade Church)
HumphreysDivIIIInf10**S2722 (Walkersville)
ReynoldsCorpsILdr–S2325
WadsworthDivIInf8S2325
RobinsonDivIInf6S2325
DoubledayDivIInf5S2325
HowardCorpsXILdr–S2425
BarlowDivXIInf5S2425
SteinwehrDivXIInf5S2425
SchurzDivXIInf6S2425
MeadeArmyAPLdr–S2326 (Frederick)
SlocumCorpsXIILdr–S2326 (Frederick)
WilliamsDivXIIInf7S2326 (Frederick)
GearyDivXIIInf8S2326 (Frederick)
Art Res-1Brig–Art2S2226
Art Res-2Brig–Art2S2226
Art Res-3Brig–Art2S2226
MerrittBrig–Cav3S1725 (Middletown)
GambleBrig–Cav3S1624
DevinBrig–Cav2S1624
FarnsworthBrig–Cav3S2426
CusterBrig–Cav3S2426
HancockCorpsIILdr–S2428 (Frederick Junction)
CaldwellDivIIInf7S2428 (Frederick Junction)
GibbonDivIIInf7S2428 (Frederick Junction)
HaysDivIIInf8S2428 (Frederick Junction)
SykesCorpsVLdr–S2330 (Slabtown)
BarnesDivVInf7S2330 (Slabtown)
AyresDivVInf8S2330 (Slabtown)
CrawfordDivVInf6S2330 (Slabtown)
LockwoodBrigXIIInf4S2529
KnipeBrig–Inf2N4609 (Stonepeace Ch)
EwenBrig–Inf4N4809 (Bridgeport)
BrisbaneBrig–Inf5N4809 (Bridgeport)
YatesBrig–Inf6*N4603 (Marysville)
J. SmithBrig–Inf5*N4909 (Harrisburg)

* 6 NY, 7 NY, Yates, and J. Smith all begin the game under "Fort" markers. ** Birney and Humphreys begin the game with Fatigue level 1 markers.

Confederate Set-Up

Unit/LeaderSizeCommandTypeManpowerHex
StuartCorpsCavLdr–S4529 (Hood's Mill)
F. LeeBrigCavCav3S4529 (Hood's Mill)
HamptonBrigCavCav3S4530
ChamblissBrigCavCav2S4531 (Cooksville)
JonesBrigCavCav3S0116 (Williamsport)
RobertsonBrigCavCav2S0116 (Williamsport)
LeeArmyANVLdr–N0929 (Chambersburg)
LongstreetCorpsILdr–N0929 (Chambersburg)
HoodDivIInf12N0929 (Chambersburg)
McLawsDivIInf15N0929 (Chambersburg)
ImbodenBrigCavCav3N0929 (Chambersburg)
PickettDivIInf12N1128
HillCorpsIIILdr–N1229
AndersonDivIIIInf15N1229
PenderDivIIIInf14N1330
HethDivIIIInf17N1430
LawBrigIInf4N1432 (New Guilford)
EwellCorpsIILdr–N3411 (Carlisle Barracks)
RodesDivIIInf16N3411 (Carlisle Barracks)
JohnsonDivIIInf14N3312 (Carlisle)
A. JenkinsBrigCavCav2N4311 (Mechanicsburg)
EarlyDivIIInf11N5826 (York)
17 VARegtCavCav1N5825 (Prospect Hill Cemetery)

Scenario 4: Confederate High Tide (Solitaire)

NOTES: This is a hypothetical scenario simulating a Confederate attempt to take the Pennsylvania capital, Harrisburg. Although this plan was never carried out in reality, it came very close. Indeed, Ewell's II Corps at Carlisle was ready to march on the Susquehanna before receiving Lee's unexpected order to rejoin the Army of Northern Virginia. Note: this is a solitaire scenario. The player controls only Confederate units; Union units may not be activated.

MAP: Use the north map only.

GAME LENGTH: 3 turns; June 29 to July 1, 1863.

SPECIAL RULES:

  1. This scenario is a solitaire game. The player may only activate Confederate units. Because no Union activity is permitted, do not make initiative die rolls during this scenario. The player may take actions with Confederate units for as long as he is willing or able to do so, after which the action cycle ends.
  2. Remember that hex N4809 (Bridgeport) contains Fort Washington. Brisbane and Ewen, which begin the game in this hex, have their combat and artillery values tripled on defense (see 9.0). In addition, their combined artillery values are doubled because Bridgeport is a clear-terrain hex.
  3. When Union units are forced to retreat or rout, the player moves those units as he sees fit, following the normal retreat rules and the following restrictions: a. If the units are west of the Susquehanna River, they must attempt to retreat or rout across a Susquehanna River hexside by the shortest possible path in hexes. b. If the units are east of the Susquehanna River, they may retreat or rout in whatever direction the player wishes.

Victory Conditions. The player gains or loses Victory Points (VP) for the following:

VPReason
+16If a Confederate unit occupies Harrisburg (N4909) at the end of the game.
+14If a Confederate unit occupies Marysville (N4603) at the end of the game.
+10If a Confederate unit occupies Bridgeport (N4809) at the end of the game. Note: the player does not gain 10 VP for occupying Bridgeport if a Confederate unit also occupies Harrisburg at the end of the game. Thus, if Confederate units occupy both Harrisburg and Bridgeport, the player gains 16, not 26, VP.
+10For each Confederate infantry division (not cavalry brigades) ending the game east of the Susquehanna River.
+2For each point of Union Manpower value lost in combat or retreat.
-3For each point of Confederate Manpower value lost for any reason.

At the end of the game, the player's total VP is calculated and he consults the following table to assess his performance.

Confederate VPWinner
70 or moreConfederate Decisive Victory
63 to 69Confederate Substantive Victory
55 to 62Confederate Marginal Victory
39 to 54Union Marginal Victory
24 to 38Union Substantive Victory
23 or lessUnion Decisive Victory

Union Set-Up

Unit/LeaderSizeCommandTypeManpowerHex
BrisbaneBrig–Inf5N4809 (Bridgeport)
EwenBrig–Inf4N4809 (Bridgeport)
YatesBrig–Inf6*N4603 (Marysville)
KnipeBrig–Inf2N4609 (Stonepeace Church)
J. SmithBrig–Inf5*N4909 (Harrisburg)

* Yates and J. Smith begin the game under "Fort" markers.

Confederate Set-Up

Unit/LeaderSizeCommandTypeManpowerHex
EwellCorpsIILdr–N3411 (Carlisle Barracks)
RodesDivIIInf16N3411 (Carlisle Barracks)
JohnsonDivIIInf14N3312 (Carlisle)
A. JenkinsBrigCavCav2N4311 (Mechanicsburg)
EarlyDivIIInf11N5826 (York)

Scenario 5: The Battle That Never Happened

NOTES: This scenario simulates the retreat of the Army of Northern Virginia to the Potomac after the Battle of Gettysburg. President Lincoln urged General Meade to aggressively pursue the Confederates and crush them once and for all, but the Army of the Potomac failed to bring the rebels to battle. By mid-July, Lee's army had escaped into Virginia and the war continued.

MAP: Use both maps. (A large part of the north map will not be used.)

GAME LENGTH: 6 turns; July 5 to 10, 1863.

SPECIAL RULES:

  1. The Confederate player automatically wins the initiative die roll during the first action phase of Turn 1. Thereafter, initiative is determined normally.
  2. Neither player's units may cross a Potomac River hexside.
  3. The Union player is subject to the following movement restrictions (Note: a Union unit is exempt from these restrictions the moment a Confederate unit moves into a hex adjacent to that Union unit's set-up hex): a. Kenly, Morris, 13 PA, and 1 NY/12 PA may not activate or entrench before Turn 2 (July 6). b. The 1 CT regiment may not activate or entrench before Turn 3 (July 7). c. Briggs, Elliott, and B. Smith may not activate or entrench before Turn 4 (July 8). When they first activate, they may move by rail (see Special Rule 4). d. Wells and Spinola may not activate or entrench before Turn 5 (July 9). When they first activate, they may move by rail (see Special Rule 4).
  4. Although this is not an Advanced Game scenario, all the Advanced Game "Union Railroad Movement" rules (see 22.0) apply in this scenario. Exception: Union units may move by rail only on the Baltimore & Ohio line.
  5. The Confederate player's 54 NC and 58 VA regiments may not activate or entrench before Turn 4 (July 8). They are exempt from this restriction the moment a Union unit moves into a hex adjacent to their set-up hex.
  6. Confederate units may not enter a hex within five hexes of Frederick (S2326).
  7. In this scenario, the infantry units of the Union's four corps are grouped into single units labeled "I Corps," "II Corps," "III Corps," and "XI Corps." Although designated as corps, these units are treated as infantry divisions in this scenario. The corps leaders who command these corps (Reynolds, Hancock, Sickles, Howard) do not appear in the game. Thus, these four units may not take part in an Activate Corps Leader action or a corps assault. They may take part in a grand assault.

Victory Conditions. The Confederate player gains or loses Victory Points (VP) for the following:

VPReason
+6If at least one Confederate unit occupies the Naval Battery (S0732) at the end of the game.
+3/+1The Confederate player receives 3 VP for each infantry division and 1 VP for each cavalry brigade ending the game in, or within three hexes of, one of the following hexes (these VP are in addition to the 6 VP awarded for occupying the Naval Battery; see above): Williamsport (S0116), Falling Waters (S0119), Ferry Hill Place (S0326), Naval Battery (S0732). Note: the Confederate player does not receive 3 (or 1) VP for units in or within three hexes of a given hex if a Union unit occupies or is adjacent to that hex at the end of the game.
+1For each point of Union Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, forced march, or moving from one enemy ZOC to another).
-1For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, forced march, or moving from one enemy ZOC to another).

At the end of the game, the Confederate VP total is calculated and the players consult the table below to determine the winner.

Confederate VPWinner
48 or moreConfederate Decisive Victory
39 to 47Confederate Substantive Victory
30 to 38Confederate Marginal Victory
21 to 29Union Marginal Victory
12 to 20Union Substantive Victory
11 or lessUnion Decisive Victory

Union Set-Up

Unit/LeaderSizeCommandTypeManpowerHex
III CorpsDiv–Inf11S3303
I CorpsDiv–Inf8S3303
SykesCorpsVLdr–S3203 (Round Top)
BarnesDivVInf5S3203 (Round Top)
AyresDivVInf6S3203 (Round Top)
CrawfordDivVInf5S3203 (Round Top)
Art Res-1Brig–Art2S3203 (Round Top)
MeadeArmyAPLdr–S3202 (Evergreen Cemetery)
II CorpsDiv–Inf11S3202 (Evergreen Cemetery)
XI CorpsDiv–Inf6S3202 (Evergreen Cemetery)
Art Res-2Brig–Art2S3202 (Evergreen Cemetery)
SlocumCorpsXIILdr–S3302 (Culp's Hill)
WilliamsDivXIIInf10S3302 (Culp's Hill)
GearyDivXIIInf7S3302 (Culp's Hill)
HoweDivVIInf8S3402
SedgwickCorpsVILdr–S3304
WrightDivVIInf9S3304
NewtonDivVIInf9S3304
Art Res-3Brig–Art2S3304
McIntoshBrig–Cav2S3204
BrisbaneBrig–Inf4N2822
KnipeBrig–Inf6N2822
EwenBrig–Inf4N3320
GreggBrig–Cav2N3631 (Hunterstown)
HueyBrig–Cav2S2209
CusterBrig–Cav2S2109
FarnsworthBrig–Cav3S2009 (Sabillasville)
MerrittBrig–Cav2S2314 (Mechanicstown)
DevinBrig–Cav2S3117 (Ladiesburg PO)
GambleBrig–Cav2S3117 (Ladiesburg PO)
13 PARegt–Cav1S1725 (Middletown)
MorrisBrig–Inf6S1128
KenlyBrig–Inf5S2326 (Frederick)
ElliottBrig–Inf4S5734 (Ellicott Mills)
B. SmithBrig–Inf2S5734 (Ellicott Mills)
BriggsBrig–Inf5S5734 (Ellicott Mills)
SpinolaBrig–Inf3S5734 (Ellicott Mills)
WellsBrig–Inf3S5734 (Ellicott Mills)
1 NY/12 PARegt–Cav1N0130 (St. Thomas)
1 CTRegt–Cav1S5233 (St. Charles College)

Confederate Set-Up

Unit/LeaderSizeCommandTypeManpowerHex
LeeArmyANVLdr–S2406
LongstreetCorpsILdr–S2406
HoodDivIInf11*S2406
McLawsDivIInf10*S2405
PickettDivIInf6*S2404
HillCorpsIIILdr–S2504 (Fairfield)
HethDivIIIInf10*S2504 (Fairfield)
PenderDivIIIInf9*S2603
AndersonDivIIIInf10*S2703 (Presb. Church)
EwellCorpsIILdr–S2802 (Mineral Mill)
EarlyDivIIInf8*S2802 (Mineral Mill)
RodesDivIIInf10*S2802 (Mineral Mill)
JohnsonDivIIInf10*S2802 (Mineral Mill)
StuartCorpsCavLdr–S2908 (Saw Mill)
A. JenkinsBrigCavCav2S2908 (Saw Mill)
ChamblissBrigCavCav1S2908 (Saw Mill)
JonesBrigCavCav2S2105
RobertsonBrigCavCav1S1807 (Buena Vista Hotel)
ImbodenBrigCavCav3S0604 (Greencastle)
F. LeeBrigCavCav3S0604 (Greencastle)
HamptonBrigCavCav2S0604 (Greencastle)
54 NCRegtIIInf1S0116 (Williamsport)
58 VARegtIIInf1S0116 (Williamsport)

* All nine Confederate infantry divisions begin the game with Fatigue level 1 markers.

Advanced Game Rules

Additional rules are used in the Advanced Game that increase the game's realism and complexity. Advanced Game rules may not be used in Basic Game scenarios. (Exception: the Union Railroad Movement rules [22.0] are used in Scenario 5.) Note that several new phases are added to the sequence of play in the Advanced Game (see 13.0).

13.0 Advanced Game Sequence of Play

Each turn in the Advanced Game is conducted according to the following "sequence of play":

  1. Random Events Phase (not on Turns 1, 2, and 3). A. Random Events segment: the Confederate player rolls two dice and both players consult the Random Events table. B. Union Reinforcements segment (starting Turn 11): the Union player rolls a die three times and consults the Union Reinforcement tables to determine whether he receives reinforcements during the current turn.
  2. Harpers Ferry Phase. The players determine whether Union units in or near Harpers Ferry are surrounded. If so, the players consult the Harpers Ferry table to see whether a surrender occurs.
  3. Army of the Potomac Arrival Phase (not on Turns 1 and 2). The Union player rolls two dice and consults the Army of the Potomac Arrival table. Note: once an "arrival" result occurs, the Union player no longer rolls during this phase.
  4. Stuart Phase (begins Turn 6). The Confederate player rolls a die and consults the Stuart Arrival table. Note: once an "arrival" result occurs, this phase is ignored for the rest of the game.
  5. Leader Transfer Phase. Corps and army leaders may be transferred from one subordinate unit to another.
  6. Attachment Phase. Detached units may be reattached to other units.
  7. The Action Cycle. Action Phase: A. Initiative segment: both players roll a die. The player who rolls higher wins (the Confederate player wins ties). The winner must take the initiative or pass. (A player's roll may be affected by "command paralysis": see 14.0.) B. Activation segment: the player who took the initiative must perform a single action with an eligible leader or unit. At the end of an activation segment, the players return to the initiative segment and a new action phase begins. The players continue performing action phases indefinitely until both players pass during the same action phase (see 4.1).
  8. Recovery Phase. Eligible units may entrench, build bridges, and recover from Fatigue, disorganization, and demoralization. Confederate infantry units may levy Pennsylvania towns.
  9. Washington County Phase. The Union player determines whether his units occupy Williamsport, Falling Waters, Sharpsburg, and the Naval Battery. If so, the Confederate player loses VP.
  10. Railroad Station Repair Phase (Turns 8, 12, and 16 only). The Union player may attempt to repair damaged rail stations.
  11. Union Depot Phase (Turns 8, 12, and 16 only). A. Completion segment: the Union player may flip a depot from its "Build" side to its "Complete" side. B. Construction segment: the Union player may place a depot on its "Build" side in an undamaged rail station.
  12. Union Ammunition Phase (Turns 8, 12, and 16 only). Union units may replenish their ammunition.
  13. Turn Indication Phase. The Turn marker is advanced one box on the Turn Track and the players begin a new turn.

14.0 Random Events

14.1 Random Events Table

Starting Turn 4, the Confederate player rolls two dice during each Random Events phase. The players then consult the Random Events table, checking the result corresponding to the sum of the dice. The results are described below.

RAIN. The effects of rain are exactly the same as in the Basic Game.

COMMAND PARALYSIS. If this result occurs, the indicated player subtracts 1 from all his initiative die rolls during the current turn's action cycle only.

STUART. If this result occurs, all movement restrictions applicable to Stuart's three Confederate cavalry brigades (Hampton, F. Lee, Chambliss; see 18.0) are immediately lifted. Note: this result has no effect if it occurs on Turn 12 (July 3) or later. The result also has no effect if Stuart and his units have not yet arrived on the map.

CONFEDERATE REINFORCEMENTS. If this result occurs on Turn 6 (June 27) or later, the Confederate player consults his reinforcement track. There are four sets of reinforcements on this track, numbered consecutively 1 to 4. The first time the Confederate player gets a Confederate Reinforcement result, he places the unit in the first set (Imboden) on the map; the second time he gets this result, he places the units making up the second set (Jones and Robertson) on the map; and so on. If the Confederate player has already received all four reinforcement sets, this result has no effect.

Note: this result is ignored if it occurs on Turn 5 or earlier. Placement of reinforcements (except Imboden): Confederate reinforcements (except Imboden) may be placed on the map in one of the following hexes as soon as they become available: Williamsport (S0116); Falling Waters (S0119); any hex on the west map edge between S0123 and S0134. Reinforcements may not be placed in a hex occupied by Union units, but they may be placed in a Union ZOC. If the Potomac River is unfordable and the Confederate bridge at Falling Waters (see 23.0) is not on the map, reinforcements may not be placed at Williamsport or Falling Waters; they may only be placed on the west map edge between S0123 and S0134. If the Potomac River is unfordable and the Confederate bridge at Falling Waters is on the map, reinforcements may be placed at Falling Waters or on the west map edge between S0123 and S0134. The Confederate player may delay the arrival of his reinforcements and place them on the map during a later Random Events phase. If he delays them by two turns or more, he may place them on the map as described above, or he may place them under the same restrictions as Imboden (see below).

Placement of Imboden: Imboden may be placed on the map in a hex on the west map edge or within three hexes of Upton (S0104). He may not be placed in a hex occupied by Union units, but he may be placed in a Union ZOC. Imboden's arrival may be delayed to a later Random Events phase. Imboden's arrival is not affected by the state of the Potomac River.

RICHMOND GARRISON. If this result occurs on Turn 7 (June 28) or later, the Confederate player consults his Richmond Garrison track. This track has four units, numbered consecutively 1 to 4. The first time the Confederate player gets a Richmond Garrison result, he places the first unit (Corse) on the map; the second time he gets this result, he places the second unit (M. Jenkins) on the map; and so on. If the Confederate player has already received all four Richmond Garrison units, this result has no effect. Richmond Garrison units may take part in an Activate Corps Leader action or a corps assault with any Confederate corps leader other than Stuart.

Note: this result is ignored if it occurs on Turn 6 or earlier. Placement of Richmond Garrison units: Richmond Garrison units may be placed on the map in the same manner as Confederate reinforcements (other than Imboden).

CONFEDERATE AMMUNITION CONVOY. If this result occurs on Turn 11 (July 2) or later, the Confederate player may replenish the ammunition of his units (see 16.4). Exception: if the following four hexes are currently occupied by Union brigades or divisions (not regiments), the "Confederate Ammunition Convoy" result is ignored: Williamsport (S0116), Falling Waters (S0119), Sharpsburg (S0525), Naval Battery (S0732).

Note: the "Confederate Ammunition Convoy" result is also ignored if it occurs on Turn 10 or earlier. If the Potomac River is unfordable and the Confederate bridge at Falling Waters (see 23.0) is not on the map when a "Confederate Ammunition Convoy" result occurs, the Confederate player must defer this result until the first turn the Potomac becomes fordable again. At that point, he may replenish the ammunition of his units.

GAME END. If this result occurs on Turn 14 (July 5) or later, the game ends immediately, and the players calculate Confederate Victory Points to determine the winner. If the result occurs on Turn 13 or earlier, it has no effect.

14.2 Union Reinforcements

During each Union Reinforcement segment beginning on Turn 11, the Union player rolls a die once for each Union Reinforcement table to see whether he receives reinforcements. There are three Union Reinforcement tables, each corresponding to a different area: Pennsylvania Militia, West Virginia, and Baltimore/DC. Results may be modified (see below). Each reinforcement table has a corresponding track containing numbered reinforcement sets. The first time the Union player gets a "Reinforcement" result on a table, he consults that table's corresponding track and places the units making up the first set on the map; the second time he gets this result, he places the second set on the map; and so on. A "no effect" result means no Union reinforcements from that region are placed on the map during the current turn. If the Union player has already received every set from a track, the Union player no longer rolls for that area.

DIE ROLL MODIFIERS

  • West Virginia: Starting Turn 15 (July 6), 1 is subtracted from all die rolls on the West Virginia table.
  • Baltimore/DC: if a Confederate infantry unit occupies a hex in Frederick-West, Frederick-East, Carroll, Baltimore, Howard, or Montgomery County, 2 is subtracted from die rolls on the Baltimore/DC table.

PLACEMENT OF REINFORCEMENTS

Union reinforcements may be placed on the map as soon as they become available. Placement of reinforcements depends on the region they come from:

  • Pennsylvania Militia: PA Militia reinforcements are placed at Camp Curtin (N4907). If Camp Curtin is occupied by a Confederate unit, the reinforcements are not placed on the map until the first Random Events phase during which Camp Curtin is not occupied by Confederates.
  • West Virginia: West Virginia reinforcements may be placed in a hex on the west map edge between hexes S0103 and S0113 (inclusive). (Exception: the 1 NY/12 PA cavalry regiment is placed in, or within three hexes of, St. Thomas [N0130].) Reinforcements may not be placed in a hex occupied by a Confederate unit, but they may be placed in a Confederate ZOC. The Union player may delay the arrival of these reinforcements and place them on the map during a later Random Events phase.
  • Baltimore/DC: Baltimore/DC reinforcements are placed at Ellicott Mills (S5734). If Ellicott Mills is occupied by a Confederate unit, the reinforcements are not placed on the map until the first Random Events phase during which Ellicott Mills is not occupied by Confederates.

15.0 Harpers Ferry

At each Harpers Ferry phase, the players must determine whether Union units in and around Harpers Ferry are surrounded, and if so, whether they surrender.

Determining whether Harpers Ferry is surrounded. During the Harpers Ferry phase, each Union unit occupying Harpers Ferry/Bolivar (S0632) or within three hexes of hex S0632 must attempt to trace a continuous path of road, pike, or railroad hexes of unlimited length to a map-edge hex. This path may not enter a hex occupied by Confederates or a Confederate ZOC unless that ZOC hex is occupied by a Union unit. (Remember that ZOC does not extend across unbridged, unforded minor or major river hexsides, or into or out of mountain hexes unless the hexside is crossed by a road, pike, or railroad. For example, a Confederate unit in hex S0733 does not exert a ZOC into hex S0632, S0732, or S0832.) Note: the B&O railroad in hex S1734 is considered connected by rail to hex S1934, even though no rail line actually joins the two hexes.

Determining whether Harpers Ferry surrenders. If there are no Union units in or within three hexes of S0632, or if all Union units in or within three hexes of S0632 can successfully trace a path to a map-edge hex, no action is taken and the game proceeds to the next phase. However, if at least one Union unit cannot trace such a path, the Confederate player rolls two dice, combines the results into a single sum, and consults the Harpers Ferry table. (The dice sum may be modified; see below.) If the modified dice sum is 11 or less, the result is "no effect" and the game proceeds to the next phase. If the modified dice sum is 12 or more, the result is "Surrender." The Confederate player may make at most one die roll per turn to attempt Harpers Ferry's surrender.

Harpers Ferry Surrender. If the Confederate player gets a "surrender" result, all Union units and leaders in or within three hexes of hex S0632 that cannot trace a path of hexes to a map-edge hex are immediately eliminated from the game. The Confederate player receives VP for this. Note: if Union units surrender, the Union depot at Harpers Ferry remains on the map. Confederate units may later enter the depot's hex as long as no Union unit is there. If this happens, the depot is destroyed and removed from the map.

Harpers Ferry Table Modifiers. The Confederate player's die roll on the Harpers Ferry table is modified if any of the following conditions apply (all modifiers are cumulative):

  • +3: if a Confederate infantry unit with an artillery value of at least 1 occupies hex S0732 (Naval Battery).
  • +1: if a Confederate infantry unit with an artillery value of at least 1 occupies hex S0733 (Loudoun Heights).
  • +1: if a Confederate infantry unit with an artillery value of at least 1 occupies hex S0532 (Bolivar Heights).

16.0 Ammunition

Each unit has two sides: a front, indicating the unit has ammunition; and a back, indicating the unit is out of ammunition. The "Out of Ammunition" side is marked with a white band across the top of the unit. A unit is always deployed with its front side up when first placed on the map and remains on that side as long as it has ammunition. A unit is flipped to its "Out of Ammunition" side when it runs out of ammunition and remains on that side until it is resupplied. Leaders never carry ammunition.

16.1 Ammunition Expenditure

Players record ammunition expenditure on the ammunition counter. On the counter, every unit (but not leaders) has a number of boxes, each representing one ammunition level. When all of a unit's boxes have been checked off, the unit is out of ammunition and is flipped to its "Out of Ammunition" side. Always mark the ammunition counter in pencil, since marks may need to be erased when a unit resupplies.

How ammunition is expended. When a unit suffers a "D" (Disorganized) result from combat, whether as attacker or defender, it loses one ammunition level. The owning player checks a box next to that unit's name on the ammunition counter. (Exception: a unit suffering a "D" result while already out of ammunition does not lose an ammunition level.) A unit engaged in combat that does not suffer a "D" does not lose an ammunition level. If several units attack or defend in the same combat and receive a "D" result, each loses one ammunition level. However, units contributing a flank-attack bonus without actually taking part in the attack do not lose an ammunition level. Units can never lose more than one ammunition level per combat, even though they may lose more than one per turn. Ammunition is not expended for cavalry retreats or rail-station-burning actions.

16.2 Effects of Being Out of Ammunition

A unit that is out of ammunition is penalized as follows:

  • Its combat value in attack or defense is halved. The result is rounded down, but no unit can be reduced below a combat value of 1/2. A unit that is both demoralized and out of ammunition may not attack. Note: in a stack of attacking or defending units, add together the combat values of all units that are out of ammunition and divide the sum by two.
  • Its artillery value is 0 in both attack and defense.
  • If it is a cavalry unit performing a cavalry retreat, subtract 2 from its die roll.
16.3 Union Ammunition Resupply

Union units may attempt to resupply ammunition during the Union Ammunition phase, which occurs only on Turns 8, 12, and 16. A unit may attempt to resupply even if it is not out of ammunition. However, if it is currently at full ammunition (i.e., none of its boxes are checked), it may not resupply.

Union Depots. Three Union depots begin the game on the map: one at Harpers Ferry (S0632), one at Harrisburg (N4909), and one at Ellicott Mills (S5734). In addition, the Union player may build up to two depots during the game. Depots act as sources of Union ammunition; they have no combat value and cannot be attacked, moved, or retreated. Confederate units may enter a hex occupied by a Union depot as long as no Union unit is there. If this happens, the depot is destroyed; it is removed from the map and cannot return to play.

How depots are built. The Union player may build depots during the Union Depot phase, which occurs only on Turns 8, 12, and 16. Depots have two sides: a "Build" side and a "Complete" side. (Exception: the three Union depots that begin the game on the map have only one side; they are considered "Complete" at the start of the game.) Each Union Depot phase consists of two segments, which must be carried out in the following order:

  1. During the Completion segment, the Union player may flip a depot from its "Build" side to its "Complete" side, subject to the restrictions below. Note: since it is impossible for a depot to be on the map on its "Build" side at Turn 8, this segment is skipped that turn.
  2. During the Construction segment, the Union player may place a depot on its "Build" side on the map, subject to the restrictions below.

Depot restrictions. During the Construction segment, the Union player may place a depot on its "Build" side at an undamaged, undestroyed rail station on the map, as long as that hex is not occupied by Confederates or in a Confederate ZOC. (Exception: the depot may be placed in a Confederate ZOC if the rail station is occupied by Union forces.) During the Completion segment, the Union player may flip a depot from its "Build" side to its "Complete" side only if a continuous path of railroad hexes can be traced from the depot's hex to one of the following hexes: Harrisburg (N4909); Hanover Junction (N5632); Ellicott Mills (S5734); Owings Mills (S5825). Note: this path of railroad hexes may not enter a damaged or destroyed rail station, nor enter a hex occupied by a Confederate unit under a "Breastwork" or "Fort" marker. The path may enter hexes occupied by non-entrenched Confederate units. It may also enter a Confederate ZOC. A depot must remain on its "Build" side during a Completion segment if the Union player cannot trace a path of railroad hexes. However, once a depot is flipped to its "Complete" side, it stays that way for the rest of the game (unless eliminated); it is not flipped back to its "Build" side if its path of railroad hexes is later interrupted by a damaged or destroyed rail station or an entrenched Confederate unit.

Special railroad paths. The B&O railroad in hex S1734 is considered connected to the railroad in hex S1934, and the Northern Central railroad in hex N5816 is considered connected to the railroad in hex N5821, even though no rail line actually joins these hexes.

Repairing damaged rail stations. During the Railroad Station Repair phase, which occurs only on Turns 8, 12, and 16, the Union player may attempt to remove "Damage" markers from rail stations. "Destroy" markers can never be removed. For each damaged rail station that is neither occupied by a Confederate unit nor in a Confederate ZOC, and that is within 10 hexes of the nearest Union unit, the Union player rolls a die. On a result of 3 or less, the "Damage" marker is removed; on a result of 4 or more, the marker remains. Exception: if the damaged rail station is in Howard, Carroll, Baltimore, Frederick-East, or Frederick-West County, the "Damage" marker is removed on a result of 4 or less; it remains on a result of 5 or more. If the Union player fails to remove a "Damage" marker, he may try again during the next Railroad Station Repair phase.

How Union ammunition resupply works. During the Union Ammunition phase, which occurs only on Turns 8, 12, and 16, the Union player may erase checkmarks on the ammunition counter for some of his units.

  • For each Union unit located in the same county as a depot on its "Complete" side, or in a county adjacent to a county containing a depot on its "Complete" side, the Union player erases two checkmarks next to that unit's name on the ammunition counter.
  • For each Union unit located in a county whose nearest depot on its "Complete" side is two counties away, the Union player erases one checkmark next to that unit's name on the ammunition counter. If more than one depot is two counties away from a unit, that unit still has only one checkmark erased.
  • Union units occupying counties whose nearest depot on its "Complete" side is three counties away may not resupply ammunition during the Union Ammunition phase.

Note: depots that begin the game at Harrisburg, Harpers Ferry, and Ellicott Mills are considered "Complete" at the start of the game. Depots on their "Build" side cannot be used to resupply Union units' ammunition.

Resupply limits. The Union player can never erase more than two checkmarks per unit during an Ammunition phase. If a unit is eligible to have two checkmarks erased but currently has only one, only one checkmark is erased. If a unit has no checkmarks, it cannot resupply. A unit can never have more boxes than its original number. Exception: detached units are subject to special ammunition resupply rules (see 21.3).

Surrounded units. If the six hexes surrounding a Union unit are occupied by Confederates or in a Confederate ZOC, and none of those six hexes is occupied by Union units, the Union player may not erase checkmarks next to that unit's name during the Ammunition phase.

Regaining ammunition. If a unit that is on its "Out of Ammunition" side has one or more of its checkmarks erased during an Ammunition phase, it is flipped back to its front side and regains its normal combat capabilities.

Example: a Union depot on its "Complete" side is located at Westminster (S4516) in Carroll County. A Union unit on its "Out of Ammunition" side (i.e., all its ammunition boxes are checked on the ammunition counter) is currently at Uniontown (S3915, Carroll County); another unit with a single checkmark is at Owings Mills (S5825; Baltimore County); a third unit with three checkmarks is at Williamsport (S0116; Washington County); a fourth unit with two checkmarks is at Harpers Ferry (S0632; Jefferson County). During the Union Ammunition phase, the unit at Uniontown has two checkmarks erased because it is located in the same county (Carroll) as the depot on its "Complete" side. (Because at least one of the unit's boxes is now unchecked, it is flipped from its "Out of Ammunition" back to its front side.) The unit at Owings Mills has its single checkmark erased. (It would normally be eligible for two boxes to be erased because it is located in Baltimore County, which is adjacent to Carroll County. However, since it has only one checkmark, only that checkmark is erased.) The unit at Williamsport has one of its three checkmarks erased because Williamsport is in Washington County, which is two counties from Carroll County. The unit at Harpers Ferry has none of its checkmarks erased because Harpers Ferry is in Jefferson County, which is three counties from Carroll County (assuming the depot that began the game at Harpers Ferry has been destroyed).

16.4 Confederate Ammunition Resupply

During the Random Events phase, the Confederate player may resupply ammunition to some of his units if he gets a "Confederate Ammunition Convoy" Random Events result (see 14.0). If so, he may immediately erase a total of five checkmarks on his ammunition counter. The erasures may be made on one or more units as the Confederate player wishes, as long as he does not erase more than five checkmarks. Note: if the Confederate player erases a checkmark from a cavalry unit, it counts as half a checkmark for resupply purposes. For example, the Confederate player may erase three infantry checkmarks and four cavalry checkmarks following an Ammunition Convoy result.

Resupply limits. If the six hexes surrounding a Confederate unit are occupied by Union forces or in a Union ZOC, and none of those six hexes is occupied by Confederate units, the Confederate player may not erase checkmarks next to that unit's name due to an Ammunition Convoy result. In addition, the unit chosen by the Confederate player for resupply must be located in the same county as army leader Lee or in a county adjacent to the one Lee occupies. If a unit currently has no checkmarks, it cannot resupply. A unit can never have more boxes than its original number. Exception: detached units are subject to special ammunition resupply rules (see 21.3).

Regaining ammunition. If a unit that is "Out of Ammunition" has one or more checkmarks erased during a Random Events phase, it is flipped back to its front side and regains its normal combat capabilities.

17.0 The Army of the Potomac

During each Army of the Potomac (AP) Arrival phase, beginning Turn 3 (June 24), the Union player rolls two dice and consults the Army of the Potomac Arrival table. The dice sum is cross-referenced with the column for the current turn. There are six possible results: "NE" (no effect); and five "Arrival" results (a single letter — A, B, C, D, or E). If the result is "NE," nothing happens; the Union player rolls again next turn. If the Union player gets an "Arrival" result, the units and leaders making up the Army of the Potomac will soon be placed on the map. Once an "Arrival" result occurs, the Union player no longer rolls during this phase.

17.1 Arrival Results

The Army of the Potomac is divided into three groups called "increments." When the Army of the Potomac arrives, its three increments are placed on the map as described below. The three increments are detailed in the Advanced Game set-up instructions. Once all three increments have been placed on the map, the AP Arrival phase is skipped for the rest of the game.

ARRIVAL RESULT "C" First increment: the units making up the first increment are deployed during the current AP Arrival phase. Second increment: the units making up the second increment are deployed during the AP Arrival phase of the following turn. Third increment: the units making up the third increment are deployed during the AP Arrival phase two turns after the current turn.

ARRIVAL RESULT "D" First increment: the units making up the first increment are deployed during the AP Arrival phase of the following turn. Second increment: the units making up the second increment are deployed during the AP Arrival phase two turns after the current turn. Third increment: the units making up the third increment are deployed during the AP Arrival phase three turns after the current turn.

ARRIVAL RESULT "E" First increment: the units making up the first increment are deployed during the AP Arrival phase two turns after the current turn. Second increment: the units making up the second increment are deployed during the AP Arrival phase three turns after the current turn. Third increment: the units making up the third increment are deployed during the AP Arrival phase four turns after the current turn.

ARRIVAL RESULT "A" First increment: the units making up the first increment are deployed during the current turn's AP Arrival phase and receive two "bonus cycles" upon placement (see 17.2). Second increment: the units making up the second increment are deployed during the current turn's AP Arrival phase and receive one "bonus cycle" upon placement (see 17.2). Do not place the second increment's units on the map until the first increment's units have completed their two bonus cycles. Third increment: the units making up the third increment are deployed during the current turn's AP Arrival phase. They receive no bonus cycle. Do not place the third increment's units on the map until the first and second increments' units have completed their bonus cycle.

ARRIVAL RESULT "B" First increment: the units making up the first increment are deployed during the current turn's AP Arrival phase and receive one "bonus cycle" upon placement (see 17.2). Second increment: the units making up the second increment are deployed during the current turn's AP Arrival phase. They receive no bonus cycle. Do not place the second increment's units on the map until the first increment's units have completed their bonus cycle. Third increment: the units making up the third increment are deployed during the AP Arrival phase of the following turn. They receive no bonus cycle.

Example of AP arrival: the Union player rolls the dice during the Turn 3 (June 24) AP Arrival phase, getting a nine. Cross-referencing this result with the June 24 column of the AP Arrival table gives an "NE" result. Thus, the Army of the Potomac does not arrive during the current turn. On Turn 4 (June 25), another "NE" result is obtained. However, on Turn 5 (June 26), the Union player's result is 2, which gives an "A" arrival result. The Union player immediately deploys all the units making up the first increment of the Army of the Potomac onto the map. He undertakes a bonus cycle with these units, applying recovery at the end of that cycle. He then performs another bonus cycle with these units, again applying recovery at the end of the cycle. He then deploys all the units making up the second increment onto the map. He then performs a bonus cycle for these units and applies recovery. Finally, the Union player deploys all the units of the third increment onto the map. They must remain in their placement hexes, since they do not receive a bonus cycle. The AP Arrival phase is now over. Since all AP increments have been placed on the map, the AP Arrival phase is skipped for the rest of the game.

17.2 Army of the Potomac Deployment

Union units making up an increment of the Army of the Potomac are placed on the map front side up, at Fatigue level 0 (with organized Strength markers), subject to the following restrictions:

  • They may be placed in a hex on the south map's south edge between S2134 and S3534. (The Union player may delay placement of an increment and deploy it farther east; see "Deployment Option.")
  • Units may be placed stacked in the same hex, up to a limit of three units and one leader per hex.
  • Units may not be placed in a hex occupied by Confederates, but they may be placed in a Confederate ZOC.

BONUS CYCLES. Arrival results "A" and "B" give bonus cycles to certain Army of the Potomac increments when they are placed on the map. Bonus cycles begin as soon as the units have been deployed during the AP Arrival phase. If an increment receives two bonus cycles, the units making up that increment carry out the first bonus cycle and then immediately undertake the second bonus cycle. They may not wait for a later phase or turn to perform the second cycle.

How a bonus cycle works. A bonus cycle consists of a special action-cycle-and-recovery phase in which only the Union units making up the increment performing this cycle may take actions and recover from Fatigue. Confederate units and ineligible Union units do nothing. (Exception: Confederate cavalry units may perform cavalry retreats.) Because only Union units may activate during a bonus cycle, no initiative die roll is made. The bonus cycle consists of a continuous series of Union activation segments in which the Union player may take actions with his eligible units and leaders for as long as he is willing or able to do so. Actions cause Fatigue for Union units as normal. Units may perform extended and forced marches. After the Union player has finished taking his actions, he undertakes a special recovery phase for the increment that took part in the bonus cycle. These units lose two Fatigue levels — and may build bridges and entrenchments — following the normal recovery procedures (see 8.0).

Bonus cycle restrictions. Union units taking part in a bonus cycle must always remain at least four hexes from Confederate infantry units during that cycle. Thus, they may not attack Confederate infantry units. Union units may move next to and attack Confederate cavalry units, but cavalry units may perform cavalry retreats. These movement restrictions are lifted as soon as the bonus cycle ends.

Deployment Option. The Union player may delay deployment of all or part of his increments by one turn in order to place them on the map farther east. If this option is chosen, the units making up the chosen increment may be deployed in a hex on the south map's south edge between S2134 and S5334 during the AP Arrival phase of the turn following their normal arrival turn.

18.0 Stuart

During each Stuart phase beginning Turn 6 (June 27), the Confederate player rolls a die and consults the Stuart Arrival table. This die roll may be modified (see below). There are two possible results: "No effect" and "He arrives." If the result is "no effect," nothing happens; Stuart's forces do not arrive and the Confederate player rolls again next turn. On an "he arrives" result, Stuart and his three brigades are immediately placed on the map. Once an arrival result occurs, the Confederate player no longer rolls during this phase for the rest of the game.

STUART ARRIVAL TABLE MODIFIERS. The Confederate player's die roll on the Stuart Arrival table is modified as follows:

  • -2 on Turn 6 (June 27)
  • -1 on Turn 7 (June 28)
  • +1 on Turn 9 (June 30)
  • +3 on Turn 10 (July 1)

STUART DEPLOYMENT. Stuart's force consists of himself (a leader) and three cavalry brigades (Hampton, F. Lee, and Chambliss; see the Advanced Game set-up instructions). On an arrival result, the Confederate player may place Stuart and his units on the map front side up at Fatigue level 0, subject to the following restrictions:

  • They may be placed in a hex on the south map's south edge between hex S3134 and hex S5833. The Confederate player may delay Stuart's placement and deploy him on the east map edge instead (see "Stuart's Delayed Entry").
  • Stuart and his three units must be placed stacked in the same hex.
  • The placement hex must not be occupied by Union forces, but it may be in a Union ZOC.

STUART'S MOVEMENT RESTRICTIONS. Stuart and his three units may not enter or retreat into a hex in Frederick-West or Adams County before the start of Turn 12 (July 3) unless one of the following three conditions is met:

  • The three cavalry brigades begin an action cycle stacked in the same hex as a Confederate infantry division, and neither the cavalry brigades nor the infantry division perform any actions throughout that action cycle (although they may be attacked).
  • The three cavalry brigades end an action cycle in hexes of Cumberland County, Pennsylvania, and at least one of these brigades is in or within two hexes of Carlisle (N3312), Mechanicsburg (N4311), New Cumberland (N5010), or Shippensburg (N1621).
  • A "Stuart" Random Events result is obtained (see 14.0).

If one of these conditions is met, Stuart and his units may enter or retreat into a hex in Frederick-West or Adams County for the rest of the game.

STUART'S DELAYED ENTRY. The Confederate player may delay Stuart's arrival by one turn in order to place him and his units on the east map edge. If this option is chosen, Stuart and his units must be deployed in a hex on the south map's east edge between S5825 and S5833 during the Stuart phase of the turn following their normal arrival turn.

19.0 Confederate Levies

The Confederate player may impose a "levy" in the 13 Pennsylvania town hexes.

HOW LEVIES ARE IMPOSED. If a Confederate infantry unit with a Manpower value of 5 or more and a Fatigue level of 0 occupies a Pennsylvania town hex at the start of a Recovery phase, the Confederate player may impose a levy on that town. If a levy is imposed, the Confederate player checks the box next to that town's name on the ammunition counter. At the end of the game, the Confederate player receives Victory Points for every taxed town (see the Advanced Game Victory Conditions). Imposing a levy costs no Fatigue levels. A unit imposing a levy may entrench or build bridges during the same Recovery phase in which the levy is imposed.

LEVY LIMITS. Each Pennsylvania town may be taxed at most once per game. Once a checkmark has been placed in the box next to a town's name on the ammunition counter, that town cannot be taxed again. Note: a levy cannot be imposed on a town if a Union unit with a Manpower value of 3 or more occupies an adjacent hex.

20.0 County Control

At the end of the game, the Confederate player checks whether he "controls" any of the following seven counties:

  • Howard County (MD)
  • Baltimore County (MD)
  • Carroll County (MD)
  • Frederick-East County (MD)
  • York County (PA)
  • Frederick-West County (MD)
  • Adams County (PA)

The Confederate player receives Victory Points if he controls one of these counties at the end of the game (see the Advanced Game Victory Conditions). If he controls more than one county, he receives VP only for the county with the highest VP gain. The Union player can never control counties.

COUNTY SEATS. Each of the seven counties listed above has a "county seat." For example, Carroll County's county seat is Westminster (S4516).

HOW TO CONTROL A COUNTY. At the end of the game, the Confederate player must meet both of the following conditions to control a county:

  1. The county seat must be occupied by a Confederate unit with a Manpower value of 3 or more. Exception: if Union infantry divisions (not brigades) occupy or exert ZOC in the six hexes adjacent to the county seat, and there are no Confederate infantry divisions in any of those six hexes, the Confederate player cannot control that county, even if he occupies the county seat.
  2. In addition, the county must be occupied by Confederate units with a combined Manpower value of 70 or more. (The unit in the county seat may be included in this total.) Aside from the unit in the county seat, these units may be located anywhere in the county.

21.0 Detached Units

Each player has eight detached units available (five infantry brigades and three cavalry regiments). The number of detached units supplied in the game is a strict limit. If all detachments are currently in use, no more may be used. However, if detachments are reattached to other units, they are removed from the map and become available again.

21.1 Detachment

When a unit with a Manpower value of 2 or more performs a march, the owning player may create one or more detached units from the active unit. A detachment may only be made if a detached unit of the same type (infantry or cavalry) as the active unit is not currently in play.

PLACEMENT OF DETACHED UNITS. Detachments that are split off may be placed in the hex where an active unit begins its march, or in a hex entered by the active unit during its march. After a detachment is placed on the map, the active unit may continue its march. Use a cavalry detachment if an active cavalry unit creates a detachment. Use an infantry detachment if an active infantry unit creates a detachment. Once placed, detachments function normally. The moment a detachment is created affects its status:

  • If a detachment is placed in the hex where an active unit begins a march, the detachment is assigned a Fatigue marker equal to the active unit's Fatigue level before it was chosen to perform this march. If an entrenched active unit splits off a detachment in the hex where it begins a march, the detachment receives the same entrenchment marker the active unit had.
  • If a detachment is placed in a hex other than the one where the active unit begins its march, the detachment is assigned a Fatigue marker equal to the active unit's Fatigue level at that moment.

The owning player must note on a piece of paper the number of each detachment placed on the map and the corps (if any) it belongs to. (It belongs to the same corps as the unit it was detached from.) A detachment is not required to stay within a certain distance of a corps leader or other units of the corps; in fact, it may eventually reattach to a unit of a different corps. However, its corps affiliation may be relevant for a leader-activation action or corps assault.

STRENGTH OF DETACHED UNITS. Detachments always have an artillery value of 0. They can never receive artillery from the active unit. A detached unit's Manpower value is limited:

  • Detached infantry brigades must be assigned a Strength marker with a Manpower value of 8 or less.
  • Detached cavalry regiments must be assigned a Strength marker with a Manpower value of 2 or less.

A Strength marker equal to the Manpower value a player assigns to a detachment is placed under that unit on the same side (organized or disorganized) as the active unit's Strength marker. The active unit's Manpower value is reduced by the detachment's Manpower value. A new Strength marker reflecting the active unit's reduced Manpower value is assigned to that unit and placed on the same side as the marker it replaces. After detachment, an active unit must have a Manpower value of at least 1. A detachment receives a number of ammunition boxes equal to the number the active unit had. Draw these boxes next to the detachment's name on the ammunition counter. If the active unit is out of ammunition, the detachment receives no ammunition boxes and is placed on its "Out of Ammunition" side.

21.2 Attachment

During the Attachment phase, a detachment stacked in the same hex as a friendly unit may "reattach" to that unit. As long as the detachment reattaches to a unit of the same type (infantry or cavalry), it may reattach to any friendly unit regardless of its size or affiliation.

HOW TO ATTACH. To reattach, remove the detachment (and its Strength and Fatigue markers) from the map. The Manpower value of a reattaching detachment is added to the Manpower value of the unit it attaches to; that unit receives a new Strength marker with the increased Manpower value, placed on the same side (organized or disorganized) as the one it replaces. (Exception: if a detachment's Manpower value is greater than that of the unit it attaches to, the Strength marker for the unit remaining on the map is placed on the same side as the detachment's marker.) If a detachment reattaches to a unit and the two units have different Fatigue levels, the unit remaining on the map after reattachment is assigned a Fatigue level equal to the higher of the two levels. If a detachment reattaches, erase its ammunition boxes on the ammunition counter. The unit it attaches to keeps its current number of ammunition boxes. Exception: if a detachment's Manpower value is greater than that of the unit it attaches to, the unit remaining on the map after reattachment is assigned a number of ammunition boxes equal to the number the detachment had before.

ATTACHMENT RESTRICTIONS. A detachment cannot reattach part of its force to one unit and part to another; the whole detachment must reattach (and the detachment is removed from the map). A detachment cannot attach to another unit if doing so would raise the Manpower value of the unit remaining on the map above the following strengths:

  • Infantry divisions cannot be increased above a Manpower value of 16.
  • Infantry brigades cannot be increased above a Manpower value of 8.
  • Infantry regiments cannot be increased above a Manpower value of 2.
  • Cavalry brigades cannot be increased above a Manpower value of 4.
  • Cavalry regiments cannot be increased above a Manpower value of 2.

If an entrenched detachment reattaches to a non-entrenched unit, the unit remaining on the map after reattachment stays non-entrenched (the detachment's entrenchment marker is removed). However, if an entrenched or non-entrenched detachment reattaches to an entrenched unit, the unit remaining on the map after reattachment stays entrenched.

SPECIAL ATTACHMENT. Even though they are not detachments, both players' infantry brigades/regiments and cavalry regiments that begin the game on the map may reattach to a friendly unit of the same type as long as the attachment limits above are respected. For example, the 7 NY infantry regiment, which begins the game on the map, may reattach to a Union infantry unit.

21.3 Detachments and Ammunition Resupply

When a detachment resupplies ammunition, its checkmarks are erased normally on the ammunition counter. However, if a detachment has no checkmarks (or no ammunition boxes at all), and that unit is eligible to have one or more checkmarks erased during resupply, the owning player may add ammunition boxes to that detachment as long as the unit has no more than three unchecked boxes (for cavalry) or four unchecked boxes (for infantry) at any given time.

22.0 Union Railroad Movement

UNITS ELIGIBLE FOR RAIL MOVEMENT. Rail movement may only be performed by Union infantry units and their attached leaders, starting Turn 9 (June 30). (Exception: the PA Militia brigade Knipe may perform rail movement starting Turn 1.) In order to move by rail, a Union infantry unit must have a Fatigue level of 2 or less and must begin a march at an undamaged, undestroyed rail station on the Baltimore & Ohio, Northern Central, or Cumberland Valley railroad (including all rail stations east of the Susquehanna River).

HOW RAIL MOVEMENT IS PERFORMED. To move an eligible unit by rail, the Union player declares a march action. The unit's Fatigue level is increased by two (not one). If the unit's Fatigue level reaches 3 or 4, there is no extended march. The unit may then move up to 60 hexes, regardless of terrain, as long as it moves only along continuous railroad hexes and does not enter a hex occupied by the enemy or in an enemy ZOC (even if that ZOC is occupied by Union forces) or a damaged/destroyed rail station. It may pass through hexes occupied by Union forces without penalty. After moving by rail, a unit may take actions later in the action cycle. Rail movement is not affected by rain.

Note: the B&O railroad in hex S1734 is considered connected to the railroad in hex S1934, even though no rail line actually joins these hexes. The distance between the two hexes for rail-movement purposes is three hexes. In addition, the Northern Central railroad in hex N5816 is considered connected to the railroad in hex N5821, even though no rail line actually joins these hexes. The distance between the two hexes for rail-movement purposes is six hexes.

RAIL MOVEMENT RESTRICTIONS. A maximum of one Union infantry division (or three brigades/regiments), plus their attached leaders, may move by rail per turn on the Baltimore & Ohio railroad. A maximum of one Union infantry brigade or regiment, plus its attached leaders, may move by rail per turn on the Northern Central / Cumberland Valley railroad. Demoralized units and units with disorganized Strength markers may move by rail. Cavalry may not move by rail. Units may not move by rail on the Winchester & Potomac, Hanover Branch, Gettysburg, or Western Maryland railroad lines.

23.0 Confederate Pontoon Bridge

At the start of Turn 6 (June 27), the Confederate player places a Confederate bridge marker in hex S0119 (Falling Waters). If the Potomac is not fordable on Turn 6 — or if a Union unit occupies Falling Waters — do not place the bridge on the map until the start of the first turn on which the Potomac becomes fordable (or the start of the first turn on which no Union unit occupies Falling Waters). The Falling Waters bridge affects the arrival of Confederate reinforcements, the Richmond Garrison, and the Confederate Ammunition Convoy (see 14.0). The bridge marker is removed from the map the moment a Union unit enters Falling Waters. It may not be placed on the map again for the rest of the game.

24.0 Washington County

During each Washington County phase, the Union player determines whether the following four hexes are occupied by Union brigades or divisions (not regiments):

  • Williamsport (S0116)
  • Falling Waters (S0119)
  • Sharpsburg (S0525)
  • Naval Battery (S0732)

If so, the Confederate player immediately loses 1 Victory Point. If Union brigades or divisions (not regiments) occupy both Chambersburg (N0929) and Greencastle (S0604), in addition to the four hexes above, the Confederate player loses an additional VP. The loss of Confederate VP for Union occupation of these four (or six) hexes is imposed at every Washington County phase during which the listed conditions are met.

If Williamsport, Falling Waters, Sharpsburg, and the Naval Battery are all occupied by Union forces, "Confederate Ammunition Convoy" Random Events results are ignored. In addition, the arrival of Confederate reinforcements and the Richmond Garrison may be affected (see 14.0).

Advanced Game Scenario

There is only one Advanced Game scenario, lasting 18 turns. Units begin the game front side up at Fatigue level 0 and have organized Strength markers. Place the Turn marker on the Turn Track in the June 22 box. This is Turn 1.

Scenario 6: The Gettysburg Campaign

NOTES: This scenario simulates the Gettysburg campaign, starting from the point where Confederate infantry units began crossing the Potomac in force.

MAP: Use both maps.

GAME LENGTH: 18 turns; June 22 to July 9, 1863 (Note: the game may end earlier or later depending on Random Events).

SPECIAL RULES:

  1. Confederate infantry units may not enter or retreat into a hex in Frederick-West, Carroll, or Baltimore County until the "first increment" of the Army of the Potomac is placed on the map (see 17.0).
  2. From Turn 1 (June 22) to Turn 9 (June 30), whenever the Confederate player performs a non-corps leader-activation march action with Early, Johnson, or Rodes (the three divisions making up Ewell's II Corps), the Confederate player's die roll used to determine movement allowance for that action is increased by two, not one. (If Ewell is activated in a corps leader action, the Confederate player calculates movement allowance normally — that is, he adds 2 to his roll.) Starting Turn 10 (July 1), the Confederate player determines movement allowance for Early, Johnson, and Rodes normally in non-corps leader-activation march actions (i.e., he adds 1 to his roll).
  3. The Confederate player is subject to the following restrictions (a Confederate unit is exempt from its restriction the moment a Union unit moves into a hex adjacent to that Confederate unit's placement hex): a. Hill, Heth, Pender, and Anderson may not activate or entrench before Turn 3 (June 24). b. Longstreet and Pickett may not activate or entrench before Turn 4 (June 25). c. McLaws and Hood may not activate or entrench before Turn 5 (June 26). d. Lee may not be transferred out of hex S0116 before Turn 4 (June 25).
  4. The Union player is subject to the following restrictions (a Union unit is exempt from its restriction the moment a Confederate unit moves within five hexes of that Union unit's placement hex; in addition, all restrictions are lifted the moment a Confederate infantry unit enters a hex in Frederick-West, Carroll, or Baltimore County): a. Knipe is the only Union unit that may activate or entrench on Turns 1, 2, and 3 (June 22, 23, 24). Note: there is a chance the first increment of the Army of the Potomac may arrive as early as Turn 3 (see 17.0). b. Lockwood may not activate before Turn 4 (June 25). c. Yates, Ewen, Brisbane, Crooke, and J. Smith (all PA Militia) may not activate or entrench before Turn 5 (June 26). d. Elliott, B. Smith, Morris, Kenly, the 2 MA, 13 PA, 6 NY, and 7 NY may not activate or entrench before the turn the "third increment" of the Army of the Potomac is placed on the map (see 17.0).
  5. The Union player's 2 MA, 6 NY, and 7 NY regiments may not move or retreat into a hex on the south map whose number ends in "25" or less (for example, S2825).
  6. The game does not end if, at the end of Turn 18, the "Potomac Unfordable" marker occupies a hypothetical-turn box past Turn 18 (see 14.1). If so, the game is extended by an indefinite number of turns. The game ends only at the end of the turn corresponding to the hypothetical box occupied by the "Potomac Unfordable" marker. For example, if it has advanced to the hypothetical box labeled "Turn 20" due to a rain result, the game ends at the end of Turn 20 (July 11). (Exception: on Turn 14 or later, the game ends as soon as a "Game End" Random Events result occurs [see 14.0] — even if the Potomac is unfordable.) If the game extends past Turn 18, the Railroad Station Repair, Union Depot, and Union Ammunition phases occur every turn divisible by 4 (i.e., 20, 24, 28, etc.).
  7. Remember to place a Confederate bridge marker at Falling Waters at the start of Turn 6 (see 23.0).

Victory Conditions. At the start of the game, place the three Confederate VP markers ("x1," "x10," and "x100") in the "0," "00," and "000" boxes on the Victory Point track. As the Confederate player gains and loses Victory Points (VP) for the occurrences below, he must adjust these markers to reflect his current VP total. (It is also a good idea to keep a record of VP on a piece of paper in case the markers get bumped.) If the Confederate VP total is a negative number, flip the VP markers to their reverse ("minus") side.

VPReason
+70If the Confederate player controls Howard County at the end of the game.
+60If the Confederate player controls Baltimore County at the end of the game.
+50If the Confederate player controls Carroll County at the end of the game.
+40If the Confederate player controls Frederick-East County at the end of the game.
+30If the Confederate player controls York County at the end of the game.
+28If the Confederate player controls Frederick-West County at the end of the game.
+25If the Confederate player controls Adams County at the end of the game. Note: if the Confederate player meets the requirements to control more than one county, he receives VP only for the county with the highest VP gain.
+12If the Confederate player imposes a levy on Harrisburg (N4909).
+6If the Confederate player imposes a levy on York (N5826).
+2For each of the following towns where the Confederate player imposes a levy: Carlisle (N3312), Greencastle (S0604), Chambersburg (N0929), Hanover (S4503), Gettysburg (S3201), Shippensburg (N1621).
+1For each of the following towns where the Confederate player imposes a levy: Littlestown (S4006), Newville (N2214), Mechanicsburg (N4311), Waynesboro (S1406), New Cumberland (N5010).
+2For each of the following B&O rail stations with a "Destroy" marker (not "Damage") at the end of the game: Ellicott Mills (S5734), Catoctin Switch (S1633), Sykesville (S4828), Weverton (S1031), Mt. Airy (S3828), Harpers Ferry (S0632), Frederick Junction (S2428).
+1For each Confederate infantry division (not brigades) with a Manpower value of 5 or more ending the game in, or adjacent to, Williamsport (S0116), Falling Waters (S0119), Sharpsburg (S0525), or the Naval Battery (S0732). Note: if a Confederate infantry division is adjacent to one of these four hexes and that hex is occupied by a Union unit, the Confederate player does not receive VP for that hex.
+1For each point of Union Manpower value lost in combat, retreat, cavalry retreat, or due to the surrender of Harpers Ferry (not during extended marches, forced marches, or moving from one enemy ZOC to another).
-1For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not during extended marches, forced marches, or moving from one enemy ZOC to another).
-2 (-5)The Confederate player loses 2 VP for each Washington County phase during which the following four hexes are occupied by Union brigades or divisions (not regiments): Williamsport (S0116), Sharpsburg (S0525), Falling Waters (S0119), Naval Battery (S0732). Exception: if, during a Washington County phase, Union brigades or divisions (not regiments) occupy both Chambersburg (N0929) and Greencastle (S0604), in addition to the four hexes listed above, the Confederate player loses 5 (not 2) VP. Note: the loss of Confederate VP for Union occupation of these four (or six) hexes is imposed every turn the listed conditions are met, not just at the end of the game.

At the end of the game, the Confederate VP total is calculated and the players consult the table below to determine the winner.

Confederate VPWinner
106 or moreConfederate Decisive Victory
75 to 105Confederate Substantive Victory
43 to 74Confederate Marginal Victory
11 to 42Union Marginal Victory
-20 to 10Union Substantive Victory
-21 or lessUnion Decisive Victory

Union Set-Up

Unit/LeaderSizeCommandTypeManpowerHex
LockwoodBrigXIIInf4*S5734 (Ellicott Mills)
7 NYRegt–Inf1*S5734 (Ellicott Mills)
Ellicott Mills Depot––––S5734 (Ellicott Mills)
MorrisBrig–Inf6*S2428 (Frederick Junction)
6 NYRegt–Inf1*S2428 (Frederick Junction)
2 MARegt–Cav1S1633 (Catoctin Switch)
13 PARegt–Cav1S1031 (Weverton)
KenlyBrig–Inf5S0732 (Naval Battery)
Harpers Ferry Depot––––S0632 (Harpers Ferry/Bolivar)
ElliottBrig–Inf4*S0532 (Bolivar Heights)
B. SmithBrig–Inf3*S0533 (Chambers Farm)
KnipeBrig–Inf1N0929 (Chambersburg)
YatesBrig–Inf3*N4603 (Marysville)
CrookeBrig–Inf3*N4603 (Marysville)
EwenBrig–Inf4N4809 (Bridgeport)
BrisbaneBrig–Inf5N4809 (Bridgeport)
J. SmithBrig–Inf5*N4909 (Harrisburg)
Harrisburg Depot––––N4909 (Harrisburg)

* Units marked begin the game under "Fort" markers.

Army of the Potomac

First Increment

Unit/LeaderSizeCommandTypeManpowerEntry Hex
ReynoldsCorpsILdr–between S2134 and S3534*
WadsworthDivIInf8between S2134 and S3534*
RobinsonDivIInf6between S2134 and S3534*
DoubledayDivIInf5between S2134 and S3534*
SicklesCorpsIIILdr–between S2134 and S3534*
BirneyDivIIIInf11between S2134 and S3534*
HumphreysDivIIIInf11between S2134 and S3534*
HowardCorpsXILdr–between S2134 and S3534*
BarlowDivXIInf5between S2134 and S3534*
SteinwehrDivXIInf5between S2134 and S3534*
SchurzDivXIInf6between S2134 and S3534*
CusterBrig–Cav3between S2134 and S3534*
FarnsworthBrig–Cav3between S2134 and S3534*

* May delay entry and enter farther east (see 17.2).

Second Increment

Unit/LeaderSizeCommandTypeManpowerEntry Hex
HancockCorpsIILdr–between S2134 and S3534*
CaldwellDivIIInf7between S2134 and S3534*
GibbonDivIIInf7between S2134 and S3534*
HaysDivIIInf8between S2134 and S3534*
SykesCorpsVLdr–between S2134 and S3534*
BarnesDivVInf7between S2134 and S3534*
AyresDivVInf8between S2134 and S3534*
CrawfordDivVInf6between S2134 and S3534*
SlocumCorpsXIILdr–between S2134 and S3534*
WilliamsDivXIIInf7between S2134 and S3534*
GearyDivXIIInf8between S2134 and S3534*
MeadeArmyAPLdr–between S2134 and S3534*
Art Res-1BrigAPArt2between S2134 and S3534*
Art Res-2BrigAPArt2between S2134 and S3534*
Art Res-3BrigAPArt2between S2134 and S3534*
GambleBrig–Cav3between S2134 and S3534*
DevinBrig–Cav2between S2134 and S3534*
MerrittBrig–Cav3between S2134 and S3534*
McIntoshBrig–Cav2between S2134 and S3534*
HueyBrig–Cav2between S2134 and S3534*
GreggBrig–Cav2between S2134 and S3534*

* May delay entry and enter farther east (see 17.2).

Third Increment

Unit/LeaderSizeCommandTypeManpowerEntry Hex
SedgwickCorpsVILdr–between S2134 and S3534*
WrightDivVIInf9between S2134 and S3534*
HoweDivVIInf8between S2134 and S3534*
NewtonDivVIInf11between S2134 and S3534*
StannardBrigIInf6between S2134 and S3534*

* May delay entry and enter farther east (see 17.2).

Confederate Set-Up

Unit/LeaderSizeCommandTypeManpowerHex
A. JenkinsBrigCavCav3S0608 (Middleburg)
RodesDivIIInf16S0815 (Funkstown)
EwellCorpsIILdr–S0525 (Sharpsburg)
JohnsonDivIIInf14S0525 (Sharpsburg)
EarlyDivIIInf11S0326 (Ferry Hill Place)
HillCorpsIIILdr–S0226 (Shepherdstown)
PenderDivIIIInf14S0226 (Shepherdstown)
AndersonDivIIIInf15S0226 (Shepherdstown)
HethDivIIIInf17S0226 (Shepherdstown)
LeeArmyANVLdr–S0116 (Williamsport)
LongstreetCorpsILdr–S0116 (Williamsport)
PickettDivIInf12S0116 (Williamsport)
McLawsDivIInf15S0116 (Williamsport)
HoodDivIInf16S0116 (Williamsport)

Placed on Stuart's Arrival

Unit/LeaderSizeCommandTypeManpowerEntry Hex
StuartCorpsCavLdr–between S3134 and S5833*
HamptonBrigCavCav3between S3134 and S5833*
F. LeeBrigCavCav3between S3134 and S5833*
ChamblissBrigCavCav2between S3134 and S5833*

* May delay entry (see 18.0).

Errata

The rules above already incorporate the following official errata, by Joseph M. Balkoski; they are repeated here as printed in the original booklet.

Scenario 6 (Advanced Game) Official Rules Changes

  1. Army of the Potomac Arrival. The Army of the Potomac Arrival phase is first carried out on Turn 2 (June 23), not on Turn 3 (June 24). Each column heading on the Army of the Potomac Arrival table should have its turn number and date reduced by one. For example, the first column, labeled "Turn 3 – June 24," should now read "Turn 2 – June 23"; the second column should now read "Turn 3 – June 24" instead of "Turn 4 – June 25"; etc. The rightmost column of the Army of the Potomac Arrival table should now read "Turn 9 – June 30" instead of "Turn 10 – July 1."
  2. Washington County Phase. The Confederate player loses 2 VP (not 1) for each Washington County phase during which Williamsport, Falling Waters, Sharpsburg, and the Naval Battery are all occupied by Union brigades or divisions (not regiments). Exception: the Confederate player loses 5 VP (not 2) for each Washington County phase during which Williamsport, Falling Waters, Sharpsburg, the Naval Battery, Chambersburg, and Greencastle are all occupied by Union brigades or divisions (not regiments).
  3. Confederate Levies. At the end of the game, the Victory Points received by the Confederate player for levying Pennsylvania towns are halved. (Exception: the VP for levying Harrisburg are reduced by one-quarter, not one-half.) The new VP received for levying towns are as follows: Carlisle – 2 VP; Chambersburg – 2 VP; Gettysburg – 2 VP; Greencastle – 2 VP; Hanover – 2 VP; Harrisburg – 12 VP; Littlestown – 1 VP; Mechanicsburg – 1 VP; New Cumberland – 1 VP; Newville – 1 VP; Shippensburg – 2 VP; Waynesboro – 1 VP; York – 6 VP.

Designer's Notes

By Joseph M. Balkoski

Welcome to the third title in Avalon Hill's Great Campaigns of the American Civil War series. Like its predecessors Stonewall Jackson's Way and Here Come The Rebels!, Roads To Gettysburg is an operational game, focusing on the factors that brought the armies together at Gettysburg rather than on the battle itself. In my view, there has been a long passivity, since Gettysburg — the battle — has been played and replayed since our hobby's birth in the 1950s, while the campaign has been practically ignored.

Too often, historians consider Gettysburg in a vacuum, without regard for the overall objectives of the two sides during the campaign. It is true that the campaign's outcome was decided in large part on the ground at Gettysburg, but many important events occurred both before and after the battle. Moreover, the battle itself was essentially an accident and could easily have occurred in a different place and under very different circumstances. The attainment (or non-attainment) of Union and Confederate objectives during the campaign cannot be fully understood without understanding how the armies maneuvered before July 1 and after July 3.

At the height of Lee's invasion of Pennsylvania, the Army of Northern Virginia and the Army of the Potomac were separated from each other by at least 50 miles. Throughout the four years of the Civil War, it was rare to find the principal antagonists of the eastern theater so far apart. When the Army of Northern Virginia plundered Pennsylvania at the end of June 1863, neither side knew for certain what the other was doing. For example, Lee did not detect the presence of the Army of the Potomac in Maryland until four days after Hooker's army had actually moved north of the Potomac. Such a situation makes for a very exciting game for players, since as the armies inexorably move toward each other, there are dozens of strategic options to choose from when playing either side. Should Meade not move against Lee's supply lines and Potomac crossing sites rather than against the Army of Northern Virginia itself? Should Lee confront Meade directly, or wait for the Army of the Potomac to come to him on ground of his own choosing?

One of the most surprising things I learned while designing Roads To Gettysburg is how easily the campaign could have unfolded and ended differently than it did. For example, the Confederates were on the verge of capturing Harrisburg, the capital of Pennsylvania, when Lee suddenly recalled General Richard Ewell's II Corps and redirected it toward Gettysburg — to Ewell's great surprise and disappointment. It is difficult to judge how the capture of Harrisburg would have affected the campaign from a military standpoint, but it would certainly have been a severe blow to the Lincoln administration.

Likewise, Lee's sudden desire to concentrate his army east of the mountains at Cashtown and Gettysburg in the last days of June, once he learned the Army of the Potomac had entered Maryland, profoundly changed the campaign. In giving such an order, it is clear Lee was preparing for a decisive battle somewhere around Gettysburg. Curiously, however, he did not take immediate steps to prepare for this battle. On the morning of June 29, Hill's III Corps of the Army of Northern Virginia was only 18 miles west of Gettysburg at Fayetteville, Pennsylvania; meanwhile, Reynolds's I Corps of the Army of the Potomac was 30 miles southwest of Gettysburg at Frederick, Maryland. Yet it was Reynolds's men who arrived at Gettysburg first. It is interesting to speculate on what might have happened had Lee halted his army at Cashtown and let the Federals take Gettysburg without a fight — or had he moved his army much more quickly on the Chambersburg-to-Gettysburg pike on June 29.

From a game designer's point of view, these many "what ifs" of the Gettysburg campaign make for a very intriguing game. Indeed, of the three games in the series to date, this was undoubtedly the hardest to design and to play. However, it is also the most difficult to bring off successfully. Essentially, I was challenged by history: the campaign's many variables made it extremely difficult to simulate a realistic outcome during testing. This design difficulty was not a major concern to me, however. As long as players are challenged to respond to the real objectives and strategies of the opposing armies during the campaign, I am satisfied, and, I hope, you will be too.

At recent game conventions, I informally polled players to determine which direction the series should take. Although I was very flattered by the games' warm reception, I remain a bit puzzled by the diversity of opinion on what the next campaigns should be. At some seminars, demand for games on the western theater — particularly the Atlanta campaign — predominated. Many others, however, argued that we should finish the eastern theater before launching into the campaigns of the west.

One thing is certain: Volume IV of the series, already under development, will cover Jackson's 1862 campaign in the Shenandoah Valley. The game, which will probably be titled Stonewall In The Valley, will have three maps, depicting the Valley from Staunton to Harpers Ferry. The maps will connect directly with the maps of Stonewall Jackson's Way, Here Come The Rebels!, and Roads to Gettysburg, so that if someone has a large enough table, the nine maps could be joined to show the eastern theater of the Civil War from Staunton, Virginia to Harrisburg, Pennsylvania. As always, ownership of the three previous games in the series will not be necessary to play the Valley game.

We are not yet sure where we will go with Volume V. The Atlanta campaign is a strong possibility. The two other most likely options are Grant's offensive against Richmond in May–June 1864, from the Wilderness to Petersburg; or McClellan's Peninsula campaign in the spring of 1862. If you have thoughts on these subjects, please let us know.

Preparing accurate, functional, and attractive maps for this game series takes more time than any other element of design. The maps are the foundation of the games; their flavor enhances players' understanding of Civil War operations. For the most part, the maps are based on mid-nineteenth-century county maps, which are generally available from the historical societies of the counties of Maryland, Virginia, and Pennsylvania.

Without a doubt, the most difficult part of designing Roads To Gettysburg was transferring the information from those maps onto a wargame map. Every road and railway had to be carefully hand-traced onto the hex field. Unfortunately, hexagons channel roads along sixty-degree arcs (each hexagon has six sides of sixty degrees each), so a game map must distort reality to a small degree. However, the map's 1:116,000 scale (about one mile per hex) allows roads and pikes to be shown in great detail, unlike other large-scale Civil War games that are forced to travesty the reality of road networks. A Civil War staff officer planning a unit's movement had to have some knowledge of the roads in the region, because armies did not simply move from "point A" to "point B" in a perfect straight line — they marched through farmers' fields, brush, and woods to reach their objectives. Armies mostly clogged the roads, so an accurate representation of road networks is an essential element of the games. Of course, the Battle of Gettysburg itself came about because the opposing armies were advancing toward that small Pennsylvania town simply because it was an important crossroads of several roads and pikes.

Avalon Hill's artist, Charlie Kibler, put a great deal of effort into trying to capture the spirit of the 1860s in the game's maps. I hope you will agree with me that he succeeded, as he did in the two previous games of the series. As always, I invite those of you who have the chance to visit the region depicted in the game to take these maps along in the car. There has been less change than you might think in the regions where the armies marched 130 years ago, and your understanding of the Gettysburg campaign will be greatly improved.

Thank you for your interest in this game series, and I hope you continue to enjoy it.

Gazetteer

By Joseph M. Balkoski

The following gazetteer should improve players' knowledge of the region depicted on the maps of Roads To Gettysburg.

Colonel Washington's House (S0333). Also known as Bel Air, this house was built in 1800. During the Civil War, the house belonged to Lewis Washington, great-grandnephew of George Washington. On the morning of John Brown's raid on Harpers Ferry (October 17, 1859), Washington was captured here by some of Brown's men and held hostage at Harpers Ferry. The house still stands.

Chambers Farm (S0533). During the siege of Harpers Ferry in September 1862, federal defense lines also stood in the adjacent hex (S0532, Bolivar Heights).

Harpers Ferry/Bolivar (S0632). Located at the confluence of the Potomac and the Shenandoah, the view from the heights above Harpers Ferry was described by Thomas Jefferson as "worth a voyage across the Atlantic." During the Civil War, few sites in America were more important militarily. For the North, control of Harpers Ferry and its environs was vital because the Baltimore & Ohio Railroad, the most direct link to the western states, ran through it. In addition, another key transport artery, the Chesapeake & Ohio Canal, passed through Harpers Ferry on the Maryland bank of the Potomac. The federal arsenal and armory built here in 1796 were the target of John Brown's raid in October 1859. Much of the old town is now under the auspices of the National Park Service, and it is an essential stop for Civil War tourists.

Naval Battery (S0732). This position on the Maryland Heights dominated Harpers Ferry and its surroundings. During the siege of Harpers Ferry in September 1862, the failure of Colonel Thomas Ford's federal brigade to hold the mountain crest against an attack by McLaws's divisions led the Union to abandon the Maryland Heights and the Naval Battery — an event that helped precipitate the Union's decision to surrender the 12,500-man Harpers Ferry garrison. (See Here Come the Rebels!) Today, visitors can take a hiking trail to reach the Naval Battery. In addition, the slope of the Maryland Heights holds the ruins of "Stone Fort," a Union redoubt built after the Antietam campaign.

Boteler's Ford (S0327). The Potomac ford used by A.P. Hill's Light Division during its epic march from Harpers Ferry to Sharpsburg on September 17, 1862. (See Here Come the Rebels!) Johnson's division of Ewell's II Corps, Army of Northern Virginia, also crossed the Potomac here during the Gettysburg campaign in June 1863.

Ferry Hill Place (S0326). The home of Henry Kyd Douglas, one of Stonewall Jackson's most trusted aides. Douglas wrote I Rode With Stonewall, one of the classic memoirs of the Civil War. After the war, Douglas became commander of the Maryland National Guard. The house still stands.

Shepherdstown (S0226). Shepherdstown traces its origins to the early 18th century. Its German colonists originally named the town Mecklenburg, but its name was changed in 1798.

Duffield's Depot (S0130). This station on the Baltimore & Ohio Railroad was raided by Mosby's Confederate partisans on June 29, 1864. The rebels called the operation the "Calico Raid," because of the great quantity of fancy dress fabric for ladies carried off by the raiders from the depot.

Falling Waters (S0119). On the night of July 13, 1863, two-thirds of Lee's Army of Northern Virginia escaped across the Potomac here on pontoon bridges into Virginia, ending the Gettysburg campaign. At the same time, the rest of Lee's army forded the Potomac at Light's Ferry, near Williamsport (S0116). Falling Waters takes its name from a 90-cm waterfall near the Potomac. Note: Falling Waters is actually located on the Virginia bank of the Potomac (hex W1607 on the map of Here Come the Rebels!), but it is placed on the Maryland-side map edge on the Roads To Gettysburg map so that players can see Lee's principal Potomac crossing site during the Gettysburg campaign.

Williamsport (S0116). Founded in 1787, Williamsport petitioned Congress in 1791 to be chosen as the new national capital. President George Washington inspected the town and rejected its petition because it was located above the navigable stretch of the Potomac. Instead, Washington chose a marshy area near Georgetown to establish the national capital — and the rest is history.

Downsville (S0219). Following the Army of Northern Virginia's defeat at Gettysburg, Lee withdrew toward the Potomac, formed a battle line, and awaited Meade's attack. This small crossroads village was on the right flank of Lee's line as he waited for the rain-swollen Potomac to subside.

St. James College (S0418). This preparatory school was founded in 1842. Most of its students fought for the South during the Civil War. The school's buildings occupied a key point in Lee's defensive position around Williamsport following the retreat from Gettysburg.

Hagerstown (S0613). The county seat of Washington County, Maryland since 1776. A large part of Longstreet's wing of the Army of Northern Virginia occupied Hagerstown before the Battle of South Mountain on September 14, 1862. A sharp cavalry engagement took place in Hagerstown's streets on July 6, 1863, during Lee's retreat from Gettysburg. During the battle, Union cavalry Captain Ulric Dahlgren suffered a foot wound and had a leg amputated. His father, Admiral John Dahlgren, had the leg enclosed in a brick wall in the Washington Navy Yard courtyard. Young Dahlgren (by then a colonel) was killed during Kilpatrick's raid on Richmond on March 3, 1864.

Funkstown (S0815). Today a suburb of Hagerstown. General Meade observed the Confederate battle line around Williamsport from Funkstown at the end of the Gettysburg campaign, July 10–14, 1863.

Ringgold (S1409). This village was founded in 1825 and was originally called Ridgeville. Its name was changed to Ringgold in 1850 in honor of a Mexican War hero from Washington County, Samuel Ringgold, who was killed at Palo Alto. Ringgold reputedly developed the famous McClellan saddle, which was the standard of the American army for half a century.

Leitersburg (S1210). Leitersburg was laid out in 1815 by the descendants of Jacob Leiter, who had bought the land in 1762.

Fiddlersburg (S0712). According to legend, this village was named for a group of itinerant musicians who put on social events and dances in the region.

Boonsboro (S1021). This village prospered before the Civil War, since it straddled the National Road, which carried thousands of settlers westward. Stonewall Jackson was nearly captured here in September 1862 during his epic march to Harpers Ferry during the Antietam campaign. Two cavalry engagements took place in and around Boonsboro: the first during Lee's retreat toward Sharpsburg in September 1862, and the latter during Lee's retreat from Gettysburg in July 1863.

Keedysville (S0822). McClellan's attempt to outflank Lee on Antietam Creek began here on September 16, 1862 — the day before the great battle. Two Union corps (followed later by a third) crossed the Antietam at Upper Bridge, which still exists today and carries automobile traffic.

Rohrbach Bridge (S0725). This bridge, which is still standing, is known as "Burnside's Bridge" for the successful attack made on it by Burnside's IX Corps during the Battle of Antietam on September 17, 1862.

Dunkard Church (S0524). On the morning of the Battle of Antietam, fierce fighting swirled around this small white church. The building still stands.

Bakersville (S0421). Here, on October 3, 1862, President Lincoln reviewed Franklin's VI Corps of the Army of the Potomac.

Sharpsburg (S0525). Throughout the day of September 17, 1862, the battle took place north and east of Sharpsburg, so the town itself suffered little damage in the fighting. Still standing on Sharpsburg's main street is the only slave-auction building still existing in Maryland. The divisions of Johnson and Early of Ewell's II Corps passed through Sharpsburg at the start of the Gettysburg campaign.

Mt. Airy (S0425). In this manor house, built in 1800 and still standing, President Lincoln visited General McClellan on October 3, 1862 — two weeks after the great Battle of Antietam. Photographer Alexander Gardner took a famous series of photographs of Lincoln's visit at this site. The grounds around the house are now threatened by commercial development and are the subject of a fundraising campaign by Civil War preservationists.

Antietam Iron Works (S0626). This ironworks operated from 1765 to 1880. It reportedly forged cannons and cannonballs used during the Revolution.

Salomon's Gap (S0828). Just before the siege of Harpers Ferry in September 1862, two brigades of McLaws's division marched to Salomon's Gap and then south along a mountain trail to face the Union brigade defending the Maryland Heights.

Crampton's Gap (S1128). Site of a battle on September 14, 1862, in which Franklin's VI Corps of the Army of the Potomac overwhelmed elements of McLaws's division. However, Franklin did not exploit his success and failed to relieve the beleaguered Union garrison near Harpers Ferry. Today, a monument to Civil War journalists, known as the War Correspondents Arch, occupies the site of the last Confederate defensive position. During the Gettysburg campaign, the site was occupied by a Union cavalry brigade on June 25, 1863, watching for Confederates ahead of Hooker's Army of the Potomac.

Burkittsville (S1228). President Lincoln visited Union and Confederate wounded at Burkittsville on October 4, 1862.

Berlin (S1232). Now known as Brunswick, this important Potomac crossing point was used by McClellan's Army of the Potomac on October 26, 1862, at the start of the Fredericksburg campaign.

Loudoun Heights (S0733). Confederate General John G. Walker's division occupied these heights during the siege of Harpers Ferry in September 1862. No one at Harpers Ferry could hide from Walker's guns atop this dominant position.

Middletown (S1725). During Stonewall Jackson's march toward Harpers Ferry in September 1862, his corps passed through this village. According to his aide, Henry Kyd Douglas, "two very pretty girls with red, white, and blue ribbons in their hair and small Union flags in their hands ran out of their house as we passed, hurried to the fence, and laughingly waved their colors defiantly at the general. He saluted and raised his cap and with a calm smile said to his staff, 'We surely have no friends in this town.'" When Hooker's Army of the Potomac crossed Maryland during the Gettysburg campaign, Reynolds's wing, composed of the I, III, and XI Corps, concentrated in and around Middletown before moving north toward Gettysburg on June 29, 1863.

Fox's Gap (S1324). The Union IX Corps forced its way to the top of this gap during the Battle of South Mountain, September 14, 1862. Its commander, Major General Jesse Reno, was killed there. There is a monument to Reno's memory near the mountain crest.

Mountain House (S1323). Just north of here, Hooker's I Corps of the Army of the Potomac attacked the Confederate defenders of Turner's Gap during the Battle of South Mountain, September 14, 1862. Mountain House, where a popular restaurant known as the Old South Mountain Inn still stands today, was built in the 18th century. After the war, it was bought by the widow of Admiral John Dahlgren, who was also the mother of Colonel Ulric Dahlgren (see the note on Hagerstown).

Washington Monument (S1221). This monument to the first president was erected in a single day (July 4, 1827) by the citizens of the nearby town of Boonsboro. It was nearly destroyed at the time of the Civil War, but Union forces used it as a signal station. A reconstruction of the original monument, built in 1936, stands on the site today.

Mechanicstown (S2314). Founded in 1751, the town's name was changed to Thurmont in 1872 when the Western Maryland Railroad was extended to this point. Camp David, the presidential retreat, is located in the Catoctin Mountains just west of here. The Union brigade of Merritt, of Buford's cavalry division, occupied Mechanicstown just before the Battle of Gettysburg. Before the Civil War, William Nelson Pendleton, Lee's chief of artillery during the Gettysburg campaign, reportedly preached at Mechanicstown's 1840 Episcopal church. The same church has been visited by several presidents during their stays at Camp David.

Catoctin Furnace (S2216). Cannonballs for the Continental Army were cast here during the Revolution. Parts of the furnace still stand.

Double Pipe Creek PO (S3114). When the Western Maryland Railroad was extended to this village after the Civil War, its name was changed to Detour because the original name could not fit on the railroad timetables.

Lewistown (S2219). Many Hessian soldiers captured during the Revolution settled here in the 1780s.

Frederick (S2326). One of Maryland's most historic towns, Frederick was a central point during all three of the Civil War's eastern campaigns. Frederick's most famous resident during the Civil War was probably Barbara Fritchie, aged 95, subject of the popular poem by John Greenleaf Whittier (at least in the North). When Stonewall Jackson's troops passed through the town in September 1862, Fritchie, according to Whittier, defiantly waved the American flag before the rebels and declared, "Shoot, if you must, this old gray head, but spare your country's flag!" Historians have since shown that the incident probably never occurred, though generations of Northern schoolchildren who learned the poem believed it to be true. A reconstruction of the Barbara Fritchie house is open to the public.

Frederick Junction (S2428). On August 6, 1864, Generals Grant and Sheridan met here to plan the upcoming Shenandoah Valley campaign. The Battle of Monocacy was fought just east of here on July 9, 1864, during Early's raid on Washington. In 1755, British General Edward Braddock planned his ill-fated expedition into western Pennsylvania at a fort located on this site.

Jug Bridge (S2626). This bridge, built in 1807 to carry the National Road over the Monocacy River, takes its name from an enormous decorative stone jug erected on the bridge's east bank. According to legend, a mason sealed a bottle of whiskey inside the jug.

Cearsville (S2623). Cearsville (sometimes spelled "Ceresville") was the site of several large mills dating from the early 19th century.

New Market (S3128). Now the "antiques capital of Maryland," New Market marked the eastern limit of the Confederate incursion into Maryland during the 1862 campaign.

New Windsor (S3918). This village was plundered by Confederate cavalry during Jubal Early's raid on Washington in July 1864.

Union Bridge (S3617). The western terminus of the Western Maryland Railroad during the Civil War. The village took its name at the end of the 18th century, when scattered Quaker settlements on both banks of the Little Pipe Creek were joined by a new bridge.

Uniontown (S3915). Hancock's II Corps of the Army of the Potomac camped here on June 30, 1863 — the eve of the Battle of Gettysburg. This handsome village has many houses dating from the early 19th century.

Mill Hood (S4529). JEB Stuart's rebel cavalry crossed the Patapsco here during his ride around Hooker's Army of the Potomac during the Gettysburg campaign. The Confederates lingered here for several hours to burn bridges and destroy the Baltimore & Ohio Railroad.

Ellicott Mills (S5734). Founded in 1774, this mill town prospered as one of the first railway stations in the United States, built in 1830 along the new Baltimore & Ohio Railroad. Reinforcements from Baltimore and the District of Columbia passed through here on their way to join Meade's Army of the Potomac after his victory at Gettysburg. Defeated Union forces from the Battle of Monocacy retreated through here in July 1864.

Oella (S5833). This old mill village was the home of Benjamin Banneker, a brilliant free black man who was engaged by George Washington to help lay out Washington, D.C.

Sykesville (S4828). Fitzhugh Lee's Confederate cavalry brigade passed through this town on the Baltimore & Ohio Railroad on June 29, 1863.

Owings Mills (S5825). Now the northern terminus of the Baltimore metro and the site of one of Maryland's largest shopping centers, Owings Mills was created in the mid-18th century when the Owings family built several flour mills on the upper reaches of Gwynns Falls. Little remains of the old town.

Reisterstown (S5523). This village, dating from the mid-18th century, was the preferred stopping point for travelers heading toward destinations northwest of Baltimore.

Bonaparte Mansion (S5420). This estate was built in the early 19th century by William Patterson, a prominent Baltimore merchant. Patterson gained a famous son-in-law when Napoleon's younger brother, Jérôme, married his daughter Betsy. Despite Jérôme's objections, Napoleon worked to annul the marriage in 1806 and forced his brother to resume his royal duties as King of Westphalia. Betsy nonetheless continued to use the name Bonaparte, and her son — also named Jérôme — inherited the estate. In 1886, the property was converted into a home for women, a refuge for delinquent and homeless girls. The property continued to be used for this purpose for nearly 100 years, until its acquisition by the Maryland National Guard, which turned it into a training site and home for the Maryland Military Academy. Today, an Iraqi tank captured during the Gulf War sits just beside "Omaha Beach Drive," a few hundred yards from Bonaparte Mansion.

Hampstead (S5314). This town was founded in the second half of the 18th century. After the Revolution, German settlers from York County, Pennsylvania moved south into this region.

Manchester (S5111). Manchester dates from 1765, when a Captain Richards founded the town, naming it after his English birthplace. During the Gettysburg campaign, Sedgwick's VI Corps of the Army of the Potomac rested here on July 1, 1863. After receiving news of the Battle of Gettysburg, the corps marched 25 miles on July 2, reaching the battlefield that afternoon.

Westminster (S4516). Westminster was created in 1764 and became the seat of Carroll County in 1837. In 1863, the town had 2,500 inhabitants. When Meade's Army of the Potomac moved north from Frederick to Gettysburg, Westminster became an important supply depot for the army because of its direct rail connection to Baltimore. (The Western Maryland Railroad had only been extended to Westminster in 1861, the year the Civil War began.) It is said that 5,000 wagons and 30,000 mules were in the fields around Westminster during and after the battle. On June 29, 1863, Stuart's cavalry passed through Westminster during his famous — and much-criticized — ride around the Army of the Potomac. A squadron of the 1st Delaware cavalry from Baltimore's defenses foolishly tried to resist the passage of Fitz Lee's Confederate cavalry brigade through the town, but was easily brushed aside. Stuart later exaggerated this affair when he reported that the Union's retreat "created a great panic in [Baltimore]," the authorities being convinced "that we were on their heels."

Union Mills (S4411). The original grist mill dates from 1797 and is still operating. It is now open to the public, as is the neighboring Shriver farm. Stuart's cavalry camped in the Shriver fields on the night of June 29–30. It is said that Stuart and his staff sang and played the piano at the Shriver farmhouse, and that he even won the enthusiastic services of young Herb Shriver to guide the rebel cavalry to Hanover. Herb's mother later recalled, "Our only regret was that our entertainment was insufficient for the occasion, but we made them feel as if it were perfect." Another branch of the Shriver family lived just across from the Westminster Turnpike and refused to have anything to do with the Confederates. They must have been comforted later when the leading elements of the Army of the Potomac's V Corps crossed Union Mills.

Taneytown (S3611). Pronounced "Tawney-town." This town was founded in 1740 by Maryland's famous Taney family, whose member Roger B. Taney was Chief Justice of the United States Supreme Court. Meade moved the Army of the Potomac's headquarters here on June 30, 1863. The next day, couriers from Reynolds's I Corps arrived at Taneytown to inform Meade that a battle had broken out just outside Gettysburg.

Emmitsburg (S2709). This village was known as Silver Fancy (or Poplar Fields) when it was founded shortly before the Revolution. Two weeks before Union troops passed through Emmitsburg on their way to Gettysburg, much of the village was destroyed by fire. Reynolds's I Corps and Howard's XI Corps of the Army of the Potomac camped in and around Emmitsburg on the night of June 29–30, 1863.

Moritz Tavern (S2907). The site of Major General John F. Reynolds's headquarters on the night of June 30–July 1, 1863. Reynolds received Meade's order to move his I Corps north toward Gettysburg here. Reynolds was killed a few hours after receiving these orders.

St. Joseph's Sisterhood (S2710). Saint Joseph's was founded as a Catholic school for girls in 1809 by Elizabeth Seton, who was canonized in 1975. On June 30, 1863, the grounds of Saint Joseph's were occupied by De Trobriand's brigade of the Army of the Potomac's III Corps. De Trobriand later recalled that he addressed the school occupants' concerns about the coming battle. "Ask St. Joseph to keep the rebels away from here," he said, "for if they come before I do, I do not know what will become of your fine convent."

Mt. St. Mary's College (S2510). A seminary founded in 1808 by Father Dubois, later Bishop of New York. It is said that Union soldiers visited the priests of Mt. St. Mary's for absolution when elements of Sickles's III Corps passed nearby on June 30, 1863.

Greencastle (S0604). This town lay directly across Lee's invasion route into Pennsylvania, and practically the entire Army of Northern Virginia passed through here. However, the rebels did not linger as they had at Chambersburg. The first casualty of the campaign north of the Mason-Dixon line occurred just north of Greencastle on June 22, 1863. It was Corporal William Rihl of the 1st NY Cavalry ("Lincoln"), who was killed in a skirmish with Jenkins's rebel cavalry brigade.

Waynesboro (S1406). Jubal Early's Confederate infantry division camped here on the night of June 23–24, 1863, on their way to Gettysburg and York. The abolitionist John Brown was a Sunday school teacher here shortly before his raid on the federal arsenal at Harpers Ferry in October 1859.

Monterey Gap (S2107). A large part of the Army of Northern Virginia passed through here during its retreat from Gettysburg.

Liberty Mt (S2506). Now a ski resort.

Fairfield (S2504). The greater part of Lee's army withdrew through here after Gettysburg. On the afternoon of July 3, 1863, the 6th US Cavalry, which attempted to interpose itself on Lee's line of communication at Monterey Gap, was routed just north of Fairfield by the rebel cavalry brigade of "Grumble" Jones.

Tavern Black Horse (S2902). On the morning of July 2, 1863, Longstreet's I Corps marched and countermarched here in an attempt to flank the Union line on Cemetery Ridge without being seen by Union lookouts atop Little Round Top. Rebel artillerist E.P. Alexander noted that at this point, the column marched in both directions on different roads for more than four miles, but actually advanced less than a mile toward its objective.

Lutheran Theological Seminary (S3101). From the cupola atop this building on July 1, 1863, Union cavalryman John Buford observed the advance of Heth's division on the Chambersburg Pike toward Gettysburg. Buford met General John Reynolds of the I Corps here to discuss the coming battle. Reynolds was killed shortly afterward, a few hundred yards west of the seminary. Later that day, fighting raged in the fields near the building. The seminary still stands and is used by the Adams County Historical Society. (Some of the maps used in designing this game were purchased there.)

Orchard Peach (S3103). The tip of Sickles's III Corps line on July 2, before it was attacked by McLaws's division and driven back to Cemetery Ridge.

Evergreen Cemetery (S3202). Cemetery Hill, the central point of the Union's "fishhook" line at Gettysburg, takes its name from this cemetery. The Evergreen Cemetery's brick gatehouse still stands, an important landmark on the Baltimore Pike. At the time of the battle, the cemetery — according to legend — had a sign posted with the following words: "Any person found using firearms in these grounds will be prosecuted with the utmost rigor of the law."

Culps Hill (S3302). At the extreme right of the Union "fishhook" at Gettysburg, defended by the XII Corps and elements of other corps.

Gettysburg (S3201). Gettysburg is of course known for the Civil War battle, but it is a genuinely historic town in its own right. Founded in 1780, Gettysburg had become an important agricultural and commercial center well before the Civil War. Indeed, seven major roads converge there, and a railway had just been extended to the town. It was by this railway that President Lincoln came to Gettysburg to deliver his famous address dedicating the National Cemetery, on November 19, 1863. Although Gettysburg was practically a no-man's-land between the armies during the second and third days of the battle, only one town resident died in the fighting. Her name was Jennie Wade, and she was killed while baking bread in her house near Cemetery Hill. Her house still stands.

Two Taverns (S3504). Slocum's XII Corps of the Army of the Potomac camped here for a time on July 1, 1863, and reportedly heard the sounds of the Battle of Gettysburg. The corps reached the battlefield that afternoon, but it was too late to save the Union's crumbling position north and northwest of Gettysburg.

Littlestown (S4006). Meade's main supply route from the Union depot at Westminster to Gettysburg ran through Littlestown via the Baltimore Pike. The Army of the Potomac's XII and VI Corps marched to the battlefield at Gettysburg through Littlestown.

Hanover (S4503). Once nicknamed "the idlers' rest" because of the many drifters who lived in the area, Hanover was the site of a clash between Union and Confederate cavalry on June 30, 1863. JEB Stuart narrowly avoided being captured in the melee by jumping his horse over a ravine.

Hanover Junction (N5632). President Abraham Lincoln changed trains here on his way to Gettysburg for his dedication of the National Cemetery on November 19, 1863.

York (N5826). While the British army occupied Philadelphia throughout the fall and winter of 1777–1778, York was the national capital. During the Gettysburg campaign, Jubal Early's rebel infantry division occupied the town on June 28–29, 1863. Early demanded 2,000 pairs of shoes, 1,000 pairs of socks, 165 barrels of flour, 28,000 pounds of bread, 3,500 pounds of sugar, 32,000 pounds of fresh beef, and $100,000 in cash from its citizens. Most of it was delivered. When the Confederates first entered York, one of Early's brigade commanders began addressing its citizens, in a light-hearted mood, in the town square, which caused a rebel column to bunch up in one of the neighboring streets. When "Old Jube" arrived on the scene, he became enraged. "What in the devil are you doing?" he shouted. "Stop the head of the column in this damned town!" The column resumed its march, and the war went on.

Dover (N5223). The column of three rebel cavalry brigades under JEB Stuart passed through here on July 1, 1863, on the road from Hanover to Carlisle. The Battle of Gettysburg had broken out that morning 25 miles to the southwest, but Stuart was completely unaware of it and continued his ride north.

Dillsburg (N4217). Stuart's cavalry also passed through this village on July 1. When Stuart, at Carlisle, finally received word from Lee about the engagement at Gettysburg, Hampton's brigade, which held the rear of Stuart's column, had not yet reached Dillsburg. Stuart then ordered Hampton to head directly south to Gettysburg as quickly as possible along the Dillsburg pike.

Mechanicsburg (N4311). Confederate cavalrymen of General Albert Jenkins's brigade occupied Mechanicsburg without opposition on Sunday, June 28, 1863. Jenkins's mission was to reconnoiter Harrisburg's defenses in preparation for an attack by Rodes's and Johnson's infantry divisions of Ewell's II Corps on June 30. According to the town's mayor, a rebel took a Union flag from the roof of a house, put it on his saddle, remounted his horse, and — sitting on the flag — rode off.

Sporting Hill (N4510). The farthest point north reached by a Confederate unit during Lee's invasion of Pennsylvania. It engaged in skirmishing with Jenkins's brigade on June 29, 1863 — an engagement that could reportedly be clearly heard in Harrisburg. This point marked the closest rebel approach to the Pennsylvania capital during the campaign. It is said that Union militiamen looted houses and farms in this region to a degree equal to or greater than what the rebels had done in the neighboring town of Mechanicsburg.

Oyster Point Hotel (N4710). Brisbane's Union militia brigade held a line here in front of Harrisburg's defenses and

Fort Washington (N4809). This fort was the central point of Harrisburg's defenses during the Gettysburg campaign. It is located on the west bank of the Theodore Burr bridge, which spanned the Susquehanna at Harrisburg. The fort was begun on June 14 and, thanks to the herculean efforts of the Union militia and the citizens of Harrisburg, was completed before the rebels arrived on June 29. The fort, however, was never attacked.

Harrisburg (N4909). Harrisburg was founded in 1785 and became the capital of Pennsylvania in 1812. It was one of the principal objectives of the Army of Northern Virginia during the Gettysburg campaign and was nearly captured by Ewell's II Corps. However, Lee ordered Ewell to withdraw from the Cumberland Valley on June 30 and rejoin the rest of the army at Cashtown and Gettysburg, thereby sparing Harrisburg.

Camp Curtin (N4907). Named after the wartime governor of Pennsylvania, this camp was one of the principal training sites for Pennsylvania's troops during the Civil War. During the Gettysburg campaign, thousands of Union militiamen, mostly from New York and Pennsylvania, gathered here to defend Harrisburg against the approaching rebels. Nothing remains of the camp today.

Marysville (N4603). During the Gettysburg campaign, Pennsylvania Central Railroad workers erected casemates on both ends of the strategic railroad bridge over the Susquehanna to protect it against marauding rebels. Later, two New York militia regiments guarded the bridge and built additional fortifications in and around Marysville. The Pennsylvania Central line was essential to the Union cause during the Civil War, because it and the Baltimore & Ohio Railroad (which the Confederates frequently cut) were the only rail lines directly linking the eastern and western states.

Stony Ridge (N3811). On June 27, 1863, General Joseph Knipe's brigade of New York militia stopped temporarily on this rock- and wood-covered ridge. However, Union troops retreated hastily toward Harrisburg when they learned of Ewell's corps' approach. Today, the Appalachian Trail follows the crest of Stony Ridge between the South Mountain and Blue Mountain ranges.

Carlisle Barracks (N3411). This was a military post well before the Revolution. Today, it houses the U.S. Army War College and the U.S. Army Military History Institute (where much of the research for this game was conducted), and it is the oldest post in the U.S. Army. During the Civil War, it functioned as a depot for Union cavalry recruits — one of whom saw emergency service in the field during the Gettysburg campaign. The post was occupied by Rodes's rebel infantry division of Ewell's II Corps on the afternoon of Saturday, June 27. Early on the morning of July 2, troops of Fitz Lee's Confederate cavalry brigade set fire to the barracks before their hasty departure for Gettysburg.

Carlisle (N3312). Founded in 1751, Carlisle is one of the oldest settlements in the Cumberland Valley. One of the town's most famous residents was Molly Pitcher (real name Mary Hays), who served in a Continental Army artillery battery alongside her husband at the Battle of Monmouth in 1778. She is buried in Carlisle. The town was occupied by Johnson's and Rodes's infantry divisions of Ewell's II Corps during the invasion of Pennsylvania. After Ewell's departure, the Union militia under the command of William F. "Baldy" Smith occupied the town. On July 1, 1863, the leading elements of Stuart's rebel cavalry approached Carlisle expecting to find Ewell there. Instead, they were met with fire from Smith's militiamen. The rebels demanded the town's surrender, which Smith refused. A weak bombardment of Carlisle by Stuart's gunners followed, after which the rebels departed hastily for Gettysburg. Today, the training camp of the Washington Redskins is located at Carlisle's Dickinson College.

Papertown (N3417). During their march from Carlisle to Gettysburg, Rodes's division of Ewell's II Corps passed through here. Located at the northern end of the great South Mountain range, the Papertown area was known for its lumber and iron-mining industries.

Heidlersburg (N3627). The infantry divisions of Rodes and Early of Ewell's II Corps met here on June 30, 1863, during their march to rejoin the Army of Northern Virginia at Gettysburg.

Benner's Hill (N3334). Confederate batteries atop this hill exchanged fire with the Union's heavy batteries on Cemetery Hill on the second day of Gettysburg.

PA College (N3233). A company of the 26th Pennsylvania militia was recruited from among the students of this school, located just north of Gettysburg. The unit was mustered into service at Camp Curtin on June 18, 1863, and a week later, at Gettysburg, found itself directly in the path of Jubal Early's rebel division on its march toward York. On June 26, four miles north of Gettysburg, the regiment was routed by Early's men, leaving 176 prisoners. Early lectured the unlucky Yankee prisoners in the Gettysburg town square. "You boys ought to be home with your mothers, and not out in the fields where it's dangerous and you'll come to harm," he told them.

Cashtown (N2532). After learning of the Army of the Potomac's crossing into Maryland on the night of June 28, 1863, Robert E. Lee decided to concentrate the Army of Northern Virginia in this small village at the eastern end of Newman's Pass. It was from Cashtown that Harry Heth's rebel infantry division set out for Gettysburg early on the morning of July 1, 1863 — supposedly to look for shoes for his footsore soldiers. The rest is history.

Caledonia Iron Works (N1931). This ironworks, belonging to the Honorable Thaddeus Stevens of the House of Representatives, was burned on Jubal Early's order on June 26, 1863, during his division's march from Greenwood (N1731) to York (N5826). Stevens was the leader of the Radical Republicans in the House and was regarded with great hostility in the South. "My reasons for issuing this order were founded on the fact that federal troops had burned such works everywhere they penetrated in the South," Early later wrote, "moreover, in various speeches to Congress, Mr. Stevens had shown a vindictive spirit toward the people of the South. The burning was simply in retaliation for the various acts of barbarity committed by federal troops."

Fayetteville (N1531). A.P. Hill's III Corps of the Army of Northern Virginia camped in the vicinity from the evening of June 26 to the morning of June 29, 1863. When Hill's corps left for Cashtown (N2532), Longstreet's I Corps followed in its wake. Years later, E.P. Alexander, a battalion commander of artillery in the I Corps, recalled that the rebel infantry marched through a Pennsylvania Dutch farmer's wheat field and stopped to fill their canteens. Alexander asked the farmer for a glass of water. "No! There's no more water! The pump is quite dry!" the farmer exclaimed. "And just look at this pig, and see how they've trampled this wheat! My God! I've heard about the horrors of war before, but I never saw what it was until now!"

Scotland (N1226). On June 16, 1863, a Cumberland Valley Railroad bridge was destroyed here by troops of Jenkins's brigade, which opened the way for the Army of Northern Virginia's invasion of Pennsylvania.

Chambersburg (N0929). Chambersburg was an unlucky place during the Civil War. The rebels occupied it three times (actually four — counting it as occupied twice during the Gettysburg campaign). On October 10–11, 1862, 1,800 Confederate soldiers sacked the town during one of JEB Stuart's famous cavalry raids behind Union lines. During the Gettysburg campaign, nearly every unit of the Army of Northern Virginia passed through here; indeed, Lee established his headquarters east of the town. The crops and livestock of local farmers were largely seized by rebel troops foraging under Lee's strict orders. The rebels' third visit to Chambersburg, which took place on July 30, 1864, was by far the worst. Confederate cavalry under the command of John McCausland entered the town and demanded $500,000 in cash or $100,000 in gold, threatening to burn the place if the ransom was not paid. The town's citizens failed to raise the money, and a large part of Chambersburg was promptly burned to the ground.

Roxbury (N0818). The Kittatinny and Blue Mountain tunnels of the Pennsylvania Turnpike ran beneath the Blue Mountain, just north of here. The Pennsylvania Turnpike, which crosses the whole state from east to west, was the first superhighway built in the United States for automobiles.

Strasburg (N0621). Today, the depot of the American Army at Letterkenny is located just south of here.

Newville (N2214). This town was bypassed by the main elements of Ewell's II Corps during its march toward Carlisle, but a small party of about 50 rebel foragers entered the town unopposed on June 27, 1863, taking the local farmers' harvest and 300 head of cattle.

Shippensburg (N1621). Shippensburg is the oldest town in the Cumberland Valley. Unfortunately for its inhabitants, it lay directly on Ewell's route from Chambersburg to Carlisle during the Gettysburg campaign. Ewell's men swept the town and its surroundings of provisions, sending most of the captured stores toward Virginia in an immense wagon train. Colonel Arthur Fremantle, a British observer traveling with the Army of Northern Virginia, declared: "Well, the country through which the Confederate army had passed was completely stripped, robbed, and pillaged ... [to the point that] farm work had been completely halted." Jed Hotchkiss, Ewell's well-known mapmaker, wrote in his journal: "The people [of Shippensburg] looked sullen ... The townsfolk feared our reprisals, but some were willing to joke and talk about our presence now on Union soil."

The Game as History

By Joseph M. Balkoski

Background

May–June 1863: following the Army of the Potomac's rout at Chancellorsville on May 1–4, General Robert E. Lee prepared to carry out an operation he had been contemplating for some time. As early as February 1863, he had asked Jedediah Hotchkiss, Stonewall Jackson's able cartographer, to prepare a detailed map of the region from Winchester, Virginia to Harrisburg, Pennsylvania, for use in an invasion of the North, "wishing that its preparation be kept a profound secret." Two months later, on April 9, 1863, Lee explained his thinking to Secretary of War James A. Seddon: "Should General Hooker's army assume the defensive, the readiest method of relieving the pressure on General Johnston and General Beauregard [in the western theater] would be for this army to cross into Maryland ... This is what I would recommend if it were possible."

Beyond relieving Union pressure on the rebel bastions in the other theaters, Lee knew that a Confederate invasion of Pennsylvania would thwart Hooker's offensive movements against Richmond, since the Union placed the safety of the federal capital at Washington, D.C. at the center of the North's strategy. In addition, carrying the war into enemy territory would allow agriculture in Northern Virginia to recover from the ravages of war. At the same time, the Confederates would be able to draw supplies from enemy territory in a region not yet touched by the war. Finally, a decisive Confederate military victory on Northern soil might prove disastrous to the Union's fragile war effort.

On May 10, Stonewall Jackson died of the wounds he had received at Chancellorsville. The South went into mourning. "I do not know how to replace him," Lee declared. But Jackson had to be replaced. In late May, Lee reorganized the Army of Northern Virginia from two corps into three: the I Corps under Longstreet; the II Corps (Jackson's old command minus the famous "Light Division" of A.P. Hill) under Ewell; and the III Corps under A.P. Hill. According to Lee, the Army of Northern Virginia would be "invincible if it could be properly organized and commanded. There never were such men in an army before. They will go anywhere and do anything if properly led. But there is one difficulty — good commanders — where can they be obtained?"

The Gettysburg campaign began on June 3, 1863, when Lee began pulling elements of his army out of the Fredericksburg region, where the Army of Northern Virginia had been intermittently fighting the Army of the Potomac across the Rappahannock since November 1862. On June 5, the corps of Longstreet and Ewell concentrated near Culpeper Court House, while Hill's corps remained in position in the Fredericksburg defenses (see the map of Stonewall Jackson's Way).

On the opposite bank of the Rappahannock, Joe Hooker was fully aware of the departure of part of Lee's army from the front. He suspected an enemy plan to turn the Army of the Potomac's right, as John Pope had been turned during the second Manassas campaign the previous summer. Hooker, who had lost the respect of many of his subordinates since the Chancellorsville debacle, proposed to President Lincoln that Union forces "fall upon" A.P. Hill's rearguard at Fredericksburg. Lincoln vetoed the plan, however, suggesting instead that Hooker's chief concern should be the main rebel force, which could easily come between him and Washington if the Army of the Potomac became entangled in a fight at Fredericksburg.

On June 9, Hooker launched a combined force of cavalry and infantry upriver on the Rappahannock near Culpeper to discover Lee's intentions. JEB Stuart's rebel cavalry pickets at the Rappahannock fords were completely surprised by the Yankees' unexpected aggressiveness. In the chaotic battle that followed in and around Brandy Station — the largest cavalry action of the Civil War — Stuart narrowly avoided catastrophe.

Although the Yankees were ultimately driven from the field, they gained information on the disposition of Confederate troops and, more importantly, bruised JEB Stuart's fragile ego. The repercussions of Brandy Station would be felt later in the campaign.

On June 10, Ewell's II Corps began moving seriously northward. By June 12, Ewell's men had passed Front Royal in the Shenandoah Valley. Ewell sent two divisions to surround the unfortunate Union garrison at Winchester, while his remaining division, under Rodes, headed toward Berryville to try to capture a small enemy force there. On June 15, the Union force at Winchester, under the command of General Robert Milroy, was routed, losing 3,800 prisoners — more than half its strength. The Union troops at Berryville, however, escaped northward, hotly pursued by Rodes as far as Martinsburg. The Federals paused there briefly and were quickly pushed back by Rodes toward the Union bastion at Harpers Ferry (see the map of Here Come the Rebels!).

On June 15, Jenkins's cavalry brigade, which supported Ewell's corps throughout the campaign, crossed the Potomac near Williamsport (S0116) with orders to continue as far as Chambersburg, Pennsylvania (N0929) that same day. Thus, less than a week after detaching from Lee's army at Culpeper, Ewell's forces had driven the Yankees out of the Shenandoah Valley and moved well beyond the Potomac. In the words of historian Douglas Southall Freeman, it was "as if a second Jackson had arrived."

Meanwhile, Hooker answered Lee's blows by shifting his right wing slightly north of the Rappahannock to the railroad bridge of the Orange & Alexandria at Rappahannock Station. On June 14, he moved his supply base from Aquia Creek, near Fredericksburg, to a point on the Orange & Alexandria still unnamed, closer to Washington. Lincoln asked him to act quickly to recover the deteriorating situation in the Shenandoah Valley, but Hooker demurred. "If the head of Lee's army is at Martinsburg and the tail of it on the Plank Road between Fredericksburg and Chancellorsville, the animal must be very slim somewhere," Lincoln pointed out. "Could you not break him?"

Lee set the rest of his army in motion once he learned of Hooker's departure from the Fredericksburg region, sending Hill's III Corps in Ewell's wake and Longstreet's I Corps northeast of the Blue Ridge to guard that range's passes and cover Hill's advance in the Shenandoah Valley. Meanwhile, Stuart's cavalry forces shielded Lee's forces from Yankee scouts in the area between the Blue Ridge and the Bull Run Mountains. On Ewell's front, Rodes's division crossed the Potomac into Maryland at Williamsport on the night of June 15, feeding the panic north of the Mason-Dixon line. Rodes remained stationed there for three days awaiting the rest of the II Corps to reach the Potomac. Farther north, Jenkins's cavalry brigade, acting as Ewell's advance guard, plundered the Chambersburg region for two days before withdrawing to Hagerstown (S0613).

On June 17, Hooker sent his cavalry into Loudoun County to see what more they could learn of rebel intentions. Over the following days, cavalry skirmishes broke out at Aldie, Middleburg, and Upperville (see the map of Stonewall Jackson's Way). Meanwhile, the Army of the Potomac marched rapidly north into Fairfax, Prince William, and Loudoun counties. As Lee noted later in his official report on the Gettysburg campaign, "the Federal army apparently watched the approaches to Washington, and showed no disposition to resume the offensive."

After Rodes's division entered Maryland on June 15, Lee held Ewell's invasion in check for several days. "Not knowing what force there was at Harpers Ferry, or what might be collected to oppose your progress, I cannot give you definite instructions, especially as the movements of General Hooker's army are not yet determined," Lee wrote to Ewell. It was not until June 19 that Lee authorized Ewell to launch a second infantry division across the Potomac. This division (Johnson's) crossed the Potomac at Boteler's Ford (S0327), while Rodes was authorized to advance a short distance from Williamsport toward Funkstown (S0815). Ewell's remaining division south of the Potomac (Early's) was ordered to hold at Shepherdstown (S0226) until one of A.P. Hill's III Corps divisions arrived. As Hill's troops approached the Potomac, Longstreet's men were to remain behind them, closing the Army of Northern Virginia's rear.

Although Hooker had indeed maneuvered his army to keep it between Lee and Washington, he did nothing to save the unfortunate Union forces in the Shenandoah, nor to try to seize the initiative from Lee. On June 21, nothing stood between Ewell's forces and Pennsylvania's rich farmland except a handful of home-guard companies. According to Marsena Patrick, the Army of the Potomac's provost marshal general, "He [Hooker] acts like a man without a plan, and is not sure what to do or how to respond to the enemy or counter his movements. Everything he does now seems the result of impulse, after having clearly failed at Chancellorsville."

On the evening of June 21, Lee was ready to set the invasion of Pennsylvania in motion. In preparing the move into enemy territory, Lee drafted General Order No. 72, which specified how supplies were to be requisitioned from the civilian population. In these orders, Lee cautioned, "No private property shall be injured or destroyed by any person belonging to or connected with the army, or taken except by officers designated for this purpose."

The game is about to begin.

Monday, June 22, 1863

"If you are ready to move, you can do so," Lee wrote to Ewell. "I think your best route would be toward the Susquehanna ... Your progress and direction will, of course, depend on how circumstances develop. If Harrisburg is within your means, capture it." Ewell set his corps in motion: Rodes marched from Funkstown (S0815) to Greencastle (S0604); Johnson moved from the old Antietam battlefield (S0524) to near Beaver Creek (S1019); Early marched from Shepherdstown (S0226) to near Boonsboro (S1021). That evening, the three division commanders conferred with Ewell on how the invasion of Pennsylvania would be carried out. It was decided that Rodes and Johnson would advance on Harrisburg (N4909) via Carlisle (N3312), while Early would head to York (N5826) via Gettysburg (S3201). Jenkins's cavalry brigade, moving ahead of Rodes's division, skirmished with a company of 1st New York ("Lincoln") cavalry just north of Greencastle.

On the Union side, two regiments of New York militia (the 8th and 71st), which had been deployed at Chambersburg (N0930) to help protect railroad repair crews on a bridge Jenkins's men had destroyed a week earlier, received orders to withdraw to Carlisle by train once they learned of the rebels' approach. Their departure was so hurried that they left behind their tents, rations, two cannon, and several companies of the 71st Regiment. Meanwhile at Harrisburg, fresh militia regiments raised for the current emergency, mostly from Pennsylvania and New York, arrived daily. With these second-line troops, General Darius Couch, recently a corps commander in the Army of the Potomac and now commander of the Department of the Susquehanna, prepared to defend the Pennsylvania capital.

Tuesday, June 23, 1863

Early in the morning, Jenkins's cavalry re-entered Chambersburg. (It had occupied the town for a short time the previous week before withdrawing to Hagerstown.) Rodes's division moved a short distance that day from Greencastle to Marion (N0633) while awaiting Johnson's division's arrival at Boonsboro. Early's division marched toward Waynesboro (S1406) via Cavetown (S1313), Smithsburg (S1412), and Ringgold (S1409). Descending rapidly down the Shenandoah Valley from Winchester, A.P. Hill's III Corps reached the Potomac at Shepherdstown (S0226) and prepared to cross into Maryland the following day. Longstreet's men were not far behind.

At Harpers Ferry (S0633), the Union garrison — including the refugees from the recent Winchester disaster — braced for the worst as part of Lee's army passed within ten miles. With some apprehension, they recalled the fate of Harpers Ferry during the Antietam campaign, when Stonewall Jackson surrounded the town and forced the surrender of its 12,500-man Union garrison. Hooker showed some inclination to save Harpers Ferry by ordering Howard's XI Corps to move there as quickly as possible. However, he cancelled that order the next day.

Wednesday, June 24, 1863

Led by a regimental band playing the lively Southern jig "Bonnie Blue Flag," Rodes's division entered Chambersburg. Johnson's division was not far behind. Jenkins's cavalry brigade advanced from Shirks Hill (N1026) to Shippensburg (N1621), supported by Daniel's brigade of Rodes's division. At Chambersburg — the largest town north of the Mason-Dixon line occupied by the Army of Northern Virginia to date during the war — Ewell levied a tax on the town of 50,000 pounds of bread, 100 sacks of salt, 500 barrels of flour, 11,000 pounds of coffee, 10,000 pounds of sugar, 100,000 pounds of hardtack, and dozens of items such as horseshoes, nails, rope, and even foot-care oil. Meanwhile, Early's division moved from its camp at Waynesboro toward Greenwood (N1731) via Quincy (S1403) and Altodale (S1401).

At Shepherdstown, A.P. Hill's III Corps forded the Potomac and advanced as far as Boonsboro. Two-thirds of Lee's army is now in Maryland and Pennsylvania.

In the Union camp, alarming intelligence reports of the Confederate advance in Maryland and Pennsylvania reached Hooker's headquarters at Fairfax Courthouse, Virginia. The entire Army of the Potomac is still on the Virginia bank of the Potomac, and the Lincoln administration in neighboring Washington is deeply worried. To Hooker's great credit, however, he had been preparing to move his army north of the Potomac for several days. Indeed, federal engineers had just completed two pontoon bridges at Edwards' Ferry, near Leesburg (see the map of Stonewall Jackson's Way).

Thursday, June 25, 1863

Ewell's II Corps made no movement of consequence throughout the day. Instead, "Old Baldhead" was content to rest, gather supplies from the Chambersburg townsfolk, and wait for A.P. Hill's corps, which was coming up from Boonsboro. Hill's three divisions reached Hagerstown by day's end, a march of only about 9 miles. Pickett's division, at the head of Longstreet's I Corps, crossed the Potomac at Williamsport ford (S0116).

Back in northern Virginia, Lee looked for the best way to use JEB Stuart's five cavalry brigades, which were watching the Army of Northern Virginia's eastern flank in Fauquier County. A few days earlier, Stuart had suggested to Lee a raid around Hooker's army. Lee agreed, specifying that "if you find that he [Hooker] is moving northward, and that two brigades can guard the Blue Ridge and take care of your rear, you can move with the other three into Maryland, and take position on General Ewell's right, place yourself in communication with him, guard his flank, keep him informed of the enemy's movements, and collect all the supplies you can for the army's use." The next day, Lee added to Stuart, "You will, however, be able to judge whether you can pass around their army without hindrance, doing them all the damage you can." Still stung by the criticism he had received in the Richmond press over the recent Brandy Station affair, Stuart set out impatiently that morning with the brigades of Hampton, Fitz Lee, and Rooney Lee (now commanded by Chambliss). Robertson's and Jones's brigades were left behind to guard the rear of Lee's army. Passing through the Bull Run Mountains near Hay Market, Stuart's cavalrymen narrowly avoided Hancock's II Corps of the Army of the Potomac, which was marching north toward Edwards' Ferry on the Potomac (see the map of Stonewall Jackson's Way).

At the Army of the Potomac's headquarters, Hooker decided to launch his army into Maryland in pursuit of Lee. Under the command of General John F. Reynolds, a wing of three corps (XI, I, and III) and Stahel's cavalry division crossed the Potomac on the pontoon bridges at Edwards' Ferry. Howard's XI Corps, in the lead, reached Jefferson (S1730) by nightfall. Lockwood's infantry brigade, from Baltimore's defenses, departed Ellicott Mills (S5833) for Frederick (S2326) to rejoin Hooker.

Friday, June 26, 1863

The entire infantry force of the Army of Northern Virginia is now on Northern soil, as McLaws's and Hood's divisions of Longstreet's I Corps crossed the Potomac at Williamsport. Directly on the Hagerstown road, A.P. Hill's III Corps, accompanied by General Lee, marched north toward Chambersburg via Greencastle. In the lead, Heth's division turned east onto the Gettysburg pike upon reaching Chambersburg, camping that evening at Fayetteville (N1531). Meanwhile, Ewell's corps continued its advance into the heart of Pennsylvania. Jenkins's cavalry marched from Shippensburg toward Carlisle (N3312), meeting almost no resistance. Rodes's and Johnson's divisions undertook an easy 11-mile march from Chambersburg to Shippensburg, where additional requisitions were imposed on the town's residents. Early's division, accompanied by a small cavalry force of the 17th and 35th Virginia cavalry battalions, passed through Newman's Pass across the South Mountain en route to Mummasburg (N2932) and Gettysburg (S3201). A short time after leaving his camp at Greenwood, Early arrived at the Caledonia Iron Works of Thaddeus Stevens, a member of Congress from Pennsylvania (N1931). Early ordered the place burned "in retaliation for the various acts of barbarity committed by federal troops." Six miles north of Gettysburg, a regiment of Pennsylvania militia (the 26th), sent from Harrisburg by train to look for the rebels, was scattered by Early's men, leaving 174 prisoners.

To this point in the campaign, Lee had every reason to be pleased, for he had already fulfilled some of his principal objectives. Most important, Virginia was spared another military campaign, since it was now the North's turn to feel the war's traumatic effects. In addition, whatever grand plans Joe Hooker might have had for his Army of the Potomac that summer had long since been forgotten.

In the Union camp, Reynolds's wing of the Army of the Potomac flowed into the valley between the South and Catoctin Mountains, preparing to defend the South Mountain passes at Turner's Gap (S1323) and Crampton's Gap (S1128) against any rebel incursion. By dusk, Howard's XI Corps was at Middletown (S1725), Reynolds's I Corps was at Jefferson (S1730), and Sickles's III Corps (actually under the command of General David Birney during Sickles's absence) was at Point of Rocks (just off the map, near Catoctin Switch — S1633). Meanwhile, Hancock's II, Meade's V, and Slocum's XII Corps crossed the Potomac into Maryland at Edwards' Ferry, heading toward Frederick. At Harpers Ferry, General William French — a former division commander in the II Corps — took command of the Union garrison of some 9,000 soldiers.

North of Virginia, JEB Stuart's three cavalry brigades moved in a 22-mile arc from Buckland to Wolf Run Shoals on the Occoquan River (see the map of Stonewall Jackson's Way). Stuart is behind schedule and has a long way to go to reach the objectives set by Lee, and his men and horses are already tired and hungry from the exertions made so far in the campaign. It is notable that at the very moment Stuart is sorely needed by Lee and Ewell, he is separated from the main body of the Army of Northern Virginia by 85 miles, and from Ewell's corps by more than 100 miles. Moreover, the entire Army of the Potomac now lies between him and his comrades.

Saturday, June 27, 1863

Sedgwick's VI Corps and two cavalry divisions crossed the Potomac at Edwards' Ferry, and so by the end of the day the entire Army of the Potomac was on Maryland soil. Reynolds's advance wing, made up of the I, III, and XI Corps, bivouacked near Middletown (S1725); Meade's V Corps, along with the army's reserve artillery, was near Frederick; Hancock's II Corps was at Barnesville (off the map, near S2734); Slocum's XII Corps was at Knoxville (S1132); and Sedgwick's VI Corps was at Poolesville (off the map, near S2334). Although Hooker was rapidly closing his forces on Lee's army, his own irritable temperament was at its peak. He requested the use of French's 9,000 men at Harpers Ferry in the advance against Lee, a move that would require abandoning that position. "My original instructions require me to cover Harpers Ferry and Washington," Hooker wrote to Halleck. "It now appears that I have an enemy in front of me larger than my own force [sic]. I ask you to understand, respectfully but firmly, that I am unable to comply with this condition given the means at my disposal, and I request to be immediately relieved of the position I occupy."

In Washington, President Lincoln was troubled by an ugly rumor claiming Hooker had recently been absent without leave from the army. "It did not come from the newspapers, and I did not believe it," Lincoln wrote to Hooker, "but I wanted to be quite certain it was untrue." Nevertheless, Lincoln fully understood that Hooker had lost the respect of most of his corps and division officers. He therefore decided to relieve Hooker of command of the Army of the Potomac.

Rodes's and Johnson's divisions of Ewell's II Corps marched more than 22 miles today from Shippensburg to Carlisle — Rodes traveling by way of the Harrisburg road and Johnson by the Walnut Bottom road. As usual, Jenkins's cavalry marched ahead of the infantry. Facing this rebel push, Knipe's small brigade of two New York militia regiments retreated from its defensive position on Stony Ridge (N3810) toward the Harrisburg defenses (N4710). Meanwhile, Early's rebel division moved from the Gettysburg area through Hunterstown (N3631), New Chester (N3930), Hampton (N4128), and Berlin (N4528), camping on the road between Berlin and Dover (N5223).

Back in Franklin County, the main body of Lee's army concentrated near Chambersburg. A.P. Hill's III Corps camped east of the town on the Gettysburg pike near Fayetteville, while Longstreet's I Corps bivouacked in and around Chambersburg itself. Lee has some 28,000 men here, well positioned either to defend his communications back to the Potomac or to advance farther into Pennsylvania. However, Lee has no cavalry: Jenkins is at Carlisle with Ewell; Jones's and Robertson's brigades are still in the Shenandoah Valley; and JEB Stuart's three brigades are only now approaching the Potomac in Fairfax County, Virginia, on their raid behind Union lines. Because of this gap, Lee is entirely ignorant of whether the Army of the Potomac has crossed into Maryland and whether it is concentrating at Frederick. As a result, Lee still regards the campaign more as a plundering raid into Pennsylvania than as an offensive against Hooker's army. Had he known of the Federals' rapid approach, he probably would have recalled Ewell to Chambersburg, or concentrated his whole army at Gettysburg. There, he would have been well positioned to threaten Baltimore and Washington.

Sunday, June 28, 1863

Most of Lee's army rests. One of the few active units is Early's division, which captures York (N5826). Even though it is the Sabbath, Early imposes severe requisitions on York's citizens, most of which are honored. Meanwhile, Early sends one of his brigades (Gordon) east to seize the bridge over the Susquehanna at Wrightsville (off map). As Gordon approaches the town, however, the Pennsylvania militia burns the bridge. The immense cloud of smoke from the fire can be seen for miles around.

Jenkins's cavalry brigade marches east on the Harrisburg turnpike toward Mechanicsburg (N4311) to reconnoiter the enemy's defenses at Harrisburg. General Ewell expects Rodes's and Johnson's infantry divisions to advance on Harrisburg the next day. Just east of Mechanicsburg, Jenkins's cavalrymen skirmish with the Yankee militia at Oyster Point (N4710). The sound of this engagement can be heard at Harrisburg, only three miles away. By this time, more than 15,000 federal militiamen, mostly from New York and Pennsylvania, have gathered at Harrisburg and nearby Marysville (N4603) to counter Ewell's attempt to cross the Susquehanna.

Stuart's cavalry also has a busy day. It moves from the Potomac to Rockville, Maryland — less than nine miles from the defenses of Washington (see the map of Here Come the Rebels!). Here, the rebel troopers encounter a large federal wagon train en route to the Army of the Potomac at Frederick. In the pursuit that follows, Stuart's men capture 125 wagons and 400 prisoners. "The wagons were all brand new, the mules fat and sleek, and the harness used for the first time," recalled the commander of a Virginia cavalry regiment. "Such a train we had never seen before nor have we seen since." Although Stuart's capture of the wagon train was a notable success for him, the chase consumes precious time. He knows he is behind schedule, since he orders his men to ride north nearly the entire night. By dawn on the 29th, his leading elements are at Cooksville (S4531), only a few miles from the Baltimore & Ohio Railroad.

June 28 is a memorable day in the history of the Army of the Potomac. At 3:00 a.m. that morning, General George G. Meade, commander of the V Corps, is awakened by an officer bearing news from Washington. Hooker has been relieved of command of the Army of the Potomac by President Lincoln, and Meade has been named in his place. Frederick Law Olmsted, the celebrated landscape architect (and later designer of Central Park in New York), described Meade as "simple, direct, straightforward, and thoughtful in his manner of speaking and his general bearing ... He is a gentleman and an old soldier."

Meade changes little of the Army of the Potomac's deployment during the day, aside from concentrating the army still further from Frederick. By nightfall, five of the army's seven infantry corps (I, II, V, XI, and XII) are camped in and around the city. The III Corps is at Woodsborough (S2819) and the VI Corps is at Hyattstown (off map, near S2934). Meanwhile, Buford's cavalry division, made up of the brigades of Devin, Gamble, and Merritt, takes position on the army's west flank at Middletown. Gregg's cavalry division, made up of the brigades of Huey, Gregg, and McIntosh, deploys on the opposite flank at New Market (S3128) and Ridgeville (S3729). Finally, Stahel's cavalry division at Frederick receives a new commander, General Judson Kilpatrick. Two new brigade commanders are also named: Farnsworth for the first, and George Armstrong Custer for the second.

Suddenly, a remarkable development: a Confederate scout named Harrison arrives at Longstreet's headquarters near Chambersburg. The entire Yankee army, according to this man, is not only north of the Potomac, but is concentrating at Frederick — only a two-day march from Chambersburg. Lee is startled to hear this news. "In the absence of cavalry, it was impossible to determine the enemy's [Hooker's] intentions," Lee later noted. "It was understood that, as soon as the Federal army crossed the Potomac, General Stuart would advise us of its movements, and nothing had come from him since our entry into Maryland, from which it was inferred that the enemy had not yet left Virginia."

Monday, June 29, 1863

Lee makes a critical decision: he will cancel Ewell's advance on Harrisburg and concentrate the Army of Northern Virginia east of the South Mountain range, somewhere near Cashtown (N2532). Why does Lee do this, when he could instead have concentrated his army west of the mountains and invited the Federals to come to him on ground of his own choosing? He explains his reasoning later in his official report on the campaign: he wanted "to discourage [Meade] from advancing farther west, and to intercept our communications with Virginia."

Despite Lee's decision, the Army of Northern Virginia remains strangely passive on the 29th. Only Heth's infantry division of Hill's III Corps is set in motion, marching from Fayetteville through Newman's Pass to Cashtown — a distance of only about nine miles. Lee sends word to Ewell to recall him from the attack on Harrisburg and to "take the direction of Gettysburg, via Heidlersburg, where you will have the pike most of the way, and you can thus join your other divisions with Early ... When you arrive at Heidlersburg, you can either proceed directly to Gettysburg or move down to Cashtown." Ewell, however, fulfills this order only partially. In the afternoon, Johnson's division begins to move back toward Chambersburg, rather than Gettysburg, carrying with it a great deal of plunder and the whole corps's artillery train. Rodes's division remains at Carlisle for the moment. Meanwhile, Jenkins's cavalry continues skirmishing with the Yankee militia around Harrisburg. At York, Early does not yet learn of Lee's new plan before evening. His men spend the day resting and gathering provisions from local merchants and farmers.

Back in Maryland, Stuart's escapade continues. In the morning, his troopers advance on the Baltimore & Ohio Railroad near Hood's Mill (S4529) and Sykesville (S4828) and hastily tear up a few rails. The damage, however, is insignificant. From there, Stuart moves straight north of Westminster (S4516), chasing off a squadron of federal 1st Delaware cavalry that had been sent to reconnoiter Baltimore's defenses. That evening, the rebel troopers move a few miles farther north along the Baltimore Pike to Union Mills (S4411), where they camp. Throughout these adventures, Stuart has obtained absolutely no information on Ewell's movements. Nor does he furnish Lee any information on Union movements.

In the Union camp, the Army of the Potomac's new commander demands much of his men's legs — and they deliver. Reynolds's advance wing, made up of the I and XI Corps, marches the whole way from Frederick to Emmitsburg (S2709), a distance of more than 20 miles. The rest of Reynolds's command (Sickles's III Corps) moves to Taneytown (S3611). Meanwhile, Hancock's II Corps moves to Uniontown (S3915); Sykes's V Corps to Liberty (S3221); Slocum's XII Corps (and the army's reserve artillery) to Bruceville (S3314); and Sedgwick's VI Corps to New Windsor (S3918), where it is joined by Gregg's cavalry division from Ridgeville. The Army of the Potomac's march on June 29 is probably the fastest of the entire war. It is an incredible physical and logistical feat given that Meade has had only a single full day in command of the army.

Meade orders his cavalry to probe for the rebels ahead of his rapidly marching infantry. Buford's cavalry division is the first unit of the Army of the Potomac to move north of the Mason-Dixon line during the campaign, riding the whole way from Middletown, Maryland to Fairfield, Pennsylvania (S2504). Here, Buford will later note, "the community seemed shaken, and, frightened to speak or act, often offered excuses for not undertaking any small task, 'The Rebels will destroy our homes if we say anything.'" Buford leaves one of his brigades, under Merritt, in reserve near Mechanicstown (S2314). Fifteen miles east of Buford, Kilpatrick's cavalry division carries out a similar reconnaissance ahead of Meade's infantry, probing north from Frederick to Littlestown (S4006).

Tuesday, June 30, 1863

June 30 is a lull before the storm. Because of his lack of cavalry, Lee is completely unaware that the enemy is rapidly approaching the Mason-Dixon line. Indeed, Buford's Union cavalry division at Fairfield is within six miles of the leading elements of A.P. Hill's corps at Cashtown. Had Lee known Meade's army was so close — that it had also moved with such unusual speed — he would have done much more to prepare for the inevitable battle. Instead, much of the Army of Northern Virginia remains inactive. Of Hill's three divisions, only Pender's makes any appreciable movement, marching from Fayetteville to Cashtown to join Heth. A single brigade of Heth's division (Pettigrew's) advances from Cashtown toward Gettysburg to requisition badly needed shoes from the local population. Pettigrew, however, turns back to Cashtown when he encounters federal cavalry scouts a few miles from Gettysburg (N2933). Anderson's division remains in camp at Fayetteville.

Hood's and McLaws's divisions of Longstreet's I Corps march only eight miles from Chambersburg to Greenwood (N1731) — this after two full days of rest. Hood detaches Law's brigade to New Guilford (N1432) to watch for the Federals' approach from the south. Pickett's division remains at Chambersburg guarding the army's supplies, a task that could have been performed by a cavalry unit had Stuart been present. It is clear the Army of Northern Virginia does not expect to meet the enemy within the next 24 hours.

On Ewell's front, Johnson's division continues its return march from Carlisle toward Chambersburg, reaching Scotland (N1226) that night. Rodes's division makes a furious 20-mile march from Carlisle to Heidlersburg (N3627). There it is joined by Early's division, which has just made an equally strenuous return march from York. Neither Rodes nor Early knows where they will go the next day. According to a message from Lee, he might be at Cashtown or at Gettysburg, "as circumstances may dictate."

At Union Mills, Stuart's cavalry sets out early in search of Ewell's II Corps. Passing through Hanover (S4503), they clash with the Union cavalry of Kilpatrick's division, which had just arrived in the town from neighboring Littlestown. In the skirmish, Stuart is nearly captured by the surprisingly aggressive Yankee cavalry. Stuart's three brigades then follow the route of the Hanover Branch railroad away from the town of Jefferson (N5334), and then north. By nightfall, they reach Dover (N5223). That evening, Stuart crosses the road used by Early's division on its march from York to Heidlersburg earlier that same day. Remarkably, Stuart remains completely unaware of the nearby presence of his own comrades. Had he turned west instead, toward Gettysburg via Dover, he probably would have had time to take part in the battle on July 1.

After its furious march the day before, the greater part of the Army of the Potomac slows on June 30. Meade's advance wing acts sparingly, only adjusting its position. Only his I Corps advances closer to the enemy, moving a short distance from Emmitsburg to Moritz Tavern (S2907). Here, they are only eight miles from Gettysburg. Meanwhile, Sykes's V Corps moves from Liberty to Union Mills (S4411), which had been occupied by Stuart's troopers earlier that morning. Slocum's XII Corps advances to Littlestown, and the army's reserve artillery to Taneytown (S3611). Finally, Sedgwick's VI Corps, accompanied by Gregg's cavalry division, marches from New Windsor to Manchester (S5111). Meade's decision to occupy Manchester, far east of his Taneytown headquarters, reveals that he — like Lee — does not know the enemy's actual dispositions and does not expect the next day's battle.

Buford's cavalry division (minus Merritt's brigade) moves from Fairfield to Gettysburg by way of Emmitsburg (S2709). Outside Gettysburg, Union troopers skirmish with Pettigrew's brigade of Heth's division.

General Meade issues a circular to his troops. It concludes: "Corps and other commanders are authorized to order the instant death of any soldier who fails in his duty at this hour."

On the Harrisburg front, Union militia probes west of Mechanicsburg following the departure of Jenkins's rebel cavalry from the Oyster Point area (N4710). The Pennsylvania capital is, for the moment, secure.

At Meade's request, French's 9,000-man garrison abandons Harpers Ferry even as the Army of Northern Virginia is 50 miles to the north. Two brigades head toward Frederick to guard that town and other key points on the Baltimore & Ohio Railroad. Two other brigades remain until July 2 to help haul away the supply depot, returning to Washington by way of the Chesapeake & Ohio Canal.

That night, at Cashtown, A.P. Hill tells his subordinate Heth: "The only force at Gettysburg is cavalry, probably a scouting detachment. I fully agree with General Lee's opinion, and the reports from his scouts confirm what I have received from my own — that the enemy is still at Middleburg (S3415), and that he has not pitched his tents."

"If there is no objection, I will take my division there tomorrow and get those shoes," said Heth.

"None in the world," replied Hill.

Wednesday, July 1, 1863

As he approaches Gettysburg, Heth is surprised to find more than a "scouting detachment" blocking his path. It is instead Buford, with two brigades of Yankee cavalry. Buford's troopers, armed with breech-loading carbines, cling to Heth, forcing the rebels to deploy for battle (N3033). Wadsworth's division, at the head of the Union I Corps, arrives on the battlefield and routs two of Heth's overconfident brigades. However, General Reynolds, commander of the I Corps, is killed in the action.

Although the battle is going badly for the rebels so far, reinforcements are within reach. Pender's "Light Division" is close behind Heth on the Chambersburg pike, and Rodes's and Early's divisions of Ewell's II Corps are marching toward the sound of the guns from the north. Early moves directly toward Gettysburg from Heidlersburg; Rodes moves first to Middletown (N3129) before receiving orders to turn south toward Gettysburg.

On the Union side, Howard's XI Corps arrives on the battlefield a little before noon. Two divisions (Barlow's and Schurz's) form a battle line on the right of the I Corps, just north of Gettysburg (N3233). The remaining division (von Steinwehr's) holds in reserve at Evergreen Cemetery (S3202, known as "Cemetery Hill").

Around 2:00 p.m., the Confederates resume the offensive. Rodes's division, however, is severely repulsed when it attacks Robinson's Union division on the right flank of the I Corps line (N3134). When he arrives on the scene, Lee cannot be pleased with the results of the battle so far. "I am not prepared to bring on a general engagement today," he tells Heth. "Longstreet is not up." But suddenly Confederate fortune takes a turn for the better. Around 3:30 p.m., Early's division deploys for an attack on the east bank of Rock Creek (N3333), unnoticed by the Federals. His furious attack crushes Barlow's division and forces the XI Corps to fall back in retreat into Gettysburg (S3201). Shortly afterward, Pender's rebel division attacks the Union I Corps line near the Lutheran Theological Seminary (N3134) and also forces it back toward the town. The disorganized remnants of the Union I and XI Corps retreat to Evergreen Cemetery and prepare to make a stand. The rebels, however, are nearly as exhausted and disorganized by the day's fighting as their opponents. Moreover, the nearest rebel reinforcements — the divisions of Anderson and Johnson — do not arrive in time to renew the assault before day's end. That evening, Union I Corps troops occupy the strategic position at Culp's Hill (S3302).

By nightfall, the scattered units of both armies have received news of the fighting at Gettysburg and rush toward the town from every direction. (Notably, Pickett's division of Longstreet's I Corps remains at Chambersburg guarding Lee's supply line.) But what of Stuart and his cavalry? At dawn on July 1, Stuart is at Dover, Pennsylvania. He sets out early with Fitz Lee's brigade and heads toward Carlisle, where he hopes to find Ewell. Moving by way of Dillsburg (N4217), Stuart does not reach Carlisle until he finds it occupied by Union militia under the command of General William "Baldy" Smith. Late that evening, after a scattered bombardment of Union positions at Carlisle, Stuart receives a message from Lee about the battle at Gettysburg earlier that morning. After burning the post's barracks at Carlisle, Stuart immediately heads south with his three exhausted brigades — two of which are still strung out on the Carlisle-Dillsburg road — and heads for the scene of action. They have been in the saddle for seven long days.

Thursday, July 2, 1863

In contrast to the whirlwind of action the day before, it is calm all along the battle lines at Gettysburg for most of the morning and early afternoon as Lee and Meade gather their forces and deploy for a second round of fighting. Meade organizes his forces into a "fishhook" configuration, with Slocum's fresh XII Corps on the right at Culp's Hill, the battered I and XI Corps on Cemetery Hill, and the II and III Corps on the left, near the prominent hill known as "Round Top" (S3203). Sykes's V Corps is in reserve, and Sedgwick's VI Corps is marching rapidly from Manchester via Littlestown.

In the Confederate camp, Lee decides to resume the offensive by attacking the Union left with Longstreet's I Corps (minus Pickett's division), aided by a diversionary effort from Ewell against the Union right at Culp's Hill. In trying to evade Union lookouts, Longstreet takes a maddeningly long time deploying his two divisions for battle (S3002 and S3003). Indeed, he is not ready to attack until 4:00 p.m., even though Lee had planned the assault well before noon.

But in the afternoon, the situation on the Union side of the hill changed dramatically. Sickles, on his own initiative, advanced his two divisions from their position on Cemetery Ridge to establish a new line centered on a small peach orchard (S3103) about a third of a mile ahead of his front. His men had a better field of fire there, but Sickles's ill-considered deployment left them vulnerable to enemy fire and to being flanked. Moreover, Sickles did not occupy Round Top, nor the smaller but more important hill next to it, Little Round Top, which several Union officers recognized as essential to the Federals' left flank.

Longstreet opens his attack with Hood and McLaws at 4:00 p.m. The battle rages until sunset. When it is over, Sickles's line is broken and his disorganized troops fall back to their former position on Cemetery Ridge (S3203). The Federals, however, retain control of Round Top and manage to stabilize their line by efficiently shifting fresh troops to the threatened points. Indeed, Longstreet's failure to break the Union line can be attributed to a lack of support from nearby units for exploiting local successes. Only Anderson's division joins the fight to help Longstreet — but only very late in the day. Had Pickett's division — or Stuart's cavalry — been available to help Hood and McLaws, the outcome might have been different. Meade, by contrast, fights Longstreet with all or part of four corps; moreover, Sedgwick's VI Corps arrives on the field late in the day, but does not enter the battle.

Meanwhile, Ewell's "demonstration" against the Union right develops into a full-scale attack. At dusk, Johnson's division fails to take Culp's Hill, even though Union forces there were kept to a minimum in order to reinforce Meade's left. However, Johnson manages to occupy a key position left vacant by the Yankees near Rock Creek, at the extreme right of their line. From there, the rebels plan to renew the attack the next day. At sundown, Early's division also achieves some local successes against the Union bastion on Cemetery Hill, but these gains are only short-lived, as Union reinforcements drive the rebels back down the steep slopes.

Longstreet's remaining division, under Pickett, makes a long and tedious march from Chambersburg to the vicinity of Gettysburg. It does not reach the battlefield in time to play a role on July 2, but Lee has plans for it the next day.

Stuart's three cavalry brigades — absent from the army since June 25 — finally reach Lee at Gettysburg. According to a witness, Lee greets Stuart coldly with the simple words: "Well, General Stuart, you are here at last."

Friday, July 3, 1863

"General, I have had my scouts out all night," Longstreet tells Lee at a meeting early that morning. "I believe you still have an excellent opportunity to move against Meade's right and maneuver him into attacking us." Lee disapproves, declaring his intention to resume the offensive for the third day running — this time with 15,000 men directly against the Union center. Longstreet is dismayed. "General, I have been a soldier all my life. I have been with troops engaged in fights by twos and threes, by squadrons, companies, regiments, and armies, and I believe, as well as any man, that no body of 15,000 men ever arrayed for battle can take that position."

Lee wishes to draw Meade's attention away from his center by ordering Ewell to make a fresh attempt to wrest Culp's Hill from the enemy. Early that morning, Johnson's division attacks the hill but is repulsed by Slocum's XII Corps. Worse still for Lee, the attack creates no diversion, since it is launched well before Longstreet is ready to move against the Union center.

At 1:00 p.m., Longstreet opens his attack with a brief order to his chief of artillery: "Let the batteries open." For two hours, Yankee and rebel gunners exchange salvos. Then, at 3:00 p.m., the rebel infantry emerges from the tree line of Seminary Ridge (S3102). It forms a battle line of nearly 15,000 men drawn from the divisions of Pickett, Pender, and Heth. The Confederates meet withering fire from Hancock's II Corps as they approach Cemetery Ridge. Part of Heth's division, shattered by artillery and musketry on its left flank, breaks to the rear when barely halfway through its charge. Despite terrible losses, the rest of the assault force presses forward. But Longstreet is proven right: the attack cannot possibly succeed. Only small knots of Pickett's men reach the Union lines, only to be thrown back by the powerful relay of Meade's reinforcements. It is a terrible reverse for Lee, who takes the blame for the assault's failure. "This is all my fault," he says.

Earlier that day, Lee had asked Stuart to lead his cavalry against the right of the Army of the Potomac and try to establish himself astride its supply line on the Baltimore Pike. With four brigades, Stuart turns south from the York pike near Granite Hill (N3534) and encounters the Union cavalry brigades of Custer and McIntosh. Although the battle that follows is essentially a tactical draw, Stuart is prevented from carrying out the mission Lee had assigned him.

By nightfall, Lee withdraws Ewell's II Corps from its position facing Culp's Hill at the northern end of Seminary Ridge (N3134). The Battle of Gettysburg is over.

Saturday, July 4, 1863

Lee's army remains in position all day, awaiting a Union counterattack. It never comes. With more than 20,000 casualties on each side over the three days of fighting, both armies are weakened and exhausted. Ammunition stocks on both sides are also low, but for Lee this problem is acute. During the invasion of Pennsylvania, the Army of Northern Virginia brought along enough munitions for only a single major battle. That battle is now over, and Lee has not been victorious. The nearest friendly railhead is more than 150 miles away, at Staunton, Virginia — a very long and dangerous trip for wagon trains. Meade's army, by contrast, can easily be resupplied with ammunition from the depot at Westminster (S4516), only 25 miles away.

Lee sees no alternative but to retreat. In the afternoon, he sets his wagon train and ambulance train in motion for the mountains by way of the Chambersburg pike. This long column, 17 miles in length, guarded by the cavalry brigades of Fitz Lee, Hampton, and Imboden, reaches Greencastle (S0604) by morning.

Although some senior officers urge Meade to launch an attack, most of the Army of the Potomac remains stationed in its lines at Gettysburg. Meade's cavalry, however, probes aggressively toward the South Mountain passes at Monterey Gap (S2107) and Fairfield Gap (S2105).

A detachment of the 13th Pennsylvania cavalry, under French's command at Frederick, raids behind Confederate lines and destroys an enemy pontoon bridge on the Potomac at Falling Waters (S0119). This action will have important consequences in the coming days.

Sunday, July 5, 1863

The Army of Northern Virginia withdraws from Gettysburg, unmolested by the Federals. A.P. Hill's III Corps leads the retreat, followed by Longstreet's I Corps and Ewell's II Corps. The retreat route runs through Fairfield (S2504) and across South Mountain via Fairfield Gap and Monterey Gap. Meanwhile, the immense wagon train of the Army of Northern Virginia, which had left Gettysburg on the 4th, reaches Williamsport (S0116) relatively intact. Here, General Lee plans to withdraw his army into Virginia.

Throughout the day, federal cavalry harasses the Confederates. Early in the morning, the brigades of Custer, Farnsworth, and Huey capture part of Ewell's wagon train at Monterey Gap (S1907). Later, Yankee cavalry from Loudoun (off map, near N0130) raid Lee's wagon train near Greencastle and capture 90 wagons and more than 600 prisoners — most of them wounded from the fighting at Gettysburg.

Back in Washington, President Lincoln urges Meade to press hard against Lee's retreating army. However, only Sedgwick's VI Corps, which had barely been engaged at Gettysburg, advances toward the enemy. Late in the afternoon, Sedgwick's men skirmish with Ewell's rearguard about two miles east of Fairfield (S2703), but the rebel retreat continues unimpeded.

Meanwhile, Smith's division of Pennsylvania and New York militia moves south of Carlisle and comes under Meade's command. Smith's 9,000 inexperienced soldiers will be of little value against Lee's veteran troops, but they march well, crossing South Mountain toward Gettysburg by way of Mt. Holly Springs (N3317) and Laurel Forge (N3021). At the same time, a second division of federal militia prepares to move out from Harrisburg (N4909) toward Shippensburg (N1621).

Monday, July 6, 1863

The Army of Northern Virginia's retreat toward Williamsport continues, its long columns winding through Waynesboro (S1406), Ringgold (S1409), and Hagerstown (S0613). Aside from lightning raids by enemy cavalry, the Federals do not trouble the retreat. However, Lee's planned crossing site at Williamsport is threatened by Buford's federal cavalry division, which nearly captures a large rebel supply train before being driven off by Imboden's brigade. Meanwhile, near Hagerstown, Stuart's cavalry, supported by elements of Hood's infantry division, drives off Kilpatrick's Union cavalry division outside the town. By day's end, Lee's route to Williamsport is secure. The two Union cavalry divisions camp for the night near Jones Crossroads (S0619).

Remarkably, Meade's army has hardly moved from Gettysburg since the end of the battle. The I and XI Corps, both severely battered on the first day of the battle, make a short march to Emmitsburg (S2709). The II Corps withdraws to Two Taverns (S3504) to rest. The V Corps moves to Moritz Tavern (S2907). Slocum's XII Corps rests at Littlestown (S4006). Elements of Sedgwick's VI Corps continue probing the South Mountain passes near Fairfield. On learning from Sedgwick that the passes are strongly held by the enemy, Meade decides not to pursue along the same route already used by Lee. Instead, he intends to shift the Army of the Potomac south of Frederick (S2326), then march through the Catoctin and South Mountain gaps by way of the National Road (S1926). Lee's army remains Meade's objective, but it is a very roundabout way to come to grips with the enemy. Moreover, Lee has a two-day head start on Meade and is nearly at the Potomac already. To President Lincoln's great dismay, it appears Lee has slipped away cleanly.

General French's command, which had evacuated Harpers Ferry at the end of June, receives orders to reoccupy Stone Fort above the Maryland Heights (S0732). French is heavily reinforced by troops from the defenses of Baltimore and Washington, some of which have recently arrived from the coast of North Carolina. French also deploys a brigade (Morris's) at Crampton's Gap (S1128), a strategic pass in the South Mountain range.

Smith's militia continues to march well, going from Pine Grove Iron Works (N2722) to Graffenburg PO (N2030) at Newman's Gap.

Tuesday, July 7, 1863

Meade finally moves the Army of the Potomac seriously. The I Corps moves from Emmitsburg to Hamburg (S1920); the II Corps from Two Taverns to Taneytown; the III Corps from Gettysburg to Mechanicstown (S2314); the V Corps from Moritz Tavern to Utica (S2419); the VI Corps from Emmitsburg to Hamburg (S1920); the XI Corps from Emmitsburg to Middletown (S1725); and the XII Corps from Littlestown to Walkersville (S2722). Skirmishing intermittently with Stuart's cavalry, Buford's and Kilpatrick's cavalry divisions withdraw to Boonsboro (S1021). Meanwhile, Smith's militia division marches from Graffenburg PO to Altodale (S1401).

Lee's main body closes in on Hagerstown. Normally, the Potomac fords at Falling Waters and Williamsport should be passable at this time of year for the crossing of the whole Army of Northern Virginia, including its long wagon trains. However, the previous week's heavy rains have turned the Potomac into an unfordable torrent. Three days earlier, a Yankee cavalry regiment had destroyed a Confederate pontoon bridge at Falling Waters, so Lee now has no choice but to make a stand with his back to the river and wait for the Potomac to subside and for his engineers to build another pontoon bridge — a task expected to take a week. Meanwhile, the sick and wounded are ferried across the river on a couple of flat-bottomed scows that fell into rebel hands. Fortunately for Lee, his men are not pressed hard by the enemy.

Wednesday, July 8, 1863

While waiting for the Potomac to subside, Lee and his senior officers carefully survey the ground between Williamsport and Downsville (S0219) to establish an impregnable defensive position for the Army of Northern Virginia. "I hope Your Excellency will understand that I am by no means discouraged," Lee writes to President Jefferson Davis. "But, well aware that the enemy has been badly battered in the recent battle, I am also aware that he can easily be reinforced, while no additions can be made to our own numbers."

In spite of his delay in pursuing Lee, Mother Nature has given George Meade a rare opportunity. With the Union's recent triumph at Vicksburg, President Lincoln firmly believes the war can be won in the coming days. "The occasion for attacking Lee's divided forces must not be lost," General Halleck writes to Meade. "The President is pressing and anxious that your army move against him by forced marches ... You will have troops enough to make your victory certain. My only fear now is that the enemy may escape by crossing the river."

The Army of the Potomac continues its pursuit of Lee. The I Corps moves from Hamburg to Turner's Gap (S1323, the site of the Battle of South Mountain of September 14, 1862); the II Corps moves to Taneytown to Frederick; the III Corps from Mechanicstown to Ballinger Creek (S2128); the V Corps from Utica to Middletown (S1725); the VI Corps from Hamburg to Middletown; the XI Corps from Middletown to Turner's Gap; and the XII Corps from Walkersville to Jefferson (S1730). Smith's militia division marches from Altodale to Waynesboro (S1406).

Thursday, July 9, 1863

Lee plans to deploy the Army of Northern Virginia in an extraordinarily long defensive line, with his right flank resting on the Potomac near Downsville (S0219) and his left flank anchored on the Conococheague Creek (S0113). Longstreet's I Corps will hold the south end of the line (around S0319), Hill's III Corps the center (around S0317), and Ewell's II Corps the north flank (around S0414). Stuart's cavalry screens the front and flanks of the army. A skirmish with federal cavalry breaks out at the Beaver Creek bridge (S0919), near Boonsboro. Meanwhile, Confederate infantry begins entrenching in preparation for Meade's expected attack.

Meade reorganizes his III Corps, which had been badly mauled in the recent battle at Gettysburg. In place of the wounded Sickles, General William French, the former commander of the Union garrison at Harpers Ferry, is named the new commander of the III Corps. The three brigades of French's old command (Morris's, Elliott's, and B. Smith's) are assigned to the III Corps as a new 3rd division.

Lee's pursuit of the Army of the Potomac slows. The II Corps moves from Frederick to Rohrersville (S1025); the III Corps from Ballinger Creek to Fox's Gap (S1223); the V and VI Corps from Middletown to Boonsboro; and the XII Corps from Jefferson to Rohrersville.

Union reinforcements from the Department of West Virginia gather at Hancock, Maryland (off map, near S0113) with orders to move behind Lee on the north bank of the Potomac. Meanwhile, several brigades from the defenses of Washington are sent to the Maryland Heights (S0732) on the Baltimore & Ohio Railroad. "The evidence that Lee's army will fight north of the Potomac seems plausible," Halleck writes to Meade. "In that case, you will want all your forces available ... I will do everything in my power to reinforce you. I am fully aware of the importance of the coming battle."

Friday, July 10, 1863

"It would appear that the enemy intends to give battle, and we have no choice but to accept it if offered," Lee writes to President Davis. Meanwhile, as the Potomac subsides, the Army of Northern Virginia strengthens its long defensive line, covering the crossing sites at Williamsport and Falling Waters. A Union officer will later remark that the rebel fortifications there were "built as if they were meant to withstand a month-long siege."

The Army of the Potomac finally begins closing in on Lee. The II, III, and XII Corps cross Antietam Creek north of Keedysville (S0820) and concentrate on the east bank of Marsh Run near Tilghmantown (S0520). From there, they can observe the corps of Longstreet entrenching near Downsville. Meade's other four infantry corps bivouac on the east bank of the Antietam (S0820). Meanwhile, Meade's cavalry moves north of Boonsboro toward Funkstown (S0815). The Federals are now well positioned to attack Lee the next day.

Saturday, July 11, 1863

Meade does nothing of importance this day, aside from advancing the II and XII Corps one or two miles north to the east bank of Marsh Run. With the Federals in sight, the rebels redouble their efforts to fortify their lines.

Sunday, July 12, 1863

While Lee waits and worries, Meade — for the second consecutive day — does little except cautiously advance elements of his army. Today, only the I, VI, and XI Corps move, marching along the south bank of Beaver Creek near Boonsboro toward Funkstown (S0815) — only six miles away. Meade writes to Halleck: "It is my intention to attack tomorrow, unless something intervenes to prevent it, for the reason that delay will strengthen the enemy and my force will not be increased."

Monday, July 13, 1863

But Meade does not attack. "Upon calling all my corps commanders together and submitting the question to them, five out of six were completely opposed," Meade writes to Halleck. "Under these circumstances, in view of the serious consequences attached to failure in success, I did not feel myself authorized to attack until I had made a more careful examination of the enemy's position, strength, and defensive works. Such examinations are now underway."

An angry Halleck wires back: "You are strong enough to attack and defeat the enemy before he can effect a crossing. Act upon your own judgment and make your generals execute your orders. Call no council of war. It is proverbial that councils of war never fight ... Do not let the enemy escape."

To their great relief, the rebels find that the Potomac is at last calm. More important, the pontoon bridge at Falling Waters (S0119) is finished by noon, and Lee's 4,000 wagons begin moving to the Virginia shore. "We all thought that we would surely have to fight a desperate battle, but the firing soon ceased and comparative calm reigned along the lines for most of the day," a Confederate staff officer later recalled.

Tuesday, July 14, 1863

Setting out before dawn, Lee's army slips across the Potomac into Virginia with little or no interference from the Army of the Potomac. Longstreet's and Hill's corps cross on the Falling Waters pontoon bridge; Ewell's corps fords the Potomac at Williamsport, where the water reaches to the soldiers' chests. A Confederate officer notes that 8,000 pairs of shoes are lost in the crossing.

Meade prepares to attack in the morning when he discovers the rebels are gone. Halleck telegraphs Meade: "It is needless to say to you that the escape of Lee's army without another battle has created great dissatisfaction in the mind of the President, and it will require an active and energetic pursuit on your part to remove the impression that it has not been sufficiently active heretofore."

The Gettysburg campaign is over.


Joining the Roads To Gettysburg maps with those of Stonewall Jackson's Way and Here Come the Rebels!

The maps of Roads To Gettysburg join directly with the maps of Avalon Hill's previous Civil War games Stonewall Jackson's Way and Here Come The Rebels! (A word of warning: a very large table will be needed!) Part of the south map of Roads To Gettysburg overlaps the east and west maps of Here Come the Rebels! When joining the two games, place the south map of Roads To Gettysburg so that it sits above the maps of Here Come the Rebels! As a reference point: Harpers Ferry/Bolivar is hex S0632 on the Roads To Gettysburg map; the same town is hex W2521 on the Here Come The Rebels map! Frederick is hex S2326 on the Roads To Gettysburg map; it's hex W4214 on the Here Come the Rebels map! Ellicott Mills is hex S5734 on the Roads To Gettysburg map: it's hex E2511 on the Here Come the Rebels map!

When joining the three games, there are no rules, scenarios, or Victory Conditions covering the Gettysburg campaign before June 22, the date the current game begins. Perhaps, in the near future, we will address this early phase of the campaign in an article to appear in The General. In the meantime, players may use the additional maps when playing Roads To Gettysburg to give themselves more room to maneuver in the Advanced Game scenario. In that case, players must agree before the start of the game on how the additional maps will affect the existing rules. Remark: the maps of the forthcoming Volume IV of this Civil War campaign series, which will cover the Shenandoah Valley from Harpers Ferry to Staunton, Virginia, will also join directly with the maps of the first three games of the series.

For example, use of the Here Come the Rebels! maps will of course change the method by which the Army of the Potomac arrives on the map in the Advanced Game of Roads To Gettysburg. Use the "The Game as History" section of the Roads To Gettysburg rules as a guide when designing an expanded Advanced Game scenario using the combined maps of the different games.

Likewise, owners of Stonewall Jackson's Way and Here Come the Rebels! may use the Roads To Gettysburg maps when playing the Advanced Game scenarios of the Second Manassas and Antietam campaigns from those two games. Once again, there must be agreement before the start of the game on how the additional maps will affect the existing rules of those games.

Credits

Design: Joseph M. Balkoski Graphic Design: Charlie Kibler Cover: Keith Rocco, S.A.H.A. "Glory's Hell — General Garnett at Gettysburg" Support: Baltimore Civil War Round Table, Major David Wrenn, 116th Infantry ("The Stonewall Brigade"), VAARNG Printing: Monarch Services, Inc. French translation: Franck Aguggiaro (atoutthasard_at_gmail.com)