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Sam Grant: The Civil War in the West 1862-1864 thumbnail

Sam Grant: The Civil War in the West 1862-1864

Sam Grant: The Civil War in the West 1862-1864 Rulebook

Table of Contents

Table of Contents

  • Introduction
    • The Units
    • Campaign Years
    • Campaign Months
    • Movement & Battles
    • Supply Lines
    • Victory
    • Map Clarifications
    • Orders of Battle
  • 1.0 The Mapboard
    • 1.1 Map Orientation
    • 1.2 Home Territory
    • 1.3 Terrain
      • 1.31 Hexside Limits
      • 1.32 Forage Limits
      • 1.33 Clear
      • 1.34 Forest
      • 1.35 Marsh
      • Terrain Effects Chart
      • 1.36 Mountain Gap (Pass)
      • 1.37 Rivers
    • 1.4 Cities & Towns
  • 2.0 The Units
    • 2.1 Nationality
    • 2.2 Unit Types
      • 2.21 Headquarters
      • 2.22 Infantry
      • 2.23 Garrisons
      • 2.24 Cavalry
      • 2.25 Artillery
    • 2.3 Speed & Firepower
    • 2.4 Combat Value (CV)
    • 2.5 Step Reduction
      • Unit Data
  • 3.0 Play Sequence
    • 3.1 Replacement Turn
      • 3.11 Replacement Points
      • 3.11 Player Initiative
    • 3.2 Operations
      • 3.21 Weather Phase
      • 3.22 Movement Phase
      • 3.23 Combat Phase
      • 3.24 Supply Phase
    • 3.3 Victory Check
    • 3.4 Pass Turn
    • Play Sequence Summary
  • 4.0 Victory
    • 4.1 Victory Track
    • 4.2 Scenarios
      • 4.21 Starting a Scenario
      • 4.22 Historical Deployment
      • 4.23 Free Deployment
      • 4.24 Scenario Victory
      • 4.25 Tournament Points
    • 4.3 Campaign Games
      • 4.31 Campaign Victory
    • 4.4 Winter Campaigns
      • 4.41 Weather Change
      • 4.42 Winter/Mud Effects
  • 5.0 Movement
    • 5.1 HQ Units
      • 5.11 HQ Activation
      • 5.12 Command Range
      • 5.13 Supreme HQs
    • 5.2 Stacking
    • 5.3 Unit Movement
      • 5.31 Move & Attack Limits
      • 5.32 Forced Marches
    • 5.4 Strategic Movement
    • 5.5 Forrest Cavalry Unit
  • 6.0 Battles
    • 6.1 Battle Resolution
    • 6.2 Battle Deployment
    • 6.3 Battle Time
      • 6.31 Night Turns
      • 6.32 Battle HQs
    • 6.4 Regrouping
  • 7.0 Battle Turns
    • 7.1 Retreats
      • 7.11 Retreat Hexes
      • 7.12 Hexside Limits
      • 7.13 Retreat Disruption
      • 7.14 Pursuit Fire
      • 7.15 Routs
    • 7.2 Morale (optional)
    • 7.3 Combat
      • 7.31 Firepower
      • 7.32 Combat Losses
      • 7.33 Counter-Battery
      • 7.34 Enfilade
  • 8.0 Hex Control
    • 8.1 Friendly Hexes
  • 9.0 Railroads
    • 9.1 Rail Control
    • 9.2 Rail Movement
    • 9.3 Offboard Rail Moves
    • 9.4 Rail Gauges
    • 9.5 Rail/River Moves
    • 9.6 Big Crow Tunnel
    • 9.7 Selma-Montgomery
  • 10.0 River Moves
    • 10.1 River Control
    • 10.2 Navigable Rivers
    • 10.3 River Movement
    • 10.4 River Invasions
    • 10.5 River Retreats
    • 10.6 River Crossings
  • 11.0 Supply
    • 11.1 Supply Phase
    • 11.2 Forage Limits
    • 11.3 Supply Sources
    • 11.4 Supply Lines
      • 11.41 Rail Supply Lines
      • 11.42 River Supply Lines
    • 11.5 Supply Capacity
    • 11.6 Supply Attrition
    • 11.7 HQ Supply
    • 11.8 Siege & Surrender
      • 11.81 Surrender
  • 12.0 Replacements
    • 12.1 Replacement Turn
    • 12.2 Replacement Points
      • 12.21 Trans-Mississippi RPs
      • 12.22 Kentucky & Missouri RPs
      • Month RP Chart
    • 12.3 Replacement Steps
    • 12.4 Building Cadres
      • 12.41 Cadre Deployment
  • 13.0 Two Theater War
    • 13.1 Start Date & Forces
    • 13.2 Theater RPs
    • 13.3 Unit Transfers
    • 13.4 Theater Initiative
    • 13.5 Theater SHQs
    • 13.6 Theater Victory
    • 13.7 Emancipation
  • Orders of Battle
    • USA Orders of Battle
      • USA 1862: February
      • USA 1863: April
      • USA 1864: May
      • USA Unit Mix
    • CSA Orders of Battle
      • CSA 1862: February
      • CSA 1863: April
      • CSA 1864: May
      • CSA Unit Mix
  • Game Charts
  • Errata (to 1.0 rules)
    • Map Clarifications
    • Orders of Battle
    • Scenarios
    • Rule Errata

Introduction

The Sam Grant mapboard covers the western theater of the American Civil War, from St. Louis south to Vicksburg, east to Atlanta, and north to Cincinnati. The mapboard is divided into hexagons (called hexes) which determine the location and movement of units.

Map features affecting play include rivers, forests, passes (gaps), marshes, cities, and railways.

The Units

Wooden blocks, called units, represent USA (blue) and CSA (gray) divisions. A die-cut, adhesive label must be attached to each block.

Unit-types include: HQs, Cavalry, Infantry, Artillery, and Garrison units. They normally stand upright on the mapboard with their labels facing the owning player. Because you cannot see the type or strength of enemy units until battles occur, the system provides simple yet elegant Fog-of-War.

Campaign Years

The game is divided into three Campaign Years, 1862, 1863, and 1864. Each year is a separate game or all three can be linked into a campaign game. Average playing time per year is three (3) hours.

Campaign Months

Each year is divided into twelve Months. Each month starts with a simultaneous Replacement Turn, when players expend a quota of Replacement Points (RPs) to add steps to units in play and/or to rebuild new units. Players now bid for the "Initiative" to see who takes the first Campaign Turn of the month.

Each Campaign Turn begins with one player activating (revealing) one or more Headquarters (HQ) units. These represent centers of command and logistics and exert their effects over a certain distance called "Command Range". Each time an HQ is activated it loses one step of command which limits how much action is possible before an army must rest and rebuild.

You can "Pass" a Campaign Turn by activating no HQs, thereby initiating no movement or combat. Two consecutive Passes (one by each player) ends a Month.

Months can be as short as two consecutive passes, or involve multiple Campaign Turns when players wish to conduct major offensives.

Movement & Battles

Friendly units within command range of active HQs may move 1 to 3 hexes depending on their type, terrain crossed, and current weather.

Battles occur when units are moved into an enemy occupied hex. Each player deploys his available forces into three positions and reserve on one of the battle boards provided. Players then take alternate Battle Turns, firing and moving units until one side retreats or is routed.

Battles can be reinforced from adjacent hexes, and small engagements may evolve into large battles. If the attacker has sufficient logistical capability, battles can last for two or three days. Each day is separated by a Night turn that enables players to retreat safely or re-deploy their forces.

Supply Lines

Although HQs provide the "supply" needed for unit movement, neither they nor other units can be kept up to strength without maintaining supply lines based on railways and river ports. Small groups of units can survive without a supply line by Foraging, but large concentrations require a supply line to avoid attrition losses.

Victory

Victory Points (VPs) are awarded for capturing enemy towns, and for political criteria reflecting domestic and foreign support for the war. A Victory Track is printed on the mapboard and a single counter is moved up/down this track in response to VPs. A game ends if either player gains a Decisive Victory at the end of any campaign month. If a scenario ends and neither player has obtained a Decisive Victory, a Marginal Victory or Stalemate result is indicated on the track.

Map Clarifications

  • Knoxville is a forest hex.
  • Marietta/Kingston is a gap hexside.
  • Marietta/Canton is a mountain hexside.
  • Marietta/Rome is a forest hexside.
  • Chattanooga/Trenton is a gap hexside.
  • There are NO rail bridges across the Ohio or Mississippi rivers.
  • The bridge from Decatur leads to Huntsville.

Orders of Battle

The O/B cards differ from the rules O/Bs. The rules have the correct O/Bs. Gallatin (not on map) is in the Russellville hex.

1.0 The Mapboard

1.1 Map Orientation

The USA player sits at the North edge of the board, the CSA player on the South edge.

1.2 Home Territory

USA home territory is all hexes in Illinois, Indiana, and Ohio. Hexes in Kentucky and Missouri are Home Territory to whichever player occupies their control cities:

  • Kentucky: Louisville
  • Missouri: St. Louis

All other hexes are home territory to the CSA, except Knoxville (eastern Tennessee) is USA controlled unless occupied by the CSA.

Border hexes between TN and KY are considered to be in TN for supply purposes only. The same applies to MO and AR.

1.3 Terrain

The mapboard is divided into hexagons (called hexes) which determine the location and movement of units. All partial hexes on the map edges are playable.

Terrain features that affect play are noted on the Terrain Effects Chart. A hex or hexside is considered to be the terrain type constituting the middle of each hex or hexside; this should be obvious in most cases, but assume the most restrictive terrain if disputes arise. In coastal hexes, only the land terrain is considered.

1.31 Hexside Limits

When not attacking, units ignore Hexside Limits. The terrain of a Hexside affects the rate at which units can enter/leave battles via that hexside. The Attack Limit is the number of units that may attack across a hexside per Campaign Turn. The Reinforce Limit controls the number of units that can reinforce a battle across the same hexside per Battle Turn.

Both limits are reduced in Mud, usually by half, sometimes becoming zero, which means the hexside is seasonally impassable to attack. DR means a die roll, with 50% chance of success, is required to reinforce.

Supply Lines (11.4) and Command Range (5.12) cannot be traced through Mountain hexsides, nor through seasonally impassable hexsides namely Marsh and Gaps in Mud. Supply Lines and Command Range can, however, be traced through Major River hexsides.

1.32 Forage Limits

The terrain of a Hex determines Forage limit (11.2); its ability to support units without a supply line.

1.33 Clear

Any hexes that are not Forest or Marsh. They have a Forage limit of 4/2 (Dry/Mud) units. The Attack limit is also 4/2 for Dry/Mud.

1.34 Forest

Much of the West was wooded in 1862; forests are shown only where large, dense tracts existed, generally in hilly, unfarmable country. Forest hexes have a Forage limit of 2/1 (Dry/Mud) units. The Attack limit is also 2/1 (Dry/Mud). Units must stop when they enter a forest hex, except when the hex is already occupied by a friendly unit. Forests also affect combat (see: 7.36).

1.35 Marsh

Large areas of flood-prone land, adjacent to rivers, with swamps, bayous or oxbow lakes. Forage limit of 1/0 (Dry/Mud) units. The Attack limit is one (1) unit in Dry, and impassable in Mud. Units must stop when they enter a Marsh hex (vacant or not). Marshes also affect combat (see: 7.36).

Marsh hexsides do not require units to stop.

Terrain Effects Chart

TerrainAttack limit (Dry/Mud)Reinforce limit (Dry/Mud)MoveForage (Dry/Mud)Defense
Clear4/22/1No Effect4/2Basic
Forest2/11 / DRStop (1)2/1Double
Marsh1/0DR / 0Stop1/0Double
River (*)2/11 / DRN/AN/AN/A

(*) Minor River or Bridge. (1) Stop if vacant.

(Hexside Limits columns are Attack and Reinforce; Hex Limits columns are Move, Forage and Defense. City and Town Forage is +2 and +1 respectively, as in 1.41 and 1.42.)

1.36 Mountain Gap (Pass)

There are no mountain hexes, just hexsides. Mountain hexsides are impassable except where a gap (pass) is named. The Attack limits via a Gap are one (1) in Dry, impassable in Mud.

1.37 Rivers

Rivers follow the closest hexside. There are two classes, Major and Minor rivers, distinguished by thick or thin lines. Major rivers are impassable to land movement except where a bridge or ford (brown) exists, or where a special move called a River Crossing (10.6) is made. Minor rivers (and bridge/ford hexsides of Major rivers) have Attack limits of 2/1 (Dry/Mud). Major Rivers also enable strategic River Movement and Supply for the USA player (only).

1.4 Cities & Towns

Cities and towns (unless fortified) do not affect movement or combat (this is governed by the terrain of the hex). They generally provide Foraging and Victory benefits to an occupying player. Newly created units can appear in Cities and Towns. All cities and some towns are rated for Victory Points (4.51).

1.41 Cities

Red or blue octagons. St. Louis, Louisville, and Cincinnati are USA cities. Memphis, Nashville, and Atlanta are CSA cities. Cities provide no defensive benefits (unless fortified) but increase Forage Limit by two (+2). Up to three (3) new cadres may appear in a friendly City during a Replacement Turn.

1.42 Towns

Large red or blue circles. Towns provide no defensive benefit (unless fortified) but are +1 to Forage Limit. One (1) new cadre may appear in a friendly Town during Replacements.

1.43 Villages

Small red or blue dots. Unless forts, villages have no game effect. They are given only for historical interest and to help identify hexes for deployment purposes.

1.44 Forts and Fortresses

Settlements with permanent major fortifications. Fortified cities or towns are called Fortresses; fortified villages are called Forts. Fortresses provide defensive benefits to units (see 7.6); Forts do not.

When located on a Major River, both Fortresses and Forts interdict the closest specific hexside. USA river movement and river supply past forts/fortresses when defended by at least one (1) CSA unit is prohibited. See: 10.3

1.5 Railroads

Railroads are indicated by blue or red dashed lines. Two rail gauges exist, Standard 4'-08" (blue) and Broad 5'-00" (red). Units moving by rail are penalized for using the two different gauges in the same Rail Move (9.4).

1.6 Supply Hexes

Supply hexes are map edge rail hexes with Red (CSA) or Blue (USA) supply symbols to indicate original ownership. Control of these hexes affects victory, rail movement, and rail supply. During a Replacement Turn, one (1) newly built cadre may be deployed in each friendly Supply Hex if desired.

Add a supply hex at Waynesborough (Alabama). See also 11.3.

2.0 The Units

2.1 Nationality

Wooden blocks, called units, represent USA (blue) and CSA (gray) divisions and brigades. Attach a die-cut, adhesive label to each block: blue labels on blue blocks; buff labels on gray blocks.

2.2 Unit Types

Four main types of units are found in the game: Headquarters, Infantry, Cavalry, and Artillery. These various types are identified by the symbol in the center of a label.

Traditional Civil War uniform trim colors are also used to help identify units: Infantry (blue), Cavalry (yellow), and Artillery (red).

2.21 Headquarters

Each side has four Headquarters (HQ) units which represent army level centers of command and logistics. A list of these HQs is given below.

Three (3) HQs per side are Field commands such as the Army of Tennessee, or the Army of the Ohio.

Each side also has one Supreme HQ, UW or CW, identified by the "Stars & Stripes" and "Stars & Bars" flags. These two HQs command strategic movement (see: 5.4).

HQs are the most important units in the game. They alone can empower units to move and fight. See 5.1 for details.

CSA:

  • CW 3: Supreme HQ (West)
  • TN 4: Army of Tennessee
  • KY 3: Army of Kentucky
  • MS 3: Army of Mississippi

USA:

  • UW 4: Supreme HQ (West)
  • TN 4: Army of the Tennessee
  • OH 3: Army of the Ohio
  • CU 3: Army of the Cumberland

The CSA named its HQs after states; the USA after rivers. Hence, the CSA had an Army of Tennessee, but the USA had an Army of the Tennessee.

2.22 Infantry

Infantry units are divisions, each step being roughly one brigade. CSA infantry can build to 4cv; USA to 3cv.

2.23 Garrisons

Garrison units represent lower quality infantry used to garrison forts and cities. Their cadre cost (2RPs) is less than Infantry. They function like infantry on defense, but only have F1 firepower on offense (F2 Melee).

2.24 Cavalry

Cavalry units are brigades. Each 1CV step is roughly one regiment. They are excellent for screening and raiding, but limited in battle firepower except in Melee. Note that CSA cavalry can build to 4CV, USA to 3CV.

One CSA cavalry unit is identified with the letter "F". This is Forrest, a cavalry unit with special powers (5.5).

2.25 Artillery

Artillery units (red) are field guns. Each step (1cv) is 18-24 guns. USA can build to 4cv; CSA to 3cv.

2.3 Speed & Firepower

A unit's type determines its Speed and Firepower. See: Unit Data chart.

Speed is the number of hexes a unit can move per Campaign Turn. Speed varies for Dry or Mud conditions.

Firepower varies with unit type and tactical combat range. With F1, units score hits with 1's rolled; units with F2 hit with 2's and 1's; units with F3 hit with 3's, 2's, and 1's.

2.4 Combat Value (CV)

Units have a series of steps representing their current strength or Combat Value (CV). The CSA has mainly four-step (4:3:2:1) units whereas the USA has mainly three-step (3:2:1) units.

Units in play normally stand upright with their labels facing the owning player. The current CV of each unit is indicated by the number on the top edge.

When units in combat are engaged, they are tipped forward to lie flat, with their current CV on the top edge (from the owners point of view).

2.5 Step Reduction

Units lose CV (steps) from combat and supply attrition, but gain CV by Replacements. Changes in strength are noted by rotating a unit until the new CV is on its top edge.

Unit Data

Unit typeSpeed DrySpeed MudFirepowerReplacement CadreReplacement Step
Infantry21F231
Garrison21F1/F2 (1)21
Cavalry32F121
Artillery21F1/F3 (2)42
CSA HQ

(1) Attack/Defend. (2) Long/Short Range. (3) Defend Only.

3.0 Play Sequence

A month of play consists of a simultaneous Replacement Turn followed by a variable number of alternating Campaign Turns, then a Victory Check.

3.1 Replacement Turn

3.11 Replacement Points

Players receive Replacement Points (RPs) at the beginning of each new Month. RPs are used to add steps to units in play, and to build or rebuild units into new cadres. See: 12.0

NOTE: The first month's replacements are included in starting forces. Always skip the Replacement Turn in the first month of a game.

3.11 Player Initiative

Players "bid" HQs to determine who has the Initiative (first Turn) in a month. Each player sets a die on the mapboard, hidden by his hand, showing the number of HQs he will activate on the first Campaign Turn if he gains the Initiative. Use "6" to indicate a zero bid.

The higher bid wins the initiative and that player must activate the exact number of HQs bid (no more and no less) on the first Campaign Turn. The CSA obtains the initiative in case of TIE bids. If both players bid "zero", the month passes with no turns.

The player who loses the initiative is not required to match his losing bid when he plays.

Example: USA bids 2 and CSA bids 2. CSA wins tie, takes first Campaign Turn, and must activate 2 HQs for that turn. USA plays second and is not obligated to activate his bid of 2 HQs.

3.2 Operations

Each month of play has a variable number of alternating Campaign Turns starting with the player who won the initiative. Each Campaign Turn has four phases:

3.21 Weather Phase

In the months of November and April (only) the active player rolls for Weather. See 4.4 for details.

3.22 Movement Phase

The active player now activates (reveals) one or more HQ units, enabling the movement of any/all units within Command Range (1 hex for USA and 2 hexes for CSA) of active HQs. Units can move one to three hexes depending on their current speed. Active HQs are then reduced one step, returned to upright mode, and moved according to their own speed.

Forced marches (if any) are then resolved. All movement must be completed before the Combat Phase.

3.23 Combat Phase

Battles result when the Active player moves units into enemy occupied hexes. To begin a battle, the Defender secretly deploys his units into three (3) Positions and an optional Reserve. After the Attacker does the same, the battle is fought to a conclusion with a series of alternating Battle Turns, sometimes lasting only one day, sometimes two or more days. Often, several battles in different hexes are fought simultaneously.

During each Battle Turn, units fire or move, and reinforcements from adjacent hexes may enter the battle. After eight battle turns (four per player) a non-combat Night turn has generous allowances to retreat or reinforce before another day of battle is fought.

3.24 Supply Phase

After all battles are resolved, the supply status of all friendly occupied hexes is checked. Friendly units must be able to trace a valid supply line or be stacked within Forage Limits. Any unsupplied friendly units exceeding Forage Limits are immediately reduced by one step. Largest units must be reduced first (owner's choice in ties).

3.3 Victory Check

After both players pass to end a month, a Victory Check is made to determine if one player has won. See 4.24 and 4.31 for details.

3.4 Pass Turn

Instead of activating HQs, a player can announce a Pass Turn. No movement or battles are possible. However, the supply status of friendly units must still be checked and attrition taken.

A player can Pass one turn, and still play a normal Campaign Turn later on (assuming his opponent does not end the month). Two consecutive Pass turns (one by each player) ends the current month.

Play Sequence Summary

Month Turn:

  • Replacements [3.1]: Time & Draft VPs; Determine Month RPs; Expend RPs on Supplied units; Rebuild and Deploy Cadres; Determine Initiative (1st Turn).
  • Operations [3.2]: 1st Campaign Turn; 2nd Campaign Turn; repeat alternate Campaign Turns until two consecutive Pass turns.
  • Victory Check [3.3]: Award VPs for cities/towns captured this month. Declare Victory if applicable.

Campaign Turn:

  • Weather Phase: Weather Roll (Apr/Nov only).
  • Movement Phase: Activate HQs (or Pass); Move Units in Command; Deactivate and Move HQs.
  • Combat Phase: Attacker Battle Turn; Defender Battle Turn; repeat until Battle ends.
  • Supply Phase: Friendly Player Supply.

Battle Turn:

  • Retreats & Pursuit; Morale Check; Fire Combat; Battle Moves; Reinforcements.

4.0 Victory

4.1 Victory Track

A Victory Track is printed along the West edge of the mapboard. A counter is moved back and forth on this track in response to certain conditions noted under Victory Points (3.5). Each player seeks to move the counter into his own Decisive Victory box. If it remains there at the end of any month, that player wins the game.

4.2 Scenarios

The game is divided into three yearly scenarios: 1862, 1863, and 1864, any of which can be played as an independent game. Each scenario begins on the month indicated on the O/B charts, and continues until the end of October for that year.

4.21 Starting a Scenario

Orders of Battle (OBs) detailing the strength and location of forces for each year are provided on two separate cards. Consult the relevant OB and deploy units for Historical or Free Deployment as desired. Any spare unit is placed on the Victory Track in the appropriate space for that year, and the first Month begins.

4.22 Historical Deployment

We recommend this option to new players. Follow the Scenario OBs exactly as to type, strength, and location.

4.23 Free Deployment

Players can alter the strength and type of units deployed at any of the historical locations.

  • Deploy as per Historical Game.
  • Transfer any units between the deployed locations as desired, but always maintain units at their current strength and always keep the same total number of units at each location.

(Sidebar: This option better reflects the doubt regarding enemy strength which always plagued the commanders prior to opening a campaign.)

4.24 Scenario Victory

If no Decisive victory occurs by the end of October, a Marginal victory wins. A Stalemated game is drawn, but the position of the Victory counter may be compared to next year's start position to see which player has bettered history - a moral victory. However, players are encouraged to continue Stalemates into the next year, playing through the winter months as for a Campaign Game.

4.25 Tournament Points

Marginal victories are rated 1, 2, or 3 Tournament Points (TPs). A Decisive victory is worth 5 TPs. A Stalemate is 1TP per side.

4.3 Campaign Games

In a Campaign Game, players start in Feb/62 and continue play until one side gains a victory. Play does not end after October but continues through the Winter months (see 4.4 below).

NOTE: Players have the option to combine both Sam Grant and Bobby Lee into a mega Campaign Game that covers most of the Civil War. Details are given in 13.0.

4.31 Campaign Victory

If neither side gains a Decisive victory by the end of OCT/64, the CSA wins if it has a Marginal CSA victory (see: Victory Track) at the time. With any other result, continue play into 1865 (and 1866 if necessary) using 1864 RPs. Only a Decisive Victory can now win for either side.

(Sidebar, 1864 Election: Campaign Game victory is based on the possible defeat of Lincoln in the November 1864 election. Lincoln's opponent, McClellan, campaigned on a peace platform. Sherman's capture of Atlanta in August brought a dramatic swing in public support for the war, and Lincoln won in a landslide of 212 to 21 electoral votes.)

4.4 Winter Campaigns

Winter has restrictive effects on operations. Winter rules are in effect from sometime in November through sometime in April.

4.41 Weather Change

The weather is fixed (Mud or Dry) for most months, but during November and April it changes at some random point. In these months (only) a player begins each Campaign Turn with a 1d6 weather roll:

MonthMudDry
NOVOddEven
APROddEven

Odd: weather is Mud. Even: weather is Dry.

Once the weather changes it remains fixed until the next weather month. That is, when the weather changes from Dry to Mud in November, it remains Mud until the next weather rolls are made in April.

The player holding the initiative must honor his initiative bid (3.11) even if the weather does change for the first Campaign Turn.

4.42 Winter/Mud Effects

Unit speeds in Mud are reduced by one hex. Attack, Reinforce, and Forage limits are reduced in Mud, generally halved, but some hexsides (1.31) become impassable.

4.5 Victory Points

A counter is moved one space on the Victory Track in the appropriate direction for each Victory Point (VP) won. Some VPs are Political in nature, and are awarded during Replacements. These events cannot immediately win the game because the current month must still be played. Other events are Military and are awarded during or at the end of a month, just before Victory Check.

NOTE: if a player acquires VPs that "exceed" a Decisive Victory, surplus VPs do count towards Victory.

4.51 City & Town VPs

Some cities and towns have rated VPs (white numbers) based on economic, political, and military factors. A player winning control of such settlements receives the rated VPs immediately. These VPs are reversible. That is, the USA wins 2VPs each time it occupies Nashville, but the CSA wins 2VPs each time it regains control.

IMPORTANT: cities/towns in Enemy Territory must always be occupied by friendly units to maintain control. If left vacant, for any reason, control automatically reverts back to the enemy player.

4.52 Supply VPs

At the end of every month, the CSA earns 1 VP for each USA Supply Hex it controls. The USA earns a monthly 1 VP only if it simultaneously controls ALL CSA Supply Hexes. These VPs are not reversible.

4.53 Time VPs

One (1) VP is scored by the CSA player during the Replacement Turn of every Month marked CSA VP. Time VPs are not reversible.

(Sidebar, CSA Time VPs: The burden of attack rests with the USA. The South only had to defend its territory to win; the North had to invade and conquer the rebel states or face the risk that European powers might recognize Southern independence, or that support for "Lincoln's War" might ebb. The CSA can win the game simply by parrying USA invasions and letting the passage of time gain them victory.)

4.54 Drafts/Conscription

During any Replacement Turn, a player can conduct a Draft. The USA player rolls 1d3+1 (a range of 2-4) and the CSA player 1d3. The number generated is the number of infantry cadres received, deployed like any other cadres. A player's first draft in any year surrenders 1VP to the opponent; a second draft in the same year costs 2VPs; a third draft costs 3VPs, etc. Draft VPs are never reversible.

(Sidebar: Both sides imposed conscription laws after volunteer support ebbed after the bloody battles of 1861 and 1862. Although the drafts proved to be almost worthless, they still created riots and political turmoil, especially in the North.)

4.55 CSA Emergency Forces

The CSA player may similarly add to his forces, but this costs VPs. The applicable forces and VP costs are noted on the CSA O/B chart. These VPs are never reversible.

(Sidebar: Faced with a serious shortage of manpower in the West, the CSA chose to strip forces from the Gulf coast and from west of the Mississippi in an attempt to defend against invasion from the North. This did produce a quick influx of CSA troops but it led to USA occupation of New Orleans for the duration of the war.)

(Sidebar, The Gulf War: Three hexes south of the mapboard lies the Gulf Coast, including the key cities of Mobile and New Orleans. This area was excluded after extensive playtesting. The US Navy dominated the coast, making defense all but impossible. The Gulf coast war is better simulated by the CSA Emergency Forces rule.)

4.56 Emancipation

Once per game, during Replacements, the USA player may announce the Emancipation Proclamation. The USA must have won a major battle (involving at least six CSA units) during the previous month to announce the Declaration.

Emancipation gives the USA 2VPs, (in the Western Theater) but the CSA receives double RPs for that Replacement Turn only (reflecting a brief surge of Southern volunteers after the historical declaration). See also 13.7.

NOTE: Emancipation cannot be proclaimed when playing the 1863 or 1864 scenarios - it is assumed to have become law in January 1863 and is already factored into 1863 and 1864 starting VPs. It can, however, be declared in these years in a Campaign game.

5.0 Movement

5.1 HQ Units

Both sides have four HQ units: three Field HQs and one Supreme HQ. HQs have steps denoting command value (CV), some with a maximum 4CV, others with a maximum 3CV.

Every time an HQ is activated, it loses one step of CV. HQs can also take losses in combat and are rebuilt during the Replacement Turn.

5.11 HQ Activation

HQs are activated by tilting them forward, face-up in the hex they occupy. When activated, Field HQs exert a Command Range and any/all friendly units within this range can move. After commanding movement (but before Force-March resolution) all active HQs are reduced one step, returned to upright (hidden) mode, and may then be moved according to their own current speed. HQs can (if desired) also force-march.

IMPORTANT: HQs may be activated at 1CV, but this eliminates them.

(Sidebar, Headquarters: HQs represent both centers of command and logistics. They can defend themselves in combat at F1 if engaged (including Melee) but cannot Engage or Enfilade.)

5.12 Command Range

USA HQs have a command range of one hex, meaning they can command the movement of friendly units in their own hex and in all adjacent hexes. CSA HQs have a command range of two hexes.

Command Range cannot be traced through impassable (but may cross all rivers) terrain nor through enemy occupied hexes.

(Sidebar: The greater CSA command range does not reflect superior command, but rather the fact that CSA armies tended to be less dependent on supply trains.)

5.13 Supreme HQs

Supreme HQs do not have a command range, but rather control Strategic Movement. See: 5.4

(Sidebar, Supreme HQs: Supreme HQs are the most powerful single units in the game because they command the movement of friendly units anywhere on the board and control strategic movement by rail or river. Activating them more than once per month is possible, but remember the number of units they control declines with each use, yet the cost to replace each step is the same.)

5.2 Stacking

Any number of units can be stacked in a playable hex, but hexes have a Forage Limit. Unsupplied units in excess of this limit will lose one step of CV at the end of each friendly Campaign Turn (including Pass turns). Units may move through friendly units without penalty.

5.3 Unit Movement

Units are moved individually for 1-3 hexes, depending on their current Speed. Units can only move once per Campaign Turn, except they may also reinforce or retreat from a battle in the same Campaign Turn.

5.31 Move & Attack Limits

Except where terrain requires units to stop, any number of units may enter or pass through a friendly occupied or vacant hex. Units that enter a hex containing enemy units are Attacking. They must stop and a battle results.

Any number of units may also cross a hexside, except when attacking. Attack hexside limits vary with terrain and weather. Once the current Attack Limit of any battle hexside is met, that hexside is closed to all further movement except for battle reinforcements and retreats. Gap and Marsh hexsides are impassable (rated 0) for Attack in Mud.

5.32 Forced Marches

A player has the option to Force-March any moving unit (including HQs) attempting to move it one extra hex. Units can force-march to Attack, but not to Reinforce or Retreat.

Procedure: move the force-marching unit normally, and identify it with a die. After completing all other moves for this turn (so that players cannot move other units in response to force-march results) roll 1d6 for each force-marching unit.

Modifiers: Cavalry are +1 to force-march; Artillery -1. Units attempting to force-march across a rough terrain hexside (anything but clear terrain) or during Mud turns must reduce their die-roll by one. If both conditions apply, subtract 2.

Force MarchUSACSAResult
1-41-3No extra hex and -1cv for stragglers
5-64-6One extra hex with no penalty

Modifiers: -1 Mud; -1 Artillery; -1 Rough Terrain; +1 Cavalry.

(Sidebar: Force-marching favors the CSA. Southern armies always seemed to be able to march faster than their Union opponents, mainly because they had much shorter logistical tails and lighter backpacks.)

5.4 Strategic Movement

Strategic Movement is possible only when a player activates his Supreme HQ (SHQ). The SHQ does not have command range, but instead can move a given number of friendly units located anywhere on the mapboard. Units need not be in supply to move strategically.

The number of Strategic Moves available equals the current CV of the SHQ. That is, a 3CV SHQ can command three strategic moves, a 2CV SHQ can command two moves, etc. After each activation, the SHQ is reduced one step, turned upright, and may then be moved like any other HQ. There are four kinds of Strategic Moves:

  • LAND MOVE: the unit can make any normal land move, namely 1-3 hexes according to current speed. Units moving normally by strategic command may attack or force-march (subject to the rules of each) and combine their moves with those of Field HQs.
  • RAIL MOVE: a unit that is already on a railroad can move any distance along friendly connecting railroads (see: 9.0). Units may not Attack, but may Rail Move to friendly hexes (8.1) and enter a battle as reinforcements.
  • RIVER MOVE: USA units located in a friendly port may move to any friendly port (see: 10.3) or invade any river hex (see: 10.4). River movement can be any distance along Major River hexsides, except where blocked by CSA controlled Forts/Fortresses.
  • RIVER CROSSING: Units may cross any Major River by pontoon bridge or local ferry traffic. See: 10.6.

5.5 Forrest Cavalry Unit

The CSA "Forrest" cavalry unit can move (not strategically) every CSA turn without HQ command, except in a "Pass" turn. Otherwise, this unit moves and fights like any other cavalry unit.

If destroyed, the Forrest unit may be rebuilt as a normal cavalry unit. Also see 13.3.

6.0 Battles

6.1 Battle Resolution

Battles occur when the Active player (the Attacker) moves units into hexes containing enemy units (the Defender). They are fought to a conclusion with a series of alternating Battle Turns. Battles can last one or more days and end when one side retreats or is eliminated.

Battles usually take up more space than a single hex on the mapboard allows. Players can transfer them to the Battle Boards provided.

Two or more battles are often fought during the same Combat Phase. A player must complete all segments of a Battle Turn in one battle (of his choice) before proceeding to the next.

6.2 Battle Deployment

Players deploy their units (upright) into three Positions representing the Left, Center, and Right of a battle line. The Defender deploys first. The first unit must be deployed in the Center, the second (if any) on any Wing, and the third on the other Wing. Additional units may be deployed in the Reserve behind the three Positions, or in other Positions as desired. There is no limit to the number of units deployed in any Position.

The Attacker deploys second. He must match the Defender's deployment with at least one unit per opposing position, but may then deploy as he wishes. The Defender can't alter his deployment once the Attacker begins to deploy. After both sides have deployed, the Attacker has the first Battle Turn.

Note: An HQ, assuming there is at least one other unit to hold the Center, may always be deployed in the Reserve.

Example (diagram): Two defending units (Gray) are deployed, one Center and one Right. Five attacking units (Black) are deployed, one Center, one Left (to match Gray) and the remaining three units can be deployed as desired, in this case three on Black's Right (Gray's Left).

Battle Fog of War: Units are deployed in upright mode to hide their strength. They remain upright until they fire or are engaged. Units are never revealed until all moves in a Battle Turn are made. Once revealed, units must remain face-up until they move to the Reserve (or Retreat).

6.3 Battle Time

A day of battle involves four (4) pairs of alternating Battle Turns (Dawn, Morning, Afternoon, and Dusk) followed by a Night Turn for each side. Note that the Attacker has the first day turn, but the Defender has the first night turn.

6.31 Night Turns

During a night turn, both players must Disengage from offensive battle positions and all units currently Disrupted (7.13) recover. The Defender, who has the first night turn, now has two basic choices:

  • Retreat any units from the battle. Units can retreat without pursuit, and normal retreat hexside limits (7.12) are doubled.
  • Reinforce the battle and continue the fight into another day. Any adjacent units, including recovered Disrupted units, can reinforce, again with double hexside limits.

The Attacker now has the same two choices, except that to continue fighting for another day, he must have a Battle HQ. See: 6.32.

If both players elect to continue the fight into the next day, each player may freely deploy Night Reinforcement and Reserve units (Defender first) but may not alter the locations of other units. The next day of battle then begins with the Attacker's Dawn turn.

6.32 Battle HQs

A second day of fighting is possible only in battles where the Attacker has an HQ present and is willing to reduce it one step to continue the fight. Otherwise, the Attacker must do a night retreat. If the decision is to continue the fight, the Attacker reveals the Battle HQ, reduces it 1cv, and then (if any) does a Night reinforcement.

A third day of battle requires the Attacker to reduce his Battle HQ by another step, and so on. The Attacker can have two (or more) Battle HQs in a battle; the Defender can fight indefinitely without a Battle HQ. Strategic HQs cannot be Battle HQs.

6.4 Regrouping

When a battle ends, the Victor may Regroup, meaning he can Retreat any/all units from the battle OR Reinforce (not both) with any/all adjacent units. All normal retreating or reinforcing rules apply. Units that Regroup must do so at the instant of victory and are Disrupted (7.13) until the end of the current Battle Day (if another battle is still being fought).

7.0 Battle Turns

Each Battle Turn consists of several segments, resolved in the order given, one battle at a time.

  • Retreat & Pursuit (7.1)
  • Morale Checks (7.2)
  • Combat (7.3)
  • Battle Moves (7.4)
  • Reinforcements (7.5)

7.1 Retreats

The first segment of a Battle Turn allows a player to Retreat any/all units in a Battle into certain (7.11) adjacent hexes. Units can retreat from any battle position, but are subject to Pursuit Fire (7.14) if Engaged or Disrupted.

Units retreat individually in any order. Retreating units receive terrain benefit.

7.11 Retreat Hexes

The Attacker may only retreat into adjacent friendly-occupied hexes, or adjacent vacant hexes via hexsides used to attack/reinforce the battle. In most cases this should be obvious, but players may place coins in vacant hexes to clarify retreats as necessary. The Attacker can never retreat into another battle hex.

The Defender can retreat into any adjacent hexes unavailable to the Attacker. The Defender can also retreat units into an adjacent Battle Hex (provided he is the Defender in that battle) moving to the friendly Reserve, where they are disrupted just like any other retreating unit.

7.12 Hexside Limits

Retreating units are subject to hexside Attack Limits per Battle Turn during Day retreats, and double this for Night retreats. That is, for a daytime Battle Turn a maximum of two (2) units can retreat across a forest hexside in Dry weather, but four (4) units can do so at night.

7.13 Retreat Disruption

Retreated and Regrouped units are disrupted and cannot be used to reinforce another battle in the same Battle Day. They are turned face-down to indicate this status, but recover (turn upright) at the end of the current Battle Day, when they are available as Night reinforcements. Units that retreat at night are disrupted through the next Battle Day, if any.

Disrupted units in a battle (this can happen if the Defender retreats to an adjacent battle) must stay in Reserve until they recover at the end of the current Battle Day. They may, however, Retreat normally at any time. Disrupted units are eliminated in a Rout (7.15).

(Sidebar, Disruption: Units are Disrupted when they Retreat from a battle or Regroup, to ensure that they cannot immediately reinforce battles being fought simultaneously in other hexes. Units generally recover from Disruption at the end of the current battle day, and always recover when a player's Campaign Turn ends.)

7.14 Pursuit Fire

A player can retreat unengaged units without penalty, but all Engaged units are subject to Pursuit Fire. Compare the speed of each pursuing unit to the speed of the slowest retreating unit in that Battle Position. Faster units pursue at F2, same speed units at F1, and slower units cannot pursue. Hits are distributed normally. Pursuit fire can lead to a Rout (7.15).

IMPORTANT: Enfilading units (7.34) are presumed to "engage" and may pursue units retreating from an adjacent Position and/or Reserve.

There is never Pursuit Fire in Night Retreats.

(Sidebar, Partial Retreats: Players may conduct partial retreats of engaged units by Disengaging (7.42) some units in one battle turn, then retreating them as unengaged units on their next battle turn. A phased retreat with Cavalry units holding the line often works best since they are subject to Pursuit Fire only if engaged by enemy Cavalry.)

(Sidebar, Cavalry Pursuit: Cavalry units, because of their speed, are ideal pursuing units. If a player suspects his opponent is about to retreat, engaging him with cavalry is best. Conversely, leaving only cavalry to hold engaged columns will lessen enemy pursuit.)

(Sidebar, Pursuit Fire example: The USA Left Wing contains a Cavalry 2CV and Infantry 1CV, engaged by a CSA Cavalry 4CV and Infantry 3CV. In his Retreat Phase, the USA player decides to Retreat. The speed of the Retreating units is based on that of the slowest unit, namely Infantry. The CSA player gets Pursuit Fire of 4xF2 by his Cavalry (faster) and 3xF1 by his Infantry (same speed). If two hits are scored, the first must be taken off the stronger unit (Cavalry) and the second off either unit. Optionally, the USA player could have Disengaged the Infantry back to the Reserve and held the line with the Cavalry. If the USA Cavalry survives the enemy turn, his Infantry can now Retreat unmolested from the Reserve, and the engaged Cavalry can only be pursued by the CSA Cavalry, and only then at F1 (same speed). Disengaging both USA units to the Reserve for Retreat next turn would not help since the CSA units would then be in an Enfilade position and as such they may pursue Reserve units.)

7.15 Routs

A rout occurs (instantly) when the Center position of your battleline is occupied by an unopposed enemy unit, or when an enfilading enemy unit fires on your vacant Center. A rout is treated as an immediate and mandatory retreat, and Pursuit Fire is Doubled, meaning that every pursuing unit fires twice.

Routs are subject to all normal Retreat rules, including current Retreat Limits (7.12). Units that cannot Retreat (for any reason) and Disrupted (7.13) units are eliminated if Routed.

7.2 Morale (optional)

All friendly 1CV units, currently engaged by enemy units, are required to make Morale Checks at the start of each friendly Battle Turn. Roll 1d6 for each 1CV unit:

  • 1-3 Morale Poor: Unit must make a (forced) Disengage battle move.
  • 4-6 Morale Good: Unit may conduct any desired fire or move.

7.3 Combat

A player may fire any/all engaged units, but any unit that fires may NOT move in the next segment. Units in the Reserve may not fire, nor be fired at, except by Enfilading units conducting Pursuit Fire. Units that can fire, may do so once per Battle Turn, in any order desired by the owning player.

7.31 Firepower

To "fire" a unit, roll one die per CV (3 dice for a 3CV unit). Units have a rated "Firepower" which varies by type.

FirepowerHit #s
F11
F21/2
F31/2/3
  • Infantry: cannot fire until engaged. They must first make an Engage move (firing next turn) or can fire at enemy units that have already engaged them. They generally fire at F2, but have F3 in a Melee.
  • Cavalry: same as infantry except they fire at F1 (F3 in Melee). They can move 2 spaces on the battleboard. Beginning Jan 1863, Cavalry fire F3 on defense, and F2 on offense (repeating rifles).
  • Artillery: have two ranges, long (unengaged) and short (engaged). Long range allows guns to fire at F1 into enemy units in the opposite battle position, but if that position is engaged, rolls of "6" are hits against friendly units. Short range (firing at engaged enemy units) gives F3.

7.32 Combat Losses

For every "hit" scored, an engaged enemy unit is immediately reduced one step (1CV) by rotating it until the new lesser CV faces the opposing player. Losses must be applied to the unit with the highest CV at the instant of fire, although the owner may choose which of several equal-strength units takes a loss. When a cadre (1CV unit) takes a hit, it is eliminated, but may later be rebuilt as a replacement.

7.33 Counter-Battery

Artillery units may, if desired, target revealed enemy artillery units at long range, and may themselves be targeted by any engaging enemy units. When targeting, a unit fires at a specific artillery unit, and all hits scored are applied only to this target unit.

7.34 Enfilade

Units may conduct Enfilade fire on enemy units in adjacent (horizontal) positions under certain conditions:

  • Engaged units can never Enfilade.
  • Unengaged units (any type except HQs) in their own battleline Enfilade at F1.
  • Unengaged units (any type except HQs and Garrisons) in the enemy battleline Enfilade at F2.

NOTE: units conducting Enfilade fire do not move to engage, but fire directly from their enfilading position.

(Enfilade Diagram caption: Unit A has occupied Gray's Left. Unit Z can not enfilade A since it is engaged by B, but can fire normally on B. Unit Y can enfilade B with F1 since it is adjacent and unengaged. Unit A can enfilade unit Z with F2 because it enfilades from a Position in the enemy battleline. Unit X located in the Gray Reserve can terminate the Enfilade on Z by engaging A. Unit C can terminate the enfilade on B by engaging Y.)

7.35 Melee

When already engaged, the Active player may elect to Melee with enemy units in any Position instead of firing at them. All melees must be resolved before any other units fire that turn. Melee combat is simultaneous. Infantry and Cavalry melee at F3, but Artillery and HQs only have F1.

Once both sides have fought, players (Active player first) now choose to fight a second round or Disengage (7.42). Neither player can reinforce a Melee. Half hits do carry over from the first round of the melee to the second. After a second round, if any, unless the Active player has won the position, he must immediately Disengage.

In Forest or Marsh battles, units on defense still have double defense (7.36) in melee combat. Melee Combat is restricted in Fortress (7.6) battles.

(Sidebar, Melee Combat: In the Enfilade Diagram, units B and Z (already engaged) can Melee. This option can be taken by either player in their own Combat Phase. If B fails to win the position (Gray Center) after the second melee round, it must Disengage to its own Center. If Z activates a melee, and fails to eliminate B, then Z must Disengage to its own Reserve. Since this automatically creates a Rout (B now holds the enemy Center) to initiate a melee in this situation for Z is risky.)

(Sidebar, Offense and Defense: The terms Offense and Defense are not the same as Attacker and Defender. The first two refer to the current battle situation; the second to the original status of the Battle Hex. During any battle, a position last held exclusively is friendly to that player. When engaged, the player holding a friendly position is on Defense and his opponent is on Offense. Hence, the Defender is on Offense if he moves to engage the Attacker's battle positions; the Attacker in such situations is on Defense. The Defender is also on Offense when attempting to recapture one of his own flank positions. In the Enfilade Diagram, unit A would be "defending" its current position if engaged by unit X.)

(Sidebar, Important Rule Change: In Bobby Lee, units never had double defense in Melee combat. Sam Grant allows double defense in Forest/Marsh melee combat (on defense only) and this rule now also applies to Bobby Lee.)

7.36 Double Defense

Defending units in Fortress (7.6) battles have Double Defense (DD) in their own battleline, but not when engaging the Attacker in his battleline. In Forest and Marsh battles, units of both players have Double Defense when defending their own battleline.

Units with Double Defense take only a 1CV step loss for every two (2) hits scored in the Battle Turn. Single hits carry over from one unit's fire to another, but a leftover single hit at the end of the Battle Turn is forfeit. A one-eighth rotation of a unit indicates a temporary "half-hit" taken.

(Sidebar, Double Defense example: The USA initiates a battle for Vicksburg. The CSA could remain on defense and get double defense, but elects to go on offense and engage the USA units in their battleline, hoping to defeat them before they can reinforce in strength. The CSA can still disengage to its own line during the battle and obtain double defense.)

7.4 Battle Moves

Each friendly unit that did NOT fire this Battle Turn can make ONE Battle Move to an adjacent battle position. All possible moves (except Outflank) are illustrated in the Battle Moves diagram. Lateral or diagonal movement between battle Positions is prohibited, and units can never move to the enemy Reserve.

(Battle Moves diagram caption: ENGAGE: Unit V can Engage unit A by moving to V1, but cannot fire in same turn. Unit Y and/or Z could engage B which has already engaged W. DISENGAGE: Unit B has engaged unit W and can only Disengage to own Center. Unit W could disengage to Gray Reserve, but this creates a Rout since B now occupies the Gray Center. OUTFLANK: Unit C is engaged by unit X moving to X1. Reserve units Y and Z could now Outflank, noted as Y1 and Z1. Unit Y1 fails the march and is "lost" for this turn. Unit Z1 succeeds, engages C, and fires immediately.)

7.41 Engaging

When units move to a position containing enemy units, even if that position already contains friendly units, they are Engaging. Infantry, Cavalry, and Artillery units can Engage, but engaged Artillery can be Targeted (7.33). HQs can never Engage, but can be Engaged. Units that are engaged (both sides) must be revealed (turned face-up) after all movement that Battle Turn is completed.

7.42 Disengaging

Moving engaged units to an unengaged friendly position, such as from the enemy Right to friendly Left, or from an engaged friendly Right to the Reserve. Disengaging units are not subject to pursuit fire (unless Retreating).

7.43 Outflanking

A special type of Engage move to a Right or Left position of a friendly or enemy battleline. The flank position must be engaged normally (even if engaged this turn). Only Reserve units can Outflank.

Outflanking units are moved to just outside the engaged flank and turned face-down. After all other Battle Moves are complete, a 1d6 Force March roll is made for each Outflanking unit, using all normal modifiers for weather, battle hex terrain, cavalry, etc.

(Sidebar, Outflank example: CSA units generally force-march at 4+. A CSA cavalry unit (+1) attempts to Outflank in a Forest hex (-1) in Mud (-1) for a net modifier of -1. A successful Outflank requires 5+.)

SUCCESS: the unit succeeds in finding and engaging the enemy flank and gets an immediate normal battle fire (not melee).

FAILURE: the unit is "lost" and remains face-down adjacent to the flank Position until the owner's next battle turn. On subsequent battle turns "Lost" units may roll again to make their Outflank. If successful, they may Engage and Fire, or move back to Reserve. If again unsuccessful, they remain Lost for yet another turn, and so on. Units that are still lost when Night falls, or when their own side Retreats or Routs, suffer a 1CV loss and must Retreat (no pursuit).

IMPORTANT: Units may Outflank enemy units that have engaged or occupied the friendly battleline, but may not bypass such an engagement to Outflank or occupy the enemy battleline.

Units may use the Outflank rule to attempt a move of two (2) spaces on the battleboard (like cavalry) but they cannot also Enfilade or Fire that turn.

(Optional) Battle Stacking: Players may wish to limit stacking in the Left, Center, and Right positions to a maximum of four (4) units, keeping the Reserve as unlimited. This rule operates in our Civil War card game Dixie.

7.44 Cavalry Moves

Cavalry units have the unique ability to make two consecutive Battle Moves in one Battle Turn. Hence, they can move from the Reserve to their own Left and then Engage the enemy Right, or move from their own Right to their own Left (via the Reserve). They cannot, however, both Disengage and Engage (or vice-versa) in the same turn, nor can they combine an OutFlank move with any other battle move.

7.5 Reinforcements

As the last step in a Battle Turn, unengaged units in adjacent hexes can enter a battle as reinforcements. They enter the friendly Reserve and are available for use in the next friendly Battle Turn just like any other Reserve unit.

7.51 Reinforcement Limits

Reinforcements are restricted by the terrain of the hexsides they cross to enter the Battle Hex (see: Terrain Effects chart). Hence, in Dry weather, two units can reinforce via each Clear hexside, but only one unit can reinforce via each Forest hexside. Units can not reinforce by Rail movement.

Reinforcement across certain hexside terrain may require a successful 50/50 1d6 die roll. Success (4+) allows one unit to reinforce, Failure means no reinforcement is allowed via that hexside that Battle Turn. Reinforcements are not, of course, allowed through impassable hexsides such as Gaps and Marshes in Mud, nor across Major Rivers where no bridge exists (but see sidebar).

7.52 Victorious Units

Units of the victorious player in a battle, excluding those that Regrouped, can reinforce another battle in an adjacent hex (at the normal rate) beginning on the battle turn after their victory.

7.53 Shiloh Reinforcements

Nighttime reinforcements are subject to a hexside limit of 2 units.

(Sidebar, Shiloh Reinforcements: The USA player has the unique ability to reinforce (Night turn only) across Major River hexsides where no bridge/ford exists provided he is the Defender of the battle. This reflects USA dominance in river control and supply. Troops from the Army of Ohio saved Grant's military career at Shiloh when they reinforced his battered divisions at night across the Tennessee River.)

7.6 Fortress Battles

Fortress (not fort) battles are fought under special rules:

  • They are "one Position" battles. Both players deploy only in the Center, and resolve the battle without reference to flanks. Outflank and Enfilade are ignored.
  • All units defending a fortress have Double Defense (7.36). This does not apply if defending units engage the Attacking player's Center.
  • Attacking units cannot initiate a melee against units Defending a Fortress. Defending units can melee, but without Double Defense.

(Sidebar, Town Control: A player must always maintain occupation of a hex in enemy territory to effect control. Hence, for the USA to keep control of Nashville, they must always have at least one unit deployed there. If they vacate the hex, for any reason, control reverts back to the CSA.)

(Sidebar, East Tennessee: The mountain folk of eastern Tennessee were largely pro-Union throughout the war. This is why Knoxville is a blue town that must always be garrisoned by the CSA to prevent Union control. USA control of Knoxville severs the only railway to Virginia which is one of the three CSA supply sources.)

8.0 Hex Control

Control of Ports and Rail Lines is important for Supply. Control of certain cities and towns affects Victory Points.

8.1 Friendly Hexes

All hexes in Home Territory (1.2) are friendly unless occupied by enemy units. Zones of control do not exist. An Enemy hex is simply a hex friendly to the opponent.

IMPORTANT: Hex Control is determined by the position of units at the beginning of every PHASE (Movement, Combat, or Supply) in a Campaign Turn. Prior occupation and/or movement through a hex does NOT affect hex control.

For example, a player cannot move units to an enemy hex and then rail move units to the same hex. The destination hex for a Rail Move must be friendly at the beginning of the Movement Phase.

9.0 Railroads

9.1 Rail Control

Players automatically control rail lines in Home Territory (1.2), unless the enemy controls them.

The CSA can control railroads in USA Home Territory, but can never move or supply along them.

The USA may move and supply along CSA railroads provided every rail hex is friendly, meaning occupied by a USA unit.

The blue railroads in KY and MO can be used by the CSA provided they control these states. However, the red/blue railroad link is a gauge change.

(Sidebar, Rail Control: Maintaining forces in Rail Supply in CSA Territory, requires the USA to garrison every CSA Rail Hex. The USA player will soon discover that the deeper he penetrates south, the more difficult it is to maintain a rail supply line. The extensive use of River supply lines (such as Grant used in his Vicksburg Campaign) should be seen in this light.)

9.2 Rail Movement

A Rail Move consists of moving one unit any distance along controlled railroads, and costs one Strategic Move (see: 5.4) except as noted below.

To make a rail move, a unit must begin on a friendly rail line, move any distance along friendly rail lines, and end its move on a friendly rail line. Units may never rail into or through enemy controlled rail hexes, nor attack or retreat by Rail Movement.

9.3 Offboard Rail Moves

For one rail move, units may move (off-board) between two friendly Supply hexes, by starting on one Supply hex and moving to another. Normal and offboard rail moves may be combined by expending multiple strategic moves.

9.4 Rail Gauges

If a rail move involves travel on different gauges, players must expend an extra strategic move each time the rail gauge changes, or terminate the move in the junction hex.

9.5 Rail/River Moves

Rail and River moves may be combined, but each switch expends one (1) strategic move.

9.6 Big Crow Tunnel

Between Tullahoma and Stevenson the Nashville & Chattanooga line traversed a long tunnel at Big Crow Gap which was destroyed by explosives in 1863. This cut the railway for the duration of the war and left Sherman during his Atlanta campaign with only the Nashville & Decatur railway as a supply line. The CSA player has the option to cut the railway at Big Crow (mark hexside with a penny) during any Campaign Turn, except when the Tullahoma and Stevenson hexes are Union occupied. The blockage is permanent.

(Sidebar, Bridges: Players must pay special attention to bridges crossing major rivers. None of these existed across the Mississippi and Ohio rivers in the mapped area, but the Tennessee and Cumberland rivers had several key bridges, mostly rail bridges. The absence of a rail bridge may have no effect on USA supply because rail and river supply may be combined.)

9.7 Selma-Montgomery

While there is no rail connection between Selma and Montgomery, supply can be traced between them along the Alabama. River movement is not possible.

Provided both supply hexes are on the same map edge, there is no extra offboard movement cost to exit at one supply point and enter at another.

10.0 River Moves

10.1 River Control

All hexes with at least one (1) Major River hexside are presumed to contain ports and/or boat landings. The USA had naval supremacy for all navigable rivers of the West. Only the USA player can make River Moves or trace supply by river.

10.2 Navigable Rivers

Only Major rivers are navigable. The change from Major to Minor river is noted by a blue bar. The Tennessee River is a special case because the Muscle Shoals prevented navigation upstream of Florence although the river is classified as Major to Chattanooga.

River movement and supply are prohibited south of a CSA fort even if the move does not bypass the fort, but see 10.6.

River supply and movement are prohibited upriver of the Muscle Shoals.

10.3 River Movement

A River Move is made from one major river hex to any other friendly major river hex. The move must be traced along major river hexsides and can not bypass a CSA occupied fort or fortress. One River Move costs one Strategic Move per unit. River and Rail moves can be combined, but each switch costs one Strategic move.

10.4 River Invasions

A River Invasion is a River Move (USA only) that terminates in an enemy-controlled major river hex. The move cannot bypass a CSA occupied fort, but can be against the fort itself. Invasions expend two (2) Strategic Moves per unit. Invasion battles cannot be reinforced by River Move, but can be from adjacent hexes as normal.

Only USA infantry can invade. Invading infantry can retreat by river during the invasion battle (only).

River Invasions and River Crossings (10.6) to Neutral hexes require two (2) strategic moves per unit.

See the sidebar note about cliffs.

10.5 River Retreats

Invasion units may retreat to adjacent friendly hexes as normal. Invasion units (only) may also retreat by River Move, this is treated as a free move back to the hex they came from, but such units receive double pursuit fire (roll twice) if engaged, and are eliminated if routed. USA units that did not invade cannot retreat by river.

10.6 River Crossings

Where no Bridge/Ford exists, major rivers can always be crossed with a River Crossing move. This special move represents employing a pontoon bridge or local river transport. The unit must start its move on one side of the river, cross the river hexside, then stop in the adjacent hex. Each unit making a River Crossing expends one strategic move if the destination hex is friendly and two strategic moves if enemy-controlled or neutral. Units can never Attack, Reinforce, or Retreat via River Crossing moves. River Crossings may NOT be combined with other moves.

(Sidebar, River Crossings: A River Crossing is more restrictive than a normal River Move or River Invasion. The USA player has no need of this special move except to cross the Tennessee upstream of the Muscle Shoals. River Crossings are permitted south of a CSA occupied fort - this is how Grant bypassed, besieged, and then captured Vicksburg.)

(Sidebar, River Forts: Maintaining occupation of River Forts are the only way for the CSA to contest the USA advantages of river movement and supply. A fort can revert back to CSA control if left vacant by the USA player, but this does NOT make the fort interdict a river again; only a fort actually occupied by a CSA unit can impede USA river traffic. Important: Most forts control only one major river hexside. However, Paducah controls two hexsides (Tennessee and Ohio rivers); Cairo also controls two hexsides (Mississippi and Ohio rivers).)

(Sidebar, River Movement example: The USA player controls St. Louis, Cairo, Paducah, Louisville, and Cincinnati on the Mississippi and Ohio Rivers. USA can move units between any two of these towns, such as from St. Louis to Louisville. If, however, the CSA gain control of Paducah, USA movement past this fort is prohibited.)

(Sidebar, Major & Minor Rivers: Players must be clear on the distinctions between Major and Minor rivers. Minor rivers are crossable on each hexside. Major rivers can only be crossed at bridges, or by River Movement (USA only) and River Crossing moves.)

(Sidebar, Gunboat Units?: Control of the western rivers was never in doubt, and gunboats required clumsy "hexside" movement and combat, which was too much hassle for an activity that was USA dominated anyway. The function of naval power was to deny river movement and supply to the enemy and secure the same for friendly forces. USA naval dominance is reflected by allowing them River Movement and Supply whereas the CSA is prohibited from these activities.)

(Sidebar, Cliffs: River Invasions are prohibited to cliff hexsides if the hex is defended. The following hexsides are cliffs: Grand Gulf (both MS river hexsides); Vicksburg (both MS river hexsides); Haynes Bluff (both Yazoo river hexsides); Fort Pillow (both MS river hexsides); Island #10 (North MS river hexside only); Columbus (both MS river hexsides).)

11.0 Supply

11.1 Supply Phase

The last phase in any Campaign Turn (after all movement and battles are resolved) is a Supply Phase. At this time, the active player determines the supply status of friendly units (only) which immediately take supply attrition as necessary.

11.2 Forage Limits

Each playable hex can support a number of units without a Supply Line, depending upon terrain and weather:

TerrainDryMud
Clear4 units2 units
Forest2 units1 unit
Marsh1 unitNone

A City in the hex adds two units (+2), and a Town adds one unit (+1) to these totals. Urban bonuses are not affected by Mud. Hence, a city in clear terrain has a Forage Limit of six (6) units in Dry and four (4) units in Mud.

11.3 Supply Sources

The USA has four (4) Supply hexes identified with a blue supply symbol, and the CSA has three (3) Supply hexes identified with a Red supply symbol. These are Supply Sources to which Rail and/or River supply lines must be traced. Enemy occupation of a Supply hex prevents it being used as a supply source.

Control of enemy Supply Sources is no longer worth Victory Points. Instead, controlling each enemy Supply Source reduces the CSA by 2 RPs, and the USA by 3 RPs for as long as control is maintained.

(Sidebar, Important Rule Change: The rule change regarding the effect of capturing supply sources also applies to Bobby Lee.)

11.4 Supply Lines

A hex is supplied when it is (or is adjacent to) a friendly Supply Line or friendly Supply Source. A supply line consists of a continuous Rail or River supply line (they may be combined) that can be traced to a friendly Supply Source.

Note: adjacency for supply purposes cannot be traced through impassable hexsides except major rivers.

11.41 Rail Supply Lines

Any controlled rail line (9.1) linking to a Supply Source (11.3) functions as a rail supply line.

11.42 River Supply Lines

River Supply lines only apply to the USA player. They follow Major Rivers (only) but may not bypass CSA occupied forts or fortresses. Rail and River Supply lines may link to form a continuous Supply Line.

The Union may not trace supply up the Mississippi from New Orleans.

(Sidebar, Rail & River Supply example: The USA occupies Ft. Donelson, Nashville, Franklin, Murfreesborough, and Shelbyville. Supply is traced by rail to Nashville, and then by river down the Cumberland and up the Ohio to Cincinnati. Supply cannot be traced to Cincinnati by rail because Gallatin is not occupied and this is CSA territory. This supply line is dependent on maintaining control of Ft. Donelson (CSA control would cut the river supply line) and a cautious US commander would be wise to also hold Gallatin to ensure an alternate rail and river supply to Cincinnati via Louisville.)

(Sidebar, Strategic Note: Because the CSA cannot trace river supply, they cannot have a supply line north of the Ohio, nor west of the Mississippi. But they can function in these areas by stacking within Forage Limits, or with HQ Supply (11.7).)

11.5 Supply Capacity

The Supply Capacity of a supplied hex is unlimited, meaning any number of units can exist in a supplied hex. The Supply Capacity of an unsupplied hex equals its Forage Limit (11.2).

11.6 Supply Attrition

During the Supply Phase all friendly units in excess of supply capacities lose one step. As usual, the largest units in the hex must be reduced first.

(Sidebar, Supply Attrition example: The USA player has seven units in a clear terrain hex, adjacent to a friendly railway supply line. All units are supplied. However, if the rail supply line is cut by CSA control, Forage Limit drops to four units. Three of the seven units are now unsupplied. Assuming the USA player has not committed the sin of putting himself out of supply (it happens!) he will have a turn to disperse his unsupplied units for foraging. If this is not done, the unsupplied units (owner's choice) take 1CV supply attrition in the Supply Phase. In Mud, five units would be affected.)

(Sidebar, Cavalry Raids: Since units can function without a Supply Line indefinitely provided they obey foraging limits, the use of Cavalry to raid towns and railways behind enemy lines is an effective and ever present threat. A player's entire supply line may be cut by just one Cavalry unit occupying a key railroad hex. Although the effect of this may seem like a minor nuisance in that unsupplied units may avoid supply attrition if they obey foraging limits, the real danger is that unsupplied units cannot receive Replacement Points. This can destroy many a promising campaign, and force a player to desperately chase the raider all over the map. Keep in mind that Cavalry can move four hexes with a force-march; it is particularly embarrassing when a cavalry unit gallops into an unguarded city like Atlanta or St. Louis.)

11.7 HQ Supply

An HQ unit can provide supply to all unsupplied units within its own command range. During the Supply Phase, a player has the option to negate supply attrition within these hexes by revealing an HQ and reducing it 1CV.

11.8 Siege & Surrender

A hex (or group of adjacent hexes) is besieged if all adjacent playable hexes are occupied by enemy forces and the hex(es) also have no River Supply. At the end of each month, all units in besieged hexes are reduced by 1CV. This loss is in addition to any losses taken by units in a friendly Supply Phase for exceeding Foraging Limits.

11.81 Surrender

During a Campaign Turn, the active player may request/demand the surrender of besieged forces. The besieged player may accept/decline as he wishes. A besieged player may also, during his own Campaign Turn, voluntarily surrender besieged forces and this must be accepted.

Besieged units eliminated due to attrition/combat are permanently removed from the game and cannot be rebuilt. Besieged forces that surrender (when possible) are still eliminated, but may be rebuilt normally.

12.0 Replacements

12.1 Replacement Turn

At the beginning of each Month (except the first month of a game) players execute a simultaneous Replacement Turn:

  • Award Political VPs (Time, Draft, and Emancipation)
  • Determine RPs.
  • Add Steps to units in supply
  • Build and Deploy new Cadres

NOTE: the Replacement Turn is simultaneous so that players cannot pay full attention to their opponent's replacement strategy. However, if a conflict arises as to which player has the last deployment, etc., the CSA player always has this right.

12.2 Replacement Points

Each player receives a specified number of Replacement Points (RPs) each month. These vary by year as shown on the Month RP chart. RPs are expended either by adding replacement Steps to units in play, or by rebuilding surplus and/or eliminated units into Cadres. Any unspent RPs are forfeit - use 'em or lose 'em.

12.21 Trans-Mississippi RPs

USA control of the Mississippi River severs the CSA from Trans-Mississippi RPs like Arkansas, Texas, etc. Such control is accomplished when St. Louis, Memphis, and Vicksburg are all under USA control. This reduces the CSA by 2RPs per month for as long as such control exists, but does not increase USA RPs.

12.22 Kentucky & Missouri RPs

Kentucky and Missouri start the 1862 game under USA control because they control Louisville (Kentucky) and St. Louis (Missouri). However, if a control city is occupied by the CSA, state loyalty switches, and the CSA gets +1RP per month per city on each subsequent Replacement Turn until the city is recaptured by the USA (if ever). This bonus does not reduce USA RPs.

Month RP Chart

YearCSAUSA
1861810
18621014
18631218
18648*16

* Assumes USA Mississippi Control

12.3 Replacement Steps

Players may add any number of replacement steps to existing units, provided they have a valid Supply Line (11.4). The RP cost of one step for each unit type is noted in the Step column on the Unit Costs chart (the Unit Data chart in section 2).

12.4 Building Cadres

Unbuilt or eliminated units are raised as cadres (1CV units) within Home Territory.

The RP cost of a cadre for each unit type is noted in the Cadre column on the Unit Costs chart. Replacement steps may not be added to newly built cadres in the same Replacement Turn.

(Sidebar, Cadre Cost: The higher cost of the first step (cadre) reflects the expense of creating the basic infrastructure of a new unit. Steps cannot immediately be added to new cadres because it takes time [training] as well as equipment to build a combat unit.)

12.41 Cadre Deployment

One (1) new cadre can be built in each friendly Town or Supply Hex, and up to three (3) units in each friendly City. Cadres may be placed in unsupplied towns or cities but cannot be built up beyond 1cv.

The CSA can build one (1) cadre in Knoxville or Little Rock, AR if they are friendly. The USA can build up to three (3) cadres in each of St Louis and Louisville. Only one (1) CSA cadre can be built in these cities if they are under CSA control.

13.0 Two Theater War

Players may simultaneously play both Sam Grant and Bobby Lee, our companion game for the Eastern Theater. Played together, most of the Civil War is covered.

(Sidebar, Linking to Bobby Lee: The Sam Grant map does not adjoin the map in Bobby Lee. The scale is different, and the two maps are separated by the Appalachian mountains which saw minimal action during the war.)

13.1 Start Date & Forces

Start date is July 1861. In the East, OB and starting locations are as given in Bobby Lee. In the West, historical opening forces and locations are given below. Free deployment can be used in both theaters if desired. Note that NO Kentucky hexes are occupied. The first player to enter Kentucky loses 2VPs permanently.

USA:

  • St. Louis: UW2, Inf 3, Inf 2, Art 2
  • Rolla: Cav 2
  • Irontown: Cav 1
  • Cape Girardeau: Inf 2, Inf 2
  • Cairo: TN2, Inf 2, Inf 2, Art 1
  • Evansville: Inf 2
  • New Albany: Inf 3
  • Cincinnati: OH1, Inf 2, Inf 2, Art 1

CSA:

  • Atlanta: Gar 2, Inf 1
  • Vicksburg: Inf 1
  • Corinth: Cav 2
  • Memphis: Inf 2, Art 1
  • Ft. Henry: Inf 2
  • Ft. Donelson: Inf 2, Art 1
  • Nashville: CW3, Inf 3, Cav 3, Art 2
  • Clarkesville: KY2, Inf 3, Cav 2 (Forrest)
  • Knoxville: Inf 2

(Sidebar, 1861 Scenario ERRATA: The 1861 scenario favors the CSA in the West. To balance the game: +1 VP for US on Victory Track; +1 to US Supreme (now 3cv); -1 to CSA KY HQ (now 2cv). Louisville has a nominal Garrison 2, and Frankfort a nominal Garrison 1. These units (Kentucky Militia) become active (and defend their cities) if Kentucky Neutrality is violated. If the CSA invades Kentucky, they become USA units, and if the USA invades they become CSA units. These units function like any other Garrisons.)

13.2 Theater RPs

Monthly RPs for both theaters are added together and then allocated as desired, except each theater must receive a minimum of 50% of its scheduled RPs.

Example: USA, 1862 receives 16RPs (East) and 14RPs (West) for a total of 30RPs. The minimum allocations per theater are 8 (East) and 7 (West). This leaves 15RPs to be spent as the USA player desires.

13.3 Unit Transfers

Units can move from one theater to the other by employing "off-board" rail movement, see 9.3, except the USA must expend two (2) strategic moves per unit, and the CSA only one (1). Generally, a unit can move between any two Supply Hexes, but units from Lynchburg (East) must appear at Knoxville (West). HQs and Heavy Arty can never be transferred.

(Sidebar: The Forrest unit can be transferred to the eastern theater. Brigade units can be transferred to the western theater and may also be built there.)

13.4 Theater Initiative

Two dice are used by each player to make separate bids for each theater. One die applies to the East and one to the West. The USA player's left die and the CSA player's right die should be the bids for the East.

If the initiative differs for the two theaters, resolve the CSA initiative in that theater, and then the USA player takes a turn in both theaters.

Example: CSA player bids 2 (East) and 2 (West). USA player bids 3 (East) and 2 (West). The CSA player wins the initiative in the West (tie bid) and the USA player wins in the East. The month opens with the CSA activating 2 HQs in the West. After this is resolved, the USA plays in both theaters, but must activate 3 HQs (winning bid) in the East.

Important: when both players bid zero or make consecutive "Pass" turns in one theater, no further plays can be made there this month.

13.5 Theater SHQs

Strategic Moves must be expended in their respective theaters. Theater Unit Transfers must be commanded by the HQ of the origin theater.

13.6 Theater Victory

Victory Tracks are kept separately for each theater. The game is won if a player gains a Decisive Victory in either theater at the end of any month. The CSA also wins if the USA fails to win by the end of OCT/64.

13.7 Emancipation

In the two theater game 2 VPs are awarded in the west and 3VPs in the east. The CSA gets double RPs in both theaters in the following month.

Orders of Battle

Format as printed: Commander, unit type and strength, starting location; the number in parentheses is printed after the first unit at each location. In Free Deployment (4.23), "Guns" are artillery units.

USA Orders of Battle

USA 1862: February

Department of Missouri

  • Halleck: UW 4 St. Louis (5)
  • Sherman: Infantry 3 St. Louis
  • Prentiss: Infantry 2 St. Louis
  • Smith: Cavalry 2 St. Louis
  • DuBois: Artillery 4 St. Louis

Army of the Tennessee

  • Grant: TN 3 Cairo (5)
  • Hurlbut: Infantry 3 Cairo
  • McClernand: Infantry 3 Cairo
  • Wallace: Infantry 3 Cairo
  • Taylor: Artillery 2 Cairo
  • Smith: Infantry 3 Paducah (1)

Army of the Mississippi

  • Pope: MS 2 Irontown (7)
  • Stanley: Infantry 1 Irontown
  • Hamilton: Infantry 1 Irontown
  • Palmer: Infantry 2 Irontown
  • Paine: Infantry 1 Irontown
  • Plummer: Infantry 1 Irontown
  • Lothrop: Artillery 1 Irontown
  • Granger: Cavalry 2 Rolla (1)

Army of the Ohio

  • Buell: OH 3 Louisville (3)
  • Wood: Garrison 2 Louisville
  • Mendenhall: Artillery 2 Louisville
  • Thomas: Infantry 3 Lebanon (1)
  • Mitchell: Infantry 3 Mumfordville (4)
  • McCook: Infantry 3 Mumfordville
  • Nelson: Infantry 3 Mumfordville
  • Terrill: Artillery 2 Mumfordville
  • Indiana: Cavalry 2 Mumfordville W1 (1)
  • Kentucky: Cavalry 3 Somerset (1)
  • Crittenden: Infantry 2 Calhoun (1)

* Halleck may not command Army of Ohio troops until March/62 turn.

USA 1863: April

NOTE: In 1863 April is Dry.

Department of the West

  • HALLECK: UW 4 St. Louis (1)* (* Halleck really in Washington, D.C.)

Army of the Tennessee

  • GRANT: TN 4 Providence (6)
  • McClernand (13th Corps): Osterhaus, Infantry 3 Providence; A.J. Smith, Infantry 3 Providence; Hovey, Infantry 3 Providence; Carr, Infantry 2 Providence; Bussey, Cavalry 2 Providence; Guns, Artillery 2 Providence
  • Sherman (15th Corps): Steele, Infantry 3 Duckport (5); Blair, Infantry 3 Duckport; Tuttle, Infantry 2 Duckport; Guns, Artillery 2 Duckport
  • Hurlbut (16th Corps): W.S. Smith, Infantry 3 Memphis (4); Kimball, Infantry 3 Memphis; Lauman, Garrison 3 Memphis; Veatch, Garrison 3 Memphis; Grierson, Cavalry 3 Grand Jct. (1); Dodge, Garrison 3 Corinth (1)
  • McPherson (17th Corps): Logan, Infantry 3 Hard Times (4); McArthur, Infantry 2 Hard Times; Quinby, Infantry 2 Hard Times; Guns, Artillery 3 Hard Times

Army of the Cumberland

  • Rosecrans: CU 2 Nashville (6)
  • Granger: Garrison 2 Nashville
  • Mitchell: Garrison 1 Ft. Donelson (1)
  • Thomas (14th Corps): Baird, Infantry 3 Murfreesboro (5); Negley, Infantry 2 Murfreesboro; Brannon, Infantry 2 Murfreesboro; Reynolds, Infantry 2 Murfreesboro; Guns, Artillery 4 Murfreesboro
  • McCook (20th Corps): Davis, Infantry 3 Nashville; Johnson, Infantry 3 Nashville; Sheridan, Infantry 3 Nashville; Guns, Artillery 3 Nashville
  • Crittenden (21st Corps): Wood, Infantry 3 Carthage (4); Palmer, Infantry 2 Carthage; Van Cleve, Infantry 3 Carthage; Guns, Artillery 3 Carthage
  • Cavalry Corps: Stanley, Cavalry 2 Franklin (2); Minty, Cavalry 2 Franklin; Zahm, Cavalry 2 Danville (1)

Army of the Ohio

  • Burnside: OH 2 Frankfort (5)
  • Hartsuff: Infantry 3 Frankfort
  • Cox: Infantry 3 Frankfort
  • Shackelford: Cavalry 2 Frankfort
  • Guns: Artillery 2 Frankfort
  • Militia: Garrison 3 Louisville (2)
  • Militia: Garrison 2 Louisville

USA 1864: May

Department of the West

  • Sherman: UW 4 Nashville (2)
  • Rousseau: Infantry 3 Nashville
  • Gillem: Cavalry 3 Franklin (1)
  • Ammen: Infantry 3 Bowling Green (1)
  • Burbridge: Garrison 3 Louisville (1)
  • Washburne: Garrison 2 Memphis (1)
  • Sturgis: Cavalry 2 Grand Jct. (1)
  • Grierson: Cavalry 3 Corinth (1)
  • Dennis: Garrison 2 Vicksburg (2)
  • Hawkins: Garrison 2 Vicksburg

Army of the Tennessee

  • McPherson: TN 3 Huntsville (4)
  • Stolbrand: Artillery 4 Huntsville
  • Logan (15th Corps): Osterhaus, Infantry 3 Huntsville; Harrow, Infantry 3 Huntsville; M. Smith, Infantry 2 Athens (1); J. Smith, Infantry 3 Columbia, TN (1)
  • Dodge (16th Corps): Sweeny, Infantry 3 Stevenson (2); Veatch, Infantry 3 Trenton (1); Ross, Artillery 2 Stevenson
  • Blair (17th Corps): Crocker, Infantry 3 Tuscumbia (1); Leggett, Infantry 3 Decatur (2); Maurice, Artillery 2 Decatur

Army of the Cumberland

  • Thomas: CU 3 Chattanooga (9)
  • Palmer (14th Corps): Johnson, Infantry 3 Chattanooga; Davis, Infantry 3 Chattanooga; Baird, Infantry 3 Chattanooga; Houghtaling, Artillery 3 Chattanooga
  • Hooker (20th Corps): Williams, Infantry 3 Chattanooga; Geary, Infantry 3 Chattanooga; Butterfield, Infantry 2 Chattanooga; Reynolds, Artillery 4 Chattanooga
  • Howard (4th Corps): Stanley, Infantry 3 Cleveland (4); Newton, Infantry 3 Cleveland; Wood, Infantry 2 Cleveland; Osborne, Artillery 3 Cleveland
  • Elliot (Cavalry Corps): Garrard, Cavalry 3 Red Clay (3); McCook, Cavalry 2 Red Clay; Kilpatrick, Cavalry 2 Red Clay

Army of the Ohio

  • Schofield: OH 2 Knoxville (5)
  • Hovey: Infantry 2 Knoxville
  • Judah: Infantry 1 Knoxville
  • Cox: Infantry 1 Knoxville
  • Shields: Artillery 2 Knoxville
  • Stoneman: Cavalry 2 Loudon (1)

USA Unit Mix

Entries as printed (the rulebook gives no further explanation of the x/y format):

USA61626364Mix
HQ3/54/124/124/124/14
Infantry10/2216/3724/6522/5824/72
Garrison-1/27/174/97/21
Artillery3/45/117/197/207/28
Cavalry

CSA Orders of Battle

CSA 1862: February

Department of the West

  • A. Johnson: CSW 3 Nashville (2)
  • Breckinridge: Garrison 2 Nashville
  • Wharton: Cavalry 2 Atlanta (1)

Army of Kentucky

  • Hardee: KY 3 Bowling Green (6)
  • Hindman: Infantry 4 Bowling Green
  • Buckner: Infantry 4 Bowling Green
  • Guns: Artillery 2 Bowling Green
  • Guns: Artillery 2 Bowling Green
  • Forrest: Cavalry 2 Bowling Green
  • Wheeler: Cavalry 2 Columbia (1)
  • Floyd: Infantry 2 Russellville (1)
  • Pillow: Infantry 2 Clarkesville (1)
  • Clark: Infantry 3 Hopkinsville (1)
  • Crittenden: Infantry 2 Knoxville (1)

Army of Mississippi

  • Beauregard: MS 2 Humboldt (1)
  • Polk: Infantry 3 Columbus (4)
  • McCowan: Infantry 3 Columbus
  • Cheatham: Infantry 2 Columbus
  • Stewart: Garrison 1 Columbus
  • Guns: Artillery 2 Memphis (1)
  • Villepigue: Garrison 2 Ft. Pillow (1)
  • MacKall: Infantry 1 Island #10 (1)
  • Brewer: Cavalry 3 Paris (1)
  • Tilghman: Infantry 2 Ft. Henry (1)
  • Johnson: Infantry 3 Ft. Donelson (1)

Reinforcements (Mar/62+): The following units may arrive in any CSA supplied rail hex on the March/62 Replacement Turn (or later). The CSA lose 2VPs permanently for each corps taken (2 units can be taken for 1VP) simulating the loss of off-board territory (such as New Orleans) which had been defended by these forces. The historical assembly towns are given for interest.

Bragg's Corps

  • Bragg: Infantry 4 Corinth
  • Ruggles: Infantry 3 Corinth
  • Guns: Artillery 3 Corinth
  • Alabama: Cavalry 3 Corinth

Van Dorn's Corps

  • McCulloch: Infantry 4 Memphis
  • Price: Infantry 3 Memphis
  • Pike: Cavalry 2 Memphis
  • Guns: Artillery 3 Memphis

NOTE 1: All reinforcement units can be built normally with monthly RPs to avoid the VP loss.

NOTE 2: Exchange the Army of Kentucky (KY) headquarters (at current CV) for Army of Tennessee (TN) headquarters in May/62 turn. The Army of Kentucky HQ can then be deployed as desired at 1cv.

CSA 1863: April

Department of the West

  • J. Johnston: CSW 3 Selma (1)
  • Walker: Garrison 3 Montgomery (1)
  • Smith: Garrison 2 Atlanta (1)

Army of Tennessee

  • BRAGG: TN 3 Tullahoma (5)
  • Hardee's Corps: Beckinridge, Infantry 4 Tullahoma; Cleburne, Infantry 4 Tullahoma; McCown, Infantry 3 Tullahoma; Guns, Artillery 3 Tullahoma
  • Polk's Corps: Cheatham, Infantry 4 Shelbyville (4); Hindman, Infantry 3 Shelbyville; Withers, Infantry 4 Shelbyville; Guns, Artillery 2 Shelbyville
  • Cavalry Corps: Forrest, Cavalry 3 Columbia (2); Pegram, Cavalry 2 Columbia; Wheeler, Cavalry 3 McMinnville (2); Wharton, Cavalry 3 McMinnville

Army of Kentucky

  • Buckner: KY 1 Knoxville (3)
  • Stewart: Infantry 4 Knoxville
  • Preston: Infantry 3 Knoxville
  • Guns: Artillery 2 Knoxville
  • Armstrong: Cavalry 2 Loudon (2)

Army of Mississippi

  • Pemberton: MS 1 Vicksburg (6)
  • Stevenson 1: Garrison 3 Vicksburg
  • Stevenson 2: Garrison 3 Vicksburg
  • M. Smith: Infantry 4 Vicksburg
  • Forney: Infantry 3 Vicksburg
  • Guns: Artillery 3 Vicksburg
  • Bowen: Infantry 3 Grand Gulf (1)
  • Loring: Infantry 4 Jackson, MS (1)
  • Ruggles: Infantry 2 Okolona (1)
  • Van Dorn: Cavalry 2 Tupelo (1)

Longstreet's Corps (Sep/63): This Corps may arrive at Atlanta (or any CSA rail hex connected to Atlanta) from the Army of Northern Virginia in the Sep/63 Replacement Turn (or later at CSA discretion.) No VP loss is taken if like units (any CV) are returned to the East before April/64. If not, a 1VP loss applies in May/64 RP turn.

  • McLaws: Infantry 3 Chattanooga (3)
  • Hood: Infantry 4 Chattanooga
  • Alexander: Artillery 3 Chattanooga

NOTE 1: In combined Bobby Lee game, this specific reinforcement is ignored; transfers of units can occur at any desired time.

NOTE 2: In 1863 April is Dry.

CSA 1864: May

Department of the West

  • Bragg: CSW 3 Atlanta (2)
  • GA Militia: Garrison 2 Atlanta

Army of Tennessee

  • Johnston: TN 3 Dalton (10)
  • Hardee Corps: Cheatham, Infantry 4 Dalton; Cleburne, Infantry 4 Dalton; Walker, Infantry 4 Dalton; Bates, Infantry 3 Dalton; Guns, Artillery 3 Dalton
  • Hood Corps: Hindman, Infantry 4 Dalton; Stevenson, Infantry 4 Dalton; Stewart, Infantry 4 Dalton; Guns, Artillery 3 Dalton
  • Wheeler Cavalry Corps: Martin, Cavalry 2 Kingston (2); Kelley, Cavalry 3 Kingston; Hume, Cavalry 3 Rome (1)
  • Forrest Cavalry Corps: Forrest, Cavalry 4 Tupelo (2); Armstrong, Cavalry 2 Tupelo

Army of Mississippi

  • Polk: MS 2 Montgomery (7)
  • Guns: Artillery 1 Montgomery
  • Loring: Infantry 3 Montgomery
  • French: Infantry 3 Montgomery
  • Cantey: Infantry 3 Montgomery
  • Mercer: Infantry 2 Montgomery
  • Quarles: Garrison 2 Montgomery
  • Reynolds: Garrison 2 Selma (2)
  • Jackson: Cavalry 3 Selma

CSA Unit Mix

Entries as printed (the rulebook gives no further explanation of the x/y format):

CSA61626364Mix
HQ2/43/84/83/84/13
Infantry8/1712/3113/4511/3816/64
Garrison1/23/54/113/64/12
Artillery3/43/64/103/75/15
Cavalry

Game Charts

The last page of the rulebook repeats the Play Sequence summary, Unit Data, Terrain Effects, Force March and Weather charts already given above. Differences from the earlier printings of these charts, as printed:

  • Unit Data chart: Cavalry Firepower is printed "F1/F3" with footnote "Offense/Defense" (the Unit Data chart in section 2 shows F1); footnote 3 reads "Defense Only". The Garrison F1/F2 footnote reads "Offense/Defense".
  • Terrain Effects chart: the River footnote reads "Minor River or Major River Bridge".
  • Replacements chart: USA 1861 10, 1862 14, 1863 18, 1864 16; CSA 1861 8, 1862 10, 1863 12, 1864 10 (section 12.2 prints 8* for the CSA in 1864, assuming USA Mississippi Control).
  • Campaign Turn is listed as having four phases (Weather, Movement, Combat, Supply) and Battle Turn five (Retreats & Pursuit, Morale Check, Fire Combat, Battle Moves, Reinforcements).

Errata (to 1.0 rules)

Source note: the following is the publisher's (Columbia Games) Sam Grant Errata web page, written against the 1.0 rules. The v1.1 rulebook above already incorporates some of these items; they are reproduced here as printed on that page.

Map Clarifications

  • Knoxville is a forest hex.
  • Marietta/Kingston is a gap hexside.
  • Marietta/Canton is a mountain hexside.
  • Marietta/Rome is a forest hexside.
  • Chattanooga/Trenton is a gap hexside.
  • There are NO rail bridges across the Ohio or Mississippi rivers.
  • The bridge from Decatur leads to Huntsville.

Orders of Battle

The O/B cards differ from the rules O/Bs. The rules have the correct O/Bs. Gallatin (not on map) is in the Russellville hex.

Scenarios

In the 1863 scenario April is Dry.

Rule Errata

  • 1.2 Home Territory: The blue railroads in KY and MO can be used by the CSA provided they control these states. However, the red/blue railroad link is a gauge change. Border hexes between TN and KY are considered to be in TN for supply purposes only. The same applies to MO and AR.
  • 1.35 Marsh Hexsides: Marsh hexes (not hexsides) require units to stop.
  • 1.6 Supply Hexes: Add a supply hex at Waynesborough (Alabama). See also 11.3 below.
  • 2.23 Garrisons: Garrisons have F2 in a melee.
  • 4.54 Drafts: Garrison cadres may be selected.
  • 4.55 CSA Emergency Forces: CSA emergency forces must all be deployed in the same hex.
  • 4.56 Emancipation: In the two theater game 2 VPs are awarded in the west and 3VPs in the east. The CSA gets double RPs in both theaters in the following month.
  • 5.5 Forrest Cavalry Unit: If destroyed, the Forrest unit may be rebuilt as a normal cavalry unit. Also see 13.3.
  • 7.1 Retreating: Units retreat individually in any order. Retreating units receive terrain benefit.
  • 7.31 Firepower: Beginning in Jan 1863, Cavalry fire at F3 on defense, and F2 on offense. This reflects their acquisition of repeating rifles. Cavalry melee at F3 remains unchanged.
  • 7.35 Melee: Half hits do carry over from the first round of the melee to the second.
  • 7.43 Outflanking: Outflanking units may not initiate a melee or enfilade until the following turn.
  • 7.53 Shiloh Reinforcements: Nighttime reinforcements are subject to a hexside limit of 2 units.
  • 9.0 Railroads: While there is no rail connection between Selma and Montgomery, supply can be traced between them along the Alabama. River movement is not possible. Provided both supply hexes are on the same map edge, there is no extra offboard movement cost to exit at one supply point and enter at another. Example: A rail move from Corinth to Atlanta, via the Waynesborough and Greenville supply hexes, is considered 1 strategic move.
  • 10.2 Navigable Rivers: River movement and supply are prohibited south of a CSA fort even if the move does not bypass the fort, but see 10.6. River supply and movement are prohibited upriver of the Muscle Shoals.
  • 1.41 Cities
  • 1.42 Towns
  • 1.43 Villages
  • 1.44 Forts and Fortresses
  • 1.5 Railroads
  • 1.6 Supply Hexes
  • 4.5 Victory Points
    • 4.51 City & Town VPs
    • 4.52 Supply VPs
    • 4.53 Time VPs
    • 4.54 Drafts/Conscription
    • 4.55 CSA Emergency Forces
    • 4.56 Emancipation
  • 7.35 Melee
  • 7.36 Double Defense
  • 7.4 Battle Moves
    • 7.41 Engaging
    • 7.42 Disengaging
    • 7.43 Outflanking
    • 7.44 Cavalry Moves
  • 7.5 Reinforcements
    • 7.51 Reinforcement Limits
    • 7.52 Victorious Units
    • 7.53 Shiloh Reinforcements
  • 7.6 Fortress Battles
  • Gap/Pass1/0DR / 0N/AN/AN/A
    CityOther TerrainOther Terrain+2(Forage)Basic
    TownOther TerrainOther Terrain+1(Forage)Basic
    FortressOther TerrainOther TerrainN/A(Forage)Double
    3
    2
    F1 (3)
    4
    2
    USA HQ21F1 (3)63
    2/3
    4/9
    6/13
    7/17
    7/21
    TOTALS18/3430/7148/12644/11649/156
    2/3
    4/9
    6/15
    6/17
    6/24
    TOTALS17/3525/5931/8926/7635/128
  • 10.4 River Invasions: Only USA infantry can invade. Invading infantry can retreat by river for the duration of the invasion battle (only). River Invasions and River Crossings (10.6) to Neutral hexes require two (2) strategic moves per unit. River Invasions are prohibited to bluff hexsides if the hex is defended. The following hexsides are bluffs: Grand Gulf (both MS river hexsides); Vicksburg (both MS river hexsides); Haynes Bluff (both Yazoo river hexsides); Fort Pillow (both MS river hexsides); Island #10 (North MS river hexside only); Columbus (both MS river hexsides).
  • 10.6 River Crossings: River Crossings are permitted south of a CSA occupied fort - this is how Grant bypassed, besieged, and then captured Vicksburg. Remember, River Crossings cannot be used to attack, and cost two (2) strategic moves per unit if the destination hex is enemy-controlled or neutral.
  • 11.3 Supply Sources: Control of enemy Supply Sources is no longer worth Victory Points. Instead, controlling each enemy Supply Source reduces the CSA by 2 RPs, and the USA by 3 RPs for as long as control is maintained. The Union may not trace supply up the Mississippi from New Orleans.
  • 11.3 Supply Lines: The Union can supply units adjacent to a supplied major river hexside. Example: Vienna, IL can be supplied via the Mississippi or Ohio rivers. Adjacency for Supply purposes can be traced across a major river. Example: The CSA could supply forces in Cincinnati if they control the state of Kentucky.
  • 12.41 Cadre Deployment: Cadres may be placed in unsupplied towns or cities but cannot be built up beyond 1cv. CSA can build one (1) cadre in Knoxville (supply source) if it is friendly. The CSA can also build one (1) cadre in Little Rock, AR. USA can build up to three (3) cadres in each of St Louis and Louisville. Only one (1) CSA cadre can be built in these cities if they are under CSA control.
  • 13.1 1861 Scenario: The 1861 scenario favors the CSA in the West. To balance the game: +1 VP for US on Victory Track; +1 to US Supreme (now 3cv); -1 to CSA KY HQ (now 2cv). Louisville has a nominal Garrison 2, and Frankfort a nominal Garrison 1. These units (Kentucky Militia) become active (and defend their cities) if Kentucky Neutrality is violated. If the CSA invades Kentucky, they become USA units, and if the USA invades they become CSA units. These units function like any other Garrisons.
  • 13.3 Unit Transfers: The Forrest unit can be transferred to the eastern theater. Brigade units can be transferred to the western theater and may also be built there.