Shenandoah: Jackson's Valley Campaign
Shenandoah: Jackson's Valley Campaign Rulebook
Table of Contents
Table of Contents
Game Equipment
- Game Map
- 71 blocks (39 blue, 32 gray)
- Label sheet (for blocks)
- USA Order of Battle Card
- CSA Order of Battle Card
- Dice (4)
- These rules
1.0 Deployment
Choose sides. Set up blocks on each Order of Battle (OB) card.
Deploy on the map all blocks at their indicated strength and location. Detachments are added to play as noted in 4.3 and 7.4.
Sidebar: Rulebook Organization
This rulebook is formatted so that the sidebar (right column) contains definitions, examples, design notes, optional rules, and suggestions to help you understand and enjoy the game.
Sidebar: Living Rules
The latest rules for this game are maintained on the publisher's website for free download: www.columbiagames.com/shenandoah
Sidebar: Initiative
Random initiative simulates the uncertainty of warfare. Bad things can happen. The player moving second in a Game Turn may move first in the next Game Turn. Getting two turns in a row can upset the best of enemy plans. Coping with the chaos this system can produce is more realistic than fixed alternating turns.
Sidebar: Historical Note
When the USA supreme commander McClellan sought to defeat the CSA with his bold if risky Peninsula Campaign, he pledged to leave sufficient forces around Washington to protect the capital. President Lincoln soon came to believe this was not true.
The CSA leadership sought to upset the USA plan with a flanking campaign in the Shenandoah Valley. Jackson's brilliant success in the Valley caused Lincoln to fear for Washington. He refused to allow a large USA corps at Fredericksburg to move south to attack Richmond and used part of that corps to reinforce USA troops in the Valley.
Jackson eventually defeated USA forces triple his size in the Valley, yet was still able to leave and defend Richmond against McClellan. It is a campaign still studied at war colleges everywhere.
2.0 Game Turns
Shenandoah is played over sixteen (16) Game Turns, each simulating three (3) days of real time. Game Turns have four (4) Phases, played in the sequence given:
2.1 Initiative Phase
To start each Game Turn, both players roll two six-sided dice (2d6). High total is Player 1 for this Game Turn. CSA win ties.
Exception: CSA is always Player 1 on Game Turn 1. No roll is made.
2.2 Movement Phase (5.0)
Player 1 goes first, then Player 2. Battles are fought after both players have moved.
Player 1 activates any/all friendly HQs for command by turning them face-up in their current town. Any/all blocks within Command Range of an active HQ can move. If attacking or reinforcing, blocks can move one town only; otherwise they can move one or two towns. After movement is complete, active HQs are reduced one (1) step and can then move normally.
Player 2 now repeats the Command and Move actions for his blocks.
2.3 Battle Phase (6.0)
Battles are fought between opposing blocks in the same town. They are fought one by one in any sequence chosen by Player 1. The first round of combat is mandatory. The attacker for each battle must win by the end of round 3, or retreat during round 4.
2.4 Supply Phase (7.0)
After all battles are resolved, both players get Supply Points (SP). Player 1 goes first, then Player 2. Players build steps on friendly blocks, including HQs, and receive one detachment. Only blocks that can trace a supply line to their Supply Base, are eligible to receive SPs. Supply points may not be saved for later use - use 'em or lose them.
3.0 Map
3.1 Towns
Towns govern the location and movement of blocks. Blocks move from town to town along the connecting roads. Major Towns have a numeric value which equals Victory Points (VPs).
3.2 Town Control
Town control is determined by the current location of blocks and is important for command, attacks, retreats, and supply. Towns can be either Friendly, Enemy, Contested, or Neutral.
3.21 Friendly towns contain one or more friendly blocks. Vacant major towns are friendly to the USA (blue) or CSA (red).
3.22 Enemy towns are those friendly to the enemy player.
3.33 Contested towns contain blocks of both players awaiting Battle Resolution. They are currently friendly to neither player.
3.34 Neutral towns are vacant minor towns. They are controlled by neither player. Vacant major towns are never neutral (see 3.21).
IMPORTANT: Changes to town control are effective immediately. Vacated minor towns are immediately neutral. Similarly, attacking an enemy town, immediately converts it to a contested town until that battle is resolved.
3.3 Stacking Limits
There is a limit to the number of blocks that can be located in any town during each Supply Phase. This is equal to four (4) blocks plus two (2) if located on a Pike or Railway.
Example: Strasburg is located on the Valley Pike. It can therefore supply six blocks (4+2).
Blocks can "overstack" during movement, or to fight a battle, but those that exceed supply limits (owner choice) during the Supply Phase are each reduced by one step.
Example: Harrisonburg has eight (8) CSA blocks at the beginning of a Supply Phase. Two (2) blocks (CSA choice) must be reduced by one (1) step each.
3.4 Roads
Several classes of road appear on the map: pike (thick) and road (thin), and trail (dashed). Different amounts of blocks can use these roads each Move Phase.
- Pike: Move 12, Attack 6
- Road: Move 8, Attack 4
- Trail: Move 4, Attack 2
- Ferry: Move 2, Attack 1 (See: 3.6)
3.5 Bridges & Fords
Most river crossings are shown as bridges. However, since nearly all bridges were destroyed during the campaign by retreating armies, they are treated as fords.
Blocks that Attack or Reinforce over a bridge or ford are subject to -1 (C2=C1) firepower on their first combat round. Thereafter they fire normally.
Note: Because artillery are already -1 (A2=A1) when they attack/reinforce on their first combat round, they are (A2=A0) to attack/reinforce over a bridge or ford, meaning they cannot fire at all in their first combat round. Remember that a block's first combat round might be round 2 or round 3.
Note: Where a section of road crosses two (or more) bridges or fords the effect is the same as one.
3.6 Ferries
Two river crossings of the Shenandoah River are named ferries. They have Move/Attack limits of 2/1, and the attacking block is -1 fire (C2=C1) on its first combat round.
3.7 Gaps
Passes through mountain terrain in Virginia are called "gaps". Dozens of them existed to cross the Blue Ridge and Shenandoah mountains. Only the gaps that could be used by brigade sized forces are shown on the map.
Named gaps are all located on trails (broken lines). They have Move/Attack limits of 4/2.
Gaps also affect supply lines. See 7.32.
Sidebar: Rivers
Virginia rivers run high in May and June, impassable except at bridges and fords. Most bridges were destroyed by retreating armies.
Sidebar: Valley Pike
The highway that ran from Staunton north to Martinsburg was a tollway built by private and state funding in the 1830s. Up to the Civil War, the road was the only macadamized road in Virginia. This method of construction used a thick surface of angular small stones and stone dust compressed by traffic to form an all-weather road. The macadamized road enabled fast movement of heavy wagon trains and gun carriages, even during rainy weather when normal dirt roads turned to mud.
Sidebar: The National Road
A macadamized road that connected Baltimore with the Ohio River, and eventually west to the Mississippi. Built between 1815 and 1825, it was the first federally funded road. The name is sometimes applied only to the road from Cumberland westward, but contempory Civil War maps also record this name from Cumberland eastward.
Sidebar: Port Republic
A town located where the North and South rivers merged to become the South Fork of the Shenandoah. Port Republic was a depot to ship local goods downriver to Harpers Ferry, and then to ports on the Potomac.
Sidebar: Design Note
The Valley Campaign is a difficult one to simulate historically. USA commander Banks believed by mid-April that Jackson had left the Valley for Richmond, and reported this to Washington. On May 1st, Lincoln ordered Shields division transferred from Banks to McDowell's corps at Fredericksburg. However, not until May 12th, (Turn 3) did Shields actually leave New Market for Fredericksburg via Luray, Front Royal, and Manassas Gap. Ewell's CSA division at Standardsville could easily have intercepted Shields on that march, but did not. Shields actual withdrawal begins four days after Jackson has defeated Fremont's advance brigades at McDowell, and has then pursued them as far as Franklin.
Clearly, Banks and Shields had no idea Jackson has won this battle, partly because General Fremont reported it by telegram as a minor skirmish and tactical retreat. USA players are not obliged to mimic this foolishness.
Sidebar: Fog of War
Fog of War is a great feature of all block games. Except in combat, the blocks stand upright, their label facing the owner. This promotes bluff and innovative strategies because players are never sure of the strength or identity of an enemy block. Like all successful generals, you must be bold and decisive in an atmosphere of doubt and deception.
Sidebar: Step Reduction
The current strength of a block is the number on the top edge when the block is standing upright. For each hit taken in combat, strength is reduced by rotating the block 90 degrees counter-clockwise. (The rulebook diagram shows the same block at 3-2-1 strength.)
4.0 Blocks
The blocks represent USA (blue) and CSA (gray) forces. One sheet of die-cut labels is included. One label must be attached to each block, blue on the blue blocks, and butternut on the gray blocks. Lightly position each label, ensure it is straight, then press firmly.
4.1 Block Data
4.11 Block Strength: The current strength of a block is the number on the top edge when the block is standing upright. Strength determines how many six-sided dice (d6) are thrown for a block in combat. For a block at strength 3, roll 3d6 (three six-sided dice).
4.12 Step Reduction: blocks have a maximum strength of 4, 3, 2, or 1. HQs have a zero (0) step. For each hit taken in combat, the block's current strength is reduced by rotating the block 90 degrees counter-clockwise. See sidebar.
4.13 Firepower: a letter and number such as A2 or C1. The letter reflects quality and range, the number is the maximum roll that scores a hit in combat.
Example: a block rated B1 scores a hit for each "1" rolled, and one rated B2 scores a hit for each 1 or 2 rolled.
(Block diagram: the label shows Division, Brigade, Strength (e.g. 3) and Firepower (e.g. B2).)
4.2 Block Types
4.21 Headquarters (HQs) represent a general, headquarters staff, couriers, and an escort guard. They are treated like other blocks for movement, combat, and supply. HQs have a unique command ability, see 5.0.
The CSA has 3 HQs: Jackson, Johnson, and Ewell, each commanding their own divison. Jackson is the overall commander in the Valley and may also command any/all units of Johnson and Ewell.
The USA has 3 HQs: Banks, Fremont, and Shields, each commanding their own division. There is no overall USA commander in the Valley.
Each HQ has a detachment HQ that can be used to replace an eliminated HQ or to act as a secondary leader.
4.22 Infantry: a crossed rifle-musket symbol. They represent brigades of 600 to 2400 men. Most infantry have combat ratings of C1 or C2, but a few elite brigades are rated C3.
4.23 Cavalry: a crossed saber symbol. They represent battalions of 200-600 men. Cavalry may retreat during the first Battle Round. They are rated B1 or B2, but are +1 (B1=B2) in pursuit (6.73).
4.24 Artillery: a crossed gun symbol. They represent brigades of 2-4 batteries. They have firepower of A2 which reflects the superior range of artillery. Attacking artillery are -1 firepower (A2=A1) on their first combat round; defending artillery are normal.
4.3 Detachments
Detachments exist for each division. They are one step blocks and represent small forces that can be deployed during the Supply Phase. See: 7.4.
4.4 Harper's Ferry Garrison
The Harper's Ferry Garrison is a static defense force which is not permitted to move, including Retreat or Regroup. If attacked they must win or be eliminated.
Sidebar: Block Types
| Type | CSA | USA |
|---|---|---|
| HQs | 3 | 3 |
| Infantry | 9 | 14 |
| Cavalry | 2 | 3 |
| Artillery | 3 | 4 |
| TOTAL | 17 | 24 |
Detachments: both sides also have fifteen (15) detachments not listed above.
Sidebar: Jackson's Command
The USA suffered from a divided command. Banks, Shields and Fremont had separate commands and supply lines. Jackson, on the other hand, had a unified command. This significant advantage for the CSA is reflected in the command rules.
Jackson, located in Staunton, can command any CSA blocks located there, or in any of the five adjacent towns: Buffalo Gap, Churchville, Mt Sidney, Heritage, and Waynesboro.
Ewell's division is outside Jackson's command range and requires a separate activation for movement.
Sidebar: Road Junctions
A few road junctions occur outside a town due to river terrain. Examples are Sharpsburg, Front Royal, Harper's Ferry, and Port Republic. Such junctions are treated as if they were located in the town. Move/attack limits apply separately to each road.
Example: Port Republic has one road and one trail joining east of middle ford. However, blocks cannot bypass enemy blocks located in Port Republic. Four (4) blocks can attack from Conrad's Store and two (2) blocks from Brown's Cove (one group being reinforcements).
Sidebar: Major-General James Shields
A native of Ireland, U.S. senator, and former governor of Oregon, Shields was given command of a division by his good friend, President Lincoln. That military career began well when his division, assigned to Banks' command in the Valley, defeated Jackson at Kernstown in March 1862. Shields later basked in the glory of being the only USA general to defeat Jackson in battle, but in fact was abed in the hospital with a minor wound when Kernstown was fought. After Kernstown, Shields' division transferred to McDowell's Corps at Fredericksburg. Ordered back to the Valley on May 27 (Turn 8) in response to Banks' defeat at Winchester, Shields recaptured Front Royal on May 30 and came very close to trapping Jackson when he united with Fremont at Strasburg. Shields then returned to Front Royal to advance (slowly) up the Page Valley. His division, poorly handled, was routed by Jackson at Port Republic on June 9th (Turn 12). That defeat cost Shields his command and he retired from the army in March 1863.
5.0 Movement
5.1 Command
The first action in a Player Turn is to activate (turn face-up) as many HQs as desired. Non-active HQs cannot move. After commanding movement, each active HQ is reduced one (1) step, and can then move normally. HQs at zero (0) strength cannot activate, but may straggle (5.13) at risk of elimination.
5.11 Command Range (CR): All HQs have a command range (CR) of one (1). This means that HQs command in the same and/or in adjacent towns.
5.12 Command Integrity: HQs may only command blocks from their own division. Exception: CSA Jackson HQ may command any CSA block within command range.
5.13 Stragglers: Blocks without command can move one town, subject to a straggler die roll:
- 1-3: lose one step; elimination possible
- 4-6: no loss
Straggler blocks may attack or reinforce normally. Unpinned blocks in a contested town may leave the battle with a straggle roll. Make all straggler rolls after all friendly movement is done.
5.2 Movement
Players are never compelled to Move. They can do nothing if desired. Blocks only move once per Player Turn, except to Retreat or Regroup. When a block has finished moving, turn it face-down to show that it cannot move again this turn.
All movement must be completed before the Battle Phase starts.
5.21 Road Limits: Road Limits depend on road type and whether they are attacking or just moving. (see 3.4). Blocks can start their move from different towns, but once the maximum Move or Attack limit is met for any road section, it is closed to further movement (except retreats and regroups) for this Player turn. However, both players get this maximum, meaning Player 2 can move along a road that Player 1 has used.
5.3 Movement Rates
All blocks can move only one town if they attack or reinforce. They can move one or two towns if not attacking.
5.4 Pinning
Player 1 attacking blocks prevent an equal number of Player 2 defending blocks from moving - ignore reinforcements (6.5) for pinning. If there are less attacking blocks than defending blocks, Player 2 chooses which blocks are pinned. Unpinned blocks may leave the battle, using any roads not used by Player 1 to attack, and may even attack or reinforce adjacent towns.
Important: Pinned HQs cannot activate or straggle (5.13). Unpinned HQs may activate and command normally, or move with a Straggle Roll.
5.5 Player 2 Movement
Player 2 can activate any HQs to command unpinned blocks to move. Options are:
- Move one or two towns normally, with no attacks. Move Limits apply.
- Attack adjacent enemy towns. Battles are resolved normally. Attack Limits apply.
- Reinforce contested towns. Attack Limits apply.
5.6 CSA Rail Move
CSA is permitted to move by rail on the Virginia Central RR. This railroad runs from Charlottesville in the southeast, to Buffalo Gap in the southwest. Blocks located in a railroad town(s) can move along the railroad to another railroad town(s). They cannot attack or reinforce, nor leave a battle even if unpinned. Normal HQ command is required.
Rail movement on other railways is prohibited by either player.
5.7 Off-Board Movement
Blocks cannot move off-board, nor can they Regroup or Retreat off-board. Exception: Shields' division, 8.1.
Sidebar: Battle Sequence
The sequence of fighting battles is determined by Player 1. Consider the effect of attacking an enemy group with just one block. This may not pin all enemy blocks in that town but, because changes to town control are effective immediately, it will deny retreats or regroups into that town until this battle is resolved. This tactic is less effective for Player 2 because Player 1 controls battle sequence.
Sidebar: Battle Turn (example)
The USA defends Winchester with 4 blocks: A2 Artillery, B1 Banks HQ, C1 and C2 Infantry. The CSA attacks from Newtown with 5 blocks: B3 Jackson HQ (after command), A2 Artillery, B1 Cavalry, C3 Infantry, and C2 Infantry. The sequence of battle turns per battle round:
- USA A2 Artillery (A2 defense)
- CSA A2 Artillery (A1 offense) (1)
- USA B1 Banks HQ
- CSA B3 Jackson HQ (2)
- CSA B1 Cavalry (2)
- USA C1 Infantry
- USA C2 Infantry
- CSA C3 Infantry
- CSA C2 Infantry
(1) In round 2, CSA artillery is A2. (2) The two CSA "B" blocks can fire in any order, as can the two USA and CSA infantry.
Sidebar: Battle Reinforcements (example)
CSA attacks Front Royal from Strasburg with artillery 3A2, cavalry 3B2, infantry 3C2, and Infantry 2C2, the maximum number of blocks that can attack along the road. USA has infantry 2C1 defending, but reinforces with infantry 3C2 and artillery 3A2 from Newtown. These two USA blocks are reinforcements and do not arrive until Round 2. The CSA units eliminate USA infantry in round 1, so they become the defenders of Front Royal in later rounds.
Round 1
- CSA 3A2 Artillery (A1 offense, one hit)
- CSA 3B2 Cavalry (misses)
- USA 1C1 Infantry (misses)
- CSA 3C2 Infantry (fires & eliminates USA C1, ending the round)
CSA is the defender for later rounds.
Round 2
- CSA 3A2 Artillery (A2 defense, one hit)
- USA 3A2 Artillery (A0 offense, no fire) (1)
- CSA 3B2 Cavalry (one hit)
- CSA 2C1 Infantry (misses)
- CSA 3C2 Infantry (misses)
- USA 2C2 Infantry (retreats) (2)
(1) This is first battle round for the reinforcing USA artillery and a river was crossed. (2) This is optional, but wise. USA artillery fired and cannot retreat this round.
6.0 Battles
Blocks entering an enemy-occupied town are attacking; the enemy blocks are defending. Blocks may attack or reinforce (6.5) from multiple towns subject to command (5.1) and attack limits (6.2).
6.1 Battle Sequence
Battles are fought one by one after both players have moved. Player 1 determines battle sequence. Reveal blocks in the first battle by tipping them forward at current strength. After that battle is completed, stand all blocks upright, regroup (6.8) as desired, then Player 1 selects the next battle.
6.2 Attack Limits
Attack Limits are half (50%) of Move Limits. Hence, only six (6) blocks can attack along a Pike, four (4) along a Road, and two (2) along a Trail. Bridges and Fords do not affect Attack Limits, but do have combat penalties (See: 3.5). Ferries have both Attack Limits and combat penalties.
6.3 Battle Rounds
All battles are fought over four rounds or less. The first round is mandatory (except for Cavalry), but blocks can retreat in later rounds. The attacker must retreat in round 4 unless the battle is won.
6.4 Battle Turns
Each block has one battle turn per battle round. In its turn, a block may either Fire or Retreat. Retreat is not allowed in round 1, except for Cavalry. The sequence of turns depends on firepower ratings. "A" blocks go before "B" blocks, then "C" blocks. With the same letter code, the defender goes first. See sidebar.
6.5 Reinforcements
When attacking via two or more roads, one attack (attacker choice) must be declared the Main Attack. Blocks attacking along other roads are Reinforcements.
Reinforcements do not fire, retreat, or take hits in Round 1. They arrive and take normal combat turns at the beginning of Round 2.
As with attacking artillery, reinforcing artillery have -1 firepower in their first battle round, which could be round 2 or 3.
6.51 Defender Response: Blocks moved by Player 2 to a battle started by Player 1 are reinforcements. Reinforcements using one declared road (Player 2 choice) arrive at the beginning of round 2; those using other roads arrive at the beginning of Round 3.
IMPORTANT: Battlefield Control changes if the Attacker wins in Round 1 before Defending reinforcements arrive. The Attacker is now the Defender for all later rounds.
6.6 Battle Hits
Each block in its battle turn rolls as many dice as its current strength. A hit is scored for each die roll equal to or lower than the block's firepower.
Example: A brigade with three steps rolls 3 dice. It it has C2 combat, rolls of 1 or 2 are hits.
Note: Firepower is reduced (C2=C1) when attacking or reinforcing across rivers. See 3.5.
Except as noted in Counterbattery 6.63, enemy blocks cannot be targeted. Each hit is applied separately to the strongest enemy block at that instant. When two or more blocks share the highest strength, the owner chooses which to reduce. Blocks at their lowest strength are eliminated if they take one more hit.
Note: combat is not simultaneous. All hits are applied immediately.
6.61 Eliminated Blocks: Blocks losing their last step are permanently eliminated. Place them off-board, standing upright and hidden to be counted as Victory Points (VP). See 8.0.
6.62 HQ Elimination: HQs are eliminated if they are at zero strength and take one more hit. The eliminated HQ is counted as 2vp for the enemy player. Eliminated HQ detachments are worth 1vp.
6.63 Counter Battery: Artillery units may target enemy artillery units. This must be declared before firing an artillery. Hits scored are all taken on the enemy target; surplus hits are wasted. If not declared, artillery fire hits are distributed normally.
6.7 Retreats
Each block may retreat in its battle turn (instead of firing). Blocks can not retreat on round 1, except cavalry. Blocks can never retreat off-board.
6.71 Retreat Limits: Attack limits (6.3) apply to retreating blocks each Battle Round. Blocks can never retreat to enemy-occupied or contested towns. Blocks can always retreat to vacant towns, even major towns.
6.72 Attacker Retreats: Attacking blocks can retreat on their battle turn starting in Round 2 and must retreat during Round 4. Attacking blocks can only retreat via roads used (at the instant of retreat) to attack/reinforce.
6.73 Pursuit Round: When a battle lasts into a 4th round, attacking blocks must retreat on their normal battle turn. Blocks that cannot retreat when required are eliminated. Defending blocks fire normally on their battle turn, except cavalry are +1 firepower (B1=B2).
Example: Attacker has Artillery A2 and Infantry C2. Defender has Cavalry B1 and Infantry C2. Round 4, the attackers must retreat. Sequence:
- Attacker Artillery retreats (no fire)
- Defender Cavalry fires B2 (+1)
- Defender Infantry fires C2
- Attacker Infantry retreats.
6.74 Defender Retreats: Defending blocks can retreat on their battle turn starting Round 2. Retreat is made to adjacent towns, except along roads used by the attacker.
6.75 Overstacked Retreats: Blocks can retreat into fully stacked towns, subject to overstacking (3.3).
6.8 Regroups
When a battle ends the victor may instantly Regroup. Any/all victorious blocks (including any reinforcements) can move to any adjacent town(s) that are friendly or vacant, even major towns.
Important: attack limits (6.2) apply to Regroups. Each regroup must be made before fighting the next battle.
Sidebar: Battle Hits Example
USA 3-step block rolls two hits against two CSA blocks, one 2-step and one 3-step. The first hit must be taken on the 3-step CSA block because it has the most steps. The CSA player may apply the second hit to either block because they both now have two steps.
Sidebar: Retreats & Regroups
Town control applies at the instant of Retreat or Regroup. Retreat and Regroup destinations in one battle may change available retreats for battles fought later that same Battle Phase.
Sidebar: Retreat Roads
Attacking or reinforcing along a road makes it available for retreats by any attacking blocks, provided the destination is not enemy-occupied. If reinforcing blocks arrive as defenders, they retreat like defenders. If they arrive as attackers (because the original attacker won in round 1) then they retreat as attackers, meaning only along a road(s) they used to reinforce.
Be aware that players can interfere with enemy retreat options by occupying towns adjacent to a battle. Player 2, in particular, can create havoc by moving to cut retreats.
Remember that retreat limits apply per round so that it is possible to extricate an army over time - if it survives long enough.
Sidebar: Command Seniority
Should Jackson fall, CSA central command devolves to Ewell, then to Johnson (should Ewell fall).
There is no central commander for the three USA divisions. HQs that fall can only be replaced with their own HQ detachment, built normally.
7.0 Supply Phase
7.1 Supply Points
After all battles are resolved, both players get Supply Points (SP), CSA 2sp and USA 3sp. Players expend their SP to add steps to existing blocks. Any unused SPs are forfeit.
Each block can receive only one step of replacements per Supply Phase.
7.2 Supply Bases
The CSA has two Supply Bases:
- Charlottesville (Ewell)
- Staunton (Jackson & Johnson)
The USA has three Supply Bases:
- Hagerstown (Banks)
- Cumberland (Fremont)
- Salem (Shields)
Divisions must trace supply lines to their own Supply Base.
7.3 Supply Lines
To be in supply blocks must be able to trace a continuous Supply Line via Friendly or Vacant towns back to their division's Supply Base.
Exception: Supply Lines cannot be traced via vacant, major enemy towns.
Unsupplied blocks command, move and fight normally, but cannot receive SPs until their Supply Line is reopened.
7.31 Good Supply: Supplied blocks have a replacement step cost of 1sp regardless of type.
7.32 Bad Supply: Supply traced via a Mountain Gap(s) is Bad Supply. Blocks with Bad Supply have a replacement cost of 2sp per step. Detachments cannot be deployed with blocks in Bad Supply.
Exceptions: Because of railway links, the USA can trace good supply via the Manassas Gap, and the CSA can do the same via Rockfish Gap.
7.4 Detachments
Each player has a pool of fifteen (15) detachments upright off map. Each Supply Phase, players choose one (1) free detachment and deploy it on the map. Detachments must be deployed with block(s) of the same division in good supply, subject to stacking limits.
NOTE: HQ detachments are deployed at strength zero (0) and can then be raised to strength 1 on a later Supply Phase by expending 1SP as normal.
Eliminated detachments count for victory points, see 8.0.
Sidebar: Supply Phase
This phase simulates a complex variety of battle effects, such as restocks of ammunition, and resting and rallying troops.
Sidebar: Shattered Brigades
Brigades are rarely eliminated in battle, but some had more than 50% losses, which effectively removes them from combat. Blocks eliminated in game play are really "shattered brigades".
Sidebar: Vacant Enemy Towns
Blocks cannot trace supply through a vacant, major, enemy town, but they can retreat or regroup to such towns. Stopping the passage of wagons is relatively easy compared to a fighting or fleeing brigade.
Sidebar: Detachments (optional)
Detachments can also be created by reducing an existing brigade by one step. During a Supply Phase, deploy a chosen detachment of the same division and type (infantry, cavalry, etc.) in the same town. Thereafter, the detachment functions as an independent unit, but can later merge with the same or another brigade.
Detachments can merge into a brigade of the same division and type when located in the same town during a Supply Phase. Raise the brigade by one step and return the detachment to the pool. Non-detachment blocks cannot merge.
8.0 Victory
Victory is gained at the end of Game Turn 16 (June 19-21) by the player with the highest VP total. Both players gain VP as follows.
- 1vp per eliminated enemy block, except 2vp per HQ, and one half (1/2) vp per detachment (1vp per detachment HQ).
- VP value of enemy major towns occupied.
- The USA player also gains 1vp per Shields block off-board, see 8.1.
Note: VP totals are hidden from the other player by keeping eliminated and off-board blocks upright.
8.1 USA Shields' Division
Shields' division was transferred from Banks to McDowell's Corps at Fredericksburg, effective May 1, but was still gathering at New Market when this game starts.
The USA player has the option to keep the Shields' division in play, or move it off-board (normally) at Salem (only) before Turn 7. Off-board blocks are worth 1vp each to the USA player.
Shields' blocks may return after Turn 6 (move or attack into Salem) during any USA Move Phase. Command HQ is not required, but blocks must stop at Salem.
Shields' blocks that attack onboard (attack limit 4) cannot retreat off map but can regroup normally if they win.
Shields' blocks that re-enter cannot be counted as USA VP, nor leave the board again.
Shields' detachments cannot be deployed off-board.
9.0 Scenarios
9.1 Historical
Shields marched eastward out of the Valley between Turns 3 and 5, because neither he nor Banks were aware that Jackson had defeated Fremont's advanced brigades at McDowell. This allowed Jackson to advance and defeat the weaker Banks with more ease than should have been possible.
Players may wish to simulate this historical situation with these changes.
- Deploy Shields' division off-board near Salem. Each block is worth 1vp to the USA provided it remains there. However, one or more Shields' blocks may re-enter play at USA player discretion starting on Turn 7, (see 8.1).
- Shields' detachments cannot be deployed off-board. Hence, Shields' detachments cannot be chosen until at least one (1) of Shields' blocks enter the map.