Shiloh: The First Day
Shiloh: The First Day Rulebook
Table of Contents
Table of Contents
- PART ONE: EXCLUSIVE RULES
- Overview
- 1.0 Introduction
- 2.0 Terrain, Unit Counters, Markers & Chits
- 3.0 Unit Stacking
- 4.0 Sequence of Play
- 6.0 Artillery Phase
- 7.0 Chit Draw Phase
- 8.0 Brigade Orders
- 9.0 Fire Combat
- 10.0 Movement
- 11.0 Close Combat
- 12.0 Cohesion Tests
- 13.0 Rally
- 14.0 End of Turn Procedures
- 15.0 Confederate Surprise
- 16.0 Scenarios
- Designer's Notes
- PART TWO: BLIND SWORDS SERIES RULES (Version 1.3)
- Series Rules 1.0 Introduction
- Series Rules 2.0 Unit Counters, Markers and Chits
- Series Rules 3.0 Unit Stacking
- Series Rules 4.0 Sequence of Play
- Series Rules 5.0 Command Decision Phase
- Series Rules 6.0 Artillery Phase
- Series Rules 7.0 Chit Draw Phase
- Series Rules 8.0 Brigade Orders
- Series Rules 9.0 Fire Combat
- Series Rules 10.0 Movement
- Series Rules 11.0 Close Combat
PART ONE: EXCLUSIVE RULES
Overview
Design Note: This is a military battle game, as such there is no representation of the political, societal, or cultural climate of the specific time period, circa Spring 1862. The game system is from Revolution's popular Blind Swords series that utilizes a chit-pull mechanic emphasizing the three "FOW's" of military conflict: Fog-of-War, Friction-of-War, and Fortunes-of-War. Blind Swords features the immersive experience of tactical American Civil War combat without a heavy rules load (please read the included standard Series Rulebook first).
The game can be enjoyed solitaire (play both sides as best you can), two-player (one Union/USA, one Confederate/CSA), or multi-player (with each participant taking one or more separate commands). Gameplay will include tense decision making, surprise, and variable strategies while also recreating a battlefield that accurately showcases the chaos of war.
Game Components
- 2 - 22x34 inch maps
- 1 - 15x19 inch scenario map
- 1 - 8.5x11 inch scenario map
- 1 - 11x11 inch scenario map
- 3 - 5/8 inch counter sheets (176 counters per sheet)
- 4 - 8.5x11 Player Aids
- 2 - 11x17 Player Aids
- 2 - Brigade Activation Displays
- 1 - Scenarios Special Rules Summary card (8.5x11)
- 1 - General Records Track
- 1 - Series Rulebook
- 1 - Exclusive Rulebook
- 1 - Scenario Rulebook
- 1 - Game Box (or zip bag)
- 2 - Six-sided Dice, one red and one white (boxed version only)
1.0 Introduction
Shiloh: The First Day is a simulation of maneuver and combat that occurred in the southwest portion of Tennessee on April 6, 1862. (See the introductory text above for the historical background.)
2.0 Terrain, Unit Counters, Markers & Chits
2.1 Unit ID & Organization: Unless otherwise noted, Infantry Regiments (or rarely Battalions) belong to a color-coded BRIGADE, with each Brigade belonging to a DIVISION (or in some cases, a CORPS and in one case Stuart being independent). Artillery (including Gunboats) has no color band designations because all Batteries are INDEPENDENT; they do not belong to any Brigade or Division. Play Note: See 16.7 special rules for the colorless Independent Regiments of 15 IA, 16 IA, and 23 MO.
Note: The terms "Battleworn" and "Depleted" are used interchangeably in these rules.
2.1a Cavalry Units: There are no Cavalry units in this game. Historical Note: Due to the inhospitable terrain, lack of doctrine, and other various assigned functions (flank guards, scouting, provost duties, ammunition delivery, etc.), Cavalry did not play a pivotal combat role at Shiloh on the first day. We do have several event chits to show the cavalry actions that did have battlefield importance.
2.1b Divided Regiments: Some of the largest Regiments are split into a and b units. Each half functions as a separate unit; there is no requirement to keep the two pieces together.
2.3 Brigade Activation Status Markers: Brigade Activation markers are provided to assist players with tracking which Brigades have been activated this turn (as shown on the reverse side of the markers). These Brigade Activation markers serve a dual purpose in Shiloh: The First Day, also helping to record Union Alert status for each Division and its Brigades; see 8.7. IMPORTANT: Unlike Activation chits, these Brigade markers never go into the draw cup; they exist solely for player reference. Play Note: Brigade Activation Display Cards are included to assist players in keeping their Brigade Activation markers organized.
2.9 Game Scale: Each map hex is approximately 150 yards across. Infantry units represent individual regiments (or battalions, and rarely companies) with each Strength Point being roughly equal to 50 effectives. For Artillery Batteries (or sections), one Strength Point usually equates to 1 gun. Each Game Turn approximates 30 minutes of real time.
2.10 Map Terrain Features: Various types of terrain are depicted on the map and are identified on the Terrain Key on the Player Aid.
Design Note: The Shiloh battlefield was mostly wooded with terrain that affected movement, combat, command, and Line-of-Sight (LOS). Also fought over were multiple open fields and rises. Several modifications to the standard Blind Swords system rules have been included to account for these factors. Please pay particular attention to these rules while referring to the included Terrain Effect Chart (TEC) on the player aid.
At various locations throughout the map, elevation numbers have been printed to aid the players with movement and Line-of-Sight (LOS). For example, hex 3204 on Map A is Level 1, adjacent hex 3205 is Level 3, and hex 3105 adjacent to that is Level 4. IMPORTANT: The majority terrain (at least half the hex) is considered to fill the entire hex (this can affect LOS and Obscured fire), except for Partial River hexes (3.1c).
- Bridge: Negates the movement effects of the creek.
- Buildings: No effect on gameplay and are provided for historical reference or Victory Point purposes only. A hex with buildings still uses the majority terrain in the hex, as usual.
- Camp Hexes: (These only appear on Map B and Map 16.1). There is no extra MP cost for CSA units to enter a Camp hex. However, these hexes (regardless of which side controls the Camp) require a CSA Infantry unit to STOP their movement altogether, unless on a Road/Trail, due to looting, see 10.13. CSA Artillery cannot enter a Camp hex unless on a Road/Trail. Allows a USA Brigade which activates via a Limited (Failed) Activation to be given a Fall Back! Order (8.6). Camps otherwise have no effect on USA movement. IMPORTANT: Camp/Dot rules no longer have any effect starting at 12 PM. Play Note: Moving from a Camp to a Camp on a Road/Trail or from a Dot hex to a Camp does not incur any extra Movement Point cost for a CSA unit; a Camp is not a Dot hex, even when adjacent to another Camp.
- Clear Hex: 1 Movement Point (MP) to enter, no effects otherwise.
- Creek Hexside: Prohibited for all units unless at Bridge/Ford. Historical Note: Recent rains had significantly swollen the creeks.
- Dense Woods Hex: These are like Woods hexes but contain dense thickets and ravines. Firing out of Dense Woods incurs a -1 Left column shift. Firing over Dense Woods is a -1 left column shift. Firing into Dense Woods is a -2 left column shift. Artillery may not enter or exit a Dense Woods hex unless on Road/Trail. Units in Dense Woods cannot give nor receive Support.
- Pond Hex: No effect on movement or combat. Exception: 16.7 FOW Special Event Table roll.
- River Hex/Hexside: Only USA Gunboats (6.5e) can enter a full River hex. Infantry and artillery may enter a partial-river hex. Otherwise, a River hexside is impassable to all other units.
IMPORTANT: In a change from the series rules, up to 3 SP (total) of Artillery may Fire from a Woods hex if they otherwise would have a Line-of-Sight (LOS) to the target. When calculating Fire, start with the 3 SP as a base and then apply any applicable modifiers from there. All other modifiers (e.g., Range and Canister Fire) still apply. This does not apply to Dense Woods nor Marsh, as Artillery cannot fire from these hexes under any circumstances.
Historical Note: The woods at Shiloh today have changed from how they appeared back in 1862 (for example, Rhea's open Field is now half gone, overgrown with woods). Woods are not ideal for positioning a Battery (hence the 3 SP limit), but still being able to get some of the guns into action could yield results.
An Artillery unit moving along a Road/Trail into a Woods/Dense Woods/Marsh hex it would overstack in must pay 3 MP's (total) for that hex. Play Note: This represents the delay time incurred waiting for the other units to clear the road for the Artillery.
CSA Artillery may not enter a Camp hex unless on a Road/Trail. They are not required to Stop when entering such a hex.
Artillery: Several USA Artillery units have an asterisk () associated with their name. This means the Battery cannot conduct a normal move. *Artillery may move 1 hex only into a Clear hex or any hex via a Road/Trail. It cannot cross a slope, steep slope, creek, or stream hexside. *Artillery must at all times remain within 6 hexes of Pittsburg Landing (A2903). *Artillery units cannot Retreat (Eliminated instead). *Artillery cannot Rebuild.
IMPORTANT: The number of USA Artillery able to move is limited until the 10 AM Turn; see 8.7b.
3.0 Unit Stacking
3.1 Stacking Limits: The maximum number of Strength Points allowed in a single hex at the end of an activation is a maximum of up to 12 SP's total, or one unit if more than 12 SP's. Play Note: Artillery units do not stack at their full SP value; see the Artillery Stacking Chart on the Player Aid. Brigades arriving as reinforcements may freely stack in their entry hex, regardless of how many units or SP's are being placed or how long they remain in the Reinforcement hex.
a. Road/Trail hexes: If a unit is moving along a Road/Trail (whether in March Column or not) and wishes to use the Road/Trail rate (see the Terrain Effects Chart) upon entering a hex, the 12 SP stacking limit is enforced at all times, see Series Rules (SR) 10.5b.
b. Large Units: Some regiments exceed the 12 SP stacking limit as printed on their counter; such a unit is never considered overstacked when alone in a hex.
c. Rivers: Partial River hexes are considered land hexes and normal stacking is allowed for ground units. Gunboats may not stack with each other.
4.0 Sequence of Play
A new step is added to the End Turn Phase, checking for Wrecked Brigades, only when rule 12.9 is in effect (as noted by each scenario's Special Rules); see 8.6, 12.9 and 14.0.
6.0 Artillery Phase
All Artillery is Independent (not assigned to a Brigade or Division) and they arrive and move freely or fire in the Artillery Phase. Artillery has a Movement Allowance of 6 MP's. Exception: *Artillery - see 6.5 below.
6.5 Artillery Movement and Fire Considerations
An Artillery unit moving into a Woods (not Dense Woods) hex not using a Road/Trail uses all of its MP. Artillery leaving a Woods hex not using a Road/Trail uses all of its MP. Artillery may cross a Stream or Gentle Slope, but not a Slope or Steep Slope while entering or leaving a Woods hex not using a Road/Trail.
a. Close the distance! IMPORTANT: Instead of being restricted to not engaging the enemy during movement (see Series Rules), Artillery may move to a hex that is 2 hexes from the enemy if the LOS is Blocked between the enemy's hex and the hex that the Artillery is moving into. An artillery may also move to a hex that is 2 hexes from an enemy unit if it is stacked with a friendly infantry unit while entering that hex. An Artillery unit may never move adjacent to an enemy unit. Example: A USA infantry occupies hex B2115 and an CSA Artillery Battery wants to enter hex B2316 along the Trail. It may do so because the intervening Woods in B2216 Blocks the LOS. The CSA Artillery in hex B1917 cannot move to hex B1916 because of a valid LOS from the USA Infantry. If a CSA infantry were in hex B1916 it would be able to enter the hex.
b. Retreat: A Battery forced to retreat through any number of Woods hexes while not on a Road/Trail suffers an additional Depletion result, see Hazardous Retreat, 12.3.1. This includes a Retreat out of a Woods hex where no Road/Trail is present. Artillery forced to retreat across a Steep Slope (up or down) and not on a Road/Trail, are Eliminated (12.3). *Artillery units cannot Retreat and are eliminated instead (6.5).
c. Fire: IMPORTANT: In a change from the series rules, Artillery may Fire up to 3 SP (total) from a Woods hex. This does not apply to Dense Woods nor Marsh, as Artillery cannot fire from these hexes under any circumstances. All other modifiers still apply. When calculating Fire, start with the 3 SP as an absolute and then apply any applicable modifiers from there.
For example, two 4 SP Artillery batteries are located on Map B in hex 2112, a Woods hex with a Road. They may fire (see LOS, 9.1a for a series change) 3 SP's total (not each) on a target in hex 1812, at a range of 3. The Fire will be on the '2' column (-1L for the target being in an Orchard). The same Artillery units in 2112 could not fire at a target in hex 2109 because the two intervening (same level) Woods hexes in 2110 and 2111 will block LOS. Likewise, each Battery could not fire 3 SP at two different target hexes since the total Artillery SP that can fire out of Woods is limited to 3 SP.
d. Panic: Artillery is not affected by the Union Panic Depletion rule (during Confederate Surprise) described in 12.0b.
e. USA Gunboats: Play Note: These rules are only used in 16.5, 16.6 and 16.7; if not playing one of those scenarios, you can skip these rules entirely. These two units are treated as Artillery, but may not stack nor fire together. Gunboats may not be placed in partial River hexes, only full Tennessee River hexes (regardless of the proximity of enemy ground units). They may not be in a Creek hex. In the Artillery Phase (or Reinforcement Phase when they arrive), simply place a Gunboat into any Full River hex. Gunboats may Fire on their Turn of entry.
As indicated on the Combat Chart, Gunboats do not get the canister bonus at Ranges 1 and 2.
Gunboats cannot use, nor be targeted by, any event chits nor any form of combat.
IMPORTANT: Gunboats may only Fire in the Artillery Phase; they never Defensive Fire or Opportunity Fire. Gunboats don't move, so each Turn just place them in a Full River hex (cannot stack with each other) from which they can fire from. Gunboats do not need to trace a LOS in order to Fire, but they may NOT target any hex that is adjacent to any friendly unit. Gunboats ignore all modifiers except for terrain in the target hex, and range.
IMPORTANT: Gunboats fire on an entire enemy-occupied hex, not a specific enemy unit. They do not inflict casualties or retreats; if their initial roll produces any result other than 'No Effect' (i.e., any colored box is shown), don't roll again - simply allocate one MH to every enemy unit in the target hex plus one additional adjacent hex of the USA player's choice. For example, the Gunboat Tyler (7 SP) fires at a CSA occupied hex at a range of 6. This is Long (maximum) Range for a Gunboat so the SP firing is halved (down to 3 SP). With the target hex being in Dense Woods, shift two columns to the Left for a final Fire column of 1. A roll of 41-66 will inflict a Morale Hit on all CSA units in the target hex and in one adjacent hex. If a unit is hit by both Gunboats, it still only receives one MH.
Design Note: The range for Gunboats does not reflect the maximum distance that their guns could fire but is instead a limitation of the abstracted indirect fire LOS rule for them. Historical Note: Undirected Gunboat fire inflicted very few casualties, but the thunderous boom of flanking fire nonetheless had a powerful psychological impact on Confederate troops.
7.0 Chit Draw Phase
7.3 Drawing and Applying a Chit
- A. S. Johnston: Johnston is the Commander-in-Chief (CIC) of the Army of the Mississippi (AoM), once he enters play at 9 AM. When the chit is drawn, it must be played immediately (may not be Held). Starting at 2 PM, when seeding the cup to begin the Turn, make a casualty roll: on a 1-3, Johnston is eliminated. On a 4-6, there is no effect (roll again next Turn). Design Note: Johnston is already factored in to Confederate Surprise i.e., the 8 AM and 8:30 AM Turns, hence his appearance here at 9 AM. When Johnston is eliminated, immediately remove his CIC chit from the game (he cannot return). Replace him with the Beauregard chit (as a reinforcement) next Turn (i.e., put Beauregard's CIC chit onto the Turn Track as a 'reinforcement' for the next Turn).
- P. T. Beauregard: is the CSA replacement CIC when Johnston is eliminated (place Beauregard in the draw cup on the following Turn). When the chit is drawn, it must be played immediately (may not be Held). Play Note: Beauregard is not eligible to become a casualty since he was generally commanding from the rear.
- U. S. Grant: is the CIC of the Army of the Tennessee (AoT), and he affects only those Brigades (not units from Ammen's Brigade, who is from the Army of the Ohio). When the chit is drawn, it must be played immediately (may not be Held).
8.0 Brigade Orders
8.2a Union Attack Order Restriction: No USA Brigade can be issued an Attack Order until the 11 AM Turn. Play Note: So until 11 AM, a USA Brigade that Fully Activates can only be given a Defend (4 MP's), Maneuver (8 MP's), or Regroup (0 MP's) Order. If given an Attack Order via Command Confusion, treat the result as "No Order" (the Brigade does nothing).
8.3 Defend: A unit cannot remove a Low Ammo marker (9.1d) under a Defend Order.
8.4 Maneuver: Until the 10 AM Turn, neither the USA nor the CSA can use the March Column movement rate. They may still use the Maneuver Order, but March Column Rate is prohibited until the 10 AM Turn.
Historical Note: The Confederate battle plan was tightly fixed in staggered lines, and USA units were generally too disorganized or too far away to fully comprehend the depth of the Rebel attack in order to implement expedient March Column moves. This is not to say that March Column wasn't used early on - McClernand sent his alerted Brigades in column to the Corinth Road ridge, for example - but faulty communications invariably lead to mishaps and delays.
This rule does not affect Artillery Movement since they don't use March Column, see 8.7b for USA Artillery movement limitations.
8.5 Regroup Order: A unit that Rallies under a Regroup Order (or the Rally! Event Chit) may remove a Low Ammo marker in lieu of removing their Morale Hit(s).
8.6 Fall Back!
IMPORTANT: A new Brigade Order is introduced for this game, "Fall Back!".
When...
- A USA leader Activation (not via the CIC) die roll is Failed, and
- At least one of the subsequently chosen Brigade's Infantry units occupies any Camp or adjacent Dot hex (it doesn't have to be the Camp hex the Brigade setup in or closest to) or it occupies or is adjacent to a USA Headquarters (HQ, denoted per scenario).
...Then a Fall Back! Order may be given in lieu of a Limited Activation. The Order applies to all units of the entire Brigade regardless of their location and does not allow any fire, combat, rally, nor any other activity. The ONLY action allowed is a retreat of 2 hexes towards the NORTH or EAST map edge (or towards Pittsburg Landing), player choice per individual unit (i.e., one unit in the Brigade may go North while another goes East). Prohibited and Impassable terrain cannot be entered. Simply retreat all the Brigade's units back 2 hexes (no more and no less); they cannot remain Engaged nor Engage any enemy unit; if unable to comply, the unit is placed in the Eliminated Box (they have surrendered).
For example, while executing a Fall Back!, a USA Infantry unit passes a Marsh hex and then past a Steep Slope into a Dense Woods hex to complete its Fall Back! Order.
Opportunity Fire may be triggered by this retreat, including from the first hex of the retreat. Like all retreats units may not be overstacked at the end of the retreat.
Optional Rule -- Artillery stacked with or adjacent to a unit in a Brigade conducting a Fall Back! may also retreat 1 or 2 hexes North or East that they could normally move into IF they pass a Cohesion Test. Impassable hexes (e.g., prohibited Terrain or enemy units) still may not be entered. If the CR roll fails, the Battery stays in place and incurs a Morale Hit. If the Battery does retreat and it enters terrain that normally would be a Hazardous Retreat (e.g., Woods while not on a Road/Trail; see 12.3), then it Depletes.
For example, Miller's Brigade Falls Back! and Hickenlooper's fresh Battery is in hex B2617, adjacent to a Regiment of Miller. If Hickenlooper rolled a 4 or less, it could likewise fall back 1 or 2 hexes. If it retreats through one or two Woods hexes and isn't on a Road/Trail, it would Deplete. If Hickenlooper rolled a 5 or 6, the Battery would get a Morale Hit and remain in place. Play Note: This rule potentially gives Artillery additional survivability at the expense of some added rules load and additional die rolls.
8.7 Union Alert
A USA Division (and all its subordinate Brigades) is either Alert or Not-Alert. Play Note: Scenario Special Rules will specify whether a Formation is Alert or not, or whether this rule even applies at all.
For example, Stuart's Brigade automatically will be Alert to begin the 9:30 AM Turn of scenario 16.7, if he has not been Alerted earlier. Raith's Brigade starts 16.3, 16.4 and 16.7 Alert (per special rule) even though McClernand's Division is Not-Alert.
The USA player should use their Brigade Activation markers to denote which Divisions are Alert and which are Not-Alert. Put all of an Alert Division's Brigade Activation markers on the player's Activation card. Place Not-Alert Brigade Activation markers temporarily in front of you until the Division is Alerted, then move all of its Brigade Activation markers to the card. Place a "Sound the Long Roll" marker on each Brigade on the player's Activation card when the Brigade becomes alert. Exception: Col. Stuart's brigade ignores this rule.
IMPORTANT: An Alert Brigade can activate normally. A Not-Alert Brigade cannot Activate at all, but its units can issue any Fire at 50% (half) strength, regardless of the Fire type. Play Note: So there is no further reduction beyond 50% for Opportunity or Defensive Support Fire. Event chits may not be play on units in a Not-Alert Brigade, however Fog-of-War events may otherwise affect them (for example, Wayward Move from Fog-of-War may relocate a Not-Alert unit one hex).
There are two ways for a USA Division to become Alert:
(1) Any unit in the Division (or Stuart's detached Brigade in scenario 16.7) is targeted by any form of combat or has a LOS (may be Obscured) of 3 hexes or less to any CSA unit at any time. Alert all of a Division's Brigades NEXT TURN. However, Stuart activates this Turn (place his chit into the cup upon the activation trigger).
(2) The Union Alert chit is drawn from the cup (unless canceled by Fortunes-of-War); the USA player announces* one Division of their choice, to start Activation NEXT TURN (place its Leader - or the Division's Brigade Activation markers - on the Turn Track as a reminder). When in play, the Union Alert chit automatically goes into the cup each Turn until all USA Divisions are activated. Starting with the 10 AM Turn all USA Divisions that were not activated become activated and the Union Alert chit is removed from play.
*Optionally, for non-solitaire play, the USA player may conceal his Divisional choice by placing the Alert counter atop the chosen Leader counter so it cannot be seen. Remember to place the chits into the draw cup next Turn.
8.7a Sound the Long Roll
IMPORTANT: In Scenario 16.7, the first time ONLY that a previously Not-Alert Brigade becomes Alert (from the previous Turn) and it is chosen for Activation (Full Activation or Limited), roll a die for each Brigade after its Order is determined, but before implementing that Order. Compare that roll to the 'Sound the Long Roll' table on the player aid. The indicated result is the number of Regiments in that Brigade who now get a Shaken Marker (units chosen by the USA player), one per (max). Design Note: This reflects the confusion of USA formations hastily mustering and marching upon becoming aware of the sudden Rebel onslaught. Regiments already Alert to begin play are never affected by this rule, nor are units that don't Activate (e.g., they are canceled by Fortunes-of-War. Stuart's Brigade (16.7) likewise ignores this rule, as well.
For example, W. Wallace's Division was placed on Alert via the Union Alert chit drawn from the cup at 9 AM. At 9:30 AM, after his chit is drawn, W. H. Wallace passes his Leadership roll and Fully Activates Tuttle's Brigade, announcing a Maneuver Order. Before implementing that Order, a die is rolled (it's a '3') and the table is consulted, indicating 2 units are affected. The USA player places a Shaken marker on any two of Tuttle's Regiments, his choice. Then the Brigade goes on to execute its Maneuver Order. If Wallace had failed his Leadership roll, Tuttle's Regiments would still be given the Morale Hits.
If a Brigade initially doesn't Activate at all (say it's canceled via Fortunes-of-War) then it does not have to ever roll to satisfy this rule (i.e., it can subsequently Activate normally without rolling to see if any Regiments gets a Morale Hit).
NOTE: If 15 IA, 16 IA, or 23 MO (again, 16.7 only) is attached to a Brigade that has to roll to fulfill this rule, then they must likewise roll too. Play Note: if a Regiment(s) arrives as a Reinforcement after its Brigade has already made its first Alert rolls for its Regiments, the reinforcing Regiments do not have to make such a roll.
If the 'Command Confusion' chit is going to be played on a first time activating USA Brigade, then the chit must be played before the Brigade makes its 'Sound the Long Drum' roll; it cannot be played afterwards.
8.7b Union Artillery
The number of USA Batteries that may MOVE in the 8:00AM turn is 3, 8:30AM is 4, 9:00AM is 5, 9:30AM is 6; starting on the 10AM Turn, all Artillery may move (also located on Player Aid). Any USA Artillery Battery with a clear LOS that doesn't move may Fire in the Artillery Phase. Likewise a USA Battery which neither fires nor moves may Regroup (still 1 Regroup per turn per standard rules). For example, it is the 08:30 AM Turn therefore the USA player may move any four Batteries in the Artillery Phase of the Turn. He also has three Batteries with a clear LOS to a CSA unit, so those Batteries may Fire normally (if they didn't move).
8.9 Unassigned Units: Artillery is always Independent; Batteries Activate in the Artillery Phase and not with any Brigade, see 8.6 (optional rule) for a possible exception. Design Note: We have attempted to group Unassigned Infantry regiments with the formations they mostly fought with, or at least deployed to, for convenience of play. In the full scenario (16.7, "Bloody April") the USA player will have a choice of which Brigade to attach the Independent 15 IA (a and b), 16 IA (a and b), and 23 MO units to; see 16.7 Special Scenario rules for details.
8.10 Corps Commanders: Treat CSA Corps Commanders as you would standard Divisional Leader chits. Play Note: The Union had no Corps structure at Shiloh. The CSA Third Corps (Hardee) and Reserve (Breckinridge) Corps did not have a formal Divisional Command structure at Shiloh. For simplicity's sake we have included Hardee and Breckinridge leader chits for Activation of their respective Brigades.
Historical Note: Hardee did announce a quasi-Divisional formation under Hindman for two of his three Brigades just prior to the engagement. However, Hindman was wounded on the morning of the first day so we decided to go with Colonel Shaver for Thirds Corps' 1st Brigade, with Hardee as the (in game terms, Divisional) Commander.
9.0 Fire Combat
9.1 Firing Eligibility
a. Line of Sight (LOS): Elevation changes, Woods/Dense Woods/Marsh hexes, Orchard, and Steep Slope hexes may Obscure or Block Line-of-Sight, see TEC. USA Camps and their associated Dot hexes have no effect on LOS. USA Gunboats do not need to trace LOS to fire.
Firing unit and Target unit are on the same level:
- i. Any intervening hex that is higher than both units will Block the fire.
- ii. If all intervening hexes are lower than both units any intervening Dense Woods/Marsh, or unit (friendly or enemy) causes an Obscured LOS. IMPORTANT: Firing over a lower level Woods hex does not Obscure in this game. Historical Note: Woods at Shiloh were not particularly thick coming off the winter season.
- iii. If any intervening hex is at the same level as both units, the LOS is Blocked if there is any Woods/Marsh/Dense Woods or any unit (friendly or enemy) in the hex.
Example: The CSA infantry unit C wants to fire at the USA infantry unit A. Both units are on Elevation 2 and the USA dismounted Cavalry B is on Elevation 1 and would Obscure but not Block the fire. Note that infantry or cavalry may not fire over friendly troops; artillery can but not while using canister. Of course in this situation the CSA unit is firing over enemy units and the fire is allowed.
Firing unit is at a lower level than Target unit:
- i. Any intervening hex that is higher than both units will Block the fire.
- ii. If all intervening hexes are lower than both units any intervening Dense Woods/Marsh, or unit (friendly or enemy) causes an Obscured LOS.
- iii. If any intervening hex is at the same level as the Firing unit, or higher than the Firing unit and lower than the Target unit, any intervening Dense Woods/Marsh, or unit (friendly or enemy) causes an Obscured LOS.
- iv. If any intervening hex is at the same level as the Target unit, the LOS is Blocked.
Example: The USA infantry unit A wants to fire at the CSA unit C. A is on Elevation 1 and C is on Elevation 2. Hex 2621 is on Elevation 2 and would Block LOS to unit C. Think of hex 2621 as filling the whole hex with Elevation 2 even though it looks like part of their hex is Elevation 1. USA unit B on Elevation 1 does have a clear LOS to unit C as the intervening hexes between the two units is Elevation 1.
Firing unit is at a higher level than Target unit:
- i. Any intervening hex that is higher than both units will Block the fire.
- ii. If all intervening hexes are lower than both units any intervening Dense Woods/Marsh or unit (friendly or enemy) causes an Obscured LOS.
- iii. If any intervening hex is at the same level as the Firing unit, the LOS is Blocked.
- iv. If any intervening hex is at the same level as the Target unit, or lower than the Firing unit and higher than the Target unit, any intervening Dense Woods/Marsh or unit (friendly or enemy) causes an Obscured LOS.
IMPORTANT: If a LOS passes exactly along a hexside, the LOS is affected by the least restrictive of the two hexes. Play Note: This is a change from the standard series rules. This means the LOS that is half-blocked has a clear LOS.
Example: The CSA Infantry unit B on Elevation 8 wishes to fire at USA Infantry unit A on Elevation 7. The LOS is NOT Blocked because hex 1110 is Elevation 8 but hex 1211 is Elevation 7 and since the LOS is only half-blocked, it is a legal LOS.
An LOS that is Blocked prohibits fire. An LOS that is Obscured is allowed but suffers a detrimental column shift. An LOS that is both Blocked and Obscured prohibits fire.
Note that the map's elevation levels should be viewed as "wedding cake". This means that units on a higher level must be at the "edge" of the level in order to see down to a lower level. If they have backed away from the "cliff side" of that level (reverse slope, as some would call it), then they cannot view any targets on a lower elevation. This also applies in reverse - units on a lower level cannot see higher units unless those higher units are located on the edge of the hill's terrace.
f. Artillery in Difficult Terrain: An Artillery unit located in a Dense Woods/Marsh hex may not Fire.
9.1d Low Ammo: Units marked with a Low Ammo marker suffer a -2 Left Column shift whenever they fire. To remove a Low Ammo marker, a unit must Rally (either via a Regroup Order or the Rally! chit, but NOT a Defend Order; see 8.3, 8.5 and 13.2a). A particular unit may have only one Low Ammo marker at any time. Historical Note: Artillery also suffered from ammunition shortages, but Batteries will have enough down time during play (usually due to the inhospitable terrain) so that we have abstracted Low Ammo out of the game for them.
9.3 Fire Combat Procedure
Not-Alert USA Infantry: Not-Alert (8.7) units have their Fire strength halved for all Fire (no other reductions). Defending strength in Close Combat is unaffected.
CRT Column Shifts: The column shifts are as follows:
- i. Target in a Woods or Dense Woods hex = shift two columns to the left.
- ii. Firing into or through an Orchard hex = shift one column to the left.
- iii. Target adjacent and firing across a steep slope = shift one column to the left.
- iv. Firing into or through an Indian Mounds hex = shift one column to the left.
- v. Firing out of Dense Woods hex = shift one column to the left.
- vi. Firing over Dense Woods or Marsh hex = shift one column to the left.
- vii. Firing over unit = shift one column to the left.
- viii. Firing into or out of a Marsh hex = shift one column to the left.
- ix. Half or more of firing Artillery SPs are "Mx" weapon type at long or extreme range = shift one column to the left.
- x. Half or more of firing Artillery SPs are "S" weapon type firing Canister = shift one column right. (A unit at canister range but not able to fire canister because it was over friendly troops would not get the shift).
- xi. Flanking Fire (SR 9.3c) = shift one column to the right.
10.0 Movement
10.3 Movement Costs: Infantry units entering a Marsh hex while not on a Road/Trail must STOP, regardless of how many MP's they have remaining. If on a Road/Trail, units may continue their move.
10.11 Reinforcements: Units may not move into a designated enemy Reinforcement hex, nor can they attack (via any means) such a hex. Exception: if such a hex is indicated for any form of VP, then the hex has no restrictions.
10.11a Individual Regiments: In certain scenarios, individual Regiments arriving as Reinforcements may be designated as under a Maneuver order in March Column on their turn of entry, regardless of what Order their Parent Brigade is assigned. This may occur only under a Full Activation (not Limited) of the Parent Brigade; if there is no Full Activation, then the Reinforcement does not enter (delayed until possible entry next Turn, still being capable of Maneuver order in March Column on the following turn.).
10.13 Camps and Looting: (Camps are present on Map B only) Camp hexes (and all 6 adjacent Dot hexes) printed on the map are special terrain features that affect CSA movement and also the USA ability to implement a Fall Back! Order (8.6).
IMPORTANT: Camp/Dot rules end starting at 12 PM.
IMPORTANT: CSA Artillery may not enter (nor remain in) a Camp hex unless they are moving along a Road/Trail. CSA Artillery may traverse Dot hexes adjacent to a Camp normally, paying the usual +1 MP to do so.
Whenever a CSA Infantry or Artillery unit moves into a hex adjacent to a Camp (noted with a center Dot in the hex), regardless of who controls the Camp or what other terrain features are in the hex, pays +1 MP for that hex. For example: if a CSA Infantry unit moves along a Trail into a Dot (Camp adjacent) hex, it would pay 2 MP (1 MP for the Trail and +1 MP for the Dot).
Upon actually entering a Camp hex, CSA units must STOP (regardless of how many MP's they have remaining) unless moving along a Road/Trail; then the unit may voluntarily stop in the Camp hex or continue its movement.
Moving from a Camp-to-Camp or from a Dot hex to a Camp, does not incur any extra MP cost; a Camp is not a Dot hex, even when adjacent to another Camp. A CSA unit must still STOP if moving Camp-to-Camp while not on a Road/Trail.
Historical Note: Due to prior delays, most Confederates had already consumed their issued 3-day rations after leaving Corinth. Being hungry and coming upon Union camps that were making Sunday breakfast, many Rebel troops spent valuable time looting while looking for food, ammunition and souvenirs before they were eventually reformed. The tent rows in the camps also tended to break up the Rebel formations, which took time to reform.
To control a Camp hex for VP purposes, a CSA Infantry unit must enter the hex (it doesn't have to remain there). Once accomplished, the Camp hex remains in CSA control for the remainder of the game unless the USA side similarly takes it back with an Infantry unit.
Control Markers are provided for CSA control of a Camp hex; if there is no marker, the USA controls the Camp. In scenarios where Camps are not worth VP, you do not have to track camp control. Play Note: We've back-printed the Camp control markers just in case you would like show Union control, as well. In some scenarios, Camps are worth a 1/2 VP each to the Union side (see the scenario's Victory Determination section for details).
11.0 Close Combat
11.2 Close Combat (CC) Declaration: Various Terrain features may affect Close Combat; see Player Aid for those effects.
11.3 Close Combat Procedure
c. CRT Column Shifts:
- i. Total Attacking SPs are Triple the Defending SPs (3:1 Odds): Shift three columns to the right.
- ii. Total Attacking SPs are Double the Defending SPs (2:1 Odds): Shift two columns to the right.
- iii. Total Attacking SPs are 50% more than the Defending SPs (3:2 Odds): Shift one column to the right.
- iv. Defending SPs are 50% more than the Total Attacking SPs (2:3 Odds): Shift one column to the left.
- v. Defending SPs are Double the Total Attacking SPs (1:2 Odds): Shift two columns to the left.
- vi. Defending SPs are at least Triple the Total Attacking SPs (1:3 Odds): Shift three columns to the left.
Only one of the above six Odds column shifts can apply in each combat. Other column shifts are cumulative.
- vii. Half or more Defending SPs are Artillery: Shift four columns to the right.
- viii. The best Attacking unit's CR (from the Assaulting Hex) is higher than the defending Lead Unit's CR: Shift one column to the right.
- ix. The Defending Lead Unit's CR is higher than the best Attacking unit's CR (from the Assaulting Hex): Shift one column to the left.
- x. Defending unit is on Higher-elevation side of a Slope hexside than Attacker: Shift two columns to the left.
- xi. Defending unit is on Higher-elevation side of a Steep Slope hexside than Attacker: Shift three columns to the left.
- xii. Defending unit is on Lower-elevation side of a Steep Slope hexside than Attacker: Shift one column to the left.
- xiii. Defending unit is across a stream hexside from all of the attacking units: Shift one column to the left.
- xiv. Half or more of Attacking SPs are Infantry type "S": Shift one column to the right.
- xv. Half or more of Defending SPs are Infantry type "S": Shift one column to the left.
- xvi. CSA "Rebel Yell!" event: Shift one column to the right.
- xvii. USA "Charge" event: Shift one column to the right.
- xviii. Flanking Attack: Shift two columns to the right if a Flanking Hex is at least two hexes away from the Assaulting Hex in the same combat or if there are two or more Flanking Hexes involved in the same attack (regardless of their position relative to the Assaulting Hex).
12.0 Cohesion Tests
12.0b Panic Result: IMPORTANT: During Confederate Surprise ONLY (8 AM and 8:30 AM), anytime a USA Infantry (NOT Artillery) unit has to Panic as a result of combat, it suffers a Depletion result instead of taking a Morale Hit. Skedaddle results apply normally. Starting with the 9 AM Turn, USA units Panic normally. Historical Note: The initial shock of the Rebel attack caused many Union soldiers to flee to the banks of the Tennessee River, represented here in the game as casualties.
Any unit of a Wrecked Brigade (USA or CSA, see 12.9) that Panics at any time is Eliminated; place it directly in the Eliminated Units box.
12.3 Retreat Path: After all other standard retreat priorities have been met, the USA player must try to retreat his units towards the NORTH or EAST (or towards Pittsburg Landing, hex A2903) map edges. The CSA player must try to retreat his units towards the SOUTH map edge of the map. IMPORTANT: A map edge runs the length of the board. For example, a CSA unit can retreat South-West, directly South, or South-East, as long as the retreat is towards the Southern map edge.
CSA Infantry units ignore Camps and Dot symbols when Retreating or Panicking.
USA HQ hexes do not affect movement, advances, or retreats nor do they impact LOS.
Units may Retreat across a Creek at a Ford, but suffer a Depletion for doing so. Units may retreat across a Bridge with no effect. Streams have no effects on any form of Retreat. Play Note: Crossing a Creek without a Ford or Bridge is not allowed in this game.
12.3.1 Hazardous Retreat: Certain results will require retreating units to be penalized; this is called Hazardous Retreat and is summarized here:
- Artillery retreating across a Steep Slope (up or down) suffer an Elimination result unless on a Road/Trail.
- Infantry retreating across a Steep Slope (up or down) incur a Depletion unless on a Road/Trail.
- Artillery retreating into, out of, or through any number of Woods hexes without a Road/Trail suffers an additional Depletion result. Artillery will only retreat through a Woods hex without a Road/Trail if no other retreat path is available. For example: a Battery is Depleted by USA Fire and also has to retreat (Skedaddle) 2 hexes. The Battery is not on a Road/Trail and so retreats through 2 Woods hexes. It then suffers an additional Depletion, which results in a Break Test since it already is Depleted.
- Artillery forced to retreat into a Dense Woods/Marsh hex while not on a Road/Trail is Eliminated.
- Retreating (or Advancing) into a Marsh hex while not on a Road/Pike/Trail also causes Infantry to gain a Morale Hit per hex, plus they must STOP if Advancing, unless on a Road/Trail.
- CSA Artillery that retreats while not on a Road/Trail, may not finish in a camp hex and must retreat further.
12.4 Unit Support:
- Infantry and Artillery units are not supported if they are in a Marsh, Woods, or Dense Woods hex.
- Infantry units that are in a Marsh, Woods, or Dense Woods hex may not give support to any other unit.
12.6 Break Test: A unit in a Wrecked Brigade is Eliminated if forced to make a Break Test (no roll is made).
12.7 Advance after Close Combat: CSA units conducting Close Combat into a Camp hex before 12 PM must advance and then STOP in the first hex of any advance, regardless of the presence of a Road/Trail. CSA units using a Rebel Yell! event chit, or operating under Confederate Surprise (per scenario rule), or a USA unit using the Charge! event chit, must Advance after a successful Close Combat. Dot hexes have no effect on CSA advances.
Units advancing into a Marsh hex while not on Road/Trail must STOP (no multi-hex Advance), plus they receive a Morale Hit.
12.9 Wrecked Brigades
Play Note: A scenario will state whether this rule is applicable or not.
IMPORTANT: To start the End Turn Procedures Phase, check to see if any CSA or USA Brigades are Wrecked.
A Brigade is Wrecked if both conditions below apply:
- At least 1 non-Fragile unit is in the Eliminated Box or on the Broken Track.
- It has ALL of its Infantry units either Eliminated, on the Broken Track, or Depleted or any combination thereof. In other words, if any Brigade has at least one Fresh unit on the map, it cannot be Wrecked.
If so, the entire Brigade is Wrecked. This includes future Reinforcements from that Brigade.
IMPORTANT: Immediately remove the Brigade's Activation marker from play. Place a Wrecked marker on the Brigade's space on the Brigade Activation card. Shift any of a Wrecked Brigade's units on the Broken Track to the Eliminated box. Units in the Eliminated box remain there.
12.9.1 Effects
A Wrecked Brigade is not eligible to be Activated by any Leader, including the CIC. Instead, during the End Turn Procedures Phase, a Wrecked Brigade (USA or CSA) may (player choice) perform one of the following:
- Withdrawal (see below) OR
- Rally (remove a single MH or Low Ammo marker from any unit at least 3 hexes away from the enemy); OR
- Do Nothing if no unit of that Brigade is Engaged with the enemy. If any unit is engaged the brigade must do a Withdrawal.
This End Phase activity is not considered an Order. All units in the Wrecked Brigade must perform the same action, either all Withdrawal or all Rally or all do nothing. Conduct this like an Artillery Phase, before any final Held Chits come into play (see the sequence, 14.0) with players alternating Wrecked Brigades, USA first.
When performing a Withdrawal, each individual unit in the Wrecked Brigade retreats 0, 1, or 2 hexes in any direction, but still may not Engage, nor remain Engaged, with any enemy unit; if unable to do so, the unit goes to the Eliminated Box (i.e., it surrenders). Opportunity Fire may be triggered by this retreat, including from the first hex of the retreat. Like all retreats units may not be overstacked at the end of the retreat.
For example: a Wrecked Brigade with three units in play opts to do a Withdrawal during the End Phase (14.0). One unit retreats 2 hexes North. One unit goes 1 hex East. The third unit (not Engaged) stays in place. The units cannot Rally because the Brigade chose a Withdrawal. If Rally had been chosen, the units could not retreat.
Units in a Wrecked Brigade may still Defensive Fire, Defensive Support Fire, Opportunity Fire, and defend in Close Combat normally. They still can provide Support under the normal rules. They Skedaddle/Retreat per the standard rules, too. Event chits may be played on a Wrecked unit, as usual.
A Wrecked unit that Panics or that is forced to make a Break Test is automatically Eliminated.
A Brigade cannot recover from Wrecked status. Exception: 16.7 FOW Special Event Table roll.
Artillery never affects, nor is affected by, any Brigade's Wrecked status.
13.0 Rally
13.2a Recovery: A unit that Rallies, either via the Rally! chit or while under a Regroup Order or in the End Phase (14.0), may remove a Low Ammo marker in lieu of removing any Morale Hit(s). Units may NOT remove a Low Ammo marker under a Defend Order (8.3).
13.2b Rebuilding: Units on the map cannot use the Rally! chit to Rebuild in this game. They can still potentially Rebuild if their Brigade has been issued a Regroup Order (8.5), unless their Brigade is Wrecked (12.9), then they can't be Rebuilt at all.
14.0 End of Turn Procedures
IMPORTANT: A new step is added to this Phase, checking for Wrecked Brigades; see 12.9, but only if that rule is in effect (as noted by a scenario's special rules).
Any Wrecked Brigade (USA or CSA) may now do a Withdrawal, or Rally, or do nothing (12.9.1). Note that a Wrecked Brigade MUST do a Withdrawal if Engaged. Players alternate handling their Wrecked Brigades, with the USA going first.
Once all Wrecked Brigades are finished, perform the rest of the End Phase Turn Procedure 14.1 through 14.5, as normal.
15.0 Confederate Surprise
Scenarios 16.2, 16.3, 16.4, and 16.7 begin with Confederate Surprise during the 8 AM and 8:30 AM turns only. Two Rebel Surprise Markers are provided as a reminder. During the Confederate Surprise turns the following rules are in effect:
- For scenarios 16.3, 16.4, and 16.7, after the Artillery Phase of Turn 1 (only), Cleburne's Brigade is automatically Activated first with an Attack Order against Sherman's Division (or Artillery); every unit of the Brigade must move in a northerly direction and attempt to Engage, if possible.
- During the Chit Draw Phase, when you draw a CSA Leader it is automatically activated. You do not need to roll for leader activation.
- All CSA units have their Cohesion Rating increased by +1. This is cumulative with other items that affect a unit's Cohesion (e.g., Rebel Yell!). All USA units have their Cohesion Rating decreased -1. A CR cannot go below 0. Starting on the 9 AM Turn, calculate Cohesion Ratings normally.
- CSA units that win a Close Combat must Advance.
- USA Infantry (not Artillery) units that Panic, Deplete instead of taking a Morale Hit.
- The USA does NOT get a Key chit during Confederate Surprise on the 8 AM and 8:30 AM Turns. They will only get random chits.
16.0 Scenarios
See Scenario Book.
Designer's Notes
"Shiloh is a wonderfully dramatic battle. The leader of one side is killed, and the other one is going on to glory." ---Shelby Foote
The elephant in the room is, "Why isn't there a second day covering the actions of April 7th"? There are several responses to this perfectly valid question. Mainly, I don't consider the second day at Shiloh to be much of a gameable situation at all. When the Army of the Tennessee (by then reinforced by Lew Wallace's 3rd Division) and Buell's Army of the Ohio joined forces overnight, the exhausted Confederates were in an untenable position. Once the reality of the second day's situation became clear, Beauregard ordered a general retreat and the battle came to an anti-climactic end. In game terms, the Confederate player will have to win the contest on April 6th, otherwise they will be doomed to their fate the following day. So Grant had already won the battle when it reached nighttime on April 6th, with April 7th being fought just to determine his (and as claimed by Buell) level of victory.
I also wanted to keep the playing time reasonable. As is, Shiloh is a big battle; with two mini-map and four smaller one map scenarios, in addition to the full two map scenario, this package already offers plenty of play options.
Grant was taken aback by the Confederate attack since he considered Pittsburg Landing to be an offensive, not a defensive, position for his army. It took him a while to get to the field from his HQ 9 miles away at Savannah (Tennessee). Sherman was negligent in ignoring multiple reports that the enemy was nearby and in strength, not to mention the lack of defensive precautions.
Alert status is a common feature of games where one side (in this case, the Union) was surprised by the enemy. I have included Confederate Surprise and a Union Alert chit (used in the full scenario, 16.7, only) that I hope players find easy to implement. Just because a Division is Not-Alert, it doesn't mean the soldiers are standing around doing nothing; instead, this mechanic represents waiting for orders, forming the Regiments, seeking reports from the front lines, securing arms and munitions, etc. Using the Brigade Activation markers on the Union display card was a convenient way to track which Divisions are Fully Alert and which were not.
Upon being Alerted, Union Divisions at Shiloh generally did not send their Brigades directly into the retreat chaos of the front lines. Instead, they deployed troops in rearward defensive lines for support and to stem the onrushing tide. This is difficult to recreate in hindsight, though the Union does have an incentive to hang back the first hour to avoid those dreaded Panic results (where panicking Union infantry units Deplete instead of getting a Morale Hit). Alert (i.e., staggered delays) also addresses this issue. Having Alert Divisions start to activate on the following turn was also part of this equation. Finally the "Sound the Long Roll" rule (where Union Regiments can become Shaken upon their first activation of the game) additionally hamstrings the Union.
Looking at the scenarios, Victory Points are often concentrated on crossroads. This reflects not only the desirability of faster troop movement through the Woods, but also the Confederate goal of driving towards Pittsburg Landing.
In some scenarios, Camp hexes are worth 1/2 a VP to the Union side at end of the scenario. This also turned out to be a handy way to track Confederate progress on the battlefield, and further to make the Camp Looting (10.13) rule historically relevant (at least till Noon when the effects of Camp/Dot hexes are no longer in effect).
Designated map boundaries for the scenarios are not arbitrary, but are in place usually because there is other action occurring in the immediately adjacent, out-of-play areas. There is also a reliance on the hoped-for Confederate battle plan, which fell apart as the day progressed.
There are no actual cavalry units in Shiloh: The First Day because historically they played no pivotal role during the opening day, for a multitude of reasons. We quickly saw that including cavalry could lead to some bizarre situations where cavalry was used to hold lines like infantry which was not the case at this battle. There are event chits that do represent the historical effects that cavalry did have upon the battle.
Shiloh is a battle that's known for having a lot of chaos, which is a very good fit for Blind Swords. Many of the participants were inexperienced (Union regiments had generally seen more combat than their Confederate counterparts), with intense engagements throughout the day often boiling down to local decisions by lower level officers. The new "Wrecked" rule (12.9) reflects the brittleness and sudden shock of combat, while also abstracting the command and rally issues that both sides struggled with mightily. Officer casualties were especially high at Shiloh, exacerbating the confusion.
I briefly considered a "Green" rule to cover the multitude of rookie regiments that were present, but quickly decided against doing so because it was too cumbersome and time-consuming. Plus some of these raw formations fought surprisingly well. So Cohesion Ratings and the combat dice will determine their fate here, as usual. We do include a "Seeing the Elephant" result on the Fog-of-War table for several scenarios which models the troops panicking.
The Camp Looting rule (10.13) reflects the slow-down that multiple Confederate formations experienced after the initial success of their assaults. It is estimated that one-third of all Confederate soldiers engaged in some form of camp pillaging. We've included Camps (and Dot) hexes on Map B only, those that affected (or could have affected) the early stages of the battle. It's very important to pay close attention to the Camp and Dot hex rules.
Though initially spaced apart in staggered lines as they marched into battle, Confederate formations quickly became intermingled and you will see this represented in the game as well, depending on what sequence the Activation chits come out of the cup.
With a battlefield that has such a preponderance of wooded terrain, units will often be unsupported. This means that while defending troops do get the 2 Left column fire shift in Woods (or Dense Woods), their Cohesion Rating will be 1 less. With Woods/Dense Woods and Marsh generally blocking LOS, the fight will be up close and bloody; expect heavy casualties.
Artillery will be difficult to deploy in this game (especially for the Confederates), again due to the preponderance of wooded terrain. Note that we have changed several series rules for Artillery that more accurately represents the Shiloh battlefield at the time. Please refresh yourself with these Artillery rules before playing.
Just like in my prior South Mountain game (A Greater Victory, 2022) for Revolution's Blind Swords series, I tailored the pool of Event Chits to provide more flavor for each scenario. Likewise, I included several Fog-of-War tables for the varied scenarios because of the narrative 'feel' that each conveys. The full scenario (16.7) has an expanded (2 dice) table, and also has a Special Event roll for even more historical flavor.
Researching this game consumed a lot of time because a plethora of sources do exist, though that meant a fair number of little discrepancies existed too. Many regiments were at full strength (Sherman's Division being an exception as they had not yet finished forming), some not having been in major combat before. Still, there were perplexing Order-of-Battle and field deployment conflicts between sources; when in doubt, I used data that best conformed to gameplay. If checking an OOB source and you notice a "missing" unit, it's because the Regiment was assigned elsewhere (e.g., guarding a creek crossing) or it simply didn't participate in the first day's fight.
I wanted to keep Lew Wallace's Union 3rd Division in the game so the Full Day scenario (16.7) contains an Optional Rule that may allow them to enter the fray, but at a cost. Lew Wallace's convoluted and delayed march is one of the major controversies of the battle; his late arrival almost cost an incensed Grant the field that day. Incidentally, Lew Wallace would later go on to write the most popular novel of the 19th Century, Ben Hur, a Tale of Christ (1880).
Some Union infantry units at this battle were Independent; I generally assigned them to the formation that they were mostly associated with in order to avoid more special rules for their activation (15 Iowa, 16 Iowa and 23 Missouri, will need to be assigned by the Union player). I didn't want players vainly searching the map for those scattered regiments.
A quick note on leaders; in Blind Swords, their ratings are based on activity of subordinate formations under them, and not necessarily their individual competence (or lack of), though the two often go hand-in-hand.
There was no standard armament at Shiloh, so I have grouped the multitude of weapon types into the conventional Blind Swords format, with one new addition: Gunboat. Gunboats fire indirectly (no LOS needed), inflicting a Morale Hit to every unit in the target hex - and one adjacent hex - instead of casualties when they score a hit (their psychological impact on the Rebels was substantial). The huge variety of weapons at Shiloh also created persistent ammunition problems during the fight, which we represent here via the "Low Ammo" markers.
The horrific casualties that both sides experienced at Shiloh stunned the nation. Just like eight decades later at Tarawa (1943), the carnage of war informed Americans that the conflict would not be over quickly. After Shiloh, Grant realized that the South not only had to be beaten, it also had to be conquered before the bloody conflict would finally cease.
Union casualties can be much higher than Confederate casualties in this game, but recall that this level also represents the large number (thousands) of stunned Federal soldiers who fled the battlefield in order to shelter at the banks of the Tennessee River.
Despite the victory, Grant was basically relieved of command after Shiloh. Major-General Henry Halleck (Western Theater Commander for the Union, a man who had already expressed his disdain for Grant) took over and placed him as his second-in-command, but with no troops to command. Halleck was shocked by Grant's initial absence (rumors that Grant was drunk were false), the failure of his troops to entrench (as Halleck had ordered), and the extremely heavy casualty reports. It was President Lincoln who came to Grant's defense, famously saying, 'I can't spare this man - he fights'. So Grant and Sherman persevered in order to learn valuable lessons, both going on to greater glory with careers that could have been derailed at Shiloh.
Shiloh has always been an endlessly fascinating battle to me, so it's quite satisfying to finally bring this game to fruition after two years of research, design, and testing.
PART TWO: BLIND SWORDS SERIES RULES (Version 1.3)
Series Rules 1.0 Introduction
This rulebook is used for the series of American Civil War games published by Revolution Games using the Blind Swords chit-pull system. The "Blind Swords'" system emphasizes the three "FOW's" of military conflict: fog-of-war, friction-of-war and fortunes-of-war. With each chit pull, players will be challenged to make tough decisions based on their assessment of the situation at that moment. Unlike traditional chit-pull systems, the Blind Swords system ensures that no combat units can be counted on, or conversely, counted out. This yields an environment of tense action and constant surprises - an environment that will challenge each player. Each game in the series will include exclusive rules that cover the situations unique to that battle.
Note that there is no Movement Allowance listed on the counter - a unit's Movement Allowance is determined by the unit's type, and orders, in the exclusive rules of each game. The front of the counters shows the unit at full effectiveness and is called its Fresh (FR) side, while the reverse side shows the unit at reduced effectiveness and is termed its Battleworn (BW) side. The Battleworn side has a lighter background. Units that are totally ineffective ("Broken") are removed entirely from the map board and placed on the Broken Track (see 12.8). Note that some units have only a BW side - these are termed Fragile Units and are indicated with a yellow circle around their SP. These units are instead eliminated from the game when they would normally be Broken.
Series Rules 2.0 Unit Counters, Markers and Chits
2.1 Unit Counters represent the fighting troops of each side. The gray-colored units are the Confederate player's forces (also called "CSA") and the blue-colored units are the Union player's forces (also called "USA"). At the top of each infantry or cavalry counter is the unit's Brigade affiliation, highlighted in a Brigade-specific color. The Unit's regimental/battalion name is shown in the middle of the counter. Cavalry units have a brown horse head on the counters front. Most cavalry units, not all, have a second counter with a horsehead outline. This represents the unit when dismounted. Artillery units have the battery commander's name at the top of the counter and the battery/section name in the middle of the counter. The unit's Strength Points, Weapon Type, and Cohesion Rating are listed in that order on the bottom of the counter.
Note: Version 1.3 changes one rule from previous versions. See 11.3d
Strength Points (SPs) indicate the relative size of the unit; 1 SP equals 50 men. This number is used for combat and stacking purposes. The reverse side of the counter (the BW side) shows a reduced SP value. An SP value of "C" stands for cadre-strength (meaning the unit is down to a core size of about 25 men) and counts as 1/2 SP. In some cases, reference is made to a unit's printed SP value (shown on the counter on its FR or BW side, whichever side is facing up at that moment) and in other cases refer to the modified SP value, which is the printed SP value adjusted for any applicable markers or game conditions (such as Weapon Range) that modifies the unit's usable SPs but can never be modified below 0.
Weapon Type identifies what kind of weapon the unit is primarily armed with. This is important in Fire Combat Range determination and sometimes in Close Combat.
Cohesion Rating (CR) reflects the unit's training, discipline, experience, and morale. The higher the number, the better the unit will generally perform. A unit's CR can be modified but can never go below "0" or above "6".
2.2 Gameplay Markers: The "Shaken/Disrupted" marker is used to indicate the affects of Morale Hit (MH) results (see 12.5). There are two "Victory Point" markers ("x1" and "x10") that should be placed on the Victory Point Track to indicate the net Victory Points for one side or the other. The Game Turn marker is used to mark the current game turn. Additional gameplay markers will be identified in the exclusive rules of each game.
2.3 Brigade Activation Status Markers are used as a player aid to help keep track of which Brigades have been activated during the current turn. Each player should arrange the markers in front of them so that the "Available" side faces up (the side with the flag). When a Brigade is activated by Division Activation (only), its status marker is flipped over to its "Activated" side (see 7.3).
2.4 Chits are counters that are drawn from an opaque container and specify either a formation of units to be activated or an event to implement. There are three types of chits:
- Activation: represents a brigade, division, or Commander in Chief (CIC) each showing the name of a leader and his Command Rating. A second set of Activation chits with a "red cross" graphic added are leader casualty chits. These chits are substituted for the regular chits when the corresponding leader becomes a casualty due to the Fog of War Wild Event chit. (See exclusive rules for each game)
- Event: which is describe in the exclusive rules of each game and
- Wild: (either the Fog of War or Fortunes of War chits).
2.5 Charts and Tables: Are described in the exclusive rules of each game.
2.6 The Draw Cup holds all the chits, of both sides, currently in the game for random draw. The players must supply the cup, which can be any opaque coffee cup, bowl, etc.
2.7 Dice are not included in the ziplock version the game - players must supply their own. Each player should have at least two six-sided dice. One should be colored and the other white.
2.8 Universal Rounding Rule: In all cases where a unit's values are altered (SPs for Weapon Ranges, Canister, etc.), any fraction is maintained until the end of the calculation. When the calculation is totally complete, any remaining fraction is dropped (i.e., rounded down) with the exception that a fraction of 1/2 SP is retained and may fire on the C column of the Fire Combat Table.
Series Rules 3.0 Unit Stacking
3.1 Stacking Limits: Stacking refers to the placement of more than one counter in the same hex. The maximum number of unit counters that can physically occupy a hex at the end of a given Phase or Step is determined by the combined units' total unmodified Strength Points, i.e., use the SP printed on the counters. Do not apply any modifiers from Morale Hit markers, etc. Stacking limits can normally be exceeded during movement or retreat (however, see case "c" below) as long as they are met at the end of each unit's movement or retreat. The maximum number of SPs allowed in a single hex is defined in the exclusive rules of each game. However other situations effect stacking, as follows:
a. Artillery Units: Artillery units do not count their full SPs when figuring stacking. See the Artillery Stacking Table on the Player Aid. Example: 6 SP of guns counts as 4.5 SP for stacking purposes.
b. Cavalry Units: Cavalry units may not stack with infantry or artillery units at the end of movement or retreat. They may stack with other cavalry units normally. (The definition of a cavalry unit is a unit that is mounted. Dismounted cavalry is treated as infantry).
c. Road Hexes: If any moving unit wishes to use any Road or March Column movement cost (see 10.5), the stacking limit is in effect always, not just the end of the turn.
d. Accidental over-stacking: If a player is found to have accidentally over-stacked a hex, then just displace the units to the rear in some manner acceptable to both players.
Series Rules 4.0 Sequence of Play
Each game is played in a series of Game Turns, the actual number of turns depending on the scenario selected. Every Game Turn is played in a predetermined sequence of Phases. Each Phase must be completed in its entirety before proceeding to the next Phase. Players should note that in this game fire comes before movement. The Sequence of Play is summarized as follows:
- COMMAND DECISION PHASE
- a. Both players choose event chits and setup draw cup
- ARTILLERY PHASE
- a. Union Artillery Step (move or fire)
- b. Confederate Artillery Step (move or fire)
- c. Both sides alternate "a" and "b" above until done
- d. Artillery Rally/Rebuild Step
- CHIT DRAW PHASE
- a. Held Event Chit Step (play any held events)
- b. Draw Chit Step
- If Event chit, owning player keeps it or plays it, draw new chit
- If Wild chit, resolve immediately, draw new chit
- If CIC chit, owning player selects brigade and proceeds to Phase 4 or holds the chit
- If Division Activation chit, proceed to Phase 4
- If Brigade Activation chit proceed to Phase 4
- BRIGADE ACTIVATION PHASE
- a. Orders Step
- b. Fire Combat Step
- c. Movement Step
- d. Close Combat Step
- e. Rally Step
- f. If any chits remain in the cup, return to Phase 3.
- g. If no chits remain in the cup, go to Phase 5
If the last Game Turn of the scenario has been completed, the game is over. Consult the exclusive rules to see who won.
Series Rules 5.0 Command Decision Phase
During this phase, the chits going into the draw cup are prepared.
5.1 The Key Chit: Each player first secretly chooses a number of their eligible Event chits determined by the exclusive rules of each game and places the Key Chit(s) directly into the draw cup. This is an important step as it guarantees that at least one or more Event chits of your choice will be in the cup. Note, however, that it does not guarantee that it will be enacted this turn - the chit could still be drawn after the Fortunes of War Chit and thus cancelled.
5.2 Included & Excluded Chits: After placing their Key Chit(s) into the cup, each player then flips their remaining Event chits over to their back side. Then, depending on the exclusive rules of the game, each player draws a number of these chits (without looking at their Unique Event sides) and both players add these included chits to the cup. The remaining Event Chits are excluded chits and placed off to the side out of play - these chits are not used this turn! Players may not look at the Unique Event side of the excluded chits.
5.3 Finishing the Draw Cup Setup: Finally, place both players' eligible Activation chits for any formations currently in the game, eligible CIC chits (depending on the game), and both Wild chits into the draw cup.
Series Rules 6.0 Artillery Phase
Artillery units do not organizationally belong to any Brigade or Division. They are independent units and conduct their activities during the Artillery Phase. The Movement Allowance of all Artillery units is defined in the exclusive rules of each game.
6.1 Union Artillery Step: The USA player selects one hex containing one or more USA Artillery units and conducts Fire Combat (see 9.0) or Movement (see 10.0) with all Artillery units in that hex. Each eligible Artillery unit in that chosen hex may either conduct Fire Combat or Movement (not both!) in any order during this step. Resolve all such Fire Combat or Movement normally and to completion. Artillery units stacked in the same hex that are all opting to issue Fire Combat at the same target hex may add their SPs together into one fire total. Artillery units that either Move or Fire in this step will be finished for this entire phase - players should turn a unit's counter or otherwise mark it to indicate that it has already activated during this step. At the end of this Step, all Artillery units in the activated hex are considered to have activated, regardless of whether they moved or fired.
6.2 Confederate Artillery Step: The CSA player conducts Fire Combat or Movement with all Artillery units in any one designated hex, in the same manner as the USA player.
6.3 Alternating Artillery Steps: Players alternate Artillery Steps until all Artillery units have been activated. If a player does not wish to activate a hex of Artillery units during their step, they may elect to "pass" and do nothing. By the same token, if a player runs out of eligible hexes to activate, they must "pass". If both players "pass", then the step ends, and game play moves on to the Artillery Rally step. A player who passed and has artillery that has not yet been activated may then activate a stack of artillery at a later point in the sequence. The risk with passing is that your opponent may then pass and end the Alternating Steps and artillery that could have been activated will not get to be activated this turn.
6.4 Artillery Rally Step: After both players have finished this turn's Artillery Steps, each player then (USA player first) may choose a single Artillery unit that did not move, fire, retreat, or was flipped to Battleworn in the preceding Artillery Steps and that is stacked with or adjacent to any friendly Infantry unit. That chosen Artillery unit may then execute a Rally action (Recovery or Rebuild - see 13.1). Note that this is the only time during the turn that an Artillery unit may Rebuild.
6.5 Artillery Movement and Fire Considerations:
a. Artillery units may not Engage (voluntarily move within two hexes of an enemy unit, see 10.6). Important: take special note of this restriction! It will come up often. If an artillery unit finds itself in such a position due to enemy movement, enemy advance after close combat, or a retreat, it may remain in position or voluntarily increase the distance from the enemy unit(s) during its activation. Such increasing of the distance may entail entering a hex that is 2 hexes from enemy units if the artillery unit started the move adjacent to an enemy unit.
b. If an Artillery unit that has not yet activated this phase is forced to conduct Retreat movement (only) due to enemy Artillery fire, the retreat move is considered to be its activation. Mark it as being activated accordingly.
Series Rules 7.0 Chit Draw Phase
The central mechanic that drives the action in the "Blind Swords'" system is the chit-pull system. This will direct the players as to who can move and fight or conduct certain actions.
7.1 Held Chits: Before a new chit is pulled from the cup, both players may play one or more Event or CIC chits they are currently holding. First the USA player announces whether they will play a chit and if so, resolve the actions of that chit. If the CSA player, then wants to play a chit they may do so. Then back to the USA player to play a chit and so on till both players have played any held chits they wish to play.
7.2 The Designated Chit Puller: It is suggested that the CSA player draw the chits on odd Game Turns and the USA player draw the chits on even Game Turns. Since counters have a beveled edge, it is possible to tell back from front when drawing chits from a cup. Try to draw the chits with the back up as this allows the event chits to remain secret.
7.3 Drawing and Applying a Chit: The designated chit-puller randomly draws one chit from the draw cup. Depending on the type of chit drawn, proceed as follows:
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Event Chit: If an Event chit is drawn, hand it to the owning player (USA for a blue chit; CSA for a gray chit). The player may look at it and may play it immediately (if applicable). Otherwise, the player keeps the chit in front of them (face down so the opponent cannot see it) and saves it for later use or plays it on the Player Aid Card as a Unique Event. Consult the Unique Event Descriptions section on the back of each player's Player Aid for a full explanation of each Event and how it is applied to play. Some Events must be played immediately, and others can be played immediately or held. Event chits that are held are placed face down in front of the owning player. A held Event chit can be played at any appropriate time (as per its description) and is discarded afterward. Normal play then resumes. The back of the Event Chit in some games has the wording "Command Event". The effects of the Command Event will be included in the Exclusive Rules of each game.
Players should study the Unique Event Descriptions section before play, as the timely use of these chits can provide each player with singular opportunities to affect the game.
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Wild Chit: If either of the two Wild chits is drawn, its effect is immediately enacted, with any necessary die roll being made by the non-chit-pulling player. After resolving any effects of the chit, discard the Wild chit for the turn and draw another chit.
a. The Fortunes of War: This chit means that the next chit pulled will be negated. When the Fortunes of War chit is pulled, discard it immediately. Then draw the next chit normally. If the chit is an Event, CIC, Brigade Activation Chit or the Fog of War chit, it is immediately discarded with no effect. If it is a Division Activation Chit, the owning player must select an eligible Brigade from that Division and mark it as "Activated", without allowing it to do anything. The Brigade may not even do a Limited Activation! The owning player then returns the Division Activation Chit to the draw cup if any unactivated Brigade remains in the Division, otherwise discard it for the turn.
b. The Fog of War: When the Fog of War chit is drawn, the non-chit-pulling player rolls one die and consults the Fog of War Chit Table on the player aid (The Fog of War effects are different in each game in the series). After all effects are resolved, the Fog of War chit is discarded (unless deployed onto the map) and the next chit is drawn.
The Fog of War chit allows for the occurrence of those rather unusual or unexplained troop movements and attacks that have often happened throughout military history. Instances of misidentified friendly and enemy formations and seemingly suicidal charges are also represented with this chit. In addition, officers of both sides were at great risk and this chit reflects the high casualty rate amongst Civil War generals.
7.4 Discarding Chits: When a chit needs to be discarded, simply find a spot on the table near the Draw Cup to place discarded chits. These chits are no longer involved in the current Game Turn. At the end of the Game Turn, during the End Turn Phase (see 14.0), all unplayed chits have an opportunity to be played or discarded and then all these chits will be gathered up and used again next turn.
Example: It is Game Turn 6 and the USA player is the chit puller. The USA player reaches into the Draw Cup and pulls out a USA Event chit and keeps it. They can't use the Unique Event just yet (Command Confusion) so holds it for later use in the turn. The USA player draws the next chit, and it's the Fortunes of War chit and discards it, noting that the next chit drawn is to be discarded as well. The USA player then draws the McCulloch Division Activation Chit. The CSA player must then activate one of McCulloch's brigades without taking any action. The CSA player selects Pike's Brigade, flipping its Brigade Activation Status marker over to its "Activated" side (without activating any of Pike's units, due to the Fortunes of War chit). The CSA player places the McCulloch's Division Activation Chit back into the cup as McCulloch still has more brigades that could be activated. The next chit drawn is the Van Dorn CIC Chit and the CSA player decides to use it immediately rather than saving it for later in the turn (Note that Van Dorn has no command rating, he automatically activates a brigade; in some games the CIC may have a command rating). The CSA player selects McIntosh's Brigade to activate (even though it's already been activated earlier this turn) and gives it an Attack Order. The USA player then plays the Command Confusion chit that was previously held, and a die is rolled. A roll of "1" means that the CSA player must change McIntosh's order to Regroup. McIntosh's units cannot move or conduct combat but may conduct Recovery or Rebuilding.
Series Rules 8.0 Brigade Orders
When a Brigade is selected to be activated, either by Division Activation Chit, Brigade Activation Chit, or CIC Chit, it must proceed through each Step of the Brigade Activation Phase. The first step is the Orders Step.
8.1 Types of Brigade Orders: There are four possible Orders that a player can assign an activated Brigade during the Orders Step, each with its own gameplay parameters. The four Orders are Attack, Defend, Maneuver and Regroup. When activating a Brigade, the player announces the Order they are assigning to it.
8.2 Attack: The Movement Allowance for each infantry or cavalry unit is found on the game player aid in the section labeled Brigade Order Details. The Brigade's units may Engage enemy units (see 13.6) and conduct Fire Combat and/or Close Combat. However, the units may not conduct a Rally (13.0) and may not use the March Column movement rate (10.5).
8.3 Defend: The Movement Allowance for each infantry or cavalry unit is found on the game player aid in the section labeled Brigade Order Details. The Brigade's units may Engage enemy units but may only conduct Fire Combat (no Close Combat can be initiated). Units under this Order may conduct a Rally (but with less efficiency than when under a Regroup Order - see 13.2).
Gameplay Note: Be aware that the Fire Combat Step takes place before the Movement Step and that firing does not preclude movement in the same Activation nor Close Combat (under an Attack Order). This is important when planning tactics under Attack and Defend Orders.
8.4 Maneuver: The Movement Allowance for each infantry or cavalry unit is found on the game player aid in the section labeled Brigade Order Details. The Brigade's units cannot Engage the enemy nor conduct any kind of combat, but they may start Engaged. In addition, these units may not Rally. This is the only Order under which infantry and cavalry units may use the March Column movement rate.
8.5 Regroup: This Order allows units to Rally. However, units under this Order may not move, and may not conduct any kind of combat.
Series Rules 9.0 Fire Combat
The second step of the Brigade Activation Phase is the Fire Combat Step. Fire Combat is announced and resolved to conclusion for each eligible unit or group in any order desired by the owning player. Artillery units do not fire when a Brigade is activated but do use this procedure when they are allowed to fire.
9.1 Firing Eligibility: Units fire individually or by eligible group of units, and each fire is resolved completely before moving to the next one. Each unit can fire only once in the phase, and can only fire at one enemy target hex, but an enemy hex can be targeted multiple times by different units. Firing units may only target enemy units to which they have a Line of Sight (LOS) and that are within Range of their weapons.
a. Line of Sight (LOS): For a unit to fire at a target two or more hexes away, it must be able to "see" the target unit. To determine LOS, draw an imaginary line from the center of the firing unit's hex to the center of the target unit's hex (a piece of string is useful here). The LOS can be Blocked (preventing fire entirely), Obscured (reducing the effectiveness of fire) by intervening terrain (as defined in the exclusive rules), elevation changes, or unit-occupied hexes that the LOS touches, or Clear (meaning a clear LOS that is not Obscured or Blocked). Note that the terrain covering the majority of a hex is considered to span the entire hex - thus, a LOS traced through any part of a hex is affected by the majority terrain in that hex. The LOS trace does not have to contact the actual terrain image. Units' LOS is not affected by their own hex when firing out of hexes that have terrain that blocks LOS.
b. Overhead Fire: Any unit may fire over enemy units at farther targets. Infantry and cavalry units may not fire over friendly units. Artillery units may fire over friendly units if they are not using Canister Range Fire and the friendly unit is not adjacent to the targeted unit.
c. Weapon Ranges: Every unit has a Weapon Type listed, and each Weapon Type has assigned Ranges (see the Weapon Ranges Table) Exception: type CC weapons have no lines listed and may only fire during the Defensive Fire step of the Close Combat procedure 11.0a. Range is measured in hexes from the firing unit (excluded) to the target unit (included). A unit's Range is divided into three categories: Effective, Long, and Extreme. Artillery units have an additional Range category called Canister.
- i. Effective Range: Unit fires at full SP value.
- ii. Long Range: A unit firing at more than Effective Range, up to its listed Long Range, has its SPs halved.
- iii. Extreme Range: A unit firing at greater than Long Range, up to its listed Extreme Range, has its SPs quartered.
- iv. Canister Range: is used only by Artillery units and increases their SP strength by 50%.
d. Other SP Modifiers: A unit's SPs are modified by 50% for each of the following cases: Opportunity Fire (see 10.7) and Supporting Defensive Fire (see 11.3a).
e. Multiple Firing Units: Firing is normally resolved by individual units. However, firing Infantry units stacked in the same hex, or stacked in two adjacent hexes, may add their SPs together into a single Fire Combat total. Cavalry units always fire individually regardless of stacking with or being adjacent to other units. For the infantry units in two adjacent hexes to be eligible to fire together, they must all be from the same Brigade. Artillery units stacked in a single hex may add their SPs together into a single Fire Combat total, but Artillery units in adjacent hexes may not add their SPs together. When combining units' SPs, any Weapon Range considerations are applied normally and individually affect each unit's SP contribution to the total. Add all fractional SPs together and then use the Universal Rounding Rule (see 2.8). When Infantry units in adjacent hexes combine fire, the most restrictive LOS condition that applies to either hex is applied to the combined fire. If Artillery and Infantry units are stacked together and issue Defensive Fire, or Supporting Defensive Fire at the same attacker, add their eligible SPs together (and modify the two units separately as well).
9.2 Target Eligibility and the Lead Unit: When conducting Fire Combat or Close Combat, Players must determine which unit in the targeted hex is the Lead Unit. The Lead Unit uses its CR in resolving any Cohesion Test resulting from the fire.
- If there is only one unit in the targeted hex, it is the Lead Unit.
- If there are multiple units in the targeted hex, the Lead Unit is the one with the largest printed SP value in the hex. If multiple units in the hex are tied for the largest printed SP value, the owning player selects any one of those units to be the Lead Unit.
9.3 Fire Combat Procedure: The owning player of the firing unit(s) declares an eligible enemy target hex. The player finds the column on the Combat Results Table (CRT) that includes the total number of modified SPs firing at the target hex. If the firing unit does not have at least 1/2 SP ("C") firing after any initial SP adjustments for Morale Hits, Weapon Range, Opportunity Fire, and Supporting Defensive Fire, then it cannot Fire.
CRT Column Shifts: The player then consults the list of possible Fire Combat Column Shifts, found in the exclusive rules and below the CRT, that would apply to this combat. Shifts can move to the left or to the right of the initial column. Combine all applicable column shifts first; then apply the net shift to get the final SP column to use. Fire with column shifts beyond the left of column "C" is ignored. Exception: Defensive Fire is resolved on the "C" column even if shifts take it beyond that column. Fire with column shifts beyond the right of column "23+" are resolved on column "23+." The column shifts for each game will be listed in the exclusive rules and the Combat Results Table.
a. Resolving Fire Combat: When the final adjusted SP column is determined, the active player rolls two dice. Read the colored die first and the white die second to form a two-digit number that will range from 11 to 66. For example, a roll of colored die 2 and white die 4 is read as "24." The player then looks down the SP column to find the row containing the rolled number and checks the result contained in that box. If the result is only a dash (-), the fire has had no effect and this Fire Combat resolution is over. If the result includes at least one colored box, the Lead Unit in the targeted hex may take a Cohesion Test.
b. Cohesion Test Determination: Check the modified Cohesion Rating of the Lead Unit (see 9.2) in the targeted hex. If the number range of a colored box in the combat result includes the Lead Unit's modified CR, that unit is subject to a Fire Combat Cohesion Test. The color of the corresponding box dictates which Cohesion Test is required - red is Severe, yellow is Tough, and green is Routine. If the Lead Unit's CR is not included in a colored box, the result is treated as a dash (-) result and thus no effect.
Fire Combat Example: The 2nd MO Infantry (3-3) from Sturgis' Brigade is located in a Clear terrain hex adjacent to the CSA 3rd AR Infantry Battalion (4-4), which occupies a Woods hex. It is the Fire Step of Sturgis' Brigade Activation Phase and the Brigade is under Attack Orders. The USA unit decides to issue Fire Combat at the CSA unit. The unit would normally fire with 3 SPs, this is shifted two columns to the left for an Obscured LOS (firing into a Woods hex). That means the fire is resolved on the "1" column. The USA player rolls two dice and gets a 6 on the colored die and a 2 on the white die. The player reads down the "1" column to the range of results that includes "62" (this would be the "6162" line) to get the result of the fire. This gives a result of - | 01 | 2-4. The targeted hex has a Lead Unit with a CR of 4 and thus the fire has no effect. If the AK Infantry was Shaken, its CR would be modified to 3, and it would have to take a Routine Fire Combat Cohesion Test. (Note that these values are for example purposes only.)
c. Flanking Fire: If a hex is targeted by Fire Combat (for any reason) from two or more different enemy units whose LOS into the target hex is separated from the other LOS by at least one full hexside, it is subject to Flanking Fire. To use Flanking Fire on a hex, the firing player must announce all included fire attacks against the target hex prior to resolving any of them. Resolve this fire normally with all firing units involved in the Flanking Fire each receiving a one-column shift to the right. If all units in the targeted hex are retreated or placed on the Broken Track before all fire against it is resolved, any remaining firing units may fire at different targets. However, if any units remain in the originally targeted hex, all units announced to be participating in the Flanking Fire must still target that hex.
Note: To speed up the play of the game it is strongly suggested the player roll the dice for Fire Combat before figuring every single modifier (once you are familiar with the CRT). A low die roll is a miss against anything but the very lowest Cohesion Ratings.
Series Rules 10.0 Movement
Movement is conducted during the Artillery Phase (by Artillery units only) and the Movement Step (by activated Infantry and Cavalry units only). Certain Event chits also allow movement.
10.1 Movement Procedure: Units are moved one at a time (or one stack at a time, each completing its move before another unit or stack moves and cannot end their move in an over-stacked situation. (See stacking limit in exclusive rules) Units move from hex to adjacent hex and expend Movement Points (MPs) as they enter a hex. Each unit has a Movement Allowance, representing the number of MPs that it can expend during each movement.
10.2 Movement Allowance: The distance an Artillery unit can move is listed on the player aid for each game. The distance Infantry or cavalry units can move in a step is based on the Order that was issued (see Player Aid for the movement allowances for each type of unit under each type of order) for the Brigade during the preceding Orders Step. Some Event chits can change a unit's Movement Allowance.
10.3 Terrain Movement Costs: Each hex has a dominant terrain feature and costs one or more MPs to enter. These costs differ for each type of unit. Refer to the Terrain Effects Chart of each game for these terrain costs. Where multiple Terrain types affect a unit entering a hex, their costs are cumulative. If a unit does not have sufficient MPs remaining to enter a hex, it must halt its movement in its current hex. However, a unit may always move at least one hex during its movement, regardless of terrain costs as long as it does not over-stack or enter prohibited terrain.
10.4 Stack Movement: A stack of units may be moved as one entity, or each individual unit can be moved separately, at the owning player's discretion.
10.5 Roads: include Roads, Lanes, Trails, Pikes, etc. Their effects are described in each game's exclusive rules. For Series games volume 7 & 8, please refer to series rules version 1.1 for rules on roads.
10.6 Engagement: An Infantry or Cavalry unit becomes Engaged when it moves adjacent to any enemy unit during movement. An Artillery unit becomes Engaged when it is within two hexes of any enemy unit. Artillery units may not voluntarily move to become Engaged during their movement. Once artillery is engaged it may only voluntarily move to increase the distance from the enemy. Note that some Brigade Orders (see 8.0) do not allow Engagement.
10.7 Opportunity Fire: If a unit conducts movement (voluntary or not) out of a hex that is adjacent to one or more enemy units, it must first endure Opportunity Fire (Exceptions: Advance After Close Combat (see 12.7). This movement must first be announced, and the enemy player may then issue Fire Combat from all adjacent enemy units before the unit moves. If a stack of units wishes to leave from adjacent to an enemy, each unit is moved individually and undergoes Opportunity Fire individually. This fire is conducted normally (including being able to combine SPs of eligible firing units), except that units halve their SPs to resolve the fire. Apply all Fire Combat results normally, but the moving unit is automatically the Lead Unit - non-moving units in the same hex cannot be affected other than due to a Panic Result (see 12.1). If the moving unit suffers any Retreat result from this fire, its intended movement is cancelled, and it must conduct only the Retreat move. There is no limit to the number of times a unit can be subject to Opportunity Fire nor how many times a unit can issue such fire.
A unit conducting a Retreat move (see 12.3) does not qualify for Opportunity Fire in the initial hex of the retreat. In other words, enemy units adjacent to the Retreating unit when it starts its Retreat move may not issue Opportunity Fire. However, if the Retreating unit retreats more than one hex, it is subject to normal Opportunity Fire in each hex it exits after the first. Note that this means that the retreating unit does not normally suffer Opportunity Fire from the units that caused the retreat in the first place. It will suffer fire from enemy units that it must retreat past as it runs away - essentially "running the gauntlet" if it is in a poor position.
10.8 Cavalry Withdrawal: When an enemy infantry or artillery unit moves within one or two hexes of a friendly mounted cavalry unit, the non-moving player may immediately retreat the cavalry unit one hex away from the moving enemy. (A cavalry unit gets two chances to withdraw, at two hexes and at one hex.) The hex the cavalry retreats to must be one that the cavalry unit may enter while mounted and may not be one that would create an over-stacking situation. There is no limit to the number of times a cavalry unit may withdraw one hex from various enemy moves in a turn. The cavalry unit may decide at any time to cease withdrawing and remain in position. The Cavalry unit does NOT suffer Opportunity Fire when withdrawing. The moving enemy unit may continue to move after the cavalry unit has withdrawn.
10.9 Cavalry Mounting and Dismounting: Cavalry units are either mounted or dismounted. They may change from one state to the other at any time during their movement by paying 3MP to change modes. Cavalry cannot mount up in terrain that would be prohibited to mounted units. The movement allowance of the unit remains the one that it began the movement with, minus the 3MP. If they do not have enough movement points left to pay the full cost, they may not mount or dismount this move. Mounting or dismounting adjacent to an enemy unit triggers Opportunity Fire (see 10.7). When mounting or dismounting, find the replacement counter that matches the desired state of the unit. Not all cavalry have a dismounted and mounted counter. Dismounted cavalry units are treated as an infantry unit for all purposes.
10.10 Cavalry Charge Moves: Mounted Cavalry units may make a special Charge Move which grants them a benefit in Close Combat. To charge, a cavalry unit must meet these conditions:
- a). it may not be Shaken or Disrupted (see 12.5);
- b). It must be in Clear terrain at the start of the movement step;
- c). it may only enter Clear hexes;
- d). it may not enter a hex so as to create an over-stacked situation at any time during its move;
- e). it must end its Charge Move adjacent to an enemy unit;
- f). the targeted enemy hex must contain only infantry and/or Artillery units in Clear hexes;
- g). in all cases, the Charge Move may not cross a Slope or Steep Slope hexside nor can the targeted enemy unit be located through such a hexside.
If all these conditions are met, a Close Combat must then be declared during the Close Combat step. The Charging Cavalry unit will receive a bonus of two column shifts to the right if it is the Lead unit in the Close Combat.
10.11 Reinforcements Arrival: Artillery units are placed in the hex specified at the start of the Artillery phase, even if over-stacked. Infantry and cavalry reinforcements are all placed in the specified hex, even over-stacked if necessary - only upon the units being activated with a Full Activation. A Limited Activation will simply "burn" the brigade's activation and the units will not enter the game at that time. Reinforcement units move normally from their initial location upon entry, and if over-stacked, must observe Stacking Limits at the end of that first move. Should the reinforcing units be frozen into an over-stacked situation (such as by being forced to operate under a Regroup Order by a Command Confusion event chit), the player must move one unit at a time, starting with the largest SP unit, to an adjacent legal hex until the initial hex meets the Stacking Limit. If the assigned hex is occupied by or adjacent to any enemy unit(s), the reinforcements are delayed until the next turn. If the originally assigned arrival hex is still occupied by or adjacent to any enemy unit(s) when the reinforcements are next activated, they instead enter at the closest eligible hex to the originally assigned arrival hex that is not occupied by or adjacent to any enemy unit(s). If multiple hexes qualify, the owning player may choose among them.
10.12 Off-Map Withdrawals: A unit may voluntarily move off the game map by paying 1 MP to move from any map edge hex (regardless of the terrain in the hex or hexside) off the map. The unit is removed from the map and is permanently out of the game. It may not return at any time.
Series Rules 11.0 Close Combat
Close Combat represents short-range firefights, and, in rare instances, actual bayonet and hand-to-hand melee combat. Close Combat is resolved in the same manner as Fire Combat, with the following exceptions:
- Cohesion Tests are resolved on the Close Combat Cohesion Test Table instead of the Fire Combat Cohesion Test Table.
- A Close Combat Cohesion Test is always required, regardless of the result achieved on the Combat Results Table, Exception (11.3d). If a "No Effect" result is achieved on the CRT, this is termed a Close Fight result and still requires a reference to the Close Combat Cohesion Test Table under the "Close Fight" column (and these results may affect the attacker as well as the defender).
11.1 Close Combat Ineligibility: Artillery units may never initiate Close Combat.
11.2 Close Combat Declaration: At the start of the Close Combat Step, the active player must announce every Close Combat they plan to make in the current Step and must designate all attacking units and which hexes they are attacking. Attacking is voluntary and there is no requirement to attack adjacent enemy units. Multiple attacking units that are adjacent to the same enemy hex may all attack that hex if they wish and it will be resolved in a single Close Combat. Once an attacking unit is announced, it is committed to attacking the designated hex in the current Step.
11.3 Close Combat Procedure: Each announced Close Combat is resolved individually and in its entirety before moving on to the next Close Combat. The order of Close Combats is up to the active player, who does not have to declare the order of Close Combats at the start of the Step. A Close Combat is resolved in the following order:
a. Defensive Fire: Enemy units in the targeted hex may issue Defensive Fire. This fire uses the Fire Combat rules and modifiers. In addition, other enemy units adjacent to any currently attacking unit(s), and who are not themselves the target of a different declared Close Combat during this Step, may also issue Defensive Fire, but with only 50% of their SPs (this is termed Supporting Defensive Fire). All such Defensive Fire is issued normally and, in any order, chosen by the defending player. Defensive fire may be combined with Supporting Defensive Fire if the firing units are adjacent to one another and adjacent to the target attacking unit. If any Retreat result is achieved, or if an attacking unit is placed on the Broken Track, the retreated or broken unit(s) cannot take part any further in the Close Combat. Should there be more than one defending unit in the attacked hex, each defending unit may issue Defensive Fire at the same attacking hex, or each can fire at a different attacking hex (if there are more than one). Note: Defending Infantry units armed with "CC" weapons MAY ISSUE DEFENSIVE FIRE (treated as effective range). Defending mounted cavalry units armed with "CC" weapons MAY NOT ISSUE DEFENSIVE FIRE and all Defending mounted Cavalry units (regardless of weapon) attacked by other cavalry units MAY NOT ISSUE DEFENSIVE FIRE.
b. Cavalry Withdrawal: In lieu of issuing Defensive Fire, an attacked mounted cavalry unit may instead immediately withdraw one hex away from an attacking enemy INFANTRY unit (only). The hex withdrawn to must be one that the mounted Cavalry can legally enter. The enemy unit may then Advance After Close Combat (see 12.7). The unit can only advance if the hex is emptied by the withdrawal. There is no limit to the number of times a mounted Cavalry unit can withdraw from various enemy Infantry attacks in a turn. The Cavalry unit does NOT suffer Opportunity Fire when withdrawing.
c. Initial CRT Column: Any announced attacking units that did not Retreat and that were not Broken by Defensive Fire must continue to conduct the Close Combat (regardless of the Defensive Fire results on any other attacking units). If there is a single attacking hex the attacking player finds the column on the Combat Results Table (CRT) that includes the total number of SPs of the attacking units in that hex.
If there is more than one attacking hex committed against the same defending hex, the attacking player must designate one of the attacking hexes as the Assaulting Hex. The other attacking hexes are called Flanking Hexes. This is done after defensive fire; do not announce an Assaulting Hex before that fire as the results of that fire could totally change the situation. Only units in the Assaulting Hex are used to determine the SP total on the CRT, as well as to determine eligibility for all column-shift modifiers except the Out Numbering modifier. Close Combat modifiers are cumulative. For purposes of the Out Numbering modifier only, count all the attacking SPs taking part in this Close Combat (i.e., from the Assaulting Hex plus all the Flanking Hexes) and use that SP total to calculate any eligible column shift (only). Flanking Hex units may still participate in an eligible Advance After Close Combat (see 12.7).
d. Resolving Close Combat Attacks: The method used to resolve Close Combat Attacks is identical to the method for resolving Fire Combat. If modifiers shift the Attacker's CRT column to the left beyond the lowest column of the CRT, then no close combat occurs.
e. Cohesion Test Determination: Close Combats use the same procedure as Fire Combat for determining which Cohesion Test is required but use the Close Combat Cohesion Test portion of the table.
It is especially important to remember that ALL Close Combat results (even a "-" result) require reference to the Close Combat Cohesion Test Table!
Series Rules 12.0 Cohesion Tests
During Fire Combat and Close Combat, some results will require affected units to take a Cohesion Test. This involves a roll of both dice on the Cohesion Test Table corresponding to the combat type. The owner of the unit(s) taking the test rolls both dice, then cross references the colored die with the Depletion Result column and the white die with the Skedaddle Result column. Cohesion Tests are always resolved in order from left to right - apply each result in its entirety and then proceed to the next result. Lead Units always have any results applied to them first before proceeding to results pertaining to any other units.
12.1 Fire Combat Cohesion Test Procedure: The player owning the unit(s) subject to a Fire Combat Cohesion Test refers to the Fire Combat Cohesion Test Table and finds the section that corresponds with the Cohesion Test type achieved on the CRT - Routine, Tough or Severe. The Depletion Test is resolved and completely applied first. Then the Skedaddle Test is resolved.
a. Depletion Test: The first Cohesion Test is the Depletion Test. Find the row that matches the colored die roll in the section that corresponds with the type of Cohesion Test required.
- No Effect (-): The test is passed and there is no effect on the Lead Unit.
- Deplete (D): The Lead Unit, if on its FR side, is flipped over to its BW side. If it is already on its BW side, it must take an immediate Break Test (se 12.6).
- Deplete Two Units (D2): The Lead Unit plus the next largest printed SP unit in the target hex each suffer a Deplete result as above. If only one unit is in the target hex, treat this as a "D".
- Deplete All Units (D all): Every unit in the target hex suffers a Deplete result as above.
b. Skedaddle Test: The second Cohesion Test is the Skedaddle Test. Find the row that matches the white die roll in the section that corresponds with the type of Cohesion Test required. Sometimes, multiple results can be listed, in which case all are applied together.
- No Effect (-): The test is passed, and the Lead Unit is unaffected.
- Morale Hit (MH): The Lead Unit is given a Morale Hit (see 12.5). A result of 2MH indicates that two Morale Hits are incurred by the Lead Unit.
- Break Test (BT): The Lead Unit must take a Break Test (see 12.6).
- Retreat (R#): The Lead Unit Retreats (see 12.3) the number of hexes indicated.
- Panic Result (P1): This result means that, in addition to the normal result to the Lead Unit, one other unit (if available) will Panic. The firing player selects one enemy unit (not the Lead Unit) in the targeted hex, or in any adjacent hex, that has a modified CR of 2 or less. This selected Panicked unit then suffers one MH and must Retreat three hexes (R3). No Panic occurs if there are no eligible units with a low enough CR. If there is more than one eligible unit to select, the unit with the lowest modified CR of those eligible must be selected. If again there is more than one unit qualified, the firing player can select the eligible unit of the players choice.
Important Note: Only the Lead Unit is affected by Fire Combat Skedaddle results unless there is Panic. The Panic result is applied after all results are first applied to the Lead Unit. Thus, the retreat of the Lead Unit may affect the Unit Support status (and thus the modified CR) of any potential panicking units.
Panic Example: A stack of three targeted units of 4 SPs, 3 SPs and 1 SP and all with a printed CR of 3 and no markers are attacked by Fire Combat. The CRT roll achieves a "Tough" Cohesion Test result. Adjacent to the stack of three defenders is a single friendly Shaken unit with 6 SPs and a CR of 4. The attacking player rolls a colored 5 and a white 5, which is a D2 Depletion Test result and a MH RA2 (P1) Skedaddle Test result. The Depletion Test result is applied first, and the D2 causes the defending Lead Unit (the 4 SP unit) and the next-largest SP unit (the 3 SP unit) to be flipped to their BW sides. The Lead Unit is now 1 SP with a CR of 2 and the other affected unit is now a C SP unit with a CR of 2. The Skedaddle Test is then applied, and the Lead Unit is given a "Shaken" marker and retreats two hexes.
The Panic Result must now be resolved. The firing player can apply the Panic Result to one qualified enemy unit. Only the C SP unit can be selected as the 1 SP unit (CR 2) was the Lead Unit and cannot be chosen and the adjacent Shaken 6 SP unit (CR is 3) does not have a low enough CR. So, the player must choose the C SP unit and that unit becomes "Shaken" and then retreats two hexes.
12.2 Close Combat Cohesion Test Procedure: The players refer to the Close Combat Cohesion Test Table and find the section that corresponds with the type of Cohesion Test result achieved on the CRT - Close Fight, Routine, Tough or Severe. The Depletion Test is resolved and completely applied first. Then the Skedaddle Test is resolved.
a. Depletion Test: The first Cohesion Test is the Depletion Test. Find the row that matches the colored die roll in the section that corresponds with the type of Cohesion Test required.
- No Effect (-): The test is passed and there is no effect on the Lead Unit.
- Attacker Deplete (AD): The attacking unit with the largest printed SP value (from the Assaulting Hex if multiple attackers and owning player's choice if more than one such unit) is affected. A unit on its FR side is flipped to its BW side. A unit already on its BW side takes an immediate Break Test (see 12.6).
- Deplete (D): as Fire Combat Cohesion Test
- Deplete Two Units (D2): as Fire Combat Cohesion Test
- Deplete All Units (D all): as Fire Combat Cohesion Test
- Both Deplete (BD*): the defending Lead Unit suffers a Deplete result and the attacking unit with the largest printed SP value (from the Assaulting Hex if multiple attackers and owning player's choice if more than one such unit) suffers an Attacker Deplete result. Exception: If the attacking units have a total modified SP value that is at least triple the total modified SP value of the units in the defending hex, apply only the "D" result. If the units in the defending hex have a total modified SP value that is at least triple the total modified SP value of the attacking units apply only the "AD" result.
b. Skedaddle Test: The second Cohesion Test is the Skedaddle Test. Find the row that matches the white die roll in the section that corresponds with the type of Cohesion Test required. The results of the Skedaddle Test in a Close Combat are slightly different than in a Fire Combat. If multiple results are listed, all are applied in the order listed.
- No Effect (-): The test is passed, and the Lead Unit is unaffected.
- Attacker Morale Hit (AMH): The attacking unit with the largest printed SP value (from the Assaulting Hex if multiple attackers and owning player's choice if more than one such unit) receives a Morale Hit (see 12.5).
- Attacker Retreats (AR#): The attacking unit with the largest printed SP value (from the Assaulting Hex if multiple attackers and owning player's choice if more than one such unit) Retreats (see 12.3) the number of hexes indicated.
- Morale Hit (MH): as Fire Combat Cohesion Test
- Break Test (BT): as Fire Combat Cohesion Test
- Defenders Retreat (RA#): All units in the defending hex each Retreat (see 12.3) the number of hexes indicated.
- Panic Result (P#): as Fire Combat Cohesion Test except that if the result is "P2" or "P3", the enemy player selects two or three eligible units (respectively) to effect. If there are multiple eligible units, they must be chosen starting with the lowest modified CR unit first.
Important Note: When conducting Close Combat Panic, do so in the following order: Apply the normal combat result to the Lead Unit first; then determine who will Panic (which can include units that were stacked with the Lead Unit and may be affected by an "RA" result); then apply the Panic result to the chosen units; and finally, retreat any units that were stacked with the Lead Unit the maximum distance that would apply, either from the original "RA" result or from the Panic effect, whichever is greater (but not both).
12.3 Retreat Movement: If the Cohesion test result dictates a Retreat, the affected unit must be immediately retreated. Retreat movement is counted in total hexes - not MPs! The terrain MP cost of hexes retreated through is ignored. The unit must retreat the entire distance mandated by the test result. Retreats are conducted by the owning player, one unit at a time if a stack is affected, and follow this order of priority:
- It must finish its retreat the number of hexes away from its original location specified by the retreat result. This means that a unit might retreat more hexes than specified to avoid other retreat restrictions, as long as it ends up that far away from its original hex.
- It may not enter a hex with an enemy unit.
- It may not enter an impassable hex or cross an impassable hexside.
If the retreating unit cannot retreat without meeting all three of these initial requirements, it is placed in Broken Box 3 on the Broken Track. Exceptions: A unit retreating off the map is placed in the Broken Box 1 instead. Artillery and Fragile units are eliminated.
If this first set of retreat requirements can all be met, the following restrictions must be met, if possible. They are listed in order of precedence.
- The retreat path must follow hexes not adjacent to the enemy unit(s) that caused the retreat.
- The retreating unit must avoid moving adjacent to other enemy unit(s) that did not cause the retreat.
Note: that if a retreating unit moves from a hex adjacent to one or more enemy units (other than the initial hex of retreat), those enemy units may Opportunity Fire (see 10.7). Any Depletion, Break Test and/or Retreat result received is applied normally at that point in the retreat, with a Retreat result being added to the total current Retreat distance. The retreating unit may not end its retreat in a hex so as to cause the hex to be over-stacked. If the only hex available to retreat into that meets all the higher priorities is a hex that would now be over-stacked. the retreating unit retreats additional hexes until it reaches a hex it can legally stack in.
12.4 Unit Support: Units that have friendly units from the same brigade in the immediate vicinity can derive morale and physical support from those units, boosting their own ability to withstand enemy fire or assault. This is modeled by modifying an unsupported unit's CR. Unit Support is judged and applied in every instance that a unit is required to refer to its modified CR.
a. Unit Support Qualification: The definition of Support depends on the type of unit involved, as follows:
- i. Infantry and Cavalry: An Infantry or Cavalry unit is Supported if there is at least one non-Shaken and non-Disrupted unit from the same Brigade stacked with it or in an adjacent hex. Note that the unit providing support can be Battleworn.
- ii. Artillery: An Artillery unit is Supported only when stacked with or adjacent to any non-Shaken and non-Disrupted Infantry or Cavalry unit.
- iii. Unit on the Broken Track: Units in the "Available" box on the Broken Track that are attempting to Rebuild are automatically Supported.
b. Unit Support Effect: If a unit does not have qualifying Unit Support, it is deemed to be Unsupported, and its CR is decreased by one (-1).
Note: It is important to note that Unit Support (or the lack thereof) is always considered when a unit's modified CR needs to be referenced.
12.5 Morale Hits: If the Cohesion Test result indicates a Morale Hit (MH), the testing unit applies this result as follows:
- Unit does not already have a Morale Hit marker: The unit receives a "Shaken" marker and its SP and CR values are each reduced by one (-1). If the unit receives two Morale Hits, the marker is placed on its "Disrupted" side and the unit's SP and CR values are each reduced by two (-2).
- Unit already has a "Shaken" marker: The unit's current marker is flipped over to its "Disrupted" side and the unit's SP and CR values are each reduced by two (-2). If the unit receives two Morale Hits, it is marked Disrupted and then must take a Break Test (see below).
- Unit already has a "Disrupted" marker: The unit keeps its "Disrupted" marker and must take an immediate Break Test (see 12.6). If the unit receives two Morale Hits, it must take two separate Break Tests.
12.6 Break Test: Certain Cohesion Test Table results call for units in extreme distress to make a Break Test.
- A unit receiving a "Break Test (BT)" result.
- A unit on its BW side receiving a "Deplete (D)" result. Fragile units only have a BW side.
- A unit with a "Disrupted" marker receiving a "Morale Hit (MH)" result.
A Break Test is resolved immediately upon a unit receiving it. Note that a unit could be required to take more than one Break Test from the same result (for example, a Disrupted unit that receives two Morale Hits). When resolving a Break Test, the owning player rolls one die and compares it to the testing unit's modified CR. Find the row on the Break Test Table that corresponds to the die roll and apply the indicated result as follows:
- Die Roll equals or is less than CR: The testing unit is given a "Shaken" marker. If it is already Shaken, flip the marker to its "Disrupted" side. If the unit is already Disrupted, there is no effect.
- Die Roll 1 more than CR: Remove any Morale Hit markers and then place the unit, on its BW side, into Broken Box 1 on the Broken Track. Exception: If the affected unit is Artillery or a Fragile unit (see 2.1), it is eliminated.
- Die Roll 2 more than CR: Remove any Morale Hit markers and then place the unit, on its BW side, into Broken Box 2 on the Broken Track. Exception: If the affected unit is Artillery or a Fragile unit, it is eliminated.
- Die Roll 3+ more than CR: Remove any Morale Hit markers and then place the unit, on its BW side, into Broken Box 3 on the Broken Track. Exception: If the affected unit is Artillery or a Fragile unit, it is eliminated.
12.7 Advance After Close Combat: When a hex is vacated by all enemy unit(s) after taking a Cohesion Test caused by a Close Combat (only), the surviving friendly unit(s) that were committed to attack the hex (including Flanking Hex units) or that were attacked from the hex may advance to occupy the now-empty hex, up to the stacking limit. Note that this advance is allowed by both attacking and defending units. Advancing units are not subject to Opportunity Fire (see 10.7) when they make the advancing move.
If the defeated enemy retreated two or more hexes or was Broken (for any reason), the victorious units may advance two hexes. The first hex advanced must be the hex previously occupied by the retreating or broken unit(s). The second hex can be any legal hex adjacent to that hex. Again, no Opportunity Fire is allowed against advancing units.
12.8 The Broken Track: Most infantry and cavalry units do not get permanently eliminated from the game. They are placed on the Broken Track into one of several boxes which corresponds to a unit's level of distress. Artillery units and Fragile units are never placed on the Broken Track. Instead, they are permanently eliminated from play.
The Broken Boxes: Each Broken Box is labeled with a number or "Available". Broken Box "3" represents the greatest degree of disorganization and demoralization. The "Available" Box represents the least disorganized Broken state. Units are placed in a numbered box per the Cohesion Test result achieved. Units on the Broken Track are always placed on their BW side. Remove any markers from a unit on the Broken Track.
a. Broken Track Adjustments: During the End Turn Phase, all units in each Box are moved down the track to the next lower-numbered Box or to the "Available" Box (from the "1" Box). Units in the "Available" Box must remain in that Box for the remainder of the game unless Rebuilt (see 13.2b). To prevent confusion, move units in the "1" Box first, then the "2" Box, then the "3" Box.
b. Rally Eligibility: Units located in the "Available" Box are eligible to use a Rebuild action (see 13.2b). Rebuilt units are immediately removed from the "Available" Broken Box and placed on the map in an eligible location on their BW side.
Close Combat and Cohesion Test Example: USA units 1st WV (3-2 on its FR side) and 4th WV (4-1 on its BW side) are stacked together, under Attack Orders and adjacent to a Battleworn CSA stack consisting of the 36th VA (5-4 on its BW side) and the 69th NC (2-3 on its BW side). The USA stack is situated on Level-4 Clear terrain, while the CSA stack is on Level-5 Clear terrain with a Slope hexside between the two stacks. The USA player decides to declare a Close Combat attack. The CSA units issue Defensive Fire and get a "No Result." The USA units then attack with 6 SPs, starting the combat on the "6-7" column. This combat is then shifted two columns to the left due to the Slope hexside and another column to the left because the defending units have a better CR. That's three shifts to the left and therefore puts the final Close Combat CRT column at "3". The USA player rolls two dice and gets a colored 5 and a white 2 for "52". Looking down the "3" column, we see that a roll of 52 corresponds to the "51-53" row and a result of - | 0 | 1-3. The CSA Lead Unit is the 36th VA, which has a CR of 4 (its printed CR of 4 is used because it has Unit Support from the 69th NC, which is also from Smith's Brigade). The result is "-", which during a Close Combat is a Close Fight result. The USA player rolls two dice again, this time rolling a 5 on the colored die and a 3 on the white die and references the "Close Fight" section of the Close Combat Cohesion Test Table.
The Depletion Test result is "BD*," therefore both sides need to Deplete a unit. The USA player must Deplete the 4th WV (as it is the larger SP unit) and since its already on its BW side, the unit must take a Break Test. The USA player rolls one die against the unit's printed CR of 1 and rolls a 1, which means the unit is not Broken but is given a "Shaken" marker. The CSA player must also Deplete the 36th VA (the defending Lead Unit) and it also must then take a Break Test since it's on its BW side. The player rolls a 4, which means the unit is placed on the Broken track in the Broken Box 1 as the die roll was one above its CR.
The Skedaddle Test result is "AM", which means one of the two attacking USA units must take a Morale Hit. Again, this must affect the larger-SP 4th WV (because you use the printed SPs, not the modified SPs), and the USA player flips the "Shaken" marker over to its "Disrupted" side (Note that these values are examples only).
Series Rules 13.0 Rally
To get Battleworn, Shaken, and Disrupted units back into the fight, players must attempt to Rally those units. This activity may only be attempted during the active Brigade's Rally Step, and only under certain orders and in certain conditions.
13.1 Rally Eligibility: To attempt a Rally, a unit must meet all the following qualifications:
- If an Infantry or Cavalry unit it must belong to the currently Active Brigade.
- If an Artillery unit, it must be stacked with or adjacent to any unit belonging to the currently Active Brigade. An Artillery unit may only conduct a Recovery action (see 13.2a) but may do so multiple times in a single turn if it meets this requirement more than once. Artillery may not conduct a Rebuilding procedure (see 13.2b) in the Rally Step - it may only do so in the Artillery Rally Step (see 6.4).
- The Active Brigade must be under Regroup or Defend Orders.
- It must be at least three hexes away from any enemy unit (counting the Rallying unit's hex but not counting the enemy unit's hex), or in the "Available" Box on the Broken Track.
- A unit can be rallied by an event chit by following the procedure outlined in the chit description.
13.2 Rally Procedure: Once eligible units have been identified, the player may perform Recovery and/or Rebuilding, depending on the current Brigade Order. An eligible unit may conduct either Recovery or Rebuilding in a single Rally Step - not both.
a. Recovery: This procedure allows the removal of one or more Morale Hits from a unit. The number of Hits removed depends on the Brigade Order, as follows:
- Defend Order: Each eligible unit may remove one Morale Hit. A unit can discard its "Shaken" marker or flip its "Disrupted" marker over to its "Shaken" side.
- Regroup Order: Each eligible unit may remove all its Morale Hits. Remove the "Shaken" or "Disrupted" marker.
- Any Other Order: Units may not recover.
b. Rebuilding: To attempt to Rebuild a unit, the owning player rolls one die and compares the die roll to the unit's BW modified CR (remember that a Rebuilding unit in the "Available" box is automatically considered to have Unit Support). If the roll is less than or equal to the CR, the Rebuild attempt is successful and the unit flips to its FR side, or if in the "Available" box is placed on-map on its BW side. If greater than the CR, the Rebuild attempt is unsuccessful and the unit remains in its current condition. Note that Fragile units and Artillery units cannot be Rebuilt once eliminated. Also note that a BW Artillery unit still on the map can be Rebuilt to its FR side. In addition, an Artillery unit may only attempt a Rebuild during the Artillery Step. Rebuilding can only be conducted with units under a Regroup Order. Each eligible unit may make one Rebuild attempt (as described above). If a unit on the map is successful, it is flipped over to its FR side. If this causes the unit's hex to exceed the stacking limit, that unit must immediately displace to an adjacent hex that is further away from the nearest enemy unit and that will not exceed the stacking limit. Repeat this displacement, if necessary, until stacking limits are met. Units under any other Order may not Rebuild.
If a successful unit is re-entering the map from the "Available" Box, it is placed on its BW side in any hex that is at least three hexes from any enemy unit. It must also be within three hexes of another unit from the Active Brigade. If there is no other unit from the Active Brigade on the map, then it must be within three hexes of another unit from the Active Brigade's Division. If this is not possible, then it can be placed within three hexes of any friendly unit. If no such hex exists on the map, then the unit may not attempt to Rebuild until an eligible hex is available.
Example: Tyler's Brigade has been taking heavy casualties and the USA player decides it's time to get those units rallied. The Disrupted 7th IN-a is on its BW side and adjacent to an enemy unit. The fresh but Shaken 7th IN-b is immediately behind it. The 110th PA-a is in the "Available" Box on the Broken Track.
If the USA player wants to do some rallying but also keep fighting, they could give Defend Orders to the Brigade. This will allow the Brigade to conduct Fire Combat, withdraw the 7th IN-a back two hexes (subjecting it to Opportunity Fire) and move the 7th IN-b up one hex to relieve them. During the Rally Step, since the boys from Indiana are now three hexes from any enemy, they can perform a Recovery action on the 7th IN-a and flip the "Disrupted" marker to its "Shaken" side.
If the player had instead chosen a Regroup Order, none of the units could move and they would only have been able to Rebuild the 110th PA-a (because it's in the "Available" Box of the Broken Track) since both the 7th IN-a and 7th IN-b are too close to the enemy. If they had rolled a "1" on the die, this would be less than the 7th IN-b's CR of 2 and would allow the unit to be immediately returned to the map on its BW side, at least three hexes from any enemy unit and within three hexes of either of the other two USA units.
REBUILD OPTION: To more accurately reflect the fact that once a unit broke in combat it rarely returned to good order, we recommend that you not allow a unit to ever Rebuild to its FR side once it has been placed on the Broken Track. Unfortunately, it is not possible within the physical constraints of the game package to provide markers to keep track of such units. However, if players wish to do some additional bookkeeping, they may opt to not allow units that have returned from the Broken Track to ever to be Rebuilt to their Fresh sides - they must remain on their Battleworn sides.
Series Rules 14.0 End Turn Phase Procedures
When no chits remain in the draw cup, players proceed to the End Turn Phase to conduct various housekeeping procedures, check on special situations, and update the game's progress.
14.1 Final Held Chit Play: Both players may play one or more of any eligible Event or CIC chits they are still holding at this time (i.e., any chits that were being held, such as CIC, Firefight and Rebel Yell chits). First the USA player announces and plays a chit, followed by the CSA player and so on until all the eligible chits are played.
14.2 Victory Point Awards: Both players count the number of Victory Points earned for the current turn and adjust the VP markers to indicate the new net VP total depending on the scenario being played. This step is skipped in some games that do not collect VP every turn.
14.3 Reset Brigade Activation Status Markers: Any Brigade Activation Status markers on their "Activated" side are flipped back over to their "Available" (flagged) side. In addition, any Brigades that will be entering play next Game Turn have their Brigade Activation Status markers added to the existing group of markers.
14.4 Update Broken Track: Move all units on the Broken Track to the next lower-numbered box, except units located in the "Available" Box, which remain there.
14.5 Prepare for Next Turn: Both players gather all their Event chits together to get ready for next turn's Command Decision Phase. Finally, move the Game Turn marker to the next space of the Game Turn Track. If this is the last turn of the scenario, count the number of Victory Points for each side (see the scenario rules) and determine the game's winner.