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South Mountain

South Mountain Rulebook

Table of Contents

Table of Contents

  • 1.0 Terrain and Map Notes
    • 1.1 Slopes
    • 1.2 Sloping Ground
    • 1.3 Runs
    • 1.4 Orchards
  • 2.0 Union Special Rules
    • 2.1 Army Command
    • 2.2 Corps Units
    • 2.3 Detachments
  • 3.0 Confederate Special Rules
    • 3.1 Command
    • 3.2 D.H. Hill
    • 3.3 Detachments
    • 3.4 Reserve Artillery
    • 3.5 Independent Units
    • 3.6 Supply
  • 4.0 General Special Rules
    • 4.1 Breastworks
    • 4.2 Withdrawal from EZOC
    • 4.3 Random Events
  • 5.0 Victory
    • 5.1 VP for Terrain
    • 5.2 VP for Wrecked Formations
    • 5.3 Victory Level
  • 6.0 Battle of South Mountain
    • General Information
    • Union Information
    • Confederate Information
  • 7.0 Random Events
    • 7.1 Confederate Random Events
    • 7.2 Union Random Events
  • Order of Battle Notes
  • Union Order of Arrival
    • Reinforcement Orders
  • Confederate Order of Arrival
    • Reinforcement Orders
  • Terrain Effects on Movement
  • Brigade Loss Charts
    • Brigade Loss Chart: Army of Northern Virginia
    • Brigade Loss Chart: Army of the Potomac
  • Regimental Loss Charts
    • Regimental Loss Chart (rulebook page 14): Army of Northern Virginia
    • Regimental Loss Chart (rulebook page 15): Army of Northern Virginia
    • Regimental Loss Chart (rulebook page 16): Army of the Potomac
    • Regimental Loss Chart (rulebook page 17): Army of the Potomac
    • Regimental Loss Chart (rulebook page 18): Army of the Potomac

1.0 Terrain and Map Notes

1.1 Slopes

The terrain of South Mountain, which is more extreme than most Civil War battlefields, has a contour interval set at 50 feet instead of the usual 30. This makes for some abrupt elevation changes and lots of steep sloping ground. To account for this, the standard movement costs for elevation changes and slopes have been increased and a new hexside feature called a "Vertical Slope" has been added.

Thin contour lines represent a change in elevation and cost +1 MP to cross (like CWB). A single thick contour line is considered a Slope and two thick contour lines are considered Extreme Slope. Any hexside with three or more thick contour lines is considered a Vertical Slope, which is impassable. Refer to the Terrain Effects on Movement Chart for all of these hexside features.

1.1a Roads. When moving along a Road, add 1/2 MP for each Slope line a unit crosses. Do not add this Slope penalty when moving along a Pike or Trail, and do not apply the penalty to Leader movement or Command Radius traced along a Road.

1.2 Sloping Ground

In addition to the more common hexside features noted above, there are Sloping Ground hexes. Sloping Ground more accurately reflects the effects of a steep hillside on moving troops, especially when moving laterally across the face of a hill. Sloping Ground has no effect on line of sight.

1.3 Runs

Runs are small in-hex water features provided for historical reference. They have no effect on play.

1.4 Orchards

Any hex with at least one complete Orchard Tree symbol is an Orchard hex. The first Orchard hex along a line of sight (LOS) is ignored; two or more Orchard hexes affect LOS normally.

2.0 Union Special Rules

2.1 Army Command

Technically, Burnside is a Wing commander for all Union forces, and Reno has command of 9th Corps. However, due to McClellan's presence, Burnside was largely a supernumerary in this battle, and his only potential role is to assume Army command if McClellan becomes a casualty, or to command 9th Corps if Reno becomes a casualty. Until such an event occurs, Burnside may not issue or receive orders and may not use Initiative.

McClellan commands the Army of the Potomac. Until his entry at 3 pm, orders can only be issued by Leader initiative.

2.2 Corps Units

A number of Union cavalry and artillery units are assigned directly to Corps. These units must maintain a command radius of 6 MP from their Corps HQ and may never voluntarily move out of command radius.

2.3 Detachments

The Union 1st Corps may detach one Division, and each 1st Corps Division may detach one Brigade. Reno's 9th Corps may detach a maximum of two divisions, but may not detach Brigades. Attachments are not allowed.

3.0 Confederate Special Rules

3.1 Command

The Army of Northern Virginia is not yet organized into the more rigid Corps structure seen in later battles. Instead, the army is fighting as individual Divisions and Brigades. Since Lee is not on the field, all orders must be issued by Leader initiative. When Longstreet arrives at 5 pm, he may use initiative to issue orders to any Division leader or Brigade leader he is stacked with, except for leaders in D.H. Hill's division. On a successful initiative roll, Longstreet may issue one order to a Division leader or one order to a Brigade leader.

There is no replacement for Longstreet. If he becomes a casualty, Confederate forces fight on as separate commands.

Historically, Lee was never on the field at South Mountain. From his headquarters at Boonsboro (just off map) he controlled the movements of his army and directed reinforcements to the battle.

3.2 D.H. Hill

Until Longstreet arrives, D.H. Hill may use initiative to issue orders to any division leader or brigade leader he is stacked with. On a successful initiative roll, Hill may issue one order to a Division leader (which may be D.H. Hill himself), or he may issue orders to any two Brigade leaders. When attempting initiative, Hill ignores all Loose Cannon results and is the only leader in the game that may do so.

When Longstreet arrives at 5 pm, Hill reverts to normal command of his division and the exception to Loose Cannon is revoked.

3.3 Detachments

The divisions of D.H. Hill and D.R. Jones may each detach up to three Brigades. Hood's division, with only two brigades present, may not create detachments. Attachments are not allowed.

3.4 Reserve Artillery

The Confederates have five artillery batteries from the Army Reserve (Arty Res). These units may trace command radius to any Confederate brigade leader or brigade HQ as if they were a unit of that brigade, or to any Confederate division HQ (8MP). Command radius may be changed from one source to another without orders or initiative.

3.5 Independent Units

The 5th Va Cavalry and the Pelham artillery units are independent (Ind) and are exempt from any command radius restrictions. They can move and fight freely anywhere on the map. However, these units may never enter a hex with any type of Union unit and may not initiate Close Combat.

This force guarded the gaps before D.H. Hill's men arrived. Hill was not aware that they were on the field, and in fact, they never received orders from anyone during the battle. The restriction on entering enemy occupied hexes exists simply to prevent "commando raids" on Union headquarters and supply.

3.6 Supply

All Confederate units may resupply from the Wing Supply Wagon. Since there is no Army Train, artillery units may trace a path of supply to the Wing Supply Wagon or to any road hex on the west edge of the map.

4.0 General Special Rules

4.1 Breastworks

No unit can build Breastworks.

4.2 Withdrawal from EZOC

During the Movement Phase, any unit that wishes to move out of an EZOC must make a Morale Check before moving. This Morale Check is made using the morale rating of the moving unit, or the top unit in a stack that is moving, without any morale modifiers. Exception: BL units and units entering a hex to conduct Close Combat do not make this Morale Check.

On a result of BL, SH, or NE (No Effect) the unit or stack may move normally. In this case, do not place a Morale marker or change the Morale status of the moving unit(s) in any way. Any other result, meaning any result with a retreat requirement, is executed immediately as a retreat and movement for the affected unit or stack ends. Place the appropriate Morale marker and execute the retreat normally, including any Straggler losses that may be incurred.

Design Note: This rule was first introduced in A Fearful Slaughter, with some variation. It goes a long way towards preventing a common problem with phased retreats in the Regimental Series however.

4.3 Random Events

So much of what occurs in a Civil War battle lies beyond the realm of predictability, and South Mountain is no different. In order to introduce a level of uncertainty in the game in a suitably chaotic manner, a Random Event Table is introduced in section 7.0. During each Command Phase, immediately after rolling for New Order Acceptance, the player whose turn it is must roll on the Random Event Table and apply the result (if any) immediately.

5.0 Victory

Victory is decided by Victory Points (VP) awarded to each side. VP are awarded for controlling specific hexes on the map and for enemy units and formations that are eliminated or wrecked. At the end of the game, add up the points for each side and subtract the Confederate total from the Union total. The remainder, either positive or negative, reflects the level of victory achieved as shown in section 5.3.

5.1 VP for Terrain

Terrain VP may be claimed by the player who last occupied or moved through the hex with a non-Routed infantry or unlimbered artillery unit. Cavalry units, Leaders, and wagons do not count for control of a hex.

HexUnionConfederate
06.1002
16.02010
19.2343
19.3242
33.0205
36.2655
39.3462
40.0715
56.212

5.2 VP for Wrecked Formations

VP are awarded for wrecking enemy formations and for enemy artillery units that were eliminated. When awarding VP for wrecked formations, count only those formations that have exceeded their wreck point with Stragglers and/or hard losses (casualties).

Union VPs...

EventVP
Each Confederate Brigade wrecked1 VP
Each Confederate artillery unit eliminated1/2 VP
D.H. Hill's Division wrecked2 VP
Jones Division wrecked2 VP
Hood's Division wrecked1 VP
5th Va Cav Regiment wrecked2 VP

Confederate VPs...

EventVP
Each Union infantry Brigade wrecked1 VP
Each Union artillery unit eliminated1 VP
1/1 Division wrecked3 VP
2/1 Division wrecked2 VP
3/1 Division wrecked2 VP
1/9 Division wrecked1 VP
2/9 Division wrecked1 VP
3/9 Division wrecked1 VP
K/9 Division wrecked1 VP
F/Cav Brigade wrecked3 VP

5.3 Victory Level

Union VP minus Confederate VPResult
-6 or lessConfederate Massive Victory
-5 to +1Confederate Major Victory
+2 to +8Confederate Marginal Victory
+9 to +15Draw
+16 to +20Union Marginal Victory
+21 to +29Union Major Victory
+30 or moreUnion Massive Victory

6.0 Battle of South Mountain

D.H. Hill's division is moving into position to guard the mountain passes as Federal forces begin to arrive in the area. Word is, the whole Union army is going to cross here and engage Lee at Boonsboro.

General Information

  • First Turn: 9:00 a.m. September 14th
  • Last Turn: 8:00 p.m. September 14th
  • Game Length: 45 Turns
  • First Player: Union

Union Information

Setup:

Cav Division: all w/i 5 of 18.05

  • Pleasonton
  • Cav HQ
  • Farnsworth (F/Cav)
  • 1 Mass
  • 8 Ill
  • 3 Ind
  • C/G 3 US Artillery

Orders: (none)

Pleasonton is defending the National Road to protect Union forces as they arrive. Only one brigade (F/Cav) is operating with the cavalry division.

Artillery Ammunition: 120

Reinforcements: refer to Union Order of Arrival

Confederate Information

Setup:

  • 5th Va Cavalry: 19.23
  • Pelham A Battery: 22.23
  • Pelham B Battery: 20.23

C/dH

  • Colquitt, 23 Ga: 30.21

  • 13 Ala: 28.23

  • 27 Ga: 29.23

  • 6 Ga: 29.22

  • 28 Ga: 30.20

  • D.H. Hill, dH/Div HQ, Wing Supply Wagon: 36.26

  • Carter (Arty/dH): 35.26

  • Lane (Arty Res): 34.17

  • Lloyd, Blackshears, Ross, Patterson (Arty Res): w/i 3 of 36.27

A/dH

  • G.B. Anderson, A/dH: w/i 2 of 38.31

G/dH (detached)

  • Garland, Brigade HQ, 5 NC: 25.25
  • 20 NC: 26.25
  • 13 NC: 27.26
  • 23 NC: 28.25
  • 12 NC: 29.26
  • Bondurant (Arty/dH): 30.25

Orders:

  1. (Complex) D.H. Hill's division is moving into position to defend Turner's Gap and the Frosttown Road.
  2. (Complex) Garland's brigade (G/dH) is detached to defend Fox's Gap.

Artillery Ammunition: 90

Reinforcements: refer to Confederate Order of Arrival

7.0 Random Events

Random Events that call for a random selection should be determined by chance. For example, when choosing a division for some random event, roll the dice to determine which division is affected. Players may use whatever method of random selection they find convenient.

7.1 Confederate Random Events

Roll two dice. On a result of 11 or 12 roll again for a Random Event.

2 - Hill may be Injured. Roll on the Leader Loss Table and apply the result as follows. If Killed, Hill is removed from play. If Wounded, Hill is placed on his division HQ and must remain with the HQ at all times. He may continue to issue orders with a Leader rating of 3. Ignore this event if Hill has already been Wounded.

3 - Hill is Indecisive. D.H. Hill may not attempt Initiative for the next 2 turns. Ignore this event if Hill is currently under this restriction.

4 - Brigade Morale. Select one Confederate Brigade at random and immediately make a Morale Check for each unit in the Brigade. Use all appropriate modifiers (if applicable) and execute the result normally, including any straggler losses.

5 - Ammo Shortage. The Union player freely picks any one Confederate combat unit and marks it Low Ammo. This event cannot reduce a unit to No Ammo.

6 - Reinforcements are Delayed. The next scheduled group of reinforcements is delayed for two turns. Variable reinforcements are not affected unless they are already scheduled to arrive. If both Force A and Force B happen to be scheduled for the same turn, select one of them at random.

7 - Reinforcements Arrive Early. Freely select any one Brigade that is scheduled as a reinforcement and advance the arrival time by four turns. If the new arrival time is prior to or the same as the current turn, the Brigade arrives this turn. Ignore Force A and Force B unless they are already scheduled to arrive.

8 - Flank Fire. In the Fire Combat Phase of the current turn, the Confederate player may apply all Flank fire modifiers to any one Fire Combat containing Small Arms fire. Include all Flank fire modifiers on any Straggler Check and Morale Check that may result.

9 - Friendly Fire. The Union player freely chooses one Confederate infantry or dismounted cavalry unit that is within 3 hexes of a Union infantry or dismounted cavalry unit and immediately resolves a Fire Combat on the selected unit (or stack) using the 4-6 column on the Fire Combat Table (no other modifiers apply). Ignore marking Low Ammo if it occurs and apply the Flank modifier to any Straggler Check and Morale Check.

10 - Desperate Stand. Freely choose any three Confederate Brigades and then select one of them at random. All units of the selected Brigade ignore all unfavorable Morale results during the current Confederate player turn.

11 - Brigade Halt. Select one Confederate Brigade at random. The selected Brigade may not move or fire in the current Confederate player turn.

12 - Hill is Indecisive. D.H. Hill may not attempt Initiative for the next 2 turns. Ignore this event if Hill is currently under this restriction.

7.2 Union Random Events

Roll two dice. On a result of 10, 11 or 12 roll again for a Random Event.

2 - Corps Leader may be Injured. Select one Corps leader at random and roll on the Leader Loss Table. If Killed, remove the leader from play. If Wounded, place the leader on his Corps HQ and reduce his leader rating by -1. The leader must remain with the Corps HQ at all times. Ignore this event if any Corps leader has already been Wounded or Killed.

3 - McClellan Remains Aloof. McClellan may not issue orders for the next 4 turns. Ignore this event if McClellan is currently under this restriction or has not yet arrived.

4-5 - Brigade Halt. Select one Union Brigade at random. The selected Brigade may not move or fire in the current player turn.

6 - Ammo Shortage. The Confederate player freely picks any one Union combat unit and marks it Low Ammo. This event cannot reduce a unit to No Ammo.

7 - Reinforcements are Delayed. The next scheduled group of reinforcements is delayed for two turns.

8 - Order Status. Randomly select one order that is currently in Delay and roll again on the Acceptance Table using the same values as the original order. Apply the new result normally.

9 - Brigade of Iron. All units of Gibbon's Brigade (4/1/1) can ignore all unfavorable Morale results during the current Union player turn.

10 - Friendly Fire. The Confederate player freely chooses one Union infantry or dismounted cavalry unit that is within 3 hexes of a Confederate infantry or dismounted cavalry unit and immediately resolves a Fire Combat on the selected unit (or stack) using the 4-6 column on the Fire Combat Table (do not apply any other modifiers). Apply the Flank modifier to any Straggler Check and Morale Check.

11 - Division Stoppage. Select one Union Division at random. If the Division is currently acting on an attack order, either by itself or as part of a Corps order, treat it as having failed a Stoppage Check and apply the effects immediately. New orders or Initiative are required for the Division to resume operations. Ignore this event if the selected Division (or its Corps) does not have a currently Accepted order.

12 - Corps Confusion. Union Corps leaders may not attempt Initiative for the next 2 turns.

Order of Battle Notes

Any player who consults the tables of organization for the Army of Northern Virginia, or who compares the order of battle here with any of several games on Antietam, will note that a number of units are absent, detached, or otherwise unexplained.

Technically, 3rd Pennsylvania Reserve Regiment was in 2/3/1, but was detached to guard a side road prior to the rest of the division entering the map. It saw no action at South Mountain.

Pleasonton was the Cavalry Division commander, with five brigades under him. However, only one, Farnsworth's, was present at South Mountain. Pleasonton took a direct hand in placing these units, especially the artillery, and in fact acted more like the brigade commander than a divisional commander, detaching units to various parts of the field. We have preserved his rank and the nominal command structure, even though he has only one brigade on the field.

The IX Corps was an amalgam of several commands in the Maryland Campaign. The main elements of the corps were those troops ordered up from North Carolina with Ambrose Burnside, and who joined Pope's Union Army of Virginia in August 1862. At the same time, Jacob Cox's division of troops from West Virginia and the Kanawha River Valley were assigned to Burnside's command. The 6th NY Cavalry and Seaman's 3rd Company Ohio Cavalry were the corps escorts, while L/M Battery, 3 US was directly attached to IX Corps. All of these units did very little fighting but were available.

The 4th Georgia of Ripley's Brigade was not present. Part of Hill's original mission was to guard the roads leading from Harpers Ferry for possible stragglers. When Ripley's men were drawn back to the field that night, the 4th was left on road guard duty.

The 11th Georgia of G. T. Anderson's Brigade was not present. The regiment was detached to guard trains before Anderson's command became engaged.

In D.R. Jones' division, only Brown's Battery is available for action. The rest of the divisional artillery was left at Leesburg, and was disbanded in October. For various reasons, these units were deemed unfit for field service and remained in Virginia to act as a guard there, against what Lee considered the remote possibility of the Federals trying to get between him and Richmond.

Cutts' Reserve Artillery was present with D. H. Hill, but consisted of inexperienced gunners. Hill commented on their inaccuracy of fire in his report. Lloyd's battery of three guns was not officially part of the battalion, but was present at Boonsboro, marched with Cutts' Battalion back to Sharpsburg that night, and was temporarily attached to Cutts through the battle of Antietam. For simplicity's sake I have included it with Cutt's command.

Union Order of Arrival

TimeHexUnitsOrders
9:00 a.m.1.09Cox, 1/K/91
9:15 a.m.1.09Reno, 9 Corps HQ & Supply, 9 Corps Cavalry and Artillery: (G 1 Me, 6 NY, 3 Ohio and L&M 3 US, L 2 NY)1
9:30 a.m.1.092/K/91
11:30 a.m.15.01Willcox, 1/1/9, E 2 US (Arty/1/9)1
Noon15.012/1/9, 8 Mass Lt (Arty/1/9)1
2:00 p.m.15.01Sturgis, 2/9 Division1

Reinforcement Orders

  1. (Complex) 9th Corps is to advance northwest and capture Fox's Gap.
  2. (Complex) 1st Corps is to advance along Frosttown Road and capture Turner's Gap.
  3. (Simple) APot HQ is moving to the crossroads at Bolivar.
  4. (Complex) 4/1/1 Brigade with B 4 US is to establish defensive positions near the Beachley House (26.15) to protect the National Road and ensure communications between 1st and 9th Corps remains open.

Confederate Order of Arrival

TimeHexUnitsOrders
11:30 a.m.39.35Ri/dH, Ro/dH, Hardaway and Jones (Arty/dH)1
2:30 p.m.****Variable Reinforcements: roll one die for each group (Force A and Force B), see below
4:30 p.m.39.35Evans Brigade4
5:00 p.m.39.35Longstreet, Hood's Division5

Variable Reinforcements (2:30 p.m. entry): roll one die for each Variable Reinforcement group (Force A and Force B):

Die rollArrival timeHex
12:30 p.m.39.35
2, 33:00 p.m.20.34
4, 53:30 p.m.39.35
64:00 p.m.39.35
  • Force A (Order 2): Jones, J Div HQ, A/J, D/J, Brown (Arty/J)
  • Force B (Order 3): G/J, K/J, W/J Brigades, 3 x Brigade HQ

Reinforcement Orders

  1. (Complex) Ripley and Rodes are to join their division and help defend Turner's Gap.
  2. (Complex) Jones Division (less three brigades) is ordered to defend Fox's Gap.
  3. (Complex) Garnett, Kemper, and Walker are each detached and each has an order to defend Turner's Gap.
  4. (Complex) Evans is to move to defend Turner's Gap.
  5. (Complex) Hood is ordered to defend Fox's Gap, and to attack southward to recapture it if necessary.

Terrain Effects on Movement

Note that Bold values in the printed chart are different from RSS standard for this game only (the bold typeface is not preserved in this transcription).

TerrainLineColumnMountedLimberedWagonLeader
Movement Allowance66127(a)612
Change Formation1133(b)nene
Clear111111
Orchard11

ot = other terrain in hex. ne = no effect (does not apply). P = Prohibited.

Notes:

  • (a) Horse artillery (cavalry) has a movement allowance of 12 when Limbered.
  • (b) Artillery may only unlimber if it has not expended any MP in the current phase. Unlimbered artillery must pay 3 MP to change formation, and may then use remaining Limbered Movement Allowance.
  • (c) When moving along a Road (not Pike or Trail), add 1/2 MP for each Slope line (extreme slope would be +1).

Brigade Loss Charts

Record-keeping charts printed in the rulebook (pages 6-13 print the same two charts repeatedly for photocopying). Each box is shown as a square; the check mark is the wreck point. Stragglers are recorded in the box rows; "Brigade Status" boxes record wrecked regiments.

Brigade Loss Chart: Army of Northern Virginia

BrigadeMoraleStragglers (boxes)Brigade Status (wrecked regiments)
5th Va CavB7
D.H. Hill Division□□□□✓□
GB AndersonA30□□□✓□
ColquittC30□□□✓□□
GarlandB30□□□✓□□
RipleyB30□□✓□

Brigade Loss Chart: Army of the Potomac

BrigadeMoraleStragglers (boxes)Brigade Status (wrecked regiments)
APotD30
F/CavC35□✓□□
9 Corps Reno
Willcox: 1/9 Division□✓□
1/1/9B35□□□✓□□
2/1/9C35□□✓□

Regimental Loss Charts

Record-keeping charts printed in the rulebook (pages 14-18; pages 19-23 repeat them). Strength boxes are shown as squares with the check mark as the wreck point. Record Casualties (X) and Stragglers ( / ) for EACH Regiment. Lines in bold are the brigade, division or corps totals, which follow the units they total. Printed as published; see the errata companion document (item 4) for the 28 Ohio box count correction.

Regimental Loss Chart (rulebook page 14): Army of Northern Virginia

UnitMoraleStrength
D.H. Hill Division□□□□✓□
2 NCB□□□□□✓□□□□
4 NCA□□✓□
14 NCB□□□✓□□□
30 NCA□□□□✓□□□
Anderson□□□✓□
13 AlaC□□□□✓□□□
6 GaB□□□□✓□□□□

Regimental Loss Chart (rulebook page 15): Army of Northern Virginia

UnitMoraleStrength
Jones Division□□□✓□□
1 GaB□□✓□□
7 GaB□□✓□
8 GaC□✓
9 GaC□✓□
Anderson□□□✓□
50 GaC□□✓□□
51 GaC□□✓□□

Regimental Loss Chart (rulebook page 16): Army of the Potomac

UnitMoraleStrength
Hooker1 Corps
2 NYD□✓□□
Hatch: 1/1 Division□□✓□□
22 NYB□□✓□□
24 NYC□□✓□
30 NYC□□✓□□
84 NYB□□✓□
2 US SSB

Regimental Loss Chart (rulebook page 17): Army of the Potomac

UnitMoraleStrength
Meade: 3/1 Division□□✓□
1 Penn ResB□□□□✓□□□
2 Penn ResB□□□✓□□
5 Penn ResB□□□□✓□□□
6 Penn ResC□□□□✓□□□□
1/3/1□□□✓□
4 Penn ResC□□✓□
7 Penn ResC□□□✓□□

Regimental Loss Chart (rulebook page 18): Army of the Potomac

UnitMoraleStrength
Sturgis: 2/9 Division□□✓
2 MdC□□□□□✓□□□□
6 NHA□□□✓□□□
9 NHB□□□✓□□□
48 PennC□□□□□□✓□□□□□
1/2/9□□□✓□
21 MassC□□□✓□□
35 MassC□□□✓□□□
2
56.2322
2:30 p.m.15.01Hooker, 1 Corps HQ & Supply, 2 NY/1 Corps, Meade, 3/1 Division2
3:00 p.m.15.01McClellan, Burnside, APot HQ & Supply3
3:00 p.m.15.014/1/1, B 4 US (Arty/1/1), Brigade HQ4
3:30 p.m.15.01Rodman, 3/9 Division1
3:30 p.m.32.01Hatch, 1/1 Division, less 4/1/1 and B 4 US2
5:00 p.m.32.01Ricketts, 2/1 Division2
2
2
2
1
Sloping Ground224PP1
Woods223442
Wooded Sloping Ground224PP2
Marsh2234P2
Pike (The National Road)ot1/21/21/21/21/2
Roadot1/2 (c)1/2 (c)1/2 (c)1/2 (c)1/2
Trailot11221/2
Stream+1+1+1+1+1ne
Up/Down Elevation+1+1+1+2+2ne
Up/Down Slope+2+2+2+4+4+1
Up/Down Extreme Slope+4+4+4PP+2
Vertical SlopePPPPPP
Runnenenenenene
Stone Wallnenenenenene
Rodes
B
30
□□□✓□□
Jones Division□□□✓□□
GT AndersonC30□□□✓□
DraytonC30□□□✓□
GarnettA30□□□✓□□
KemperB30□□□□✓□
WalkerC30□□□□✓□□
Hood Division□□✓
WoffordA30□□□□✓□
LawA30□□□✓□
Evans Brigade
EvansC30□□□✓□□
Sturgis: 2/9 Division□□✓
1/2/9B35□□□✓□
2/2/9C35□□□✓□
Rodman: 3/9 Division□✓□
1/3/9C35□□✓□
2/3/9B35□□✓□
Cox: K/9 Division□✓□
1/K/9C35□□✓□□
2/K/9C35□□✓□□
1 Corps Hooker
Hatch: 1/1 Division□□✓□□
1/1/1B35□□□✓□□
2/1/1C35□□✓□□
3/1/1C35□□✓□□
4/1/1A35□□□✓□
Ricketts: 2/1 Division□□✓□
1/2/1C35□□✓□□
2/2/1B35□□✓□
3/2/1B35□□✓□□
Meade: 3/1 Division□□✓□
1/3/1B35□□□✓□
2/3/1C35□□✓□
3/3/1C35□□✓□□
23 GaC□□□✓□□
27 GaC□□✓□
28 GaB□□□✓□□□
Colquitt□□□✓□□
5 NCB□□□□✓□□□
12 NCB□□✓□
13 NCB□□✓□
20 NCC□□✓□□
23 NCC□□□✓□□
Garland□□□✓□□
44 GaB□□✓□
1 NCA□□□□✓□
3 NCB□□□□□□✓□□□□□
Ripley□□✓□
3 AlaB□□□✓□□
5 AlaC□□✓□□
6 AlaB□□□□□□✓□□□□□
12 AlaB□□□✓□□□
26 AlaC□✓□
Rodes□□□✓□□
Independent
5 Va CavC□□□□✓□□□
Evans Brigade
17 SCC□□✓□
18 SCC□□✓□
22 SCC□□□✓□□□
23 SCC□✓
HolcombeC□□✓□
Evans□□□✓□□
15 SCC□□□✓□□□
PhillipsC□□✓□□
Drayton□□□✓□
8 VaA□□✓□
18 VaA□□□✓□
19 VaB□□✓□
28 VaB□□□✓□□
56 VaB□□✓□□
Garnett□□□✓□□
1 VaB□✓□
7 VaB□✓□
11 VaB□□✓□
17 VaB□□✓□
24 VaB□□✓□
Kemper□□□□✓□
1 SC VolC□✓□
2 SC RiflesB□□✓□□
5 SCC□□✓□
6 SCC□□✓□
4 SC BnC□✓□
Palmetto SSB□□✓□□
Walker□□□□✓□□
Hood Division□□✓
18 GaB□□□✓□□
Hampton LgnA□□□✓□□□
1 TexasA□□□✓□□
4 TexasA□□□✓□□
5 TexasA□□✓□□
Wofford□□□□✓□
4 AlaB□□□✓□□□
2 MissB□□□□□✓□□□□
11 MissB□□□✓□□□
6 NCB□□□□✓□□□
Law□□□✓□
□□✓
1/1/1□□□✓□□
7 IndB□□□□✓□□□□
76 NYC□✓□
95 NYC□□□✓□□
56 PennC□□□✓□□
2/1/1□□✓□□
21 NYC□□✓□
23 NYC□□□□✓□□□□
35 NYC□□□✓□□□
80 NYC□□□✓□□
3/1/1□□✓□□
19 IndA□□□□✓□
2 WiscA□□□□□✓□□
6 WiscA□□□□□✓□□□
7 WiscA□□□□□✓□□□
4/1/1□□□✓□
Ricketts: 2/1 Division□□✓□
97 NYC□□□✓□□□
104 NYB□□□✓□□□
105 NYC□□✓□□
107 PennC□□□✓□□
1/2/1□□✓□□
26 NYB□□□□□✓□□□□
94 NYB□□✓□□
90 PennC□□□□✓□□□□
2/2/1□□✓□
12 MassB□□□□✓□□□□
83 NYB□□□□✓□□□
11 PennC□□□✓□□
13 MassB□□□□✓□□□
3/2/1□□✓□□
8 Penn ResB□□□□✓□□□
2/3/1□□✓□
9 Penn ResB□□□□✓□□□
10 Penn ResC□□□✓□□□
11 Penn ResC□□✓□□
12 Penn ResB□□□□✓□□□
3/3/1□□✓□□
PleasontonCavalry Division
8 IllB□□□□□□✓□□□□□□
3 IndC□□□□✓□□□
1 MassD□□□□□□✓□□□□□
F/Cav□✓□□
Reno9 Corps
G 1 MaineD□
6 NYD□□□□✓□□□□□□
3 OhioB□
Willcox: 1/9 Division□✓□
28 MassC□□□□□✓□□□□□
8 MichB□□□□✓□□□□
17 MichA□□□□✓□□□
79 NYC□□□□✓□□□□
50 PennD□□□□□✓□□□□□□□
1/1/9□□□✓□□
46 NYC□□□□□✓□□□□
45 PennC□□□□✓□□□□
100 PennB□□□□□✓□□□□□
2/1/9□□✓□
51 NYB□□□□□✓□□□□
51 PennB□□□□□□✓□□□□□
2/2/9□□□✓□
Rodman: 3/9 Division□✓□
9 NYC□□□□□✓□□□□
89 NYC□□□□□✓□□□□□
103 NYC□□□□□✓□□□□
1/3/9□□✓□
8 ConnC□□□□✓□□□□
11 ConnB□□□□□✓□□□□□
4 RIB□□□□□✓□□□□
2/3/9□□✓□
Cox: K/9 Division□✓□
12 OhioC□□✓□□
23 OhioB□□□✓□□
30 OhioC□□□□□□□✓□□□□□□
W VaC□✓□
1/K/9□□✓□□
11 OhioB□□□□□✓□□□□
28 OhioC□□□□□□□□✓□□□□□□
36 OhioC□□□□□□□□✓□□□□□□□□
Chicago DgnsB□✓□
2/K/9□□✓□□