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Stars and Bars

Stars and Bars Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
    • 1.1 Historical Background
    • 1.2 General Game Mechanics
    • 1.3 Abbreviations
  • 2.0 Game Components
    • 2.1 The Map
    • 2.2 Playing Pieces
      • 2.2.1 Units
        • 2.2.1.1 Infantry Units
        • 2.2.1.2 Cavalry Units
        • 2.2.1.3 Artillery Units
        • 2.2.1.4 Supply Convoy Units
        • 2.2.1.5 Headquarters Units
      • 2.2.2 Unit Attributes
        • 2.2.2.1 Unit Allegiance
        • 2.2.2.2 Unit Sizes
        • 2.2.2.3 Corps Designation
  • 3.0 Prepare for Play
  • 4.0 Playing the Game
    • 4.1 Movement Phase
    • 4.2 Reorganization Phase
    • 4.3 Bombardment Phase
      • 4.3.1 Defensive Bombardment
      • 4.3.2 Offensive Bombardment
    • 4.4 Combat Phase
    • 4.5 General Requirements
  • 5.0 Movement
    • 5.1 How to Move
    • 5.2 Restrictions on Movement
    • 5.3 How to Move Artillery
    • 5.4 Road and Trail Movement
      • 5.4.1 Roads
      • 5.4.2 Trails
    • 5.5 Stacking
    • 5.6 Release
    • 5.7 Reinforcements
    • 5.8 Supply Convoy Units
  • 6.0 Zones of Control
    • 6.1 Restrictions
    • 6.2 Zero-Strength Units
  • 7.0 Combat
    • 7.1 Initiating Combat
    • 7.2 Resolving Combat
      • 7.2.1 Procedure
      • 7.2.2 Combat Example
    • 7.3 Explanation of Combat Results
    • 7.4 Permanent Loss and Disruption
      • 7.4.1 Permanent Losses
      • 7.4.2 Disruption
      • 7.4.3 Effects of Disruption
    • 7.5 Retreats and The Stand Option
      • 7.5.1 Retreats
  • 8.0 Artillery Bombardment
    • 8.1 Restrictions
    • 8.2 Bombardment Procedure
    • 8.3 Line of Sight
    • 8.4 Artillery Units in Combat
    • 8.5 Extended Range
  • 9.0 Reorganization
  • 10.0 Detachments
    • 10.1 Detachment Procedure
    • 10.2 Recombination Procedure
    • 10.3 At Start
  • 11.0 How to Win the Game
    • 11.1 Victory Points
    • 11.2 Deciding the Winner
  • 12.0 Optional Rules
    • 12.1 Advance After Combat-Untrained Units
    • 12.2 Confederate Artillery Batteries
    • 12.3 Sills' Division
    • 12.4 Union Command Initiative
      • 12.4.1 General Restrictions
      • 12.4.2 Gilbert HQ
    • 12.5 Command Control
    • 12.6 Confederate Forced March
  • Appendix: Charts and Tables
    • Combat Results Table (7.2)
    • Terrain Effects Chart (5.1, 7.7)
    • Victory Points (11.1)
    • Bombardment Table (8.2)
    • Reorganization Table (9.0)
    • Cavalry Withdrawal Table (7.8)
    • Untrained Unit Advance Table (12.1)
    • Union Initiative Table (12.4)
    • Sequence of Play
    • Turn Record Track

1.0 Introduction

1.1 Historical Background

During the afternoon of October 7th, 1862, the Union 3rd Corps under Gen. Gilbert attacked Confederate outposts along Doctor's Creek, near Perryville, Kentucky. Deciding that the Union forces were too close, the Confederate army commander, Gen. Bragg, attacked on October 8th with his entire available force, and with such ferocity that by the end of the day 4,400 Union soldiers had become casualties, against 3,600 Confederate. While the South had defeated the North, it was another costly victory of the kind that meant the South would ultimately lose the war.

1.2 General Game Mechanics

  • Stars and Bars is a wargame that recreates on an operational scale this Civil War battle. It is a two-player game, each controlling one of the two contending armies. The die-cut cardboard playing pieces represent the actual military units which took part in the engagement, and the map shows the area over which the battle was fought. In alternate player-turns, the players move their pieces and engage in combat. Through combat, the military units gradually lose strength, either temporarily or permanently, as the game progresses.
  • The object of play for both players is to inflict more casualties on the opponent than they themselves suffer by the last turn of the game. After reaching a certain level, the player who destroys the greater number of enemy strength points (SPs) is the winner; neither can win by simply defending. It is left to the players to argue the relative merits of the level of victory, as indeed the results of the actual battle are still debated today. Section 11.0 of the rules gives details on how to determine victory, and the game ends either at the end of the nineteenth game-turn or when one player concedes the game.

1.3 Abbreviations

AbbrMeaningAbbrMeaning
ASAttack StrengthMAMovement Allowance
BSBombardment StrengthMPMovement Point
CRTCombat Results TableSPStrength Point
DRMDie Roll ModifierTECTerrain Effects Chart
DSDefense StrengthTRTTurn Record Track
EZOCEnemy ZOCVPVictory Point
HQ

2.0 Game Components

2.1 The Map

The map is a diagrammatic representation of the area of central Kentucky next to the town of Perryville, where the battle was fought. Superimposed on the map is a grid of hexagons (hexes for short). These six-sided spaces determine position and movement for all of the units in the game, and these must always be placed within a hex. Each hex represents an actual area about 400 yards across. A complete explanation of the terrain symbols used on the map is found on the Terrain Effects Chart (TEC).

2.2 Playing Pieces

2.2.1 Units

The cardboard playing pieces represent the actual military formations that participated in the battle. Printed on the counters (the words units and counters mean essentially the same thing) is the important information necessary for their use in the game.

2.2.1.1 Infantry Units

Underlined values indicate an untrained unit.

2.2.1.2 Cavalry Units
  • Cavalry units have no parent organization (division).
  • Other attributes are the same as for infantry.
2.2.1.3 Artillery Units
  • Limbered (front): attributes are the same as for infantry except no unit ID.
  • Unlimbered (back): the value is Bombardment Strength (BS).
2.2.1.4 Supply Convoy Units
  • The counter has a front and a back (captured side). The captured side is shown once the unit is captured (5.8).
  • Supply units do not have a parent organization or unit size.
  • Other attributes are the same as for infantry.
2.2.1.5 Headquarters Units
  • Headquarters (HQ) list the division commander.
  • Other attributes are the same as for infantry.

2.2.2 Unit Attributes

2.2.2.1 Unit Allegiance

All Union units are printed on a blue background, all Confederate units on a gray background.

2.2.2.2 Unit Sizes
SymbolSizeSymbolSize
XBrigadeIIBattalion
IIIRegimentIBattery
2.2.2.3 Corps Designation

Union infantry and artillery units show the corps to which they belong as a roman numeric in the upper left corner of the counter. This is relevant only if optional rules 12.D or 12 E are in use.

2.2.3 Markers

  • Permanent Loss (white)
  • Disruption Level (red)

2.3 Charts and Tables

The following charts and tables are important to play:

  • Terrain Key/Terrain Effects Chart and notes
  • Turn Record Track (TRT)
  • Combat Results Table (CRT)
  • Odds Determination Table
  • Union Unit Organization Chart
  • Confederate Unit Organization Chart
  • Bombardment Table
  • Reorganization Table
  • Cavalry Withdrawal Table
  • Untrained Unit Advance Table (Optional Rule 12.1)
  • Union Initiative Table (Optional Rule 12.4).

2.4 The Die

One six-sided die (not provided) is needed to play the game. It has nothing to do with movement. It is used to create a range of outcomes reflecting the uncertainties of real battle.

2.5 Game Terms and Definitions

2.5.1 Attack Strength

Attack Strength (AS) represents the basic strength of the unit when attacking and is stated in terms of Attack SPs.

2.5.2 Defense Strength

Defense Strength (DS) represents the basic strength of the unit when defending and is stated in terms of Defense SPs.

2.5.3 Movement Allowance

Represents the basic maximum distance in hexes that a unit may move across clear terrain in a single Movement Phase, stated in terms of a number of Movement Points (MPs).

2.5.4 Bombardment Strength

Represents the basic strength of an artillery unit when bombarding, either in attack or defense, stated in terms of Bombardment SPs.

2.5.5 Phasing

The player (or side) whose player-turn is currently in progress is termed the phasing player (or side). The opponent is described as non-phasing.

2.5.6 Friendly

Refers to all units and forces of a player's own side.

2.5.7 Enemy

Refers to all units and forces of and other capabilities do.

[Transcription note: the source text for 2.5.7 is truncated in the reviser's document after "all units and forces of". It is reproduced as printed; the definition is not restored here.]

2.5.8 Owner

The player to whose side a unit belongs.

3.0 Prepare for Play

  • Before starting the game, both sides set up their units on the map by following the procedure outlined below:
  • Lay the map flat on a table. The Confederate player sits on the east side, the Union player on the west side.
  • Sort the counters, arranging them into their spaces on their respective unit organization charts. Place the red and white Disruption and Permanent Loss markers to one side for use by both players. Place the Game-Turn marker on the first space (3 am) on the TRT.
  • The unit organization charts indicate which units are available at the start of play (at start), and these units are placed on the map per the instructions on these charts.
  • Many units are not allowed to move until a later turn (Release, 5.6).
  • Artillery units may be set up either limbered or unlimbered at the owner's option.
  • Supply convoy units begin the game faceup (not captured).
  • Place a 1 Permanent Loss marker on Liddell's brigade in hex 2614 (10.3).
  • After all at start units have been placed on the map, play begins with the Union player-turn of Turn 1.

4.0 Playing the Game

  • Stars and Bars is [a] played in turns, each usually representing one hour of daylight. [Transcription note: the source reads "is a played in turns"; the article is bracketed here.]
  • Each game-turn (turn) is divided into two identical player-turns: the Union player-turn and the Confederate player-turn. The Union player-turn always comes first in each turn.
  • Each player-turn consists of four phases, which are conducted strictly in the following order:

4.1 Movement Phase

The phasing side moves as many of its units as desired. No non-phasing units may move.

4.2 Reorganization Phase

Disrupted phasing units may attempt to regain strength by reducing their level of disruption.

4.3 Bombardment Phase

4.3.1 Defensive Bombardment

The non-phasing side uses as many of its artillery units as desired to bombard enemy units.

4.3.2 Offensive Bombardment

The phasing side uses as many of its artillery units as desired to bombard enemy units.

4.4 Combat Phase

Combat takes place between adjacent opposing units, followed by retreats and advances as each combat is resolved.

4.5 General Requirements

  • All actions in one phase must be finished before the next phase can begin.
  • After each Confederate player-turn, advance the Game-Turn marker one space along the TRT to signify the start of the next turn.
  • Not all turns represent the same period of real time, as can be seen from the TRT. This is a deliberate design feature, to concentrate the action at the most crucial periods of the battle. Units' movement and other capabilities do not vary with the real-time length of the turn.
  • The game ends after Turn 19 (8 pm), when victory (11.0) is determined, unless one player concedes the game before then.

5.0 Movement

5.1 How to Move

  • During the friendly Movement Phase the phasing side may move as many of its units as desired: all, some, or none.
  • Each unit (or stack of units) moves individually, tracing its movement through a path of contiguous hexes counting one at a time.
  • To move, each unit expends a certain number of MPs from its MA for each hex it enters. Different types of hexes require different MP expenditures, dependent upon the terrain in those hexes or the hexside being crossed. The TEC gives a complete explanation of the various types of terrain and their MP costs.
  • A unit may move through different types of terrain hexes in the same Movement Phase provided it has sufficient MPs remaining to enter each hex. A unit may never exceed its MA in a Movement Phase.
  • A unit has its full MA available each turn, regardless of how far it moved in the previous turn. Unused MPs may not be saved from turn to turn or transferred from unit to unit. Once a unit has completed its movement, it may not be moved again, changed, corrected, or otherwise relocated for the rest of that Movement Phase.

5.2 Restrictions on Movement

  • No enemy movement is permitted during a friendly Movement Phase.
  • No combat of any kind may take place in the Movement Phase.
  • Units may move into or through hexes containing other friendly units, but may never enter hexes containing enemy units.
    • Exception: Zero-strength units (6.2).
  • Once a unit has entered the map, it may not later move off.
  • Certain terrain is found only along a hexside (creek, river, and slope). A unit expends MPs to cross this hexside in addition to the cost of entering the hex on the opposite side.
  • The +1 MP cost of slopes applies only to units moving upslope (entering a slope hex across a slope hexside). Units entering a single-hex hill are always considered to be moving upslope.

5.3 How to Move Artillery

  • The artillery units each represent from eight to sixteen cannon that can at times be difficult to move.
  • Artillery can be in either of two modes:
    • Limbered (meaning ready to move), or
    • Unlimbered (meaning ready to fire).
  • The two sides of artillery counters represent the two different modes, and the capabilities of artillery vary according to which mode they are in.
  • An artillery unit may start the game in either mode. To change mode the unit must expend 2 MPs; flip the counter over in the hex it currently occupies.
  • An artillery unit may change mode regardless of the terrain in the hex, but when in enemy Zone of Control (6.0) it must be stacked with a friendly non-artillery unit before it is allowed to change mode.
  • An artillery unit may not move unless it is in limbered mode at that point. It may limber or unlimber (or even do both) in a turn in which it moves, provided its MA is not exceeded.
  • An artillery unit may never enter a woods hex or cross a river hexside under any circumstances unless moving along a road or trail. It may also only leave a woods hex along the path of a road or trail.

5.4 Road and Trail Movement

5.4.1 Roads

  • Movement along roads costs ½ MP per hex entered, when moving along the path of the road (from road hex to road hex across a hexside also crossed by the road). Other terrain in the hex has no effect on road movement, and the additional costs for moving upslope and crossing river and creeks are also ignored.
  • Units may combine road movement with off-road movement in the same turn, but a unit cannot exceed its MA, even by a fraction.

5.4.2 Trails

Trails are essentially the same as roads but the cost is 1 MP per hex. Where trails cross the river at fords, there is an additional cost of 1 MP (instead of the usual 3 MPs) to cross the hexside.

5.5 Stacking

  • More than one friendly unit may occupy the same hex in a process known as stacking, subject to the following restrictions.
  • Stacking limits apply only at the end of the Movement and Combat Phases. There is no limit to the number of units that may occupy or move through the same hex during movement.
  • No more than two units of any type or size, other than HQs, may occupy the same hex at the end of the Movement or Combat phases. Any excess units found in a hex at these times must be eliminated; the owner chooses which units to eliminate, but must choose untrained units before any other type.
  • HQs are ignored for stacking purposes. Any number of HQs may be added to stacks of friendly units without penalty.

5.6 Release

  • Certain units are not free to move at the start of the game. The Unit Organization Charts indicate when these units are released.
  • These units may not move at all prior to the turn they are released, unless they are attacked or bombarded by enemy units. If this happens, the units that are attacked (and only those particular units) defend normally and are then free to move from the next friendly player-turn. Unreleased units retain this normal Zone of Control (ZOC, 6.0).
  • Unreleased artillery units may not change mode prior to their release, but may bombard if in unlimbered mode.

5.7 Reinforcements

  • Reinforcements must enter the game on the turn indicated by the Unit Organization Charts. They enter at any time during the owner's Movement Phase.
  • Each reinforcement unit enters at the edge of the map on the road hex or any of the indicated hexes within the specified road entry area. Reinforcements entering at the Springfield and Harrodsburg Pikes may enter only at those road hexes (2301 and 3022).
  • Reinforcements must count the first hex entered as the first hex of its move. They may enter at the road movement rate if using the road itself.
  • Reinforcements can be prevented from entering the map if all of the hexes of their entry area are occupied by enemy units on the turn they are due to enter. Enemy ZOCs (EZOCs) covering the entry hexes are not in themselves sufficient to prevent entry; the reinforcements must enter these ZOCs (and attack in the ensuing Combat Phase), and only reinforcements prevented from entering by the stacking limit can have their entry delayed.
  • Reinforcements whose entry is delayed must enter in the first possible Movement Phase thereafter. They cannot enter at another entry area.

5.8 Supply Convoy Units

  • These units may move only along the path of a road or trail. All other terrain is prohibited to them at all times.
  • These units may be captured. Once combat (or other procedure) results in the supply convoy's elimination with an enemy unit occupying its hex, the opponent may choose to declare the unit captured. Flip it over to show its captured side; thereafter it is controlled by the capturing side.
  • A friendly supply convoy unit may be recaptured by the same means as above, and the counter thus flipped back to its original side. Capture and recapture may occur any number of times, but notice that the supply convoy unit only has a DS (and hence a ZOC, 6.0) when controlled by its original owner.
  • Either side may voluntarily destroy any supply convoy unit in its control (its own or captured) at any time during the friendly Movement Phase.

6.0 Zones of Control

A military unit on a battlefield can see enemy units around it and can fire on those units. Because all military units knew and respected the range of enemy weapons, a certain space around a unit, though not actually occupied, can be considered as controlled. Nearly all units have this ZOC.

6.1 Restrictions

  • The six hexes directly adjacent to a given combat unit and the hex it occupies constitute that unit's Zone of Control (ZOC). All phasing units entering an EZOC during movement must stop, end their movement for that phase, and attack those adjacent enemy units. Hexes in a unit's ZOC are called controlled hexes. (The unit below controls all shaded hexes.)
  • As many units as stacking limits permit may move into an enemy-controlled hex. There is no additional MP cost to enter an EZOC.
  • Only a unit which starts its turn in an EZOC may leave that ZOC. To leave, it must expend +1 MP. It may reenter an EZOC later that turn, but may not move directly from one enemy-controlled hex to another (i.e., no infiltration).
  • All phasing units in an EZOC must attack in their Combat Phase. Units may never retreat into or through EZOCs during the Combat Phase.
  • ZOCs do not extend across river hexsides except where crossed by a bridge or ford.
  • Unlimbered artillery units and supply convoy units control only the hexes they occupy. Enemy units may never enter the hex such a unit occupies but may attack it normally.

6.2 Zero-Strength Units

  • These units either start the game with no DS (HQs and limbered artillery) or are reduced to zero through combat results. Units having only a zero AS are treated as normal units as long as they have a DS, except that they may not attack and may never enter an enemy-occupied hex, even one occupied solely by a zero-DS unit. Zero-DS units (hereafter called zero-strength units) lose capability as described below.
  • A zero-strength unit has no ZOC, even in the hex it occupies. An enemy unit is not obliged to stop when moving adjacent, and one with an AS may even enter and pass through or retreat through the hex the zero-strength unit occupies. In doing so, it automatically and immediately eliminates that zero-strength unit from play.
  • A zero-strength unit may never enter an EZOC unless accompanied by a normal unit or joining a normal unit already in the hex.
  • Zero-strength units are always considered to have an AS of zero, regardless of what it would ordinarily be.
  • Example: A 4-3-4 unit which lost 3 SPs would become a 0-4-4 unit, not 1-0-4.

7.0 Combat

No normal movement, by either side, is allowed during the Combat Phase. There may be special movement – retreating and advancing – as a result of combat.

7.1 Initiating Combat

  • Combat must occur when a friendly unit moves into an EZOC. The player who initiates combat (the phasing player) is said to be the attacker while the other player is considered the defender.
  • During the Combat Phase of the friendly player-turn, the phasing side must attack all enemy units in whose ZOCs there are friendly units. Only those friendly units which are adjacent to specific enemy units may attack those units.
  • If a unit finds itself adjacent to an enemy unit but, for some reason, not in its ZOC, then it has the option of whether to attack that hex.
  • No unit may attack more than once in a player-turn, and no enemy unit may be attacked more than once in a Combat Phase. In this context, artillery bombardment (8.0) is not the same as combat; an enemy unit which has been bombarded may also be attacked in the Combat Phase.
  • The attack factor of a unit is always unitary and may never be divided between different attacks. Friendly units in the same hex may however take part in separate attacks against enemy units in different hexes.
  • Defending units stacked together in a hex are treated as having a combined DS. They defend as one and cannot be attacked individually (however, see 8.2.F).
  • It is possible for units in more than one hex to attack enemy units in a single hex, and for units in a single hex to attack enemy units in more than one hex, as a single attack (single die roll). When several units in different hexes attack enemy units in different hexes, the attacker may divide combat into more than one attack in any manner desired providing the following conditions are met:
    • Each attacking unit must be adjacent to each specific defending unit that it is attacking.
    • All friendly units that are in EZOCs must participate in an attack.
      • Exceptions: Zero AS units (7.1.I) and artillery that conducted offensive bombardment (8.1.F).
    • All enemy units that are in friendly controlled hexes must be attacked.
  • A zero-strength unit (Section 6.B) suffers the same fate as those units with which it is stacked. If alone, it is automatically eliminated if attacked by any unit with an AS greater than zero.

7.2 Resolving Combat

7.2.1 Procedure

The following procedure is used for each attack situation in the Combat Phase.

  • Separately total the defender's defense SPs and the attacker's attack SPs involved in the attack.
  • Convert these totals into a ratio of attacker's strength to defender's strength, rounding down in favor of the defender to reach one of the combat odds comparisons found across the top line of the Combat Results Table (CRT). An easy method of doing this is to use the Odds Determination Table printed on the map. There are two odds columns on the CRT (3-4 and 3-2) which do not represent a simple division of combat strengths.
  • After determining the combat odds, locate the proper combat odds column on the CRT. Roll one die and modify the roll according to the terrain effects (7.7), if any. Cross-index the resulting number with the combat odds column to obtain the result of that combat.
  • The tactic of deliberately sacrificing units in low-odds attacks so as to obtain more favorable odds elsewhere is a perfectly legitimate one, and is known as soaking off.

7.2.2 Combat Example

Here, two Union brigades with five attack SPs attack the Confederate brigade with a DS of 2. The ratio is 5:2, rounded to odds of 2-1.

7.3 Explanation of Combat Results

  • Each box on the CRT is divided by a diagonal line into two triangles. The result in the upper left triangle applies to the attacker; the result in the lower right triangle applies to the defender. It is possible for either, both, or neither side to be affected.
  • The letter E and the number following indicates the number of SPs eliminated (permanently lost).
  • The letter D and the number following indicates the number of SPs disrupted (temporarily lost).
  • Use the white and red markers (respectively) to signify such losses by placing them on the affected unit(s). All such losses are cumulative.
  • The letters W and R indicate withdrawal and retreat, respectively. The affected side has the option to retreat or sustain extra levels of disruption (Stand Option, 7.5.2).
  • Where a side has more than one unit involved in the combat, disruption and permanent loss results apply to the group as a whole. The owner may divide such losses among friendly units involved in that combat in any manner desired.
    • Exception: HQs may not be eliminated to satisfy loss requirements until all other friendly units in that combat have been eliminated.
  • Retreat and withdrawal results apply to all of the affected side's units in that combat, and all affected units must be retreated unless the owner elects to use the Stand Option. Retreats are carried out after casualties (disruption and permanent losses) are assessed.

Reviser's Note: Check the legend underneath the CRT for any changes (such as capital letters for all results).

7.4 Permanent Loss and Disruption

  • Each point of permanent loss and disruption that a unit suffers reduces its AS and DS by 1 SP, and all such losses are cumulative.
  • Example: A 3-4-4 unit with one permanent loss and one disruption level would have an AS of 1 and a DS of 2.
  • A unit is eliminated, and immediately removed from play, when its total of disruptions and permanent losses reduces its DS below zero.

7.4.1 Permanent Losses

  • Permanent losses represent permanent reductions in a unit's strength, and are signified by the white Permanent Loss markers.
  • Permanent losses cannot be restored by reorganization (9.0), only by recombining detachments (10.0).

7.4.2 Disruption

  • Disruption represents a temporary reduction in a unit's strength, and is signified by the red Disruption markers.
  • Disruption levels can be restored by reorganization (9.0).
  • The numerical value of the marker equals the number of disruption levels (SPs) which have not yet been removed by this procedure.

7.4.3 Effects of Disruption

  • In addition to the reduction in AS and DS, all disrupted units, regardless of their level of disruption, suffer the following effects:
    • Disrupted units have their MA reduced by 1 MP for as long as they remain disrupted.
    • Disrupted artillery cannot change mode. Disruption reduces the bombardment strength of 'in battery' artillery in the same way as DS.
  • The owner may voluntarily convert disruption levels on a unit into permanent losses, thus avoiding the effects of disruption above. Permanent losses may not be converted into disruptions.
  • A unit may have both Permanent Loss and Disruption markers on it; units with only permanent losses do not suffer the effects of disruption of 7.5.3.A.
  • A unit is completely eliminated when its total losses (the total of Disruption and Permanent Loss) exceed its DS. The unit is immediately removed from play without the owner having a chance to recover through reorganization.

7.5 Retreats and The Stand Option

  • The term retreat covers both W and R results; the only difference between these results is the number of disruption levels suffered if the units choose to Stand.
  • Retreating is special movement that does not require the expenditure of MPs.

7.5.1 Retreats

  • A unit that retreats must be moved two hexes away from the hex it originally occupied. Each side retreats its own units. Units may retreat in any direction and through all types of permitted terrain.
  • Units may not retreat into or through enemy-controlled hexes (even those occupied by a friendly unit), across river hexsides, into or through prohibited terrain (terrain they would not be allowed to enter during the Movement Phase), or off the edge of the map.
  • If a unit cannot retreat the full two hexes and cannot use the Stand Option, it is eliminated instead.
  • Unlimbered artillery units may never retreat, and are eliminated instead if forced to do so.
  • Other units with a zero AS (including HQs) automatically retreat with the units they are stacked with.

7.5.2 The Stand Option

  • Instead of retreating, the affected force has the option to Stand (remain in place). This option must be declared immediately, before any other combat is resolved.
  • The affected force which elects to Stand suffers one extra level of disruption if the result was W, and two extra levels of disruption if the result was R. Like normal disruption results, these extra levels may be divided between the affected units in any manner the owner chooses.
    • Exception: Untrained units (7.5.2.C).
  • Untrained units may not take losses in a Stand Option. They must retreat if called upon to do so unless trained units involved in the same combat suffer all of the required disruption losses.
  • Units in the Stone Wall hex (2913) suffer one less level of disruption when taking the Stand Option. That is, they suffer no extra disruption if the result was W, and only one extra level if the result was R.
  • Untrained units may still not elect to Stand unless accompanied by trained units.

7.6 Advance After Combat

  • Whenever a hex occupied by defending units is completely vacated as a result of combat, the attacking units involved in that combat have the option to advance into the vacant hex, up to the stacking limit. This option must be declared immediately, before any other combat is resolved.
  • Units with a zero AS, including HQs, may advance after combat only if the particular attacking units they are stacked with do so, and they may only advance with those units.
  • Artillery may never advance after combat (even if limbered).
  • Victorious defending units may never advance.
  • HQs by themselves do not prevent advance after combat. Attacking units may advance into a defender's hex occupied only by an enemy HQ as if the hex were vacant, and in doing so eliminate that HQ unit. Any other unit in the hex, however, even a zero-strength unit, prevents advance after combat.

7.7 Terrain Effects on Combat

7.7.1 In General

  • The terrain occupied by units in combat may affect the defender's strength and/or modify the die roll, as summarized on the TEC.
  • Units defending in clear, city, or woods terrain do so with their normal DS.
  • Roads, trails, and houses have no effect on combat.
  • Artillery units may attack into woods hexes even though they may not enter.

7.7.2 Slope

  • A defending unit's DS is doubled before computing combat odds if all enemy units are attacking upslope. If even one of the attacking units is not, then the defender's strength remains normal.
  • Units have normal DS when defending downslope.

7.7.3 River

Like upslope, a unit is doubled on defense if all enemy units are attacking across river hexsides.

7.7.4 Creek

  • If all attacking units in a combat are attacking across creek hexsides, the attacker applies a -1 die roll modifier (DRM) to the roll for that combat. There is no DRM if even one adjacent enemy unit is not attacking through a creek hexside.
  • Bridges and fords have no effect on combat across creeks and rivers; attacking across a bridge or ford does not negate the defender's advantage.
  • The effects of creeks and slopes are cumulative, so it is possible for DS to be doubled and to have a DRM in the same combat. The effects of rivers and slopes are not cumulative, however; a unit's DS can never be more than doubled.

7.8 Cavalry Retreat Before Combat

  • Defending cavalry units have the option to retreat before combat, simulating their historical role of screening.
  • If an enemy unit is adjacent to it, a defending cavalry unit has the option of defending or retreating before combat. This option must be declared at the end of friendly defensive bombardment and before enemy offensive bombardment.
  • If the option to retreat is taken, this is done automatically and immediately, according to the normal retreat rules. The attacker then has the option to advance any of its units that were adjacent (7.6). Those units which advance, however, cannot then create new combat situations or participate in any other combat; they are treated as if they had attacked the cavalry unit in the Combat Phase.
  • Each time a cavalry unit retreats before combat, the owner must roll one die on the cavalry withdrawal table to determine whether it was disrupted by that retreat. If the cavalry unit was adjacent to more than one type of enemy unit, use the column that is least favorable to the cavalry unit.

8.0 Artillery Bombardment

  • Unlimbered artillery units (only) have the option to bombard in their own part of the Bombardment Phase. Both defensive and offensive bombardment are conducted and resolved before the Combat Phase of each player-turn.
  • No movement, by either side, is allowed in the Bombardment Phase.
    • Exception: Cavalry Retreat Before Combat (7.8).

8.1 Restrictions

  • All artillery units have a range of two hexes.
    • Exception: Extended Range (8.5).
  • Targets to which the artillery unit is not adjacent can only be bombarded; the artillery unit cannot attack such targets in the Combat Phase.
  • Attacking artillery units (those of the phasing side) adjacent to enemy units may bombard them in the Bombardment Phase or attack them in the Combat Phase, using their bombardment strength as an AS. They cannot do both in the same player-turn.
  • Defending artillery units (those of the non-phasing side) adjacent to enemy units may conduct defensive bombardment in the Bombardment Phase and defend normally in the Combat Phase, using their bombardment strength as a DS.
  • Bombardment is conducted at the option of the owner. Artillery units are never forced to bombard.
  • Phasing artillery units in EZOCs and which bombarded in the Bombardment Phase are not permitted to attack those enemy units in the Combat Phase. They are eliminated if they are in the ZOC of an enemy unit which is not attacked by other friendly units in that Combat Phase.

8.2 Bombardment Procedure

  • Each artillery unit may bombard one enemy target hex, provided there is no terrain blocking the Line of Sight (LOS, 8.3).
  • More than one artillery unit may bombard the same hex. Sum the bombardment SPs of all artillery units bombarding the same hex; no odds are computed, just the total bombarding strength. Bombardment strength totals of greater than 6 SPs are treated as 6 SPs.
  • Bombardment is resolved by rolling one die on the Bombardment Table. The result is either a miss or the inflicting of disruption levels. Apply the results of the bombardment immediately.
  • Apply a -1 DRM to bombardment roll if the target is a woods hex or the stone wall (hex 2913).
  • A single artillery unit may only bombard one enemy-occupied hex per Bombardment Phase, using its full (at that time) bombardment strength.
  • As an exception to the general concept that a unit cannot attack more than once in the same player-turn, however, an artillery unit separately bombards all enemy combat units stacked in a target hex with its full bombardment strength each time, with a separate die roll made for each target unit.
  • Units stacking freely in a hex with other friendly units (HQs and Confederate artillery batteries, if optional rule 12.2 is used) are ignored for artillery bombardment, and cannot be harmed by it. Such units may be bombarded if alone in a hex, however, and any unit, including an HQ, that has its DS reduced below zero by artillery bombardment is immediately eliminated.

8.3 Line of Sight

  • A Civil War cannon fired over open sights at an enemy that could be seen. Each artillery unit must be able to see the target it wishes to bombard; this is called a Line of Sight (LOS). Certain terrain types block the LOS over the two or three hex range, and artillery units may not bombard if their LOS is blocked.
  • Artillery units may always attack or bombard adjacent enemy units.
  • Artillery units may not bombard units at a range of two (or three if using extended range, 8.5) hexes if an intervening hex contains slope, woods, or city terrain.
  • The hex range is traced as a straight line from the center of the firing hex to the center of the target hex. A unit may fire along a blocking hexside but not through a hex containing the blocking feature.
  • Terrain in the firing hex and target hex never blocks LOS, and artillery may fire through friendly and enemy units without penalty.

8.4 Artillery Units in Combat

  • Limbered artillery are zero-strength units (6.2). If stacked with other (non-zero) friendly units, however, they may retreat during the Combat Phase.
  • Unlimbered artillery has a ZOC in the hex it occupies and defends with its bombardment strength. This strength is never doubled for slope or river hexsides, but defending artillery units do benefit from creek hexsides.
  • Artillery units can never take permanent losses. If required to do so, whether limbered or unlimbered, they are immediately eliminated.
  • Artillery units can become disrupted, but only whilst unlimbered. An artillery unit which is disrupted while limbered is eliminated; an artillery unit which is disrupted while unlimbered reduces its bombardment strength as if it were a DS. It may not change mode while disrupted and is eliminated if its bombardment strength falls below zero.

8.5 Extended Range

  • All artillery units, except those whose bombardment strength has been reduced to zero by disruption, may bombard at extended range. This range is three hexes instead of the normal range of two hexes.
  • If a unit bombards at extended range, its bombardment strength is reduced to 1 SP; it bombards at its normal strength at the one or two hex range.

9.0 Reorganization

  • During the Combat and Bombardment Phases, units suffer levels of disruption. These levels can be reduced or removed only during a friendly Reorganization Phase, when one die is rolled on the Reorganization Table for each friendly disrupted unit.
  • All disrupted phasing units not in EZOCs may attempt reorganization. The result read by cross-referencing the die roll with the appropriate column on the Reorganization Table is the number of levels by which that unit's disruption is reduced.
  • A unit may not attempt reorganization if it is in an EZOC.
  • Since the presence of a commanding general could substantially aid the rallying of disrupted units, each phasing HQ may aid any two different friendly units during reorganization. For each unit:
    • Within three hexes of the HQ, read the result from the Near HQ column.
    • Stacked with the HQ, read the result from the With HQ column.
    • Otherwise, read the result from the No HQ column.
  • Any HQ may aid any friendly unit, regardless of which division or corps it belongs to.
  • The Bragg and Buell HQs on 2921 and 2302, respectively, may not aid reorganization.
  • If a unit attempting reorganization moved in the immediately preceding Movement Phase, apply a -1 DRM to its reorganization die roll. The movement of HQs has no effect.
  • There is no movement by either side during the Reorganization Phase.
  • Units cannot be reorganized above their permanent strength or in such a way as to avoid future disruption.

10.0 Detachments

10.1 Detachment Procedure

  • Both players have the ability to detach a regiment from their brigades. Regiments may later be recombined with friendly parent brigades, and not necessarily the ones they were originally detached from.
  • Detachment and recombining may take place only at the start of a friendly Movement Phase, before any units are moved.
  • For a brigade to be eligible to detach a regiment, it must be at full strength. It may be disrupted but must have no Permanent Loss markers. No brigade may ever have more than one regiment currently detached.
  • Regiments may not be detached in excess of that side's available regiment counters.
  • To detach, place a regiment counter in the same hex as the detaching brigade, and place a Permanent Loss marker equal to the AS of the detached regiment on that brigade. Both the brigade and the regiment may then move freely.
  • Once detached, regiments perform at all times precisely like normal units. They count for stacking purposes (5.5), though not at the moment of detachment, since stacking limits do not apply until the end of that Movement Phase.

10.2 Recombination Procedure

  • For a brigade to be eligible to recombine with a regiment, it must currently have a Permanent Loss at least equal to the AS of the regiment with which it is combining. A brigade's strength may never be increased above its original level by recombination, although it is possible for a brigade to combine with more than one regiment during the game.
  • To recombine, both the brigade and regiment must start the friendly Movement Phase in the same hex. Remove the regiment counter and reduce the brigade's Permanent Loss by the AS of the regiment. The brigade may then move freely.
  • Regiments may combine with brigades that are currently disrupted, but this recombination does not reduce the level of disruption, only of permanent loss.
  • A regiment may only detach and recombine in the same turn if both brigades concerned are in the same hex.

10.3 At Start

At the start of play, one Confederate regiment (1-1-4) is detached from Liddell's Brigade, and placed on hex 2610, as shown by the Confederate Organization Chart. Liddell's Brigade begins on hex 2614 with a 1 Permanent Loss marker.

11.0 How to Win the Game

  • The game is won by scoring Victory Points (VPs), awarded both for inflicting permanent losses on enemy units through combat or bombardment and for attaining certain geographical objectives.
  • VPs are calculated only at the end of the game.

11.1 Victory Points

Each side scores victory points for the following events:

VPsEvent
1per enemy defense SP eliminated¹
1per enemy bombardment SP eliminated
1per enemy HQ eliminated
6per enemy supply convoy unit captured
3per enemy supply convoy unit eliminated
2per time moved through the enemy army HQ²³
1for being the last side to occupy or move a unit through the Perryville objective hex²

¹ Include values of permanent loss markers for units still in play, subtracting the number of detachments from that total. ² This may not occur with a zero-strength unit. ³ The Union Army HQ is at Dorsey House (2302); the Confederate Army HQ is at Crawford House (hex). This is a raid; a player may score these points only once in the game, and retains them even if the enemy regains its HQ.

11.2 Deciding the Winner

  • Strategically, both sides had to inflict significant casualties on the other army in order to drive it from Kentucky. To reflect this necessity, neither side can win the game without scoring a minimum number of VPs.
  • The Confederate side must score at least 12 VPs to be able to win.
  • The Union side must score at least 10 VPs to be able to win.
  • Once eligible to win, the side with the greater number of VPs wins the game.
  • A draw is possible if the VP totals are equal or if neither player reaches the minimum VP level.

12.0 Optional Rules

These rules add realism at the cost of greater complexity. They may be used one at a time or in any combination, by mutual agreement of the players.

12.1 Advance After Combat-Untrained Units

  • Untrained units are very difficult to control, especially when their officers are equally inexperienced. This rule reflects that unpredictability in combat.
  • In 7.6, units normally have the option to advance into the defender's vacated hex. This rule changes it such that the owner has no choice about untrained units.
  • After resolving the combat, but before any advance is made, the phasing side rolls one die on the Untrained Unit Advance Table for each participating untrained unit in that combat situation. Each unit individually either must advance (up to the stacking limit) or fail to advance.
  • Only after the advance of untrained units has been decided in this manner may trained units in the same combat exercise their normal option to advance, if stacking limits permit.

12.2 Confederate Artillery Batteries

  • A Confederate artillery battery (not battalion) may stack freely when in the same hex as its parent brigade. (It belongs to a brigade rather than the division.) At all other times it is considered as a full unit towards the normal two-unit stacking limit.
  • An artillery battery stacking freely in this manner is considered part of the parent brigade counter, and may not be attacked separately by artillery bombardment of the hex.

12.3 Sills' Division

  • While it is not the intention of this game to investigate the strategic uncertainties prevalent at Perryville, this rule introduces one important aspect. This division was actually at Perryville two days after the battle.
  • The Union side has the option of whether to receive this group (five units) and must decide at the beginning of the Union player-turn of Turn 9.
  • If the Union side elects to receive Sills' Division, the Confederate side then has a choice. At the beginning of the Confederate player-turn of Turn 12, it may either:
    • Receive Withers' Division (six units) on Turn 12, in which case the Victory Conditions remain unchanged, or
    • Choose not to receive Withers' Division, in which case any game result which would normally be a draw (either because the VP totals are equal or because neither player has achieved the minimum level) is instead treated as a win for the Confederate player.

12.4 Union Command Initiative

12.4.1 General Restrictions

  • As with many other Civil War battles, an important commander might not receive orders to move, or the information available to him might be insufficient to warn him of a grave danger known to the rest of the army. At Perryville, these and other similar problems were found at Corps level and were most prevalent in the Union Army. Only the Union side is affected by these limitations.
  • Starting on the turn immediately following the first combat in the game, the Union side must roll one die on the Union Initiative Table at the beginning of every Union player-turn.
  • The corps indicated by the table is the only one affected for that turn, and it is affected only for that turn. If no unit from that corps is in play then there is no effect.
  • Units of the affected corps may only move one hex during their Movement Phase. A unit may move two hexes if it begins the turn stacked with an HQ, as may the corps HQ itself.
  • Cavalry, supply convoy, and detachments are not affected, and there are no other effects.

12.4.2 Gilbert HQ

This Union commander could have been more active. With this optional rule, release this unit on Turn 1.

12.5 Command Control

  • Under the normal reorganization rules (9.0), any HQ may assist any unit in reorganization. With this optional rule, a unit may be aided in reorganization only by its own corps (Union) or divisional (Confederate) HQ.
  • Any friendly HQ may still assist the reorganization of cavalry, supply convoy, and detachment units.
  • When this rule is used in conjunction with 12.4, only the correct Union HQ may permit an affected unit to move two hexes under rule 12.4.D.

12.6 Confederate Forced March

  • In the battle, a forced march brought a Confederate reinforced division around Walker's Bend via the Dug Road to hit the Union flank before they could react. Only the Confederate side has this limited forced march ability in the game.
  • Just once during the game, at the beginning of any friendly player-turn, the Confederate side may announce the use of forced march. This allows all Confederate infantry units which neither begin nor end their movement in an EZOC to double their MA in that movement phase. Force-marching units may still overrun zero-strength enemy units.

[Credits omitted: section 13.0 of the source (game design, playtesting, graphics, production, copyright and 2024 revision attribution) is attribution-only and is not transcribed.]

Appendix: Charts and Tables

Reproduced from the companion charts and tables file ("Stars and Bars charts and tables (revised and reformatted).pdf"), which is in the same fan-revised set as the rules document. Layout is simplified to plain tables; cell contents are as printed.

Combat Results Table (7.2)

Odds columns run from 1-4 (least favorable to the attacker) to 6-1+ (most favorable). Where a cell shows two results, the first is the attacker's (upper triangle) and the second the defender's (lower triangle), per 7.3. Single results are printed in the cell as shown.

Die Roll1-41-31-23-41-13-22-13-14-15-16-1+
0E2RE2RE1RE1RRD1RD1RD1WD1 / D1D1 / D1W
1E2RE1RE1RRD1RD1RD1W

Explanation of Combat Results

ResultExplanation
E## SPs permanent loss
D## SPs disrupted
WRetreat two hexes or one extra disruption
RRetreat two hexes or two extra disruptions
  1. Upper part of cell refers to attacker.
  2. Lower part of cell refers to defender.
  3. If odds < 1-4, attacker is eliminated before any other combat.

[Transcription note: the source chart prints "permanent lyloss"; the word is corrected to "permanent loss" here.]

Terrain Effects Chart (5.1, 7.7)

The terrain symbols are not reproduced; the terrain name is given for each row.

TerrainMPsCombatOther
Clear1NE
Slope+1 (A)Dx2 (B)
Woods1/2 (C)-1 DRM, BombardD
City1 (E)NE
Stone Wall1-1 DRM, BombardSee Stand Option (7.5.2.D)
Road½OT
Trail1

Explanations

LetterMeaning
AExtra MP cost applies only if moving upslope.
BApplies only if all attackers are across that hexside type.
CInfantry/Cavalry
DArtillery may enter only along a road.
ETreat as road if entering from road or city hex.
FArtillery may cross only at bridges.
GZOCs do not extend across unbridged river hexsides.
HNegates extra cost of crossing creek or river.

[Transcription note: the chart prints "NE" and "OT" in the Combat column without a legend.]

Other Terrain Features: Objective; House (both shown as symbols on the chart).

Victory Points (11.1)

VPsEvent
1per enemy defense SP eliminated¹
1per enemy bombardment SP eliminated
1per enemy HQ eliminated
6per enemy supply convoy unit captured
3per enemy supply convoy unit eliminated
2per time moved through the enemy army HQ²³
1for being the last side to occupy or move a unit through the Perryville objective hex²

¹ Include values of permanent loss markers for units still in play, subtracting the number of detachments from that total. ² This may not occur with a zero-strength unit. ³ The Union Army HQ is at Dorsey House (2302); the Confederate Army HQ is at Crawford House (hex). This is a raid; a player may score these points only once in the game, and retains them even if the enemy regains its HQ.

Bombardment Table (8.2)

Die RollTotal Bombardment Strength: 12-34-56+
0-1
2
31
411
5111
6
  1. Result is # disruption levels added to the target unit.
  2. Apply -1 DRM if target is in woods or stone wall hex.

Reorganization Table (9.0)

Die Rollno HQnear HQwith HQ
0-1000
2000
3001
4011
5112
6122
  1. Result is # disruption levels removed from the unit.
  2. Apply -1 DRM if unit moved in this turn's Movement Phase.

Cavalry Withdrawal Table (7.8)

Die RollCavalryInfantryArtillery/Untrained
1DD
2D
3
4
5
6
  1. D means add one disruption level to cavalry unit.
  2. Blank is no effect to cavalry.

Untrained Unit Advance Table (12.1)

Die RollOutcome
1Must Advance
2Must Advance
3Must Advance
4No Advance
5No Advance
6No Advance
  1. Must advance means untrained unit must advance.
  2. No advance means unit may not advance.

Union Initiative Table (12.4)

Die RollAffected Corps
1I Corps
2II Corps
3III Corps
4III Corps
5None
6None

Affected corps' movement is restricted (12.4.1).

Sequence of Play

Union goes first.

  1. Movement Phase
  2. Reorganization Phase
  3. Defensive Bombardment
  4. Offensive Bombardment
  5. Combat Phase

Turn Record Track

Turn12345678910
Time3:00 AM5:00 AM6:00 AM7:00 AM8:00 AM9:00 AM10:00 AM11:00 AM12:00 Noon12:30 PM
Turn111213141516171819
Time1:00 PM1:30 PM2:00 PM3:00 PM4:00 PM5:00 PM6:00 PM7:00 PM8:00 PM
  1. At beginning of Turn 9, Union must decide whether Sills' Division enters that turn. If yes, 2nd Cavalry (normally entering at 2:00 PM) enters with Sills' Division. If no, it may not enter at all, and nothing further occurs.
  2. If Sills' Division enters, Confederacy must decide at the beginning of Turn 12 whether Withers' Division enters that turn. If no, victory conditions are altered.
  • 2.2.3 Markers
  • 2.3 Charts and Tables
  • 2.4 The Die
  • 2.5 Game Terms and Definitions
    • 2.5.1 Attack Strength
    • 2.5.2 Defense Strength
    • 2.5.3 Movement Allowance
    • 2.5.4 Bombardment Strength
    • 2.5.5 Phasing
    • 2.5.6 Friendly
    • 2.5.7 Enemy
    • 2.5.8 Owner
  • 7.5.2 The Stand Option
  • 7.6 Advance After Combat
  • 7.7 Terrain Effects on Combat
    • 7.7.1 In General
    • 7.7.2 Slope
    • 7.7.3 River
    • 7.7.4 Creek
  • 7.8 Cavalry Retreat Before Combat
  • Headquarters
    ZOC
    Zone of Control
    LOSLine of Sight
  • Units with an AS of zero cannot attack. They are eliminated if in the ZOC of an enemy unit which is not attacked by other friendly units in that Combat Phase.
  • The attacker resolves its attacks one at a time in any desired order. The outcome of each attack, including any retreats and advances, must be fully resolved before moving on to the next attack.
  • D1 / D1
    E1 / E1
    W
    WD1
    2E1RE1RRD1RD1RWD1 / D1E1 / E1WWD1RD1
    3E1RRD1RD1RWD1 / D1E1 / E1WWD1RD1RD2
    4RD1RD1RWD1 / D1E1 / E1WWD1RD1RD2RE1D2
    5RD1RRD1 / D1(blank)WWD1RD1RD2RE1D2RE2D2
    6RRD1 / D1WWD1RD1RD1RD2RE1D2RE2D2RE2D2
    OT
    Creek Hexside+1-1 DRM (B)F
    River Hexside+3Dx2 (B)F, G
    BridgeHas River or Creek
    Ford+1as River
    1
    1
    1
    2