RulesPal
Chat
Rulebook
Stonewall Jackson's Way II: Battles of Bull Run thumbnail

Stonewall Jackson's Way II: Battles of Bull Run

Stonewall Jackson's Way II: Battles of Bull Run Rulebook

Table of Contents

Table of Contents

  • GCACW Standard Basic Game Rules
    • 2.0 Basic Game Concepts
      • 2.1 Game Components
      • 2.2 Playing Pieces
      • 2.3 The Map
      • 2.4 Zones of Control
      • 2.5 Command Radius
      • 2.6 Abbreviations
    • 3.0 Basic Game Sequence Of Play
    • 4.0 The Action Cycle
      • 4.1 The Action Phase
      • 4.2 The Initiative Segment
      • 4.3 Activation Segment
      • 4.4 Ending the Action Cycle
    • 5.0 Actions
      • 5.1 March
      • 5.2 Activate Leader
      • 5.3 Assault
      • 5.4 Burn RR Station
      • 5.5 Entrenchment
    • 6.0 March And Movement
      • 6.1 Rules of Marching
      • 6.2 Rules of Movement
      • 6.3 Leader Movement
      • 6.4 Stacking
      • 6.5 Fatigue Levels
    • 7.0 Combat
      • 7.1 Attacks
      • 7.2 Combat Values
      • 7.3 Artillery Values
      • 7.4 Combat Die Roll Modifiers
      • 7.5 Combat Results
      • 7.6 Retreats, Routs, and Advances
      • 7.7 Cavalry Retreat
      • 7.8 Refusing Flanks
    • 8.0 Recovery
    • 9.0 Entrenchments
    • 10.0 Bridges, Dams, And Ferries
      • 10.1 Pontoon Bridges
      • 10.2 Destroying Bridges and Ferries
      • 10.3 Repairing Permanent Bridges and Ferries
    • 11.0 Demoralization
    • 12.0 Rain
    • Limited Intelligence (Optional Rule)
    • Reference: Entrenchment Table
  • All Green Alike
    • Basic Game Rules
      • 1.0 Introduction
      • 2.2 Playing Pieces
      • 2.3 The Map
      • 2.5 Command Radius
      • 5.2 Activate Leader
      • 6.3 Leader Transfer
      • 7.1 Attacks
      • 9.0 Entrenchments
      • 10.0 Bridges And Ferries
      • 10.2 Destroying Bridges And Ferries
      • 13.0 Scenarios And Control Markers
    • Basic Game Scenarios
      • Scenario 1: Across The Potomac
      • Scenario 2: Johnston Vs. Patterson
      • Scenario 3: McDowell's Opportunity
      • Scenario 4: An End To Innocence
      • Scenario 5: The Retreat To Washington
    • Advanced Game Rules
      • 1.0 Advanced Game Sequence Of Play
      • 2.0 Random Events
      • 3.0 Railroad Movement
      • 4.0 Reinforcements
      • 5.0 Three-Months' Men
      • 6.0 County Control
      • 7.0 Substitute Units
      • 8.0 Supply
      • 9.0 Harpers Ferry
      • 10.0 Morale
      • 11.0 Night March
      • 12.0 Using The SJW South Map (Optional)
    • Advanced Game Scenarios
      • Scenario 6: The Bull Run Campaign
      • Scenario 7: The Virginia Campaign
    • The Game as History
    • AGA Designer's Notes
    • All Green Alike Credits
  • Stonewall Jackson's Way
    • Basic Game Rules
      • 1.0 Introduction
      • 2.2 Playing Pieces
      • 2.3 The Map
      • 5.1 Extended March Table Modifiers
      • 7.4 Combat Die Roll Modifiers
      • 13.0 Scenarios And Control Markers
      • 14.0 Special Units
    • Basic Game Scenarios
      • Scenario 1: Cedar Mountain
      • Scenario 2: Lee Vs. Pope
      • Scenario 3: Stuart's Raid
      • Scenario 4: Jackson's March
      • Scenario 5: From The Rappahannock To Bull Run
      • Scenario 6: Bag The Whole Crowd
      • Scenario 7: Which Way Did He Go
    • Advanced Game Rules
      • 1.0 Advanced Game Sequence Of Play
      • 2.0 Random Events
      • 3.0 Random End Of Action Cycle
      • 4.0 Railroad Movement
      • 5.0 Death Of Confederate Leaders
      • 6.0 Union Panic
      • 7.0 The Union Bridge Train
      • 8.0 Substitute Units
      • 9.0 Supply
    • Advanced Game Scenarios
      • Scenario 8: From The Rapidan To The Rappahannock
      • Scenario 9: From The Rapidan To Manassas
    • Campaign Scenarios Set-Up
    • The Game As History
    • Map Gazetteer
    • Designer's Notes
    • Stonewall Jackson's Way 2 Credits

GCACW Standard Basic Game Rules

Version 1.6. This booklet is shared by all games in the GCACW series and is included with both campaign games in this box.

2.0 Basic Game Concepts

One person is chosen as the Union player and the other as the Confederate player. However, playing the game solitaire presents no special difficulties.

2.1 Game Components

The components differ from one game to the next in the Great Campaigns series. Consult the original rule booklet for each game to find the list of components for that title in the series.

2.2 Playing Pieces

The following types of playing pieces (or counters) are used in the game: military units, leaders and informational markers.

Military Units

Each player controls a set of military units. These are usually identified by their commanding officer, who is listed by name on the counter (e.g., "Early-B"). Some small units, however, are simply identified by regiment (e.g., "10 GA"—the 10th Georgia Infantry). Units also have designations on each side of the organizational symbol (the colored rectangle in the middle of the counter) identifying the corps and/or the division to which the unit belongs. For example, the Union "XX" designation means the unit belongs to the Twentieth Corps; the Confederate "M-W" designation means the unit belongs to Wheeler's Corps, Morgan's Division. Union infantry units also have a numerical division designation on the right side of the organizational symbol, which is used for informational purposes only.

Military units come in five different sizes: II = Squadron (Union only), III = Regiment, X = Brigade, XX = Division, X+ = Demi-Division (Confederate only).

The demi-division was not a true military organization, although several Confederate reports from early 1862 used that term. It is an aggregation of 2 to 4 brigades from the same division and is appropriate for the early period of the war, when Confederate leaders could not easily control divisions with up to 16,000 men.

Military units are divided into three types: Cavalry, Infantry, Artillery.

Military units have two values printed on their counters: the Tactical value, representing the military competence of the unit's commander and troops; and the Artillery value, representing the number of artillery batteries attached to that unit.

Military units have two sides: the front ("normal") side and the reverse ("exhausted") side. The exhausted side is marked by a white stripe across the top of the unit.

Leaders

There are four types of leaders in the GCACW series. A leader may never occupy a hex by itself. It must always be stacked with a friendly, subordinate military unit. The unique characteristics of each leader (and the proper way to identify their counters) are described in the sections below.

Army Leaders: Army leaders have only a single number on their counters, which is their Command value. Army leaders are used to initiate grand assaults, and in Advanced Game scenarios of some games in the series they can perform the Activate Army Leader action. They must be attached to a subordinate infantry (not cavalry or artillery) unit at all times. Army leaders are present for both players in every game except SIV and AGA.

District Leaders: District leaders are distinguished by the presence of a colored star on their counter. Like corps and division leaders, district leader counters contain two numbers: a Tactical value and a Command value. District leaders are hybrid units that are used to both activate units for movement and assault (like corps and division leaders) and initiate grand assaults (like army leaders). District leaders may not perform the Activate Army Leader action. They must be attached to a subordinate infantry (not cavalry or artillery) unit at all times. District leaders are found leading the forces in a side theater that was not large enough historically to warrant the deployment of an entire army (such as SIV or the GTC side theaters). Note: Not all games have District Leaders.

Corps and Division Leaders: Corps and division leader counters contain two numbers: a Tactical value and a Command value, but no red star. Players must check the "Size" column in the scenario setup to determine which leaders with these two numbers are corps leaders and which are division leaders. Corps and division leaders are used to both activate units for movement and to initiate assaults. Corps and division leaders must be attached to a subordinate unit belonging to the same corps or division at all times. This subordinate unit can be of any type (infantry, cavalry, or artillery), depending on the composition of the units in that corps or division. Some combination of corps and/or division leaders are present for both players in every game in the series. Some corps may even have both corps and division leaders present; in this case some units may be activated by either the corps or division leader at the player's discretion.

Informational Markers

Strength Markers: A military unit must always possess a single Strength marker. A Strength marker has a front (organized) and a reverse (disorganized) side. The organized side has a single number from 1 to 21, which is both its "Manpower value" and "Combat value." The disorganized side has two numbers: a smaller number in value (1/2 to 14), which is its Combat value; and a larger number in value (1 to 21), which is its Manpower value. Strength markers never function by themselves; they must always be assigned to a military unit. At the start of a scenario, a Strength marker of the correct Manpower value is placed underneath a unit on its organized side. Wherever a unit goes, its Strength marker accompanies it. A maximum of one Strength marker may be assigned to a unit at a time. As a unit suffers losses, its marker changes. A player may examine his opponent's Strength markers at any time. Leaders never possess Strength markers.

Although Strength markers can have numbers from 1 to 21, in most games in the series, players are limited to a maximum Manpower value that is less than 21. The maximum manpower in a specific game is listed in the Advanced Game rules for that game, in the Attachment section.

Fatigue Markers: As military units move and fight, they become "fatigued." Fatigue is represented in five "Fatigue levels" from 0 to 4. Military units must always be at one of these levels. Fatigue markers are placed underneath a unit's Strength marker. As the unit's Fatigue level changes, its Fatigue marker is adjusted. A unit at Fatigue level 0 does not possess a Fatigue marker—the lack of such a marker indicates Level 0. Leaders never possess Fatigue markers.

Sample Units

The sample units depicted below are for the game HSN; similar graphics are used in most games in the GCACW series. For those games with different counter graphics, refer to the rules included with that particular game for the unit style. Each counter shows: a Name, a Size symbol, an Organization symbol, a Tactical value, and an Artillery value on military units (with front/normal and back/exhausted sides showing an Exhaustion indicator); Army leaders show a Portrait, Name, and Command Value; Corps or Division leaders show a Portrait, Name, Command Value, and Tactical Value. Strength markers show Manpower/Combat value on the organized (front) side and separate Manpower and Combat values on the disorganized (back) side. The parenthesis around the tactical value means the unit may not be the only unit in an attack (marching or assault). Note: not all games have artillery units.

2.3 The Map

Major Terrain

Each land hex on the map is classified as one of ten major terrain types: clear, rolling, rough, woods, city, swamp, provisional swamp, hill, mountain, or loess. Each terrain type has its own Movement Point cost, listed on the Terrain Chart, which military units pay to enter the hex. Clear, rolling and hill hexes have distinctive base colors: light yellow for clear, light green for rolling, and orange for hills. Other hexes can be recognized by special symbology:

  • a green "brush" pattern for rough
  • a dark green "forest" pattern for woods
  • a gray "grid" pattern for city
  • a light green "marsh" pattern for provisional swamps
  • a highlight to the provisional swamp for permanent swamp hexes (in OTR and GTC this highlight is given by making the swamps a darker green; in all other games the permanent swamp hexes have a silvery-blue highlight applied)
  • a brown "elevated land" pattern for mountain
  • a tan pattern for hills
  • a pattern of many small tan dots superimposed on an olive base color for loess (Note: TOM is the only current game with loess terrain)

A land hex is considered to be the terrain type of the predominant symbology in that hex.

Only whole hexes are playable. Partial hexes are not playable for any game purpose; they are considered off-map.

Special Hex/Hexside Features

A number of terrain types appear along hexsides, such as rivers, creeks, ridges, bluffs, fords, bridges, ferries, dams, and county borders. Several types of special terrain appear within a hex, such as villages, RR stations, pikes, roads, landings and redoubts, but these have no effect on a hex's major terrain classification.

Woods Hexside: A "woods hexside" is a hexside between a woods hex and any other hex (including another woods hex). The hexside itself does not have to be covered with a forest pattern to be considered a woods hexside.

Loess Hexside: A "loess hexside" is a hexside between a loess hex and any other hex (including another loess hex).

The only current game with bluff hexsides is TOM – see the TOM Basic Rules for all rules regarding bluff hexsides.

2.4 Zones of Control

A military unit, regardless of its status, exerts a Zone of Control (ZOC) into each of the six adjacent hexes surrounding it. Exceptions: ZOC extend across major or minor river hexsides only at fords, dams, ferries, or bridges. Also, ZOC extend into and out of swamp and mountain hexes only across hexsides crossed by a road, pike, RR or trail. Finally, ZOC do not extend across all-water hexsides.

Restricted ZOC: If a unit exerts a ZOC across a woods or loess hexside (see definition above), and no road, pike, RR or trail traverses that hexside, the hex into which that ZOC is exerted is referred to as a "restricted ZOC." Non-restricted ZOC are sometimes referred to as "normal" ZOC. Unless otherwise specified, restricted ZOC hexes function like normal ZOC hexes.

2.5 Command Radius

Sometimes a leader must trace a "command radius" between itself and subordinate units or another leader. A command radius is a path of three or fewer contiguous hexes between a leader's hex (exclusive) to a unit's hex (inclusive). Terrain is irrelevant when a leader traces a command radius—the three-hex path may enter any type of hex or cross any hexside. A command radius may not enter an enemy occupied hex or an enemy ZOC, including restricted ZOCs. (It may enter an enemy ZOC hex if that hex is occupied by a friendly unit.) The hex occupied by a leader is considered within its own command radius.

2.6 Abbreviations

Art: Artillery · Brig: Brigade · Cav: Cavalry · Cmd: Command · Disorg: Disorganized · Div: Division · Dmorlze: Demoralized · Inf: Infantry · MP: Movement Points · Org: Organized · Regt: Regiment · RR: Railroad · Sub: Substitute · VP: Victory Points · ZOC: Zone of Control

3.0 Basic Game Sequence Of Play

Each turn is performed according to a Sequence of Play:

1. Random Events Phase. Two dice are rolled; the players consult the Random Events Table. (Random events are only used in a Basic Game scenario if the scenario specifically calls for it.)

2. Leader Transfer Phase. Leaders may be transferred from one subordinate unit to another (see 6.3).

3. The Action Cycle

Action Phase

A. Initiative Segment: Both players roll a die. The player with the higher roll wins. The winner must take initiative or pass (see 4.2). If both players roll the same number, special considerations apply.

  • In BAC, TOM, and AIO, either the Union or Confederate player may win initiative depending on the specific number rolled. Insubordination may also occur in BAC. Check the BAC or AIO Basic Game Rules for more details.
  • In all other games, the Confederate Player wins initiative.

B. Activation Segment: The player who has taken initiative must perform a single action with an eligible leader or unit. At the end of an Activation Segment, the players return to the Initiative Segment and a new Action Phase begins. Players continue to perform Action Phases indefinitely until both players pass in the same Action Phase (see 4.4).

4. Recovery Phase. Eligible units may entrench, build bridges, repair bridges and ferries, and recover from fatigue, disorganization, exhaustion, and demoralization.

5. Turn Indication Phase. The Turn marker is advanced one box on the Turn Record Track and the players begin a new turn.

Exceptions: Occasionally, an individual Basic Game scenario might draw on one or more rules sections from the Advanced Game rules for that volume. In these situations, additional phases may be added to the sequence of play after the Random Events Phase.

4.0 The Action Cycle

Every turn has a single Action Cycle of indefinite length.

4.1 The Action Phase

An Action Cycle consists of a variable number of Action Phases. Each Action Phase is composed of an Initiative Segment and an Activation Segment. As soon as a player completes an action in the Activation Segment, a new Action Phase begins. Action Phases continue indefinitely until conditions for ending the Action Cycle are fulfilled.

4.2 The Initiative Segment

During this segment, both players roll a die. The player with the highest roll wins. If both players roll the same number, special considerations may apply:

  • In BAC, TOM, AIO and HSN, either the Union or Confederate player may win initiative depending on the specific number rolled. Insubordination may also occur in BAC. Check the Basic Game Rules for those games for more details.
  • In all other games, the Confederate player wins initiative.

In some games, such as all OTR scenarios and the GTC Grand Campaign game, players must note the number on the winning die. In such games, this number is used to determine which units are eligible for activation with that initiative; see 5.2 for an example. If one player has no units eligible for activation in an Initiative Segment, his opponent automatically wins, and the dice are not rolled. (Exception: In some scenarios, the turn may end early or Insubordination may occur on certain tied initiative rolls. In these scenarios, both players must roll the dice in each Initiative Segment, even if one player has no units eligible for activation. If the player who has no eligible units wins the roll, he must pass.) The winning player must choose one of the following two options:

  • Take Initiative: He may take the initiative, thereby obligating him to perform an action in the subsequent Activation Segment;
  • Pass: He may "pass," automatically yielding initiative to his opponent.

A player who lost the initiative roll but who has initiative yielded to him by a "pass" must choose one of the following two options:

  • Take Initiative: He may take the initiative, thereby obligating him to perform an action in the subsequent Activation Segment;
  • Pass: He may "pass," automatically ending the Action Cycle.

Passing. If the player who wins the initiative roll passes, he does nothing. His opponent must then either take the initiative or pass. If the opponent also passes, the Action Cycle ends.

4.3 Activation Segment

The player who takes initiative must perform a single action with an eligible unit or leader in the Activation Segment. The counter selected for this action is called the "active unit" or "active leader." The player controlling this unit/leader is called the "active player."

4.4 Ending the Action Cycle

As soon as a player completes an action in an Activation Segment, a new Action Phase begins. Action Phases repeat indefinitely in an Action Cycle until both players pass in the same Action Phase. Thus, an Action Cycle ends when the player who wins the initiative roll passes, and his opponent—who is given the choice of taking initiative or passing—also passes. The Action Cycle also ends when both players have no units eligible for activation; or if a player passes when his opponent has no units eligible for activation. When an Action Cycle ends, proceed to the Recovery Phase.

5.0 Actions

The player who takes initiative must perform a single action in the Activation Segment with one of his units or leaders. There are five types of actions:

  • March
  • Activate Leader
  • Assault
  • Burn RR Station (not in SIV or OTR)
  • Entrenchment (1863 or later)

5.1 March

Only a single unit (not a leader) may be chosen to perform a March action. A unit is eligible to march only if it is currently at a Fatigue Level of 3 or less—it may not march if it is at Fatigue Level 4. The unit's Strength marker may be organized or disorganized. A unit may march more than once per turn, but never more than once per Action Phase. A March is performed as follows:

  1. The player with initiative selects one eligible unit anywhere on the map. The unit's Movement Allowance is calculated as follows:
    • Union Infantry or Artillery Unit: The Union player rolls one die. The result is the unit's Movement Allowance.
    • Confederate Infantry or Artillery Unit: The Confederate player rolls one die. The die roll is increased by 1. The modified die roll is the unit's Movement Allowance. Exception: In OTR and AGA, the Confederate player rolls one die (but does not increase the roll by 1). The result is the unit's Movement Allowance, although the unit's minimum Movement Allowance is 2, even if the roll is 1.
    • Union Cavalry Unit: The Union player rolls two dice. The sum of the dice is the unit's Movement Allowance.
    • Confederate Cavalry Unit: The Confederate player rolls two dice. The sum of the dice is increased by 1. The modified dice roll is the unit's Movement Allowance.
  2. The chosen unit's Fatigue Level is increased by one. The unit gains a new Fatigue marker (or has an existing marker flipped over) to reflect the change. If this march brings a unit on its normal side to a new Fatigue Level of 3 or 4, or a unit on its exhausted side to a new Fatigue Level of 2, 3 or 4, it is an "extended march," and the player must consult the Extended March Table. Note: Before proceeding to Step 3, enemy cavalry units in the active unit's ZOC may perform a cavalry retreat (see 7.7).
  3. An eligible unit may enhance its Movement Allowance by making a "force march." The Movement Points (MP) gained by a force march are added to the Movement Allowance calculated in Step 1 to determine a final Movement Allowance. If no force march is performed, the unit's final Movement Allowance is the number determined in Step 1.
  4. Place the "Active Movement Allowance" marker on the Movement Track in the box corresponding to the unit's final Movement Allowance.
  5. The unit performs its march. As it expends MP, the Active Movement Allowance marker is adjusted downward. The march ends when the marker reaches 0 or the active player states that the action is over. If the marker reaches 0 due to an attack, the action does not end until the attack is resolved.

(Optional) A unit at Fatigue Level 4 may be selected in Step 1 of a March action if its Strength marker is organized. If a unit at Fatigue Level 4 marches, its Strength marker is automatically flipped to its disorganized side. (It retains its Fatigue Level 4 marker.) The player does not consult the Extended March Table. If a unit at Fatigue Level 4 marches, it may not also force march.

Extended March. If a unit on its normal side marches and its fatigue increase brings it to Fatigue Level 3 or 4, the action is an "extended march." If a unit on its exhausted side marches and its fatigue increase brings it to Fatigue Level 2, 3 or 4, the action is also an "extended march." Before proceeding to Step 3 of the march procedure, the active player rolls a die and consults the Extended March Table (see Charts & Tables handout). This roll may be modified. If the unit's Strength marker is organized, the modified roll is cross-referenced with the "Organized" column. If the unit's Strength marker is disorganized, the modified roll is cross-referenced with the "Disorganized" column corresponding to its current Manpower value. There are three possible results:

  • NE: No effect; the extended march has no effect on the active unit.
  • D: Disorganized; the unit's Strength marker is flipped to its disorganized side.
  • 1/2/3: The unit's Manpower value is reduced by 1, 2, or 3. The unit's new Strength marker is placed on its disorganized side.

As long as it is not eliminated by the result, the active unit resumes its march after determining the effects of its extended march.

Example: If, in RTG, a Union unit on its exhausted side that does not belong to the Army of the Potomac performs a march, and that march brings the unit to a new Fatigue Level of 3, that march is an extended march. The Union player consults the Extended March Table, adding 3 to his die roll. (+2 because the unit does not belong to the Army of the Potomac; +1 because the march increased the exhausted unit's Fatigue Level from 2 to 3.)

Force March. A player may enhance his active unit's Movement Allowance by declaring a "Force March." A force march may only be declared in Step 3 of the March procedure or Step 7 of the Activate Leader procedure. An active unit may force march only if its Strength marker is currently on its organized side. Artillery and wagon units can never force march. To conduct a force march, follow this procedure:

  1. Flip the unit's Strength marker to its disorganized side.
  2. If an infantry unit force marches, roll one die and subtract 1 from the roll. If a cavalry unit force marches, roll two dice and subtract 1 from the dice sum. The result is the number of MP added to the active unit's Movement Allowance as determined in Step 1 of the March procedure. The minimum MP bonus gained by an infantry unit's force march is 2, even if the modified roll is 0 or 1. The minimum MP bonus gained by a cavalry unit's force march is 4, even if the modified roll is 1, 2, or 3.
  3. If the unmodified roll in Step 2 is 6 (for infantry), the active unit's Manpower Value is reduced by two if its current Manpower Value is 6 or more; otherwise, its Manpower Value is reduced by 1. If the unmodified roll in Step 2 is from 2 to 5 (for infantry) or 8 or more (for cavalry), the active unit's Manpower Value is reduced by one. New Strength markers are placed on their disorganized sides. If the unmodified roll in Step 2 is 1 (for infantry) or 7 or less (for cavalry), the active unit's Manpower Value is unaffected.

March Example: The Union player takes initiative and declares a march with Newton's infantry division, which currently is exhausted at Fatigue Level 1 with an organized Strength marker (Manpower/Combat value of 7). The Union player rolls a die to determine Newton's Movement Allowance, obtaining a 3. Newton's Fatigue Level is increased to 2, indicating that an extended march is in effect because of his exhaustion. The Union player rolls a die, obtaining a 4, and consults the Extended March Table, cross-referencing 4 with the "Organized" column. One is added to the roll because the +1 modifier for "Other Union Units" in the "Union Army Modifiers" is the only modifier that applies. The result is "NE," so Newton is unaffected by the extended march. The Union player decides to force march Newton, which is permissible because of his organized Strength marker. He flips Newton's Strength marker to its disorganized side and rolls a die, obtaining a 1. This is reduced by 1 to 0, but the minimum MP bonus in an infantry force march is 2. Thus, Newton's final Movement Allowance is 5 (3 + 2). The Active Movement Allowance marker is placed in the "5" box on the Movement Track. Newton does not suffer Manpower value loss due to the force march because the unmodified force march die roll was 1.

5.2 Activate Leader

The "activate leader" action enables a player to perform one or more consecutive march actions with eligible military units in the same Action Phase. The following actions may not be performed in an Activate Leader action: Assault, Burn RR Station, and (in Advanced Game scenarios) RR or amphibious embarking and movement. Only one district, division, or corps leader at a time may be chosen for activation. A leader is eligible for activation only if one or more units within his command radius belonging to his command are at a Fatigue Level of 3 or less. A leader activation is performed as follows:

  1. The player with initiative selects an eligible leader anywhere on the map.

  2. The player with initiative must select one or more units belonging to the active leader's command that are situated within the leader's command radius (other than the leader itself). All of the units selected to participate in an activate leader action must be at a Fatigue Level of 3 or less. Place a Union or Confederate "Leader Activation" marker on top of each unit selected. The player is not obligated to select every eligible unit within the leader's command radius, although he may do so. He must select at least one. In all games there will be units that do not belong to any leader's command. (Example: Union cavalry units in SIV, OTR, SJW, HCR, SLB and AGA do not belong to a command since there are no Union cavalry leaders in those games). These units may not be selected to join an activate leader action. They may only perform march and entrenchment actions individually. The following are special exceptions to this rule:

    • Artillery units in all games may be selected to join in an Activate Leader action of any non-cavalry leader, even though they do not belong to the active leader's command.

    In 1864-1865, or in 1863 if playing with the "Entrenchment" action optional rule, the player must declare whether each unit selected will march or entrench. This designation must occur in Step 2 of this procedure, prior to the calculation of the Movement Allowance. The player is free to have some units march and others entrench during a single Activate Leader action.

    (Optional) A unit at Fatigue Level 4 may be selected to march (not entrench) in Step 2 of an Activate Leader action if its Strength marker is organized. If a unit at Fatigue Level 4 marches, its Strength marker is automatically flipped to its disorganized side. (It retains its Fatigue Level 4 marker.) The player does not consult the Extended March Table. If a unit at Fatigue Level 4 marches, it may not also force march.

    Special Rule For On To Richmond: In OTR, if the Union player is performing the Activate Leader action, he is limited in the number of units he may select by the number he rolled during the just-completed Initiative Segment of the current Action Phase:

    Union Die RollResult
    1 to 4Union player may select only 1 eligible unit
    5Union player may select 2 eligible units
    6Union player may select any number of eligible units

    Note: If the Confederate player won the initiative roll in the current Action Phase but passed, the Union player may select any number of eligible units in a leader activation regardless of the number he rolled in the Initiative Segment. Also, if the Union player has taken initiative in the current Action Phase without an initiative dice roll (which is possible if the Confederate player has no units eligible for activation), the Union player may select any number of eligible units in a leader activation.

  3. The active leader's Movement Allowance is calculated as follows:

    • Union Infantry Leaders: The Union player rolls one die. The result is increased by 1. The modified roll is the leader's Movement Allowance. Exception: In SIV, OTR and AGA, the Union Player rolls one die (but does not increase the roll by 1). The result is the unit's Movement Allowance, although the unit's minimum Movement Allowance is 2, even if the roll is 1.
    • Union Cavalry Division Leaders: The Union player rolls two dice. The sum of the dice is increased by 1. The modified roll is the leader's Movement Allowance.
    • Union Cavalry Corps Leaders: The Union player rolls two dice. The sum of the dice is increased by 2. The modified roll is the leader's Movement Allowance.
    • Confederate Infantry Leaders: The Confederate player rolls one die. The result is increased by 2. (Exception: The result is increased by 1 in OTR and AGA). The modified roll is the leader's Movement Allowance.
    • Confederate Cavalry Division Leaders: The Confederate player rolls two dice. The sum of the dice is increased by 2. The modified roll is the leader's Movement Allowance.
    • Confederate Cavalry Corps Leaders: The Confederate player rolls two dice. The sum of the dice is increased by 3. The modified roll is the leader's Movement Allowance.
  4. The leader's Movement Allowance determined in Step 3 is used by every unit selected for participation in the leader activation. Place the "Leader Movement Allowance" marker on the Movement Track in the box corresponding to this number. Do not move the marker from this box for the duration of the leader activation, as it serves to remind the players of the leader's Movement Allowance.

  5. The active leader may transfer to any hex occupied by a subordinate unit (including an artillery unit) selected in Step 2. This transfer is voluntary and may only take place before any units march. Place the leader in the hex to which it transfers. In the hex that the active leader occupies, the player must now designate a unit in the leader's command that the leader is "attached" to and that the leader must remain with for the entire Activate Leader Action. This unit does not have to be a unit activated in the current action (in which case that unit cannot move since it has not been activated). The only exception to this attachment is under "Leaders and Combat" in section 6.3.

  6. The active player chooses a single unit to perform a march or entrenchment action. The chosen unit must have been selected in Step 2 (i.e. it must have a Leader Activation marker, which is now removed). The unit must choose the same action (march or entrenchment) that was designated for the unit in Step 2. The chosen unit's Fatigue Level is immediately increased by one. The unit gains a new Fatigue marker (or has an existing marker flipped over) to reflect the change.

    If the unit is entrenching, it follows the procedure outlined in Section 5.5. After following the entrenchment procedure, skip Steps 7 and 8 and pick up this procedure at Step 9.

    If the unit is marching, it uses the active leader's Movement Allowance calculated in Step 3. If this march brings a unit on its normal side to a new Fatigue Level of 3 or 4, or a unit on its exhausted side to a new Fatigue Level of 2, 3, or 4, it is an "extended march," and the player consults the Extended March Table (see Charts & Tables handout). (Before proceeding to Step 7 but after rolling for extended march, enemy cavalry units in the marching unit's ZOC may perform a cavalry retreat; see 7.7).

  7. An eligible unit may enhance its Movement Allowance by making a "force march" (see Force March rules). The MP gained by a force march are added to the leader's Movement Allowance calculated in Step 3 to determine the unit's final Movement Allowance. Place the "Active Movement Allowance" marker on the Movement Track in the box corresponding to this number. If no force march is performed, the Active Movement Allowance marker is placed in the same box as the active leader's Movement Allowance calculated in Step 3.

  8. The unit performs its march. As it expends MP, the Active Movement Allowance marker is adjusted downward. The march ends when the marker reaches 0 or the active player states that the march is over. If the marker reaches 0 due to an attack, the march does not end until the attack is resolved.

    Units activated by cavalry division leaders are limited by the following rule. Only the first cavalry unit to march as part of an Activate Leader action initiated by a cavalry division leader may conduct an attack. The second or any subsequent cavalry unit to march in an Activate Leader action may not attack. Thus, a maximum of one cavalry unit may attack in an Activate Leader action initiated by a cavalry division leader. There is no such limitation in an Activate Leader action initiated by a cavalry corps leader.

  9. The active player now repeats Steps 6, 7, and 8 for each unit chosen to participate in the leader activation in Step 2. The player must perform Steps 6, 7, and 8 for each unit selected in Step 2; units may not withdraw from the action (although they are not obligated to move or attack). Each unit must perform Steps 6, 7, and 8 a maximum of once per leader activation. A unit must complete its march or entrenchment before another unit begins its action. The leader activation ends when each unit with a Leader Activation marker has completed Steps 6, 7, and 8.

Leader Activation Example (from AIO): The Union player takes initiative and declares an "Activate Leader" action with Logan. Four divisions are situated within Logan's command radius: Osterhaus (Fatigue Level 4), ML Smith (FL 0), Harrow (FL 1), and Veatch (part of XVI Corps). All four divisions are on their normal sides. Osterhaus is not eligible to participate because he is at FL4; Veatch may not participate because he is part of XVI Corps. Thus, only ML Smith and Harrow are eligible to participate and the Union player chooses them both. He places a Leader Activation marker on both units. The Union player rolls a die, obtaining a 4. Since the movement allowance is one die plus one, the Leader Movement Allowance marker is placed in the "5" box of the Movement Track, where it remains for the duration of the action. Logan, who is currently stacked with ML Smith, now transfers to Harrow's hex. The Union Player performs a march action with Harrow, whose Leader Activation marker is removed. Harrow's FL is increased to 2, so an extended march is not in effect. No force march is performed, so the Active Movement Allowance is placed in the "5" box in the Movement Track. Harrow's march ends when the Active Movement Allowance marker reaches 0. Next, the Union Player performs a march action with ML Smith. He repeats the procedure that he followed for Harrow (remove the Leader Activation marker, increase FL, place the Active Movement Allowance marker, and perform the march). The Leader Activation now ends and a new Action Phase begins.

5.3 Assault

An "assault" action enables a district, division, or corps leader to attack a single, adjacent, enemy-occupied hex with a group of subordinate units rather than attacking with each individually. Only one leader at a time may be chosen for an assault. A leader is eligible for an assault only if one or more subordinate units in the leader's hex have a Fatigue Level of 3 or less. MP are not used in an assault, and the active player does not roll a die to determine a Movement Allowance. Assaults are explained in detail in the combat section (see 7.1).

5.4 Burn RR Station

Who May Burn RR Stations. Only a single military unit (not a leader) may be chosen to perform a burn RR station action. A unit is eligible for this action if it occupies a RR station hex and is at a Fatigue Level of 3 or less; it may not be chosen if it is at Fatigue Level 4. The unit's Strength marker may be organized or disorganized, but it must have a Combat Value (not Manpower Value) of 2 or more and cannot be demoralized. Units in SIV and OTR may not burn RR stations.

Procedure. The player with initiative selects a single eligible unit anywhere on the map. The chosen unit's Fatigue Level is immediately increased by one. The unit gains a new Fatigue marker (or has an existing marker flipped over) to reflect the change. An extended march never occurs as a result of a burn RR station action, even if the unit goes to a new Fatigue Level of 2, 3, or 4.

If the unit's Combat Value is 2, 3, or 4, place a Damage marker in the RR station hex; if the unit's Combat Value is 5 or more, place a Destroy marker in the hex. The presence of other friendly units in the hex has no effect on the type of marker placed in the RR station hex. The action is now over and a new Action Phase begins. Damage/Destroy markers remain in place for the duration of the game. (Exception: Damage/Destroy markers may be removed in the Advanced Game in some of the volumes in the series). However, an existing Damage marker is flipped over to its Destroy side at the moment a unit with a Combat Value of 5 or more performs a burn RR station action in that hex. An existing Damage marker is unaffected if a unit with a Combat Value of 2, 3, or 4 performs a burn RR station action in that hex. A Destroy marker is unaffected if other units later perform a burn RR station action in that hex.

5.5 Entrenchment

Who May Entrench. In any 1864 or later scenario, or in a 1863 scenario if this Entrenchment Action optional rule is used by mutual consent of the players, players may add an "Entrenchment" action to the menu of actions available to active units. Exception: this Action is prohibited in TOM. Entrenchment actions may be performed by units activated individually or as part of an Activate Leader action. Entrenching during the Action Cycle is always in addition to normal entrenchment rules. Eligible units may still entrench in Step 1 of the Recovery Phase.

Entrenchment Action Restrictions. The unit must meet all the following conditions to be selected for an Entrenchment action:

  • It must be a military unit (not a leader)
  • It must be at a Fatigue Level of 0, 1, or 2 if the year is 1863 (Fatigue Level 0, 1, 2, or 3 in 1864-1865). Units may not perform entrenchment actions if the year is 1862 or earlier.
  • It must not be demoralized. (It may be exhausted, and its Strength marker may be disorganized.)
  • It must not already possess a completed Fort marker.

Note: A unit may perform more than one Entrenchment Action per turn, assuming it is eligible.

Entrenchment Action Procedure. If an entrenchment action is declared, the active player follows one of the following two procedures, depending on the year of the game.

(Optional) 1863 Procedure:

  1. The active unit's Fatigue Level is increased by two. (An extended march never occurs as a result of an Entrenchment action.)
  2. The player places an Entrenchment marker on the active unit (or adjusts an existing Entrenchment marker) as follows:
    • If the active unit does not currently possess an Entrenchment marker, place a Breastwork–Build marker atop the unit.
    • If the active unit already possesses a Breastwork–Build marker, flip the marker to its Complete side (or, if using an RTG Breastwork marker, change it from a sideways to a normal alignment).
    • If the active unit already possesses a completed Breastwork marker, place a Fort–Build marker atop the unit.
    • If the active unit already possesses a Fort–Build marker, flip the marker to its Complete side.
  3. The Entrenchment action ends, and a new Action Phase (or the next action in an Activate Leader action) begins.

1864-1865 Procedure:

  1. The active unit's Fatigue Level is increased by one. (An extended march never occurs as a result of an Entrenchment action).
  2. The player places an Entrenchment marker on the active unit (or adjusts an existing Entrenchment marker) as follows:
    • If the active unit does not currently possess an Entrenchment marker, place an Abatis marker atop the unit. Exception: If an active unit is in a redoubt hex (that it is eligible to benefit from – see 9.0), place a Breastwork-Build marker atop the unit.
    • If the active unit already possesses an Abatis marker, flip the marker to its Breastwork-Build side.
    • If the active unit already possesses a Breastwork-Build marker, place a Breastworks marker atop the unit.
    • If the active unit already possesses a Breastworks marker, flip the marker to its Fort-Build-1 side.
    • If the active unit already possesses a Fort-Build-1 marker, place a Fort-Build-2 marker atop the unit.
    • If the active unit already possesses a Fort-Build-2 marker, flip the marker to its Fort-Complete side.
  3. The Entrenchment Action ends, and a new Action Phase (or the next action in an Activate Leader action) begins.

6.0 March And Movement

6.1 Rules of Marching

A marching unit may move and/or attack.

Movement. A unit moves from hex to adjacent hex, expending a number of Movement Points (MP) equal to the cost of the major terrain in the hex entered (see the Terrain Chart). A marching unit can expend some, all, or none of its MP (unused MP may not be saved from march to march, nor may they be transferred between units). As a unit expends MPs, the Active Movement Allowance marker is adjusted downward on the Movement Track. The unit may no longer move when the marker reaches 0.

Attack. Attacks (except for assaults) are part of the march procedure. A marching unit may attack any single adjacent hex occupied by enemy units. There are four types of attacks, each of which expends a different number of MP. (The MP cost also varies for infantry and cavalry units.) A unit may not attack if it does not possess the requisite MP. The four attacks and their MP costs are:

  • Column of Route: 0 MP (for both infantry and cavalry)*
  • Hasty: 1 MP for infantry; 2 MP for cavalry
  • Normal: 2 MP for infantry; 4 MP for cavalry
  • Prepared: 4 MP for infantry; 8 MP for cavalry

* A column of route attack may not be declared if a unit's Movement Allowance is 0; it may only be used if the unit has a Movement Allowance of 1 or more at the moment of declaration.

Note: The defender's terrain does not affect an attack's MP cost. The four types of attacks listed above are used only for units attacking in a march—they are not used in an assault. Exception: If the defender is in loess terrain, a +1 MP penalty applies to the MP cost to undertake that attack (e.g., a Prepared attack carried out by an infantry unit against a loess hex would cost 5 MP, not 4).

6.2 Rules of Movement

Roads, Pikes, Railroads. If a unit enters a hex through a hexside crossed by a road, pike, or railroad (RR), it ignores the cost of the hex's major terrain and instead pays 1 MP. Unfinished railroads are treated as roads (not railroads) for all game purposes.

Trails. If a unit enters a mountain hex through a hexside crossed by a trail, it expends 2 MP. If a unit enters a non-mountain hex through a hexside crossed by a trail, it expends 1 MP.

Mountains. A unit may never enter or exit a mountain hex unless this move is performed across a hexside crossed by a road, pike, trail, or railroad.

Ridges. If a unit enters a hex across a ridge hexside, it must expend an additional 1 MP above the normal cost for entering the hex. This applies even if the hexside is crossed by a road, pike, trail, or RR, and regardless of the direction of movement (i.e., there is a penalty both when moving up and when moving down the ridge).

Bluffs. Bluff hexsides currently only appear in TOM – see the TOM Basic Rules for all rules regarding bluff hexsides.

Swamps. A unit may never enter or exit a swamp hex unless this move is performed across a hexside crossed by a road, pike, or RR. Provisional swamp hexes function in all respects as rough hexes except in rain turns, when they convert to normal swamp hexes (see 12.0).

Rivers. A unit may not cross a major or minor river hexside except at a bridge, dam, ferry, or ford. A unit crossing a bridge, dam, or ford pays no MP penalty. (The MP cost of the major terrain in the hex entered is negated if the bridge, dam, or ford is crossed by a road, pike, or RR—and the road, pike, or RR MP cost is used instead.)

Dams. Dams are considered indestructible bridges in all GCACW games. A unit may cross a dam over a major or minor river with no movement point penalty, even in a rain turn, just as if it were a bridge. Unlike bridges, dams may not be destroyed. In SLB, dams were not official terrain features although they were labeled on the maps. When using the GCACW Standard Rules in SLB the only crossing labeled as a "Dam" that should be treated as a Dam and not a ford is Scott's Dam Ford (SLB S3526). The following crossings labeled as a Dam in various GCACW games that are fords (as graphically shown on the maps) and not dams are: Occoquan Dam at SLB S5304 or SJW S5304 and Strider's Dam at SIV N4322.

Ferries. A unit may cross a ferry over a minor river in non–rain turns with no MP penalty, just as if it were a ford. However, at a major river ferry on any turn (regardless of weather), or at a minor river ferry in a rain turn or while unfordable, the unit must pay a MP penalty (simulating the use of boats to cross). The unit's Manpower value is divided by 3 (drop fractions). The result is the MP penalty to cross the ferry. This penalty is in addition to the normal MP cost to enter the hex on the far side of the ferry (typically road movement cost).

In SIV and SLB ferries were not official terrain features although they were labeled on the maps. When using the GCACW Standard Rules in those two games, only Berry's Ferry (SIV M5608) is now considered a ferry.

Note: All fords labeled as ferries on the Potomac River are NOT considered ferries. They remain fords in the GCACW Standard Rules.

Creeks. Creek hexsides do not affect movement. Units may cross them at no special MP cost.

Enemy-Occupied Hexes. A unit may not enter a hex occupied by enemy units (but see 7.6).

Enter Enemy Zone of Control. A unit must stop its movement at the moment it enters an enemy normal ZOC hex from a hex that is not in an enemy normal ZOC. The unit must then either attack or end its march. If the unit attacks successfully (i.e., it does not receive a "D," "F," "f," or "E" combat result), it is allowed to continue its march by moving and/or attacking. (However, if after a successful attack it still occupies an enemy normal ZOC, it again must either attack or end the march.) A unit must stop upon entering an enemy normal ZOC even if that ZOC is occupied by a friendly unit. If a unit enters an enemy cavalry unit's normal ZOC and the enemy unit performs a cavalry retreat, the unit may continue its march. A unit may not refuse flanks (7.8) when entering an enemy normal ZOC; however, it may refuse flanks if it marches in place in an enemy normal ZOC. In scenarios allowing Detachment (Advanced Game scenarios and Basic Game scenarios that specifically allow Detachment), a unit may detach a substitute when entering an enemy normal ZOC.

Exit Enemy Zone of Control. An active unit may not exit an enemy normal ZOC hex unless it starts its march in an enemy normal ZOC hex and its first activity is to exit that ZOC:

  • ZOC to non-ZOC: If it moves from an enemy normal ZOC hex directly to a hex that is not in an enemy normal ZOC, it pays normal MP costs plus 1 MP to enter that hex. Assuming the unit has MP remaining, it may continue its march.
  • ZOC to ZOC: If it moves directly from one enemy normal ZOC hex to another, it ignores the hex's MP cost and instead pays a cost equal to the unit's entire Movement Allowance. This penalty applies even if the enemy normal ZOC hex entered is occupied by a friendly unit and even if the two enemy ZOC emanate from different enemy units not in the same hex. Since the unit then has 0 MP left, its march is over and it may not attack. (Even though a hex's normal MP cost is ignored, a unit may still not enter or exit a mountain or swamp hex—except by road, pike, RR or trail—or cross a major/minor river hexside, except by ford, bridge, dam, or ferry.) If a unit moves directly from one enemy normal ZOC hex to another and the two hexes are not connected by a road, pike, RR or trail, the unit's Strength marker is flipped to its disorganized side. (If it is already disorganized, reduce the Strength marker's Manpower value by 1.) Disorganization or loss is not applied if the unit moves from one enemy normal ZOC hex to another and the two hexes are connected by a road, pike, RR or trail. A unit may neither attack nor refuse flanks (7.8) when moving directly from one enemy normal ZOC to another enemy normal ZOC.

Restricted ZOC. "Restricted" ZOC hexes—those into which a ZOC is exerted across a woods or loess hexside not containing a road, pike, RR or trail (see 2.4)—do not affect movement in any way.

Enter Friendly-Occupied Hex. An active infantry, artillery, or wagon train unit must pay an MP penalty to enter a hex already occupied by one or more friendly infantry and/or artillery units with a combined Combat Value of 3 or more, or a hex occupied by a wagon train. The MP penalty depends on the major terrain in the hex entered. MP penalties to enter a friendly-occupied hex are not cumulative: the highest MP penalty in city, clear, rough, rolling, and hill hexes is +2; the highest MP penalty in woods, swamp, and mountain hexes is +4. Cavalry units do not pay such MP penalties and do not trigger them if a friendly infantry, artillery, or wagon train unit enters their hex. Note: The active unit's Combat value is not counted when entering the friendly-occupied hex.

Combined Combat Value in HexCity, Clear, Rough, Rolling, HillWoods, Loess, Swamp, Mountain
Less than 3NENE
3 to 11+1 MP+3 MP
More than 11+2 MP+4 MP
Wagon Train+2 MP+4 MP

Note: The combined Combat value may fall exactly between two rows of the chart above (e.g., 11.5). If so, round the value up.

Cavalry Retreat. When an active infantry unit moves into the normal ZOC of an enemy cavalry unit—before the active player declares an attack—the cavalry unit may make a cavalry retreat (see 7.7).

Minimum 1 Hex Movement. As long as a unit does not attack during its march, it may always move at least one hex—even if its Movement Allowance is not sufficient for it to enter an adjacent hex. Exception: A unit may still not enter or exit a mountain or swamp hex (except by road, pike, RR or trail), or cross a major or minor river hexside (except at a bridge, dam, ford, or ferry). If an enemy cavalry retreat reduces an active unit's Movement Allowance to 0 before it has moved in its march, it may still move one hex. If a unit begins a march adjacent to a ferry hexside and does not have enough MP to cross due to the ferry MP penalty, it may cross that ferry hexside anyway using all of its available MP.

6.3 Leader Movement

A leader may never occupy a hex by itself; it must always be stacked with a subordinate unit. A leader is considered "attached" to a unit with which it is stacked and must move with that unit wherever it goes during a March or Activate Leader action (exception: see "Leaders and Combat," below). More than one leader may be attached to the same unit if they represent different organizational levels (e.g., a division and corps leader; or a corps and army/district leader). Once a unit with one or more attached leaders begins its movement in a March or Activate Leader action, it may not "drop off" a leader and attach it to a different unit in any hex entered during that action. A leader may neither move nor activate by itself, although it may "transfer" (see below).

Leaders and Combat. If a unit with one or more attached leaders is forced to retreat, the leaders must remain with that unit throughout the retreat. If, during its retreat, it enters a hex occupied by other units, it may not "drop off" a leader and attach it to another unit in that hex. If a unit with one or more attached leaders is eligible to advance after combat (see 7.6), the leaders accompany the unit during the advance. (Exception: If more than one unit is eligible to advance after combat, and some advance while others do not, the owning player may either keep leaders attached to their current unit, or he may reattach one or more of them to another subordinate unit in the hex immediately before the advance is undertaken.)

Leader Transfer. A leader may transfer from unit-to-unit in two ways:

Leader Transfer Phase: During the Leader Transfer Phase, the owning player may transfer some, none, or all of his leaders from one subordinate unit to another. To perform a transfer, the owning player must trace a path of contiguous hexes no more than 10 hexes in length from the leader's hex (exclusive) to the hex occupied by the unit to which the leader wishes to transfer (inclusive). This path may not enter enemy-occupied hexes, but it may enter enemy ZOC. It may transit any terrain type, including swamps, mountains, and rivers. The Union player must perform all desired transfers in the Leader Transfer Phase before the Confederate player executes any leader transfers.

Activate Leader Action: Leaders may transfer during an "activate leader" action (see 5.2). Such a transfer may only be performed once per action, and only before units march.

Army and District Leaders. Army and district leaders are subject to the following restrictions:

  • They may transfer in the Leader Transfer Phase, but they may not attach to a cavalry/artillery unit or cavalry leader.
  • If a District Leader is the Active Leader then he can leader transfer per section 5.2 step 5.
  • If they are situated in the same hex as an active leader performing an Activate Leader action, they may transfer with the active leader in Step 5 of the Activate Leader procedure, although they are not obligated to do so. If an army/district leader transfers, it must transfer and attach to the same unit as the active leader. Exception: If the active leader is a cavalry leader, an army/district leader may not transfer in Step 5 of the Activate Leader procedure.
  • If an army/district leader occupies a hex with more than one subordinate infantry unit, and one of those units to which the army/district leader is not currently attached leaves the hex during a March or Activate Leader action (including an advance after combat), the leader may attach to the departing unit or it may remain in the hex and stay attached to its current unit.
  • An army/district leader is not obligated to be attached to an infantry unit to which a non-army leader is also attached. The army/district leader may be attached to an infantry unit by itself.

6.4 Stacking

An unlimited number of friendly units and leaders may occupy the same hex at a given time.

Force Markers. Since stacks of counters are unwieldy, players should use substitute counters called "Force markers" when they have more than two units per hex. Each player has his own set of Force markers and a corresponding Force Display. Each Force marker is identified by number and has a corresponding box on the display. A player may remove an unwieldy stack of counters from the map at any time and place the units, leaders, and markers comprising this stack in an empty box of the display. (Place units and markers in separate piles so they may be viewed at a glance.) Then the Force marker corresponding to this box is placed on the map in the hex formerly occupied by the stack. All units and leaders comprising a force are considered to occupy the hex in which the Force marker is situated, and they exert ZOC normally. Subject to normal marching rules, units and leaders may leave the force and be placed back on the map at any time the owning player wishes. Units may freely join a force if they end a march in the same hex as the marker. Force markers have no effect on play. Players are not obligated to use them.

6.5 Fatigue Levels

A unit's Fatigue Level is increased when it performs an action. It may also be increased due to combat. A unit at Fatigue Level 4 may not perform an action, although it may defend and retreat due to combat. Players may wish to turn units sideways when they reach Fatigue Level 4 so that they can see at a glance which units are no longer eligible for activation. (Exception: If playing with the optional rule in Sections 5.1 and 5.2, units at Fatigue Level 4 may activate if their strength marker is organized).

7.0 Combat

7.1 Attacks

Only a unit performing a march or units participating in an assault action may attack.

Targets Of Attacks. An attacking unit (or group of units in an assault) may attack any single, adjacent hex occupied by one or more enemy units. If the attacking unit is adjacent to more than one enemy-occupied hex, it may attack only one hex of the active player's choice.

Participation In Attacks. Attacks are never mandatory. In a march, only the active unit may attack. All other friendly units, even those stacked in the same hex as the active unit, never participate in the attack. A unit may attack more than once per march as long as it has the requisite MP and does not suffer a prohibitive result on the Combat Results Table. In an assault action, only subordinate units stacked in the same hex as the active leader may participate in the attack. (Exception: see "grand assault.") A maximum of one attack may take place per assault action.

Participation In Defense. All units in a hex being attacked must participate in that combat. The attacker may not single out a unit in the hex as a target, and the defender may not withhold units in the hex from combat.

Attack Restrictions

  • Rivers: An attack may not take place across a major or minor river hexside unless a bridge, dam, ferry, or ford connects the attacker's and defender's hexes.
  • Mountains and Swamps: An attack may not take place against a unit in a mountain or swamp hex unless the attacker's and defender's hexes are connected by a road, pike, RR or trail. A unit in a mountain or swamp hex may not attack an enemy unit unless the two hexes are connected by a road, pike, RR or trail.
  • Artillery: Artillery units may not be the only units in an attack (marching or assault).
  • Woods or Loess Hexsides: A unit may only attack across a "woods hexside" or "loess hexside" (see 2.3) if it meets either of the following conditions: it starts the action in the hex from which the attack is made; or there is a road, pike, RR or trail connecting the attacker's and defender's hexes. In this case it is permissible for the active unit to have marched one or more hexes before initiating the attack across the woods or loess hexside.

Attack Procedure (Marching Unit Only). A unit performing a march may attack as follows:

  1. Select Target: The active player states the attack's target.
  2. Select Attack Type: The active player states his type of attack: column of route, hasty, normal, or prepared (see 6.1). Adjust the Active Movement Allowance marker downward on the Movement Track by the attack's MP cost.
  3. Determine Combat Values: The players determine their Combat values and calculate the "ratio modifier" to the attacker's die roll in Step 5.
  4. Determine Die Roll Modifiers: The players determine the "tactical" and "artillery" modifiers and any other modifiers applying to the combat (see 7.4).
  5. Roll Dice: The attacker and defender each roll a die, modifying their rolls as required. The defender's modified roll is subtracted from the attacker's modified roll. The players consult the Combat Chart and apply the results (see 7.5).
  6. Continue Action: If the marching unit has remaining MP and the combat result does not require it to end the action, it may continue to perform its march. If the unit has no more MP or the result calls for the march to end, the action is over and a new Action Phase begins.

Attack Procedure (Assault Action Only). A corps, division or district leader may be selected for an assault only if one or more subordinate units at Fatigue Level 3 or less are stacked with that leader. A Movement Allowance is not calculated in an assault and MP are not used—thus, the active player does not specify a type of attack (column of route, hasty, normal, prepared). An assault is performed as follows:

  1. Select Participants: The active player selects an eligible leader. Next he chooses one or more units in the active leader's hex belonging to the same command as that leader. Each unit selected to participate in the action must be at Fatigue Level 3 or less. Exception: A player may select one or more artillery units occupying the same hex as the active leader to participate in an assault even though the artillery units do not belong to the leader's command. Note: an artillery unit may never be the only unit in an assault.

  2. Increase Fatigue: Each unit selected to participate in the assault in Step 1 has its Fatigue Level increased by one. Note: An "extended march" never occurs as a result of an assault action, even if the unit goes to a new Fatigue Level of 2, 3 or 4.

  3. Select Target: The active player states the target of the attack, which must be a single, adjacent, enemy-occupied hex.

  4. Cavalry Retreat: The enemy player may conduct a cavalry retreat with eligible units (see 7.7).

  5. Roll for Command: The active player rolls a die. This roll may be modified.

    • If he rolls a 6 (before modification), the assault automatically ends. Begin a new Action Phase—do not proceed to Step 6.
    • If the roll is 5 or less, apply any appropriate modifier to this roll (see below), and subtract the modified number from the active leader's Command value. The result is the "Assault Number." If the Assault Number is less than 0, the assault ends. Begin a new Action Phase—do not proceed to Step 6. However, if the Assault Number is 0 or greater, the assault takes place—continue the assault procedure. The Assault Number is the maximum number of attacking units that may participate in the assault. (If the Assault Number is 0, one unit must participate.) If the Assault Number is equal to or greater than the number of units selected in Step 1, all the units selected in Step 1 (and no more) must participate in the assault. If the Assault Number is less than the number of units selected in Step 1, the active player must choose (from among the units selected in Step 1) a number of units to employ which equals the assault number. (The assault must proceed, even if the number of units actually employed is less than the number selected in Step 1.) Regardless of whether or not an assault takes place, all units selected to participate in Step 1, even if they ultimately are dropped from the assault, gain one Fatigue Level in Step 2.

    Assault Die Roll Modifiers: The following modifier applies to the active player's assault die roll in Step 5 of the assault procedure of any game with district leaders:

    • -2: If the active leader is a district (not a corps or division) leader, subtract 2 from the assault die roll.
    • +1: If the defender occupies a loess hex

    Note: Advanced Game assault die roll modifiers, such as SLB's "Hooker Loses Confidence" (SLB, 16.0) and OTR's Union "Passive" Command Posture (OTR, 18.0) are in effect in all applicable scenarios.

  6. Attempt Grand Assault: The active player may attempt a "grand assault" (see below). A successful grand assault allows additional units to participate in the attack. Even if a grand assault attempt fails, the assault must proceed to Step 7. The active player cannot back out of the action.

  7. Determine Combat Values: The players determine their Combat values and calculate the "ratio modifier" to the attacker's die roll in Step 9.

  8. Determine Die Roll Modifiers: The players determine the "tactical" and "artillery" modifiers and any other modifiers applying to the combat (including the automatic +1 assault modifier; see 7.4).

  9. Roll Dice: The attacker and defender each roll a die, modifying their rolls as required. The defender's modified roll is subtracted from the attacker's modified roll. The players consult the Combat Chart and apply the results (see 7.5). The action is over and a new Action Phase begins.

Example (from AIO): Corps leader Palmer (XIV Corps, Command value, 5) is performing an assault. He is stacked with two XIV Corps subordinate divisions (Johnson and Baird). Both divisions are selected to participate in the assault in Step 1. The Union player rolls a die, obtaining a 5. Subtracting 5 from Palmer's Command value (5) yields 0, indicating that the assault takes place—but with only one unit. The Union player retains Johnson and drops Baird from the assault. But both divisions have their Fatigue Levels increased by one.

Grand Assault. A player may attempt a "grand assault" in Step 6 of the assault procedure only if all of the following conditions are in effect:

  • Army or District Leader: A friendly army or district leader is situated within the command radius of the active leader's hex. A district leader who successfully initiated an assault may himself attempt a grand assault.
  • Eligible Hexes: One or more of the six hexes adjacent to the defender is eligible to join a grand assault. A hex is eligible to join a grand assault if both of the following conditions are met: it is adjacent to the defender (including the hex in which the assault action was initiated); and it must be occupied by one or more of the attacker's units which were not selected to participate in the active leader's assault, and at least one of those units is at Fatigue Level 3 or less.
  • Non-Cavalry Leader: The active leader initiating the current assault must not be a cavalry leader.
  • Combat Value: The total Combat value of the units committed to the Assault action is 3 or more. Exception: this requirement does not apply in AGA and SIV.

A maximum of one grand assault may be attempted per action, although an unlimited number may be attempted per turn. A grand assault is attempted as follows:

  1. Roll for Command: The active player rolls a die. In the Basic Game of all GCACW games, this roll is never modified (except if the defender occupies a loess hex add 1 to the die roll). In some Advanced Games, however, it may be modified (see below).

    • If the modified roll is 6 or more, the grand assault does not take place. The grand assault ends—return to Step 7 of the assault procedure.
    • If the modified roll is 5 or less, subtract the number rolled from the army (or district) leader's Command value. The result is the "Grand Assault Number." If the Grand Assault Number is 0 or less, the grand assault does not take place. Return to Step 7 of the assault procedure. If, however, the Grand Assault Number is 1 or more, the grand assault must take place. Proceed to Step 2.

    Note: Advanced Game grand assault die roll modifiers, such as SLB's "Hooker Loses Confidence" (SLB, 16.0), and OTR's Union "Passive" Command Posture (OTR, 18.0) are in effect in all applicable scenarios.

  2. Select Eligible Hexes: From among the six hexes adjacent to the defender, the attacker must select a number of eligible hexes (not units) equal to or less than the Grand Assault Number which he wishes to use in the grand assault. He must select at least one hex. An "eligible hex" is defined above.

  3. Select Participants: In each hex selected in Step 2, the active player must select one or more eligible friendly units to join the grand assault. A unit is eligible to join a grand assault if it meets all the following conditions:

    • It has a Fatigue Level of 3 or less.
    • It must be eligible to participate in an attack as described in the "Attack Restrictions" rules.
    • It must not have already been selected (successfully or unsuccessfully) in Step 1 of the assault procedure.

    A unit's command affiliation is irrelevant in this step. Any eligible unit, regardless of its command (including all cavalry and artillery units) may join in a grand assault. Exception: Refer to the specific game module you are playing for any exceptions regarding any restrictions on units that can be selected to participate in the Grand Assault. Note: The attacker may not back out of a grand assault once the grand assault procedure goes beyond Step 1. Each hex chosen by the attacker in Step 2 must contribute at least one eligible unit to the grand assault.

  4. Increase Fatigue: Each unit selected in Step 3 of the grand assault procedure has its Fatigue Level increased by one. An "extended march" never occurs as a result of a grand assault, even if a unit goes to a Fatigue Level of 2, 3, or 4.

  5. Return to Assault Procedure: Return to Step 7 of the assault procedure. Each unit selected in Step 3 of the grand assault contributes its Combat and Artillery values to the attacker's totals in Steps 7 and 8 of the assault.

Example (from AIO): Hardee, in hex W3014, successfully initiates an assault on hex W2914. Army leader Johnston (Command value 4) is in hex W3117, within Hardee's command radius. A non-active Confederate unit is in hex W3013 and another in W2813, both at Fatigue Level 2. Thus the Confederate player may attempt a grand assault. He rolls a die, obtaining a 1. Thus, the Grand Assault Number is 3 (Johnston's Command value [4] minus die roll [1] is 3). The grand assault must take place. The Confederate player selects two eligible hexes, W3013 and W2813. The non-active unit in each hex must be chosen to join the grand assault, and each unit's Fatigue Level is increased to 3. Both units contribute their Combat and Artillery values to Hardee's assault.

7.2 Combat Values

Every military unit has a Combat value shown on its accompanying Strength marker. A unit's Combat value varies depending on whether its Strength marker is organized or disorganized. If a unit's Strength marker is organized, its Combat value is simply the number shown on the marker. If a unit's Strength marker is disorganized, its Combat value is the smaller number in value. A unit with a disorganized Strength marker may have a Combat value of 1/2. If so, this fraction is retained in combat—it is not rounded up or down.) A unit's Fatigue Level has no effect on its Combat value. In combat, the attacker and defender combine the Combat values of all their participating units. Players cannot withhold any part of their units' Combat values. To determine the Combat value of an attacking unit in a march action, simply use that unit's Combat value alone (no other units may join the attack). To determine the final Combat value in an assault, combine the Combat values of all units participating in that assault, and add in the Combat values of those units joining in a grand assault (if any). To determine the final Combat value of defending units, combine the Combat values of all units in the defending hex.

Maximum Values. The maximum combined Combat Value of attacking and defending units is limited as shown in the table below (note that there are different limits in OTR). In a grand assault, the limit shown below applies to each hex containing attacking units, so the overall total from all hexes may exceed the number listed in the "Attacking" row below.

SituationOTROther Games
Attacking7080
Defending6070
Defending: At least ½ defending units entrenched100120
Defending: All defending units entrenched130160

If in a grand assault, the total Combat value of attacking units is 80 or more, the attacker's Manpower value loss in that combat is increased as follows:

  • If the attacker's Combat value is 80 to 89, his Manpower value loss number is increased by 1.
  • If the attacker's Combat value is 90 to 99, his Manpower value loss number is increased by 2.
  • If the attacker's Combat value is 100 or more, his Manpower value loss number is increased by 3.

7.3 Artillery Values

A unit's Artillery value is shown directly on the unit itself. A unit's Fatigue Level or Strength marker (organized or disorganized) has no effect on its Artillery value. Artillery values are used to determine the "artillery modifier" in combat (see 7.4).

7.4 Combat Die Roll Modifiers

Several factors modify combat die rolls. Modifiers are cumulative.

Ratio Modifier. The attacker's die roll must be modified by the ratio modifier. To calculate this modifier, compare the attacker's Combat value sum to the defender's Combat value sum and round this ratio down in favor of the defender to conform to one of the simplified ratios listed on the Ratio Chart. A modifier from –12 to +13 is listed next to each ratio. This is the ratio modifier.

Tactical Modifier. The attacker's die roll is modified by the tactical modifier. To calculate this modifier, the defender determines the highest Tactical value among the units and leaders in the defending hex. Meanwhile, the attacker makes the same determination among his units and leaders participating in the attack. A leader may contribute its Tactical value to an attack only if it is stacked in the same hex as a subordinate attacking unit. The defender's Tactical value is subtracted from the attacker's Tactical value. The result is the tactical modifier, which is added to (or, if a negative number, subtracted from) the attacker's die roll.

Some units have a split tactical, which consists of a number before and after a slash in the tactical position on the counter. The number before the slash is the tactical modifier to use when the unit attacks; the number after the slash is the tactical modifier to use when the unit defends.

In a March or Activate Leader action, a leader may contribute its Tactical value to any attack made by a subordinate active unit in the leader's hex, even if the attack is not being made by the unit to which the leader is attached. However in an assault action, the tactical value of the leader initiating the assault is always used, never the tactical value of a military unit or other leader.

Artillery Modifier. The attacker's die roll may be modified by the artillery modifier. (Note: If the defender occupies a woods, city, mountain, or swamp hex, it is not necessary to determine an artillery value differential because no artillery modifier can possibly apply in that circumstance.) The attacker adds the Artillery values of all attacking units and subtracts the combined Artillery values of all defending units from this sum. The result is the "Artillery Value Differential." On the Artillery Modifier Summary, cross-index the appropriate Differential column with the line corresponding to the terrain in the defender's hex. The result (a positive or negative number, or no effect) is the artillery modifier that is applied to the attacker's die roll. Some results call for the attacker to roll the die to determine the final artillery modifier. Note: the final artillery value in the defender's hex is rounded up due to any entrenchments (see 9.0).

Special Cases:

  • If neither the attacker nor defender have Artillery values, no artillery modifier applies.
  • If the defender's Artillery value is 0, a negative artillery modifier is converted to "no effect."
  • If the total of the defenders' printed Artillery values (not counting entrenchments) in the hex is 1, a -2 modifier is converted to -1. If the total of the defenders' printed Artillery values (not counting entrenchments) in the hex is 2, a -3 modifier is converted to -2.

Artillery Modifier Summary (Attacker's Artillery Value Minus Defender's Artillery Value):

Defender's Terrain–4 or Less–3 to +1+2 to +4+5 to +7+8 or more
Clear-3-2NE+1+2†
Rolling-2-1NE+1*+1
Rough/Hill/Loess•-1-1*NENE+1*
Woods/City/MtnNENENENENE
Swamp§NENENENENE

* Just prior to combat, roll a die. If roll is even, indicated modifier is used; if roll is odd, no modifier is used. † Just prior to combat, roll a die. If roll is even, +2 modifier is used; if roll is odd, +1 modifier is used instead. • Also applies to provisional swamp hexes in non-rain turns. § Also applies to provisional swamp hexes in rain turns. NE: No effect

Terrain. The defender's die roll may be modified by terrain:

  • Bridge/Dam/Ferry/Ford: If an attack takes place across a bridge, dam, ferry, or ford hexside, the defender adds 2 to his roll.
  • Creek: If an attack takes place across a creek (even across a road, pike, RR, or trail hexside), the defender adds 1 to his roll.

Note: If, in a grand assault, more than one hex adjacent to the defender's hex has attacking units, the above modifiers apply only if the defender's hex is separated from the active leader by a bridge, dam, ferry, or ford—or a creek hexside.

  • Hill: If the defender occupies a hill hex, he adds 1 to his roll. However, if the active attacking unit occupies a hill or mountain hex, or if the active attacking unit is attacking down a ridge hexside, the defender's roll is not modified.
  • Mountain: If the defender occupies a mountain hex, he adds 2 to his roll. However, if the active attacking unit also occupies a mountain hex, or if the active attacking unit is attacking down a ridge hexside, the defender adds only 1 to his roll.
  • Ridge: If an attack takes place across a ridge hexside, and the active attacking unit is attacking up a ridge hexside, the defender adds 2 to his roll. If the active attacking unit is attacking down a ridge hexside the defender adds 1 to his roll if the defender is in a mountain hex and 0 to his roll if the defender is in any other type of hex.

Note: A unit is attacking up a ridge hexside if the ridge between his hex and the defender's hex is within the defender's hex. If it is within the attacker's hex, the unit is attacking down.

Ridge Combat Example: Geary's Union division occupies Dougherty (AIO W0533), and Cleburne's Confederate division occupies AIO W0532. If Cleburne attacks Geary, Geary adds 2 to his roll (Cleburne is attacking up a ridge hexside). If Geary attacks Cleburne, Cleburne adds 1 to his roll (Geary is attacking down a ridge hexside into a mountain hex).

Lee (Not In RTG). If a Confederate district, corps, or division leader successfully undertakes an assault action and the army leader Lee is currently stacked in the same hex as the active leader, the Confederate player adds 1 to his attack die roll. This bonus is in addition to the +1 modifier due to assault, and is applied regardless of whether or not a "grand assault" takes place. The Lee bonus may never be applied to defending units. The Lee bonus can not be applied in any RTG scenario.

The Lee assault bonus may only be used with assaults started by leaders within one corps per turn. Once the Confederate player uses the Lee assault bonus in an assault in a turn, for the remainder of the turn the bonus may only be used with assaults initiated by leaders (corps or division level) from that corps in the current turn. The SEV district (found in Eastern Theater games after 1864 such as GTC) is treated as a corps for purposes of this rule. The Confederate player must state that the Lee bonus will be used immediately before the assault roll. If the subsequent assault roll fails, Lee's bonus is still tied to that corps for the rest of the turn.

Longstreet. In any scenario occurring in 1864 or later, the Confederate player adds 1 to his attack roll if the corps leader Longstreet successfully undertakes an assault action. This bonus is in addition to the +1 modifier due to assault, and is applied regardless of whether or not a "grand assault" takes place. The Longstreet bonus can never be combined with the Lee bonus.

Jackson. In the games SJW, HCR, and SLB the Confederate player adds 1 to his attack roll if the corps leader Jackson successfully undertakes an assault action. This bonus is in addition to the +1 modifier due to assault, and is applied regardless of whether or not a "grand assault" takes place. The Jackson bonus can never be combined with the Lee bonus. Note: in SLB Stonewall Jackson is treated as a leader with a 4 tactical for offense and defense, despite the 5/4 printed on his counter.

Types Of Attacks. In a march, the type of attack chosen by the active player may modify the attacker's die roll:

  • Column of Route: –3 to attacker's roll
  • Hasty: –1 to attacker's roll
  • Normal: No modifier to attacker's roll
  • Prepared: +1 to attacker's roll

Assault Action. In an assault action, modifiers for column of route, hasty, normal, and prepared attacks never apply. Instead, an assault action always provides a +1 modifier to the attacker's die roll.

Rain. The attacker subtracts 1 from all his die rolls in rain turns (see 12.0).

Demoralization–2. If a unit with a Demoralize-2 marker is alone in a hex and is attacked by an enemy unit, the defending player subtracts 1 from his combat die roll. If the demoralized-2 unit is in a stack of friendly units that is attacked, the –1 die roll modifier only applies if at least one-half of the Combat Value in the hex is contributed by Demoralized-2 units.

Flank Attacks. If, at the moment of combat, defending units are partially or completely surrounded by active and inactive enemy units or their ZOC (or impassable terrain), the attacker's die roll is enhanced. This bonus, called a "flank attack," applies even if some of the enemy units surrounding a defender do not participate in the attack. The flank attack bonus is computed as follows:

  1. "Covered" Hexes: The active player determines the number of "covered" hexes among the six hexes adjacent to the defender. A covered hex is one meeting any of the following conditions: a. It is occupied by an undemoralized unit friendly to the attacker (including the attacking unit itself). b. It is in the ZOC of any undemoralized unit friendly to the attacker (including the attacking unit itself and including "restricted" ZOC; see 2.4). c. It is a mountain or swamp hex (including provisional swamps in a rain turn) or the defender's hex is a mountain or swamp hex. The two hexes are not connected to each other by a road, pike, RR or trail. d. It is separated from the defender's hex by a major or minor river hexside not containing a bridge, dam, ferry, or ford. (Exceptions: In a turn when a river is unfordable, a hex is covered if it is separated from the defender by a ford hexside over such a river. In a rain turn, a hex is covered if it is separated from the defender by a creek hexside untraversed by a road, pike, trail or RR.) e. It is a hypothetical hex just off the map that would be adjacent to a map edge hex occupied by the defender.

    Note: Each of the six hexes adjacent to the defender may be counted only once in this step even if it fulfills more than one definition of "covered."

  2. Basic Flank Bonus:

    • Six Covered Hexes: If all six hexes adjacent to the defender are covered, the "basic flank bonus" is +4. Proceed to Step 3.
    • Five Covered Hexes: If five of the six hexes adjacent to the defender are covered, the "basic flank bonus" is +2. Proceed to Step 3.
    • ≤ Four Covered Hexes: If four or less of the six hexes are covered, there is no flank bonus. Skip the rest of this procedure.
  3. Final Flank Bonus: The basic flank bonus from Step 2 may be reduced to determine the "final flank bonus." The basic flank bonus is reduced by one for each covered hex meeting at least one of the following conditions: a. It is occupied by an undemoralized unit friendly to the defender. b. It is unoccupied and is separated from all adjacent units friendly to the attacker (including the attacking unit itself) by woods or loess hexsides (see 2.3) untraversed by a road, pike, trail, or RR. c. It is a mountain or swamp hex (including provisional swamps in a rain turn) or the defender's hex is a mountain or swamp hex; AND the defender's hex and the covered hex are not connected to each other by a road, pike, trail, or RR. d. It is separated from the defender's hex by a major or minor river hexside not containing a bridge, dam, ferry, or ford. (This case also includes: 1) a turn when a river is unfordable, if a hex is separated from the defender by a ford hexside over such a river, and 2) a rain turn, if a hex is separated from the defender by a creek hexside untraversed by a road, pike, trail or RR.) e. It is a hypothetical hex just off the map that would be adjacent to a map edge hex occupied by the defender.

    Note: Each of the six hexes adjacent to the defender may be counted only once in this step even if it fulfills more than one of the above conditions.

    Exception: In SLB only, if the Confederate player is attacking, he ignores Step 3b of the flank bonus procedure. The basic flank bonus is not reduced by one for each unoccupied covered hex separated from adjacent Confederate units by woods hexsides untraversed by a road, pike, or RR. Step 3b does apply to the Union player in SLB.

    Maximum Reduction: The maximum reduction that may be applied to the basic flank bonus in this step is –3, even if a greater reduction would normally apply. Also, the final flank bonus may never be less than 0. Thus, if all six hexes adjacent to a defender are covered (yielding a basic flank bonus of +4 in Step 2), there will always be a final flank bonus of at least +1.

  4. Apply Modifier: The final flank bonus from Step 3 is applied to the attacker's combat die roll, in addition to other modifiers.

Flank Bonus Reductions. The final flank bonus from Step 3 may be reduced in either of the following circumstances:

  • Flanks Refused: Flank attack bonuses may be modified by "Flanks Refused" markers. (Flanks Refused markers are no longer optional. They are used in all GCACW games; see 7.8.)
  • Cavalry: Flank attack bonuses may be modified if both the attacker and defender possess cavalry units (see "Cavalry and Flank Attacks," below).

Flank Bonus Conditions. The status of the attacker's units may modify a flank bonus. If one or more of the attacker's units occupy or exert a ZOC into a hex adjacent to the defender, and all of those units together have a combined Combat Value (not including entrenchments) less than one-fourth the defender's Combat value (including the defender's entrenchments and possibly capped by the Maximum Value from Section 7.2), that hex is not considered "covered" in Step 1a or 1b of the flank attack procedure. (The attacking player's units in different hexes can combine their Combat values to reach the one-fourth the defender's Combat value total, as long as all of the units are adjacent to the same "covered" hex). Demoralized units (active or inactive) belonging to the attacker may not contribute in any way to the achievement of a flank attack bonus. A unit helping to provide a flank attack bonus which does not participate in the attack may not contribute its Tactical value to a combat, nor does it trigger terrain modifiers.

Cavalry and Flank Attacks. The final flank bonus may be reduced if both of the following conditions are in effect:

  • The active attacking unit is a cavalry unit (or the active leader making an assault is a cavalry leader).
  • More than one-half of the total Combat value in the defender's hex is contributed by cavalry units.

If both of these conditions are fulfilled in a combat in which a flank bonus applies, that combat's final flank bonus may be modified as follows:

  • A "final flank" bonus of +4 is reduced to a +2 bonus instead.
  • A "final flank" bonus of +3 or +2 is reduced to a +1 bonus instead.
  • A "final flank" bonus of +1 is ignored (no bonus is awarded).

Note: Non-flank attacks under these conditions do not provide the attacker with a +1 die roll bonus, as is the case with Flanks Refused markers (see 7.8). Also, if a Flanks Refused marker is already situated in the defender's hex, or if the defending units occupy a redoubt hex, normal flanks refused/redoubt rules apply instead of the above cavalry rules.

Combat Example (From HSN): In this example, all units' Strength markers are organized; all units are at Fatigue Level 1. Wagner's Union division (Combat/Manpower value, 7; Artillery value, 2; Tactical value, 2) is in hex 4610, a rough hex. Brown's Confederate division (Combat/Manpower value, 8; Artillery value, 2; Tactical value, 2) is performing a march in an Activate Leader action, and is attached to its division leader Cheatham (Tactical value, 3). Armstrong's Confederate brigade (Combat/Manpower value, 2; Artillery value, 0) is currently situated in 4510 (southwest of Wagner).

Brown moves into 4611 (east of Wagner) and the Confederate player declares a hasty attack against Wagner, expending his last (one) movement point. The Confederate player must subtract 1 from his combat die roll due to the hasty attack.

The Confederate player compares Brown's Combat value (8) to Wagner's Combat value (7) to obtain a combat ratio of 8-7, which is rounded down to a 1-1 ratio. The ratio modifier for a 1–1 attack is 0.

The Confederate player compares Brown's Artillery value (2) to Wagner's Artillery value (2). The Artillery Value Differential is 0. Consulting the Artillery Modifier Summary on the "–3 to +1" column and cross-referencing it with the "Rough" terrain line corresponding to Wagner's hex, there is a "–1*" artillery modifier applicable to the Confederate player's die roll. The "*" means that a die must be rolled to determine whether the modifier is used. The Confederate player rolls a die and obtains a 3, so the "-1" modifier is not used.

To determine the tactical modifier, the Union player's highest Tactical value in the hex (Wagner's 2) is subtracted from the Confederate player's highest Tactical value (Cheatham's 3). The result is 1, so there is a +1 modifier to the Confederate player's combat die roll.

For flank attack purposes, the presence of Armstrong's brigade in W5618 means that five hexes adjacent to Wagner are "covered" because they are either enemy-occupied or enemy ZOC hexes. Armstrong helps to provide a flank attack bonus since his Combat value of 2 is at least one-fourth of Wagner's Combat value of 7. Five covered hexes yields a basic flank attack bonus of +2. This is also the final flank bonus since there are no conditions present reducing the basic flank bonus.

The final modifier to the Confederate combat roll is therefore +2: –1 (hasty attack) +0 (ratio) +1 (tactical) + 2 (flank) = +2 (final). The Union roll is not modified.

Both players roll a die: the Confederate player obtains a 4 (modified by +2 to 6), and the Union player obtains a 2. The Union roll is subtracted from the Confederate roll, yielding a result of +4 (6 – 2 = +4). The Union player cross-references the +4 line with the "7-11" Combat Value column on the Defender's Combat Value (left) side of the Combat Chart (Wagner's Combat value is 7). The result is "1DR". Wagner's Strength marker is removed and is replaced with a new one showing a Manpower value of 6. The new marker is placed on its disorganized side due to the "D". Wagner's Fatigue 1 marker is increased by 3 to Fatigue Level 4. A demoralized-1 marker is also placed on Wagner due to the "R" result.

Wagner routs four hexes to 4908, using Retreat Chart 1 for all four hexes entered in the retreat. In all cases, a retreat path hex existed with a Priority Number of 1, so the Union player had to retreat into Priority 1 hexes. The Union player could have retreated two additional hexes past 4908 (using Retreat Chart 2) but declined to do so. There is no additional manpower loss due to this retreat.

The Confederate player cross-references the +4 line with the "7-11" Combat Value column on the Attacker's Combat Value (right) side of the Combat Chart. (Brown's Combat value was 8.) The result is "fa". His new Strength marker remains organized because he did not suffer a "D" result, and his Fatigue Level is increased by 1 to Fatigue Level 2 due to the "f" result. Brown's march must now end due to the "f" result, but the "a" allows him to advance into the hex vacated by Wagner. He does so, accompanied by Cheatham, ending the action.

Note: Union panic is triggered in the SJW advanced game by any italicized result on the GCACW Standard Combat Chart (see SJW Advanced Rule 6.0).

7.5 Combat Results

The Combat Chart is used to resolve combat. A combat produces two results: one for the attacker, one for the defender. To resolve a combat, the defender's modified die roll is subtracted from the attacker's modified roll. On the Combat Chart, the attacker cross-references the result with the column corresponding to his combined Combat value; the defender cross-references the result with the column corresponding to his combined Defense value (prior to applying entrenchment benefits). Both players' results, which are applied immediately, may consist of a number and/or one or two letters. A dash indicates that the player's units are unaffected.

Note: A Combat value may fall between two columns on the Combat Chart (e.g. 3½). If so, round the value up by ½ and use the right column of the two possible choices.

Letter Results. There are eight possible letter results:

  • D (Disorganize/Fatigue): The unit's Strength marker is flipped to its disorganized side. (If it is already disorganized it remains so.) The unit's Fatigue Level is also increased by 3 (to a maximum of 4). If the unit is already at Fatigue Level 4, it remains so. Finally, an active unit obtaining a "D" may not expend any more MP; its march action is over and a new Action Phase begins.
  • F (Fatigue-2): The unit's Fatigue Level is increased by two (to a maximum of 4). An active unit may not spend any more MPs; its march is over and a new Action Phase begins.
  • f (Fatigue-1): The unit's Fatigue Level is increased by one (to a maximum of 4). An active unit may not spend any more MP; its march is over and a new Action Phase begins.
  • E (End Action): An active unit may not spend any more MP; its march is over and a new Action Phase begins. This result has no effect on an assault action, since an assault automatically ends after the combat has been resolved.
  • r (Retreat): The unit must retreat (see 7.6).
  • R (Rout/Demoralize-1): The unit is routed (see 7.6). Also, the unit gains a Demoralize-1 marker. If it already has such a marker, it is flipped to its Demoralize-2 side. If it is already at Demoralize-2, there is no further effect.
  • R* (Rout/Demoralize-2): The unit is routed (see 7.6). Also, the unit gains a Demoralize-2 marker. If it is already at Demoralize-1, flip the marker to its Demoralize-2 side and there is no further effect. If it is already at Demoralize-2, its Manpower value is reduced by one in addition to its normal manpower loss result.
  • a (Advance): The unit may advance after combat (see 7.6).

NOTE: An "extended march" never takes place due to a combat result, even if a unit goes to a new Fatigue Level of 2, 3 or 4.

Number Results. Number results, which precede letter results, indicate a reduction of the unit's Manpower (not Artillery) value. Remove the unit's Strength marker and replace it with another one showing its reduced Manpower value (i.e., the unit's Manpower value before the combat minus the number result). The new Strength marker may assume a new status (organized or disorganized):

  • If the original Strength marker was disorganized before the combat, the new Strength marker is also disorganized.
  • If the original Strength marker was organized prior to the combat, the new Strength marker is disorganized if the combat result contains a "D" (Disorganized/Fatigue), or organized if the combat result does not contain a "D."

Exception: If in a grand assault, the total Combat value of attacking units is 80 or more, the attacker's Manpower value loss in that combat is increased (see 7.2).

Applying Results. Attacker: In a march, the attacker's letter and number results apply only to the active unit, even if other friendly units occupy the same hex. In an assault, the attacker's letter result applies to each participating unit, including those joining in a grand assault. The attacker's number result applies to the attacking force as a whole—not to each individual unit. As long as the number result is fully applied, the attacker may divide it among any of his attacking units as he wishes. Units providing flank attack bonuses which do not participate in the attack are unaffected by combat results.

Defender: The defender's letter result applies to each defending unit. The defender's number result applies to the defending force as a whole—not to each individual unit. As long as the number result is fully applied, the defender may divide it among any of his defending units as he wishes.

Combat results are always applied to the defending unit(s) before they are applied to the attacking unit(s).

Entrenchments And Combat Values. Defending units' Combat values may be enhanced by entrenchments (see 9.0). However, when determining the defender's combat result, the Combat Chart columns represent the defender's Combat value prior to the application of entrenchment benefits.

Example: If Hindman's division defends with a Combat value of 8, its combat result is determined in the "7 to 11" column of the Combat Chart. If Hindman's division defends under a completed Breastwork marker, its Combat value is 16 (8 x 2). Although Hindman's Combat value of 16 would be used to calculate the ratio in that combat, its combat result is determined in the "7 to 11" column of the Combat Chart.

Unit And Leader Elimination. A unit is eliminated at the moment its Manpower value is reduced to 0. If, due to the elimination of a unit, a leader remains in that hex with no subordinate units, the leader is placed in the nearest hex occupied by a subordinate. A leader is eliminated at the moment no units subordinate to that leader exist.

7.6 Retreats, Routs, and Advances

There are four types of retreats: normal ("r"), "Defender's Voluntary Retreat" (see below), rout ("R"), and cavalry retreat (see 7.7). In a normal retreat, a player must retreat all his defending units a minimum of two hexes and a maximum of four hexes. In a rout, a player must retreat all his defending units a minimum of four hexes and a maximum of six hexes. The choice of retreat distance and path is left to the defender, as long as the path adheres to the following rules. Retreating units must move as a stack and cannot separate. Leaders must accompany retreating units with which they are attached. MP are not expended in retreats and, with the following exceptions, terrain is irrelevant.

Retreat Restrictions. Retreating units are subject to the following restrictions:

  • Mountains and Swamps: A retreating unit may only enter or exit a mountain or swamp hex (including a provisional swamp hex in a rain turn) across a road, pike, trail, or RR hexside.
  • Rivers: A retreating unit may cross a major or minor river hexside only at a bridge, dam, ferry, or ford. In a rain turn, a unit may not retreat across a ford hexside or a creek hexside untraversed by a road, pike, trail, or RR.
  • Off-Map: A unit may not retreat off the map.
  • Start Hex: A retreating unit may not enter the hex where a retreat began.
  • Same Hex: A retreating unit may not enter the same hex twice.
  • Adjacent Hex: A retreating unit may not end a retreat in a hex adjacent to the hex where the retreat began. (Exception: The retreating unit may end up adjacent in a one-hex voluntary retreat, see "Defender's Retreat Option")
  • Closer to Attacker: A retreating unit may not enter a hex that is closer to the active enemy unit triggering the retreat than the hex retreated out of, counting by the shortest possible path. If there is a Grand Assault, the active enemy unit is the one initiating the corps assault. A unit may not retreat into the hex occupied by the active enemy unit.

Surrender: If there is no hex to retreat into that does not violate any of the aforementioned restrictions, a retreating unit surrenders, and is eliminated from play. VP are awarded for this occurrence.

Retreat Priorities. In addition to adhering to "retreat restrictions," a retreating player must follow "retreat priorities," which are listed on Retreat Charts 1 and 2. A retreating unit must adhere to retreat priorities in each hex entered in that retreat. Furthermore, the appropriate chart to use may change from hex-to-hex in that retreat.

Retreat Chart 1: A player must use Retreat Chart 1 in any of the following cases:

  • For the first hex entered in a normal or voluntary retreat.
  • For each of the first four hexes entered in a rout/cavalry retreat.
  • If in a retreat, rout, or cavalry retreat, a unit exits an enemy ZOC (including "restricted" ZOC; see 2.4).

Retreat Chart 2: A player must use Retreat Chart 2 in any of the following cases:

  • For the second, third, or fourth hexes entered in a normal or voluntary retreat, assuming the unit is not exiting an enemy ZOC.
  • For the fifth or sixth hexes entered in a rout/cavalry retreat, assuming the unit is not exiting an enemy ZOC.

Using the Retreat Charts: Prior to entering each hex in a retreat, a player checks the appropriate chart and follows this procedure:

  1. Check Legal Retreat Hexes: The player determines how many of the six hexes adjacent to the retreating unit may be legally retreated into according to the "retreat restrictions" rules.
  2. Retreat Description: For each of the legal retreat hexes determined in Step 1, the player determines the "Retreat Description" from the appropriate Retreat Chart corresponding to a retreat into that hex.
  3. Priority: Each Retreat Description consulted in Step 2 has a corresponding "Priority Number." The player must retreat his unit into a hex using the Retreat Description from Step 2 with the lowest Priority Number. (Exception: see "Overriding Retreat Priorities.") If more than one hex fulfills this requirement, the player may retreat his unit into any of those hexes. Also, if two different Retreat Descriptions have the same Priority Number, the player may choose either description when retreating into a hex.
  4. Complete Retreat: The player repeats Steps 1, 2, and 3 for each hex entered in that retreat. When he fulfills retreat requirements (at least two and up to four hexes in a normal retreat; at least four and up to six hexes in a rout or cavalry retreat), the retreat is over.

Overriding Retreat Priorities. If, by adhering to retreat rules, there is no possibility of avoiding surrender of a retreating unit due to "retreat restrictions," a player may "override" retreat priorities no more than once in that retreat. To override, a player may retreat a unit into a hex by choosing any Retreat Description on the appropriate chart, regardless of its Priority Number. He is not obligated to choose the lowest Priority Number. If the unit cannot avoid surrender due to a single override, it is eliminated.

The player can make this override at any point in the retreat path, it does not have to be at the exact point that destruction would occur; thus the player may look ahead to avoid destruction. For example, if in a retreat path by following the retreat priorities a unit would get destroyed in the 3rd hex, the unit is allowed to do its override in the 1st or 2nd or 3rd retreat hex.

Manpower Loss. If a unit retreats into a hex using a Retreat Description with an accompanying Manpower loss, the retreating unit's Manpower value is reduced by the indicated number. Replace its Strength marker with a new one on its disorganized side reflecting the loss. If a stack of more than one unit retreats into a hex calling for Manpower loss, the loss number is applied to each unit in the stack—not just one.

Note: Manpower losses in retreats may vary depending on whether a unit retreats into a hex across a road, pike, trail, or RR hexside, or if the hex retreated into is friendly-occupied (see Retreat Charts). In a retreat, entering or exiting a city hex is the equivalent of crossing a road hexside, even if no road actually crosses that hexside.

Basic Retreat Principles. At first it may seem difficult to consult the Retreat Charts for every hex entered in a retreat. However, players will find them easy to use after a few games. To help players become more familiar with the Retreat Charts, some of their basic principles are outlined below.

Retreat Chart 1: On Retreat Chart 1, the highest priority retreat is to move one hex more distant from the active enemy unit by crossing a road, pike, trail, or RR hexside into a nonenemy-occupied/non-enemy-ZOC hex. If that cannot be achieved, the next-highest priority is to attempt to do the same thing by crossing a non-road/pike/trail/RR hexside. If that in turn cannot be achieved, the next-highest priority is to retreat into any hex that is not enemy-occupied, nor in an enemy-ZOC. (This may incur manpower loss.) If that in turn cannot be achieved, the next-highest priority is to avoid retreating into an enemy-occupied hex. (This may incur manpower loss.)

Retreat Chart 2: On Retreat Chart 2, the highest priority retreat is to move into any hex that is not enemy-occupied, nor in an enemy-ZOC. If that cannot be achieved, the next-highest priority is to avoid retreating into an enemy-occupied hex. (This may incur manpower loss.)

Retreats Into Enemy-Occupied Hexes. Some Retreat Descriptions allow retreats into an enemy-occupied hex, an occurrence which causes a Manpower value loss of three to the retreating unit. (However, a unit may never retreat into the hex occupied by the active enemy unit.) A unit may not end its retreat in an enemy-occupied hex. If there is no alternative except to do so, its retreat may be extended by a sufficient number of hexes so that it ends the retreat in a hex unoccupied by an enemy unit.

Defender's Voluntary Retreat Option. On any combat result applying to the defender not containing an "r" or "R", the defender may voluntarily retreat one or more of his units from one to four hexes subject to retreat rules. This is considered a retreat, not a rout. In this case the defender may end the retreat in a hex adjacent to the hex where the retreat began. There is no Fatigue cost to do this. (Exception: If the defender receives a "—" result [no effect], all units participating in the defender's retreat option gain one Fatigue Level, to a maximum of level 4.) Even units at Fatigue Level 4 may join in this retreat. The defender must execute a voluntary retreat immediately, before the enemy player performs further actions.

Advance After Combat. If the attacker receives an "a" result, none, some, or all of the attacking units may advance into the hex vacated by the defender. An advance is not considered movement and does not expend MP. A unit may enter or exit an enemy ZOC, or advance from one enemy ZOC to another, without penalty. Regardless of whether or not a unit obtaining an "a" advances, its march may continue as long as it did not also suffer a "D", "F", "f", or "E" result. However, it may not continue to move if it advances into an enemy ZOC. In this case, the unit must either attack again or end its march. Leaders (including army/district leaders) may advance with subordinate units (and must advance if no subordinate units remain in the leader's hex). A leader may advance with a subordinate unit to which it had not been attached prior to the attack, although if it does so the active player must specify its new attachment. A leader may not advance with and attach to a non-subordinate unit.

7.7 Cavalry Retreat

A cavalry unit may use "cavalry retreat" to avoid attack by an enemy infantry or artillery (not cavalry) unit. A cavalry unit may perform a cavalry retreat more than once per action. The player owning a cavalry unit may declare a retreat in any of the following circumstances:

  • Enemy Movement: An enemy infantry/artillery unit performing a march moves into a normal (not restricted) ZOC exerted by a cavalry unit.
  • Starts Adjacent: An enemy infantry/artillery unit begins a march in a normal (not restricted) ZOC belonging to a cavalry unit. Exception: If an enemy infantry unit begins a march in a restricted ZOC belonging to a cavalry unit and selects the cavalry unit as the target of his attack in Step 1 of the Attack Procedure, then the cavalry unit may perform a cavalry retreat.
  • Advance After Combat: An enemy infantry/artillery unit advances after combat into a cavalry unit's normal (not restricted) ZOC.
  • Assault: The enemy player declares an assault action against a hex containing at least one cavalry unit (unless the assault is declared by a cavalry leader—in which case a cavalry retreat is not possible).

A player wishing to declare a cavalry retreat must make his declaration as soon as any of the above circumstances occur—before the enemy player declares an attack (or, in the case of an assault action, before the enemy player rolls a die to determine whether or not the assault takes place). If he does not make the declaration at this moment, he forfeits his ability to perform a cavalry retreat in the hex occupied by his cavalry unit for the duration of the enemy unit's march.

Performing A Cavalry Retreat. A cavalry retreat is voluntary. A cavalry unit may perform a retreat regardless of its status—even if it is demoralized, disorganized, exhausted, or at Fatigue Level 4. A player wishing to perform a cavalry retreat states this fact as soon as his opponent has performed one of the aforementioned actions. The enemy unit's march (or assault) is temporarily suspended while the retreat takes place. A cavalry retreat is performed as follows:

  1. Roll Die: The cavalry player rolls a die. This roll may be modified (see Cavalry Retreat table in Charts & Tables handout). The modified roll is halved (round fractions down to a whole number). The result is the number by which the enemy unit's Active Movement Allowance marker is reduced on the Movement Track. In assault actions, this roll has no effect since no Movement Allowance is determined. However, the roll still takes place to see if the cavalry unit suffers loss in Step 2.
  2. Manpower Loss: If the Step 1 roll (before modifications and halving) is 1, the cavalry unit's Manpower value is reduced by one. Place the new Strength marker on its disorganized side. On a roll of 2 to 6, no loss occurs.
  3. Retreat 4–6 Hexes: The cavalry unit must retreat from four to six hexes. The retreating player must adhere to retreat restrictions, using Retreat Charts 1 and/or 2 to fulfill this retreat. However, a cavalry unit does not suffer any Manpower value loss in a cavalry retreat, even if it retreats into a hex calling for a loss on a Retreat Chart. Exception: If in a cavalry retreat, a unit retreats into an enemy-occupied hex, Retreat Priority #5 applies and the unit(s) suffers a Manpower value loss of 3. Note: A cavalry unit may use the above rule 7.6, "Overriding Retreat Priorities", to attempt to avoid surrender.
  4. Fatigue: After executing its retreat, the cavalry unit's Fatigue Level is increased by 1 (to a maximum of 4). Note: An extended march is never triggered by a cavalry retreat.
  5. Disorganization: The cavalry unit's Strength marker is flipped to its disorganized side. If it is already disorganized, there is no further effect.
  6. Resume Action: The active enemy unit or leader resumes its activities from the point of interruption. If a unit's Movement Allowance has been reduced to 0, its march ends. (Exception: If the unit has not yet moved, it is permitted to move one hex; see 6.2. It may not refuse flanks.) In an assault action, if the hex the active leader is assaulting is completely vacated by the cavalry retreat, the units participating in the assault may advance into the hex vacated by the cavalry unit. No attack occurs and the assault action ends. (Exception: If the active player's command die roll in Step 5 of the assault procedure is unsuccessful, the units participating in the assault may not advance into the hex vacated by the cavalry unit.)

Cavalry Stacked With Other Units. With Cavalry Unit: If two or more cavalry units are stacked in the same hex, they must perform a cavalry retreat together. Only one die roll is made in Step 1, and all units must end the retreat in the same hex. If a 1 is rolled for the cavalry retreat, only 1 cavalry unit suffers a manpower loss.

With Infantry Units: A cavalry unit stacked with an infantry unit may perform a cavalry retreat, but the infantry unit may not.

Multiple Cavalry Retreats. Same Unit: A cavalry unit may perform a cavalry retreat more than once per action.

Cavalry Units—Separate Hexes: If two or more cavalry units occupying separate hexes are eligible to perform a cavalry retreat and all of them wish to retreat, each performs the retreat separately. The enemy unit's Movement Allowance reduction, if any, is cumulative.

7.8 Refusing Flanks

At a cost of one MP, the active player may place a "Flanks Refused" marker of the appropriate side on top of a unit performing a march. (Exception: A Flanks Refused marker may not be placed on a unit in a mountain or swamp hex; also, it may not be placed on top of a unit performing an assault.) As soon as a unit gains a Flanks Refused marker, its march ends. (It may perform actions later.) Since a unit must stop moving upon entering an enemy normal ZOC, it may not refuse flanks when entering an enemy normal ZOC. A unit may refuse flanks if it marches in place in a hex with an enemy normal ZOC (an extended march must be done if required per 5.1).

A maximum of one Flanks Refused marker may exist in a hex at a time; its effects apply to all units in the hex. A unit does not have to spend one MP to enter a hex in which a Flanks Refused marker is already situated; it may enter the hex at no extra MP cost and receive the marker's benefits—and may continue its march.

A Flanks Refused marker never accompanies a unit when it leaves a hex. A marker may not be placed on a unit after it performs a retreat, rout, or advance after combat. The players are not limited to the number of markers provided in the game.

Effects Of Flanks Refused Markers. Units in a hex with a Flanks Refused marker may perform all actions normally (although they may be forced to remove the marker after the action is over; see below). Units occupying a hex containing a Flanks Refused marker defend against enemy flank attacks more effectively, but less effectively against normal attacks:

  • Flank attacks fulfilling the requirements for a +4 attacker die roll bonus are reduced to a +2 bonus instead.
  • Flank attacks fulfilling the requirements for a +3 or +2 attacker die roll bonus are reduced to a +1 bonus instead.
  • Flank attacks fulfilling the requirements for a +1 attacker die roll bonus are unchanged (the bonus remains +1).
  • All non-flank attacks always provide the attacker with a +1 die roll bonus (in addition to other modifiers), even though requirements for flank attacks have not been fulfilled.

Removal Of Flanks Refused Markers. A Flanks Refused marker may be voluntarily removed from a stack of units at no MP cost if one of the units in the hex initiates a march. (The active unit does not actually have to leave the hex.) The marker must be removed if all the units in the hex participate in an assault action. It also must be removed if only one unit is in a hex and it moves or attacks. (This does not preclude the owning player from placing another marker on the unit later in its march at a cost of one MP.)

8.0 Recovery

In the Recovery Phase, the following actions are performed strictly in the listed order:

  1. Units at Fatigue Level 0 may entrench, build bridges, or repair bridges/ferries. A unit may not perform more than one of the aforementioned activities per Recovery Phase and may not perform any at all in a rain turn or if demoralized. In RTG, Confederate infantry units may impose a "levy" on Pennsylvania towns in this step (see RTG 14.0).
  2. In the Advanced Game, units at Fatigue Level 0, 1, or 2 may forage (see each GCACW game's "Forage" rules), but not if they undertook any activities in Step 1 of the Recovery procedure. Note: Units in RTG and SLB may not forage.
  3. Units at Fatigue Level 0 or 1 may be affected as follows: a. Units at Fatigue Level 0 or 1 with disorganized Strength markers have their Strength markers flipped to their organized sides. Exceptions: If a unit has a Demoralize-2 marker at the start of this step, its Strength marker remains disorganized. Also, in each GCACW volume's Advanced Game, out of supply units with disorganized Strength markers remain disorganized. Note that there is no "out of supply" status in SLB and RTG. b. Units at Fatigue Level 0 or 1 which are on their exhausted sides are flipped to their normal sides. Exception: If an exhausted unit has a Demoralize-2 marker at the start of this step, it remains on its exhausted side. c. Units at Fatigue Level 0 or 1 with Demoralize-1 markers have these markers removed; units at Fatigue Level 0 or 1 with Demoralize-2 markers have these markers flipped to their Demoralize-1 sides.
  4. Units at Fatigue Level 3 or 4 are flipped to their exhausted (reverse) sides. If they are already on their exhausted sides, they remain so and there is no further effect.
  5. All units at Fatigue Level 1 or more lose three Fatigue Levels (to a minimum Fatigue Level of 0). Replace each unit's Fatigue marker with a new marker three less than the one being removed. (Units at Fatigue Level 0 do not have markers.)
  6. In the Advanced Game Scenarios of HCR, SIV (Union units only), OTR, GTC, BAC, RWH (Confederate units only), SJW, AGA, AIO, TPC, and TOM out of supply units with organized Strength markers have their Strength markers flipped to their disorganized sides. Note: Step 6 of the Recovery Phase is skipped in SLB, RTG, and HSN because units are never out of supply in those games.

9.0 Entrenchments

Entrenchments enhance a unit's defensive capabilities. Units may construct entrenchments in the Recovery Phase, and in games taking place in 1863 or later, in the Action Phase. Players may also gain entrenchment benefits from a hex feature called "redoubts." Another hex feature, a permanent Fort, provides even further defensive capabilities and is described in the Advanced Game Rules of any module in which it appears. Permanent Forts typically provide the same entrenchment benefit as a Redoubt when units occupy those hexes.

Building Entrenchments. There are four types of entrenchments: redoubts, abatis, breastworks, and forts. Redoubts and permanent Forts, which are printed on the map and represent permanent fortifications, may not be built. (Exception: Some games' special rules allow redoubts to be built). However, abatis, breastworks, and forts may be built in either the Action Cycle (see 5.5) or the Recovery Phase. Units building entrenchments in the Recovery Phase must be at Fatigue Level 0. A unit building a bridge or repairing a bridge/ferry may not also entrench in the same Recovery Phase. Units may not entrench in rain turns or if demoralized.

The procedure for building entrenchments in the Action Phase (for games in 1864-1865 or games in 1863 if the Entrenchment Action optional rule is being used) is described in Section 5.5. The procedure for building entrenchments in the Recovery Phase is described below. Depending on the year depicted in the game being played, players use one of three different procedures. Please select the appropriate procedure for the time frame of the game:

  • 1861: games occurring within the year 1861
  • 1862: games occurring within the year 1862
  • 1863: games occurring within the year 1863
  • 1864-1865: games occurring in 1864 or later

Entrenchments (1861): AGA

1861 Entrenchment Procedure:

  • If a unit entrenches, place an Abatis-Build marker atop the unit. Exception: if a Confederate unit entrenches in a redoubt hex, place a BW-Complete marker atop the unit.
  • If a unit already possessing an Abatis-Build marker entrenches, place an Abatis marker atop the unit.
  • If a unit already possessing an Abatis marker entrenches, place a BW-Complete marker atop the unit.
  • Forts: the only units that may be entrenched above the BW-Complete level are those that start a scenario in a fort marker. If those units leave the fort marker they may not re-entrench beyond the BW-Complete level.

Entrenchments (1862): SJW, HCR, SIV, And OTR

1862 Entrenchment Procedure:

  • If a unit entrenches, place a Breastwork–Build marker atop the unit. Exception: If a unit is in a redoubt hex that it is eligible to benefit from, place a Breastwork-Complete marker atop the unit.
  • If a unit already possessing a Breastwork–Build marker entrenches, flip the marker to its Complete side.
  • If a unit already possessing a Breastwork–Complete marker entrenches, place a Fort–Build marker atop the unit.
  • If a unit already possessing a Fort–Build marker entrenches, flip the marker to its Complete side.

Entrenchments (1863): SLB, RTG, BAC, TOM, And LLO

1863 Entrenchment Procedure:

  • If a unit without an entrenchment marker (or possessing a Breastworks-Build) entrenches, place a Breastwork marker atop the unit. This is the equivalent of the 1862 "Breastwork–Complete," and in SLB, the Complete side of the Breastwork marker is used. Note: if a unit is in a redoubt hex (that it is eligible to benefit from), this same procedure is still used.
  • If a unit already possessing a Breastwork marker entrenches, place a Fort–Build marker atop the unit.
  • If a unit already possessing a Fort–Build marker entrenches, flip the marker to its Complete side.

Entrenchments (1864-1865): GTC, AIO, RWH, HSN, And TPC

1864-1865 Entrenchment Procedure:

  • If a unit without an entrenchment marker entrenches, place a Breastwork marker atop the unit. Exception: if a unit is in a redoubt hex that it is eligible to benefit from, place a Fort-Build-1 marker atop the unit.
  • If a unit already possessing an Abatis marker entrenches, place a Fort-Build-1 marker atop the unit.
  • If a unit already possessing a Breastworks-Build marker entrenches, place a Fort-Build-2 marker atop the unit.
  • If a unit already possessing a Breastworks, Fort-Build-1, or Fort-Build-2 marker entrenches, place a Fort Complete marker atop the unit.

Removing Entrenchments. A unit's Abatis, Breastwork or Fort marker is removed at the moment the unit leaves the hex. If a unit with an Abatis, Breastwork or Fort marker exits a redoubt hex, its marker is removed but there is no effect on the permanent redoubt.

Effects Of Entrenchments. Entrenchments may enhance the Combat and Artillery values of defending (not attacking) units:

  • Units directly under an Abatis marker (or a Breastworks-Build marker if the year is 1864 or later) have their Combat and Artillery values multiplied by 1.5 when defending.
  • Units directly under a completed Breastwork, a Fort-Build marker (1863 or earlier), or a Fort-Build-1 marker (1864 or later) have their Combat and Artillery values doubled when defending.
  • Units directly under a Fort-Build-2 marker (1864 or later) have their Combat and Artillery values multiplied by 2.5 when defending.
  • Units directly under a completed Fort marker have their Combat and Artillery values tripled when defending.
  • Units directly under a Breastworks-Build marker do not have their Combat and Artillery values modified if the year is 1863 or earlier.

Abatis, Breastwork, and Fort effects apply individually by unit, not by hex. In a stack of units, some may possess markers while others do not. Only units which actually entrenched in an earlier Action or Recovery Phase receive the Combat/Artillery value multiple provided by an entrenchment marker. Units without markers in the same hex use unenhanced values. Exception: Units in a redoubt hex belonging to a player eligible to receive redoubt benefits gain the defensive benefit of the redoubt (see below). However, only those units which entrench further in an Action or Recovery Phase gain defensive enhancements beyond those provided by the redoubt.

Entrenchments do not enhance the combat value of units for the purposes of determining if they have enough Combat value to contribute to the achievement of a flank bonus (see "Flank Bonus Conditions", 7.4). Entrenchments also do not boost a unit's Combat value for the purpose of determining the additional MP cost to enter that unit's hex (see "Enter Friendly-Occupied Hex", 6.2).

Redoubts. Many of the games in the series have redoubts either printed on the map or added with special counters. The basic rules for each game define which player owns and gets the benefits for the redoubts in that game. The directional facing of a redoubt is solely for artistic purposes and has no effect on the benefits of the redoubt, which are for the hex and not just for some hexsides. Note: All redoubts printed on the maps in Virginia are Confederate Redoubts.

  • Units in a redoubt hex (that they are eligible to benefit from) with no other entrenchments have their Combat and Artillery values multiplied by 1.5 when defending. (For Combat values, retain fractions; for Artillery values, multiply the sum of all the Artillery values in the hex by 1.5 and round fractions up to the nearest whole number.)
  • All Naval Batteries printed on the maps are considered to also contain a Confederate redoubt (even if there is a destroyed Naval Battery counter in the hex).

Flank Attacks Against Redoubt Hexes. If a unit occupies a redoubt and is eligible to receive defensive benefits from that hex, its defensive capabilities against some flank attacks are enhanced (see 7.4).

  • +4 Bonus: If the attacking player fulfills requirements for a +4 final flank bonus in an attack against one or more units in a redoubt hex, that bonus is reduced to +2.
  • +3/+2 Bonus: If the attacking player fulfills requirements for a +3 or +2 final flank bonus in an attack against one or more units in a redoubt hex, that bonus is reduced to +1.
  • +1 Bonus: If the attacking player fulfills requirements for a +1 final flank bonus in an attack against one or more units in a redoubt hex, he receives no flank bonus at all.

Unlike Flanks Refused markers, non-flank attacks against redoubt hexes do not provide the attacking player a +1 die roll bonus. Defending units situated under Breastwork or Fort markers in redoubt hexes retain the redoubts' capabilities against flank attacks. However, Breastwork or Fort markers situated in non-redoubt hexes do not provide these capabilities.

10.0 Bridges, Dams, And Ferries

Units may cross major and minor rivers only at bridges, dams, ferries, and fords. A unit entering a hex across a bridge, dam, or ford ignores the cost of the major terrain in that hex and instead pays 1 MP as long as a road, pike, or RR crosses that bridge, dam, or ford. A unit also pays 1 MP if a pontoon bridge is constructed over that river (as long as both hexes connected by the pontoon bridge have a road, pike, trail, or RR in them). Units entering a hex across a bridge or ford which is not traversed by a road, pike or RR must pay that hex's major terrain MP cost. (See 6.2 for ferry MP penalties.) Roads crossing creek hexsides are not considered bridges, dams, ferries, or fords.

10.1 Pontoon Bridges

In the GCACW Standard Rules, bridges built during the game are known as "pontoon" bridges to differentiate them from "permanent" bridges which are printed on the map. Also, in all GCACW games except SLB (see below), a player must make a die roll if he wishes to build a bridge, rather than building it automatically.

Note: In SLB, all original bridge building rules (see SLB 10.0) are in effect, including major river bridges. These rules are unmodified by the GCACW Standard Rules.

Building Pontoon Bridges. Eligible infantry units may attempt to build pontoon bridges. Note: In some GCACW games, units had formerly been prohibited from building bridges over major rivers, but this is now permissible in the Standard Rules. Also, in the Standard Rules, bridges may always be built at fords.

An infantry unit is eligible to build a pontoon bridge only if it meets all of the following conditions in Step 1 of the Recovery Phase:

  • It is at Fatigue Level 0 and is not demoralized.
  • It has a Combat value of 5 or more. Exception: In SIV or TOM, it must have a Combat value of 3 or more.
  • It occupies a hex containing at least one major or minor river hexside. A unit may build a pontoon bridge across a hexside that already contains a permanent bridge (destroyed or not). Exception: Confederate units may only attempt to build a bridge over a major river in OTR, GTC, AIO, TPC, and TOM. Union units may attempt to build a bridge over a major river in all GCACW games except SIV.
  • It must not have entrenched or repaired a bridge or ferry in the same Recovery Phase.
  • If the bridge is to be built over a minor river, the player must have an unused minor river Bridge marker. Exception: In SJW, HCR, RTG, and SIV, the number of minor river Bridge markers in the game is not a limit. Players may build as many minor river bridges as they wish.
  • If the bridge is to be built over a major river, the player must have an unused major river Bridge marker.

In games in which either or both players may build major river bridges, they are limited to one major river Bridge marker each. Exceptions: in AIO the Union may build three major river bridges, in SLB the Union may build two, and in TPC each side may build three; in TOM the Union may build three, and the Confederates may build two.

If a game limits the number of Bridge markers that may be employed, and all the Bridge markers of that type are in use, a player may not build a pontoon bridge of that type until one or more markers become available for use again due to dismantling or destruction (see 10.2).

Pontoon Bridge Restrictions

  • Cavalry/artillery units and leaders may not build bridges.
  • Bridges may not be built across creek hexsides.
  • A bridge may not be built between two hexes if one of the hexes contains an enemy unit (or units) with a combined Combat value of 5 or more. It may be built into a hex if the enemy unit(s) in that hex have a combined Combat value of less than 5. Entrenchments are not taken into account in determining the Combat value that prevents a bridge from being built. Exception: In SIV or TOM, a bridge may not be built between two hexes if one of the hexes contains an enemy unit (or units) with a combined Combat value of 3 or more. It may be built into a hex if the enemy unit(s) in that hex have a combined Combat value of less than 3.
  • An eligible unit may attempt to build a maximum of one bridge per Recovery Phase, although it may attempt to build more than one bridge per game—even in the same hex.
  • A maximum of one infantry unit per hex may make a bridge-building attempt in Step 1 of each Recovery Phase.
  • A unit may not build a pontoon bridge across a hexside that already contains a pontoon bridge or a dam feature.
  • Units may not build bridges in rain turns.

Pontoon Bridge Construction. For each eligible unit attempting to build a bridge in Step 1 of the Recovery Phase, the owning player follows this procedure: Exception: In SLB, bridges are not built according to this procedure. The original SLB bridge rules are in effect.

  1. He specifies the hexside over which the bridge will be built.
  2. He rolls a die, modifying this roll if necessary (see below).
    • 5 or Less: If the modified roll is 5 or less, the bridge is successfully built. Place an appropriate Bridge marker (minor or major) belonging to the building player directly on the hexside, with one end of the bridge symbol pointing to the unit's hex and the other end pointing to the hex directly across the river. Exception: On an unmodified die roll of 6, the bridge is not built.
    • 6 or More: If the modified roll is 6 or more, the bridge is not built. No action is taken. Another attempt to build a bridge across that hexside may not be made until the following turn.

Construction Die Roll Modifiers. A player's pontoon bridge construction die roll is modified if any of the following conditions are in effect (modifiers are cumulative):

  • –3: If the Confederate player attempts to build a major river bridge within 10 hexes of the Confederate Capitol (OTR N0627).
  • –1: If the Union player attempts to build a minor river bridge in 1865.
  • –1: If the Union player attempts to build a bridge in any TOM scenario.
  • +1: If the river being bridged is currently unfordable (see 12.0).
  • +1: If the bridge is being built between hexes OTR S3409 and OTR S3509 (Barrett's Ferry).
  • +2: If the river being bridged is a major river (does not apply to the Union starting in June 1864).

Use the lowest modifier below that applies, but one of these modifiers must be used:

  • +0: If a road, pike, trail, or RR is situated in both hexes to be connected by the bridge, and one or more of the following features exist across the hexside being bridged: a ford, a ferry (destroyed or not), or a permanent bridge (destroyed or not).
  • +1: If a road, pike, trail, or RR is situated in both hexes to be connected by the bridge, but none of the following features exist across the hexside being bridged: a ford, a ferry (destroyed or not), or a permanent bridge (destroyed or not).
  • +2: If there is a road, pike, trail, or RR in only one of the two hexes to be connected. The presence or lack of the following features across the hexside being bridged has no effect on this modifier: a ford, a ferry (destroyed or not), or a permanent bridge (destroyed or not).
  • +3: If both of the hexes to be connected do not contain a road, pike, trail, or RR. The presence or lack of the following features across the hexside being bridged has no effect on this modifier: a ford, a ferry (destroyed or not), or a permanent bridge (destroyed or not).

Note: If a pontoon bridge is successfully built, it is considered to have a road (not pike) running across it as long as both hexes connected by the bridge have roads, pikes, trails, or RR in them. Otherwise the bridge is not considered to be traversed by a road.

Chatham Bridge in SJW/SLB. In SJW, Chatham Bridge (S4328-S4427) is considered a Union pontoon bridge, even though it is printed on the map. It is subject to all GCACW Standard Rules applying to dismantling and destruction (see 10.2), and it may be rebuilt if it is destroyed or dismantled. Chatham Bridge does not count against the Union player's limit of one major river bridge in SJW. In SLB, Chatham Bridge is considered destroyed at the start of the game.

10.2 Destroying Bridges and Ferries

In the GCACW Standard Rules, rules for bridge/ferry destruction and dismantling supercede the pertinent rules sections in all GCACW games, including the SIV Advanced Game (see SIV, 23.1). In all games, permanent bridges, pontoon bridges, and ferries may be destroyed, although permanent bridges/ferries are more difficult to destroy than pontoon bridges. Bridges and ferries may be destroyed in rain turns and while rivers are unfordable.

Destroying Pontoon Bridges. When a player builds a pontoon bridge, he "owns" it. Enemy units may not cross that bridge in a march, retreat, or advance after combat; nor may they attack across it. The bridge remains on the map until an undemoralized enemy unit with a Combat value of 5 or more (or, in SIV or TOM, 3 or more) ends a march, retreat, or advance after combat in one of the two hexes connected by the bridge. At that time the Bridge marker is immediately removed. A pontoon bridge is automatically destroyed at the end of the Attachment Phase (an Advanced Game Phase) if the previous turn's Recovery Phase or the current turn's Attachment Phase has caused an undemoralized enemy unit to have an unentrenched combat value of 5 or more (or, in SIV or TOM, 3 or more) in one of the two hexes connected by the bridge. Entrenchments are not taken into account in determining the Combat value that is needed to destroy a bridge. ZOC extend across undestroyed bridges normally, even a pontoon bridge constructed by the enemy player.

Dismantling. If at any time during a march, an active unit occupies one of the two hexes connected by a friendly pontoon bridge, the active player may "dismantle" that bridge. If so, the Bridge marker is removed. This does not cost any MP, and the active unit may continue its march afterwards.

Destroying Permanent Bridges And Ferries. If an undemoralized infantry unit with a Combat value of 5 or more (or, in SIV or TOM, 3 or more) ends a march in either of the two hexes connected by a permanent bridge, or if an undemoralized infantry or cavalry unit of any Combat value ends a march in either of the two hexes connected by a ferry, the active player may attempt to destroy that bridge/ferry. A unit may make a maximum of one attempt to destroy bridges/ferries per turn. However, a player may make more than one attempt to destroy the same bridge/ferry in a turn, as long as the attempts are made by different units.

Exceptions: If an enemy unit occupies one of the two hexes connected by a bridge/ferry, the active player may not attempt to destroy it. Also, if one of the two hexes connected by a bridge/ferry is an enemy ZOC—including restricted ZOC—and that ZOC is not occupied by a friendly unit, the active player may not attempt to destroy it. Finally, some permanent bridges are indestructible (see below).

Dams and Fords: Dams and fords may not be destroyed.

Permanent Bridge/Ferry Destruction Procedure: To attempt to destroy a permanent bridge or ferry, a player rolls a die. (This roll may be modified; see below.)

  • Bridge: If the modified roll is 2 or less, a permanent bridge is "destroyed." If the modified roll is 3 or more, the attempt to destroy the permanent bridge has failed.
  • Ferry: If the modified roll is 1 or less, a ferry is "destroyed." If the modified roll is 2 or more, the attempt to destroy the ferry fails.

If a permanent bridge/ferry is destroyed, place a "Destroyed" marker directly on the hexside. If a destroy attempt fails, the player may attempt to destroy the bridge/ferry again, as many times as he wishes, as long as a given unit makes no more than one attempt per turn.

Note: SLB does not have Destroyed markers. Players may use Destroyed markers from other games, if available, or they may make their own markers.

Destruction Die Roll Modifiers. If a player attempts to destroy a permanent bridge or ferry, his die roll is modified if any of the following conditions are in effect (modifiers are cumulative):

  • –2: If the Confederate player is attempting to destroy a ferry.
  • –1: If neither hex connected by the bridge/ferry is an enemy ZOC hex (including restricted ZOC).
  • –1: If the active unit attempting the destruction spent its entire march in the hex connected by the bridge or ferry, and the unit neither moved nor attacked during its march.
  • +2: If the active player is attempting to destroy the C&O Canal Aqueduct (HCR W4126).

Indestructible Bridges. The following permanent bridges may not be destroyed:

  • Chain Bridge (SJW N5809; HCR E0537)
  • Aqueduct Bridge (HCR E0739)
  • Patterson Viaduct (HCR E2317)
  • Thomas Viaduct (HCR E2519)
  • Frederick Junction RR Bridge (HCR W4317; RTG S2428)
  • Long Bridge (HCR E0941)
  • Hunting Creek Bridge (HCR E0845)

C&O Canal Aqueduct. This aqueduct at HCR W4126 is not a terrain feature that affects unit movement (it cannot be used as a bridge). Its only effect is destroying it gives the Confederates VPs in some scenarios. It is treated as a permanent bridge across hexside HCR W4126-W4226 only for the purpose of what rules to use for how to destroy it. Note the +2 Destruction Die Roll Modifier for the Aqueduct.

Destroyed Permanent Bridge/Ferry Effects. If a permanent bridge or a ferry over a minor river is destroyed, a ford is considered to cross the hexside formerly occupied by the bridge/ferry. (ZOC do not extend across destroyed bridge/ferry hexsides when the river they are on is unfordable.) If a permanent bridge or ferry over a major river is destroyed, no ford is considered to exist at that location. Exception: If Snicker's Ferry or Berry's Ferry, both on the Shenandoah River, are destroyed, a ford is considered to exist across that hexside.

10.3 Repairing Permanent Bridges and Ferries

The following GCACW Standard Rules for permanent bridge and ferry repair apply to all GCACW games. Note: These rules supercede the pertinent repair rules in SIV (see SIV 23.2). In SIV, both Union and Confederate units may attempt to repair bridges and ferries according to the GCACW Standard Rules procedure.

An infantry unit is eligible to repair a permanent bridge/ferry only if it meets all of the following conditions in Step 1 of the Recovery Phase:

  • It is at Fatigue Level 0 and is not demoralized.
  • It has a Combat value of 5 or more. Exception: In SIV or TOM, it must have a Combat value of 3 or more.
  • It occupies a hex containing at least one destroyed permanent bridge or ferry hexside.
  • It must not have entrenched or built a pontoon bridge in the same Recovery Phase.
  • In SIV, the Union player may only attempt to repair a bridge or ferry if at least one of the hexes connected by the bridge is situated in a county that is currently controlled by the Union player (see SIV, 22.1).

Repair Restrictions

  • Cavalry/artillery units and leaders may not repair bridges or ferries.
  • A permanent bridge or ferry may not be repaired if one of the hexes connected by the bridge/ferry contains an enemy unit or units with a combined Combat value of 5 or more (or, in SIV or TOM, 3 or more). It may be repaired if the enemy unit(s) in the connecting hex have a combined Combat value of less than 5 (or, in SIV or TOM, a Combat value of less than 3). Entrenchments are not taken into account in determining the Combat value that prevents a bridge from being built.
  • Each player may make a maximum of one repair attempt per Recovery Phase per each individual bridge and ferry.
  • Units may not repair in rain turns.

Repair Procedure. If an eligible unit attempts to repair a permanent bridge/ferry in the Recovery Phase, the owning player follows this procedure:

  1. He specifies the hexside on which the repair will be attempted.
  2. He rolls a die, modifying this roll if necessary (see below).
    • Permanent Bridge: If the modified roll is 3 or less, the bridge is repaired. Remove the Destroyed marker: the bridge is functional again. If the modified roll is 4 or more, the repair attempt fails.
    • Ferry: If the modified roll is 5 or less, the ferry is repaired. Remove the Destroyed marker; the ferry is functional again. If the modified roll is 6 or more, the repair attempt fails. Exception: In AIO, a roll of "1" for a major river bridge repair is always successful, regardless of the modifiers.

Repair Die Roll Modifiers. A player's repair die roll is modified if any of the following conditions are in effect (modifiers are cumulative):

  • +1: If the river on which a permanent bridge or ferry is situated is currently unfordable (see 12.0).
  • +2: If the river on which a permanent bridge or ferry is situated is a major river.
  • +1: If the attempt is for the Etowah RR bridge (across hexsides AIO W5417-W5517).
  • +1: If the attempt is for the Chattahoochee RR bridge (across hexsides AIO E2514-E2614).
  • –1: If the Union player attempts to repair a bridge (not ferry) in any TOM scenario.

Chatham Bridge in SLB. In SLB, Chatham Bridge (4328–4427) may not be repaired, although the Union player may build a bridge at that hexside according to normal SLB bridge rules (see SLB 10.0).

11.0 Demoralization

A unit is assigned a Demoralize-1 marker (or has an existing Demoralize-1 marker flipped to its Demoralize-2 side) if it suffers an "R" result in combat. A unit is assigned a Demoralize-2 marker if it suffers an "R*" result in combat. Leaders are never demoralized. Demoralized units may be chosen to perform actions normally, although their attack capabilities are less than normal.

Common Effects Of Demoralization–1 and Demoralization-2. A unit with a Demoralize-1 or Demoralize-2 marker is affected as follows:

  • It may not entrench.
  • Demoralized units (active or inactive) belonging to the attacker may not contribute in any way to the achievement of a flank attack bonus.
  • Its Artillery value is 0 in both attack and defense.
  • It may not be selected to participate in a grand assault.
  • It may not burn a RR station, build a bridge, repair a bridge/ferry, destroy an enemy pontoon bridge, or destroy a permanent bridge.

Additional Effects of Demoralization–1 and Demoralization-2. A unit with a Demoralize-1 marker is also affected as follows:

  • Its Combat value when attacking is halved. Round fractions down to a whole number. (Exception: A demoralize-1 unit with a Combat value of 1 or ½ has a Combat value of ½ when attacking.) The unit's Combat value when defending is normal.

A unit with a Demoralize-2 marker is also affected as follows:

  • Its Combat value when attacking is 1. (Exception: A demoralize-2 unit with a Combat value of 1 or ½ has a Combat value of ½ when attacking.) The unit's Combat value when defending is normal.
  • If a hex being attacked contains any units with Demoralize-2 markers, the defender may have to subtract 1 from his combat die roll (see 7.4).

Removal Of Demoralization Markers. A Demoralized marker remains on top of the unit to which it is assigned wherever that unit moves. However, a unit's Demoralize-1 marker may be removed (or a Demoralize-2 marker flipped to its Demoralize-1 side) during Step 3c of the Recovery Phase if that unit has a Fatigue Level of 0 or 1 (see 8.0).

12.0 Rain

Rain is a random event in all GCACW games. The GCACW Standard Rules do not change the fact that rain effects apply only in the Advanced Game in some games, and in both Basic and Advanced Games in others. Furthermore, the GCACW Standard Rules do not modify how players determine whether or not rain occurs. Each GCACW game uses its original Random Events Table according to that game's specific rules, without modification. Also, note that in rain turns, units may not perform Entrenching actions, nor may they entrench in the Recovery Phase.

The Random Events Table has four possible "Rain" results:

  • Rain (Current): Rain rules are in effect throughout the current turn only. Place a Rain marker on the Turn Track in the box corresponding to the current turn.
  • Rain (Current+1): Rain rules are in effect throughout the current turn and the following turn. Place Rain markers on the Turn Track in the boxes corresponding to the current and immediately succeeding turns.
  • Rain (Current+2): Rain rules are in effect throughout the current turn and the following two turns. Place Rain markers on the Turn Track in the boxes corresponding to the current and immediately succeeding two turns.
  • Rain (Current+3): Rain rules are in effect throughout the current turn and the following three turns. Place Rain markers on the Turn Track in the boxes corresponding to the current and immediately succeeding three turns.

Note: If a multiple turn Rain result occurs when there are already one or more Rain markers on the Turn Track, additional markers are placed on the track only if the new Rain result extends the rain time period into turns which did not previously possess a Rain marker. For example, if a "Rain (Current +2)" result occurs on Turn 6, Rain markers are placed in the Turns 6, 7, and 8 boxes on the Turn Track. If on Turn 7 a "Rain (Current +1)" result occurs, no additional Rain markers are placed on the track because the new result does not extend the rain period. However, if on Turn 7 a "Rain (Current +2)" result had occurred, a Rain marker should be added to the Turn 9 box due to the extension of the rain period.

Rain Effects

Provisional Swamps: Provisional swamp hexes function as full swamp hexes in rain turns. If a Rain event occurs while a unit is in a provisional swamp hex with no road, pike, or RR, the unit gains one Fatigue Level and its Strength marker is disorganized. (If it is already disorganized, it is not further affected.) It also must be immediately moved into an adjacent, non-enemy occupied hex. This special movement does not require activation and does not expend MP. It may not be into an enemy ZOC unless there are no non-enemy ZOC present. It also may not be into another swamp hex or across a major/minor river hexside without a bridge or ferry. If no legal hex is available to move into, the unit is eliminated, and VP are awarded for its loss. If rain takes effect while one or more units occupy a provisional swamp hex with a Flanks Refused marker, that marker is removed.

Zones of Control: ZOC do not extend across ford or destroyed bridge/ferry hexsides in rain turns. They also do not extend across creek hexsides untraversed by roads, pikes, RR or trail (unless at least one of the two hexes joined by that creek hexside is a city hex).

Attacks: The attacker subtracts 1 from all combat die rolls in rain turns. Attacks cannot be made across ford or destroyed bridge/ferry hexsides in rain turns. Attacks cannot be made across creek hexsides in rain turns unless the hexside is crossed by a road, pike, trails, or RR (or at least one of the two hexes joined by the creek hexside is a city hex). In an attack across a permissible creek hexside in a rain turn, the defender gains a +2 combat die roll modifier (instead of the normal +1).

Movement: If a unit enters a hex across a road or RR hexside in a rain turn, it expends 2 (not 1) MP. A unit entering a hex across a pike hexside expends 1½ (not 1) MP in a rain turn. If a unit enters a mountain hex through a hexside crossed by a trail in a rain turn, it expends 3 MP instead of 2; if a unit enters a non-mountain hex through a hexside crossed by a trail in a rain turn, it expends 2 MP instead of 1. In rain turns, the cost to enter all types of major terrain without benefit of roads, pikes, trails, or RR is increased (see Terrain Chart).

Rivers and Creeks: In rain turns, units may cross minor and major rivers only at bridge, dam, and ferry hexsides—never at fords or destroyed bridges/ferries. Units may cross creeks only across road, pike, RR or trail hexsides in rain turns. Exception: Units may always cross a creek hexside if at least one of the two hexes joined by that hexside is a city hex.

Bridges: Units may not build or repair bridges or ferries in rain turns but may destroy them.

Entrenching: Units may not entrench in rain turns.

River Fordability

In rain turns, units may not use fords to cross major or minor river hexsides. Furthermore, Rain results on the Random Events Table may cause fords to be unusable for an extended period of time after rain turns. Each time a Rain result occurs, the players must place a "Major Rivers Unfordable" and a "Minor Rivers Unfordable" marker on the Turn Track. (If they are already on the Track, they must be advanced a variable number of boxes.) Note: If the game being played does not have either or both of these markers, players may use OTR or GTC markers, or they may make their own.

The placement and movement of these two markers on the Turn Track is governed by the type of Rain result that has occurred and the game being played. When a Rain result occurs in any game, consult the chart below to get a Rain Number for minor rivers.

Minor River Rain Number Table

Rain EventOTR/AIOSIVAll Others
Rain (Current)100
Rain (Current +1)211
Rain (Current +2)432
Rain (Current +3)6n/a3

Place the Minor Rivers Unfordable marker on the Turn Track a number of boxes ahead of the current turn equal to the Minor River Rain Number. If the Minor Rivers Unfordable marker is already on the Turn Track, advance it by a number of turns equal to the Rain Number. Do not place the Minor Rivers Unfordable marker on the Track if the Rain Number is 0.

Next, consult the chart below to get a Rain Number for major rivers.

Major River Rain Number Table

Rain EventOTR/AIOSIVAll Others
Rain (Current)111
Rain (Current +1)332
Rain (Current +2)653
Rain (Current +3)9n/a4

Place the Major Rivers Unfordable marker on the Turn Track a number of boxes ahead of the current turn equal to the Major River Rain Number. If the Major Rivers Unfordable marker is already on the Turn Track, advance it by a number of turns equal to the Rain Number. For example, in any of the games, for a Rain Current result on turn 3, if the Major Rivers Unfordable Marker is not already on the Turn Track, place it on turn 4.

Unfordability Effects

If the Major Rivers Unfordable marker is on the Turn Track, units may not move, retreat, or advance across major rivers at fords in the current turn and all succeeding turns up to and including the box occupied by the marker. If the Minor Rivers Unfordable marker is on the Turn Track, units may not move, retreat, or advance across minor rivers at fords or destroyed bridges/ferries in the current turn and all succeeding turns up to and including the box occupied by the marker. If a unit cannot cross a hexside due to unfordability effects then its ZOC does not extend across that hexside. If a unit uses a ferry to move across a minor river that is currently unfordable, that unit must pay the normal ferry movement point penalty (Manpower value divided by 3, see Section 6.2). Remove a marker from the Turn Track at the end of the turn corresponding to the box it occupies on the Track.

Limited Intelligence (Optional Rule)

This optional rule can be used with any game in the series to better reflect the uncertainties of Civil War era command. It does significantly increase the time required to complete a scenario. This rule requires mutual trust between the players and should not be used for competitive play.

The Force Display. As described in Section 6.4, each player may remove stacks of counters and replace them with a Force Marker. Normally, forces kept off-map on the Force Display may be examined by either player at any time. When using these rules, each player's Force Display is kept secret from the enemy player. Hide each player's Force Display behind a screen or under a spare game box lid.

Placing Force Markers. Each player is allowed to utilize up to ten force markers at a time. Not all games in the Great Campaigns series include ten force markers for each player; players should substitute additional counters as necessary.

A player may place one or more force markers during the Action Cycle whenever he possesses the initiative. (He is not required to activate the units being replaced with force markers during this action; he is free to take the action elsewhere). As described in Section 6.4, the units are removed from the map and placed on the force display. Two or more force markers may be simultaneously placed in the same hex (or one or more force markers may be added to a hex that already has a force marker in it) to confuse the enemy about the direction in which a force will move. When more than one force marker is in a hex, the player is free to divide the units in that hex between those forces as he sees fit. A player is permitted to assign no actual units to a force marker; a phantom force of this type is referred to below as a "dummy marker". Dummy markers may be activated and moved (see below), but may not be used to reveal enemy forces, collect VP, or trigger any other action pursuant to the rules that requires the presence of an actual unit.

Placement of force markers must adhere to the following restrictions:

  • A force marker may not be placed adjacent to an enemy unit (unless impassable terrain makes it impossible to move between the two hexes).
  • A force marker may not be placed within two hexes of an enemy cavalry unit.

Exception: A force marker may be placed within two hexes of enemy cavalry if all two-hex paths between the units are blocked by either: impassable terrain; woods or loess hexsides not crossed by a road, pike, trail, or RR; or a friendly unit in the hex between the force marker and the enemy cavalry unit.

Moving Force Markers. Units on the Force Display must move according to the published rules. A player moving a hidden force still rolls for that force's movement in view of the enemy player. Thus, the enemy player will have a good idea whether or not a friendly force marker contains infantry or cavalry based on the number of dice rolled for the movement. Dummy markers can be moved as either infantry or cavalry (with or without a leader) at the discretion of the owning player. The player's choice of how to move dummy markers should be based on which type of unit he is trying to trick the enemy player into thinking is present in that force. Any extended march rolls should be rolled in view of the enemy player; however, the moving player may make fake extended march rolls for hidden forces to confuse the enemy.

Movement of dummy markers normally requires the player to win initiative and spend an activation. The only exception occurs when more than one force marker starts an activation in the same hex. In that case, one or more dummy markers may be moved from that hex at the same time as the force markers with actual units without requiring a separate activation.

Revealing Enemy Forces. Players replace friendly forces markers with the units they represent (or remove them if they are dummies) in the following cases:

  • If an enemy unit or force marker is adjacent to the friendly force marker (unless impassable terrain makes it impossible to move between the two hexes).
  • If an enemy cavalry unit is within two hexes of the marker.

Exception: A force marker may remain on the map within two hexes of enemy cavalry if all two-hex paths between the units are blocked by either: impassable terrain; woods or loess hexsides not crossed by a road, pike, trail, or RR; or a friendly unit in the hex between the force marker and the enemy cavalry unit.

Note: This case requires actual cavalry units to be present on the map within two hexes of the force marker; cavalry units under force markers can never reveal the composition of an enemy force.

Besides removing force markers in the cases listed above, force markers can be voluntarily removed at any time by the owning player (usually when he would rather use them elsewhere on the map).

Reference: Entrenchment Table

Current Level of EntrenchmentCombat Multiplier1861 Recovery1862 Recovery1863 Action1863 Recovery1864-65 Action1864-65 Recovery
None (see rules if in Redoubt)—Abatis-BuildBreastwork–BuildBreastwork–BuildBreastwork–CompleteAbatisBreastwork–Complete
Abatis-Build1.0AbatisN/AN/AN/AN/AN/A
Abatis1.5Breastwork–CompleteN/AN/AN/ABreastwork–BuildFort Build–1
Breastwork–Build1.5 (1864-65 only)N/ABreastwork–CompleteBreastwork–CompleteBreastwork–CompleteBreastwork–CompleteFort Build–2
Breastwork–Complete2N/AFort BuildFort BuildFort BuildFort Build–1Fort–Complete
Fort Build2N/AFort–CompleteFort–CompleteFort–CompleteN/AN/A
Fort Build–12N/AN/AN/AN/AFort Build–2Fort–Complete
Fort Build–22.5N/AN/AN/AN/AFort–CompleteFort–Complete

* Once units reach Fort-Complete, their combat multiplier is 3 in all games.

Recovery Phase Summary

  1. Units at Fatigue Level 0 may entrench, build bridges, or repair bridges and ferries. (They may only perform one of these activities per phase.)
  2. Units at Fatigue Level 0, 1, or 2 may forage in the Advanced game.
  3. Units at Fatigue Level 0 or 1 may be affected as follows (see 8.0): a. Units at Fatigue Level 0 or 1 with disorganized Strength markers have these markers flipped to their organized sides. Exception: In the Advanced Game, out of supply units with disorganized Strength markers are unaffected; their markers remain disorganized (except SLB/RTG/HSN). b. Units at Fatigue Level 0 or 1 which are on their exhausted sides are flipped to their normal sides. c. Units at Fatigue Level 0 or 1 with Demoralize-1 markers have those markers removed. Units at Fatigue Level 0 or 1 with Demoralize-2 markers have these markers flipped to their Demoralize-1 sides.
  4. Units at Fatigue Level 3 or 4 are flipped to their exhausted sides. If they are already exhausted there is no further effect.
  5. Units at Fatigue Level 1 or more lose 3 Fatigue Levels (to a minimum of 0).
  6. Out of supply units with organized Strength markers in the Advanced Game have these markers flipped to their disorganized sides (except RTG/SLB/HSN).

Woods or Loess Hexside (Restricted ZOC) Summary of Effects

  1. Movement: Restricted ZOC do not restrict movement in any way (Section 6.2). A unit can move through a restricted ZOC without having to stop and can leave a restricted ZOC without having to pay a +1 movement penalty.
  2. Attacks: Units may only attack across a woods or loess hexside in certain conditions. Refer to Section 7.0, Combat, Attack Restrictions.
  3. Flank Attacks: Restricted ZOC count as covered hexes when computing the basic flank bonus. However, the final flank bonus is reduced by one for each hex covered by a restricted ZOC. Refer to Section 7.4, Flank Attacks.
  4. Retreat And Rout: Restricted ZOC affect retreats and routs just like normal ZOC.
  5. Command Radius: Restricted ZOC block an enemy leader's command radius just like normal ZOC.

All Green Alike

The First Bull Run Campaign, July 1861

Basic Game Rules

1.0 Introduction

All Green Alike (AGA) simulates the clash between the Confederate and Union troops near Manassas and in the Shenandoah Valley in the summer of 1861. The map portrays Northern Virginia as it was in 1861, drawn principally from Civil War period maps. A hexagonal grid has been superimposed over the map and each hex equals about 2,000 yards (1.15 miles) from side-to-side. Military units from regiments to brigades are represented along with the selected division and district leaders from each side. Units consist of a varying number of points, each of which represents about 500 infantrymen or 700 cavalrymen.

The AGA rules are similar to those of the previous eight games in the Great Campaigns of the American Civil War (GCACW) series. Minor differences in the game system from one game to the next existed in this series prior to the 1999 publication of the Standard Series Rules Upgrade Kit in Issue No. 1 of The Skirmisher. These Standard Series Rules now form the basis for all games in the series. All Green Alike includes these Standard Rules in the separate rule booklet entitled: GCACW Standard Basic Game Rules, Version 1.4. This standard rule booklet forms a comprehensive guide to the common rules shared between all eight games in the series. The primary copy of Basic Game rule sections 2.0 through 12.0 appear in this separate booklet — reproduced above under "GCACW Standard Basic Game Rules."

You will also find some significant additions to the Standard Rules that need to be used just when playing AGA scenarios. These new items are delineated below, and a few rules below are repeated from the Standard Rules and are noted as repeats.

Game Components. A complete game of All Green Alike contains the following: Two Rules Booklets, Two 22" by 32" Map-sheets, Three 280-piece Counter-sheets, Two Charts and Tables Cards, One Terrain Chart, Two Force Displays, Two 6-sided Dice.

Abbreviations

AGA: All Green Alike · Brig: Brigade · Cav: Cavalry · CT: Connecticut · DC: District of Columbia · Div: Division · FB: Fredericksburg District (Confederate) · HCR: Here Come the Rebels · Ldr: Leader · IN: Indiana · Inf: Infantry · LA: Louisiana · MI: Michigan · MS: Mississippi · NJ: New Jersey · NY: New York · NE: No Effect · NC: North Carolina · Org: Organized · PA: Pennsylvania · P: Potomac District (Confederate), Pennsylvania District (Union) · RR: Railroad · Regt: Regiment · S: Shenandoah District (Confederate) · SC: South Carolina · SJW: Stonewall Jackson's Way · Sub: Substitute unit · VC: Victory Condition · VP: Victory Points · V: Northeastern Virginia District (Union) · ZOC: Zone of Control

Note: The abbreviations for the districts are not the historical names. For example, the Confederate Potomac District was actually the "Army of the Potomac", while the Union Northeastern Virginia District was actually the "Department of Northeastern Virginia". However, the "district" designations are used in these rules for simplicity, to highlight that the leaders are GCACW style District Leaders, and to avoid confusion with the use of "armies" in the Advanced Rules Section 10.2.

2.2 Playing Pieces

Military Units. The tactical value of -1 on some military units represents a negative 1. If a unit with a tactical value of negative 1 occupies a hex (and no unit with a higher tactical value occupies the hex), and this unit is attacked by a unit with a tactical value of 0, the attacking player gains a +1 Tactical modifier; if it is attacked by a unit with a tactical value of 1, the attacking player gains a +2 Tactical modifier, etc.

Union 4th Division. The Union 4th division units have markings for the 4th division, but they do not have a divisional leader since they did not operate as a division historically.

Leaders. Beauregard and Johnston may occupy a hex containing units and activate units from either Confederate District or infantry units that do not belong to a district (e.g., Beauregard may occupy a hex that contains only units from the Shenandoah District). All Union leaders may only occupy hexes containing units under their own command (the standard rule).

Beauregard's tactical rating of "2/1" means he has a value of 2 during any type of attack and a 1 during defense.

The command radius for all leaders is 2 hexes and not 3 in AGA.

Confederate Heavy Artillery. The Confederate player has a single heavy artillery unit that represents entrenched heavy artillery at Camp Pickens at Manassas Junction. It may not entrench (intrinsically it is already considered entrenched). It does not get the 1.5x defensive multiple (combat or artillery) from the Redoubt (ref. 9.0 in the Standard Rules), but it does get the flank benefits.

The heavy artillery unit may not activate in a march or activate leader action, nor may it participate in any type of attack. If forced to retreat it is eliminated. No unit may attach to it, nor may it attach to other units.

Cavalry. All cavalry units are permanently on their disorganized sides. During recovery they only recover their fatigue and exhausted status as appropriate. Cavalry units are treated as one manpower for combat losses. There are no leaders that may activate cavalry.

2.3 The Map

The All Green Alike maps are the same as for Stonewall Jackson's Way (SJW), the other campaign module included in this game box. The maps are generally referred to as the SJW maps, but these are one and the same as the AGA maps.

Scenarios 1, 2, and 7 use the Here Come the Rebels (HCR) west map which is not included in this game box. Players should lay the SJW north map over the HCR west map to use the latest map adjustments on the SJW map. Where there are differences in the road networks at the junction of the two maps once joined, the roads at the SJW edge are the correct ones. The following are the changes required to the HCR west map to match its roads up correctly:

  • Remove road in HCR W0131 and road from W0130-W0131
  • Add roads from HCR W0631 and W0831 to SJW N0701
  • Add road from HCR W1031 to SJW N1101

Harpers Ferry. Although the bridge from Harpers Ferry (HCR W2521) to the Naval Battery (HCR W2620) has been destroyed at the start of all scenarios of this module (players may rebuild it), a ferry still exists at this location. This ferry functions as a normal major river ferry. It may be destroyed and/or repaired by either player. If it is destroyed, place a second "Destroy" marker in the hex. If a player attempts to repair either the bridge or the ferry, he must indicate which he is attempting to repair.

DC Defense Area. The DC Defense Area for this game consists of a subset of the DC Defense Area for the SJW game. For AGA the only DC Defense Area hexes are the four hexes SJW N5814-N5817. Confederate units may neither enter this area nor attack into it under any circumstances.

Johnston's Railroad. Johnston's Railroad (from N4124-N4319) was not built until 1862 and should be ignored for all purposes for all AGA scenarios. The railroad bridge from N4220-N4221 also does not exist for AGA; however, the ford across this hexside does exist for AGA.

Snicker's Ferry and Berry's Ferry. Reminder: Snicker's Ferry (N1702) and Berry's Ferry (N1207) are fords if destroyed, per the exception to these two ferries in section 10.2 of the Standard Rules.

2.5 Command Radius

(See "Leaders" above: the command radius for all leaders is 2 hexes, not 3, in AGA.)

5.2 Activate Leader

Union district leaders may only activate units belonging to their district and may only activate 2 infantry units maximum (the 2 units may be from different divisions within their district). All Union division leaders may activate a maximum of 4 units, all of which must be from their division. No Union leader may activate the cavalry units.

Confederate district leaders may activate any infantry unit and up to a maximum of 3 units. The 3 infantry units may be a mixture of units from within different districts and units that do not belong to a district. Confederate district designations are for informational purposes only (the Confederate commanders recognized the emergency of the situation and decided not to rest on the formality that Beauregard was technically the subordinate). Neither Confederate leader may activate the cavalry units.

For all leaders of both sides, only the first unit to march as part of an Activate Leader action may conduct an attack on a hex containing an enemy infantry unit(s). Any subsequent unit marching in the same Activate Leader action may not attack a hex with enemy infantry (but it may induce a cavalry retreat if there is no enemy infantry in the hex with the cavalry; and if this enemy cavalry chooses not to cavalry retreat then it may be attacked if it is not stacked with enemy infantry). Thus, a maximum of one unit (which must be the first one moving) may attack enemy infantry in an Activate Leader action (this first unit may repeatedly attack enemy infantry in this activation as long as it has movement points left).

6.3 Leader Transfer

Reminder: per the Standard Rules (6.3), district leaders may transfer with a division leader if a division leader activates a unit(s) and the district leader is in the same hex as the division leader. However, if a district leader activates a unit(s) then a division leader is not allowed to transfer with the district leader (even if a unit in the division leader's division is activated).

7.1 Attacks

Reminder as per the Standard Rules:

Assault Die Roll Modifier. The following modifier applies to the active player's assault die roll in Step 5 of the assault procedure:

-2: If the active leader is a district (not division) leader, subtract 2 from the assault die roll

Grand Assault. Reminder as per the Standard Rules: A Union or Confederate district leader can both assault and grand assault in the same attack. For the Confederates, if the other district leader was in range then either leader could attempt a grand assault.

9.0 Entrenchments

Camp Pickens Redoubt. Several scenarios use the Camp Pickens marker. This represents a Confederate redoubt at Manassas Junction (reference Standard Rules section 9.0 for effects of redoubts).

10.0 Bridges And Ferries

The Union player may build one minor river bridge, but only with a unit from the Northeastern Virginia district. If this bridge is destroyed, the Union player may not build another bridge. If it is dismantled, the Union player may build another minor river bridge, although no more than one bridge may be on the map at any time. The Union player may not build any major river bridges.

The Confederate player may not build a bridge of any type.

Both players may destroy and repair bridges as per the Standard Rules.

10.2 Destroying Bridges And Ferries

Add the following Destruction Die Roll Modifier for ferries only:

+2: All cavalry in All Green Alike scenarios

Note: Confederate cavalry have an effective modifier of zero when destroying ferries after adding the above modifier to the Standard Rules "-2" modifier for Confederate units destroying ferries.

13.0 Scenarios And Control Markers

Some scenarios specify which side controls certain "objective hexes" at the start of the game and the VPs given for control of an objective hex. Players may wish to place Union or Confederate "Control" markers on objective hexes to denote which side controls them. A player gains control of an enemy-controlled objective hex at the moment one of his undemoralized infantry (not cavalry) units enter that hex. A player maintains control of an objective hex even if he does not have an infantry unit occupying it, assuming the enemy does not gain control of that hex. Note: if a player's infantry unit has its "Demoralize-1" marker removed while it occupies an enemy-controlled objective hex, the player immediately gains control of that hex.

Some scenarios specify that Victory Points are given for occupation by infantry of certain objective hexes. Players should take care to note when Victory Conditions require occupation or just control of an objective hex.

Basic Game Scenarios

There are five Basic Game scenarios of varying degrees of length and complexity. Unless otherwise noted in the following instructions, all units begin the game with their front (normal) sides face-up at Fatigue Level 0 with organized Strength markers. Before starting, place the Turn marker on the Turn Track in the box corresponding to the date on which the scenario begins. This is Turn one. At the end of the game, calculate Victory Points (VP) and determine a winner. Since combat losses cause VP gain or loss, the players should keep track of Manpower value losses on a piece of paper.

Map. The SJW/AGA map is divided into a north and south section. All Basic Game scenarios only use the north map. The Advanced Game scenarios optionally use the south map. In set-up instruction, hexes are listed by four-digit numbers preceded by "N" (north map) or "S" (south map). For example, "N4124" means hex 4124 on the north map. To join the two map sections together refer to the "Map" section at the end of the SJW Basic Rules.

To join the SJW north map with the HCR west map, players must cut the gray border area from the north edge of the SJW north map. Only the gray area to the west of the Shenandoah river on the SJW north map should need to be cut because that is the only area connecting the two maps that is needed for scenarios 1, 2, and 7. (Units are permitted to move east of the Shenandoah on the HCR West map, but it is extremely unlikely that they would want to; therefore, players can keep their map cutting to a minimum as indicated). Also refer to additional notes "The Map" section 2.3 above.

Scenario 1: Across The Potomac

NOTES: After an aborted crossing of the Potomac in mid-June, Patterson's army was at last ready to cross the Potomac and advance into enemy-occupied territory. Apart from the Alexandria area, this would be the first serious incursion into Confederate territory in Virginia. Johnston, back in Winchester, was worried that his small army would be beaten; Patterson, on the other hand, feared that Johnston's force outnumbered him and advanced with the utmost caution.

MAP: HCR west map (only the western half is used).

GAME LENGTH: 4 turns, July 2-5, 1861.

SPECIAL RULES:

  1. First Initiative: The Union player wins the first initiative on Turn 1. After this initiative is determined normally.
  2. Turn 1: Bartow, Bee, and Elzey may only move to Fatigue Level 1 on Turn 1.
  3. Union Movement Restrictions: The 13 PA regiment may not activate or entrench until Turn 3 (July 4th). This restriction is removed if a Confederate infantry unit moves within four hexes of it.
  4. Hex Control: The Confederate player controls all of the objectives at the start of the scenario.

Victory Conditions. The Union player gains and loses VPs for the following occurrences at the end of the game:

VPReason
+2If the Union player controls either W1910, W1607 (Falling Waters), W1905, or W2115 (Shepherdstown) at the end of the game. In order to gain these VP, the Union Player must also control Hagerstown (W2502) at the end of the game.
+6If the Union player controls either W1314 (Martinsburg) or W1717 (Kearneysville) at the end of the game. In order to gain these VP, the Union player must also control any of W1910, W1607 (Falling Waters), W1905, or W2115 (Shepherdstown) at the end of the game. He does not need to control Hagerstown (W2502).
+9If the Union player controls either W0820 (Bunker Hill) or W1222 (Smithfield) at the end of the game. In order to gain these VP, the Union player must also control either W1314 (Martinsburg) or W1717 (Kearneysville) at the end of the game. He does not need to control W1910, W1607 (Falling Waters), W1905, W2115 (Shepherdstown), or Hagerstown (W2502).
+1For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another)
-1For each point of Union Manpower value lost in combat or retreat (not in extended march, force march, or moving from one enemy ZOC to another)

Note: In any of three victory conditions above, if all six hexes surrounding the objective hex that the Union player is receiving VP for are occupied by un-demoralized Confederate infantry units, and/or their ZOC, or are separated from the objective hex by impassable hexsides, then he does not receive VP for this objective hex.

At the end of the game, the Union VP total is calculated and the players consult the chart below to determine the winner.

Union VPWinner
14 or moreUnion Decisive Victory
9 to 13Union Substantive Victory
4 to 8Union Marginal Victory
-1 to 3Confederate Marginal Victory
-6 to -2Confederate Substantive Victory
-7 or lessConfederate Decisive Victory

Confederate Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
StuartRegt-Cav1%HCR W1607
JacksonBrigSInf4HCR W1410
JohnstonDistrictSLdr-HCR W0330 (Winchester)
BartowBrigSInf5HCR W0330 (Winchester)
BeeBrigSInf5HCR W0330 (Winchester)
ElzeyBrigSInf4HCR W0330 (Winchester)

Union Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
PattersonDistrictPLdr-HCR W2004 (Williamsport)
CadwaladerDiv1-PLdr-HCR W2004 (Williamsport)
ThomasBrig1-PInf5HCR W2004 (Williamsport)
WilliamsBrig1-PInf4HCR W2004 (Williamsport)
LongeneckerBrig1-PInf3HCR W2004 (Williamsport)
KeimDiv2-PLdr-HCR W2004 (Williamsport)
WynkoopBrig2-PInf3HCR W2004 (Williamsport)
NegleyBrig2-PInf4HCR W2004 (Williamsport)
AbercrombieBrig2-PInf4HCR W2004 (Williamsport)
ThomasRegt-Cav1%HCR W2004 (Williamsport)
13 PARegt1-PInf1*HCR W2004 (Williamsport)
4 CTRegt2-PInf1HCR W2502 (Hagerstown)

% Indicated units begin the game on their disorganized sides. * The 13 PA may not activate or entrench until Turn 3 (July 4th). See Special Rule 3.

Scenario 2: Johnston Vs. Patterson

NOTES: Union forces in the Valley were led by Patterson whose mission was to tie down Johnston so he could not assist Beauregard. On July 18th Johnston was ordered to reinforce Beauregard "if practicable". Johnston slipped away on the 18th after Patterson withdrew to Charlestown on the 17th instead of advancing on Winchester. Johnston entrained most of his force at Piedmont station (a few miscellaneous regiments and Smith's entire brigade did not make it to Manassas Junction). Patterson claimed that "the enemy has stolen no march on me"; however, Johnston assumed Patterson would shadow him out of the Valley and meet up with McDowell. Patterson was soon relieved of command while Johnston's force arrived just in time for the 1st Battle of Bull Run.

If both sides exit all units and there are no combat losses, then the Confederates will have an exact victory. If the Confederates exit all units, while the Union takes Winchester with just 2 units then the Union will win even if they take a loss. Therefore, the Confederates cannot just run everyone off-map or they will probably lose. They must attack, block Union exit or Union advance on Winchester, or use some combination of these strategies - and the VPs are such that any of these plans are possible. On the other side, the Union could see anything from complete Confederate exit to an all out attack and must plan accordingly.

MAP: HCR west map (southwest eighth only – bounded by columns 01XX-14XX and rows XX18-XX34 (both inclusive), and SJW north map (northwest eighth only – bounded by columns 01XX-14XX and rows XX01-XX17 (both inclusive). All other hexes are considered off-map.

GAME LENGTH: 3 turns, July 17-19, 1861.

SPECIAL RULES:

  1. Confederate movement restrictions: On turn 1 the Confederates may not move into row HCR WXX31, except by retreat or cavalry retreat (in which case the restriction is lifted for the retreated units). This restriction is removed for all Confederate units if any Union unit moves into row HCR WXX28. This restriction is lifted for all units at the start of turn 2 if it has not already been removed.
  2. Exiting the map for VPs: Any unit from both sides except Carson, Meem, and Thomas may exit the map at designated hexes and gain VPs. Once a unit exits the map it is removed from play and may not return. Units may retreat or cavalry retreat off-map at their exit points without retreat loss and this counts as exiting.
    • Union units exit by entering SJW N1401 or SJW N1409 and then must spend 1 additional movement point to exit.
    • Confederate units exit by entering either hex SJW N1409 or SJW N0815 and then must spend 1 additional movement point to exit. To exit via SJW N0815 there may not be any Union units on the railroad to the east or previously exited from SJW N1409. SJW N0815 is on-map but is considered the map edge for exiting.
    • Thomas may also exit like other Union units, but does not gain any VPs.
    • Carson and Meem may not exit the map.
  3. Panic: Although this is not an Advanced Game scenario, the Panic rules in AGA Advanced Game Rules section 10 apply, but with the following changes:
    • The "Retreat March" destination for the Union is HCR West row XX18.
    • Neither side may "Exit the map for VPs" going to fatigue level 5 or 6 during a "Retreat March".
    • The panic point for both players' armies is 20 for this entire scenario.

Victory Conditions. The Confederate player gains and loses VPs for the following:

VPReason
+8For each Confederate infantry unit that exited the map (reminder: Carson and Meem may not exit the map)
-6If any of the five Confederate infantry that are eligible to exit the map for VPs did not exit
+2If Stuart exited the map
+16If Johnston exited the map
-2For each Union infantry unit that exited the map
-1For each Union leader that exited the map
-6If a Union infantry unit occupies Winchester
+33If the Union army panicked
-33If the Confederate army panicked
-1For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another)
+1For each point of Union Manpower value lost in combat or retreat (not in extended march, force march, or moving from one enemy ZOC to another)

At the end of the game, the Confederate VP total is calculated and the players consult the chart below to determine the winner.

Confederate VPWinner
54 or moreConfederate Decisive Victory
46 to 53Confederate Substantive Victory
38 to 45Confederate Marginal Victory
30 to 37Union Marginal Victory
22 to 29Union Substantive Victory
21 or lessUnion Decisive Victory

Confederate Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
JohnstonDistrictSLdr-HCR W0330 (Winchester)
JacksonBrigSInf5HCR W0329
BartowBrigSInf5HCR W0229
BeeBrigSInf6HCR W0229
ElzeyBrigSInf4HCR W0429
SmithBrigSInf5HCR W0429
CarsonBrig-Inf2+HCR W0330 (Winchester)
MeemBrig-Inf3$HCR W0329
StuartRegt-Cav1%HCR W0329

Union Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
PattersonDistrictPLdr-HCR W0820 (Bunker Hill)
CadwaladerDiv1-PLdr-HCR W0820 (Bunker Hill)
ThomasBrig1-PInf5HCR W0820 (Bunker Hill)
WilliamsBrig1-PInf4HCR W0820 (Bunker Hill)
LongeneckerBrig1-PInf4HCR W0820 (Bunker Hill)
KeimDiv2-PLdr-HCR W0820 (Bunker Hill)
WynkoopBrig2-PInf4HCR W0820 (Bunker Hill)
NegleyBrig2-PInf4HCR W0820 (Bunker Hill)
AbercrombieBrig2-PInf5HCR W0820 (Bunker Hill)
SandfordDiv3-PLdr-HCR W0820 (Bunker Hill)
StoneBrig3-PInf5HCR W0820 (Bunker Hill)
ButterfieldBrig3-PInf5HCR W0820 (Bunker Hill)
ThomasRegt-Cav1%HCR W0820 (Bunker Hill)

$ Indicated units begin the game under a fort marker.

  • Indicated units begin the game under a Breastworks Complete marker. % Indicated units begin the game on their disorganized sides.

Scenario 3: McDowell's Opportunity

NOTES: McDowell consolidated at Centreville after his defeat in the engagement at Blackburn's Ford on the 18th. On the 19th and 20th McDowell scouted a route to turn the Confederate left flank. Meanwhile Johnston's Valley troops were railing in and were critical in defeating the Union when McDowell finally attacked on the 21st. This scenario shows the extended battle that could have occurred had McDowell continued attacking on the 19th. The unit setup is historical so the scenario is only a "what-if" in the sense that the attack actually started 2 days later.

MAP: SJW north map

GAME LENGTH: 3 turns, July 19-21, 1861.

SPECIAL RULES:

  1. Turn 1: The following are in effect for turn 1 (only).
    • Beauregard may not transfer in the leader transfer phase.
    • The Union automatically wins the 1st initiative.
    • Confederate command paralysis is in effect (ref. AGA Advanced Rule 2.0).
  2. Railroad Movement: The Confederates may use railroad movement per AGA Advanced Rule 3.0. For RR movement purposes the Confederates always automatically control all counties on the map except Fairfax and Loudoun. No units embarked on the 18th, so this scenario starts with the Confederates getting the -1 modifier for no units having recently embarked.
  3. Substitute Units: Although this is not an Advanced Game scenario, both players may both attach and detach units per AGA Advanced Game Rule 7.0. Artillery value transfers are specifically allowed.
  4. Sequence of Play: The Reinforcement Phase and the Attachment Phase are added to the sequence of play per AGA Advanced Rule 1.0 (none of the other advanced game phases are added). The only reinforcement in the scenario is Hampton.
  5. Richardson Replaces Miles: In the Reinforcement Phases of turns 2 and 3 the Union player rolls one die to determine if Richardson replaces Miles (ref. AGA Advanced Rule 2.0). This is done if the die roll is 1-5. If successful on turn 2, no roll is needed on turn 3.
  6. Turn 3: In the Reinforcement Phase of turn 3:
    • Hampton is placed at fatigue 0 on his exhausted side per Advanced Rule 4.2. Hampton does not gain any fatigue doing this placement and does not count against Confederate RR movement or embarkment limitations.
    • The Union player rolls two dice. If the result is anything except a 5, the Union brigade Franklin immediately loses 25% of his manpower, rounded up (with a minimum of 1 manpower). If this eliminates this unit it is removed from play with any artillery it has. If Franklin is already eliminated there is no effect. No VPs are lost for this manpower reduction.
  7. Objectives Controlled by the Union at Start: At the start of the game the Union only controls Centreville.

Victory Conditions. The Union player gains and loses VPs for the following occurrences at the end of the game:

VPReason
+15If a Union infantry unit occupies Manassas Junction (N4124)
+4If an undemoralized Union infantry unit is adjacent to Manassas Junction (N4124) and no Union infantry unit occupies Manassas Junction (a Confederate unit may occupy Manassas Junction)
+3If the RR station at Manassas Junction (N4124) is destroyed or damaged
+10If the Union controls Groveton (N3720) and no Confederate infantry units are adjacent to Groveton
+6If a Union infantry unit occupies Groveton (N3720) and a Confederate infantry unit is adjacent to Groveton
+3If a Union infantry unit occupies Gainesville (N3421)
+1If the RR station at Gainesville (N3421) is destroyed or damaged
+2If the Union controls Stone Bridge (N3919)
+7If the Union controls Bull Run Bridge (N4422)
+3If a Union infantry unit occupies Bristoe Station (N3726)
+1If the RR station at Bristoe Station (N3726) is destroyed or damaged
-4If a Confederate infantry unit occupies Centreville (N4318)
-1For each point of Union Manpower value lost in combat or retreat (not in extended march, force march, or moving from one enemy ZOC to another)
+1For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another)

Note: For the Union to gain VPs for any of the Bristoe Station Victory Conditions, the Union must control either Bull Run Bridge or Manassas Junction.

At the end of the game, the Union VP total is calculated and the players consult the chart below to determine the winner.

Union VPWinner
18 or moreUnion Decisive Victory
14 to 17Union Substantive Victory
10 to 13Union Marginal Victory
6 to 9Confederate Marginal Victory
2 to 5Confederate Substantive Victory
1 or lessConfederate Decisive Victory

What-If Variant: An interesting variant of this scenario is where the Confederate Valley troops do not join the battle. To play this variant, remove these units from the Setup: all Confederate Shenandoah District units, Stuart, and 6 NC. Special Rule 3 also no longer applies. The Victory Conditions are the exact same as above except add 8 VPs to each victory level.

Confederate Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
BonhamBrigPInf7+N4221
11 NCRegt-Inf1+N4221
8 LARegt-Inf1+N4221
EwellBrigPInf5+N4422 (Bull Run Bridge)
JonesBrigPInf4+N4321
BeauregardDistrict-Ldr-N4322 (McLean House)
LongstreetBrigPInf4*N4322 (McLean House)
CockeBrigPInf4+N4020
WithersRegtPInf2+N3920 (Lewis House)
HuntonRegtPInf1*N3219
EarlyBrigPInf4*N4321
EvansBrigPInf2+N3919
HolmesBrigFBInf2^N4027 (Brentsville)
13 MSRegt-Inf1N4124 (Manassas Junction)
5 NCRegt-Inf1*N4124 (Manassas Junction)
Camp Pickens----#N4124 (Manassas Junction)
Heavy ArtilleryRegtPArt1N4124 (Manassas Junction)
RadfordRegt-Cav1%N4122
MunfordRegt-Cav1%N4122
JohnstonDistrictSLdr-N1615 (Piedmont Depot)
6 NCRegt-Inf1*N1615 (Piedmont Depot)
JacksonBrigSInf5*N1514
BartowBrigSInf5*N1510 (Paris)
BeeBrigSInf6*N1409
ElzeyBrigSInf4N1006 (Millwood)
StuartRegt-Cav1%N1510 (Paris)
Hampton LegionRegt-Inf1*See Special Rule 6

Union Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
McDowellDistrictVLdr-N4318 (Centreville)
TylerDiv1-VLdr-N4319
Schenck-ABrig1-VInf5N4319
ShermanBrig1-VInf6*N4319
KeyesBrig1-VInf5N4319
RichardsonBrig1-VInf6^%N4319
HunterDiv2-VLdr-N4318 (Centreville)
PorterBrig2-VInf6N4318 (Centreville)
Burnside-ABrig2-VInf6N4318 (Centreville)
HeintzelmanDiv3-VLdr-N4418
Franklin-ABrig3-VInf6N4418
Willcox-ABrig3-VInf4N4418
HowardBrig3-VInf6N4418
4 MIRegt3-VInf2N5020 (Fairfax Station)
1/3 NJRegt4-VInf3N5220 (Burke's Station)
41 NYRegt4-VInf2N5017 (Fairfax Court House)
1/2 NJRegt4-VInf3N5214 (Vienna)
MilesDiv5-VLdr-N4418
BlenkerBrig5-VInf6N4418
DaviesBrig5-VInf6N4418
PalmerRegt-Cav1%N4318 (Centreville)

+ Indicated units begin the game under an Abatis-Build marker. ^ Indicated units begin the game on their exhausted sides at fatigue level 1. * Indicated units begin the game on their exhausted sides at fatigue level 0. % Indicated units begin the game on their disorganized sides. # Reference Basic Game Rules section 9.0 for the permanent redoubt Camp Pickens

Scenario 4: An End To Innocence

NOTES: At 2:30 A.M. July 21, a Union column of 3 divisions began a flank march around the Confederate left. Crossing at Sudley Ford they were delayed by Evans. Then Johnston's brigades, who had mostly arrived the previous day, shifted over to stop a disjointed Union attack, culminating with Jackson's "stone wall" defense. Constantly arriving Confederate reinforcements turned the tide, and the defeated Union troops went back the way they came. A retreat turned into a rout and the Confederates gained a decisive victory. There were 2708 Union to 1897 Confederate aggregate losses; and the Union only controlled Centreville.

MAP: SJW north map

GAME LENGTH: 1 turn, July 21, 1861.

SPECIAL RULES:

  1. Leader Transfer Phase: The Confederate player may not make any leader transfers in the initial Leader Transfer Phase that starts the game.
  2. Union Night March: The scenario starts with an automatic Union Night March per AGA Advanced Game rule 11.2. All Union units in this scenario are part of the Union Potomac Army (ref. rule 10.2), so the Union player gets 3 free initiatives (per the restrictions of rule 11.2).
  3. Confederate Command Paralysis: The Confederate player has command paralysis per AGA Advanced Game rule 2.0. After the second initiative win with a roll of 6, all effects of Command Paralysis are over.
  4. Elzey: Elzey starts the game embarked. He may not move until Confederate command paralysis ends (after the second initiative win with a roll of 6) or until the Union player passes. Once either of these events occurs, he may move on any Confederate initiative. Reference AGA Advanced Rules Section 3.0 for railroad movement. Elzey is the only unit that may move by rail. He may not move past Manassas Junction (N4124) by rail.
  5. Richardson: Richardson belongs to both the 1st and 5th divisions in this scenario. Therefore, Miles may both activate and stack with him. McDowell and Tyler may also still activate Richardson.
  6. Objectives Controlled by the Union at Start: At the start of the game the Union only controls Centreville.

Victory Conditions. The Union player gains and loses VPs for the following occurrences at the end of the game:

VPReason
+15If a Union infantry unit occupies Manassas Junction (N4124)
+3If an undemoralized Union infantry unit is adjacent to Manassas Junction (N4124) and no Union infantry unit occupies Manassas Junction (a Confederate unit may occupy Manassas Junction)
-15If a Confederate infantry unit occupies Centreville (N4318)
+8If the Union controls Groveton (N3720) and no Confederate infantry units are adjacent to Groveton
+4If a Union infantry unit occupies Groveton (N3720) and a Confederate infantry unit is adjacent to Groveton
-2If a Confederate infantry unit occupies Groveton (N3720) and a Union infantry unit is adjacent to Groveton
-4If the Confederates control Groveton (N3720) and no Union infantry units are adjacent to Groveton
+4If the Union controls Bull Run Bridge (N4422)
+2If the Union controls Stone Bridge (N3919)
+1If the RR station at Gainesville (N3421) is destroyed or damaged or if a Union infantry unit occupies Gainesville. The maximum VP for this condition is 1
+1For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another)
-1For each point of Union Manpower value lost in combat or retreat (not in extended march, force march, or moving from one enemy ZOC to another)

At the end of the game, the Union VP total is calculated and the players consult the chart below to determine the winner.

Union VPWinner
14 or moreUnion Decisive Victory
10 to 13Union Substantive Victory
6 to 9Union Marginal Victory
2 to 5Confederate Marginal Victory
-2 to 1Confederate Substantive Victory
-3 or lessConfederate Decisive Victory

Confederate Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
BeauregardDistrictPLdr-N4322 (McLean House)
BonhamBrigPInf7+N4221
11 NCRegt-Inf1+N4221
8 LARegt-Inf1+N4221
EwellBrigPInf5+N4422 (Bull Run Bridge)
JonesBrigPInf4+N4321
LongstreetBrigPInf5$N4321
CockeBrigPInf4+N4020
HuntonRegtPInf3+N3920 (Lewis House)
EarlyBrigPInf5N4322 (McLean House)
EvansBrigPInf2N3919
HolmesBrigFBInf2N4323
Hampton LegionRegt-Inf1*N4124 (Manassas Junction)
Camp Pickens----#N4124 (Manassas Junction)
Heavy ArtilleryRegtPArt1N4124 (Manassas Junction)
RadfordRegt-Cav1%N4122
MunfordRegt-Cav1%N4122
JohnstonDistrictSLdr-N4322 (McLean House)
JacksonBrigSInf5N4222
BartowBrigSInf2*N4222
BeeBrigSInf3*N4222
ElzeyBrigSInf5^N1615 (Piedmont Depot)
StuartRegt-Cav1*%N4021

Union Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
McDowellDistrictVLdr-N4318 (Centreville)
TylerDiv1-VLdr-N4118
Schenck-ABrig1-VInf5N4118
ShermanBrig1-VInf6N4118
KeyesBrig1-VInf5N4218
RichardsonBrig1-VInf6N4320
HunterDiv2-VLdr-N4318 (Centreville)
PorterBrig2-VInf6N4318 (Centreville)
Burnside-ABrig2-VInf6N4318 (Centreville)
HeintzelmanDiv3-VLdr-N4418
Franklin-ABrig3-VInf4N4418
Willcox-ABrig3-VInf4N4418
HowardBrig3-VInf6N4418
4 MIRegt3-VInf2N5020 (Fairfax Station)
1/3 NJRegt4-VInf3N5220 (Burke's Station)
41 NYRegt4-VInf2N5017 (Fairfax Court House)
1/2 NJRegt4-VInf3N5214 (Vienna)
MilesDiv5-VLdr-N4418
BlenkerBrig5-VInf6N4418
DaviesBrig5-VInf6N4418
PalmerRegt-Cav1%N4318 (Centreville)

* Indicated units begin the game on their exhausted sides at fatigue level 0.

  • Indicated units begin the game under a Breastworks Complete marker. $ Indicated units begin the game under an Abatis marker. % Indicated units begin the game on their disorganized sides. ^ Elzey starts the game embarked and at f0 on his normal side. # Reference Basic Game Rules section 9.0 for the permanent redoubt Camp Pickens

FAIRFAX COURT-HOUSE, July 21, 1861: "The men having thrown away their haversacks in the battle and left them behind, they are without food; have eaten nothing since breakfast. We are without artillery ammunition. The larger part of the men are a confused mob, entirely demoralized. It was the opinion of all the commanders that no stand could be made this side of the Potomac. We will, however, make the attempt at Fairfax Court-House." — IRVIN McDOWELL.

Scenario 5: The Retreat To Washington

NOTES: After what seemed to be a good beginning, McDowell's army was finally routed in the afternoon of July 21st by a combined Confederate attack. The Confederates failed to press their advantage, however, and the Union army retreated into Washington nearly unmolested. This scenario covers what could have happened if the Confederate army had been more active in attempting to cut off and destroy the panicked Union army.

MAPS: SJW north map

GAME LENGTH: 3 turns, July 21 to July 23, 1861.

SPECIAL RULES:

  1. Union Panic: Earlier in the day (July 21), before the beginning of this game, the Union army has panicked. Therefore all rules applying to a panicked army (see Advanced Rules, 10.4, "Effects of Panic") apply to all Union units during this scenario. Players do not need to read the entire section (10.0) about morale for this scenario, only section 10.4. Note that some units have already performed retreat marches (and so are at Fatigue Level 5 or 6). Note: Because the Union has panicked on turn 1, Union units can perform retreat marches on turns 1 & 2 only, not on turn 3.
  2. No Leader Transfer: Since this scenario begins in the middle of the day, the Transfer Phase is skipped on Turn 1. The scenario begins with the Action Cycle. The Transfer Phase is not skipped on other turns, however.
  3. Turn 1: The Union player automatically wins the first initiative on Turn 1. After this point, initiative is determined normally.
  4. Night on Turn 1: If the Confederates had pursued the retreating Union forces, this would have started very late in the day on July 21. This special rule restricts both players' ability to attack on Turn 1 accordingly. Players must keep track of how many times the Confederate player gains initiative on Turn 1. After the second time that the Confederate player wins the initiative roll, dusk has fallen. Dusk has no effect on game play, but signals to both players that night will soon fall, ending attacks for this turn. Once dusk has fallen, attacks can continue as usual until the first subsequent initiative die roll in which a tie roll for initiative occurs. As soon as this tie roll occurs, night has fallen. The Confederate Player still wins the initiative per usual, but this action, and all subsequent Turn 1 actions, are under the following restrictions:
    • If a hex contains at least one infantry unit, it may not be attacked, either by an assault action or during a march action.
    • If a hex containing only cavalry is attacked (by an assault action or during a march action), the defending player adds 2 to his combat die roll.
    • If a cavalry unit performs a cavalry retreat, add 2 to the cavalry retreat die roll.
  5. Rain on Turn 2: Although Random Events are not determined in this scenario, Rain occurs automatically on Turn 2 (but not on other turns). Rain rules are in effect throughout all of Turn 2.
  6. McConnell: McConnell belongs to both the 1st and 5th divisions in this scenario. Therefore, Richardson may activate him (for movement or assault), and Richardson may stack with him. McDowell and Tyler may also still activate McConnell.
  7. Bull Run Bridge Destroyed: Place a destroyed bridge marker on Bull Run Bridge (N4422-N4522).
  8. Hex Control at Start: At the beginning of the game the Union player controls all objective hexes.

Victory Conditions. The Confederate player gains and loses VPs for the following occurrences at the end of the game:

VPReason
+10If the Confederate player controls either Fairfax Court House (N5017) or Fairfax Station (N5020)
+14If the Confederate player controls both Fairfax Court House (N5017) and Fairfax Station (N5020)
+14If the Confederate player controls only one of the following hexes: Falls Church (N5715), Annandale (N5618), or Springfield (N5620)
+20If the Confederate player controls exactly two of the following hexes: Falls Church (N5715), Annandale (N5618), or Springfield (N5620)
+25If the Confederate player controls all three of the following hexes: Falls Church (N5715), Annandale (N5618), and Springfield (N5620)
+1For each point of Union Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another)
-1For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another)

Note: The Confederate player can gain a maximum of 14 VP for Fairfax Court House and Fairfax Station, and a maximum of 25 VP for Falls Church, Annandale, and Springfield.

At the end of the game, the Confederate VP total is calculated and the players consult the chart below to determine the winner.

Confederate VPWinner
28 or moreConfederate Decisive Victory
22 to 27Confederate Substantive Victory
16 to 21Confederate Marginal Victory
10 to 15Union Marginal Victory
4 to 9Union Substantive Victory
3 or lessUnion Decisive Victory

Confederate Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
StuartRegt-Cav1%⁴N3719 (Sudley Church)
BeauregardDistrict-Ldr-N3819
CockeBrigPInf4²N3819
HuntonRegtPInf3²N3819
EarlyBrigPInf5⁵N3819
ElzeyBrigSInf4⁷N3819
JacksonBrigSInf4⁵N3820 (Henry House Hill)
MunfordRegt-Cav1%³N3919
HolmesBrigFBInf2²N3920 (Lewis)
EwellBrigPInf5²N3920 (Lewis)
EvansBrigPInf1⁸N3920 (Lewis)
BartowBrigSInf1⁹N3920 (Lewis)
BeeBrigSInf2⁹N3920 (Lewis)
KershawRegtPInf2²N4018
Hampton LegionRegt-Inf1⁶N4018
RadfordRegt-Cav1%³N4018
JohnstonDistrictSLdr-N4221
BonhamBrigPInf7N4221
LongstreetBrigPInf5N4321
JonesBrigPInf4N4321

Union Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
McDowellDistrictVLdr-N4318 (Centreville)
TylerDiv1-VLdr-N4318 (Centreville)
Schenck-BBrig1-VInf4⁵N4318 (Centreville)
KeyesBrig1-VInf5¹⁰N4318 (Centreville)
RichardsonDiv5-VLdr-N4318 (Centreville)
BlenkerBrig5-VInf6N4318 (Centreville)
DaviesBrig5-VInf6¹N4320
McConnellBrig1-VInf6¹N4320
ShermanBrig1-VInf5¹¹N4518
Burnside-BBrig2-VInf6¹¹N4618
PalmerRegt-Cav1%⁸N4618
PorterDiv2-VLdr-N4718
LyonsBrig2-VInf5¹²N4718
Willcox-BBrig3-VInf3¹²N4817
HowardBrig3-VInf5¹²N4817
HeintzelmanDiv3-VLdr-N4917 (Germantown)
Franklin-BBrig3-VInf3¹²N4917 (Germantown)
41 NYRegt4-VInf2N5017 (Fairfax Court House)
4 MIRegt3-VInf2N5020 (Fairfax Station)
McCunnBrigVInf3²N5020 (Fairfax Station)
1/3 NJRegt4-VInf3N5220 (Burke's Station)
1/2 NJRegt4-VInf3N5214 (Vienna)

¹ Davies and McConnell begin the game at Fatigue Level 1 on their normal sides with organized strength markers. ² Cocke, Hunton, Kershaw, Holmes, Ewell, and McCunn begin the game at Fatigue Level 2 on their normal sides with organized strength markers. ³ Radford and Munford begin the game at Fatigue Level 2 on their normal sides with disorganized strength markers. ⁴ Stuart begins the game at Fatigue Level 2 on his exhausted side with a disorganized strength marker. ⁵ Early, Jackson, and Schenck-B begin the game at Fatigue Level 3 on their normal sides with organized strength markers. ⁶ Hampton begins the game at Fatigue Level 3 on his exhausted side with an organized strength marker. ⁷ Elzey begins the game at Fatigue Level 4 on his normal side with an organized strength marker. ⁸ Evans and Palmer begin the game at Fatigue Level 4 on their normal sides with disorganized strength markers. ⁹ Bartow and Bee begin the game at Fatigue Level 4 on their exhausted sides with disorganized strength markers. ¹⁰ Keyes begins the game at Fatigue Level 5 on his normal side with an organized strength marker. ¹¹ Sherman and Burnside begin the game at Fatigue Level 6 on their normal sides with disorganized strength markers. ¹² Lyons, Willcox, Howard, and Franklin begin the game at Fatigue Level 6 on their normal sides with disorganized strength markers, and Demoralize-1 markers. % All cavalry units are permanently on their disorganized sides. See Basic Rule Changes, 2.2, "Cavalry".

Advanced Game Rules

Introduction. The following rules are used only in Scenarios 6 and 7, unless they are specifically called for in the special rules of the Basic Game scenarios.

1.0 Advanced Game Sequence Of Play

Each turn in the Advanced Game is performed according to the following "sequence of play":

  1. Random Events Phase. Two dice are rolled; the players consult the Random Events Table.

  2. Harpers Ferry Phase (Scenario 7 only). The players determine whether Union units in or near Harpers Ferry are surrounded. If so, the players consult the Harpers Ferry Table to see if a surrender occurs.

  3. Reinforcement Phase. Both players check to see if they receive any reinforcements. The Union player may also have to reduce the amount of manpower in his armies as Three-Months' Men leave (see 5.0), and both players adjust their "Panic Point" markers if needed (see 10.3).

  4. Leader Transfer Phase. Leaders may be transferred from one subordinate unit to another.

  5. County Control Phase. The players determine whether control of a county has changed from one player to another since the last turn.

  6. Supply Phase (only on July 19th and 24th turns). The Confederate player may repair damaged or destroyed RR stations. Then, both players must check to see whether their units are "in supply" or not.

  7. Attachment Phase. Substitute units may be reattached to other units.

  8. Night March Determination Phase. Both players may attempt a night march (see 11.0). If a player succeeds, his units receive free initiatives at the beginning of the Action Cycle.

  9. The Action Cycle

    Action Phase: A. Initiative Segment: Both players roll a die. The player with the higher roll wins (the Confederate player wins ties). The winner must take initiative or pass. B. Activation Segment: The player who has taken initiative must perform a single action with an eligible leader or unit. At the end of Activation Segment, the players return to the Initiative Segment and a new Action Phase begins. Players continue to perform Action Phases indefinitely until both players pass in the same Action Phase.

  10. Recovery Phase. Eligible units may forage, entrench, build bridges, repair bridges and ferries, and recover from fatigue, disorganization, exhaustion, and demoralization. In addition, all Morale Markers are moved halfway back down the Morale Track (see 10.1).

  11. Turn Indicator Phase. The Turn marker is advanced one box on the Turn Record Track and the players begin a new turn.

2.0 Random Events

Either player rolls two dice in each Random Events Phase. The players consult the Random Events Table (located on the Charts & Tables Card, and below), checking the result corresponding to that dice roll sum.

Random Events Table

RollResult
2NE
3NE
4Heat (Current)
5Three-Months' Men Stay
6Richardson Replaces Miles
7Confederate Command Paralysis
8NE
9Three-Months' Men Stay
10Rain (Current)*
11Union Command Paralysis
12Rain (Current)*

* Convert to "NE" on July 15th – July 18th.

The effects of results from the Random Events Table are listed below:

Heat (Current). Heat rules are in effect throughout the current turn only. Place a Heat marker on the Turn Track in the box corresponding to the current turn. The only effect of Heat is that one is added to all extended march die rolls.

Command Paralysis. If this result occurs, then the first 2 times in the current turn that the indicated player wins the initiative with a 6, the opposing player is considered to have won the initiative instead. (This gives the opposing player 2 initiatives that he would not otherwise have won.) The third time (and all times after this) that the indicated player wins the initiative with a 6, he wins the initiative and play proceeds normally.

Three-Months' Men Stay. If this result occurs, and the Union player is scheduled to lose manpower due to Three-Months' Men leaving in the current Reinforcement Phase (see 5.0), he may reduce the amount of manpower he is scheduled to lose in any one army by two. (Example: On July 25th, the Union player is scheduled to lose three manpower from the Pennsylvania District and six manpower from the Northeastern Virginia District. If a "Three-Months' Men Stay" result occurs on this day, the Union player may choose to either lose only one manpower from the Pennsylvania District, or lose only four manpower from the Northeastern Virginia District). If this result occurs on a turn when the Union player is not scheduled to lose any Three-Months' Men, it is converted to NE.

Richardson Replaces Miles. If this result occurs, the Union player flips the "Miles" division leader counter (5th division, Northeastern Virginia District) to its "Richardson" side. The "Richardson" brigade counter is replaced with the "McConnell" brigade counter. Richardson remains in command of the 5th division for the rest of the game. If this result has already occurred once (i.e., Miles has already been replaced) it is converted to NE.

3.0 Railroad Movement

"Railroad Movement" is a special type of movement enabling units to move long distances without marching. Only the Confederate player may move units by rail.

Embarkation. Only "embarked" units may perform RR movement. The Confederate player may embark a unit for RR movement if it meets all of the following requirements:

  • It must occupy a RR station on the Manassas Gap RR or Orange & Alexandria RR at the beginning of the Action Phase.
  • It must be an infantry (not cavalry) unit.
  • It must have a Fatigue Level of 0 or 1. (It may be exhausted).
  • It must not occupy a Union ZOC.
  • It must not occupy a Union-controlled county (see 6.0).
  • A maximum of three embarkation attempts may be made per turn – on the same or different units. The total Manpower value of embarked units may not exceed 10 per turn.

To embark an eligible unit, the Confederate player must select that unit for a march, and the unit gains one Fatigue Level. However, embarkation is not automatic. Instead, each time the Confederate player attempts embarkation, he rolls a die and consults the "RR Embarkation Table". If the result is "Success", a "RR Movement" marker is placed on the unit. If the result is "Failure", no action is taken. A unit attempting to embark gains one Fatigue Level whether it succeeds or not. After this roll the action ends, and a new Action Phase begins. If the Confederate player fails to embark a selected unit, he may attempt to embark it again later in the Action Cycle, but a second attempt is considered another action – causing the unit's Fatigue Level again to be increased by one.

An extended march never occurs due to RR embarkation. An embarked unit may only move by rail; it may not move normally. A unit selected to participate in a leader activation may not embark. A leader stacked in the same hex as an embarked subordinate may also embark.

RR Embarkation Table

RollResult
4 or lessSuccess
5-6Failure

Modifiers (cumulative):

  • -1: If no unit has successfully embarked in the current day or the previous day
  • -1: If the unit that is attempting to embark has a manpower value of 3 or less

Disembarking. The Confederate player may "disembark" a unit, removing its "RR Movement" marker, any time he holds the initiative. There is no cost in Fatigue Levels to disembark. It is not an action. A unit must disembark under any of the following circumstances:

  • The Action Cycle ends.
  • A Union unit moves into an adjacent hex.
  • It finishes a rail move of 1 or more hexes.

How RR Movement is Performed. To move an embarked unit by rail, the Confederate player activates that unit for a march action. (It may not move by rail as part of an activate leader action). The player determines the unit's Movement Allowance based on the "RR Movement Allowance Table" below. Its allowance depends on how many Fatigue Levels it expends. Subject to RR movement restrictions, he may then move the embarked unit up to its entire movement allowance, regardless of terrain, as long as the unit moves only across RR hexsides. As soon as the unit finishes its movement, it disembarks and its "RR Movement" marker is removed. The unit may end its move in any RR hex, not just in a RR station.

If a rail move would increase a unit's Fatigue Level above 4, a move of that distance is prohibited. An extended march never occurs due to RR movement. Leaders may accompany units moving by rail. RR movement may take place in rain turns with no detrimental effect.

RR Movement Limitations. A unit moving by rail is subject to the following limitations:

  • It may not cross a hexside containing a destroyed bridge.
  • It may not enter a hex containing a destroyed or damaged RR station.
  • It may not enter a Union ZOC.
  • It may not enter a Union-controlled county (see 6.0).

RR Movement Allowance Table

Hex(es) MovedFatigue Level Gain
1 to 181
19 to 362
37 to 543

4.0 Reinforcements

Both the Union and Confederate players may receive reinforcements. There are two types of reinforcements: Washington Reinforcements (Union) and Richmond Reinforcements (Confederate).

4.1 Washington Reinforcements. During each Reinforcement Phase starting with July 19th, the Union player rolls one die and checks the Washington Reinforcement Table (below) to see if he receives any Washington Reinforcements. If he receives a reinforcement, the Union player immediately places the next unit, in the order listed in the Union Set-Up, in any hex in the DC Defense Area (see 2.3 in the AGA Basic Rules). They are placed at Fatigue Level 0 on their normal sides. If all Washington Reinforcements have already been placed and a reinforcement result is received, no more units are placed in the DC Defense Area.

Washington reinforcements have no division designation. When they are placed in the DC Defense Area, the Union player must designate which division they belong to. He should note this on a piece of paper. Different brigades may be assigned to different divisions.

Washington Reinforcement Table

RollResult
1-5NE
6 or greater1 brigade

Modifiers: +2 If at least one brigade has already been placed, or if a Union infantry unit occupies Prince William County (Note: These two modifiers are not cumulative.)

Washington Reinforcements In Scenario 7. In Scenario 7, the Union player may assign Washington reinforcements to a division in the Pennsylvania District if he wishes, instead of to the Northeastern Virginia District. In addition, he may delay the arrival of Washington reinforcements, and place them on the HCR West map, instead of in the DC Defense Area. He may do this in one of two ways:

  • He may place the unit on the turn Track two turns ahead of the current turn. At the start of the turn corresponding to the box occupied by the unit, the Union player places the unit in any RR hex on the Baltimore and Ohio RR on the HCR West map from W2620 (Naval Battery) to W5817. Note: The unit must be able to trace a path of RR hexes from the hex it is placed in to W5817. This path may not enter a hex occupied by a Confederate unit, a Confederate ZOC, a destroyed or damaged RR station, or go across a destroyed bridge.
  • He may place the unit on the turn Track four turns ahead of the current turn. At the start of the turn corresponding to the box occupied by the unit, the Union player places the unit in any hex on the north edge of the west HCR map from W1401 and W3301 (inclusive), or in W2502 (Hagerstown). Note: If the unit is placed in W2502 (Hagerstown), this hex and W2501 may not be occupied by a Confederate unit or a Confederate ZOC.

The Union player may still assign Washington Reinforcements to a division in the Northeastern Virginia District, and place them in the DC Defense Area. Furthermore, different brigades may be assigned to different districts.

4.2 Richmond Reinforcements. During each Reinforcement Phase starting with July 18th, the Confederate player rolls one die and checks the Richmond Reinforcement Table (below) to see if he receives any Richmond Reinforcements. If he receives any reinforcements, the Confederate player immediately places the next unit(s), in the order listed in the Confederate Set-Up, on the map. They are placed at Fatigue Level 0 on their exhausted sides. They may be placed in any hex containing a RR (not necessarily a RR station). The Confederate player must be able to trace a path of RR hexsides from the RR hex the unit is placed in to N2734 (Note: This hex is changed if the SJW south map is being used; see 12.0). The path (including the hex the unit(s) are placed in) may not enter a destroyed or damaged RR station, cross a destroyed bridge, or enter a hex occupied by a Union unit or Union ZOC (even if that ZOC is occupied by a Confederate unit). If all Richmond Reinforcements have already been placed and a reinforcement result is received, no more units are placed on the map. If a reinforcement cannot be placed due to the presence of Union units or their ZOC, it is delayed until the first Reinforcement Phase in which it can be placed. Reinforcements that cannot be placed on the map are never lost; they are only delayed.

Richmond Reinforcement Table

RollResult
1NE
2-31 regiment
4-62 regiments

5.0 Three-Months' Men

Nearly all of the regiments in Patterson's Pennsylvania District, and some of the regiments in McDowell's Northeastern Virginia District, had enlisted for only three months. Since these regiments had enlisted in April of that year, their terms began to expire in late July. As their terms expired these regiments left for home. To simulate this, the Union player must reduce the size of his armies as these regiments leave. During the Reinforcement Phase of the days listed below, the Union player must reduce the total amount of manpower in his armies as indicated (Note: This number will be reduced by two if the Union player receives a "Three-Months' Men" result during the Random Events Phase (see 2.0)). The Union player loses no VP for this manpower reduction. If any unit is reduced to 0 manpower, it is removed from the map. If this unit had any artillery point(s), these point(s) are lost permanently.

The Union player may lose no more than two manpower of 3-months' men from units of the 4th Division of the Northeastern Virginia District (1/2 NJ, 1/3 NJ, and 41 NY).

Note: Since Scenario 6 does not include Patterson's Pennsylvania District, only manpower from the Northeastern Virginia District are lost in this scenario.

Pennsylvania District: July 19th: 2 manpower · July 20th: 5 manpower · July 21st: 4 manpower · July 22nd: 5 manpower · July 23rd: 5 manpower · July 25th: 3 manpower · July 28th: 2 manpower

Northeastern Virginia District: July 21st: 2 manpower · July 24th: 3 manpower · July 25th: 6 manpower · July 26th: 3 manpower · July 27th: 4 manpower · July 28th: 2 manpower

Example: On July 20th, the Union player must reduce the total manpower in the Pennsylvania District by 5. He reduces Stone's brigade from 5 to 3, Wynkoop's brigade from 5 to 3, and Negley's brigade from 3 to 2.

Compensating For Manpower Loss (Optional). In most games, where the Union player does not lose a large amount of manpower to marching and combat, the rules above will be sufficient for 3-Months' Men. However, when the Union player loses a large number of manpower from either army, then it may become critical which manpower have been lost from among 3-Months' Men. For example, approximately 2/3 of the manpower of the Pennsylvania District are 3-Months' Men, which depart at some time during the game. This means that for every 3 manpower lost from combat or marching, 2 of them are 3-Months' Men, so the Union player should lose 2 less manpower of 3-Months' Men at a later point in the game. In the Northeastern Virginia District, approximately 1/3 of the manpower is 3-Months' Men which leave during the game; so 1 in 3 manpower should be considered lost from 3-Months' Men which leave later in the game.

If this rule is used, the Union player must keep track of how much manpower he loses (for any reason except 3-Months' Men losses) from both armies. For every 3 manpower lost from the Pennsylvania District, he may deduct 2 from the number of manpower he is next scheduled to lose according to the chart above. Similarly, for every 3 manpower lost from the Northeastern Virginia District, he may deduct 1 from the number of manpower he is next scheduled to lose according to the chart above.

6.0 County Control

Checking For County Control. In the County Control Phase of each turn, and at the end of the game, the players must check to see which counties they each control.

Each Turn (County Control Phase): The players check to see which player controls each of the counties on the map. Control is important for determining where RR movement (4.0) is possible during the remainder of the turn.

At the end of the game: Players again determine which player controls each county. Players may be awarded VP if they control certain counties during this segment.

How A Player Controls Counties. Counties may be controlled by either player, in one of two ways:

By "Occupation": Either player controls a county by "Occupation" if one of their infantry (not cavalry) units with a Manpower value of 2 or more occupies the control seat. In addition, that player must also have a combined Manpower value among all his units (including cavalry) in that county of at least 10. Note: These units do not need to be "in supply". Exception: If at least half the manpower being used to control the county are part of the Union "Pennsylvania District" (Patterson's army), the Union player must have 20 manpower in the county to control it.

By "Default": If the Union player does not fulfill the Occupation requirements listed above for a particular county, the Confederate player controls the county by "Default". Exception: If neither player fulfills the Occupation requirement for Jefferson County, Berkeley County, or a county in Maryland, the Union player controls that county by "Default".

Effects Of County Control. The effects of county control are listed below:

  • A player may gain VP for controlling counties at the end of the game.
  • RR movement is prohibited in counties that are enemy-controlled.
  • Damaged or destroyed RR stations may not be repaired in enemy-controlled counties.

Control Seats. Control seats for counties are listed below: Fairfax: Fairfax Court House (N5017) · Prince William: Manassas Junction (N4124) · Fauquier: Warrenton (N2426) · Loudoun: Leesburg (N3502, HCR W3533) · Warren: Front Royal (N0214) · Frederick (VA): Winchester (HCR W0330) · Clarke: Berryville (N3101, HCR 1332) · Jefferson: Harpers Ferry (HCR W2521) · Berkeley: Martinsburg (HCR W1314)

7.0 Substitute Units

The Union and Confederate players have six "substitute" infantry regiments each.

Detachment. Either player may detach one or more substitute infantry regiments from a marching infantry unit as long as the unit has a Manpower value of 2 or more.

How To Detach. To detach, a player places a substitute in the same hex as the unit from which it detaches and assigns it a Manpower value. A Strength marker equal to the Manpower value assigned to the substitute is placed under it. The substitute's Manpower value is subtracted from the parent unit's Manpower value, and the parent unit is assigned a new Strength marker, on the same side as the one it replaces, reflecting its reduced value.

Placement Of Detached Units. A detached substitute may be placed in the hex in which an active infantry unit begins its march or in any hex entered by the active unit during its march. After a substitute is placed on the map, the active unit may continue its march (but the substitute may not move further during this action). After placement, substitutes function normally.

Detachment Restrictions.

  • Counter Limits: The number of substitutes provided in the game is a strict limit. If all substitutes are currently in use, no more may be used. However, if substitutes reattach to other units, they are removed from the map and again become available for use.
  • Size: After detaching a parent unit must have a minimum Manpower value of 1. Substitute units must be assigned a Manpower value from 1 to 3.

Determining Status Of Detachments.

  • Fatigue: If a substitute is placed in the hex in which an active unit begins a march, the substitute is assigned a Fatigue marker equal to the active unit's Fatigue Level before it was selected to march. If a substitute is placed in any hex except the one in which the active unit begins a march, the substitute is assigned a Fatigue marker equal to the active unit's Fatigue Level at that moment.
  • Entrenchment: If an entrenched active unit detaches a substitute in the hex in which it begins a march, the substitute is assigned the same kind of entrenchment marker possessed by the active unit.
  • Disorganized, Demoralized, Exhausted: If an active unit has a disorganized Strength marker, is on its exhausted side, possesses a Demoralized marker, or possesses an Out of Supply marker, any substitute detached by this unit must possess the same characteristics.
  • Command: The owning player should note on a piece of paper the number of each substitute placed on the map and the command to which it belongs. (It belongs to the same command as the unit from which it detaches, but it may eventually attach to a unit of a different command.)

Attachment. In the Attachment Phase, a substitute (or a normal infantry regiment – see "Special Attachment") stacked in the same hex as a friendly unit may "attach" to that unit. As long as a substitute attaches to an infantry unit, it may attach to any friendly unit regardless of size or affiliation. Cavalry regiments and infantry brigades may not attach.

How To Attach. Remove attaching units and all accompanying markers from the map. The Manpower value of an attaching unit is added to the Manpower value of the unit to which it attaches; this unit receives a new Strength marker with an enhanced Manpower value.

Attachment Restrictions.

  • Unity: A unit may not attach a portion of its strength to another unit. The whole unit must be attached (and the unit removed from the map).
  • Size: A unit may not attach to another unit if the addition of its Manpower value would raise the Manpower value of the unit remaining on the map above the following strengths: Infantry brigades may not be raised above a Manpower Value of 7. Infantry regiments may not be raised above a Manpower Value of 3.
  • Militia (Confederate player only): No unit that detaches from the Confederate militia brigades (Carson and Meem) may attach to any other unit except either Carson or Meem.
  • 4th Division, Northeastern Virginia District (Union player only): No unit that detaches from any unit of the 4th Division of the Northeastern Virginia District (1/2 NJ, 1/3 NJ, and 41 NY), or any of these units themselves, may attach to any other unit except units of the 4th Division.

Determining Status After Attachment.

  • Strength Marker: The unit to which a unit attached is assigned a new Strength marker on the same side (organized or disorganized) as the one it replaces. Exception: If the Manpower value of an attaching unit is greater than the Manpower value of the unit to which it attaches, the new Strength marker of the unit remaining on the map is placed on the same side as the attaching unit's Strength marker.
  • Fatigue, Exhaustion: If a unit attaches to a unit and the two units have different Fatigue Levels, the unit remaining on the map after attachment receives a Fatigue Level equal to the highest of the two levels. If a unit attaches to a unit and one of the units is exhausted and the other is on its normal side, the unit remaining on the map is flipped to (or remains on) its exhausted side.
  • Entrenchments: If an entrenched unit attaches to an unentrenched unit, the unit remaining on the map remains unentrenched. However, if an entrenched unit or unentrenched unit attaches to an entrenched unit, the unit remaining on the map remains entrenched.
  • Demoralized: If a unit attaches to a unit and at least one of the units is demoralized, the unit remaining on the map is assigned a demoralization level equal to the most severe level possessed by one of the units prior to attachment.
  • Supply: Supply status is determined by the supply status of the unit with the larger manpower. Thus the unit remaining on the map is out of supply if either: the unit being attached to was out of supply and possessed a manpower value at least equal to the attaching unit, or the attaching unit was out of supply and was greater in manpower than the unit to which it is attaching. In all other cases, the unit remaining on the map is in supply.

Special Attachment. Both players' non-substitute infantry regiments may attach to any friendly infantry brigade unit as long as attachment rules are adhered to.

Substitutes and Artillery Values. If the players wish, they may transfer Artillery value points to or from detaching and attaching units. Artillery markers are provided to ease tracking of these changes to Artillery values.

  • Detachment: If a substitute detaches from a unit, it may be assigned some or all of the Artillery value points of the parent unit. If so, an Artillery marker equal to the Artillery value assigned to the substitute is placed under it. The substitute's Artillery value is subtracted from the parent unit's Artillery value, and the parent unit is assigned a new Artillery marker, reflecting its reduced value.
  • Attachment: If a unit attaches to another unit, assign the attaching unit's entire Artillery value to the unit to which it attaches. This unit receives a new Artillery marker with an enhanced Artillery value.

8.0 Supply

To function at full effectiveness, units must be in supply. Supply is determined during the Supply Phase, which occurs on the July 19th and 24th turns only. During the Supply Phase, first the Confederate player repairs RR stations (8.2), then both players determine supply status (8.3).

8.1 Depots. Several Union and Confederate depots begin the game on the map (the Union player also has one off-map depot). Depots act as supply sources for the player owning them. They have no Combat Value and may not be attacked, nor may they move or retreat. Units may enter a hex occupied by an enemy depot as long as no enemy units occupy that hex. At the moment a Damage or Destroy marker is placed in a RR station hex due to a "Burn RR Station" action, a depot in that hex is removed from the map and is considered destroyed. Players achieve Victory Points for this accomplishment. Note: Players may not destroy their own (friendly) depots.

8.2 RR Station Repair. At the beginning of each Supply Phase (which occurs on the July 19th and 24th turns only) the Confederate player may remove Damage or Destroy markers from RR station hexes. During each Supply Phase, he may either remove 3 Damage markers or 1 Destroy marker. RR stations may only be repaired if the county in which the RR station resides is not Union-controlled. The RR station's hex can not be Union-occupied or in a Union ZOC.

8.3 Supply Status. During the Supply Phase (which occurs on the July 19th and 24th turns only), both players must determine whether each of their military units is "in supply" or "out of supply". Players do not determine supply status for leaders.

A unit is in supply if, during a Supply Phase, it can trace a continuous path of road, pike, or RR hexes no more than 25 hexes in length (for Union units) or 15 hexes in length (for Confederate units) to a friendly depot. This path may not enter a hex containing an enemy infantry unit or enemy infantry ZOC (unless that ZOC is occupied by a friendly unit). It may enter a hex occupied by an enemy cavalry unit and enemy cavalry ZOC. It may cross a ford or ferry hexside, even if the river is currently unfordable.

The first hex of the path (from the unit's hex to an adjacent hex) does not need to be across a road, pike, or RR, but all other hexes after this must be.

For the supply status of certain Confederate units in the Supply Phase of July 19th, see special rule 11 in Scenario 6, and special rule 15 in Scenario 7.

Confederate RR Hex Path: The Confederate player must be able to trace a "RR Hex Path" for his depots to be usable during a Supply Phase. A "RR Hex Path" is a path of RR hexes from a hex containing a depot to SJW N2734 (Note: If the SJW south map is being used (see 12.0), this path must be traced to SJW S0833 or S4534). This path may not enter a hex occupied by a Union infantry unit under any type of entrenchment marker (Breastworks-Build, Abatis, or Breastworks-Complete). It may enter hexes occupied by unentrenched Union infantry units, entrenched or unentrenched Union cavalry units, and all Union ZOC. It may not enter a hex with a damaged or destroyed RR station. No railroad bridge along the path may be destroyed. If the Confederate player cannot trace a "RR Hex Path" for a depot during a Supply Phase, that depot is useless during that Supply Phase. Depots which are not usable are not removed from the map; but they cannot be used for supply purposes during that Supply Phase.

Note: For the depot in Winchester (HCR W0330) to be usable, the Confederate player must trace two paths: first, a path of road or pike hexes from Winchester to Front Royal (SJW N0214). This must follow the same rules as those listed above for "RR Hex Paths", except that it will be along road or pike hexes. Second, he must trace a "RR Hex Path" from Front Royal to SJW N2734.

In Supply: If a unit is in supply, it functions at full effectiveness and remains in supply until the next Supply Phase, at which time its supply status is checked again.

Out of Supply: Place an "Out of Supply" marker on a unit that is out of supply. This marker accompanies the unit wherever it goes until the unit regains "in supply" status in a Supply Phase or due to foraging (see 8.4), at which time the marker is removed. Out of supply units function normally in terms of movement and combat. However, they suffer penalties in steps 3 & 6 of the Recovery Phase. Also, they may suffer Manpower value loss.

Manpower Value Loss: If, during a Supply Phase, a unit which is already out of supply cannot achieve "in supply" status, its Manpower value is reduced by one. If the unit is not eliminated, its new Strength marker is placed on its disorganized side.

8.4 Foraging. In Step 2 of the Recovery Phase, both players may "forage" with any of their units that are out of supply and at Fatigue Level 0, 1, or 2. A unit may not forage at Fatigue Level 3 or 4, nor may it forage if it built a bridge, repaired a bridge or ferry, or entrenched in Step 1 of that phase. An exhausted unit may forage. Leaders may not forage. Players perform the following procedure for each foraging unit:

  1. Roll a die and modify this roll by adding the unit's current Fatigue Level. (At Fatigue Level 0, the roll is not modified.) This roll may be further modified by other factors (see below).
  2. If the modified roll is less than or equal to the Forage Value of the county the unit occupies (see below), the unit has successfully foraged and immediately regains "in supply" status. Its Out of Supply marker is removed, and the unit remains in supply until the next Supply Phase, at which time its supply status is determined normally.

Forage Modifier: If all six hexes adjacent to a foraging unit are enemy occupied, in an enemy ZOC (even if occupied by a friendly unit), or are hexes into which the foraging unit cannot move due to terrain restrictions, 1 is added to the unit's forage roll.

Forage Values:

  • All counties in Virginia (except the "Shenandoah Valley", see below): 4 (for Union units) / 5 (for Confederate units)
  • The Shenandoah Valley (Berkeley, Jefferson, Frederick (VA), Clarke, and Warren counties): 5 (for Union units) / 6 (for Confederate units)
  • All counties in Maryland: 4

9.0 Harpers Ferry

In Scenario 7 of the Advanced Game, the players must determine whether Union units in and around Harpers Ferry (HCR W2521) are surrounded, and if so, whether or not they surrender. This determination takes place in the Harpers Ferry Phase.

How To Determine If Harpers Ferry Is Surrounded. In the Harpers Ferry Phase, every Union unit occupying Harpers Ferry/Bolivar (HCR W2521) or within three hexes of hex W2521, must attempt to trace a continuous path of road, pike, or RR hexes of unlimited length to any hex on the north or east mapedge. This path may not enter a Confederate-occupied hex or a Confederate ZOC unless that ZOC is occupied by a Union unit. (Remember that ZOC do not extend across unbridged/unforded minor and major river hexsides or into or out of mountain hexes unless across hexsides crossed by a road, pike, or RR. For example, a Confederate unit in hex W2621 does not exert a ZOC into hex W2521, W2620, or W2721.)

How To Determine If Harpers Ferry Surrenders. If there are no Union units in or within three hexes of W2521, or all Union units in or within three hexes of W2521 can successfully trace such a path, no action is taken and play proceeds to the next phase. However, if at least one union unit cannot trace such a path, the Confederate player rolls two dice, combines the rolls into a single sum, and consults the Harpers Ferry Table. (The dice sum may be modified; see below.) If the modified dice sum is 11 or less, the result is "no effect", and play proceeds to the next phase. If the modified dice sum is 12 or more, the result is "surrender" (see below). The Confederate player may take a maximum of one dice roll per turn to attempt to achieve the surrender of Harpers Ferry.

Surrender Of Harpers Ferry. If the Confederate player achieves a "surrender" result, all Union units and leaders in or within three hexes of Hex W2521 which cannot trace a path of hexes to the north or east mapedge as previously described are immediately eliminated from play. The Union player loses VP if this occurs (see scenario victory conditions).

Harpers Ferry Table Modifiers. The Confederate player's Harpers Ferry Table dice roll is modified if any of the following conditions are in effect (all modifiers are cumulative):

  • +3: If a Confederate infantry unit with an Artillery Value of at least 1 occupies Hex W2620 (Naval Battery)
  • +1: If a Confederate infantry unit with an Artillery Value of at least 1 occupies Hex W2621 (Loudoun Heights)
  • +1: If a Confederate infantry unit with an Artillery Value of at least 1 occupies Hex W2420 (Bolivar Heights)

10.0 Morale

During the Advanced Game both players must keep track of the amount of manpower from each army which has retreated or routed. If a significant amount of manpower retreats or routs the army may panic.

10.1 The Morale Track. Both players keep track of their armies' morale on the Morale Track. Two counters are placed on the Morale Track for each army: a "Morale Marker" and a "Panic Point Marker". (Note: See the section below, "Armies", to see how armies are defined.) At the beginning of the Advanced Game the four Morale Markers are all placed on the "0" space of Morale Chart. The Panic Point Markers are placed at different points on the Morale Track (Note: See the section below, "Panic Points", to see where these markers are placed.) During the Action Cycle, an army's Morale Marker is moved each time any of its combat units retreats or routs:

  • If a unit retreats, increase the Morale Marker by one space for each manpower of the unit(s) that retreat.
  • If a unit routs, increase the Morale Marker by two spaces for each manpower of the unit(s) that rout.
  • If a unit performs a cavalry retreat or voluntary retreat, the Morale Marker is not increased.
  • Use the total manpower of the unit(s) before taking any combat or retreat losses. If a unit is completely eliminated in a retreat or rout, its manpower before taking any combat or retreat losses is still used to increase the Morale Marker.
  • Only manpower values are used on the Morale Track, not combat values. (Exception: If a cavalry unit retreats or routs, use its combat value (½). If a single cavalry unit retreats, do not move the Morale Marker; but if two cavalry units retreat, or if one cavalry unit routs, move the marker by one).

If the Morale Marker for an army reaches or goes past the Panic Point for that army, the army may panic. Immediately after this happens, roll one die. If the result is 1 or 2, no action is taken. If the result is from 3 to 6, the army panics (Note: See below, "Effects of Panic", for what to do when an army panics.). If a unit retreats or routs when the Morale Marker is already past the army's Panic Point, roll a die to see if the army panics (as above). Exception: If the army's Morale Marker reaches a point that is 10 spaces above its Panic Point, the army panics automatically.

If an army panics, remove its Morale Marker and Panic Point Marker from the Morale Track. That army may not panic again during the game (although some of the effects of panic will apply to that army for the remainder of the game; see 10.4).

During each Recovery Phase, move all Morale Markers down to half of their current position on the Morale Track, dropping any fractions. For example, if an army's Morale Marker is at 15 at the end of a day, it is moved down to 7 during the Recovery Phase.

10.2 Armies. "Armies", in this section, are determined by where a unit is on the map, not which command it belongs to. Both players have two armies: their Potomac Army and their Shenandoah Army. The armies are split as described below:

  • Shenandoah "Army": All units in the following locations: Washington County · Berkeley County · Jefferson County · Frederick (VA) County · Clarke County · Warren County · Loudoun County (only in hexes west of column 30xx, inclusive) · Fauquier County (only in hexes northwest of the line of hexes from SJW N1326 to SJW N2818, inclusive) · Rappahannock County
  • Potomac "Army": All other units.

(Note: In Scenario 6, the Union "Shenandoah" army is not on the map. The Confederate "Shenandoah" army enters the map on Turn 3. However, units of the Confederate "Shenandoah" army are not considered part of the "Potomac" army until they are in the correct area (as described above.)

If the defender's units were attacked in one area and retreated into the other (for example, if they retreated from a hex in Clarke County (Shenandoah Army) to a hex in Loudoun County (Potomac Army)), the army which panics is the one which the unit occupied when it was attacked. In the example above, this would be the Shenandoah Army.

If an army panics (for example, the Potomac army), and units of the player's other army which did not panic (the Shenandoah army, in this example) enter the area of the army that did panic, these units (of the Shenandoah army) are considered to part of the panicked army, and are therefore under the effects of panic (see 10.4 below).

10.3 Panic Points. Each army's "Panic Point Marker" is placed on a different space at the beginning of the advanced game. These spaces are:

  • Potomac Army (Union): 35
  • Shenandoah Army (Union): 20
  • Potomac Army (Confederate): 25
  • Shenandoah Army (Confederate): 20

Several of these markers are moved during the course of the game, as described below:

  • If at least 11 Confederate brigades occupy the "Potomac" area (see above, "Armies) at the end of any Reinforcement Phase, the Panic Point Marker for the Confederate Potomac Army is moved to the "35" space, and the Panic Point Marker for the Confederate Shenandoah Army is moved to the "15" space. If, at the end of any Reinforcement Phase following this, fewer than 11 Confederate brigades occupy the "Potomac" area, the Confederate Panic Point markers are moved back to their original positions.
  • (Scenario 7 only) The Panic Point Marker for the Union Shenandoah Army is moved to the "15" space at the end of the Reinforcement Phase of July 21st, and then moved to the "10" space at the end of the Reinforcement Phase of July 23rd. (Note: If at least 25 manpower of Union units occupy the "Shenandoah" area (see above, Armies) at the end of the Reinforcement Phase of July 23rd or of any day following, the Panic Point Marker is moved back up to the "15" space.)

10.4 Effects of Panic. There are two effects of panic:

  1. For the remainder of the game, the player subtracts 1 from his combat die rolls when units of the panicked army are involved, whether he is attacking or defending. This is in addition to other modifiers.

  2. For the remainder of the current turn in which "Panic" occurs, as well as the entire following turn, the following rules apply: A. Units of the panicked army may not force march. They may perform extended march, and may even march beyond Fatigue Level 4 (see below). B. Units of the panicked army may perform a "Retreat" march action. This is not an ordinary retreat after combat but a specific type of march. Units may perform a "Retreat" march as a "March" action, or as part of an "Activate Leader" action. (If an "Activate Leader" action is performed, either all or none (but not some) of the units activated must perform a "Retreat" march. The player must declare whether he is performing a "Retreat" march in Step 2 of the "Activate Leader" action, before he determines his units' movement allowance.) If a unit performs a "Retreat" march, it gains two bonuses:

    1. It subtracts 3 from its extended march die roll. However, all other modifiers are applied normally.
    2. The unit may march even if it is at Fatigue Level 4. If it is at Fatigue Level 4, place an additional Fatigue Level 1 marker under it (to indicate Fatigue Level 5). If it is already at Fatigue Level 5, flip the additional Fatigue Level 1 marker to its "2" side, indicating Fatigue Level 6. If a unit from a panicked army is attacked and receives an "f", "F", or "D" result, its Fatigue marker is moved past Fatigue Level 4 as far as required, up to Fatigue Level 6. (Note: Units which are involved in the retreat/rout when the army panics do not have their fatigue level increased beyond 4 for that retreat. They may go to Fatigue Level 5 or 6 in subsequent attacks, however.) Units marching to Fatigue Level 5 or 6 are treated as if they were going to Fatigue Level 4 on the Extended March Table. During the Recovery Phase, all units have their second Fatigue marker (at Level 1 or 2) removed and then recover normally.

    To perform a "Retreat" march, the player's units must adhere to three rules:

    1. They may not attack.
    2. They may not enter an enemy ZOC. (They may enter an enemy ZOC if there is no other way to exit the hex.)
    3. They may not end their march further away from their "destination", which varies between armies:
      • Confederate units may not end a "Retreat" march farther from the south edge of the SJW north map.
      • Units of the Union Potomac Army may not end a "Retreat" march farther from hexes N5809-5817.
      • Units of the Union Shenandoah Army may not end a "Retreat" march farther from one of two "destinations": either hexes HCR W1401-3101, or HCR W3101-W3121 (see "Note" below).

    Units do not need to march closer to their "destination". Therefore a unit may end a march at the same distance from its "destination" that it started. In addition, it may move further away from its "destination" during its march, as long as it does not end its march further away. (Note: The Union Shenandoah army has two "destinations". At the moment that a unit performs a "Retreat" march, the player may select one of these two destinations, and ignore the other. He may select a different destination for each "Retreat" march.)

    A player's units from a panicked army may attack only if they are at Fatigue Level 3 or less. The results of the attack may increase their Fatigue Level up to 6.

11.0 Night March

Night marches allow a player several free initiatives at the beginning of the Action Cycle.

11.1 Attempting a Night March. During the Night March Determination Phase, both players may attempt a night march. A night march may be attempted by an "army" (see 10.2). To attempt a night march, the player rolls one die and consults the Night March Table (below). If he receives a "Success" result, he may perform the night march. If he receives a "Failure" result, he may not perform a night march during the current day (although he may try again on any other day). A player may attempt a night march with both of his armies (Potomac and Shenandoah) during the same day. If both players attempt a night march on the same day, the night marches must be attempted in the following order:

  1. Union Potomac army
  2. Confederate Shenandoah army
  3. Confederate Potomac army
  4. Union Shenandoah army

If the Union Potomac or Confederate Shenandoah army successfully performs a night march, the opposing army (Confederate Potomac or Union Shenandoah) may not attempt a night march during that day. If armies from both the Shenandoah and Potomac armies are able to perform night marches in the same day, the Potomac army performs the night march first.

Players may only perform a maximum of one night march per army per game. If an army successfully completes a night march it may not perform another one for the duration of the game.

Night March Table

RollResult
1-4Success
5+Failure

Modifiers: +2 If the Confederate Potomac army or Union Shenandoah army attempts a night march. +1 If the player has Command Paralysis (see 2.2) in the current day. -1 If all of the player's units attempting the night march were at Fatigue Level 0 at the beginning of the last Recovery Phase (i.e., these units did not move in the previous day). (Note: A player may use this modifier even if all of his units in an army were not at Fatigue Level 0. He must declare before he rolls the die, however, if he is using the modifier; and if the night march succeeds, he may only use units that were at Fatigue Level 0, even if the modifier was not necessary to get the "Success" result.)

11.2 Performing a Night March. If a night march succeeds, the player's army automatically wins the first initiative die rolls of the current turn (no dice are rolled). Only units from this army may move during these free initiatives. If the Union Potomac army performs a night march it gets three free initiatives; all other armies from both sides get two free initiatives.

The player does not have to use all of the free initiatives that he has. After he has used all of the initiatives he wishes to use (regardless of whether he has used all, some, or none of them), initiative is determined normally; and the player who had the night march is free to move any unit he could normally move if he wins the initiative.

The following restrictions apply during these free initiatives:

  • Only an "Activate Leader" action may be performed. No single-unit activations are permitted. (Any leader may be used in more than one initiative, provided that he activates different units during each initiative.)
  • No unit may move twice (i.e., no unit which moves in the first initiative may move in the second or third initiatives, etc.).
  • No unit may attack (although units may move into one enemy ZOC – see below). Cavalry units may not perform cavalry retreats.
  • Only one enemy ZOC may be entered (although this hex may be in the ZOC of enemy units in multiple hexes). After one unit has moved into an enemy unit's ZOC, other units may not move into any other enemy ZOC (including other ZOC of the same enemy unit, or other enemy ZOC which had already been occupied). However, other units moving during the night march (in the current or any following initiatives of it) are free to move into the one ZOC which has just been occupied.
  • No unit may move from one enemy ZOC to another.

12.0 Using The SJW South Map (Optional)

Although both scenarios of the Advanced Game use only the north SJW map, players may add on the south SJW map if they feel the need. In this case, the following changes are made to the rules and setup:

  • The Confederate infantry brigade Holmes is placed on the map in S4624 (Water Tower). He may not activate or entrench until July 18. After that he may activate and entrench normally. Ignore the special rule titled "Holmes", which describes how Holmes comes onto the map as a reinforcement.
  • A Confederate depot is placed in S4328 (Fredericksburg).
  • In the second Reinforcement Phase after a Union infantry unit occupies Stafford or Culpeper counties, the Confederate player may place the infantry brigade Ruggles, with a manpower value of 2, on the south mapedge of the south SJW map from S4233 (Massaponax Church) to S5833, or on the east mapedge from S5824 to S5833. Ruggles is placed at Fatigue Level 0, on his exhausted side.
  • When the Confederate player is placing Richmond Reinforcements, he must be able to trace a path of RR hexes to S0833 or S4534 (not N2734). For this game, the railroad runs from S4328 (Fredericksburg) to S4427 (Chatham) across a bridge, although the map does not show this. In addition, the railroad runs from S1028 to S1128 (Rapidan Station) across a bridge, although the map does not show this.
  • If a Confederate army panics and the Confederate player performs a "Retreat" march (see 10.0), Confederate units must end this march closer to the south edge of the SJW south map.
  • The following are control seats for counties on the SJW south map: Culpeper: Culpeper (S1418) · Stafford: Stafford Court House (S4520) · Spotsylvania: Spotsylvania Court House (S3734) · Orange: Orange Court House (S0832)
  • The following Victory Conditions are added to the scenario:
VPReason
+30If the Union player controls Orange County at the end of the game
+25If the Union player controls Spotsylvania County at the end of the game
+23If the Union player controls Culpeper County at the end of the game
+15If the Union player controls Stafford County at the end of the game

Note: If the Union player controls more than one of the four above counties (or Loudoun, Prince William, or Fauquier counties) at the end of the game, he is awarded VP only for the county with the highest VP award. However, if he also controls either Frederick (VA) or Warren counties, he is awarded VP for this county also.

VPReason
-10If the Union player controls or occupies one of the above counties and cannot trace a line of occupied counties up to and through both Fairfax and Prince William counties (Note: For a county to be "occupied" as described above, a Union infantry unit of at least 2 manpower must occupy the county seat. The Union player need not control the county. In addition, if the Union player occupies Prince William County as is described in the third Victory Condition of scenarios 6 & 7, it is considered "occupied" here.)
+3If the Confederate depot at Fredericksburg (S4328) is destroyed

Advanced Game Scenarios

Scenario 6: The Bull Run Campaign

NOTES: This scenario covers the period from when McDowell's army first advanced through the conclusion of the campaign. Although the Union army had retreated into Washington by July 22nd, the scenario continues through July 28th to give the players the opportunity to continue longer if neither army panics.

MAP: SJW north map (Note: The SJW south map may be added on. See 12.0 of the advanced rules.)

GAME LENGTH: 13 turns, July 16 to July 28, 1861.

SPECIAL RULES:

  1. Turn 1 Movement: On Turn 1, only Union units may activate or entrench. However, if a Union unit moves within 3 hexes of any of a Confederate unit's startup hex, the unit(s) in that hex may activate or entrench freely.

  2. Turn 2 Movement: On Turn 2, all units may activate or entrench except for Hunton. (Therefore Hunton may not move on turns 1 or 2).

  3. Turn 3 Movement: On Turn 3, all units may activate freely.

  4. Union Set-Up: All Union units of the Northeastern Virginia District ("V") begin the game off-map. On Turn 1, the Union player must initiate "Activate Leader" actions to place these units on the map. In each "Activate Leader" action, he must activate a division leader, and select all units of that leader's division, and bring them all on the map during that action. (Exception: He must initiate a march action to bring Palmer on the map.) Each unit must pay a certain number of movement points (MP) to be placed on the map in its entrance hex. These MP costs and entrance hexes for these units are listed below:

    DivisionMP CostEntrance Hex
    1st (Tyler)1^N5815
    2nd (Hunter)3*+N5817 (Barcroft's Mill)
    Palmer5^N5817 (Barcroft's Mill)
    5th (Miles)2*N5818 (Urquhart's Tavern)
    3rd (Heintzelman)1*N5821 (Mt. Olivet Church)

    ^ These units are placed on the map at Fatigue Level 1. * These units are placed on the map at Fatigue Level 2. + McDowell is placed with Hunter's division.

    Note: The Fatigue Level listed above is the Fatigue Level the unit is assigned in that Action Phase, not the Fatigue Level the unit was at before it entered the map. For example, at the end of the Action Phase in which Hunter's division enters the map, Hunter's brigades will be at Fatigue Level 2, not Fatigue Level 3. If a unit does not possess enough MP to pay the above cost, it is placed in its "Entrance Hex", ending its march as if it had made a minimum move of one hex. If a unit has remaining MP after placement, it may continue its march.

  5. Union 4th Division, NEV: The three units of the 4th Division of the Northeastern Virginia District, "1/2 NJ", "1/3 NJ", and "41 NY", begin the game off-map. At the beginning of Turn 3, the Union player may place them on the map in any hex on the east mapedge from N5816 (Munson's Hill) to N5822. They are placed at Fatigue Level 0, on their normal sides.

  6. Confederate Reinforcements: All Confederate units of the Shenandoah District ("S"), and Stuart, begin the game off-map. On Turn 3, the Confederate player must initiate an "Activate Leader" action or a march action to place each unit on the map. Each unit must pay a certain number of movement points (MP) to be placed on the map in its entrance hex. These MP costs and entrance hexes for these units are listed below:

    DivisionMP CostEntrance Hex
    Jackson, Bee, Bartow3N0501 or N0401
    Elzey, Smith4N0601
    Stuart6N0601

    Note: All units are placed on the map at Fatigue Level 1. Johnston may be placed with any unit which he activates. He may activate up to three infantry units to bring them on the map. Johnston may activate units, bringing them on the map, but remain off-map himself. Then, in a later action, he may activate additional off-map infantry units. However, he may not activate units which have been placed on the map while he is off-map, and once he has been placed on the map, he may not activate any units which are still off-map. If a unit does not possess enough MP to pay the above cost, it is placed in its "Entrance Hex", ending its march as if it had made a minimum move of one hex. If a unit has remaining MP after placement, it may continue its march.

  7. Holmes: The infantry brigade Holmes is placed on the map in the Reinforcement Phase of Turn 4. Holmes may be placed in any of the following hexes: SJW N3534, 3633, 4033, 4134, 4334, 5033, or 5134 (Dumfries). Holmes is placed on his exhausted side at Fatigue Level 1.

  8. Off-Map Depot: The Union player has one off-map depot (place this depot off the east mapedge). For supply purposes, this depot is 6 hexes from the east mapedge (from N5816 (Munson's Hill) to N5822).

  9. RR Stations Destroyed: Place "Destroy" markers on the following RR stations: N5220 (Burke's Station) · N5620 (Springfield) · N5214 (Vienna) · N4913 (Hunter's Mill Station).

  10. Three-Months' Men: If a Three-Months Men Stay result occurs on the Random Events Table, the Union player rolls a die: if the result is 1-4, it occurs normally; if it is 5-6, it is ignored.

  11. Confederate Supply on July 19th: All Confederate units of the Shenandoah District ("S"), Stuart, and Hunton, are "In Supply" in the Supply Phase of July 19th, regardless of their proximity to a friendly depot.

Victory Conditions. The Union player gains and loses VPs for the following occurrences at the end of the game:

VPReason
+20If the Union player controls Fauquier County at the end of the game (Note: These VP are reduced to 10 if the Union player does not also control or occupy Prince William County according to either of the two (+17 or +15) Victory Conditions below.)
+17If the Union player controls Prince William County at the end of the game
+15If the Union player occupies Prince William county with at least 10 manpower but does not control it, and a Union unit occupies any hex adjacent to Manassas Junction (N4124), and a Union unit occupies Bristoe Station (N3726) at the end of the game
+8If the Union player occupies Prince William county with at least 10 manpower but does not control it, and a Union unit occupies any hex adjacent to Manassas Junction (N4124) at the end of the game
+6If the Union player occupies Prince William county with at least 10 manpower but does not control it, at the end of the game

Note: The four Victory Conditions above are for Prince William County. The Union player may only gain VP for one of them (the one with the highest VP award).

VPReason
+4If the Union player controls Loudoun County at the end of the game

Note: If the Union player controls or occupies more than one of the three above counties (Fauquier, Prince William, or Loudoun) at the end of the game, he is awarded VP only for the county with the highest VP award.

VPReason
-15If the Confederate player controls Fairfax County at the end of the game, and at least 10 Confederate manpower occupy the county (Note: Remember that the Confederate player controls this county automatically if the Union player does not. However, to gain these VP, the Confederate player must control the county and occupy it with at least 10 manpower.)
+6If the Confederate depot at Manassas Junction (N4124) is destroyed
+1If the RR station at Bristoe Station (N3726) is destroyed at any time during the game
+1If the RR station at Warrenton Junction (N3131) is destroyed at any time during the game
-10If the Union Potomac army panics at any time during the game
+8If the Confederate Potomac army panics at any time during the game (Note: This is changed to +10 if at least 11 Confederate brigades occupy the Potomac area at the time the army panics; see 10.0 of the advanced rules.)

Note: These VP's may only be counted once. For example, if the Union Potomac army panics on July 22nd and again on July 24th, the Union player loses 10 (not 20) VP. In addition, the maximum VP the Union player may gain from Confederate panic is 10. For example, if the Confederate Potomac army panics under its 8 VP condition and later panics under its 10 VP condition, the Union player gains 10 (not 18) VP.

VPReason
+1For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another)
-1For each point of Union Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another)

At the end of the game, the Union VP total is calculated and the players consult the chart below to determine the winner.

Union VPWinner
26 or moreUnion Decisive Victory
18 to 25Union Substantive Victory
11 to 17Union Marginal Victory
3 to 10Confederate Marginal Victory
-5 to 2Confederate Substantive Victory
-6 or lessConfederate Decisive Victory

Confederate Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
HuntonRegtPInf1N3502 (Leesburg)
BonhamBrigPInf7+N5017 (Fairfax Court House)
RadfordRegt-Cav1%N5017 (Fairfax Court House)
MunfordRegt-Cav1%N5017 (Fairfax Court House)
EwellBrigPInf5+N5020 (Fairfax Station)
CockeBrigPInf6+N4318 (Centreville)
EvansBrigPInf2N4312 (Frying Pan)
EarlyBrigPInf4N4322
JonesBrigPInf4N4323
BeauregardDistrictPLdr-N4124 (Manassas Junction)
LongstreetBrigPInf4N4124 (Manassas Junction)
Camp Pickens--Redoubt-#N4124 (Manassas Junction)
Heavy ArtilleryRegtPArt1N4124 (Manassas Junction)
Depot----N4124 (Manassas Junction)
JohnstonDistrictSLdr-See Special Rule 6
BartowBrigSInf5See Special Rule 6
BeeBrigSInf6See Special Rule 6
JacksonBrigSInf5See Special Rule 6
ElzeyBrigSInf4See Special Rule 6
SmithBrigSInf5See Special Rule 6
StuartRegt-Cav1%See Special Rule 6
HolmesBrigFBInf2See Special Rule 7
8 LARegt-Inf1See 4.2, Richmond Reinforcements
11 NCRegt-Inf1See 4.2, Richmond Reinforcements
6 NCRegt-Inf1See 4.2, Richmond Reinforcements
13 MSRegt-Inf1See 4.2, Richmond Reinforcements
5 NCRegt-Inf1See 4.2, Richmond Reinforcements
Hampton LegionRegt-Inf1See 4.2, Richmond Reinforcements
6 SCRegt-Inf1See 4.2, Richmond Reinforcements
9 SCRegt-Inf1See 4.2, Richmond Reinforcements
12 MSRegt-Inf1See 4.2, Richmond Reinforcements
9 LARegt-Inf1See 4.2, Richmond Reinforcements

Union Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
TylerDiv1-VLdr-See Special Rule 4
Schenck-ABrig1-VInf5See Special Rule 4
ShermanBrig1-VInf6See Special Rule 4
KeyesBrig1-VInf5See Special Rule 4
RichardsonBrig1-VInf6See Special Rule 4
McDowellDistrictVLdr-See Special Rule 4
HunterDiv2-VLdr-See Special Rule 4
PorterBrig2-VInf6See Special Rule 4
Burnside-ABrig2-VInf6See Special Rule 4
PalmerRegt-Cav1%See Special Rule 4
MilesDiv5-VLdr-See Special Rule 4
BlenkerBrig5-VInf6See Special Rule 4
DaviesBrig5-VInf6See Special Rule 4
HeintzelmanDiv3-VLdr-See Special Rule 4
Franklin-ABrig3-VInf6See Special Rule 4
Willcox-ABrig3-VInf6See Special Rule 4
HowardBrig3-VInf6See Special Rule 4
1/2 NJRegt4-VInf3*See Special Rule 5
1/3 NJRegt4-VInf3*See Special Rule 5
41 NYRegt4-VInf2*See Special Rule 5
Depot----See Special Rule 8
McCunnBrig(-)Inf6See 4.1, Washington Reinforcements
CouchBrig(-)Inf6See 4.1, Washington Reinforcements
McCallBrig(-)Inf7See 4.1, Washington Reinforcements

* 4-V units (1/2 NJ, 1/3 NJ, and 41 NY) are placed on the map on Turn 3 (see Special Rule 5). % All cavalry units are permanently on their disorganized sides. See Basic Rule Changes, 2.2, "Cavalry".

  • Bonham, Ewell, and Cocke begin the game under Breastworks Complete markers. # Reference Basic Game Rules section 9.0 for the permanent redoubt Camp Pickens.

HEADQUARTERS ARMY OF THE POTOMAC, Manassas, Va., July 25, 1861. Soldiers of the Confederate States: One week ago a countless host of men, organized into an army, with all the appointments which modern art and practical skill could devise, invaded the soil of Virginia. Their people sounded their approach with triumphant displays of anticipated victory. Their generals came in almost royal state; their great ministers, senators, and women came to witness the immolation of our army and the subjugation of our people, and to celebrate the result with wild revelry.

It is with the profoundest emotions of gratitude to an overruling God, whose hand is manifest in protecting our homes and our liberties, that we, your generals commanding, are enabled, in the name of our whole country, to thank you for that patriotic courage, that heroic gallantry, that devoted daring, exhibited by you in the actions of the 18th and 21st, by which the hosts of the enemy were scattered and a signal and glorious victory obtained.

The two affairs of the 18th and 21st were but the sustained and continued effort of your patriotism against the constantly-recurring columns of an enemy fully treble your numbers, and their efforts were crowned on the evening of the 21st with a victory so complete, that the invaders are driven disgracefully from the field and made to fly in disorderly rout back to their intrenchments, a distance of over thirty miles.

They left upon the field nearly every piece of their artillery, a large portion of their arms, equipments, baggage, stores, &c., and almost every one of their wounded and dead, amounting, together with the prisoners, to many thousands. And thus the Northern hosts were driven from Virginia. — J. E. JOHNSTON, General, C. S. Army. G. T. BEAUREGARD, General, C. S. Army.

Scenario 7: The Virginia Campaign

NOTES: This scenario covers the same time period as Scenario 6. In addition, however, the two armies in the Shenandoah Valley (Johnston's and Patterson's) are included with the addition of the HCR west map.

MAPS: SJW north map, HCR west map (Note: The SJW south map may be added on. See 12.0 of the advanced rules.)

GAME LENGTH: 14 turns, July 15 to July 28, 1861.

SPECIAL RULES:

  1. Turn 1 Movement: Only units which begin the game on the HCR west map may activate or entrench on Turn 1. No other units may activate or entrench on Turn 1.

  2. Turn 2 Movement: On Turn 2, all units may activate or entrench except Confederate units in the Potomac District (Beauregard's units), and the cavalry units Radford and Munford. However, if a Union unit moves within 3 hexes of any of these units' startup hexes, the unit(s) in that hex may activate or entrench freely.

  3. Turn 3 Movement: On Turn 3, all units may activate or entrench except for Hunton. (Therefore Hunton may not move on turns 1-3).

  4. Turn 4 Movement: On Turn 4, all units may activate freely.

  5. Union Set-Up: All Union units of the Northeastern Virginia District ("V") begin the game off-map. On Turn 2, the Union player must initiate "Activate Leader" actions to place these units on the map. In each "Activate Leader" action, he must activate a division leader, and select all units of that leader's division, and bring them all on the map during that action. (Exception: He must initiate a march action to bring Palmer on the map.) Each unit must pay a certain number of movement points (MP) to be placed on the map in its entrance hex. These MP costs and entrance hexes for these units are listed below:

    DivisionMP CostEntrance Hex
    1st (Tyler)1^N5815
    2nd (Hunter)3*+N5817 (Barcroft's Mill)
    Palmer5^N5817 (Barcroft's Mill)
    5th (Miles)2*N5818 (Urquhart's Tavern)
    3rd (Heintzelman)1*N5821 (Mt. Olivet Church)

    ^ These units are placed on the map at Fatigue Level 1. * These units are placed on the map at Fatigue Level 2. + McDowell is placed with Hunter's division.

    Note: The Fatigue Level listed above is the Fatigue Level the unit is assigned in that Action Phase, not the Fatigue Level the unit was at before it entered the map. For example, at the end of the Action Phase in which Hunter's division enters the map, Hunter's brigades will be at Fatigue Level 2, not Fatigue Level 3. If a unit does not possess enough MP to pay the above cost, it is placed in its "Entrance Hex", ending its march as if it had made a minimum move of one hex. If a unit has remaining MP after placement, it may continue its march.

  6. Union 4th Division, NEV: The three units of the 4th Division of the Northeastern Virginia District, "1/2 NJ", "1/3 NJ", and "41 NY", begin the game off-map. At the beginning of Turn 4, the Union player may place them on the map in any hex on the east mapedge from N5816 (Munson's Hill) to N5822. They are placed at Fatigue Level 0, on their normal sides.

  7. Confederate Movement Restrictions in the Shenandoah Valley: During turns 1 through 3, none of the Confederate units which begin the game within one hex of Winchester (HCR W0330), and the cavalry regiment Stuart, may move into or through the line of hexes running northeast from SJW N0103. This line of hexes runs through SJW N0202 (Mennonite Church), SJW N0302, HCW W0731 (Spout Spring Mill), HCR W1328 (Clifton), etc. In addition, these units may not cross the Potomac River. If a Confederate unit is forced to retreat out of this area during turns 1 through 3, it must attempt to move back into the area if it is activated again during those turns. Confederate units are released from these restrictions at the beginning of Turn 4, or at the moment a Union unit moves into this line of hexes.

  8. Confederate Movement Restrictions in Maryland: Confederate units may not move or attack into any hex in column 31xx in Maryland, or into any hex in Maryland east of this. If a unit is forced to retreat into this area, the Confederate player must attempt to move it out of this area when it is activated again.

  9. Holmes: The infantry brigade Holmes is placed on the map in the Reinforcement Phase of Turn 5. Holmes may be placed in any of the following hexes: SJW N3534, 3633, 4033, 4134, 4334, 5033, or 5134 (Dumfries). Holmes is placed on his exhausted side at Fatigue Level 1.

  10. Off-Map Depot: The Union player has one off-map depot (place this depot off the east mapedge). For supply purposes, this depot is 6 hexes from the east mapedge (from N5816 (Munson's Hill) to N5822).

  11. Bridge Destroyed: Place a "Bridge Destroyed" marker on the bridge from HCR W2521 (Harpers Ferry) to HCR W2620 (Naval Battery). Remember that a ferry still exists at this location (see Basic Game Rules).

  12. RR Stations Destroyed: Place "Destroy" markers on the following RR stations: N5220 (Burke's Station) · N5620 (Springfield) · N5214 (Vienna) · N4913 (Hunter's Mill Station) · HCR W2521 (Harpers Ferry) · HCR W2018 (Duffields Depot) · HCR W1514 (Opequon Station) · HCR W1307 (North Mountain Depot).

  13. Patterson's Change of Base: Patterson was moving his supply base from Hagerstown to Harpers' Ferry during this time. Therefore, the rules below are added for supplying Union units in the Valley area:

    • The Union player places a Depot marker on the Turn Track on July 18 turn. At the beginning of the July 18 turn, he places this depot in HCR W2721 (Sandy Hook).
    • In the July 19 Supply Phase the depot at Hagerstown functions normally, but units can trace "Supply Paths" of no more than 10 hexes to the Sandy Hook depot.
    • In the July 24 Supply Phase the depot at Sandy Hook functions normally, but units can trace "Supply Paths" of no more than 10 hexes to the Hagerstown depot.
  14. Patterson's Command Posture: Before the game begins, the Union player must determine Patterson's "Command Posture". He rolls one die, and checks the result below:

    RollResult
    1-3Timid
    4-5Cautious
    6Aggressive
    • If Patterson is "Timid", then no units of the Pennsylvania District, and the cavalry regiment Thomas, may move off of the HCR west map, move into row xx30 on the HCR west map, or attack HCR W0329 or HCR W0330 (Winchester), for the duration of the game.
    • If Patterson is "Cautious", then the restrictions above are used until the second day after less than 15 manpower of Confederate units are north of row xx03 on the SJW north map. At that point, all restrictions on Patterson are removed, except that Patterson's units may not enter Warren County, Fauquier County, or Prince William County west of column 32xx. On the second day after this, all restrictions are removed. (For example, at the end of July 18th, only 10 manpower of Confederate units occupy Winchester, and all other units are in row xx03 or farther south. On July 20th, Patterson would be partially released, and on July 22nd, Patterson would be fully released.)
    • If Patterson is "Aggressive", he has no movement restrictions.

    Each "Command Posture" has a separate Victory Condition (see below). For a game with some "Fog of War", the Union player should write down Patterson's Command Posture on a scrap of paper and conceal it from the Confederate player. However, players may choose to decide Patterson's Command Posture at the beginning of the game in order to play the game a certain way; or the Union player may choose Patterson's Command Posture without rolling a die. In any case, the game will be balanced, as long as the appropriate Victory Condition is used.

  15. Confederate Supply on July 19th: Any units which start the game within one hex of Winchester, and Stuart, are automatically "In Supply" in the Supply Phase of July 19th if they can trace a "Supply Path" (see 8.3 of the advanced rules) during the Reinforcement Phase of July 18th (the day Johnston is released). Hunton is "In Supply" in the Supply Phase of July 19th, regardless of his proximity to a friendly depot.

Victory Conditions. The Union player gains and loses VPs for the following occurrences at the end of the game:

VPReason
+20If the Union player controls Fauquier County at the end of the game (Note: These VP are reduced to 10 if the Union player does not also control or occupy Prince William County according to either of the two (+17 or +15) Victory Conditions below.)
+17If the Union player controls Prince William County at the end of the game
+15If the Union player occupies Prince William County with at least 10 manpower but does not control it, and a Union unit occupies any hex adjacent to Manassas Junction (N4124), and a Union unit occupies Bristoe Station (N3726) at the end of the game
+8If the Union player occupies Prince William County with at least 10 manpower but does not control it, and a Union unit occupies any hex adjacent to Manassas Junction (N4124) at the end of the game
+6If the Union player occupies Prince William County with at least 10 manpower but does not control it, at the end of the game
+4If the Union player controls Loudoun County at the end of the game

Note: The four Victory Conditions above are for Prince William County; the Union player may only gain VP for one of them (the highest). If the Union player controls or occupies more than one of the three counties (Fauquier, Prince William, or Loudoun) at the end of the game, he is awarded VP only for the county with the highest VP award. However, if he also controls either Frederick (VA) or Warren counties (see below), he is awarded VP for this county also.

VPReason
+5If the Union player controls either Frederick (VA) or Warren counties at the end of the game
-15If the Confederate player controls Fairfax County at the end of the game, and at least 10 Confederate manpower occupy the county (Note: Remember that the Confederate player controls this county automatically if the Union player does not. However, to gain these VP, the Confederate player must control the county and occupy it with at least 10 manpower.)
-3If the Confederate player controls either Berkeley or Jefferson counties at the end of the game
-6If at least 12 Confederate infantry manpower occupy any hexes in Maryland at the end of the game (Note: These VP are reduced to 3 if the Union player controls Prince William, Fauquier, Warren, Jefferson, or Frederick (VA) counties at the end of the game.)
+6If the Confederate depot at Manassas Junction (N4124) is destroyed
+1If the RR station at Bristoe Station (N3726) is destroyed at any time during the game
+1If the RR station at Warrenton Junction (N3131) is destroyed at any time during the game
+2If the Confederate depot at Winchester (HCR W0330) is destroyed
-2If the Union depot at Sandy Hook (HCR W2721) is destroyed
-1If the Union depot at Hagerstown (HCR W2502) is destroyed
-10If the Union Potomac army panics at any time during the game
-4If the Union Shenandoah army panics at any time during the game
+8If the Confederate Potomac army panics at any time during the game (Note: This is changed to +10 if at least 11 Confederate brigades occupy the Potomac area at the time the army panics; see 10.0 of the advanced rules.)
+5If the Confederate Shenandoah army panics at any time during the game (Note: This is changed to +3 if at least 11 Confederate brigades occupy the Potomac area at the time the army panics; 10.0 of the advanced rules.)

Note: These VPs may only be counted once. For example, if the Union Shenandoah army panics on July 20th and again on July 22nd, the Union player loses 4 (not 8) VP. In addition, the maximum VP the Union player may gain from Confederate panic is 13. For example, if the Confederate Shenandoah army panics under its 5 VP condition and later the Confederate Potomac army panics under its 10 VP condition, the Union player gains 13 (not 15) VP.

VPReason
+1For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another)
-1For each point of Union Manpower value lost in combat, retreat, cavalry retreat, or due to the surrender of Harpers Ferry (not in extended march, force march, or moving from one enemy ZOC to another)
-0If Patterson's Command Posture is "Timid" (see Special Rule 14)
-1If Patterson's Command Posture is "Cautious" (see Special Rule 14)
-3If Patterson's Command Posture is "Aggressive" (see Special Rule 14)

At the end of the game, the Union VP total is calculated and the players consult the chart below to determine the winner.

Union VPWinner
26 or moreUnion Decisive Victory
18 to 25Union Substantive Victory
11 to 17Union Marginal Victory
3 to 10Confederate Marginal Victory
-5 to 2Confederate Substantive Victory
-6 or lessConfederate Decisive Victory

Confederate Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
HuntonRegtPInf1N3502 (Leesburg)
BonhamBrigPInf7+N5017 (Fairfax Court House)
RadfordRegt-Cav1%N5017 (Fairfax Court House)
MunfordRegt-Cav1%N5017 (Fairfax Court House)
EwellBrigPInf5+N5020 (Fairfax Station)
CockeBrigPInf6+N4318 (Centreville)
EvansBrigPInf2N4312 (Frying Pan)
EarlyBrigPInf4N4322
JonesBrigPInf4N4323
BeauregardDistrictPLdr-N4124 (Manassas Junction)
LongstreetBrigPInf4N4124 (Manassas Junction)
Camp Pickens--Redoubt-#N4124 (Manassas Junction)
Heavy ArtilleryRegtPArt1N4124 (Manassas Junction)
Depot----N4124 (Manassas Junction)
JohnstonDistrictSLdr-HCR W0330 (Winchester)
CarsonBrig-Inf2HCR W0330 (Winchester)
Depot----HCR W0330 (Winchester)
BartowBrigSInf5HCR W0229
BeeBrigSInf6HCR W0229
JacksonBrigSInf5HCR W0329
MeemBrig-Inf3^HCR W0329
ElzeyBrigSInf4HCR W0429
SmithBrigSInf5HCR W0429
StuartRegt-Cav1%HCR W0820 (Bunker Hill)
HolmesBrigFBInf2See Special Rule 9
8 LARegt-Inf1See 4.2, Richmond Reinforcements
11 NCRegt-Inf1See 4.2, Richmond Reinforcements
6 NCRegt-Inf1See 4.2, Richmond Reinforcements
13 MSRegt-Inf1See 4.2, Richmond Reinforcements
5 NCRegt-Inf1See 4.2, Richmond Reinforcements
Hampton LegionRegt-Inf1See 4.2, Richmond Reinforcements
6 SCRegt-Inf1See 4.2, Richmond Reinforcements
9 SCRegt-Inf1See 4.2, Richmond Reinforcements
12 MSRegt-Inf1See 4.2, Richmond Reinforcements
9 LARegt-Inf1See 4.2, Richmond Reinforcements

Union Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
TylerDiv1-VLdr-See Special Rule 5
Schenck-ABrig1-VInf5See Special Rule 5
ShermanBrig1-VInf6See Special Rule 5
KeyesBrig1-VInf5See Special Rule 5
RichardsonBrig1-VInf6See Special Rule 5
McDowellDistrictVLdr-See Special Rule 5
HunterDiv2-VLdr-See Special Rule 5
PorterBrig2-VInf6See Special Rule 5
Burnside-ABrig2-VInf6See Special Rule 5
PalmerRegt-Cav1%See Special Rule 5
MilesDiv5-VLdr-See Special Rule 5
BlenkerBrig5-VInf6See Special Rule 5
DaviesBrig5-VInf6See Special Rule 5
HeintzelmanDiv3-VLdr-See Special Rule 5
Franklin-ABrig3-VInf6See Special Rule 5
Willcox-ABrig3-VInf6See Special Rule 5
HowardBrig3-VInf6See Special Rule 5
1/2 NJRegt4-VInf3*See Special Rule 6
1/3 NJRegt4-VInf3*See Special Rule 6
41 NYRegt4-VInf2*See Special Rule 6
Depot----See Special Rule 10
PattersonDistrictPLdr-HCR W1314 (Martinsburg)
CadwaladerDiv1-PLdr-HCR W1314 (Martinsburg)
ThomasBrig1-PInf5HCR W1314 (Martinsburg)
WilliamsBrig1-PInf4HCR W1314 (Martinsburg)
LongeneckerBrig1-PInf4HCR W1314 (Martinsburg)
KeimDiv2-PLdr-HCR W1314 (Martinsburg)
WynkoopBrig2-PInf3HCR W1314 (Martinsburg)
NegleyBrig2-PInf4HCR W1314 (Martinsburg)
AbercrombieBrig2-PInf5HCR W1314 (Martinsburg)
SandfordDiv3-PLdr-HCR W1314 (Martinsburg)
StoneBrig3-PInf5HCR W1314 (Martinsburg)
ButterfieldBrig3-PInf5HCR W1314 (Martinsburg)
11 INRegtPInf1HCR W1314 (Martinsburg)
ThomasRegt-Cav1%HCR W1314 (Martinsburg)
3 PARegt2-PInf1HCR W2004 (Williamsport)
4 CTRegt2-PInf1HCR W2502 (Hagerstown)
Depot----HCR W2502 (Hagerstown)
McCunnBrig(-)Inf6See 4.1, Washington Reinforcements
CouchBrig(-)Inf6See 4.1, Washington Reinforcements
McCallBrig(-)Inf7See 4.1, Washington Reinforcements

* 4-V units (1/2 NJ, 1/3 NJ, and 41 NY) are placed on the map on Turn 4 (see Special Rule 6). % All cavalry units are permanently on their disorganized sides. See Basic Rule Changes, 2.2, "Cavalry".

  • Bonham, Ewell, and Cocke begin the game under Breastworks Complete markers. ^ Meem begins the game under a Fort Complete marker. # Reference Basic Game Rules section 9.0 for the permanent redoubt Camp Pickens.

The Game as History

November, 1860 – May, 1861

In late June of 1861, in and around Alexandria, Virginia, (ALX 0605), the largest army that has ever been seen on the American continent is being assembled. By the time it is ready to advance, it will number around 35,000 men. While it is small by comparison with armies later in the American Civil War, it is a demonstration of the change which has happened in the United States within the past seven months. In November, 1860, a nation at peace with itself holds a presidential election. The winner of this election is Abraham Lincoln, from the newly formed Republican Party. Lincoln believes that slavery is morally wrong, and the Republican Party's platform calls for the containment of the institution of slavery where it exists. This convinces many in the slave-holding southern states that their way of life can no longer be maintained, and on December 20, South Carolina secedes from the union. By February 1, 1861, six others states follow: Mississippi, Florida, Alabama, Georgia, Louisiana, and Texas. They form a new government, the "Confederate States of America," and elect Jefferson Davis as their president. On April 12, the first battle between troops of the newly-formed Confederacy and those of the United States begins in the harbor of Charleston, South Carolina, at Fort Sumter; and the next day Fort Sumter surrenders to the Confederacy. Following this, through April and May, four more states secede and join the Confederacy (Virginia, Tennessee, Arkansas, and North Carolina). Across the country, regiments are now being raised on both sides.

May 23 – July 14, 1861

On May 24, General Winfield Scott, 74-years old and the hero of the Mexican War, gives orders that some of the newly-arrived regiments of volunteer soldiers in Washington, D.C. (several thousand men) are to march over the bridges across the Potomac River, into Virginia, to take Alexandria. The few Confederate soldiers there evacuate the city, and the first Union advance into Virginia is a success.

With the threat of the growing Union army around Washington and Alexandria, Confederate regiments begin to be sent to Manassas (N4124) to prevent a deeper incursion into southern territory. The Confederate commander in the Manassas area is the hero of Fort Sumter, General Pierre G. T. Beauregard. He begins organizing the incoming troops, and preparing to defend behind Bull Run, some few miles northeast of Manassas, against the expected Union advance. The rail junction at Manassas is of great importance because the Manassas Gap Railroad, which runs west from the junction, allows rapid movement of troops between that place and the Shenandoah Valley. If it is lost, any troops going between Manassas and the Valley will be forced to march the entire way. By June 3, Beauregard has about 6,000 troops; by June 20, with about 15,000 troops, he feels strong enough to organize his force into six brigades. He leaves three of these brigades behind Bull Run, sends three to advance positions in front of Bull Run, and awaits an advance by the Union forces in Washington.

In the Shenandoah Valley, a second Confederate army is being formed at Harpers Ferry (HCR W2521). It is under the command of a colonel in the Virginia militia, Thomas J. Jackson. Jackson's force is about 5,000 men by late May. He is not unopposed, however; since late April another Union army has been assembling in southern Pennsylvania. This is commanded by Robert Patterson, an aging Pennsylvania militia general. Although he served directly under Winfield Scott in the war with Mexico from 1846-1848, his talents are much more in the realm of finance and business; he is not the best choice for command of an independent army. Nevertheless, having been given command over the "Department of Pennsylvania," which included that state, Delaware, and portions of Maryland, he sets about organizing the quickly forming militia regiments (mostly from Pennsylvania) into brigades, and by early June has assembled an army of over 10,000 men at Chambersburg (RTG N0929). On June 15 the army marches south and occupies Hagerstown (HCR W2502), and on June 17, Cadwalader's division marches across the Potomac at Williamsport (HCR W2004) into Virginia. However, on the same day, General Scott, back in Washington, orders Patterson to send back to Washington the few regular troops in his army (two batteries and several regiments of infantry). Patterson complies; but with no artillery and his best troops gone, he orders Cadwalader back to the Maryland side of the river. Thus ends Patterson's first occupation of southern territory.

The Confederate situation at Harpers Ferry is more precarious than Patterson imagines. On May 23, General Joseph E. Johnston, who was one of the highest ranking officers in the U.S. army before leaving for the Confederacy, is assigned to the command of Harpers Ferry, and begins organizing brigades out of the regiments which have been training there. However, Johnston feels that Harpers Ferry is an indefensible position. While Jackson occupied the heights on the Maryland side (HCR W2620) some weeks earlier, preventing any federal force from bombarding the town from that vantage point, if Patterson were to move south and advance on Harpers Ferry from the west, the Confederate forces could easily be cut off from the rest of Virginia. With that in mind Johnston telegraphs the Confederate capital in Richmond, Virginia, that he wants official sanction before he gives up Virginia soil and retreats to Winchester (HCR W0330). However, with the news that Patterson is preparing to move across the Potomac, he gives orders to leave, after sending all of the rifle-making machinery south, and destroying the bridge to Maryland Heights. On June 15 the army marches out of Harpers Ferry, and on the 16th, while still on the march, Johnston receives the official authorization from Richmond. On June 18 the main portion of the army camps around Winchester, with Jackson's brigade in an advance position at Martinsburg (HCR W1314).

North of the Potomac, Patterson is preparing to move again within a few days. With some of his regular troops returning, news that Harpers Ferry has been evacuated by the Confederates, and the promise of support by a brigade of troops under Charles P. Stone which has marched out from Washington to Poolesville (HCR E4431), Patterson once again prepares to cross the Potomac. On June 30, he assembles his troops at Williamsport (HCR W2004), and two days later, on July 2, they march across the Potomac. Jackson moves forward to Falling Waters (HCR W1607), and after a sharp skirmish withdraws, having discovered that Patterson is indeed crossing the Potomac with a large force. Johnston, in the meantime, is advancing from Winchester to support Jackson, and goes into camp at Darkesville (HCR W1018), where Jackson meets him on July 3. Having recently formed his army, and with his ammunition supply still low, Johnston is not interested in attacking Patterson's force, but is quite willing to fight a defensive battle if Patterson will advance. Patterson, however, contents himself with occupying Martinsburg, and puts his army into camp there. When Patterson fails to attack, Johnston waits for a few days and then falls back to Winchester. Stone, having marched up from Poolesville, arrives on Maryland Heights (HCR W2620) on July 2, finds the place empty of Confederate troops and moves up the Potomac on the Maryland side to reinforce Patterson.

Back in Washington, changes in leadership have occurred. Earlier, in April, Winfield Scott had assigned all troops in Washington, D.C. to Joseph Mansfield, a 57 year old colonel in the Regular Army. However, once troops crossed the Potomac, they were out of his department; so a new department was created of all troops south of the Potomac, and General Irvin McDowell, who was only a major in the Regular Army before the war, is given command on May 27. Throughout the month of June, regiments are received, brigades are created, and plans are made on how a coordinated advance can be made against the Confederate positions by both McDowell and Patterson. The final plan, agreed to on June 29, is for McDowell to advance three columns from the Alexandria area, of 10,000 men each, with a reserve of 10,000. After moving out of Alexandria, they will cross the Occoquan River southeast of where Beauregard's men are, turning the Confederate right, and hopefully forcing either an evacuation of the Manassas area or a battle where the Confederates will not be fighting behind their prepared entrenchments. McDowell wants to avoid a headlong assault on fixed fortifications with his green troops. Supporting this movement, Patterson needs to tie down Johnston's army in the Valley, because McDowell doubts whether he will be able to win a battle against the combined armies of both Beauregard and Johnston. McDowell himself doesn't expect an overwhelming victory, one that could win the war, in the upcoming campaign. His objective is not Richmond, but merely Manassas. He hopes that once Manassas is taken, the Confederates will fall back to a line on the Rappahannock River.

The date of the advance is set for July 8, but this means a good deal of organization will have to take place quickly. On June 26 McDowell has only 14,000 men in his department (not including Mansfield's forces, between 10,000 – 15,000, in Washington). In addition to the large number of men which will have to be assembled in the Alexandria area, the supply problems are immense. In this army, as with the others on both sides forming in the Virginia area, one of the largest difficulties proves to be finding an adequate number of wagons to distribute supplies to the thousands of men now assembling in one area. In addition, McDowell's staff will be faced with the problem of using their few wagons to supply an army that, once on the march, might move unpredictably from one location to another at little or no notice.

McDowell's infantry certainly is green, and his supply line will be shaky; but at least his artillery is reliable. While the regular army numbered a mere 16,000 men at the outbreak of the war, this included 48 artillery batteries, of about 150 men each, spread around the county. Whatever else the army might lack, it is well supplied with trained artillerists. When McDowell's army leaves Alexandria, it is accompanied by 9 of these regular army batteries.

In reality, the July 8 advance date proves to be unrealistic. McDowell is forced to delay until July 13, and even then he is not ready; a few days more will be required to put everything together. This extra time allows more troops to arrive. In addition to the three columns which had been planned (now divisions, under the commands of generals Daniel Tyler, David Hunter, and Samuel Heintzelman), and the fourth reserve division, under General Theodore Runyon, a fifth division is formed, and Colonel Dixon S. Miles is put in command of it.

The longer the advance is delayed, the larger another of McDowell's problems becomes: Many of the Union regiments enlisted directly after April 15, in response to Lincoln's call at that time for 75,000 men to serve for three months' time. Now, they have nearly finished their time of service. Nearly all of them will be going home in the later weeks of July. Patterson's army is almost completely made up of three-months' men, and about a third of McDowell's men are also three-months' regiments. So any advance will have to be done quickly. If new regiments have to be raised, the campaign might be delayed for several months. With all of the northern newspapers calling out "Forward to Richmond!" and the people of the north, many within the government – including President Lincoln – urging McDowell to push his army out on a campaign, this is not an option.

Patterson is also preparing for his part in the upcoming campaign. Reinforced with a few more regiments and the brigade under Colonel Stone, he forms another division under Charles Sandford, an older militia general who had command of the forces occupying Alexandria (under Winfield Scott), before McDowell was given command of the area.

All told, Patterson counts about 20,000 men in his ranks, while McDowell has about 35,000. Opposing them, Beauregard has a mere 17,000, and Johnston, 15,000. Given good coordination, good generalship, and hopefully some good luck, McDowell and Patterson can reasonably expect to inflict a substantial defeat upon the Confederates.

July 15 – 17, 1861

On July 15, McDowell is still not quite ready to put his army on the road. But Patterson is, and he sets off from Martinsburg towards Johnston's army at Winchester, and arrives at Bunker Hill (HCR W0820) the same day. He encounters little resistance – only a brief skirmish with the Confederate cavalry. However, he is already becoming concerned that a large portion of his army will leave within a week. In his opinion, few will be convinced to stay for even a few more days.

On July 16, McDowell's troops finally set out from their encampments around Alexandria. The march goes uneventfully and by nightfall Tyler's division has reached Vienna (N5214), Miles' has reached Annandale (N5618), Hunter's has reached N5718, and Heintzelman's has reached N5231. These are all the locations that McDowell had assigned. Runyon's fourth reserve division will follow after the main portion of the army to maintain a presence on McDowell's supply line.

On July 17, McDowell hopes to steal a march on Beauregard and surround and capture a full brigade. The target is Bonham's brigade, encamped at Fairfax Court House (N5017). Tyler's division will march south to Germantown (N4917), Miles will march to the south of Fairfax Court House and then turn north, while Hunter will continue straight ahead, directly toward Bonham. But Bonham is ready; in fact, he has received news several days earlier about the date the Federals would advance, and has forwarded that news on to Beauregard. Early on the morning of July 17, his scouts report the Federals are advancing on three roads. Since he has orders from Beauregard to fall back if pressed by "superior force," Bonham quietly orders his brigade out of their entrenchments, and Burnside's brigade of Hunter's division finds an empty camp upon entering the town.

If McDowell has failed to capture a brigade, at least the Confederates show no signs of trying to hold their position. Heintzelman also finds Ewell's camp empty when Wilcox's brigade enters Fairfax Station (N5020) later that day, so he pushes on to Sangster's Station (N4721) before nightfall. The rest of the army camps to the north, several miles short of Centreville (N4318).

During this second day of marching, the army's "volunteer" character is beginning to show. Many of the men stop to refill their canteens at any opportunity, fall out of line to pick blackberries, or otherwise demonstrate that they are not used to a soldier's life and a soldier's discipline. McDowell believes this is at least part of the reason his men failed to capture Bonham's brigade. There is no way he can turn back now, and give his troops more time to become real soldiers. But there is at least the consolation that the Confederate commanders cannot claim to have troops of any longer service than his. Before McDowell advanced, he protested to Lincoln about the poor quality of the troops in his army. Lincoln replied, "You are green, it is true, but they are green also; you are all green alike."

Back in the Valley, Patterson has become hesitant. Rather than advancing with his whole army on Winchester, he sends a reconnaissance toward that town on July 16, and then on July 17 moves his army to Charlestown (HCR W1924), from where he begins to send the Pennsylvania regiments home as their terms expire. As he had feared, most of the regiments will not stay; some refuse to serve an hour beyond their enlistment time.

Meanwhile, on the Confederate side, telegrams are flying frantically. Once Beauregard knows that McDowell is on the move, he telegraphs Richmond that he needs reinforcements. In addition to any regiments that the government can order up from deep in the South, he hopes that they will allow General Holmes, who with a couple thousand men has command of the entire stretch of Virginia coastline south to Yorktown, to move to reinforce him; Holmes has a thousand men just north of Fredericksburg (S4328) who would be able to reach the Manassas area in a few days. More importantly, however, Beauregard wants Johnston's army in the Shenandoah to come to his aid. Without Johnston, Beauregard has little hope of winning a battle against McDowell's army, and he knows it. When he finally receives word late in the evening of July 17 that Johnston has been ordered to abandon the Valley and move his army to Manassas, he is afraid that the decision has been made too late. McDowell will likely attack him the next day, and they will have to "fight him and sell our lives as dearly as possible."

July 18, 1861

Johnston has always been aware that he might be called to join Beauregard, and when the order comes at 1 AM on July 18, it finds him ready to act. The morning is spent getting the troops ready to march. JEB Stuart, in command of Johnston's cavalry, informs him by 9 AM that Patterson is not moving. By noon, Jackson's brigade is on the march south, followed soon after by Johnston's other four brigades, and by nightfall, Jackson has reached Paris (N1510). Stuart so effectively screens the movement that Patterson has no idea that the army he has been ordered to keep occupied has just disappeared on him. Johnston orders the two militia commanders, Carson and Meem, to stay and defend Winchester, but "to fall back if the enemy should approach in force." They have no reason to fear; the only war Patterson is waging is telegraphically with Winfield Scott in Washington. Scott is trying by any means to get Patterson to move, while Patterson is trying to convince Scott he is doing all he can, which is more than enough. In fact, on July 18, he telegraphs Scott regarding Johnston that "I have kept him actively employed, and by threats and reconnaissances in force caused him to be re-enforced."

If Patterson is stuck in one place, at least McDowell is not. On the morning of July 18 he rides south to join Heintzelman to determine where the division will cross the Occoquan and move on Beauregard's right flank. He also leaves orders for Tyler to "keep up the impression that we are moving on Manassas." Upon arriving at Sangster's Station, he looks over the terrain with Heintzelman and is not pleased by what he sees. In fact, the terrain is so bad he decides to call off the movement towards the Confederate right. In his words, "the roads were too narrow and crooked for so large a body to move over, and the distance around too great to admit of [the movement] with any safety." Instead, he decides the army will have to go around the Confederate left, where the terrain is more open.

While McDowell is spending the morning with Heintzelman, Tyler is busy interpreting McDowell's orders to "keep up the impression that we are moving on Manassas." His advance brigade, under Colonel Richardson, marches through Centreville (N4318), which the Confederates have evacuated, and then marches south to Blackburn's Ford (N4220). There are obviously some Confederates behind Bull Run, but Tyler is unsure of how many. Manassas is only a few miles away, and he has visions of seizing the ford and moving into Manassas that afternoon. After all, the Confederates have yet to attempt to hold a position. With that in mind, he orders Richardson's brigade forward to "feel out" the position. Unfortunately for Tyler, there are more Confederates behind Blackburn's Ford than Richardson can handle. Specifically, Longstreet's entire brigade is directly behind the ford, and shortly after Richardson sends his men forward, Beauregard orders two regiments of Early's brigade to support Longstreet. Not only can't Richardson dislodge the Confederates, some of them advance across the ford and rout one of his regiments. Sherman's brigade arrives soon after Richardson pulls back from the ford, but Tyler decides not to press the issue; he has already considerably exceeded McDowell's order. When McDowell arrives at Tyler's position later in the afternoon, he is displeased for the second time that day, this time with Tyler's conduct. Tyler has given the Confederates a victory, however small, and the effect is sure to dampen the spirits of the Union army and raise the enemy's.

July 19, 1861

July 19 is a quiet day, at least for the Union troops. McDowell decides to give his troops a rest after the march from Alexandria. The supply wagons arrive and replenish the brigades' food; some units have gone through their food considerably faster than expected, this being the first time they had ever been on a campaign. Meanwhile, McDowell tries to formulate a plan to assault the Confederate left flank, and sends reconnaissances to see what routes he could use to get over or around Bull Run without a head-on assault.

Johnston arrives at Piedmont Depot (N1615) on the night of July 18 ahead of his troops and spends the time organizing rail transportation for them. It will not be easy, since there is only one locomotive on the line. However, Jackson's brigade, which arrives at Piedmont Depot at 6 AM in the morning, is loaded and sent to Manassas, arriving eight hours later; with the train immediately returning to Piedmont Depot to pick up more troops. Finally, Beauregard's outnumbered army is receiving substantial reinforcements. Given a little more time, he might even number as many men in his army as there are in the Union army across Bull Run.

July 20, 1861

On July 20 McDowell finally has his plan ready. However, due to the time it has taken to find out where the roads actually lead, and the fact that McDowell wants to begin the operation under cover of darkness, the men will not move until the early morning of July 21. On the evening of July 20, McDowell explains the plan to his generals: Tyler will march his division to the Stone Bridge (N3919), demonstrate there, and, if possible, secure the bridge. Meanwhile, Hunter and Heintzelman will follow Tyler to Cub Run (N4118), turn off to the north on one of the roads discovered during McDowell's reconnaissances, follow it as it leads around the Confederate left and over Bull Run, march south along the southern side of Bull Run and attack the first Confederates they meet. Miles' division, with Richardson's brigade temporarily attached, will remain in the Centreville area, and by demonstrating on the north side of Bull Run, attempt to keep Confederate units from moving to the left flank.

Johnston's units continue to creak their way toward Beauregard's army on the Manassas Gap Railroad. On July 20, portions of first Bartow's and then Bee's brigades arrive in Manassas; Johnston himself comes with Bee's brigade. Technically, Johnston is superior to Beauregard; but because Beauregard knows the terrain, and Johnston has not examined it, he defers to Beauregard. And Beauregard has been making plans: With the addition of the troops from the Shenandoah, and Holmes' brigade from Fredericksburg, there are now roughly 28,000 Confederate troops in the Bull Run area, opposed by about 30,000 Union troops in and around Centerville. With these reinforcements, Beauregard prepares to go on the offensive on the morning of July 21 – the same time McDowell will be moving against him.

Beauregard's plan is based on the condition that he can actually send his army forward. With eleven Confederate brigades now in the Bull Run area, any orders to conduct an offensive have to be sent to each of the brigade commanders, and coordinated amongst them. If Beauregard had organized his troops into divisions earlier, as McDowell had done, his job would have been much easier. Instead, this reorganization all has to be done in less than a day. In the evening of the 20th, he prepares a lengthy order, breaking up his entire command, and those of Johnston and Holmes, into five "divisions" of two brigades each, with a reserve of two additional brigades. The orders are for all Confederate brigades, apparently beginning with those on the right (the order is not clearly worded), to cross Bull Run and engage the Union army around Centerville. After Centerville has fallen, the orders include directions for a movement on Fairfax Court House by two of the "divisions," with the other three supporting as necessary. However, the commanders of the new "divisions" are not notified of their new commands. The orders state that brigades will move "according to circumstances" with the divisions keeping their flanks together "according to the nature of the country." The order even refers to brigades which still have not arrived from the Shenandoah. Last, instead of stating a time for the attack, the order repeatedly notes that "the order to advance will be given by the commander-in-chief." It is an order that even a veteran army would have been hard-pressed to execute, and the newly appointed Confederate commanders will find it impossible.

July 21, 1861

When Beauregard's order is finally signed by Johnston at 4:30 AM on the 21st, the Federal advance is already beginning. It was supposed to have started at 2:00 AM, but McDowell expected a bit too much out of his green troops; Schenck (Tyler's lead brigade) does not reach the Stone Bridge (N4018) and begin his demonstration until just after 6:00 AM. But Beauregard's confusing order has thrown everything into chaos on the Confederate right, so no Confederates are advancing to disrupt McDowell's plans. Out of all of the Confederate brigades, only Longstreet's, D.R. Jones', and Ewell's are to make it across Bull Run that morning. Beauregard tries desperately to resuscitate his plan even as cannon fire can be heard on the Confederate left, while Johnston chafes under what he believes to be a bad decision. He wants to ride to the left flank and see the situation personally. Slowly, Beauregard comes to realize what is happening. First, at 5:30, when he receives news from Evans that northern troops (Tyler's division) are massing in his front, he sends word to Evans and Cocke to "maintain their position to the last extremity." Then, at 7:00, while Beauregard still waits for firing on the Confederate right, which would indicate that his brigades have engaged the enemy, Bee and Bartow are given orders to march their brigades and support Evans at the Stone Bridge. Jackson also is given orders at the same time to march to a position between Cocke and Bonham and support either as necessary. At 9:00, news comes from a signal tower on the left that Union columns have been sighted crossing Bull Run two miles to the north of the Stone Bridge – meaning that Northern troops have actually marched around the Confederate left flank. Beauregard responds by sending orders for Bee and Jackson to advance north of the Stone Bridge, and for the newly-arrived "Hampton Legion," 600 men organized by the planter Wade Hampton, also to march to the threatened left. Then, at 10:30, Ewell sends news to Beauregard that he has just received the orders for the general offensive and is crossing Bull Run. Beauregard finally realizes just how little his "offensive" has progressed. With the sounds of a heavy battle coming from the left flank, he orders all brigades north of Bull Run to recross to the south bank. Finally, at 11:00, as the firing continues to grow on the Confederate left, Johnston has had enough, and turns to Beauregard, saying, "The battle is there. I am going!" Beauregard quickly gives orders for Early, Holmes, and part of Bonham's brigade to move north, while he and Johnston ride to the sound of the battle.

Meanwhile, on the Confederate left, Evans, a born fighter, has been in a desperate engagement since the morning. At 6:00, when the first shells are fired from one of Schenck's cannons, signaling that Tyler is beginning his demonstration, Evans has only about 1,000 men on his side of the Stone Bridge (N3919). Tyler soon has about 6,000 opposing him (Schenck's and Sherman's brigades). Instead of displaying his entire command, Evans sends a few skirmishers down to Bull Run and keeps the rest of his men hidden. Tyler contents himself with keeping up an artillery barrage, to which Evans responds with his two cannon. Then, about 9:00, Evans receives word from a signal tower that his left is turned. With confirmation from skirmishers he had posted at Sudley Ford (N3718), he knows now that Tyler's division is not the main Union force. So, instead of withdrawing his men – which he would have been completely justified in doing, based on the odds now against him – he leaves a few hundred men to keep up the show for Tyler and goes with the rest of his command to try to stall the Union advance north of the Stone Bridge.

Marching to Matthews Hill (N3719), Evans deploys his command just before Hunter's division appears in his front at 9:15, with Burnside's brigade in the lead. After forcing Hunter to deploy both brigades (totaling about 6,000 men), Evans orders one of his two regiments – the "Louisiana Tigers" – forward on what he knows to be a hopeless charge – but one that might buy some time. The attack comes as a surprise to Hunter, but his men quickly repulse it, and 48 of the Tigers are casualties. However, during the attack, Bee's brigade arrives to bolster Evans, followed soon afterwards by Bartow's. Together, Bee and Bartow have about 2,800 men. Hunter's division has been thrown into some confusion by the attack of the Louisiana Tigers, and in fact Hunter himself has been wounded and command turned over to Porter. However, all three Confederate generals know it is only a matter of time before their still-outnumbered line will be attacked; or, even worse, Porter might be reinforced by yet more troops, making their position completely untenable. So at 10:30, they launch an attack by all three of their brigades straight into the Union line. Burnside and Porter have no trouble stopping them. Meanwhile, back at the Stone Bridge, Sherman has discovered another ford just north of the bridge and has taken his brigade across there, virtually unopposed by the few men Evans had left behind in the area. Moving west, Sherman encounters the right of the attacking Confederate brigades just as Porter and Burnside are mounting a counterattack, and sends his own men in to attack the disorganized Confederates. By 11:00, as the lead units of Heintzelman's division are completing their flank march and joining Porter and Burnside, the Confederate troops are fleeing Matthews Hill in disorder. Evans, Bee, and Bartow have bought two hours for the Confederacy, but now it appears that this has all been in vain. McDowell thinks the battle is won. He now has Hunter's division, two brigades (Franklin's and Wilcox's) of Heintzelman's division, and Sherman's brigade north of Henry House Hill (N3819 & N3919), with the rest of Tyler's division across the bridge. The only Confederates in sight have already been beaten once, and they are either running for their lives or clustered in small groups on the slopes of Henry House Hill (N3820) hoping to hold out against an advance by the entire Union army.

McDowell now halts the advance temporarily to put his units back in order as they have been thrown into some confusion by the Confederate attacks. This gives Confederate reinforcements precious time to arrive and form an organized line. The first is the Hampton Legion, marching up Matthews Hill just as Evans, Bee, and Bartow are retreating down it. Suddenly, Hampton finds the entire Union army focused on his little unit, and after taking a severe beating, he is forced to retreat to the foot of Henry House Hill. Just before noon, Jackson arrives with his brigade. Having marched to the battle of his own initiative – he has not received Beauregard's orders to advance to the Stone Bridge – he places his brigade on Henry House Hill, but does not advance into the battle which is still going on directly in his front. When Bartow rides up from the fighting and shouts, "General, they are beating us back!," Jackson, preparing to defend the position he now occupies, responds, "Sir, we'll give them the bayonet." Bee, looking up at Jackson's brigade on top of the hill, exclaims that Jackson is standing "like a stone wall." Although it is possible that he doesn't mean this in a complimentary fashion, since Jackson is not actually engaged in the battle, the result is that Thomas J. Jackson is known thereafter as "Stonewall" Jackson. Shortly afterwards, Bee leads one of his regiments in a charge to try to throw the Federals back. The attempt is hopeless; the Federal artillery tears through the regiment before it even reaches the enemy lines and the regiment breaks and runs, leaving Bee dead on the field. Apart from Jackson's brigade and the Hampton Legion, the Confederate line is in bits and pieces. Around noon, Beauregard and Johnston arrive and begin to reassemble the disorganized commands. While this is being done, Bartow is also killed while bringing his men into ranks beside Jackson's brigade. But a semblance of a line is finally formed once again. When this is done, both generals agree that it would be better for only one of them to direct operations on the front line while the other goes to the rear and directs the reinforcements to where they can be best used. Johnston, once again deferring to Beauregard, goes back to the Lewis House (N3920), a little less than a mile behind the main Confederate line.

By about 1:00 PM, the Confederates have managed to gather about 6,500 troops – of many different organizations – together on Henry House Hill to resist the impending Union onslaught. McDowell, with two brigades each of Hunter's, Heintzelman's, and Tyler's divisions, has about 15,000 men. Howard's brigade, ordered to the battle by McDowell at noon, is still marching along the flank route Hunter and Heintzelman have taken and has not yet arrived. Just after 1:00, McDowell at last resumes the offensive – but not with a general assault. Instead, believing that the hill is only occupied by a few shaky rebel units, he orders only Griffin's and Ricketts' regular army batteries forward. He thinks that after they have softened up the enemy line, he can send forward a charge which should finish off any remaining defenders. Griffin is concerned about going out in front of the Union line with no infantry support, but is assured by William F. Barry, McDowell's chief of artillery, that an infantry regiment, the 11th New York, will be right behind them. After advancing to the crest of Henry House Hill (the Confederates are a few hundred yards further back, in some woods), Griffin and Ricketts set up their batteries and begin shelling the Confederate line. But just as the 11th New York, with a few other small units, arrives on the right of the batteries, Jackson's entire brigade opens fire. Most of the Union infantry support fall back, although Ricketts and Griffin keep up their fire. Just then Colonel Cummings, commanding the 33rd Virginia regiment of Jackson's brigade, orders his men (contrary to Jackson's orders) out of the woods and toward the Union line. Griffin has two guns turned on them, loaded with canister, and is ready to fire, even though the Virginians are wearing blue uniforms (standard uniforms being non-existent in the armies at this point). But Barry, directing the two batteries, believes they are the promised Union infantry support, and have lost track of their position on the field. When the 33rd Virginia fires a volley into the batteries, however, there is no doubt left. Neither, for that matter, is there much of the batteries left. The first volley kills many of the artillerists and about half of their horses. After a few minutes of this fire, Griffin is forced to order his men to retire and leave the guns behind; Ricketts has been wounded and is captured as the Confederates overrun the batteries. Seeing what Cummings has done, Jackson orders the rest of his brigade forward to where the Union guns stand. What McDowell meant to be the final coup de grace has given the Confederates new life.

The next two hours of fighting – from 2:00 through 4:00 – are a confused struggle for the Union guns. Instead of ordering a general assault, McDowell sends a few regiments from one brigade forward to recapture the guns, and then the Confederates respond with a counter charge and re-capture them. All through the afternoon the story repeats itself. The few Union troops sent forward cannot maintain their hold on the batteries; regiments from both Franklin's and Willcox's brigades of Heintzelman's division go up the hill only to be driven back down later. On the Union left, Sherman also is given orders to send his brigade toward the Confederates– which he does, one regiment at a time, all of which are beaten back. Finally, at about 3:45, Howard's brigade arrives, and McDowell orders him to attack from the Union right. But Howard's men have made the long march during the hottest part of the day. Many have fallen out of the ranks, and the ones still remaining are exhausted. Howard sends his men forward, but they soon begin to fall back under a heavy Confederate fire, and Howard is forced to order his men to retreat, in an effort to keep his brigade in some semblance of order.

While Howard's brigade is the only reinforcement that McDowell has received during the afternoon, the Confederates can expect many more. Early, Holmes, and Ewell have all been given orders to march to the Confederate left, and none have arrived by 3:45, when Howard receives his order to attack. In addition, another Confederate brigade under Colonel Arnold Elzey has arrived by rail from the Valley at Manassas Junction at about 12:30, and is marching to the battle. (The brigade is actually commanded by Kirby Smith at this time; he has arrived without his brigade and is senior to Elzey.) The timing of the arrival of these brigades will be critical. Smith, upon reaching Johnston's headquarters, is told by Johnston, "Take them to the front. Go where the fire is hottest." Smith marches his brigade to the far left of the Confederate line, where he is wounded shortly after coming into range of the Union bullets, and Elzey takes command. Shortly afterward, Early also arrives and takes up position on Elzey's right. It is about 4:00 when Elzey leads his men down toward the Union army, and Early follows once he sees Elzey go forward. Elzey's men run directly into Howard's right, which is the right flank of the Union line. Howard's men have already attacked the Confederate line, and been driven back. They, along with many of the other Union troops, are not as anxious for battle as they had been earlier in the morning; at that time, they had been rested, and most had never heard a shot fired in anger. But July 21st has been a day unlike anything they have ever experienced. First, there has been the long march, then hours of watching their friends go up Henry House Hill – or going themselves – only to be driven back down again, leaving some behind on the hill, dead or wounded. At this point, many just want to get back to camp. When Elzey hits Howard's brigade in the flank, the men break and run. As they flee, the rest of the men in Heintzelman's and Hunter's divisions begin a disorderly retreat with them; they have had enough of battle for one day. Beauregard, up on Henry House Hill, sensing that victory is within his grasp, gives orders for the rest of the Confederate line to charge, and they send the remaining Union troops at the foot of the hill into a hasty retreat back across Bull Run. Tyler, with Sherman's and Keyes' brigades on the Union left, is not attacked as the Confederate troops in his front are the exhausted remnants of Evans', Bee's, and Bartow's brigades. When an aide tells him that the rest of the army is retreating, he orders his two brigades back across the Stone Bridge. But it will not be an orderly withdrawal. As Hunter's and Heintzelman's men flee, most leave their regiments and try to get back as best they can, either across the Stone Bridge or along the route of the flank march they had taken that morning. Tyler's brigades are quickly caught up in the panic and also begin to disintegrate. Adding to the panic, Confederate cavalry under Colonel Radford charge the fleeing troops. Then a Confederate artillery shell overturns a wagon in the center of the bridge over Cub Run (N4018-N4118), throwing into confusion the wagons and artillery that are attempting to cross. Any semblance of order in the Union ranks is lost. Soldiers drop their guns, their packs, anything that might slow them down. To make matters worse, since it is a Sunday, many civilians – including congressmen – have come out from Washington to "see a battle." Now their carriages add to the chaos as they leave the battlefield with the mass of fleeing soldiers.

McDowell returns to Centreville with the last of his troops, and upon his arrival after 5:00, has to make the decision whether to attempt to hold part of his gains – that is, to make a stand at Centreville or perhaps Fairfax Court House – or to fall back to Alexandria. Most of his troops are already on the way back to their camps in the Alexandria area, not withstanding that many have already marched 20 miles that day. However, not all of McDowell's army is on the run. Miles' division, with Richardson's brigade, is still intact; they have spent the day south of Centreville in front of Bull Run and have not been engaged. Miles is now back at Centreville with his division, but not in a fit state to command. He has been ill on the march to Bull Run, and after opium and quinine have no effect, his doctor authorizes Miles to drink some brandy to give him a little less discomfort. Apparently Miles, who is more than a steady drinker, exceeds the doctor's orders that day; he rides among his troops changing the location of regiments which Richardson had already positioned, and generally not sounding coherent. When McDowell is advised of the situation, he removes Miles from command and replaces him with Richardson. Richardson prepares his brigades to receive an attack by the victorious Confederates, but apart from a small cavalry skirmish, none materializes. It is obvious that Richardson will not be able to hold off an attack by the entire Confederate army, however; so at 2:00 on the morning of the 22nd, Richardson, as the rear guard of the army, forms his brigades and starts on the way back to Alexandria.

There actually are a few fresh Union troops on their way to Bull Run. Earlier that day, Winfield Scott sent forward four fresh regiments from Washington, in a brigade commanded by Colonel McCunn, with a promise that "Others shall follow to-morrow; twice the number, if necessary" – but tomorrow is too late now. McCunn has only made it halfway from Washington to Bull Run when he hears news of the retreat. He places his regiments in position to defend against a Confederate attack, but later that night Scott sends him orders to return to Washington.

On the Confederate side, there has been elation at the stunning victory, but little action to follow it up. Ewell's and Holmes' brigades arrive soon after the rout starts. However, Beauregard and Johnston send Ewell marching back to Union Mills Ford (N4422), when a rumor is received that the Federals are advancing on the Confederate right. It turns out to be false, but Ewell's men march all the way back before they learn this. Many of the remaining Confederate units have become disorganized during the hard day's fighting, and they are all exhausted after an entire day of marching and battle. The men are no more used to it than their Union counterparts. On top of this, it is almost nightfall. When President Jefferson Davis arrives at the Lewis House after the rout begins (he has been unwilling to stay in Richmond with so important a battle being fought), Beauregard and Johnston give him some details of the battle. Initially, the two generals – with Davis' agreement – consider sending forward Bonham's brigade to pursue the fleeing Union troops; but with darkness coming on, all three agree that it would be best to wait until morning.

July 22, 1861

In the morning, Bonham's brigade is sent forward to Centreville in the midst of a drenching rain and finds it vacant. Apart from that the battlefield is quiet. No concerted effort is made to follow up the victory of the previous afternoon.

The Union troops, on the other hand, continue to make their way back toward the capital though the rain. By the morning of the 22nd, stragglers are drifting into the capital, and soon what organized units are left in the army begin arriving. By 2:00 PM, the last of the army, Richardson's division, arrives in the Alexandria area. The campaign is over.

July 23 – November, 1861

Across both the North and the South, the reaction is one of shock at the awful cost of the battle. The North has lost over 3,000 men, killed, wounded or missing that day. The South has lost almost 2,000. Both sides expected this to be the battle that would decide the war, but they can now see that it will be a more protracted struggle. In the North, once the horror and dismay wear off, there is a stronger determination that the war must be won, and men begin to enlist in great numbers all over the northern states. In the South, there is joy that they have held their own. Although they see that the North is much more determined than they had first believed, it seems that, if the northern troops do come out to fight again, the South will have little trouble in turning them back.

The Union army is in no state to fight a battle after getting beaten at Bull Run, but the Confederates are in little better shape themselves. Within a few days, Beauregard and Johnston send their troops forward to retake the line that they had held in front of Alexandria before the Union advance. Once that is done, they move in several miles closer to Alexandria, but the Confederates do not take the "offensive" any further. Their supply situation is difficult already; there is little food on hand, not much extra ammunition, and barely enough wagons to keep the army supplied while it stays in one place. To be able to put together an offensive campaign with a good chance of success, even against a beaten enemy, will probably be impossible. Beyond this, McDowell has had forts built at the bridges from Washington to Alexandria, so any Confederate offensive will have to cross the Potomac north of Washington to be able to fight the Union army in an open battle. During a meeting with President Davis that Fall, Johnston and Beauregard propose a plan to go on the offensive; however, they will need 20,000 men in reinforcements from across the Confederacy. Davis cannot supply the additional troops, so the idea is dropped. Instead, they will wait for the Union army to move again.

Back in the Valley, Patterson has been relieved of command on July 19, but stays until his replacement, Nathanial Banks, who is then in command of the troops around Baltimore, can arrive. When Banks officially takes command in the Valley on the 25th, a few regiments of troops which had enlisted for longer than three months are still left (several thousand men), and Winfield Scott will soon reinforce him with other troops arriving from the North. On November 4, "Stonewall" Jackson arrives in Winchester to take command of the militia in the Valley opposing Banks; his own brigade follows him a few days later.

Although few assign the blame for losing the battle to McDowell, he will not remain in command of the army for long. Early on the morning of July 22, Winfield Scott orders General George B. McClellan to leave the command of his small army in western Virginia and come to Washington. Upon his arrival on July 25, Scott gives him command of all troops in the area around Washington and Alexandria. It will be up to McClellan to rebuild an army which can go out and defeat the victorious Confederates.

In Washington, the condition of the army after its arrival back from Bull Run is disheartening. When McClellan arrives, in his words, "The city was almost in condition to have been taken by a dash of a regiment of cavalry." While this is a great exaggeration, it does reflect the state of the troops. There are about 50,000 soldiers in the Washington, D.C. area, but many have deserted their regiments, and instead occupy the saloons and gutters of Washington. Also, many of the longer term soldiers are in a black mood after seeing the three-months' men go home while they have to stay with the army. McClellan immediately sets about reorganizing the army, establishing rigorous discipline for the men and replacing incompetent officers. The last of the three-months' men go home, and new regiments begin to pour in as men from all over the North respond to the need by enlisting, this time for three years instead of three months. During August and September, they pour into Washington at the rate of 10,000 men per week. What had been the "Department of Northeastern Virginia" under McDowell and the "Department of Washington" under Mansfield, will become a unified "Army of the Potomac" under McClellan. The Confederacy has successfully repulsed the first, somewhat premature offensive by the Union; it remains to be seen whether they can withstand the full might of the North, built, trained, and finely tuned by McClellan.

AGA Designer's Notes

This is the second set of GCACW scenarios I have designed with Mike Belles (RWH was the first). Our final design is much superior due to team arrangement. While there is the obvious benefit of two people doing the research, another important aspect is the final balance brought about by our styles and occasionally different opinions. One of the main things I bring to our partnership is my interest in simple pick-up-and-play scenarios suitable for playing in a few hours, and with the goal that it could be a tournament scenario. One of Mike's strong suits is his innovation and ability to develop the special advanced rules required for a specific campaign. His "panic" rule in this campaign is a perfect example.

There are numerous interesting details to recount about our design of this campaign. We started research in fall 2000. The first playtest was in April 2001 on "An End to Innocence". We used this first basic scenario to test how the tacticals and modifications to the Standard Rules worked. Mike then developed the full campaign scenario and we deliberately used that scenario to then direct the rules and other aspects of the game. We finished design and playtest of all the scenarios at the end of 2003, waiting for publication issues to be resolved. Meanwhile Mike moved on to develop BAC with Ed Beach, while I re-designed both SJW and RTG. Finally with publication issues resolved, BAC re-invigorating interest in the series, and Ed Beach reworking the map and overseeing the project, we go to print a decade after we first started!

Special thanks must go to my friend Steve Likevich who did countless playtests with me, and to Ian MacKay and Niall Taylor for significant contributions in helping us balance the scenarios.

— Chris Withers

Looking back after completing this module, I can't help but compare it to "Rebels in the White House" (Chris & my previous module), which covers Early's raid on Washington in July of 1864. Out of the eastern campaigns of the American Civil War, these must be two of the most different. Early's campaign involved hard-marching troops of the Army of Northern Virginia, veterans of three years of war, versus untried militia, a circle of forts, and (later in the campaign) a portion of the equally experienced Army of the Potomac. During the 1st Bull Run campaign, neither of these two armies even existed yet (The Union army was the "Department of Northern Virginia", while the Confederate army was, ironically, the "Army of the Potomac"). At the beginning of the campaign, very few of the troops had been involved in anything that could be described as a battle. While Early's men marched about 150 miles from Winchester to Washington and back, at the rate of about 20 miles a day, McDowell's men covered only 50 miles, at about 10 miles a day. This is not to say that the Bull Run campaign makes a less interesting game, just that different factors are involved. This was the first time that armies this large had existed on the North American continent, and no one knew what to expect. Many of the problems they encountered did not exist after a few more months of war; but in this campaign players have to live with – and if possible, turn to their advantage – the unique situation the armies fought in.

For example, McDowell's army, although it is green, is much better organized than Beauregard's. McDowell's men are organized into divisions, which allows him to spread his army out and still have each part act independently; while Beauregard has eight brigades under him, with no leaders other than himself. Even once Johnston arrives, the two of them have thirteen brigades to handle, which makes coordinated action very difficult. However, the Confederate leaders are better than the Union leaders, and having Beauregard in the right place at the right time can make the difference in the game.

The Union army is also on a very tight schedule. A large portion of its troops will be leaving in a couple weeks – and in Patterson's case, a couple days. At the beginning of the campaign, McDowell has a very strong numerical superiority against Beauregard (just over 2:1). However, over the course of the game, this will go down to 1.5:1 as McDowell's men leave, or even 1:1 if Johnston moves his whole force to reinforce Beauregard. If McDowell acts quickly, he stands an excellent chance of being able to force Beauregard back (how far is a question of his skill on the battlefield). But if he waits for everything to be perfect before engaging the Confederates, his offensive will usually grind to a halt very quickly.

Another interesting rule that is not likely to be used in any other campaign (except those involving green troops) is the one regarding morale and panic. No amount of drill could prepare these men for the horror of the battlefield, and when they first met many of then ran. Although it was the Union army that eventually fled, the Confederate army came close at the beginning of the battle. If Jackson had not held his ground, and Beauregard and Johnston had been unable to put together a new defensive line, the Confederate army might well have disintegrated early in the afternoon of the 21st. This rule could be used in other campaigns, but it is critical in this game. In later campaigns, the armies' "Panic Points" would be much higher. Here, they are roughly half of the armies' strength (for example, the Union Department of Northern Virginia, with about 70 manpower, has a panic point of 35). Later on, these panic points would probably rise to roughly equal to the armies' strength. If a player has suffered that badly in a single day (this would mean either every unit in his army had retreated, or half had routed) the odds are that he wouldn't be too interested in continuing to play anyway. But in this campaign the men can quite easily be tired of fighting before the general is. McDowell was not near ready to count the battle as a loss when his troops decided that they'd had enough.

There were some potential scenarios that did not make the final cut. I thought for a while about making a scenario starting in May, with the outbreak of the war; I thought there might be some interesting strategic possibilities that neither side had exploited. After looking into it, though, it became obvious that making a scenario wouldn't be realistic. Although the armies may have existed in name, they were completely unable to conduct offensive operations against each. The men might have been able to march out of their camps, but expecting them to be able to follow orders while under fire, cooperate with each other, or to have sufficient supplies brought with them, was too far beyond their capacity at that point. McDowell wanted to advance on July 8th (instead of on the 16th when he actually did), but was unable to because of logistical problems. So setting a scenario before that day would be unrealistic. I also considered another long scenario, directly after the battle. It would have covered a hypothetical Confederate offensive against Washington in the days after the battle (using the "Here Come the Rebels" east map with the Alexandria add-on map). The only forts around Washington at that stage of the war covered the bridges from the Alexandria area to Washington, and the Union army was in a state of demoralization for at least a week, if not longer; so a Confederate offensive crossing the Potomac around Leesburg and moving against Washington could have had a chance of success. However, there were so many "what-if's" about this scenario (the ability of the Confederates to provide even minimal supplies to an army on the march, or to come up with any additional ammunition; the ability of the Union army to fight a battle; the quality (and quantity) of Union reinforcements coming from the northeast; etc.) that it was decided not to pursue it. But who knows, someone could find this interesting enough to complete it and add it to a future issue of the Skirmisher.

Once again, working with Chris has been a real pleasure, not to mention a tremendous help. He has done the vast majority of the behind-the-scenes work in this module (researching unit strengths, movements, locations, etc.) And when my rules have become too complex without any real benefit, his ability in keeping only what is necessary has been much appreciated. Plus he added several rules in where they were lacking. Also, he's lived with it when I've had a few wacky ideas stuck in my head until I've seen the light and come around to his point of view. Hopefully the end result should be enjoyable. It certainly has been interesting creating it.

— Mike Belles

All Green Alike Credits

Game Design and Development: Chris Withers, Mike Belles Scenarios 1, 5-7 Design: Mike Belles Scenarios 2-4 Design: Chris Withers Scenario 4 Title: John Hennessy, H.E. Howard, Inc. Playtesters: Ed Beach, Dave Belles, Mike Belles, J. Chacon, Rob Doane, Steve Likevich, Ian Mackay, Patrick Mulvihill, Paul Nied, P. Schwartz, Niall Taylor, Bruce Wiethan, Chris Withers Series Game Design: Joseph M. Balkoski Map Painting: Charlie Kibler Graphic Design: Nicolas Eskubi Rules Layout: Nick Richardson

Further Reading

Russel Harrison Beatie, Jr., Road to Manassas; New York, Cooper Square Publishers, Inc. 1961.

William C. Davis, Battle at Bull Run; Mechanicsburg, Stackpole Books, 1995.

John Hennessy, The First Battle of Manassas; H.E. Howard Inc., 1989.

Stonewall Jackson's Way

Cedar Mountain To 2nd Manassas, August 1862

Basic Game Rules

1.0 Introduction

Stonewall Jackson's Way simulates the Civil War campaign in central Virginia during August 1862 between the Confederacy's Army of Northern Virginia and the Union's Army of Virginia and Army of the Potomac. In large measure, this campaign forged the lofty reputations of Southern leaders such as Stonewall Jackson, James Longstreet, and Robert E. Lee. Indeed, for the remainder of the war, Confederate fortunes were never higher than they were following the Southern triumph at the Battle of Second Manassas.

In the game, the players control Union and Confederate military forces in turns representing one day of real time. The map is a detailed representation of central Virginia as it was in the summer of 1862, drawn almost exclusively from Civil War period maps. All geographical features affecting military operations, such as roads, mountains, fords, and railroads, are portrayed. A hexagonal grid has been superimposed over the map and each hex equals about 2,000 yard (1.15 miles) from side-to-side. Military units from regiments to divisions are represented along with each side's corps and army leaders. Military units consist of a varying number of points, each of which represents about 500 infantry men or 700 cavalrymen.

This module is a redesign of the original Stonewall Jackson's Way (SJW) produced by Avalon Hill. All the original scenarios have been modified, new scenarios have been added, the maps have been modified, and the rules used are now the Standard Rules.

The SJW rules are similar to those of the previous eight games in the Great Campaigns of the American Civil War (GCACW) series. Minor differences in the game system from one game to the next existed in this series prior to the 1999 publication of the Standard Series Rules Upgrade Kit in Issue No. 1 of The Skirmisher. These Standard Series Rules now form the basis for all games in the series. Stonewall Jackson's Way includes these Standard Rules in the separate rule booklet entitled: GCACW Standard Basic Game Rules, Version 1.4. This standard rule booklet forms a comprehensive guide to the common rules shared between all eight games in the series. The primary copy of Basic Game rule sections 2.0 through 12.0 appear in this separate booklet — reproduced above under "GCACW Standard Basic Game Rules."

You will also find some significant additions to the Standard Rules that need to be used just when playing SJW scenarios. A few rules below are repeated from the Standard Rules and are noted as reminders.

Game Components. A complete game of Stonewall Jackson's Way contains the following (identical to All Green Alike): Two Rules Booklets, Two 22" by 32" Mapsheets, Three 280-piece Counter-sheets, Two Charts and Tables Cards, One Terrain Chart, Two Force Displays, Two 6-sided Dice.

Abbreviations

AP: Army of the Potomac (Union) · AV: Army of Virginia (Union) · ANV: Army of Northern Virginia (Confederate) · Brig: Brigade · Cav: Cavalry · DC: District of Columbia (Military District of Washington) · Div: Division · Ldr: Leader · IN: Indiana · Ind: Independent · Inf: Infantry · J: Jackson · Kan: Kanawha Division (Union) · L: Longstreet · MD: Maryland · ME: Maine · NY: New York · NE: No Effect · Org: Organized · RI: Rhode Island · Res: Reserve Division (Union Pennsylvania Reserves) · RR: Railroad · Regt: Regiment · Shen: Shenandoah Military District (Union) · SJW: Stonewall Jackson's Way · Sub: Substitute unit · VA: Virginia · VC: Victory Condition · VT: Vermont · VP: Victory Points · ZOC: Zone of Control

2.2 Playing Pieces

The Union player has two army leaders: Pope (commander of the Army of Virginia - AV) and McClellan (commander of the Army of the Potomac - AP). These army leaders may stack with an infantry unit from either army. These army leaders may bring in units into a Grand Assault that are not part of their army. The only game purpose difference between the two Union armies is AV units have an additional extended march modifier.

Players can identify which army a leader or military unit belongs to based on the color of the box around that counter's tactical value. For AV units this color is blue, and for AP units this color is green.

  • All units not specifically noted as AP are considered AV
  • The only AP units are: McClellan; Pleasanton; and the corps of Sumner, Heintzelman, Porter, and Franklin
  • DC, Shenandoah (Shen), Res (Reserve), and Kan (Kanawha) units are leaderless units belonging to the AV

2.3 The Map

Centreville Redoubt. Centreville (N4318) is a permanent redoubt hex for both sides. Reference section 9.0 in the Standard Rules, except that this redoubt provides these benefits to whichever side occupies Centreville. Scenarios with Centreville in the play area have a redoubt marker in their setups (the side it is listed under is irrelevant).

DC Defense Zone. The DC Defense Zone in portions of column N58xx exists in this module. Confederate units may neither enter this area nor attack into it under any circumstances.

Snicker's Ferry and Berry's Ferry. Reminder: Snicker's Ferry (N1702) and Berry's Ferry (N1207) are fords if destroyed, per the exception to these two ferries in section 10.2 of the Standard Rules.

5.1 Extended March Table Modifiers

Reminder: players should take special note of the various modifiers specific to different Union units.

7.4 Combat Die Roll Modifiers

Jackson. Reminder: reference this section in the Standard Rules for a special rule on assaults with Jackson.

13.0 Scenarios And Control Markers

Some scenarios specify which side controls certain "objective hexes" at the start of the game and the VPs given for control of an objective hex. Players may wish to place Union or Confederate "Control" markers on objective hexes to denote which side controls them. A player gains control of an enemy-controlled objective hex at the moment one of his undemoralized infantry (not cavalry) units enter that hex. A player maintains control of an objective hex even if he does not have an infantry unit occupying it, assuming the enemy does not gain control of that hex. Note: if a player's infantry unit has its "Demoralize-1" marker removed while it occupies an enemy-controlled objective hex, the player immediately gains control of that hex.

Some scenarios specify that Victory Points are given for occupation by infantry of certain objective hexes. Players should take care to note when Victory Conditions require occupation or just control of an objective hex.

14.0 Special Units

Reynolds. The Union unit commanded by Reynolds (3rd Division, V Corps, Army of the Potomac) is considered subordinate to both McDowell's III Corps in the Army of Virginia and to Porter's V Corps in the Army of the Potomac. When Reynolds performs an extended march, the unit is always treated as an Army of the Potomac unit.

Basic Game Scenarios

There are seven Basic Game scenarios of varying degrees of length and complexity. Unless otherwise noted in the following instructions, all units begin the game with their front (normal) sides face-up at Fatigue Level 0 with organized Strength markers. Before starting, place the Turn marker on the Turn Track in the box corresponding to the date on which the scenario begins. This is Turn one. At the end of the game, calculate Victory Points (VP) and determine a winner. Since combat losses cause VP gain or loss, the players should keep track of Manpower value losses on a piece of paper. In scenarios where routs count as VP (dependent on the combat power of the defending infantry prior to the combat), players should keep track of these VP on a piece of paper.

Map. The Stonewall Jackson's Way maps are the same as for All Green Alike, the other campaign module included in this game box. The maps are generally referred to as the SJW maps, but these are one and the same as the AGA maps.

The SJW/AGA map is divided into a north and south section. In set-up instruction, hexes are listed by four-digit numbers preceded by "N" (north map) or "S" (south map). For example, "N4124" means hex 4124 on the north map.

When placing the two maps together, note that they overlap – the south map's northernmost 10-11 hexes are identical to the north map's southernmost 10-11 hexes. For example, hex S2403 on the south map (Warrenton) is the same hex as N2426 on the north map. To place the two maps together, lay them so that the south map lies on the top of the north map's hexes whose last two digits number "24" (e.g., hex S4101 [Manassas Junction] on the south map should lie directly on top of hex N4124 on the north map). In set-up instructions, for scenarios that use both maps (only Advanced Game scenarios use both maps), hexes in the overlap area are listed by the south map's hex number.

Scenario 1: Cedar Mountain

NOTES: This scenario simulates Jackson's attempt to halt the Army of Virginia's movement towards Orange Court House, Gordonsville, and Charlottesville, culminating in the Battle of Cedar Mountain on 9 August 1862.

MAP: Use only the SJW south map.

GAME LENGTH: 3 turns, August 8 to August 10, 1862.

SPECIAL RULES:

  1. Turn 1: The following movement restrictions exist on turn 1. These are all lifted at the start of turn 2:
    • Neither players' units may perform an extended march (i.e. they may not reach a fatigue level of 3 or 4 by marching). Also, no unit may participate in a corps assault action if its fatigue level reaches 3 or 4 as a result. Units may reach a fatigue level of 3 or 4 due to combat result or cavalry retreat.
    • Neither players' units may force march.
    • The Union player may not perform any actions or entrench with Rickett's division.
  2. Gregg and Lawton: For the entire game, Gregg's and Lawton's Confederate brigades may not enter a hex whose 1st two digits number "09" or more (e.g. S0920), nor may they enter a hex whose last two digits number "24" or less (e.g. 0624). Their zone-of-control do extend beyond these limits and they may attack but not advance into the restricted area.

Victory Conditions. The Confederate player gains and loses VPs for the following:

VPReason
+16If a Confederate infantry unit occupies Culpeper (S1418) and no Union undemoralized infantry unit occupies any adjacent hex
+9If a Confederate infantry unit occupies Culpeper (S1418) and an undemoralized Union infantry unit occupies any adjacent hex
+2If an undemoralized Confederate infantry unit is adjacent to Culpeper (S1418) but no Confederate infantry unit occupies Culpeper. The presence of Union units in or adjacent to Culpeper does not affect this VC
+1For each point of Union Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another)
-1For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another)

At the end of the game, the Confederate VP total is calculated and the players consult the chart below to determine the winner.

Confederate VPWinner
19 or moreConfederate Decisive Victory
16 to 18Confederate Substantive Victory
13 to 15Confederate Marginal Victory
10 to 12Union Marginal Victory
7 to 9Union Substantive Victory
6 or lessUnion Decisive Victory

Union Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
SigelCorpsILdr-S0108 (Sperryville)
SchurzDivIInf6S0108 (Sperryville)
SchenckDivIInf7S0107
SteinwehrDivIInf2S0206 (Browning Mill)
MilroyBrigIInf4S0310
AugurDivIIInf8S0614 (Boston)
PopeArmyAVLdr-S0815 (Griffinsburg)
BanksCorpsIILdr-S0815 (Griffinsburg)
Williams (A)DivIIInf4S0815 (Griffinsburg)
CrawfordBrigIIInf4S1418 (Culpeper)
RickettsDivIIIInf18S1415
BufordBrig-Cav3S0124 (Madison Court House)
BayardBrig-Cav1S0825
1 RIRegt-Cav1S1128 (Rapidan Station)
1 MERegt-Cav1S1624

Confederate Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
JacksonCorpsJLdr-S0832 (Orange Court House)
A.P. HillDivJInf18S0832 (Orange Court House)
Ewell (A)DivJInf12S0333 (Liberty Mill)
WinderDivJInf8S0833
GreggBrigJInf4S0733
LawtonBrigJInf4S0632
RobertsonBrigCavCav3S0628 (Twyman's Mill)

Scenario 2: Lee Vs. Pope

NOTES: This conjectural scenario simulates a Confederate offensive that did not actually take place on the indicated date – but very nearly did. Following the Army of Northern Virginia's secret concentration near Gordonsville in mid-August 1862, Lee planned to move across the Rapidan and crush Pope's Army of Virginia on 18 August. However, the offensive did not actually begin until 20 August due to logistical difficulties and the failure of some Confederate units to reach their appointed positions on time. By then Pope had been warned of the impending Confederate attack and had pulled his army back behind the Rappahannock. This scenario simulates what might have happened had the Army of Northern Virginia attacked Pope and his unprepared army on the date originally planned for the offensive. Compare this scenario's set-up with that of the Advanced Game to grasp Lee's missed opportunity.

MAP: Use only the SJW south map.

GAME LENGTH: 2 turns, August 18 to August 19, 1862.

SPECIAL RULES:

  1. Turn 1 start: There is no Leader Transfer Phase on turn 1. The Confederate player automatically wins the initiative die roll in the first Action Phase of turn 1. Afterwards, initiative is determined normally.
  2. Attachment: At the start of turn 2 only, an attachment phase is added. The only unit that may attach for either side is Milroy and only to a division in Sigel's corps. No detaching is allowed in this scenario.
  3. Control: At the start of the game the Union controls all the objective hexes.

Victory Conditions. The Confederate player gains and loses VPs for the following:

VPReason
+8If the Confederates control Bealeton Station (S2612) and no undemoralized Union infantry division occupies any adjacent hex
+3If a Confederate infantry unit occupies Bealeton Station (S2612) and an undemoralized Union infantry division occupies any adjacent hex
+8If the Confederates control Rappahannock Station (S2414) and no undemoralized Union infantry division occupies any adjacent hex (even one across the river)
+3If a Confederate infantry unit occupies Rappahannock Station (S2414) and an undemoralized Union infantry division occupies any adjacent hex (even one across the river)
+8If no Union infantry division (demoralized or undemoralized) occupies or is adjacent to either Bealeton Station or Rappahannock Station. Note: this VC prevents the Union fleeing the field of battle
+1For each Union infantry division (not brigade) that does not end the game in Stafford, Fauquier, Prince William or Culpeper (north of the Thornton & Hazel rivers – e.g. S1610 but not S1210) County. Union infantry divisions that are entirely eliminated are included in this total
+?For each "R" (rout) result obtained in combat against Union infantry units. If the total Combat Value (prior to the combat) of the infantry units in the routed stack is between 1-11 it is +1 VP; if it is more than 11 it is +2 VP. Cavalry is ignored for these VP
+1For each point of Union Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another)
-1For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another)
-?For each "R" (rout) result obtained in combat against Confederate infantry units. If the total Combat Value (prior to the combat) of the infantry units in the routed stack is between 1-11 it is -1 VP; if it is more than 11 it is -2 VP. Cavalry is ignored for these VP

At the end of the game, the Confederate VP total is calculated and the players consult the chart below to determine the winner.

Confederate VPWinner
28 or moreConfederate Decisive Victory
23 to 27Confederate Substantive Victory
18 to 22Confederate Marginal Victory
13 to 17Union Marginal Victory
8 to 12Union Substantive Victory
7 or lessUnion Decisive Victory

Union Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
6 NYRegt-Cav1S2820
RenoCorpsIXLdr-S1524
FerreroDivIXInf7S1524
StevensDivIXInf8S1923
BufordBrig-Cav3S1824
PopeArmyAVLdr-S1418 (Culpeper)
BanksCorpsIILdr-S1418 (Culpeper)
GreeneDivIIInf10S1418 (Culpeper)
Williams (B)DivIIInf6S1417
McDowellCorpsIIILdr-S0925
RickettsDivIIIInf18S0925
KingDivIIIInf18S1125
BayardBrig-Cav2S1128 (Rapidan Station)
SigelCorpsILdr-S0623
SchenckDivIInf9S0623
MilroyBrigIInf3S0422
SteinwehrDivIInf2S0422
SchurzDivIInf7S0725
BeardsleyBrig-Cav2S0124 (Madison Court House)

Confederate Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
StuartCorpsCavLdr-S1625
RobertsonBrigCavCav2S1625
F. LeeBrigCavCav2S1825
2 VARegtCavCav1S1130
LeeArmyANVLdr-S1727
LongstreetCorpsLLdr-S1727
D.R. JonesDivLInf14S1727
WilcoxDivLInf9S1828
KemperDivLInf10S1728
HoodDivLInf8S1829
EvansBrigLInf5S1729
JacksonCorpsJLdr-S1529
A.P. HillDivJInf18S1529
TaliaferroDivJInf14S1429 (Orange Church)
Ewell (B)DivJInf14S1430 (Mt. Pisgah Church)
AndersonDivLInf14S0832 (Orange Court House)

Scenario 3: Stuart's Raid

NOTES: This scenario simulates J.E.B. Stuart's 22 August cavalry raid against Pope's lifeline, the Orange and Alexandria Railroad. This is a very simple scenario and should only take a few minutes to play. This is somewhat of a hypothetical scenario as Stuart's raid actually encountered little opposition.

MAP: Use only the SJW south map.

GAME LENGTH: 3 turns, August 22 to August 24, 1862.

SPECIAL RULES:

  1. Turn 1: Only the Confederate player may perform actions on turn 1. Both Union units may perform no actions throughout this turn. Because no Union actions are permitted on turn 1, it is not necessary to make an initiative die roll at the start of each Action Phase of turn 1. The Confederate player may perform actions with Stuart and F. Lee in consecutive Action Phases for as long as he is willing or able to do so, after which point the turn 1 Action Cycle ends. After turn 1 the Union player may perform actions and the initiative die roll must be made.
  2. F. Lee: On turn 1, F. Lee may not make an extended march (i.e. he may not reach Fatigue Level 3 due to a march), and he may not force-march. On all turns in this scenario F. Lee's artillery value is 0 and not the printed 1 on his counter.
  3. Confederate Movement Restriction: Stuart and F. Lee may not enter or retreat into a hex within four hexes of Rappahannock Station (S2414), nor may they enter or retreat into a hex adjacent to Fox's Mill (S2111) or Foxville (S2109).
  4. Entrenching: No units may entrench in this scenario.

Victory Conditions. The Confederate player gains and loses VPs for the following:

VPReason
+3If Catlett's Station (S3307) has a Damage marker at the end of the game
+3If Warrenton Junction (S3108) has a Damage marker at the end of the game
+2If F. Lee ends the game in Waterloo (S1905) or White Sulphur Springs (S2007)
+1For each point of Union Manpower value lost for any reason (including extended march, force march, and moving from one enemy ZOC to another)
-1For each point of Confederate Manpower value lost for any reason (including extended march, force march, and moving from one enemy ZOC to another)

At the end of the game, the Confederate VP total is calculated and the players consult the chart below to determine the winner.

Confederate VPWinner
10 or moreConfederate Decisive Victory
8 to 9Confederate Substantive Victory
7Confederate Marginal Victory
6Union Marginal Victory
4 to 5Union Substantive Victory
3 or lessUnion Decisive Victory

Union Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
1 MDRegt-Cav1S2109 (Foxville)
4 NYRegt-Cav1S2007 (White Sulphur Springs)

Confederate Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
StuartCorpsCavLdr-S1913
F. LeeBrigCavCav3S1913

Scenario 4: Jackson's March

NOTES: This scenario simulates Stonewall Jackson's flank march around Union forces in late August 1862 – the beginning of the end for John Pope's Army of Virginia.

MAP: Use only the SJW north map.

GAME LENGTH: 3 turns, August 26 to August 28, 1862.

SPECIAL RULES:

  1. Turn 1: On turn 1, only Confederate units and leaders may perform actions. Union units/leaders may neither perform actions nor entrench. Because no Union activities are permitted on turn 1, it is not necessary to make an initiative die roll at the start of each Action Phase of this turn. The Confederate player may perform actions with his units and leaders in consecutive Action Phases for as long as he is willing or able to do so, after which point the turn 1 Action Cycle ends.
  2. Turn 2: On turn 2, both players' units and leaders may perform actions normally except for Porter, Morrell, and Sykes. These three Union units/leaders may not perform actions or entrench until turn 3.
  3. Morrell: Morrell starts turn 3 with a Fatigue Level 2 marker but not exhausted. This marker is not adjusted during recovery of turn 2. In actuality, Porter and his 2 divisions are reinforcements that marched into the map area during turns 2 and 3. Morrell's fatigue level 2 turn 3 start status represents early marching this unit did on turn 3 to enter the map.
  4. Union movement restriction: Union units may not enter any hex whose first two digits number "18" or less (e.g., 1829).

Victory Conditions. The Confederate player gains and loses VPs for the following:

VPReason
+3For each of the following RR stations with a Destroy (not Damage) marker at the end of the game: Bull Run Bridge (N4422) · Manassas Junction (N4124) · Bristoe Station (N3726)
+1For each of the following RR stations with a Damage or Destroy marker at the end of the game: Sangster's Station (N4721) · Fairfax Station (N5020) · Burke's Station (N5220)
+2For each Confederate infantry division (not cavalry brigade) ending the game either in or adjacent to any of the following hexes (maximum of 2 VP per division): Groveton (N3720) · Gainesville (N3421) · Hay Market (N3220)
+1If all three Confederate infantry divisions are awarded 2 VP apiece for achieving the previous victory condition, the Confederate player gains 1 bonus VP
+1For each point of Union Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another)
-1For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another)
-3For each Confederate infantry division ending the game in a hex within Fairfax County or in a hex in Prince William County that is south of the line formed by Cedar Run and the Occoquan River

At the end of the game, the Confederate VP total is calculated and the players consult the chart below to determine the winner.

Confederate VPWinner
21 or moreConfederate Decisive Victory
18 to 20Confederate Substantive Victory
14 to 17Confederate Marginal Victory
11 to 13Union Marginal Victory
8 to 10Union Substantive Victory
7 or lessUnion Decisive Victory

Union Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
ScammonBrig-Inf1N5020 (Fairfax Station)
TaylorBrigVI-APInf3N5220 (Burke's Station)
WaagnerRegt-Inf1N4422 (Bull Run Bridge)
SigelCorpsILdr-N2426 (Warrenton)
MilroyBrigIInf3N2426 (Warrenton)
SchenckDivIInf9N2426 (Warrenton)
SteinwehrDivIInf2N2426 (Warrenton)
SchurzDivIInf7N2426 (Warrenton)
McDowellCorpsIIILdr-N2228
ReynoldsDivV-APInf12N2228
RickettsDivIIIInf18N1928 (Waterloo)
KingDivIIIInf18N2030 (White Sulphur Springs)
Williams (B)DivIIInf6N2232
BanksCorpsIILdr-N2334
GreeneDivIIInf10N2334
PopeArmyAVLdr-N3131 (Warrenton Junction)
RenoCorpsIXLdr-N3131 (Warrenton Junction)
StevensDivIXInf8N3131 (Warrenton Junction)
FerreroDivIXInf7N3131 (Warrenton Junction)
PorterCorpsV-APLdr-N3231
MorrellDivV-APInf11*N3231
SykesDivV-APInf9N3231
HeintzelmanCorpsIII-APLdr-N2930 (3-Mile Station)
KearnyDivIII-APInf13N2930 (3-Mile Station)
HookerDivIII-APInf14N2930 (3-Mile Station)
PiattBrigV-APInf2N3032
Redoubt----%N4318 (Centreville)

* Morrell starts turn 3 with a Fatigue Level 2 marker % Reference SJW Basic Game Rules, section 2.3

Confederate Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
2 VARegtCavCav1N2719
JacksonCorpsJLdr-N2518 (White Plains)
Ewell (B)DivJInf14*N2518 (White Plains)
A.P. HillDivJInf18*N2418
TaliaferroDivJInf14*N2319
StuartCorpsCavLdr-N1628
F. LeeBrigCavCav2N1628
RobertsonBrigCavCav2N1731

* Ewell, A.P. Hill, and Taliaferro begin the game on their exhausted side and with Fatigue Level 1 markers

Scenario 5: From The Rappahannock To Bull Run

NOTES: This scenario simulates the decisive phase of the Second Manassas campaign, including Jackson's flank march around the Army of Virginia, Pope's pursuit, and the climactic battle of Second Manassas on 28-30 August, 1862.

MAP: Use only the SJW north map.

GAME LENGTH: 6 turns, August 25 to August 30, 1862.

UNION REINFORCEMENTS: During the Reinforcement Phase (right after the Random Events Phase) of Turn 3, place the following Union units and leaders on the map in hex N2734 (unexhausted). If this hex is Confederate occupied, the counters are placed stacked in N3534, or N3633 at the Union player's option.

Unit/LeaderSizeCommandTypeManpower Value
PorterCorpsV-APLdr-
MorellDivV-APInf11*
SykesDivV-APInf9%

* Place Fatigue Level 2 marker under Morrell upon placement. % Place Fatigue Level 1 marker under Sykes upon placement.

CONFEDERATE REINFORCEMENTS: During the Reinforcement Phase of the indicated turns, place the following Confederate units on the map in hex N1633. If this hex is Union occupied, the counters are placed in N1233, N1033, N0833, or N0433 at the Confederate player's option.

TurnUnit/LeaderSizeCommandTypeManpower Value
5RipleyBrigLInf7
6HamptonBrigCavCav3

SPECIAL RULES:

  1. Turn 1: On turn 1, only the following Confederate units/leaders may perform actions: Jackson, Ewell, AP Hill, Taliaferro, and 2 VA. However, none of these units may enter a Union ZOC on turn 1. No other units of either side may perform actions nor entrench on turn 1 (since Stuart may not activate on turn 1, 2 VA may not use Stuart's corps movement bonus on turn 1). The Confederate player may perform actions with his eligible units in consecutive Action Phases without rolling for the initiative for as long as he is willing or able to do so, at which point the turn 1 Action Cycle ends.
  2. Union Movement Restrictions: All Union units are released to move on the turn indicated below. However, an individual unit or leader is released from all its restrictions at the moment a Confederate unit moves or retreats to within 2 hexes of the unit's or leader's hex. The exception is that no units may be released on turn 1.
    • On turn 2 all units that have an asterisk next to their manpower value are released (do not recover these units on turn 1; they are already correct for use with the Standard Rules). Also, Waagner and Pope are released on turn 2.
    • The following units may not perform any actions or entrench until turn 3: Heintzelman, Kearny, Hooker, Piatt, Reno, Stevens, Ferrero, Taylor, Scammon
    • Taylor and Scammon's brigades are each permitted to perform a single special railroad move in their initial march action of Turn 3 only. To move by rail, Taylor or Scammon must execute a march action, thereby increasing their Fatigue Level by one. They may then move up to 35 hexes as long as they move only along continuous railroad hexes and do not enter an enemy ZOC or a Damage/Destroy marker in a RR station hex.
    • The following units may not perform any actions or entrench until turn 5: Franklin, Slocum, Smith, Sumner, Richardson, Sedgwick, Kimball, and Whipple.
    • Whipple may not enter or retreat into a hex whose first two digits number "49" or less
    • Sturgis and Moor may not perform any actions or entrench until turn 6.
  3. Confederate Movement Restrictions: All units with an asterisk next to their manpower value may not move until turn 2. Do not recover these units on turn 1; they are already correct for use with the Standard Rules. In addition, F. Lee, Robertson, and Stuart may not move until turn 2. The army leader Lee may not transfer or move until turn 2.
  4. Union Depot: Confederate units may enter the Union depot's hex as long as no Union units are situated there. At the moment a Damage or Destroy marker is placed in Manassas Junction due to a "Burn RR Station" action, the Union depot is removed from the map and is considered destroyed. The depot has no Combat Value and may not be moved. It may not be corps assaulted if alone in the hex.

Victory Conditions.

Special Victory Condition Rules: The Confederate player may gain VPs for infantry units (divisions or brigades) that end the game within 4 hexes of a strategic point. However, Ripley is not eligible for these VPs (thus the eligible units are the 9 infantry units set-up on the map at start). At the end of the Recovery Phase of turn 5 the Confederate must declare which objective they will use for this purpose. While several of these objectives have the same point amount and are listed together below, only the one declared objective may be used. The Confederate need not occupy or control this objective at the end of the game to gain any VPs for this Victory Condition (VC) but he does lose VPs under a different VC if the Union occupies it. For example, at the end of turn 5 the Confederate declares Groveton as the objective. At the end of the game the Confederate has 8 eligible infantry units within 4 hexes of Groveton. The other eligible infantry unit has been pushed away to Fairfax Court House. The Confederate gains VPs for 8 units and none for the one in Fairfax Court House (it is more than 4 hexes from Groveton, and even being in a different end-game objective does not qualify since Groveton was the Confederate's stated end game objective).

The Confederate player gains and loses VPs for the following:

VPReason
+10If the Union depot in Manassas Junction is destroyed
+6For each of the following RR stations with a destroy marker at the end of the game: Springfield Station (N5620) · Burke's Station (N5220) · Fairfax Station (N5020) · Sangster's Station (N4721)
+4For each of the following RR stations with a destroy marker at the end of the game: Bull Run Bridge (N4422) · Manassas Junction (N4124) · Bristoe Station (N3726)
+2For each of the following RR stations with a destroy marker at the end of the game: Catlett's Station (N3330) · Warrenton Junction (N3131)
+1For any of the above RR stations with a damage marker at the end of the game
-12If there is an un-demoralized Union infantry division adjacent to the stated Confederate objective at the end of the game. The Union does not gain VPs for this condition if they gain VP for occupying the objective
-30If there is an un-demoralized Union infantry division that occupies the stated Confederate objective at the end of the game
+6For each eligible Confederate infantry unit that ends the game within 4 hexes of just one of the following end-game objectives: Hay Market (N3220), Groveton (N3720), Gainesville (N3421), Bristoe Station (N3726), Manassas Junction (N4124), or Bull Run Bridge (N4422). Exception: if all six hexes surrounding a Confederate unit are occupied by un-demoralized Union infantry divisions and/or their ZOC or impassable hexsides, that Confederate receives only 4 VPs
+8For each eligible Confederate infantry unit that ends the game within 4 hexes of just one of the following end-game objectives: Springfield Station (N5620), Burke's Station (N5220), Fairfax Station (N5020), Sangster's Station (N4721), Centreville (N4318), or Fairfax Court House (N5017). Exception: if all six hexes surrounding a Confederate unit are occupied by un-demoralized Union infantry divisions and/or their ZOC or impassable hexsides, that Confederate unit receives only 6 VPs
+?For each "R" (rout) result obtained in combat against Union infantry units. If the total Combat Value (prior to the combat) of the infantry units in the routed stack is between 1-11 it is +1 VP; if it is more than 11 it is +2 VP. Cavalry is ignored for these VP
+1For each point of Union Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another)
-1For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another)
-?For each "R" (rout) result obtained in combat against Confederate infantry units. If the total Combat Value (prior to the combat) of the infantry units in the routed stack is between 1-11 it is -1 VP; if it is more than 11 it is -2 VP. Cavalry is ignored for these VP

At the end of the game, the Confederate VP total is calculated and the players consult the chart below to determine the winner.

Confederate VPWinner
100 or moreConfederate Decisive Victory
85 to 99Confederate Substantive Victory
70 to 84Confederate Marginal Victory
55 to 69Union Marginal Victory
40 to 54Union Substantive Victory
39 or lessUnion Decisive Victory

Union Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
SumnerCorpsII-APLdr-N5715 (Falls Church)
RichardsonDivII-APInf11N5715 (Falls Church)
KimballBrigII-APInf4N5715 (Falls Church)
SedgwickDivII-APInf14N5715 (Falls Church)
MoorBrig-Inf3N5816 (Munson's Hill)
WhippleBrig-Inf2N5517 (Mills Crossroads)
FranklinCorpsVI-APLdr-N5618 (Annandale)
SlocumDivVI-APInf9N5618 (Annandale)
SmithDivVI-APInf13N5618 (Annandale)
SturgisBrig-Inf1N5819 (6-Mile Post)
TaylorBrigVI-APInf3N5620 (Springfield Station)
ScammonBrig-Inf2N5620 (Springfield Station)
WaagnerRegt-Inf1N5825 (Accotink)
BufordBrig-Cav2*N2024
McDowellCorpsIIILdr-N2228
ReynoldsDivV-APInf12*N2228
RickettsDivIIIInf18*N1928 (Waterloo)
KingDivIIIInf18*N2030
BayardBrig-Cav2*N2027 (Carter's Run Church)
BeardsleyBrig-Cav2*N2229
SigelCorpsILdr-N2426 (Warrenton)
SchenckDivIInf9*N2426 (Warrenton)
SteinwehrDivIInf2*N2426 (Warrenton)
MilroyBrigIInf3*N2426 (Warrenton)
SchurzDivIInf7*N2426 (Warrenton)
BanksCorpsIILdr-N2334
GreeneDivIIInf10*N2334
Williams (B)DivIIInf6*N2232
PopeArmyAVLdr-N3131 (Warrenton Junction)
RenoCorpsIXLdr-N3131 (Warrenton Junction)
StevensDivIXInf8N3131 (Warrenton Junction)
FerreroDivIXInf7N3131 (Warrenton Junction)
HeintzelmanCorpsIII-APLdr-N2930 (3-Mile Station)
KearnyDivIII-APInf13N2930 (3-Mile Station)
HookerDivIII-APInf14N2930 (3-Mile Station)
PiattBrigV-APInf2N2930 (3-Mile Station)
Union Depot--Inf-N4124 (Manassas Junction)

* Indicated units begin the game with a Fatigue Level 1 marker & on their exhausted side. Do not adjust these units during turn 1 recovery.

Confederate Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
2 VARegtCavCav1N1529
StuartCorpsCavLdr-N1828
F. LeeBrigCavCav2N1828
D.R. JonesDivLInf14*N1828
RobertsonBrigCavCav2N1829
HoodDivLInf8*N1829
LeeArmyANVLdr-N1931
LongstreetCorpsLLdr-N1931
WilcoxDivLInf9*N1931
KemperDivLInf10*N1733 (Oak Shade)
EvansBrigLInf5*N1733 (Oak Shade)
AndersonDivLInf14*N1633
JacksonCorpsJLdr-N1630
Ewell (B)DivJInf14N1630
A.P. HillDivJInf18N1731
TaliaferroDivJInf14N1831 (Jefferson)
Redoubt----%N4318 (Centreville)

* Indicated units begin the game with a Fatigue Level 1 marker & on their exhausted side. Do not adjust these units during turn 1 recovery. % Reference SJW Basic Game Rules, section 2.3

Scenario 6: Bag The Whole Crowd

NOTES: Jackson, after his daring flank march, moved to the Groveton area from Manassas Junction on the night of the 27th. Pope wanted to "bag the whole crowd" (meaning Jackson's corps), but was completely outfoxed by Jackson's moves. On the 28th, Pope ignored Longstreet and sent his army to Manassas Junction. Finding Jackson gone, Pope ordered his army to Centreville where one of Jackson's divisions had gone in a wide route to Groveton. Jackson eventually let himself be found and was in a pitched battle while Longstreet made his way through Thoroughfare Gap. The Federals exhausted themselves attacking Jackson; and on the afternoon of the 30th, Longstreet counterattacked and the Union army was defeated.

MAP: Use only the SJW North map.

GAME LENGTH: 3 turns, August 28 to August 30, 1862.

SPECIAL RULES:

  1. Union Reinforcements: During the Reinforcement Phase (it precedes the Leader Transfer Phase) of turn 2, Franklin's entire corps is placed on the map in hex N5818 at fatigue level 1 (not exhausted). On turn 2, Franklin's corps may only march to fatigue level 2 and may not force march. During the Reinforcement Phase of turn 3, Sumner's entire corps is placed on the map in hex N5817 at fatigue level 1 (not exhausted). Both corps have no movement restrictions on turn 3. These entry hexes are in the DC defense zone and may not be Confederate occupied.
  2. Confederate Reinforcements: Ripley and Hampton arrive on the turns indicated in the Confederate Setup. During the Reinforcement Phase of the indicated turns, place these units on the map in hex N1633. If this hex is Union occupied, placement is in N1233, N1033, N0833, or N0433 at the Confederate player's option.
  3. Objectives Controlled by the Confederates at Start: At the start of the game the Confederates control only Groveton.

Victory Conditions. The Confederate player gains and loses VPs for the following:

VPReason
+15If the Confederates control Groveton (N3720) and no undemoralized Union infantry division occupies any adjacent hex.
+8If a Confederate infantry unit occupies Groveton (N3720) and an undemoralized Union infantry division occupies any adjacent hex.
-2If a Union infantry unit occupies Groveton (N3720) and an undemoralized Confederate infantry division occupies any adjacent hex.
-4If the Union controls Groveton (N3720) and no undemoralized Confederate infantry division occupies any adjacent hex.
+8If the Confederates control Gainesville (N3421).
+4If the Confederates control Hay Market (N3220).
+15If no Union infantry division (demoralized or un-demoralized) occupies or is adjacent to Groveton, or occupies Gainesville or Hay Market. Note: this victory condition (VC) prevents the Union from fleeing the field of battle and these VPs are in addition to the VPs obtainable for the objectives in the other VCs.
+1For each of the following RR stations with a damage or destroy marker at the end of the game: Burke's Station (N5220) · Vienna (N5214)
-1For each turn that each division in Banks' corps ends a turn located on the Orange & Alexandria RR west of hex N3825 inclusive.
+1For each point of Union Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another).
-1For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another).

Note: If the Confederates control but do not occupy Groveton and if the Union is adjacent to it then the VPs are 0 for it.

At the end of the game, the Confederate VP total is calculated and the players consult the chart below to determine the winner.

Confederate VPWinner
41 or moreConfederate Decisive Victory
33 to 40Confederate Substantive Victory
25 to 32Confederate Marginal Victory
17 to 24Union Marginal Victory
9 to 16Union Substantive Victory
8 or lessUnion Decisive Victory

Confederate Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
StuartCorpsCavLdr-N4222
2VARegtCavCav1N4222
RobertsonBrigCavCav2N4222
F. LeeBrigCavCav2*N5220 (Burke's Station)
HamptonBrigCavCav3^Reinforcement on turn 3 (Aug 30)
LeeArmyANVLdr-N2418
LongstreetCorpsLLdr-N2418
D.R. JonesDivLInf14*N2418
HoodDivLInf8*N2418
WilcoxDivLInf9*N2418
KemperDivLInf10*N2418
EvansBrigLInf5*N2418
AndersonDivLInf14*N2018 (Salem)
RipleyBrigLInf7^Reinforcement on turn 2 (Aug 29)
JacksonCorpsJLdr-N3719 (Sudley Church)
TaliaferroDivJInf14*N3719 (Sudley Church)
Ewell (B)DivJInf14*N4321
A.P. HillDivJInf18*N4318 (Centreville)
Redoubt----%N4318 (Centreville)

Union Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
BufordBrig-Cav2*N2720 (Georgetown)
BayardBrig-Cav2*N3421 (Gainesville)
BeardsleyBrig-Cav2#N2426 (Warrenton)
PorterCorpsV-APLdr-N3131 (Warrenton Junction)
MorrellDivV-APInf11N3131 (Warrenton Junction)
SykesDivV-APInf9N3131 (Warrenton Junction)
PiattBrigV-APInf2N3131 (Warrenton Junction)
ReynoldsDivV-APInf12N3022 (Buckland)
McDowellCorpsIIILdr-N3022 (Buckland)
RickettsDivIIIInf18*N3022 (Buckland)
KingDivIIIInf18*N3022 (Buckland)
SteinwehrDivIInf2N3122
SigelCorpsILdr-N3122
SchenckDivIInf9*N3221
SchurzDivIInf7*N3322
MilroyBrigIInf3*N3421 (Gainesville)
BanksCorpsIILdr-N3031
GreeneDivIIInf10N3031
Williams (B)DivIIInf6N3031
RenoCorpsIXLdr-N3224 (Greenwich)
StevensDivIXInf8N3224 (Greenwich)
FerreroDivIXInf7N3224 (Greenwich)
KearnyDivIII-APInf13N3224 (Greenwich)
HeintzelmanCorpsIII-APLdr-N3825
HookerDivIII-APInf13*N3825
PopeArmyAVLdr-N3825
FranklinCorpsVI-APLdr-^Reinforcement on turn 2 (Aug 29)
SlocumDivVI-APInf11^Reinforcement on turn 2 (Aug 29)
SmithDivVI-APInf13^Reinforcement on turn 2 (Aug 29)
SumnerCorpsII-APLdr-^Reinforcement on turn 3 (Aug 30)
SedgwickDivII-APInf14^Reinforcement on turn 3 (Aug 30)
RichardsonDivII-APInf11^Reinforcement on turn 3 (Aug 30)
KimballBrigII-APInf4^Reinforcement on turn 3 (Aug 30)

* Indicated units begin the game on their exhausted sides at fatigue Level 0. # Indicated units begin the game on their exhausted sides at fatigue Level 1. ^ Indicated units are reinforcements. See Special Rules for placement location. % Reference SJW Basic Game Rules, section 2.3.

Scenario 7: Which Way Did He Go

NOTES: "Which Way Did He Go?" and the preceding scenario "Bag The Whole Crowd" are essentially two different variants of the 2nd Bull Run battle. The initial setups are identical for each variant/scenario, except in "Which Way Did He Go" the Confederate selects where Jackson and Stuart are placed. The Victory Conditions and some of the Special Rules are different for each scenario, and therefore so are how they each play out completely changes. "Bag The Whole Crowd" depicts the historical battle in the Groveton area. "Which Way Did He Go" is played with some fog-of-war rules and simulates the Union's ineptness in finding Jackson.

MAP: Use only the SJW North map.

GAME LENGTH: 3 turns, August 28 to August 30, 1862.

SPECIAL RULES:

  1. Union Reinforcements: During the Reinforcement Phase (it precedes the Leader Transfer Phase) of turn 2, Franklin's entire corps is placed on the map in hex N5818 at fatigue level 1 (not exhausted). On turn 2, Franklin's corps may only march to fatigue level 2 and may not force march. During the Reinforcement Phase of turn 3, Sumner's entire corps is placed on the map in hex N5817 at fatigue level 1 (not exhausted). Both corps have no movement restrictions on turn 3. These entry hexes are in the DC defense zone and may not be Confederate occupied.
  2. Confederate Reinforcements: Ripley and Hampton arrive on the turns indicated in the Confederate Setup. During the Reinforcement Phase of the indicated turns, place these units on the map in hex N1633. If this hex is Union occupied, placement is in N1233, N1033, N0833, or N0433 at the Confederate player's option.
  3. Initial Setup: The Confederate player places Jackson, Taliaferro, Ewell, Hill, Stuart, 2VA, and Robertson within 7 hexes of Manassas Junction, exclusive (e.g., Centreville is exactly 7 hexes away). At least one of these infantry units and Jackson must be placed in the objective hex for the objective set that the Confederate picks (see below). No units may be placed adjacent to Union units. These units must be placed north of Broad Run river and Cedar Run river. The fatigue and exhaustion status of these units is the same as in the setup no matter where they are placed. Force markers are used instead of these actual units. The Union player does not get to see the composition of these force markers. No other actual units on either side are hidden beyond those listed above.
  4. Dummy Force Setup: At the same time Jackson and Stuart are placed, the Confederate may also place force markers that represent non-existent dummy forces. Only 5 force markers may be used for this purpose. There is no restriction on the setup location of dummy force markers. They may even be placed in the same hex as other force markers representing Jackson/Stuart hidden forces. However, in this case only one force marker is placed on the map to represent both the dummy force and the hidden units. The dummy force marker or real force marker may then split from each other later during the game. New dummy markers may not be added into the game after the initial setup.
  5. Objective Set: During the initial setup, the Confederate secretly selects and writes down which Objective Set (see below) they are selecting for their Victory Condition. At the end of turn 1 the Objective Set is revealed.
  6. Fog of War: Fog of war rules are used in a special manner as detailed below and were copied and derived from Patrick Hirtle's article in "The Skirmisher", Issue No. 2.
    • The Jackson and Stuart units listed above are the only units that can be hidden. Once completely revealed, an individual unit remains revealed for the remainder of the game. Once a dummy force marker is revealed it is permanently removed from the game.
    • The Confederate may move a hidden unit from one hidden force marker to another hidden force marker. A hidden unit may split off from a stack of hidden units and be represented by a new force marker. However, additional dummy counters may not be added.
    • All normal game rules apply to hidden units (fatigue, movement allowance, etc). However, the status of these units is kept hidden from the Union player. All die rolls for hidden units are hidden from the Union. Hidden units do not have to show any additional movement point penalties to enter a hex with friendly units. Hidden units merely trace their movement path.
    • Movement of dummy force markers may be any number of hexes desired by the Confederate without having to roll the die (and dummies have no fatigue). Dummies may be either individually activated or activated by Jackson or Stuart if in their range.
    • A Union unit retreating after combat must treat a hidden marker as if it is an enemy unit with a ZOC for purposes of deciding the retreat path. If a Union unit does retreat next to a hidden marker, the normal rules below apply as to revealing its status.
    • There are 2 ways for the Union player to gain information about hidden force markers: I. Exerting Zone of Control: The instant that a hidden marker comes within the unrestricted ZOC of a Union unit, information is revealed about the units in the marker. This applies to when any Union unit moves such that it exerts an unrestricted ZOC into a hidden marker's hex or if the hidden marker itself moves into a Union unrestricted ZOC. The Confederate only reveals the number and type of each unit - infantry or cavalry (in this scenario the approximate unit sizes are already known). Fatigue, exhaustion, etc., status is not revealed. The existence of leaders in the hex is not revealed. If a dummy counter is in the hex it is permanently removed. II. Attacking: The Confederate player reveals all information on the units in the hidden marker the instant that a march attack or successful corps assault is conducted on the marker. The type of march attack must be specified in advance and once declared, the attack must proceed. If the marker represents a dummy, the dummy marker is permanently removed, the attackers gain a fatigue and may perform an advance after combat into that hex (as if an "a" was the result; and if marching, may continue the march if movement points remain after subtracting the movement points for the "attack"). If a Confederate hidden marker attacks the Union (even an unsuccessful corps assault), all information is revealed about the hidden units that declare the attack. III. Cavalry Probes: Due to Pope's inefficient use of cavalry, Union cavalry may not conduct cavalry probes (ref. "The Skirmisher" article on "Fog of War"). Union cavalry only gain information on hidden markers per the "Exerting ZOC" section.
    • If a hidden unit moves adjacent to Union cavalry, the Union decides on the cavalry retreat after the partial information is given on the hidden unit's status (infantry or cavalry), but before the full information is given about the hidden attacker. Also, the Union does not get to know how many movement points remain, if any, for the hidden unit since the die roll was hidden.
  7. Objectives Controlled by the Confederates at Start: At the start of the game the Confederates control only the primary objective that they have chosen (i.e., only Groveton in that Objective Set).

Victory Conditions.

Common VPs: The following VPs are common to all objective sets. The Confederate player gains and loses VPs for the following:

VPReason
+1For each of the following RR stations with a damage or destroy marker at the end of the game: Burke's Station (N5220) · Vienna (N5214)
-1For each turn that each division in Banks' corps ends a turn located on the Orange & Alexandria RR west of hex N3825 inclusive.
+1For each point of Union Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another).
-1For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another).

Groveton Objective Set

VPReason
+15If the Confederates control Groveton (N3720) and no undemoralized Union infantry division occupies any adjacent hex.
+8If a Confederate infantry unit occupies Groveton (N3720) and an undemoralized Union infantry division occupies any adjacent hex.
-2If a Union infantry unit occupies Groveton (N3720) and an undemoralized Confederate infantry division occupies any adjacent hex.
-4If the Union controls Groveton (N3720) and no undemoralized Confederate infantry division occupies any adjacent hex.
+8If the Confederates control Gainesville (N3421).
+4If the Confederates control Hay Market (N3220).
+15If no Union infantry division (demoralized or un-demoralized) occupies or is adjacent to Groveton, or occupies Gainesville or Hay Market. Note: this victory condition (VC) prevents the Union from fleeing the field of battle and these VPs are in addition to the VPs obtainable for the objectives in the other VCs.

At the end of the game, the Confederate VP total (Groveton Objective Set) is calculated and the players consult the chart below to determine the winner.

Confederate VPWinner
43 or moreConfederate Decisive Victory
35 to 42Confederate Substantive Victory
27 to 34Confederate Marginal Victory
19 to 26Union Marginal Victory
11 to 18Union Substantive Victory
10 or lessUnion Decisive Victory

Manassas Junction Objective Set

VPReason
+25If the Confederates control Manassas Junction (N4124) and no undemoralized Union infantry unit occupies any adjacent hex.
+8If a Confederate infantry unit occupies Manassas Junction (N4124) and an undemoralized Union infantry unit occupies any adjacent hex.
-2If a Union infantry unit occupies Manassas Junction (N4124) and an undemoralized Confederate infantry division occupies any adjacent hex.
-4If the Union controls Manassas Junction (N4124) and no undemoralized Confederate infantry division occupies any adjacent hex.

At the end of the game, the Confederate VP total (Manassas Junction Objective Set) is calculated and the players consult the chart below to determine the winner.

Confederate VPWinner
22 or moreConfederate Decisive Victory
17 to 21Confederate Substantive Victory
12 to 32Confederate Marginal Victory
7 to 11Union Marginal Victory
2 to 6Union Substantive Victory
1 or lessUnion Decisive Victory

Centreville Objective Set

VPReason
+25If the Confederates control Centreville (N4318) and no undemoralized Union infantry unit occupies any adjacent hex.
+8If a Confederate infantry unit occupies Centreville (N4318) and an undemoralized Union infantry unit occupies any adjacent hex.
-2If a Union infantry unit occupies Centreville (N4318) and an undemoralized Confederate infantry division occupies any adjacent hex.
-4If the Union controls Centreville (N4318) and no undemoralized Confederate infantry unit occupies any adjacent hex.

At the end of the game, the Confederate VP total (Centreville Objective Set) is calculated and the players consult the chart below to determine the winner.

Confederate VPWinner
22 or moreConfederate Decisive Victory
17 to 21Confederate Substantive Victory
12 to 16Confederate Marginal Victory
7 to 11Union Marginal Victory
2 to 6Union Substantive Victory
1 or lessUnion Decisive Victory

Confederate Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
StuartCorpsCavLdr-See special rule 3
2VARegtCavCav1See special rule 3
RobertsonBrigCavCav2See special rule 3
F. LeeBrigCavCav2*N5220 (Burke's Station)
HamptonBrigCavCav3^Reinforcement on turn 3 (Aug 30)
LeeArmyANVLdr-N2418
LongstreetCorpsLLdr-N2418
D.R. JonesDivLInf14*N2418
HoodDivLInf8*N2418
WilcoxDivLInf9*N2418
KemperDivLInf10*N2418
EvansBrigLInf5*N2418
AndersonDivLInf14*N2018 (Salem)
RipleyBrigLInf7^Reinforcement on turn 2 (Aug 29)
JacksonCorpsJLdr-See special rule 3
TaliaferroDivJInf14*See special rule 3
Ewell (B)DivJInf14*See special rule 3
A.P. HillDivJInf18*See special rule 3
Redoubt----%N4318 (Centreville)

Union Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
BufordBrig-Cav2*N2720 (Georgetown)
BayardBrig-Cav2*N3421 (Gainesville)
BeardsleyBrig-Cav2#N2426 (Warrenton)
PorterCorpsV-APLdr-N3131 (Warrenton Junction)
MorrellDivV-APInf11N3131 (Warrenton Junction)
SykesDivV-APInf9N3131 (Warrenton Junction)
PiattBrigV-APInf2N3131 (Warrenton Junction)
ReynoldsDivV-APInf12N3022 (Buckland)
McDowellCorpsIIILdr-N3022 (Buckland)
RickettsDivIIIInf18*N3022 (Buckland)
KingDivIIIInf18*N3022 (Buckland)
SteinwehrDivIInf2N3122
SigelCorpsILdr-N3122
SchenckDivIInf9*N3221
SchurzDivIInf7*N3322
MilroyBrigIInf3*N3421 (Gainesville)
BanksCorpsIILdr-N3031
GreeneDivIIInf10N3031
Williams (B)DivIIInf6N3031
RenoCorpsIXLdr-N3224 (Greenwich)
StevensDivIXInf8N3224 (Greenwich)
FerreroDivIXInf7N3224 (Greenwich)
KearnyDivIII-APInf13N3224 (Greenwich)
HeintzelmanCorpsIII-APLdr-N3825
HookerDivIII-APInf13*N3825
PopeArmyAVLdr-N3825
FranklinCorpsVI-APLdr-^Reinforcement on turn 2 (Aug 29)
SlocumDivVI-APInf11^Reinforcement on turn 2 (Aug 29)
SmithDivVI-APInf13^Reinforcement on turn 2 (Aug 29)
SumnerCorpsII-APLdr-^Reinforcement on turn 3 (Aug 30)
SedgwickDivII-APInf14^Reinforcement on turn 3 (Aug 30)
RichardsonDivII-APInf11^Reinforcement on turn 3 (Aug 30)
KimballBrigII-APInf4^Reinforcement on turn 3 (Aug 30)

* Indicated units begin the game on their exhausted sides at fatigue Level 0. # Indicated units begin the game on their exhausted sides at fatigue Level 1. ^ Indicated units are reinforcements. See Special Rules for placement location. % Reference SJW Basic Game Rules, section 2.3.

Advanced Game Rules

Introduction. The following rules are used only in Scenarios 8 and 9, unless they are specifically called for in the special rules of the Basic Game scenarios.

1.0 Advanced Game Sequence Of Play

Each turn in the Advanced Game is performed according to the following Sequence of Play:

  1. Random Events Phase. Two dice are rolled; the players consult the Random Events Table. Exception: This phase is skipped on turns 1 and 2.

  2. Reinforcement Phase. Both players determine if they are due reinforcements.

  3. Leader Transfer Phase. Leaders may be transferred from one subordinate unit to another.

  4. Supply Line Repair Phase (only on turns 6 and 11). The Union player may attempt to repair damaged RR stations.

  5. Supply Status Phase (only on turns 6 and 11). Both players determine the supply status of their units.

  6. Attachment Phase. Substitute units may be reattached to other units.

  7. The Action Cycle

    Action Phase: A. Initiative Segment: Both players roll a die. The player with the higher roll wins. The winner must take initiative or pass (the Confederate player wins ties). If both players roll 1's, the Action Cycle may end (starting with turn 3; see 3.0). B. Activation Segment: The player who has taken initiative must perform a single action with an eligible leader or unit. At the end of an Activation Segment, the players return to the Initiative Segment and a new Action Phase begins. Players continue to perform Action Phases indefinitely until both players pass in the same Action Phase or a roll of a 1 by both players leads to the end of the Action Cycle.

  8. Recovery Phase. Eligible units may forage, entrench, build bridges, repair bridges and ferries, and recover from fatigue, disorganization, exhaustion and demoralization.

  9. Turn Indication Phase. The Turn marker is advanced one box on the Turn Record Track and the players begin a new turn.

2.0 Random Events

In the Random Events Phase of each turn starting with Turn 3, one of the players rolls two dice. The players consult the Random Events Table, checking the result corresponding to that dice roll sum. The results are described below.

2.1 Random Events Table

DiceResult
2*Rain (Current + 1)
3*Rain (Current + 1)
4Accelerate Reinforcements (Union)
5Accelerate Reinforcements (Confederate)
6Delay Reinforcements (Union)
7Accelerate Reinforcements (Union)
8*Rain (Current)
9Command Paralysis (Union)
10Accelerate Reinforcements (Confederate)
11Delay Reinforcements (Confederate)
12Command Paralysis (Confederate)

* In the 8 turn campaign scenario, no more than two turns may be rain turns. In the 15 turn scenario, no more than four turns may be rain turns (all 4 may be in the first 8 turns). After the maximum number of rain turns occurs, all rain results are treated as "No Effect" (the random event is not re-rolled) and instead are clear weather. For example, in the long campaign if 3 turns of rain have occurred and a "Rain (Current +1)" result is rolled, it is converted to "Rain (Current)".

2.2 Explanation of Random Events

Rain. Refer to the Standard Rules section 12.0.

Delay Reinforcements. If this result occurs, all of the indicated player's reinforcements scheduled to arrive in the current turn are delayed by one turn and arrive in the following turn's Reinforcement Phase. If the result occurs again in the following turn, the arrival of the delayed reinforcements (as well as any new reinforcements) is postponed by yet another turn. This result has no effect if the indicated player has no scheduled reinforcements in the current turn.

Note: This result does not affect units that are already on-map that have movement restrictions such as Porter's corps (these types of units are not reinforcements). Therefore, this result is a "No Effect" until turn 6 for the Union and turn 8 for the Confederates.

Accelerate Reinforcements. If this result occurs, all of the indicated player's reinforcements scheduled to arrive in the following turn arrive in the current turn's Reinforcement Phase instead. This result has no effect if the indicated player has no scheduled reinforcements in the following turn.

Note: This result does not affect units that are already on-map that have movement restrictions such as Porter's corps (these types of units are not reinforcements).

Command Paralysis. If this result occurs, the indicated player suffers the following penalties throughout the Action Cycle of the current turn:

  • The Movement Allowance of every infantry unit performing a march is reduced by two to a minimum of one (even in an Activate Leader action).
  • The Movement Allowance of every cavalry unit performing a march is reduced by four to a minimum of one (even in an Activate Leader action).
  • Infantry and cavalry units may not force march (they may perform extended marches).
  • The player may not conduct an Assault action.

3.0 Random End Of Action Cycle

Starting with Turn 3, Action Cycles may end due to the players' Initiative Segment die rolls. If in any Initiative Segment of an Action Cycle from Turn 3 to the end of the game, both players roll a 1 when determining initiative, there is a chance that the Action Cycle may end. In this event, either player rolls another die. If this result is a 1-2 then the Action Cycle immediately ends and play proceeds to the Recovery Phase. If the subsequent die roll is not as indicated above, then the Action Cycle continues normally (with the Confederate player winning that double-1 initiative die roll).

Exception: If double "1's" occur in an Initiative Segment, the Action Cycle automatically continues if both players have not performed at least one action in the current cycle. In this case, the Confederate player wins the double "1's" initiative roll and play proceeds normally.

4.0 Railroad Movement

Only Union infantry units (and attached leaders) may move by rail; and only on the 25, 26, and 27 August turns (turns 7-9) of the Advanced Game. In order to move by rail, a Union infantry unit must begin a march action in any of the following RR stations (not in an enemy ZOC and not containing a Damage/Destroy marker): Sangster's Station (N4721) · Burke's Station (N5220) · Fairfax Station (N5020) · Springfield Station (N5620) · 6-Mile Post (N5819).

To move an eligible unit by rail, the Union player declares a march action when he has the initiative. The unit's Fatigue Level is increased by one as per normal march rules. There is never an extended march roll for a unit that is moving by rail no matter what its fatigue or exhaustion status. Any eligible leaders in the RR station start hex of the unit may move by rail with the unit just like in a normal march. The unit may then move up to 35 hexes as long as it moves only along continuous railroad hexes and does not enter an enemy ZOC or a Damage/Destroy marker in a RR station hex. It may also not cross a hex side containing a destroyed bridge (this rule applies even if a friendly pontoon bridge has been build across the hexside). It may transit Union-occupied hexes without any added movement penalty. The unit may not enter a non-railroad hex throughout this rail move. Before or after moving by rail a unit may perform actions normally in the Action Cycle.

More than one Union infantry unit may move by rail per turn, but the maximum combined Combat Value of all units moving by rail per turn is 16. Units with disorganized Strength markers may move by rail.

5.0 Death Of Confederate Leaders

How Confederate Corps Leaders Are Killed. In any combat in which one or more Confederate corps leaders occupy either the defending hex or any hex containing subordinate attacking units, one of those corps leaders may be killed. If in the combat procedure both players roll a 1 before any modifiers are taken into account, combat resolution is temporarily halted while the Confederate player rolls another die. If this roll is even, a Confederate corps leader is killed; if the roll is odd, Confederate corps leaders are unaffected. If more than one Confederate corps leader occupies the defending hex or the hexes containing subordinate attacking units, the one with the highest Tactical Value is killed (if the two leaders involved are Jackson and Longstreet then roll another die to randomly determine which is killed). The Confederate army leader Lee may never be killed.

Effects of a Confederate Corps Leader's Death. If a Confederate corps leader is killed, flip its counter over to its reverse side, revealing a substitute leader ("Sub" is printed on the back of the counter). This leader is considered the new corps commander. Aside from reduced Tactical and Command Values, the new leader functions in exactly the same way as the one who was killed. If Jackson is killed, his substitute does not get the special Jackson assault bonus but does get the Lee assault bonus if stacked with Lee. A substitute leader remains in play for the rest of the game and may never be killed. A leader's death does not affect the tactical modifier in the current combat.

6.0 Union Panic

How Union Panic Occurs. Any combat result applying to the Union player containing an italics result causes "Union panic" (reference the combat chart; for example, a >= +6 result if the Union is the defender using the 12-18 column). Union panic may occur a maximum of once per game; ignore Union panic results after the first one.

Effects of Union Panic. For the remainder of the current turn in which Union panic occurs, as well as the entire following turn, the Union player suffers the following penalties:

  • He subtracts 1 from his combat die rolls, whether he is attacking or defending (this is in addition to any other modifiers).
  • His units may not force march (they may perform extended marches).

At the start of the second turn following the turn in which Union panic occurred (the turn in which panic penalties no longer apply), remove the leader Pope from the game. Place the leader McClellan in the hex vacated by Pope. McClellan is now the commander of all Army of Virginia and Army of Potomac units. For the rest of the game, all Union "Army of Virginia" units performing extended marches are treated as "Army of the Potomac".

7.0 The Union Bridge Train

Advanced game scenarios have a Union pontoon bridge (called Chatham Bridge) between S4328 and S4427. This functions as a Union pontoon bridge even though it is printed on the map (ref. Standard Rules 10.1 in the section on Chatham Bridge).

Only the Union player may build a major river bridge and only over the Rappahannock River. The Union player may only build one major river bridge, but Chatham Bridge does not count against this total. As noted in the Standard Rules, both players may build an unlimited number of minor river bridges.

8.0 Substitute Units

Each player has three "substitute" infantry brigades and two "substitute" cavalry regiments.

8.1 Detachment. Either player may detach one or more substitute infantry brigades from a marching infantry unit as long as the unit has a Manpower value of 2 or more. Either player may detach one or more substitute cavalry regiments from a marching cavalry unit as long as the unit has a Manpower of 2 or more.

How To Detach. To detach, a player places a substitute in the same hex as the unit from which it detaches and assigns it a Manpower value. A Strength marker equal to the Manpower value assigned to the substitute is placed under it. The substitute's Manpower value is subtracted from the parent unit's Manpower value, and the parent unit is assigned a new Strength marker, on the same side as the one it replaces, reflecting its reduced value.

Placement Of Detached Units. A detached substitute may be placed in the hex in which an active infantry unit begins its march or in any hex entered by the active unit during its march. After a substitute is placed on the map, the active unit may continue its march (but the substitute may not move further during this action). After placement, substitutes function normally.

Detachment Restrictions.

  • Counter Limits: The number of substitutes provided in the game is a strict limit. If all substitutes are currently in use, no more may be used. However, if substitutes reattach to other units, they are removed from the map and again become available for use.
  • Size: After detaching a parent unit must have a minimum Manpower value of 1. The Manpower value of a substitute is limited. Substitute infantry brigades must be assigned a Manpower Value of 9 or less. Substitute cavalry regiments must be assigned a Manpower Value of 2 or less.

Determining Status Of Detachments.

  • Fatigue: If a substitute is placed in the hex in which an active unit begins a march, the substitute is assigned a Fatigue marker equal to the active unit's Fatigue Level before it was selected to march. If a substitute is placed in any hex except the one in which the active unit begins a march, the substitute is assigned a Fatigue marker equal to the active unit's Fatigue Level at that moment.
  • Entrenchment: If an entrenched active unit detaches a substitute in the hex in which it begins a march, the substitute is assigned the same kind of entrenchment marker possessed by the active unit.
  • Disorganized, Demoralized, Exhausted, Supply, Insubordination: If an active unit has a disorganized Strength marker, is on its exhausted side, possesses a Demoralized marker, possesses an Out of Supply marker, or possesses an Insubordination marker, any substitute detached by this unit must possess the same characteristics.
  • Command: The owning player should note on a piece of paper the number of each substitute placed on the map and the command to which it belongs. It belongs to the same command as the unit from which it detaches, but it may eventually attach to a unit of a different command.
  • Exception: detachments from Sigel's corps see below.

8.2 Attachment. In the Attachment Phase, a substitute (or a normal infantry regiment or brigade, or cavalry regiment—see "Special Attachment") stacked in the same hex as a friendly unit of the same type may "attach" to that unit. As long as one of these allowable units attaches to a unit of the same type (infantry or cavalry), it may attach to any friendly unit regardless of size or affiliation. Artillery units, cavalry brigades, and infantry divisions may not attach.

Exception: detachments from Sigel's corps may only reattach to units in Sigel's corps.

How To Attach. Remove attaching units and all accompanying markers from the map. The Manpower value of an attaching unit is added to the Manpower value of the unit to which it attaches; this unit receives a new Strength marker with an enhanced Manpower value.

Attachment Restrictions.

  • Unity: A unit may not attach a portion of its strength to another unit. The whole unit must be attached (and the unit removed from the map).
  • Size: A unit may not attach to another unit if the addition of its Manpower value would raise the Manpower value of the unit remaining on the map above the following strengths: Infantry divisions may not be raised above a Manpower Value of 18. Infantry brigades may not be raised above a Manpower Value of 9. Infantry regiments may not be raised above a Manpower Value of 2. Cavalry brigades may not be raised above a Manpower Value of 4. Cavalry regiments may not be raised above a Manpower Value of 2.

Determining Status After Attachment.

  • Strength Marker: The unit to which a unit attached is assigned a new Strength marker on the same side (organized or disorganized) as the one it replaces. Exception: If the Manpower value of an attaching unit is greater than the Manpower value of the unit to which it attaches, the new Strength marker of the unit remaining on the map is placed on the same side as the attaching unit's Strength marker.
  • Fatigue, Exhaustion: If a unit attaches to a unit and the two units have different Fatigue Levels, the unit remaining on the map after attachment receives a Fatigue Level equal to the highest of the two levels. If a unit attaches to a unit and one of the units is exhausted and the other is on its normal side, the unit remaining on the map is flipped to (or remains on) its exhausted side.
  • Entrenchments: If an entrenched unit attaches to an unentrenched unit, the unit remaining on the map remains unentrenched. However, if an entrenched unit or unentrenched unit attaches to an entrenched unit, the unit remaining on the map remains entrenched.
  • Demoralized: If a unit attaches to a unit and at least one of the units is demoralized, the unit remaining on the map is assigned a demoralization level equal to the most severe level possessed by one of the units prior to attachment.
  • Supply: Supply status is determined by the supply status of the unit with the larger manpower. Thus the unit remaining on the map is out of supply if either: the unit being attached to was out of supply and possessed a manpower value at least equal to the attaching unit, or the attaching unit was out of supply and was greater in manpower than the unit to which it is attaching. In all other cases, the unit remaining on the map is in supply.

Special Attachment. Unlike other GCACW games, not all non-substitute infantry regiments and brigades and cavalry regiments may attach. For non-substitutes, only the units listed below may attach and they may only attach as indicated. If any of the following do attach, they are permanently removed; they may not return as a detachment.

Special Union Attachment: Griffin's brigade may attach to any division in the V corps. Taylor's brigade may attach to Slocum's or Smith's division in the VI corps. Kimball's brigade may attach to Sedgwick's or Richardson's divisions (II-AP corps). The 3 IN and 6 NY cavalry regiments may attach to any cavalry brigade. Waagner's regiment, the Purnell Legion, the 9 VT regiment, and the 60 NY regiment may attach to any infantry brigade or division. Milroy's brigade may attach to any division in Sigel's corps.

Special Confederate Attachment: Evans's brigade may attach to any unit in Longstreet's corps. The 2 VA cavalry regiment may attach to any cavalry brigade.

8.3 Substitutes and Artillery Values. If the players wish, they may transfer Artillery value points to or from detaching and attaching units. Artillery markers are provided to ease tracking of these changes to Artillery values.

  • Detachment: If a substitute detaches from a unit, it may be assigned some or all of the Artillery value points of the parent unit. If so, an Artillery marker equal to the Artillery value assigned to the substitute is placed under it. The substitute's Artillery value is subtracted from the parent unit's Artillery value, and the parent unit is assigned a new Artillery marker, reflecting its reduced value.
  • Attachment: If a unit attaches to another unit, assign the attaching unit's entire Artillery value to the unit to which it attaches. This unit receives a new Artillery marker with an enhanced Artillery value.

9.0 Supply

To function at full effectiveness, units must be in supply.

9.1 Union Depots. Four Union depots begin the game on the map. Depots act as Union supply sources. They have no Combat Value and may not be attacked, nor may they move or retreat. Confederate units may enter a hex occupied by a Union depot as long as no Union units occupy that hex. At the moment a Damage or Destroy marker is placed in a RR station hex due to a "Burn RR Station" action, a Union depot in that hex is removed from the map and is considered destroyed. The Confederate player achieves Victory Points for this accomplishment. The Union player is not allowed to destroy his own depots. Exceptions: The Union depot in Langley (N5811) is within the D.C. Defense Area; it cannot be destroyed because Confederate units cannot enter this area. Also, the Union depot in Winchester Toll House (N0301) is not situated in a RR station hex. To destroy this depot, the Confederate player does not have to perform a Burn RR Station action; instead, at the moment a Confederate unit enters Winchester Toll House, the Union depot there is removed from the map and is considered destroyed.

9.2 Repairing Damaged RR Stations. During the Supply Line Repair Phase (which occurs on Turns 6 and 11 only), the Union player may attempt to remove Damage markers from RR station hexes. Destroy markers may never be removed. For each RR station on the map with a Damage marker which is neither occupied by a Confederate unit nor in a Confederate ZOC, the Union player rolls a die. On a roll of 1-4, the Damage marker is removed; on a roll of 5-6 the Damage marker remains in place. If the Union player fails to remove a Damage marker in the Turn 6 Supply Line Repair Phase, he may make another attempt to remove it in the Turn 11 Supply Line Repair Phase.

9.3 Supply Status. During the Supply Status Phase, which occurs on Turns 6 and 11 only, both players must determine whether each of their military units is "in supply" or "out of supply". Players do not determine supply status for leaders.

In Supply. Units which are calculated to be in supply in the Supply Status Phase of Turn 6 automatically remain in supply no matter where they move until the Supply Status Phase of Turn 11, at which time their supply status is again determined. Units which are calculated to be in supply in the Supply Status Phase of Turn 11 automatically remain in supply for the rest of the game no matter where they move.

If a unit is determined to be in supply (during the Supply Status Phase or by foraging) then it should not have an Out of Supply (OOS) marker. If it does not have one, then nothing is done to the unit during the Supply Status Phase. If the unit does have an OOS marker then that marker is removed and nothing further is done to the unit at the instant of removal of this marker. Units which are in supply function normally in all respects.

Out of Supply. If a unit is out of supply it should have an Out of Supply (OOS) marker. If a unit goes out of supply and it does not already have an OOS marker, it gets this marker and nothing further is done at this point in time. If a unit is determined to be out of supply during the Supply Status Phase and it is already out of supply, it retains the OOS marker; in addition its Strength marker is replaced by one with a Manpower Value one less than the one being removed and the new Strength marker is placed on its Disorganized side. A unit can be eliminated in such a fashion.

Out of supply units may perform actions normally and do not have their movement or combat restricted. However, they may suffer a penalty in the Recovery Phase (ref. Standard Rules 8.0). Out of supply units also add one to their extended marches. Out of supply units may become re-supplied prior to the next Supply Status Phase by foraging (see Foraging Section).

Recovery Phase Reminders:

  • In step 3 of the Recovery Phase, out of supply units possessing disorganized Strength markers do not have their disorganized Strength markers flipped to their organized sides if they are at Fatigue Level 0 or 1; instead, their Strength markers remain disorganized.
  • In step 6 of the Recovery Phase, out of supply units with organized Strength markers have their Strength markers flipped to their disorganized sides.

Determining Confederate Supply Status. If during a Supply Status Phase a Confederate unit is situated in any of the following five counties it is in supply: Caroline · Culpeper · Madison · Orange · Spotsylvania.

If during a Supply Status Phase a Confederate unit is situated in any county except the five listed above, it is out of supply unless it can be supplied by a Union depot. To be supplied by a Union depot a Confederate unit must occupy the same hex as the depot during the Supply Status Phase. A maximum of two Confederate units (of any size or type) may be supplied per occupied depot. If three or more Confederate units are stacked with a depot in a Supply Status Phase, the Confederate player must specify which two units will be supplied by the depot. Once a depot is destroyed, it may no longer provide this benefit to Confederate units.

The presence of Union units in a county (or adjacent to a Confederate occupied Union depot) has no effect on Confederate supply status, even if a Confederate unit is surrounded by Union units or ZOC.

Determining Union Supply Status. There are two methods of determining the supply status of Union units:

  1. If during the Supply Status Phase, Union units are situated in a county which currently contains a Union depot, which does not have a Confederate infantry unit occupying the depot, the Union units are automatically in supply. If the Confederate player eliminates a Union depot in a particular county, Union units in that county are no longer automatically in supply. Note: The Union Depot in N5811 (Langley, Fairfax County) is within the D.C. Defense Area and therefore may not be destroyed; thus, Union units in Fairfax County are always in supply.
  2. If during the Supply Status Phase, Union units are situated in a county which has at least one RR station without a Damage or Destroy marker, the units are in supply if a continuous path of railroad hexes can be traced from such a RR station to either of the following two hexes: Upton's Hill (N5814) · 6-Mile Post (N5819). Neither the RR station from which the path originates nor any RR station along that path may contain a Damage or Destroy marker. The presence of Confederate units or Confederate ZOC anywhere along the railroad path to Upton's Hill or 6-Mile Post (including in the RR station from which the path originates) has no effect on Union supply determination.

9.4 Foraging. In the Recovery Phase (before fatigue levels are reduced; see Standard Rules 8.0) out of supply units at Fatigue Levels 0-2 may forage (but not if they entrenched or built/repaired a bridge). Units which are in supply or at Fatigue Levels 3 or 4 may not forage. Leaders may not forage and have no need to. For each eligible unit wishing to forage, the owning player performs the following procedure in Step 2 of the Recovery Phase:

  1. Determine the "Forage Value" of the county occupied by the unit by consulting the County Display or the Forage Value Table. Each county has two Forage Values: one Union, one Confederate. Use the value corresponding to the unit's nationality.
  2. Roll a die and modify this roll by adding the unit's current Fatigue Level (if the unit is at Fatigue Level 0 the roll is not modified).
  3. Compare the modified roll to the Forage Value determined in Step 1 above:
    • If the modified roll is less than or equal to the Forage Value, the unit has successfully foraged and its OOS marker is removed. The unit is now in supply and remains so until the next Supply Status Phase, at which time its supply status is determined normally.
    • If the modified roll is greater than the Forage Value, the unit has not foraged successfully and remains out of supply. It may forage again in Recovery Phases of ensuing turns (assuming it meets the above requirements).

Dispersal (Optional). To simulate the fact that foraging was most effectively performed by armies that were dispersed over wide areas, players may use the following optional rule: A player must add 1 to an infantry unit's forage die roll for each friendly infantry unit that has already made a forage attempt in that unit's hex or any adjacent hex at an earlier point in the current Recovery Phase. For example, if three infantry units were stacked in the same hex and all three attempted to forage in the same Recovery Phase, the first would forage normally; the second would have 1 added to its forage roll; the third would have 2 added to its forage roll. This is in addition to the unit's Fatigue Level modifier. Foraging cavalry units are unaffected by this rule; similarly, cavalry units adjacent to infantry units do not affect those infantry units when the infantry units forage.

Forage Values Table

CountyConfederateUnion
Caroline63
Clarke55
Culpeper53
Fairfax35
Fauquier44
Frederick55
King George44
Loudoun56
Madison53
Montgomery46
Orange63
Prince William44
Rappahannock43
Spotsylvania53
Stafford44
Warren44

Advanced Game Scenarios

There are two Advanced Game scenarios, one of 8 turns and the other of 15 turns. Units begin these scenarios on their front sides at Fatigue Level 0 and possess organized Strength markers. Place the Turn marker on the Turn Record Track in the August 19 box, this is turn one. All objectives start the game under Union control. At the end of the game, calculate Victory Points (VP) and determine a winner. Since combat losses cause VP gain or loss, the players should keep track of Manpower value losses on a piece of paper. Infantry routs also count as VP (and are dependent on the combat power of the defending infantry prior to the combat), so players should keep track of these VP on a piece of paper.

In Advanced Game scenarios, both the north and the south maps are used. In the set-up instructions, hexes in the overlap area are listed by the south map's hex number. Refer to the SJW Basic Game Rules for how to join the two maps together.

Scenario 8: From The Rapidan To The Rappahannock

NOTES: This scenario simulates the first seven days of Lee's offensive against Pope's Army of Virginia. The scenario is eight turns long because Pope's forces began to withdraw from the Rapidan on the day before Lee's attack began.

MAP: Use both the north and south maps

GAME LENGTH: 8 turns; August 19 to August 26, 1862

SPECIAL RULES:

  1. Turn 1: The following are the turn 1 movement rules:
    • Only eligible Union units and leaders may perform actions or entrench on Turn 1. These eligible units are those starting the game in Culpeper County, as well as Griffin's brigade, which begins in Aquia Creek Station (S5021).
    • Union units/leaders eligible to perform actions on Turn 1 may not enter a Confederate ZOC during this turn (they may exit enemy ZOC), nor may they cross to the south side of the Rapidan River. They are permitted to make extended marches and force marches.
    • All Union units, except Griffin, receive an extended march modifier of -1 on turn 1. For example, if a unit in Sigel's corps marches to Fatigue Level 3 its modifiers would be a total of +1 (+1 Union unit, +1 Army of Virginia unit, -1 turn one special modifier). Note: Pope's army started to break camp the afternoon of the 18th, began to march early the next morning, and almost all units made it across the Rappahannock River on the 19th in good condition. These units start in their locations later in the morning of the 19th after the first part of their march.
    • All Confederate units and leaders may neither perform actions nor entrench on Turn 1.
    • Because no Confederate activities are permitted on Turn 1, there is no need to roll the die to determine initiative. The Union player may perform actions with his eligible units and leaders for as long as he is willing and able to do so, at which time the Turn 1 Action Cycle ends.
  2. Union Movement Restrictions: The Union player is subject to the following movement restrictions:
    • White's brigade and the 9VT regiment may not enter a hex outside of Frederick, Clarke, or Warren Counties for the duration of the game.

    • Fairchild's and Harland's brigades, as well as the 3 IN cavalry regiment, may not perform actions or entrench for the duration of the game. However, they are exempt from these restrictions at the moment a Confederate unit enters a hex in (or is placed as a reinforcement in) Spotsylvania or Stafford Counties. These units are automatically in supply until the first Supply Status Phase following their initial action. They then determine their supply status like other Union units.

    • The leader Porter and the divisions of Reynolds, Morell, and Sykes, all of which begin the game in Aquia Creek Station (S5021), may not perform actions or entrench until the following turns:

      TurnUnit/Leader
      3 (Aug 21)Reynolds
      4 (Aug 22)Porter, Morell
      5 (Aug 23)Sykes
    • Waagner's regiment and Whipple's brigade may not perform actions or entrench until Turn 8. They are exempt from these restrictions at the moment a Confederate unit enters Fairfax County. Whipple may not enter or retreat into a hex whose first two digits number "49" or less.

Victory Conditions. The Confederate player gains and loses VPs for the following. All VPs are tallied at the end of the game except for losses and routs:

VPReason
+5If "Union Panic" occurred during the game
+3For each Union depot eliminated
+12If Falls Church (N5715) is Confederate controlled
+8If Fairfax Court House (N5017) is Confederate controlled
+3For each of the following hexes that are Confederate Controlled: Culpeper (S1418) · Warrenton (S2403) · Falmouth (S4426) · Aquia Creek Station (S5021) · Front Royal (N0214) · Winchester Toll House (N0301) · Leesburg (N3502)
+3For each of the following RR stations that has a Destroy (not Damage) marker: Bristoe Station (S3703) · Manassas Junction (S4101) · Bull Run Bridge (N4422) · Sangster's Station (N4721) · Fairfax Station (N5020) · Burke's Station (N5220) · Springfield Station (N5620). Note: there are no VPs for Damage of any RR station on the map. RR stations above must be destroyed to gain VPs. The only effects damaging a RR station might have is disruption of Union supply and RR movement
+?For each Confederate infantry division (not infantry or cavalry brigade) ending the game in the indicated county. Note: if all six hexes surrounding a Confederate division are occupied by un-demoralized Union infantry divisions and/or their ZOC, or are impassable from the Confederate division's hex, that Confederate division is not eligible for this VP award: +3 Fairfax County (changed to 4 VP for each division in Fairfax County that ends the game within 4 hexes of Fairfax Court House or the DC Defense Zone) · +1 Prince William County (changed to 2 VP for each division in Prince William County that ends the game within 3 hexes of Groveton or 2 hexes of Manassas Junction or 3 hexes of Bull Run Bridge (N4422)) · +1 Loudoun, Clarke, or Frederick Counties
+1For each point of Union Manpower Value lost in combat, retreat, or cavalry retreat (not in extended march, force march, moving from one enemy ZOC to another, or due to supply effects)
-1For each point of Confederate Manpower Value lost in combat, retreat, or cavalry retreat (not in extended march, force march, moving from one enemy ZOC to another, or due to supply effects)
+?For each "R" (rout) result obtained in combat against Union infantry units. If the total Combat Value (prior to the combat) of the infantry units in the routed stack is between 1-11 it is +1 VP; if it is more than 11 it is +2 VP. Cavalry is ignored for these VP
-?For each "R" (rout) result obtained in combat against Confederate infantry units. If the total Combat Value (prior to the combat) of the infantry units in the routed stack is between 1-11 it is -1 VP; if it is more than 11 it is -2 VP. Cavalry is ignored for these VP

At the end of the game, the Confederate VP total is calculated and the players consult the following chart to determine the winner.

Confederate VPWinner
65 or moreConfederate Decisive Victory
55 to 64Confederate Substantive Victory
45 to 54Confederate Marginal Victory
35 to 44Union Marginal Victory
25 to 34Union Substantive Victory
20 or lessUnion Decisive Victory

Scenario 9: From The Rapidan To Manassas

NOTES: This scenario is set-up and played exactly like the 8 turn campaign scenario except that it lasts 15 turns. Although the conditions by which the Confederate player gains and loses VP are identical to the previous scenario, Scenario 9 has its own victory conditions.

GAME LENGTH: 15 turns; August 19 to September 2, 1862

Victory Conditions. At the end of the game, the Confederate VP total is calculated and the players consult the following chart to determine the winner.

Confederate VPWinner
105 or moreConfederate Decisive Victory
90 to 104Confederate Substantive Victory
75 to 89Confederate Marginal Victory
60 to 74Union Marginal Victory
45 to 59Union Substantive Victory
44 or lessUnion Decisive Victory

Campaign Scenarios Set-Up

Union Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
FairchildBrigIXInf9S4426 (Falmouth)
HarlandBrigIXInf3S5021 (Aquia Creek Station)
ReynoldsDivV-APInf13S5021 (Aquia Creek Station)
PorterCorpsV-APLdr-S5021 (Aquia Creek Station)
GriffinBrigV-APInf4S5021 (Aquia Creek Station)
MorellDivV-APInf7S5021 (Aquia Creek Station)
SykesDivV-APInf9S5021 (Aquia Creek Station)
Union Depot----S5021 (Aquia Creek Station)
3 INRegt-Cav1S4328 (Fredericksburg)
6 NYRegt-Cav1S2820
RenoCorpsIXLdr-S1920 (Stevensburg)
FerreroDivIXInf7^S1920 (Stevensburg)
StevensDivIXInf8^S2219
BufordBrig-Cav3S1824
PopeArmyAVLdr-S1916 (Brandy Station)
BanksCorpsIILdr-S1916 (Brandy Station)
GreeneDivIIInf9^S1916 (Brandy Station)
Williams (B)DivIIInf6^S1916 (Brandy Station)
McDowellCorpsIIILdr-S1418 (Culpeper)
RickettsDivIIIInf18^S1418 (Culpeper)
KingDivIIIInf18^S1418 (Culpeper)
BayardBrig-Cav2^S1419
SigelCorpsILdr-S1418 (Culpeper)
SchenckDivIInf9^S1418 (Culpeper)
MilroyBrigIInf3^S1418 (Culpeper)
SteinwehrDivIInf2^S1418 (Culpeper)
SchurzDivIInf7^S1418 (Culpeper)
BeardsleyBrig-Cav2^S1319
WaagnerRegt-Inf1S5802 (Accotink)
WhippleBrig-Inf2N5811 (Langley)
Union Depot----N5811 (Langley)
Union Depot----S4101 (Manassas Junction)
WhiteBrig-Inf3*N0301 (Winchester Toll House)
9 VTRegt-Inf1*N0301 (Winchester Toll House)
Union Depot----N0301 (Winchester Toll House)
Purnell LegionRegtIIInf1S3108 (Warrenton Junction)
60 NYRegtIIInf1S2007 (White Sulphur Springs)
Redoubt----%N4318 (Centreville)

^ Indicated units begin the game on their normal sides at fatigue Level 1. * Indicated units are each deployed under a Fort marker. % Reference SJW Basic Game Rules, section 2.3.

Union Reinforcements. During the Reinforcement Phase of the indicated turns, place the following Union units and leaders on the map in the listed hexes.

TurnUnit/LeaderSizeCommandTypeManpower ValueHex
6-Aug 24HeintzelmanCorpsIII-APLdr-S5021 (Aquia Creek Station)#
6-Aug 24KearnyDivIII-APInf13S5021 (Aquia Creek Station)#
7-Aug 25HookerDivIII-APInf14S5021 (Aquia Creek Station)#
7-Aug 25PiattBrigV-APInf2N5819 (6-Mile Post)
9-Aug 27TaylorBrigVI-APInf3N5819 (6-Mile Post)
9-Aug 27ScammonBrig-Inf2N5819 (6-Mile Post)
9-Aug 27SturgisBrig-Inf1N5819 (6-Mile Post)
11-Aug 29SumnerCorpsII-APLdr-N5816 (Munson's Hill)
11-Aug 29RichardsonDivII-APInf11N5816 (Munson's Hill)
11-Aug 29SedgwickDivII-APInf14N5816 (Munson's Hill)
11-Aug 29KimballBrigII-APInf4N5816 (Munson's Hill)
11-Aug 29FranklinCorpsVI-APLdr-N5818 (Urquhart's Tavern)
11-Aug 29SlocumDivVI-APInf9N5818 (Urquhart's Tavern)
11-Aug 29SmithDivVI-APInf13N5818 (Urquhart's Tavern)
12-Aug 30MoorBrig-Inf3N5816 (Munson's Hill)
14-Sept 1CouchDivVI-APInf11N5819 (6-Mile Post)
15-Sept 2PleasontonBrig-Cav3N5819 (6-Mile Post)

# The Union player may place Heintzelman, Kearny, and Hooker in N5819 (6-Mile Post), but this option delays their arrival by one turn (i.e. Heintzelman and Kearny would arrive on Turn 7, and Hooker would arrive on Turn 8). If this option is used, it must be used by all three counters – not just one or two. If Aquia Creek is Confederate occupied on Turn 6, the Union player must reroute the three counters to 6-Mile Post as described. An Accelerate Union Reinforcements result on turn 6 does not affect Kearny but does mean Hooker would arrive at 6-Mile Post on turn 7 if he was re-routed there. A Delay Union Reinforcements result on the turn of their 6-Mile Post arrival date, if re-routed there, has no effect, but it does affect their re-routing date from Aquia Creek. For example, if the Delay result occurs on turn 7 then Kearny would still arrive at 6-Mile Post on turn 7, but Hooker would be delayed a turn (and he would continue to be delayed until a Delay result did not occur so he could get re-routed).

Confederate Set-Up

Unit/LeaderSizeCommandTypeManpower ValueHex
StuartCorpsCavLdr-S1625
RobertsonBrigCavCav2S1625
F. LeeBrigCavCav2S1825
2 VARegtCavCav1S1130
LeeArmyANVLdr-S1727
LongstreetCorpsLLdr-S1727
D.R. JonesDivLInf14S1727
WilcoxDivLInf9S1828
KemperDivLInf10S1728
HoodDivLInf8S1829
EvansBrigLInf5S1729
JacksonCorpsJLdr-S1529
A.P. HillDivJInf18S1529
TaliaferroDivJInf14S1429 (Orange Church)
Ewell (B)DivJInf14S1430 (Mt. Pisgah Church)
AndersonDivLInf14S0832 (Orange Court House)

Confederate Reinforcements. During the Reinforcement Phase of the indicated turns, place the following Confederate units and leaders on the map in any of the following hexes: S0134, S0233 (Somerset), S0334, and S0833. If an arrival hex is Union occupied, the Confederate units may not be placed there. The Confederate player may delay the arrival of any or all of his reinforcements by one turn and place them in any of the following hexes: S3033, S3534, S3734 (Spotsylvania Court House), S3934, S4233 (Massaponax Church).

TurnUnit/LeaderSizeCommandTypeManpower Value
8-Aug 26RipleyBrigLInf7
9-Aug 27HamptonBrigCavCav3
10-Aug 28McLawsDivLInf17
10-Aug 28D.H. HillDivLInf11
12-Aug 30WalkerDivLInf7

The Game As History

July 1862: Outmaneuvered and outfought by Robert E. Lee's Army of Northern Virginia in the Seven Days Battle at the gates of Richmond, George McClellan's Army of the Potomac has retired to Harrison's Landing on the James River. Here the Federals have remained inactive for the entire month. Meanwhile, John Pope's Army of Virginia, established on June 26 from scattered Federal forces in the Shenandoah Valley and northern Virginia, is slowly concentrating east of the Blue Ridge Mountains. Pope himself has remained in Washington D.C. for more than a month, directing the movement of his forces by telegraph.

Pope has received no definitive instructions from President Lincoln or the Cabinet, nor does he have firm plans of his own. He has expressed his desire to cooperate directly with McClellan. but the Army of the Potomac's retreat to the James has considerably lengthened the distance between the two armies. Furthermore, Lee's forces are now interposed between Pope and McClellan, making direct cooperation nearly impossible.

Sometime in the last week of July, the newly appointed commander of all the armies of the United States, Major General Henry W. Halleck, makes a momentous decision: the Army of the Potomac will withdraw from Richmond and redeploy by water to northern Virginia. McClellan's and Pope's forces will then consolidate. McClellan is aghast. "Halleck is turning out just like the rest of the herd," he writes to his wife. "I see more clearly every day their settled purpose to force me to resign. I am trying to keep my temper."

Pope has already made a name for himself even before he joins his forces in the field. His July 14 message to the Army of Virginia—which begins, "I come to you from the West, where we have always seen the backs of our enemies"—causes deep resentment among many veterans of the Shenandoah Valley campaign. Even worse, his July 23 general order, viewed by many northerners as an injudicious escalation of the war, sparks profound anger in the South. "Commanders...will proceed immediately to arrest all disloyal male citizens within their lines, or within their reach," the order states. "Such as are willing to take the oath of allegiance to the United States...shall be permitted to remain at their homes...Those who refuse shall be conducted south, beyond the extreme pickets of this army, and be notified that if found again anywhere within our lines, or at any point in rear, they will be considered spies and subjected to the extreme rigor of military law." When Lee hears of Pope's declarations, he states, "I want Pope suppressed."

Pope finally joins his army in the field on July 29. Thereafter many of his orders have the heading "Headquarters in the Saddle"—a phrase which produces much sarcasm in the newspapers on both sides. Pope has devised a plan to exploit Confederate weakness on his front and draw enemy attention away from McClellan's withdrawal from Richmond. The scheme calls for the bulk of his army to concentrate around Culpeper (S1418) and advance southward down the Orange and Alexandria Railroad toward Orange Court House (S0832) and the key railroad junction at Gordonsville (offmap), thereby disrupting a vital enemy supply link between the Shenandoah Valley and Richmond. However, Pope has remained cautious because he knows that if Lee's Army of Northern Virginia moves north against him, Union forces in Culpeper County will be greatly outnumbered and subject to total defeat before help from McClellan can arrive.

While watching McClellan at Harrison's Landing, Lee has kept a sharp eye on Pope's activities. Pope's intentions deeply trouble Lee, and on July 13 he dispatches Stonewall Jackson and two strong divisions to Gordonsville to protect the Virginia Central Railroad.

By early August, the Army of the Potomac has been passive on the James for one month, and Lee is searching expectantly for signs of impending Federal withdrawal from the Richmond front.

When the safety of Richmond is assured, Lee is ready to transfer the bulk of his army by rail to reinforce Jackson at Gordonsville. Then he will attempt to crush "the miscreant Pope" before the Federals can unite their two armies. The game is about to begin.

August 8, 1862: Pope's cavalry is probing toward the Rapidan River south of Culpeper (S1418) and Madison Court House (S0124). Crawford's infantry brigade of Banks's II Corps has been ordered to advance from Culpeper to the area of Cedar Mountain (S1024) to support the cavalry. The rest of Banks's Corps is advancing to Culpeper from Sperryville (S0108), followed by Sigel's I Corps. Ricketts' division of McDowell's III Corps, recently deployed to Culpeper from Waterloo (S1905), stands ready to come to Crawford's aid should an engagement develop.

Jackson's force, reinforced to three divisions upon the arrival of A.P. Hill's famous Light Division from Richmond, moves north from Gordonsville to Orange Court House on August 7. Jackson has received intelligence that Crawford's brigade stands unsupported at Culpeper, and Stonewall is determined to crush it before Pope's army can concentrate there. He orders his little army forward at dawn on the 8th. Ewell's division will cross the Rapidan at Liberty Mills (S0333); Hill's and Winder's divisions at Barnett's Ford (S0830). However, a traffic snarl at Barnett's and confusion about the order of march prevents the Confederates from making much headway by day's end. Jackson is angered by Hill's performance; Hill declares that Stonewall never informed him of a key change in orders.

August 9, 1862: Banks's and Jackson's troops clash just north of Cedar Mountain (S1023) about noon. Banks is vastly outnumbered, but does not grasp the fact that most of Jackson's command is on the field. The Federals attack and surprisingly gain a dramatic success on the Confederate left. However, the Rebels quickly rally and bring up reinforcements from Hill's division. A Confederate counterattack pushes the Federals back behind Cedar Run, earning Jackson a narrow victory. Banks's corps is decimated, but by no means routed. Union reinforcements from Ricketts' division and Sigel's corps arrive on the field after dark, preventing Jackson from exploiting his victory. Rebel losses are about 1,300; Union losses, about 2,300.

August 10, 1862: In the words of historian Douglas Southall Freeman, "The Battle of Cedar Mountain exposed much and decided nothing." After resting and reorganizing, Jackson decides to retire south of the Rapidan after learning that the Federals to his front amount to most of Pope's army. On the Federal side, Pope blames Banks for launching a premature attack on August 9; Banks produces a transcript of a verbal order from one of Pope's officers ordering the previous day's assault. Pope decides to remain in position but will not attack. He claims victory at Cedar Mountain, but most of his officers consider this bombast.

August 11, 1862: The dead are buried on the field at Cedar Mountain. Rebels and Yankees intermingle between the lines under a flag of truce. Jackson retires in the afternoon, leaving the battlefield to Pope.

August 12 – August 18, 1862: Lee must determine the Army of the Potomac's intentions on the Richmond front before he dares to uncover the Rebel capital and join Jackson in Orange County. According to Lee the enemy's strategy can be ascertained by figuring out the destination of the Federal IX Corps, commanded by General Ambrose Burnside, which has recently been transferred from the North Carolina coast to Fortress Monroe, Virginia. From there the DC Corps can either reinforce McClellan near Richmond or deploy to northern Virginia to aid Pope. About August 6, Lee learns that the DC Corps is disembarking at Aquia Creek (S5021), near Fredericksburg. "From every indication it appears that McClellan's forces on James River are being withdrawn and sent to reinforce Pope," Lee writes to the Confederate Secretary of War. Four Confederate infantry divisions are moved north to Orange County to join Jackson. Three more divisions follow shortly thereafter.

Pope's entire Army of Virginia is now concentrated in Culpeper and Madison Counties, holding a lengthy defensive line along the Rapidan and Robertson Rivers. Pope is soon reinforced by two divisions from Burnside's DC Corps, which he places on his left. Pope strongly suspects that Jackson has been reinforced by troops from Richmond, and he is wary of a Confederate attack across the Rapidan.

Lee is planning just such an attack. He arrives at Gordonsville on August 15 and promptly concentrates his army behind Clark's Mountain (S1427)—unbeknownst to Pope—where it is in a perfect position to cross the Rapidan and overwhelm Pope's weak left flank. Lee plans to ford the Rapidan late on August 17 and attack the Federal IX Corps the following morning. However, due to logistical difficulties and the failure of some units to reach their assigned positions on time, Lee postpones the attack until August 20.

On August 18 a Federal cavalry raid south of the Rapidan nearly captures the Rebel cavalry leader JEB Stuart at Verdiersville (S2030). One of the Confederate prisoners taken in the raid, an aide to Stuart by the name of Fitzhugh, is carrying papers which clearly reveal Lee's intentions against Pope. The Federals have been alerted, and on the afternoon of August 18 they hastily retreat northeastward toward the Rappahannock.

August 19, 1862: Pope's retreat, directly observed by Lee atop Clark's Mountain, continues all day. The Federal withdrawal is skillfully managed, and by nightfall Pope's army holds a line along the Rappahannock from Beverly Ford (S2213) to Barnett Ford (S2820). In Washington, Halleck considers ordering another retirement closer to the Federal capital, but he expects McClellan's Army of the Potomac to arrive on the scene at any moment and therefore orders Pope to hold the line of the Rappahannock until he can be reinforced.

August 20, 1862: Pope's forces consolidate their strong positions along the Rappahannock. Meanwhile, General FitzJohn Porter's V Corps— the first arrival from McClellan's Army of the Potomac—begins disembarking at Aquia Creek. Alexandria lifeline is vulnerable to enemy raids, so he directs that key sites on the railroad be guarded by elements of Sturgis's Reserve Division from the defenses of Washington. This is a wise precaution, but it is never carried out. Stuart's Rebel cavalry, with 1,500 men, attempts to cut Pope's supply line by conducting a raid across the Rappahannock at Waterloo (S1905), passing through Warrenton (S2403) en route to the railroad bridge across Cedar Run near Catlett's Station (S3307).

August 23, 1862: Aware that a flanking move is being made around his right, Pope considers retreating behind Cedar Run. He abandons this idea because he believes the Confederates are vulnerable to a Union foray across the Rappahannock south of the Hazel River, where only a portion of Longstreet's wing remains. However, this scheme proves impossible because of yesterday's rain, which has made the Rappahannock virtually unfordable. Instead, Pope decides to slip northward toward White Sulphur Springs and Waterloo, hoping to block the fords there and crush Ewell's detachment at the Springs, isolated on the east bank by the swollen river. However, Sigel's I Corps is considerably delayed by the high waters of Great Run near Foxville (S2109), and Ewell's detachment escapes to the west bank late that night. Before dawn, Stuart's Rebel horsemen strike at Pope's headquarters near Catlett's Station, capturing a large number of prisoners and, more important, Pope's dispatch book. The raid is only a partial success, however, because the heavy rains prevent Stuart from destroying the Cedar Run railroad bridge. Stuart returns to Jackson's lines near Waterloo by nightfall. Porter's V Corps from the Army of the Potomac is marching hard from Aquia Creek toward the Army of Virginia, but Pope is becoming deeply concerned about the late arrival of the rest of McClellan's army. A small portion of Kearny's division of Heintzelman's HI Corps deploys by rail to Warrenton Junction (S3108) by noon, but will be incapable of action for a few days while waiting for supplies, artillery, and ammunition. The rest of Heintzelman's corps is expected to follow in Kearny's wake.

August 24, 1862: Buford's Federal cavalry brigade pushes up the east bank of the Rappahannock as far as Waterloo, followed closely by elements of Sigel's corps. Pope decides to concentrate his forces in the vicinity of White Sulphur Springs, Foxville, Fox's Mill, and Warrenton. (Except for two division's of Porter's V Corps, which are making an exhausting march from Aquia Creek to join Pope.) Lee's plan to turn Pope's right has so far been effectively foiled. Longstreet's wing has now also moved north of the Hazel River and is concentrated south of Jefferson (S1808, also known as "Jeffersonton"). Lee does not wish to make a frontal assault across the Rappahannock at Waterloo or Sulphur Springs, so he decides to implement a daring strategy. On the following morning, Jackson's entire wing of three divisions—about 23,000 men—will commence a broad sweep around Pope's right to get between the Army of Virginia and Washington.

Longstreet's Confederates cross the Rapidan at Raccoon Ford (S1825), led by Fitz Lee's cavalry brigade. Jackson's wing crosses two miles upstream at Somerville Ford, preceded by Robertson's cavalry brigade (led personally by Stuart). Cavalry skirmishes take place at Kelly's Ford (S2618) and Brandy Station (S1916). At day's end, Longstreet's forces bivouac near Kelly's Ford; Jackson's rest at Stevensburg (S1920).

August 21, 1862: Pope continues to strengthen his Rappahannock line. Griffin's brigade from the Army of the Potomac assumes a defensive position on Pope's left at Barnett Ford. Heintzelman's III Corps of the Army of the Potomac, which has been ordered to land at Aquia Creek, is directed to Alexandria instead because of the crowded conditions at Aquia's landing facilities. Meanwhile, Jackson's Confederates reach a position opposite Pope at the Orange and Alexandria Railroad crossing at Rappahannock Station (S2413), where a Union brigade holds a fortified bridgehead on the west side of the river (S2315). Lee quickly determines that Pope's position on the Rappahannock is too strong to assail directly, so he orders Longstreet's wing to sidestep northward toward the Orange and Alexandria Railroad.

August 22, 1862: Lee realizes that Union reinforcements from the Army of the Potomac are landing in large numbers at Aquia Creek. He therefore determines to move his forces northward up the Rappahannock in order to lengthen the distance between Pope and Aquia Creek, as well as to seek Rappahannock crossing sites which are less heavily defended. Longstreet assumes Jackson's old position astride the Orange and Alexandria. Meanwhile Jackson slips northward across the Hazel River at Wellford's Ford (S1914) and reaches the White Sulphur Springs turnpike (S1908) by late afternoon. He crosses part of Ewell's division to the Springs (S2007), but a heavy downpour at dusk causes the river to rise precipitously, isolating the Rebel detachment on the east bank. Pope is fully aware of Jackson's move northward. Sigel's I Corps marches up the east bank to keep pace with the Rebels and even launches a limited attack against the rear of Jackson's column near Freeman's Ford (S2011). Heintzelman's III Corps of the Army of the Potomac, redirected to Alexandria (near N5819) from Aquia Creek, begins disembarking. Pope realizes that his Orange and Alexandria lifeline is vulnerable to enemy raids, so he directs that key sites on the railroad be guarded by elements of Sturgis's Reserve Division from the defenses of Washington. This is a wise precaution, but it is never carried out. Stuart's Rebel cavalry, with 1,500 men, attempts to cut Pope's supply line by conducting a raid across the Rappahannock at Waterloo (S1905), passing through Warrenton (S2403) en route to the railroad bridge across Cedar Run near Catlett's Station (S3307).

August 26, 1862: Pope suspects that Jackson's force is moving to the Shenandoah Valley via Front Royal (N0214) and thus does little about the enemy maneuver except to warn General Julius White at Winchester (near N0301) to expect trouble. Pope is unaware of his vulnerability—or his opportunity—and his forces remain relatively inert west and south of Warrenton (except for Porter's V Corps, which is still marching to join Pope; and Heintzelman's III Corps, which is now fully assembled at Warrenton Junction upon the arrival of Hooker's division). Four days earlier, Pope had directed Sturgis to forward some of his troops stationed in the District of Columbia defenses to guard the Orange and Alexandria Railroad: now the failure to do so will have disastrous consequences. From Salem, Jackson's wing marches along the Manassas Gap Railroad to White Plains (N2518) and through the Bull Run Mountains at Thoroughfare Gap (N2819). No opposition is encountered. Somewhere near Hay Market (N3220), Jackson is joined by Stuart's cavalry. At Gainesville (N3421), the column diverges from the railroad and heads for Bristoe Station (N3726), located directly on Pope's Orange and Alexandria supply line. Led by the 2nd Virginia Cavalry, Ewell's division reaches Bristoe by nightfall and proceeds to wreck portions of the track, several Federal locomotives, and the Broad Run railroad bridge (N3925). With hardly a shot fired in anger, Jackson's men have marched more than 50 miles in two days and cut Pope's tie to Washington. A brigade from Ewell's division proceeds up the tracks toward Manassas Junction (N4124) and discovers a giant Federal supply depot, virtually unprotected. Back on the Rappahannock, Longstreet's wing (except for Anderson's division, which remains at Jefferson) follows in Jackson's wake, but only makes Orleans by nightfall. Here they are separated from Jackson by 40 miles. The entire Army of Virginia—as well as a substantial mountain range—lies between the two Rebel wings.

August 27, 1862: Pope receives reports that the Orange and Alexandria has been cut, but he blames an enemy cavalry raid for the damage. He is not even certain whether Jackson's force has come through Thoroughfare Gap. Nevertheless he decides to retire from the Rappahannock and reposition his forces about 15 miles to the northeast near Buckland (N3022) and Gainesville. By nightfall, Sigel's and McDowell's corps are strung out west of Gainesville on the Warrenton Turnpike. Reno's IX Corps and Kearny's division of the III Corps (Army of the Potomac) march from Catlett's Station (N3330) to Greenwich (N3324). Porter's V Corps and Banks's II Corps are coming up from Warrenton Junction and Fayetteville (N2433), respectively. Upon receiving rumors that the enemy is in force at Bristoe, Hooker's division marches up the railroad and encounters Ewell's division at Kettle Run (N3626). A sharp battle is fought, and Ewell falls back toward Manassas. For the first time Pope realizes that Jackson has gotten in his rear. Taliaferro's and Hill's divisions of Jackson's wing plunder the Union depot at Manassas and repel a foolhardy attack by a New Jersey brigade from the VI Corps, which has been sent by rail from Alexandria to protect the Orange and Alexandria bridge over Bull Run. The Rebels pursue the defeated Federals to Bull Run and haphazardly burn the bridge—which is hastily repaired by Union railroad crews. Realizing that Pope can surround him at Manassas, Jackson decides to retire northward to Groveton (N3720) near the old battlefield of Bull Run (N3820). Fitz Lee's Rebel cavalry brigade begins a raid toward Alexandria, hoping to disrupt the Orange and Alexandria between there and Bull Run. From Orleans, Longstreet's wing moves hastily to Jackson's assistance, reaching White Plains by nightfall. Lee's concern about uniting the Rebel army mounts when Buford's Union cavalry brigade confronts Longstreet's column near White Plains and forces it to deploy into line of battle for a short time. If Longstreet cannot pass Thoroughfare Gap quickly, Lee feels that Jackson may be overwhelmed.

August 28, 1862: Jackson's three divisions unite at Groveton by noon. Expecting to pocket Jackson at Manassas Junction, Pope orders his army to concentrate there. By the time the first Federals arrive at Manassas around noon, Jackson is long gone. Pope pushes Heintzelman's III Corps and Reno's IX Corps to Centreville (N4318) and finds evidence of Rebel presence in the last 24 hours. By dusk Pope has accomplished nothing and still has no idea of Jackson's location. Fitz Lee's cavalry brigade passes through Fairfax (N5016) and damages the railroad near Burke's Station (N5220). He retires by way of Vienna (N5214). At Gainesville, McDowell is warned by Buford that Longstreet is about to pass through Thoroughfare Gap. McDowell directs Sigel's I Corps and Reynolds' division to confront Longstreet at the gap. However, Pope's order to concentrate at Manassas changes McDowell's plans drastically. Only Ricketts' division of McDowell's corps is detached to Thoroughfare Gap, where it clashes with D.R. Jones's division of Longstreet's wing. Ricketts effectively delays Longstreet at the gap until dusk and then retreats. His position becomes untenable when Longstreet sends Wilcox's division across the mountains at Hopewell Gap (N2816). At nightfall, Longstreet's vanguard rests east of the mountains. McDowell and Sigel march toward Manassas, but they receive orders that afternoon to redirect their march to Centreville. Pope is thoroughly baffled. King's division of McDowell's corps is marching on the Warrenton Turnpike late in the afternoon when it is unexpectedly attacked by Jackson at Groveton. A fierce battle ensues, known as the Battle of Brawner's Farm. The fight is inconclusive, but casualties on both sides are extraordinarily high. Shortly after midnight, King unwisely retires from the field, but Pope has now figured out Jackson's exact location.

August 29, 1862: Pope is wrongly convinced that Jackson is retiring to the mountains. "McDowell has intercepted the retreat of the enemy," he writes to Kearny. "Unless he can escape by bypaths leading to the north tonight, he must be captured." Much of Pope's army swings westward from Centreville to Groveton along the Warrenton Turnpike, but Pope is angered when he discovers that King's division has abandoned yesterday's battlefield to the Rebels. Sigel's corps and Reynolds' division open the Second Battle of Manassas by attacking Jackson's line unsuccessfully along an unfinished railroad embankment (N3619, N3719). After a lull of several hours, Heintzelman and Reno launch fierce attacks against Jackson's left and center which come very close to breaking the Rebel line. However, the Federals are driven back at great cost to both sides. Earlier, McDowell and Porter are ordered to march from Manassas Junction to Gainesville via Bethlehem Church (N3822) so that Jackson's "retreat" down the Warrenton Turnpike from Groveton will be blocked. However, Buford informs McDowell that the enemy already occupies Gainesville in strength. These are Longstreet's men, who get an early start at Thoroughfare Gap and march rapidly to Jackson's aid at Groveton. Longstreet's presence at Gainesville, as well as the sound of gunfire to the north, clearly demonstrate to McDowell and Porter (in N3722) that Jackson is not retreating, and is indeed about to be reinforced by Longstreet. Instead of marching to Gainesville, McDowell's corps moves to the Warrenton Turnpike via New Market (N3821) and joins the battle that has been raging at Groveton. Porter, who is confused by Pope's unclear orders, remains inactive with his V Corps on the Manassas Gap Railroad (N3722) for most of the day and does not take part in the battle. For this—and several other charges—Porter is later court-martialed, found guilty, and dismissed from the U.S. Army. (In 1882, President Chester Arthur remits Porter's sentence.) On the Rebel side, Longstreet reaches the field before noon, but is strangely inactive during the day. Lee wishes him to attack Pope's left flank, but Longstreet demurs, arguing for more time to prepare. One of his divisions (Hood's) clashes with McDowell on the Warrenton turnpike in late afternoon and retires. Fitz Lee's cavalry brigade returns from its raid and takes position on Jackson's left near Sudley Springs (N3718).

August 30, 1862: What Pope has always feared is finally happening: he is being attacked by Lee's Army of Northern Virginia before McClellan's Army of the Potomac has arrived in its entirety from Richmond. Actually, aside from McClellan's IV Corps (which has been ordered to remain on the Peninsula), the entire Army of the Potomac has already redeployed to northern Virginia. Unfortunately for Pope, Sumner's II Corps and Franklin's VI Corps are only now beginning to march to Pope's aid after much delay in disembarking at Alexandria. Their progress is so slow that President Lincoln's secretary remarks that "it really seemed to him [Lincoln] that McClellan wanted Pope defeated." Sumner's and Franklin's presence at Bull Run would give Pope a decided advantage over Lee, but they do not arrive in time. On the battlefield Porter's inactive V Corps redeploys to the front at Groveton and Pope orders a massive attack against Jackson shortly after noon. Again the Rebel line is severely battered, but it holds its ground. Pope is unaware of the threat against his left flank posed by Longstreet (in N3621), who is now ready to strike. Longstreet's attack is successful, but does not drive the Federals from the field. At dusk, Pope holds a concave line with his right resting on Bull Run (N3819) and his left holding the Henry House Hill (N3820). After dark Pope's army retires to Centreville (N4318) in fairly good order, moving by way of the Warrenton Turnpike over the Stone Bridge (which is demolished by Sigel's men). Lee does not pursue aggressively. Federal casualties are about 14,500 in the threeday battle; the Confederates lose approximately 9,000.

August 31, 1862: At Centreville, Pope joins Franklin's fresh VI Corps and deploys in expectation of another attack by Lee. Banks's II Corps (Army of Virginia), which has been guarding Bristoe Station during the battle, and Sumner's II Corps (Army of the Potomac) arrive at Centreville during the day to strengthen Pope. Fortunately for the Federals it rains heavily most of the day, considerably hindering Lee's pursuit. Longstreet's wing spends the entire day on the battlefield, occasionally demonstrating to draw Pope's attention. Meanwhile, Jackson's three divisions begin another wide flank march northward to attempt to get between Pope and Washington, marching by way of Sudley Mineral Springs (N3718) to the Little River Turnpike (N3713) and resting for the night at Pleasant Valley (N4114) and Gum Springs (N3812). Fitz Lee's and Robertson's Rebel cavalry brigades precede Jackson and skirmish with Federal cavalry as far east as Ox Hill (N4716).

September 1, 1862: Rebel cavalry activity on the Little River Turnpike provides Pope a hint that the enemy is attempting another flank march around his right. Strong detachments of Pope's army are deployed to Germantown (N4917) and Fairfax (N5017) to hold open a line of retreat to Washington. Meanwhile, Pope orders his corps commanders at Centreville to reconnoiter northward to figure out what the Rebels are up to. Jackson continues his march toward Fairfax, reaching Chantilly (N4415) about 9 AM and Ox Hill about six hours later. Since Ox Hill is only about three miles past Chantilly, it is obvious that Jackson is restraining his advance so that Longstreet's wing, now on the march from Sudley Springs, will be in supporting distance in the event of a battle. In early afternoon Pope becomes so concerned about Jackson's whereabouts that he orders his entire army to withdraw from Centreville to Germantown. Reno's IX Corps and Heintzelman's III Corps lead the retreat with instructions to move north to the Little River Turnpike and form a defensive position several miles northwest of Germantown. Stevens' division of Reno's IX Corps clashes with Jackson's wing just south of Ox Hill in late afternoon. The Federals bring up reinforcements and make costly piecemeal attacks, failing to dislodge the Rebels. However, Jackson's advance on Fairfax is brought to a halt, and Pope's line of communication with Washington is held open. Both sides fight in great disorder due to a massive thunderstorm near dusk. In this Battle of Chantilly, Federal Generals Issac Stevens and Philip Kearny are killed. Pope does not yet realize it, but the campaign is about to come to an abrupt end.

September 2, 1862: Pope warns Lincoln: "Unless something can be done to restore tone to this army, it will melt away before you know it." Early in the morning Lincoln and Halleck call on McClellan and direct him to take charge of the Washington defenses, consolidating the Army of Virginia and Army of the Potomac. Despite his strong position at Germantown, Pope suggests retreating back to the capital defenses and receives permission to do so before noon. At Munson's Hill (N5816), Pope and McClellan have an icy meeting during which the Federal troops happily learn that "Little Mac" has been restored to command. According to Robert E. Lee, "The proximity of the fortifications around Alexandria and Washington rendered further pursuit useless." He therefore rests his army all day near Chantilly, except for Stuart's cavalry, which occupies Fairfax and probes toward Flint Hill (N5116) and Vienna (N5214). Also, the 2nd Virginia Cavalry makes a dash to Leesburg (N3402) to capture a small Federal force that has been operating in northern Loudoun County. Lee then decides to embark on a daring new strategy. He feels strongly that his army cannot capture Washington by direct assault, nor can it live very long by foraging in ravaged Fairfax County without a secure railroad link to Richmond. He therefore determines to invade Maryland. By doing so he theorizes that Maryland may be encouraged to throw off the Union's yoke and join the Confederacy. Furthermore his troops will find it easier to live off the land in the rich Maryland countryside, while the devastated farmland of central Virginia will gain time to recover from Federal occupation.

The Antietam campaign is about to begin.

Map Gazetteer

The following gazetteer should enhance the players' feel for the region portrayed on the Stonewall Jackson Way map:

Montpelier (Hex S0533): Home of President James Madison (1751-1836) and his wife Dolley. Now owned by the National Trust for Historic Preservation. Open to the public.

Cedar Mountain (Hex S1024): The battle between Jackson and Banks on August 9, 1862 took place in an adjacent hex, S1023. The entire battlefield is privately owned.

Clark's Mountain (Hex S1527): A favorite Confederate observation post and signal station. Lee observed Pope's army on the north side of the Rapidan from its summit. Today the mountain top is privately owned and cannot be accessed by the public.

Hinson's Mill (Hex S1405): The spot where Jackson's wing crossed the Rappahannock at the start of its epic march around Pope's Army of Virginia on August 25, 1862.

Brandy Station (Hex S1916): Site of the largest cavalry battle of the war, which took place on June 9, 1863. The battlefield (including nearby Fleetwood Hill and St. James Church) has changed little since the battle, but portions of it are threatened by development. On June 5 (and again on June 8), JEB Stuart's Confederate cavalry held a grand review in a field about one and one half miles west of Brandy Station (S1816).

Kelly's Ford (Hex S2618): One of the Army of the Potomac's favorite Rappahannock crossing sites. The famous Confederate horse artilleryman John Pelham was killed here on March 17, 1863 during a cavalry engagement. There is a monument to his memory near the ford.

Salubria (Hex S2220): The Kilpatrick-Dahlgren cavalry raid against Richmond in February-March 1864 began at this colonial manor house near the Rapidan.

Stevensburg (Hex S1920): JEB Stuart's famous scout Will Farley was killed two hexes north of here (S1918) during the Battle of Brandy Station. As recounted by D.S. Freeman in Lee's Lieutenants, Farley called for his severed leg shortly before his death and said, "It is an old friend, gentlemen, and I do not wish to part with it."

Culpeper (Hex S1418): In 1749, 17-year old George Washington obtained a surveyor's license in Culpeper.

Germanna, Culpeper Mine, Ely's Fords (Hexes S2623, S2924, S3223): The Rapidan crossings used by the Army of the Potomac at the start of the Wilderness campaign in May 1864.

Ellwood (Hex S2826): Now owned by the National Park Service, Ellwood is the most historic home in the Wilderness area. Lafayette visited here during his American tour in 1824. Stonewall Jackson's arm, amputated during the Battle of Chancellorsville in May 1863, lies buried in a nearby cemetery. The home was used as headquarters by Warren's V Corps of the Army of the Potomac during the nearby Wilderness battle.

Vaucluse Gold Mine (Hex S2925): One of many mines in the Wilderness area during the mid-19th century. Signs of its existence are still visible on Vaucluse Road off of modern-day Route 3.

Wilderness Church (Hex S3227): Jackson's famous 2 May 1863 flank attack at the Battle of Chancellorsville crushed the Union XI Corps one mile to the west of this hex (S3127).

Beverly Ford (Hex S2213): Used by Union cavalry (along with Kelly's Ford) as a Rappahannock crossing site immediately prior to the Battle of Brandy Station on June 9, 1863.

Catlett's Station (Hex S3307): The nearby Orange and Alexandria Railroad bridge across Cedar Run was the objective of JEB Stuart's 22 August 1862 cavalry raid during the Second Manassas campaign. Although Stuart failed to destroy the bridge, he captured a great deal of paraphernalia from Pope's headquarters tent—including the Union general's full-dress overcoat.

Hazel Grove and Chancellorsville (Hexes S3328 and S3427): The center of the Union line at the Battle of Chancellorsville in May 1863. Jackson's Confederates outflanked this position on May 2, marching from the Orange Plank Road (S3428) past Catherine Furnace and the Wellford House (S3429 and S3330, remnants of which are still visible in the National Battlefield Park), then on to the Brock Road all the way to the Old Turnpike near the Wilderness Tavern (S2926).

Parker's Store (Hex S2829): Site of the opening skirmish of the southern portion of the Battle of the Wilderness on May 5, 1864. Eventually A.P. Hill's Confederates drove back Hancock's II Corps to the junction of the Orange Plank and Brock Roads (S3028). Trenches from the Wilderness battle can still be seen today at this road junction.

Spotsylvania Court House (Hex S3734): Lee and Grant fought the Battle of Spotsylvania in Hexes S3633, S3733, and S3833 from May 8 to May 19, 1864.

Salem Church (Hex S4028): This quaint brick church, now almost completely surrounded by shopping malls, was the site of a May 3, 1863 engagement that marked the end of the Battle of Chancellorsville.

Fredericksburg (Hex S4328): Burnside's assault against the Confederate positions on Marye's Heights (S4228) took place on December 13, 1862. Many buildings in Fredericksburg still show damage from the 1862 battle.

Boscobel (Hex S4625): Home of prominent Fredericksburg lawyer William Little, who was rumored to be a Confederate spy. The house was destroyed by fire after the Civil War, but part of the Boscobel graveyard is still visible.

Snowdon (Hex S4930): Home of Major John Seddon, brother of Confederate Secretary of War James Seddon. After John Seddon's death in 1863, his widow, Mary Little Seddon, remained in the home with her children, mother and sister. On the night of August 9, 1864 Snowdon was burned by order of Union General Ben Butler in retaliation for the burning of Postmaster General Montgomery Blair's home, "Silver Spring," by Confederate troops during Early's raid on Washington.

Banks' Ford (Hex S4027): Confederate entrenchments are still clearly visible on the south bank of the Rappahannock at this site.

Scott's Ford (Hex S4126): The ford over which General John Sedgwick's VI Corps escaped over the Rappahannock at the close of the Battle of Salem Church, effectively ending the Chancellorsville campaign.

Water Tower (Hex S4624): After examining the railroad bridge over nearby Potomac Creek built by the Union railroad genius Herman Haupt in the spring of 1862, Abraham Lincoln remarked: "That man Haupt has built a bridge across Potomac Creek, about 400 feet long and nearly 100 feet high, over which loaded trains are running every hour, and upon my word, gentlemen, there is nothing in it but beanpoles and cornstalks."

Belle Plain (Hex S5025): Union supply base during the initial phase of Grant's Wilderness-Spotsylvania campaign. Also a holding area for Confederate prisoners prior to shipment to prisoner of war camps.

King George Court House (Hex S5828): John Wilkes Booth's escape route following the assassination of President Abraham Lincoln took him just east of here. He was killed by Union cavalry on April 26, 1865 just a few miles off the southeast corner of the map.

Gunston Hall (Hex S5805): The home of the great American patriot George Mason, the "Father of the Bill of Rights." Open to the public.

Pohick Church (Hex S5602): Still standing on the east side of Route 1 near present-day Fort Belvoir, this was the parish church for nearby Mount Vernon and Gunston Hall.

Winchester Toll House (Hex N0301): The town of Winchester, which changed hands several times during the war, is off the north mapedge by a distance of only one hex.

Kernstown (Hex N0102): Site of the opening battle of Stonewall Jackson's famous Shenandoah Valley campaign on March 23, 1862. Also the site of a battle on July 24, 1864 during Jubal Early's operations in the Valley.

White Post (Hex N0707): Named after a marker erected by George Washington when surveying a route to the nearby home of Lord Thomas Fairfax prior to the Revolution.

Front Royal (Hex N0214): Here on May 23, 1862 Stonewall Jackson surprised and overwhelmed a small Union garrison guarding one of the key gateways to the Shenandoah Valley. Never was the war of "brother against brother" more poignant than at Front Royal, where the Confederate 1st Maryland Infantry engaged in close combat with the Union 1st Maryland Infantry. The Union rallying cry at Front Royal, "Rally 'Round the Flag," became the postwar motto of the 1st Maryland Infantry, Maryland National Guard, and is still used today by the 115th Infantry, Maryland National Guard.

Upperville (Hex N1910): Site of a cavalry skirmish on June 21, 1863 during the Gettysburg campaign. The heart of what would later be known as "Mosby's Confederacy."

Aldie (Hex N3111): Site of a cavalry skirmish on June 17, 1863 during the Gettysburg campaign.

Buckland (Hex N3022): Site of a cavalry skirmish on October 19, 1863, in which JEB Stuart's Confederates routed a Union force patrolling westward across Broad Run. The Confederates referred to the affair as the "Buckland Races."

Centreville (Hex N4318): The point of concentration for McDowell's Federal army prior to the Battle of First Manassas in 1861. Also the place to which Pope's battered Army of Virginia retreated following its defeat at Second Manassas one year later.

Falls Church (Hex N5715): Founded in the mid-1700's, Falls Church is now swallowed up by the Washington D.C. metropolitan area. The church from which the town took its name still survives. It was used as a Union hospital during the Civil War.

Dumfries (Hex N5134): Dumfries is best known as the home of the earliest biographer of Washington, Parson Weems—the man who invented the story of the cherry tree.

Occoquan (Hex N5227): Once a bustling international port in the colonial period, Occoquan slowly declined in importance as the Occoquan River silted up, preventing ships from sailing upriver directly to the town.

Springfield Station (Hex N5620): You won't find any sign of the Civil War here. Today this junction of the Washington Beltway (Interstate 495) and Interstate 95 has some of the worst traffic on the East coast.

6 Mile Post (Hex N5819): Alexandria, the terminus of the Orange and Alexandria Railroad, is about four and one half miles (four hexes) directly east of this hex.

Groveton (Hex N3720): The Battles of First and Second Manassas were fought in this vicinity. At First Manassas, which took place on July 21, 1861, McDowell's Union army marched around the Confederate left flank at Sudley Springs (N3718) and pushed the enemy south of the Warrenton Turnpike. In heavy fighting on the Henry House Hill (N3820), Confederate reinforcements forced McDowell to withdraw via Sudley Springs and the Stone Bridge (N3919). For information about Second Manassas, consult the "Game as History" section.

Ball's Bluff (Hex N3701): Site of a disastrous Union foray to the south side of the Potomac on October 21, 1861, in which Col. Edward Baker—a senator from Oregon and a close friend of President Lincoln—was killed. The Union force also suffered close to 1,000 casualties.

Leesburg (Hex N3502): Founded in 1758, Leesburg was a haven for President James Madison and his Cabinet following the British capture of Washington in August 1814.

Edwards' Ferry (Hex N3903): Major Potomac crossing site used by Hooker's Army of the Potomac in pursuit of Lee during the Gettysburg campaign, June 1863.

Fairfax Court House (Hex N5017): Site of one of the first skirmishes of the Civil War, June 1, 1861. The court house building, which was built in 1800, was used as a stable by Union troops during much of the war.

Designer's Notes

Reprinted from the original 1992 publication

Inspiration in game design can come at odd moments. The idea for Sixth Fleet (Victory Games, 1985) came to me while playing the outfield in a boring YMCA softball game in the summer of 1983. The inspiration for St. Lo (West End Games, 1986) hit me while stuck in a District of Columbia bus in the middle of a blizzard. While sitting on the banks of the Rappahannock River at Kelly's Ford during a 1991 vacation (Hex S2618 in the game), I came up with the idea for Stonewall Jackson's Way.

One of the most positive aspects of living in Maryland for me is the proximity of Civil War sites. With a half dozen National Battlefield parks within a two hour drive of my home, I've spent much of my leisure time over the past decade exploring Gettysburg, Antietam, Harpers Ferry, Manassas, Fredericksburg, Chancellorsville, the Wilderness, and Spotsylvania. I have always experienced a curious excitement, however, when venturing to some of the lesser known Civil War locales in Maryland and Virginia, most of which are unprotected by the National Park Service. Without the convenience of a slick Park Service brochure, one has to have done a good bit of background research to figure out exactly what happened 130 years ago at an obscure crossroads in rural Maryland or a hidden ford in the Virginia woods. However, the rewards of this type of Civil War tourism are great, and that is the reason why I took a week off from work in the spring of 1991 to take a leisurely drive in Virginia. In addition to Kelly's Ford, my journey took me to such forgotten sites as Ellwood (Hex S2826, where Stonewall Jackson's arm is buried), Clark's Mountain (Hex S1527, from where Robert E. Lee observed Pope's Army of Virginia across the Rapidan in August 1862), Sperryville (Hex S0108, where Sigel dallied in the summer of 1862), Amissville (Hex S1406, where Jackson began his flank march around Pope), and Germanna Ford (Hex S2623, where Grant's army entered the Wilderness in May 1864).

While picnicking at Kelly's Ford, it occurred to me that there is a "hidden" Civil War in our own backyard that even serious Civil War buffs know little about. Whereas we understand a great deal about Civil War battlefields and tactics, our familiarity with the circumstances that brought the armies to battle is not as deep. This is somewhat surprising, as Civil War battles were rarely decisive. The North's great victory at Gettysburg, for example, was no Waterloo, and Lee's army fought on for almost two more years—yielding only to attrition and lack of supply. Clearly the human drama of armed struggle is the primary reason why most students of the Civil War focus on battles rather than campaigns. There isn't much interest in rates of march, road networks, logistics, or other considerations that dominated the minds of army commanders.

Or is there? If you're searching for brilliant Civil War generalship, don't look for it on the battlefield; look instead at Jackson's flank march around Pope, Grant's Vicksburg campaign, or Lee's daring decision to split his army on the road to Chancellorsville. Very few generals in the Civil War grasped the profound tactical implications of rifled weapons, and as a result Civil War battles were generally bloody toe-to-toe struggles in which little tactical subtlety was employed. Usually the victor was just as exhausted as the vanquished by the end of the engagement.

It is important to note that generals like Jackson, Grant, and Lee did not gain their lofty reputations by their battlefield performances. Rather, they achieved immortality by adhering to the basic rule of getting there "firstest with the mostest." How did these men succeed while so many others failed? The answer lies in their more effective use of "grand tactics" to bring the enemy to battle on terms favorable to themselves. By beating Burnside in a race to Fredericksburg in November 1862, Lee forced his opponent to launch a foolhardy attack that was doomed to failure from the start. However, had Burnside moved from Warrenton to Fredericksburg with greater celerity and with a firmer idea of what to do once he got there, the battle might have taken a very different turn. Thus, those leaders who succeeded were usually those who most effectively maneuvered their forces prior to battle.

Ever since Avalon Hill's original Gettysburg in the early 1960's, Civil War games have had a decidedly tactical flavor. Virtually every significant engagement of the Civil War has been covered (often more than once) at a variety of scales. Only a handful of games, most notably Lee vs. Grant, The Campaigns of Robert E. Lee, and Grant Moves South, have portrayed the war's operational side. The popularity and longevity of the Great Battles of the American Civil War system attests to the hobby's appetite for tactical games. There seems every reason to believe that hobbyists will have a similar interest in Civil War gaming at a slightly different scale.

With Stonewall Jackson's Way, Avalon Hill is initiating a new series of Civil War games. Using a common scale of one mile per hex and one day per turn, the games are primarily intended to provide the players with an enjoyable—and fairly simple—game system which realistically captures the flavor of a Civil War campaign. We are already working on Volume II, entitled Here Come the Rebels. This one will cover the Antietam campaign in September 1862 as well as Jubal Early's raid on Washington in July 1864. It will have one and one half maps, both of which will link up with the Stonewall Jackson's Way map in case anyone is dedicated enough to simulate Lee's entire offensive in the summer of 1862, from Cedar Mountain to Antietam. Volume III will be High Tide at Gettysburg, a two map game covering Lee's invasion of Pennsylvania in the summer of 1863. Stonewall in the Valley, also with two maps, will be Volume IV.

None of the first four volumes in the series will require ownership of any other volume, so we expect to be able to refine the game system as the series progresses based on the gamers' comments. Players familiar with Victory Games' Fleet series know how effectively the game system changed from one game to the next based on their suggestions for improvement. We hope to duplicate that success again in this series—so keep in touch.

A note on the map. Never in seventeen years of game design did I work harder on a map than I did on this one. The whole process, from research to final product, took almost four months. The task took me to county historical societies all over Maryland and Virginia, where I was usually able to obtain or copy county insurance maps from the Civil War period. These invaluable sheets portrayed road networks in great detail and listed the owners of virtually every home inside the county borders. I enjoyed studying these maps immensely and have attempted to impart some of their rich flavor onto the game map. Players are assured that each and every road on the map had its counterpart in reality roughly in the indicated location—give or take a few hundred yards due to the distortions necessitated by the hexfield. (Note that very narrow roads or small farm tracks were usually omitted from the map; their presence is indirectly reflected in the cost required to enter a hex across a nonroad hexside.) I would deeply appreciate comments on the map from gamers who might have access to historical maps of even greater detail—even down to modifications in individual hexes. Sources of new information will allow us to correct mistakes and improve maps in future volumes of the series.

One of the most surprising discoveries I made while working on this project occurred when I enlarged a map by the famous Confederate cartographer Jed Hotchkiss to precisely the same scale as a modern Maryland road map. I superimposed the Hotchkiss map on top of the modern map on a glass table and examined them together while shining a powerful light from underneath. With few exceptions, the modern road network and the Civil War roads matched up almost exactly! During my several exploratory trips in the Virginia and Maryland countryside, the discovery that modern development has changed Civil War topography less than one would imagine enhanced my understanding of the campaign covered in Stonewall Jackson's Way. If there is sufficient interest—and again we would appreciate hearing from customers about this—maybe we can arrange a gamer's Civil War campaign tour immediately prior to (or following) a local convention or Avaloncon.

— Joseph M. Balkoski

Redesign notes, Feb 2013

This project originally started with my design of the new scenario Bag the Whole Crowd in spring 1999. After Mike Belles and I designed All Green Alike, publishing a game package including both campaigns became the goal. Therefore, a redesign of the original SJW scenarios was required to update them to the Standard Rules and rebalance them. The following are some interesting notes on the redesign of a few of the scenarios.

Cedar Mountain was always a nice scenario to play, but both the original version and others old redesign were biased in the Confederate favor with no way to balance it with a bid. The problem was high Union losses causing players to be afraid to disposition their forces in a combative manner around the objective (Culpeper). The solution was to make the objective worth a high multiple of combat losses, and also giving VPs for varying levels of control of the objective. The resultant VPs make for a balanced scenario, without the risk of Union flight or Jackson munching on Sigel as the standard way to victory; instead both sides now want to mix it up around the objective.

Lee vs. Pope got me hooked on GCACW due to how well it highlights sweeping maneuver and open field combat. It was fun to play despite being heavily biased against the Union; but this bias was not completely fixable with a high Confederate bid. Reducing the length of the scenario from 5 to 2 days changes it so the initial historical objectives for each side are achievable, and it still features a significant amount of maneuver and combat. The resultant scenario turned out to be quite tense and remains one of my favorites.

In both From the Rappahannock to Bull Run and the campaign scenarios, one of my main objects of the redesign, besides converting them to the Standard Rules and balancing them, was to take the focus off the Confederates being able to win the game mostly from burning RR stations. This is what most players did, especially when simply converting it to the Standard Rules with the extra fatigue per turn vs. the original rules this scenario was designed under. Therefore, the VPs for the RR station burns have been reduced and the Confederates get the bulk of their points from uniting their army on good ground in one of the several strategic locations. The wide latitude given the Confederates on choice of endgame locations (and their relative VPs), along with typical move and combat variability, makes these scenarios extremely replayable.

Many thanks go to Steve Likevich who endlessly replayed scenarios with me while I tweaked them.

— Chris Withers

At Christmas when I was age eleven I received my first two games: Battle of the Bulge (Avalon Hill) and The American Revolution (SPI). My life as a strategy gamer was underway. Two-player historical wargames, most set during World War II, would be my main focus for the next 5 years. But I moved in a different direction during high school and college. Now role playing and multiplayer diplomatic games came to the fore: Dungeons and Dragons, SPI's Dragonquest, Diplomacy, Machiavelli, Illuminati and even Dune were my usual fare. A special favorite was Britannia and it was with that title in mind that I made my way to the 1992 Avaloncon convention in Camp Hill, Pennsylvania.

Once I'd been knocked out of that tournament, I made my way to the AH sales booth to see if there was anything interesting before we hit the road. One title caught my eye, bringing back memories of my childhood obsession with The Golden Book of the Civil War. Stonewall Jackson's flank march at Chancellorsville was particularly baffling in that children's history book. That book's big attraction was its hand-painted battle maps that looked like an aerial view of a huge miniatures display. The drawing of Chancellorsville showed Jackson marching from one corner of the page to another before coming back into view on the opposite side of the page from which he started. Maybe this new Stonewall Jackson's Way game would help shed some light on that confused memory.

Well it turned out this game was not on Chancellorsville, but instead the much less familiar Second Manassas campaign of one year earlier. Still, even though this was a serious two-player wargame, I was hooked. I spent the month before the next Avaloncon playing and replaying the Cedar Mountain scenario that was going to be used in the brand new Stonewall Jackson's Way tournament. And I looked forward to the seminar Joe Balkoski was going to hold discussing the series.

My practice sessions paid off: I made it to the finals and won the first SJW tournament in 1993. Better still was Joe's talk about his plans for the series. More games on Antietam, Gettysburg and the Valley Campaign were to come. My only disappointment was that no Chancellorsville title would be made. When I asked Joe about that possibility, he replied that each game should add new maps to the series' repertoire; since the action at Chancellorsville would fit neatly on the existing map for SJW he wasn't going to cover it.

Once Roads to Gettysburg was out I tried an experiment. What if I took the RTG units (much the same as those that appeared at Chancellorsville just one month before) and set them up on the southern SJW map? Surely I almost had a Chancellorsville game for my new-found favorite game series. Maybe if I was lucky I could write an article for AH's General Magazine and get a scenario or two published.

So I decided to write a letter to Joe Balkoski and see what he thought of my crazy idea. He was most encouraging and even said that if I proceeded far enough on the project he'd talk to AH about publishing it as a new title in the series. Now was surely the time to give my already well-loved copy of SJW a workout. Playtest counters from scenarios that would form the heart of Stonewall's Last Battle flew back and forth across my SJW south map.

Fast forward to 1998. Stonewall's Last Battle had been published and Joe and I had decided to join forces to create a sixth title in the series on the Peninsula campaign. However Avalon Hill's financial difficulties led to their sale to Hasbro that summer. Our combined work (On to Richmond!) barely made it out the door before the AH game operation shut its doors. By the following year Hasbro was offering the entire GCACW inventory at rock bottom prices.

Now deeply involved with everything GCACW, I decided to order one copy of each game as a backup set. My heavily worn copy of SJW would certainly not hold up much longer. However something went awry; when the games arrived I had received two copies of Stonewall in the Valley but no Stonewall Jackson's Way. I had boxes of GCACW games all over the house now; but still only the one copy of SJW.

Fifteen more years have passed. Amazingly, my hobbyist work on SLB and OTR has served as the springboard for a full-time career as a computer and board game designer. Despite numerous new projects, I've still pulled out my copy of SJW every year or so for the GCACW events at the World Boardgaming Championships (WBC); we play both Jackson's March and From the Rappahannock to Bull Run every few years. It became a critical asset once we started the move to reprint SJW with Multi-Man Publishing. Ripped along the seams and water-stained on the Fredericksburg panel, my tired mapsheets became the reference point for our new work with Charlie Kibler to bring the maps up to "modern" GCACW standards. The counters, now rendered oddly glossy by repeated use, emerged once more to be pushed over the reprint maps whenever we demoed this new edition at MMP's Winter Offensive or WBC.

And now it's 2013 and time for the reprint of Stonewall's Jackson Way to be released at last. With completely updated counters, full-color rulebooks and charts, and a vibrant new map, it puts my old war horse to shame. So my old copy of SJW can now rest at last. It will go up on my shelf with pride. Surely it has served with valor and distinction.

— Ed Beach

Stonewall Jackson's Way 2 Credits

Original Game Design: Joe Balkoski Series Game Design: Joe Balkoski Scenarios Redesign: Chris Withers New Scenarios Design (Bag the Whole Crowd, Which Way Did He Go): Chris Withers Redesign Game Development: Ed Beach, Chris Withers Map Painting: Charlie Kibler Graphic Design: Nicolas Eskubi Cover Art: Keith Rocco "Baptism at Manassas" Rules Layout: Nick Richardson Playtesters: Ed Beach, Mike Belles, Juan Caballero, Rob Doane, Steve Likevich, Jay Meyer, Paul Nied, Justin Rice, Alberto Romero, Steve Sandy, Toshi Takasawa, Chris Withers Proofreaders: Ric Andruth, Christopher Chandler, Rob Doane, Richard Jacobs, James R. McClure Jr., Patrick Pence, Justin Rice, Joey Sabin, Brit Rife