Stonewall Jackson's Way
Stonewall Jackson's Way Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Basic Game Concepts
- 3.0 Sequence of Play
- 4.0–12.0 Action Cycle through Rain
- 13.0 Basic Game Scenarios
- Advanced Game Rules
- 14.0 Random Events
- 15.0 Random Termination of the Action Cycle
- 16.0 Railroad Movement
- 17.0 Death of a Confederate Commander
- 18.0 Union Panic
- 19.0 Union Bridging Train
- 20.0 Supply
- 21.0 Substitute Units
- 22.0 Advanced Game Scenarios
- Stonewall Jackson's Way Charts
1.0 Introduction
Stonewall Jackson's Way simulates the campaign in central Virginia in August 1862 between the Confederacy's Army of Northern Virginia and the Union's Army of Virginia and Army of the Potomac. On a broad scale, this campaign inflated the reputations of Confederate commanders such as Stonewall Jackson, James Longstreet, and Robert E. Lee. Indeed, the reputation of the Confederacy for the rest of the war never rose higher than that earned by the Southern victory at Second Manassas.
In the game, players command Union and Confederate forces, turn by turn, each turn representing one day of real time. The map recreates central Virginia in the summer of 1862 in detail, specially drawn from Civil War-era maps. The roads, mountains, fords, and railroads depicted all affect military operations. The map is covered by a grid of hexagons (hexes); the distance between opposite sides of each hex equals 2,000 yards (1.15 miles). Combat units represent forces from regiment to division size, belonging to each side's corps and army commanders. Combat units have a variable strength value, where each point represents roughly 500 infantry or 700 cavalry.
2.0 Basic Game Concepts
(Refer to the Standard Rules, except for "2.1 Game Contents" and "2.6 Abbreviations" below.)
2.1 Game Contents
Stonewall Jackson's Way contains the following:
- One rulebook
- Two 55 cm x 85 cm maps
- Two 260-counter countersheets
- Two charts (identical to each other)
- One County Display
- One Union Army Display
- One Confederate Army Display
- Two six-sided dice
- One counter tray
2.6 Abbreviations
The following abbreviations are used:
- ANV: Army of Northern Virginia
- AP: Army of the Potomac
- AV: Army of Virginia
- Brig: Brigade
- Cav: Cavalry (or Stuart's Cavalry Corps)
- DC: District of Columbia
- Disorg: Disorganized
- Div: Division
- Dmorlze: Demoralized
- Ind: Independent
- Inf: Infantry
- J: Jackson's Corps
- Kan: Kanawha Division
- L: Longstreet's Corps
- Ldr: Leader/Commander
- MP: Movement Points
- Org: Organized
- Regt: Regiment
- Res: Reserve Division (or "Pennsylvania Reserve")
- RR: Railroad
- Shen: Shenandoah
- Sub: Substitute Commander
- VP: Victory Points
- ZOC: Zone of Control
The following commander or unit names are abbreviated on the counters:
- Andersn: Anderson
- Heintzelmn: Heintzelman
- Lngstreet: Longstreet
- McClelln: McClellan
- McDowll: McDowell
- Pleasontn: Pleasonton
- Pnell Leg: Purnell Legion
- Richrdson: Richardson
- Sedgwck: Sedgwick
- Steinwhr: Steinwehr
- Taliafero: Taliaferro (pronounced "Toliver")
- William: Williams
3.0 Sequence of Play
(Game-specific procedures are added below. Any phase not specifically described here follows the Standard Rules.)
- Random Event Phase (Advanced Game only, excluding Turn 1)
- Reinforcement Phase. Players check the scenario instructions to see whether they have reinforcements. If so, they are placed following the scenario instructions.
- Commander Transfer Phase
- Supply Line Repair Phase (Advanced Game, Turns 6 and 11 only). The Union player may attempt to repair damaged stations (see 20.2).
- Supply Status Phase (Advanced Game, Turns 6 and 11 only). Both players determine the supply status of their units (see 20.3). Under certain circumstances, unit strength is reduced.
- Absorption Phase (Advanced Game only). Substitute infantry brigades and cavalry regiments may be absorbed into units.
- Action Cycle
- Recovery Phase
- Effects of Supply Phase (Advanced Game, Turn 6 and all subsequent turns). Out-of-supply units suffer adverse effects (see 20.5).
- Turn Marker Phase
4.0–12.0 Action Cycle through Rain
(Refer to the Standard Rules.)
13.0 Basic Game Scenarios
There are five Basic Game scenarios of varying complexity. Except where the instructions below specifically say otherwise, all units begin the game with their front side up, at Fatigue level 0, with an Organized strength marker. Before starting, place the turn marker on the box of the turn track corresponding to the scenario's starting date. This is Turn 1. During the Turn Marker Phase, advance the turn marker one box to begin a new turn. At the end of the game, calculate victory points and determine the winner.
The map for Stonewall Jackson's Way is divided into a North map and a South map. In the Advanced Game, the two maps are joined and used together. However, all five Basic Game scenarios use only one map. In the setup instructions, hexes are given as N (for the North map) or S (for the South map) followed by a four-digit number. For example, "S0108" means hex 0108 on the South map (the village of Sperryville).
In the Basic (and Advanced) Game setup instructions, Union units and commanders are treated as belonging to the Army of Virginia unless otherwise noted. In the scenario setup instructions, Union counters listed under a corps marked "AP" belong to the Army of the Potomac rather than the Army of Virginia.
Note: Among the counters, two combat units are provided in two different versions (the Union Williams division and the Confederate Ewell division). The counters marked "Williams (A)" and "Ewell (A)" are used only in Scenario 1 (Cedar Mountain). The counters marked "Williams (B)" and "Ewell (B)" are used in all other scenarios. Both the Williams and Ewell divisions received new artillery after the Battle of Cedar Mountain, so they have different counters reflecting an increased artillery value.
13.1 Scenario 1: Cedar Mountain
Note: This scenario simulates the fighting that climaxed on August 9, 1862, at the Battle of Cedar Mountain, as Jackson tried to halt the Army of Virginia's movement toward Orange Court House, Gordonsville, and Charlottesville.
Map: The South map only.
Length of Game: August 8–10, 1862, 3 turns.
Setup: See "Scenario 1 Set-up" on page 16 of the English rulebook.
Special Rules
- On Turn 1, neither player's units may conduct an extended march (that is, marching may not bring a unit's Fatigue level to 3 or 4). Also, no unit that reaches a Fatigue level of 3 or 4 as a result of combat or a cavalry retreat on Turn 1 suffers any penalty for it.
- On Turn 1, neither player may conduct a forced march.
- On Turn 1, the Union player may not use the Ricketts division to take actions or entrench.
- For the entire game, the Confederate Gregg and Lawton brigades may not enter any hex whose first two digits are "09" or higher (e.g., S0920), nor any hex whose last two digits are "24" or lower (e.g., 0624).
Victory Conditions
The Confederate player earns and loses victory points (VP) as follows:
| VP | Reason |
|---|---|
| +8 | A Confederate infantry unit is present in Culpeper (S1418) at the end of the game. |
| +? | If no Confederate infantry unit is present in Culpeper at the end of the game, VP is instead determined by the distance from the Confederate infantry unit nearest Culpeper to Culpeper (counting the Confederate unit's hex but not Culpeper). If more than one Confederate-occupied hex is equally close, only one hex counts toward this calculation. Use the table below to determine the VP the Confederate player earns. |
| VP | Distance |
|---|---|
| +5 | 1 hex |
| +4 | 2 or 3 hexes |
| +3 | 4 or 5 hexes |
| +2 | 6 or 7 hexes |
| +1 | 8 or 9 hexes |
| 0 | 10 or more hexes |
| VP | Reason |
|---|---|
| +1 | For each point of Union strength lost in combat, retreat, or cavalry retreat (not from extended march, forced march, or movement from enemy ZOC to enemy ZOC). |
| -1 | For each point of Confederate strength lost in combat, retreat, or cavalry retreat (not from extended march, forced march, or movement from enemy ZOC to enemy ZOC). |
| -2 | If, over the course of the game, the Union player lost fewer than 2 points of strength total from combat, retreat, and cavalry retreat. |
At the end of the game, total the Confederate VP and consult the table below to determine the winner.
| Confederate VP | Winner |
|---|---|
| 7 or more | Decisive Confederate Victory |
| 5 to 6 | Substantive Confederate Victory |
| 3 to 4 | Marginal Confederate Victory |
| 1 to 2 | Marginal Union Victory |
| -1 to 0 | Substantive Union Victory |
| -2 or less | Decisive Union Victory |
13.2 Scenario 2: Lee vs. Pope
Note: This hypothetical scenario simulates a Confederate offensive that did not actually take place on the date given here (though it came very close). After secretly concentrating the Army of Northern Virginia near Gordonsville in mid-August 1862, Lee planned to cross the Rapidan River on August 18 and destroy Pope's Army of Virginia. However, logistical difficulties and the late arrival of some Confederate units delayed the offensive until August 20. By that time Pope had detected the coming Confederate attack and had pulled his army back behind the Rappahannock River. This scenario simulates what would have happened had the Army of Northern Virginia attacked Pope and his unready forces on the originally planned schedule. Comparing this scenario's setup to that of the Advanced Game shows how Lee missed his opportunity.
Map: The South map only.
Length of Game: August 18–22, 1862, 5 turns.
Setup: See "Scenario 2 Set-up" on page 17 of the English rulebook.
Special Rules
-
In the first Action Phase of Turn 1, the Confederate player automatically wins the initiative die roll. After that, initiative is determined normally.
-
The Union "Parke" (3rd Division, VI Corps) and "3 IN" (one of the cavalry regiments) may not take any action or entrench for the entire game unless a Confederate unit enters Spotsylvania or Stafford county. Once a Confederate unit enters either county, these Union units may act normally for the remainder of the game.
-
The Union "6 NY" (one of the cavalry regiments) may not take any action or entrench for the entire game unless a Confederate unit enters within 4 hexes of the hex where 6 NY was set up (S2820). Once that happens, this Union unit may act normally for the remainder of the game.
-
The Union "Reynolds" (3rd Division, V Corps) may not take any action or entrench on Turns 1 and 2 (August 18 and 19).
-
At the start of the game, place a "Confederate Objective" marker on each of the following hexes:
- S1418 (Culpeper)
- S2403 (Warrenton)
- S2414 (Rappahannock Station)
- S2612 (Bealeton Station)
- S3108 (Warrenton Junction)
- S3307 (Catlett's Station)
- S3703 (Bristoe Station)
- S4101 (Manassas Junction)
The moment a Confederate infantry (not cavalry) unit enters an objective hex, flip that marker to its "Confederate Control" side. The control marker remains in place even if the Confederate infantry unit is no longer present in that hex. The moment a Union infantry (not cavalry) unit enters that hex, the control marker is turned back to its Confederate Objective side. However, the marker is flipped back to Confederate Control the moment a Confederate infantry unit re-enters the hex.
Victory Conditions
The Confederate player earns and loses victory points (VP) as follows:
| VP | Reason |
|---|---|
| +40 | At the end of the game, the Confederates hold Bristoe Station (S3703) or Manassas Junction (S4101). The Confederate player earns 40 VP even if he holds both Bristoe Station and Manassas Junction. Note: If the Confederate player controls one or both of these two objective hexes, he cannot also earn the 17 VP below for holding Rappahannock Station, Bealeton Station, Warrenton Station, or Catlett's Station. However, he may still earn VP for damage or destruction markers present on those hexes at the end of the game. |
| +17 | At the end of the game, neither Bristoe Station nor Manassas Junction has a Confederate control marker, but at least one of the following four Confederate objectives has a Confederate control marker present: Rappahannock Station (S2414), Bealeton Station (S2612), Warrenton Junction (S3108), Catlett's Station (S3307). The Confederate player earns 17 VP even if he controls more than one of these four objective hexes. |
| +15 | A Confederate control marker is present at Warrenton (S2403) at the end of the game. |
| +3 | A Confederate control marker is present at Culpeper (S1418) at the end of the game. |
| +3 | For each of the following station hexes with a damage or destruction marker present at the end of the game: S1418 (Culpeper), S2414 (Rappahannock Station), S2612 (Bealeton Station), S3108 (Warrenton Junction), S3307 (Catlett's Station), S3703 (Bristoe Station), S4101 (Manassas Junction). The Confederate player earns this 3 VP for station damage/destruction even if he is also earning VP for holding a Confederate control marker on that hex. |
| +2 | For each point of Union strength lost in combat, retreat, or cavalry retreat (not from extended march, forced march, or movement from enemy ZOC to enemy ZOC). |
| +2 | For each "R" (Rout and Demoralization) result inflicted on a Union infantry (not cavalry) unit in an attack. |
| -2 | For each point of Confederate strength lost in combat, retreat, or cavalry retreat (not from extended march, forced march, or movement from enemy ZOC to enemy ZOC). |
| +2 | For each "R" (Rout and Demoralization) result inflicted on a Confederate infantry (not cavalry) unit in an attack. |
At the end of the game, total the Confederate VP and consult the table below to determine the winner.
| Confederate VP | Winner |
|---|---|
| 86 or more | Decisive Confederate Victory |
| 60 to 85 | Substantive Confederate Victory |
| 34 to 59 | Marginal Confederate Victory |
| 9 to 33 | Marginal Union Victory |
| -16 to 8 | Substantive Union Victory |
| -17 or less | Decisive Union Victory |
13.3 Scenario 3: Stuart's Raid
Note: This scenario simulates J.E.B. Stuart's raid of August 22 against the Orange and Alexandria Railroad, Pope's lifeline. This is a very simple scenario and will take only a few minutes to play. It also assumes that Stuart's raid met with almost no resistance.
Map: The South map only.
Length of Game: August 22–24, 1862, 3 turns.
Setup: See "Scenario 3 Set-up" on page 18 of the English rulebook.
Special Rules
- On Turn 1, only the Confederate player may take actions. Neither Union unit may take any action during this turn. Because Union activity is not permitted on Turn 1, no initiative die roll is needed at the start of each Action Phase this turn. The Confederate player may use Stuart and F. Lee to conduct as many consecutive Action Phases as he wishes or is able, after which the Turn 1 Action Cycle ends.
- Note that Stuart is a corps commander and must always be stacked with the F. Lee brigade. Also note that although F. Lee is Stuart's only unit in this scenario, Stuart may still perform "Corps Commander Activation" (see 5.1) under the rules, increasing F. Lee's movement allowance.
- On Turn 1, F. Lee may not conduct an extended march (that is, marching may not bring his Fatigue level to 3), nor may he conduct a forced march.
- In this scenario, F. Lee's artillery value is 0 (rather than the printed artillery value of 1).
- Stuart and F. Lee may not enter or retreat within 4 hexes of Rappahannock Station (S2414), nor may they enter or retreat into a hex adjacent to Fox Mill (S2111) or Foxville (S2109). Players may wish to mark these hexes as a reminder of this restriction.
- Neither player may entrench in this scenario.
Victory Conditions
The Confederate player earns and loses victory points (VP) as follows:
| VP | Reason |
|---|---|
| +3 | A damage marker is present at Catlett's Station (S3307) at the end of the game. |
| +3 | A damage marker is present at Warrenton Junction (S3108) at the end of the game. |
| +2 | F. Lee ends the game at Waterloo (S1905) or White Sulphur Springs (S2007). |
| +1 | For each point of Union strength lost in combat, retreat, or cavalry retreat (not from extended march, forced march, or movement from enemy ZOC to enemy ZOC). |
| -1 | For each point of Confederate strength lost in combat, retreat, or cavalry retreat (not from extended march, forced march, or movement from enemy ZOC to enemy ZOC). |
At the end of the game, total the Confederate VP and consult the table below to determine the winner.
| Confederate VP | Winner |
|---|---|
| 10 or more | Decisive Confederate Victory |
| 8 to 9 | Substantive Confederate Victory |
| 7 | Marginal Confederate Victory |
| 6 | Marginal Union Victory |
| 4 to 5 | Substantive Union Victory |
| 3 or less | Decisive Union Victory |
13.4 Scenario 4: Jackson's March
Note: This scenario simulates Stonewall Jackson's march around the Union flank in late August 1862 (the beginning of the end for John Pope's Army of Virginia).
Map: The North map only.
Length of Game: August 26–28, 1862, 3 turns.
Setup: See "Scenario 4 Set-up" on page 19 of the English rulebook.
Union setup:
- Morell begins the game at Fatigue level 2.
Confederate setup:
- Ewell, A.P. Hill, and Taliaferro begin the game at Fatigue level 2.
Special Rules
- On Turn 1, only Confederate units and commanders may take actions. Union units and commanders may neither take actions nor entrench. Because Union activity is not permitted on Turn 1, no initiative die roll is needed at the start of each Action Phase this turn. The Confederate player may use his own units and commanders to conduct as many consecutive Action Phases as he wishes or is able, after which the Turn 1 Action Cycle ends.
- The Ewell, A.P. Hill, and Taliaferro divisions all begin the game at Fatigue level 2 (they made a hard march the day before the scenario begins, August 25). That is, if some or all of these divisions march on Turn 1, it automatically becomes an extended march (the Confederate player must make an extended march table roll).
- On Turn 2, both players' units and commanders may take actions normally, except for the Union commander Porter (V Corps) and the Morell and Sykes divisions (both V Corps). These three Union units and commanders may not take actions or entrench until Turn 3.
- The Morell division (V Corps) begins the game at Fatigue level 2. This marker is not changed or removed during the Turn 1 and Turn 2 Recovery Phases. That is, if Morell marches on Turn 3 (see rule 3), its Fatigue marker becomes Fatigue level 3 (triggering an extended march).
- Union units may not enter any hex whose first two digits are "18" or lower (e.g., 1829).
Victory Conditions
The Confederate player earns and loses victory points (VP) as follows:
| VP | Reason |
|---|---|
| +3 | For each of the following station hexes with a destruction (not damage) marker present at the end of the game: Bull Run Bridge (N4422), Manassas Junction (N4124), Bristoe Station (N3726). |
| +2 | For each Confederate infantry (not cavalry) division that ends the game at or adjacent to Groveton (N3720), Gainesville (N3421), or Hay Market (N3220) (maximum 2 VP per division). |
| +1 | If all three Confederate infantry divisions (Ewell, A.P. Hill, Taliaferro) satisfy the above condition and each earn 2 VP, the Confederate player receives a 1 VP bonus (for a total of 7 VP: 2+2+2+1=7). |
| +1 | For each of the following station hexes with a damage or destruction marker present at the end of the game: Sangster's Station (N4721), Fairfax Station (N5020), Burke's Station (N5220). |
| +1 | For each point of Union strength lost in combat, retreat, or cavalry retreat (not from extended march, forced march, or movement from enemy ZOC to enemy ZOC). |
| -1 | For each point of Confederate strength lost in combat, retreat, or cavalry retreat (not from extended march, forced march, or movement from enemy ZOC to enemy ZOC). |
| -3 | For each Confederate infantry division that ends the game in a hex located in Fairfax county. |
At the end of the game, total the Confederate VP and consult the table below to determine the winner.
| Confederate VP | Winner |
|---|---|
| 18 or more | Decisive Confederate Victory |
| 15 to 17 | Substantive Confederate Victory |
| 11 to 14 | Marginal Confederate Victory |
| 8 to 10 | Marginal Union Victory |
| 5 to 7 | Substantive Union Victory |
| 4 or less | Decisive Union Victory |
13.5 Scenario 5: Rappahannock to Bull Run
Note: This is a fairly long scenario simulating the decisive phase of the Second Manassas campaign, including Jackson's march around the flank of the Army of Virginia, Pope's pursuit, and the climactic Battle of Second Manassas.
Map: The North map only.
Length of Game: August 25–31, 1862, 7 turns.
Setup: See "Scenario 5 Set-up" on page 22 of the English rulebook.
Union reinforcements: During the Reinforcement Phase of Turn 3 (August 27), place the following Union units and commanders on the map at N2734. If a Confederate unit is present in that hex, the Union player may instead stack this counter at N2934, N3433 (Bristersburg), N3534, or N3633 of his choice. (See the table under UNION REINFORCEMENT on page 20 of the English rulebook.)
- Place a Fatigue level 3 marker under Morell.
- Place a Fatigue level 1 marker under Sykes.
Confederate reinforcements: During the Reinforcement Phase of the indicated turn, place the following Confederate units on the map at N1633. If a Union unit is present in that hex, the Confederate player may instead place the counter at N1233 (Homeland PO), N1033 (Gourd Vine M.H.), N0833, or N0433 (Woodville) of his choice. (See the table under CONFEDERATE REINFORCEMENT on page 20 of the English rulebook.)
Special Rules
- On Turn 1, only the following Confederate units and commanders may take actions: Jackson (commander), Ewell division, A.P. Hill division, Taliaferro division, 2 VA Cavalry regiment. Union units and commanders may neither take actions nor entrench on Turn 1. Because Union activity is not permitted on Turn 1, no initiative die roll is needed at the start of each Action Phase this turn. The Confederate player may use his eligible units and commanders to conduct as many consecutive Action Phases as he wishes or is able, after which the Turn 1 Action Cycle ends.
- On Turn 1, Confederate units eligible to march may not enter a Union ZOC.
- The Union player observes the following movement restrictions (from Turn 2 onward, a Union unit or commander is exempted from a listed restriction once a Confederate unit moves within 2 hexes of that unit or commander): a. On Turn 1, all Union units or commanders may not take actions or entrench. b. Every Union unit whose strength is marked with an asterisk (*) in the Union setup instructions begins the game with a Fatigue level 2 marker. This marker is not changed or removed during the Turn 1 Recovery Phase. That is, if any of these units march on Turn 2 (the first turn on which they are eligible to march — see rule 1) and their Fatigue marker is thereby raised to Fatigue level 3, that Union unit must make an extended march table roll. c. The Waagner regiment may begin taking actions starting Turn 2. d. The following Union units and commanders may not take any action or entrench until Turn 3: Heintzelman, Kearny, Hooker, Piatt, Reno, Stevens, Ferrero, Taylor, Scammon. e. Taylor and Scammon may each make one special railroad move, only during their first march action of Turn 3. To move by rail, Taylor or Scammon must declare a march action, which raises their Fatigue level by 1. They may move up to 35 hexes along a continuous string of railroad hexes, so long as they do not enter an enemy ZOC or a railroad hex bearing a damage or destruction marker. They may pass through hexes containing Union units without penalty. During this movement they may not enter a hex that is not a railroad hex. After the rail movement, both units may take actions normally for the rest of the Action Cycle. Each unit may move by rail only once, and only during its first march action of Turn 3. f. The following Union units and commanders may not take any action or entrench until Turn 5: Franklin, Slocum, Smith, Sumner, Richardson, Sedgwick, Kimball, Whipple, Casey. g. The Casey and Whipple brigades may not enter or retreat into any hex whose first two digits are "49" or lower (e.g., 4917). h. The Sturgis and Moor brigades may not take any action or entrench until Turn 6.
- The Confederate player observes the following movement restrictions: a. Every Confederate unit whose strength is marked with an asterisk (*) in the Confederate setup instructions begins the game with a Fatigue level 2 marker. (This group of units is Longstreet's entire corps.) This Fatigue marker is not changed or removed during the Turn 1 Recovery Phase. That is, if any Longstreet's Corps unit marches on Turn 2 (the first turn on which they are eligible to march — see rule 1) and its Fatigue marker is thereby raised to Fatigue level 3, that Confederate unit must make an extended march table roll. b. Except as noted in rule 1, Confederate units may not take any action or entrench on Turn 1.
- The Union depot begins the game at N4124 (Manassas Junction). Confederate units may enter that hex as long as no Union unit is present there. The moment a damage or destruction marker is placed on Manassas Junction as a result of a "Raid Station" action, the Union depot is removed from the map and considered destroyed. Depots have no combat strength and neither move nor attack.
Victory Conditions
The Confederate player earns and loses victory points (VP) as follows:
| VP | Reason |
|---|---|
| +10 | For each of the following stations with a destruction (not damage) marker present at the end of the game: Bull Run Bridge (N4422), Sangster's Station (N4721), Fairfax Station (N5020), Burke's Station (N5220), Springfield Station (N5620). |
| +8 | For each of the following stations with a destruction (not damage) marker present at the end of the game: Bristoe Station (N3726), Manassas Junction (N4124). |
| +6 | For each of the following stations with a destruction (not damage) marker present at the end of the game: Warrenton Junction (N3131), Catlett's Station (N3330). |
| +6 | For each of the following stations with a damage (not destruction) marker present at the end of the game: Bull Run Bridge (N4422), Sangster's Station (N4721), Fairfax Station (N5020), Burke's Station (N5220), Springfield Station (N5620). |
| +5 | For each of the following stations with a damage (not destruction) marker present at the end of the game: Bristoe Station (N3726), Manassas Junction (N4124). |
| +3 | For each of the following stations with a damage (not destruction) marker present at the end of the game: Warrenton Junction (N3131), Catlett's Station (N3330). |
| +2 | For each Confederate infantry division or brigade that ends the game at or adjacent to Hay Market (N3220), Gainesville (N3421), or Groveton (N3720). |
| +4 | For each Confederate infantry division or brigade that ends the game at or adjacent to Manassas Junction (N4124), Bull Run Bridge (N4422), Bristoe Station (N3726), or Centreville (N4318). |
| +6 | For each Confederate infantry division or brigade that ends the game at or adjacent to Sangster's Station (N4721), Fairfax Station (N5020), Burke's Station (N5220), or Springfield Station (N5620). |
| +3 | If the Union depot at Manassas Junction is destroyed. |
| +1 | For each point of Union strength lost in combat, retreat, or cavalry retreat (not from extended march, forced march, or movement from enemy ZOC to enemy ZOC). |
| +1 | For each "R" (Rout and Demoralization) result inflicted on a Union infantry (not cavalry) unit in combat. |
| -1 | For each point of Confederate strength lost in combat, retreat, or cavalry retreat (not from extended march, forced march, or movement from enemy ZOC to enemy ZOC). |
| -1 | For each "R" (Rout and Demoralization) result inflicted on a Confederate infantry (not cavalry) unit in combat. |
At the end of the game, total the Confederate VP and consult the table below to determine the winner.
| Confederate VP | Winner |
|---|---|
| 92 or more | Decisive Confederate Victory |
| 70 to 91 | Substantive Confederate Victory |
| 47 to 69 | Marginal Confederate Victory |
| 24 to 46 | Marginal Union Victory |
| 2 to 23 | Substantive Union Victory |
| 1 or less | Decisive Union Victory |
Advanced Game Rules
The Advanced Game uses additional rules, which increase the game's realism, complexity, and length. The Advanced Game rules are not used in the Basic Game scenarios. Note that several new phases are added to the sequence of play in the Advanced Game (see 3.0).
14.0 Random Events
Starting with Turn 2, in the Random Event Phase of each turn, the Union player rolls two dice. Players consult the Random Event Table and check the result corresponding to the dice roll. The results are explained below:
Rain
There are three kinds of "Rain" results on the Random Event Table:
- Rain (current): The rain rules affect only the current turn. Place a Rain marker on the current turn's box on the turn track.
- Rain (current+1): The rain rules affect the current turn and the following turn. Place Rain markers on the current turn's box and the box immediately after it on the turn track. (If a "Rain" result comes up on the Random Event Table on the following turn, it has no additional effect.)
- Rain (current+2): The rain rules affect the current turn and the following two turns. Place Rain markers on the current turn's box and the boxes for the following two turns on the turn track. (If a "Rain" result comes up on the Random Event Table on either or both of the following two turns, it has no additional effect.)
Rain has the following effects:
- Zones of Control: ZOC does not extend across a ford, or across a stream hexside not crossed by a road, paved road, or railroad.
- Attacks: The attacker subtracts 1 from the combat die roll. An attack may not be made across a ford hexside, nor across a stream hexside unless it is crossed by a road, paved road, or railroad. An attack across a stream hexside crossed by a road, paved road, or railroad gives the defender a +2 die roll modifier (instead of the usual +1).
- Movement: A unit spends 2 MP (instead of 1) to enter a hex by crossing a hexside crossed by a road or railroad. A unit spends 1.5 MP (instead of 1) to enter a hex by crossing a hexside crossed by a paved road. On a rain turn, the cost to enter any major terrain type without gaining the benefit of a road, paved road, or railroad increases by 1 (e.g., the cost to enter rough terrain is 6 instead of 5). However, the cost to enter clear terrain on a rain turn remains the normal 3 MP.
- Rivers and streams: Units may cross minor and major rivers only at bridges, not at fords. Units may cross a stream only by crossing a hexside traversed by a road, paved road, or railroad. A stream hexside not crossed by a road, paved road, or railroad may not be crossed. Commander transfer and the establishment of command radius are not affected by rain.
- Bridges: Units may not build bridges on a rain turn.
Reinforcement Delay
There are two kinds of "Reinforcement Delay" results, Union and Confederate. When this result occurs, all reinforcements scheduled to arrive for the indicated player on the current turn are delayed one turn and arrive in the Reinforcement Phase of the following turn instead. If this result occurs again on the following turn, the delayed reinforcements are postponed one more turn (along with any new reinforcements scheduled for that turn). This result has no effect on a player who has no reinforcements scheduled for the current turn.
Reinforcement Advance
There are two kinds of "Reinforcement Advance" results, Union and Confederate. When this result occurs, all reinforcements scheduled to arrive for the indicated player on the following turn instead arrive in the Reinforcement Phase of the current turn. This result has no effect on a player who has no reinforcements scheduled for the following turn.
Command Paralysis
There are two kinds of "Command Paralysis" results, Union and Confederate. When this result occurs, the indicated player suffers the following penalties for the remainder of the current turn's Action Cycle:
- The movement allowance of every marching infantry unit (even under "Corps Commander Activation") is reduced by 2 (movement allowance is never reduced below 1).
- The movement allowance of every marching cavalry unit (even under "Corps Commander Activation") is reduced by 4 (movement allowance is never reduced below 1).
- Infantry and cavalry units may not conduct a forced march. (They may still conduct an extended march.)
- The player may not declare a "Corps Assault" action.
Turn 1
No Random Event is determined on Turn 1.
15.0 Random Termination of the Action Cycle
Starting with Turn 3, the Action Cycle may end as a result of a player's die roll during the Initiative Segment.
Turns 3 through 11
In the Initiative Segment of the Action Cycle on Turns 3 through 11, if both players roll a 1 for initiative, the Action Cycle may end. In that case, a player rolls one die. If the die shows 1 or 2, the Action Cycle ends immediately and play proceeds to the Recovery Phase. If the die shows 3 through 6, the Action Cycle continues normally. (In the current Action Phase, the Confederate player wins the initiative die roll on "matching 1s.")
Turn 12 and after
In the Initiative Segment of the Action Cycle on Turn 12 and after, if both players roll a 1 for initiative, the Action Cycle may end. In that case, a player rolls one die. If the die shows 1, 2, or 3, the Action Cycle ends immediately and play proceeds to the Recovery Phase. If the die shows 4 through 6, the Action Cycle continues normally. (In the current Action Phase, the Confederate player wins the initiative die roll on "matching 1s.")
Example: In the Initiative Segment of the Action Cycle on Turn 8, both players roll a 1. The Union player rolls one die again to determine whether the Action Cycle ends, and rolls a 3. Since the die is not 1 or 2, the Action Cycle continues. However, had this been the Action Cycle of Turn 12, a roll of 3 would end the Action Cycle.
16.0 Railroad Movement
Method of Railroad Movement
Union infantry units (and any commander absorbed into them) may move by railroad (only on August 25, 26, and 27 of the Advanced Game — Turns 7, 8, and 9). To move by railroad, a Union infantry unit must begin a march action at one of the following stations:
- Sangster's Station (N4721)
- Burke's Station (N5220)
- Fairfax Station (N5020)
- Springfield Station (N5620)
- 6-Mile Post (N5819)
To move an eligible unit by railroad, the phasing player must declare a march action. The unit's Fatigue level increases by 1, as with a normal march. (If the unit's Fatigue level thereby becomes 3 or 4, the effects of an extended march occur, and the Union player must make an extended march table roll.) The unit may move up to 35 hexes along a continuous string of railroad hexes, so long as it does not enter an enemy ZOC or a railroad hex bearing a damage or destruction marker. It may pass through hexes containing Union units without penalty. During this movement it may not enter a hex that is not a railroad hex. After moving by railroad, the unit may take actions normally for the rest of the Action Cycle.
Restrictions on Railroad Movement
In a single Action Cycle, more than one Union infantry unit may move by railroad, but the combined combat strength of all units moving by railroad in a single Action Cycle may not exceed 16. A unit bearing a Disorganized strength marker may move by railroad.
17.0 Death of a Confederate Commander
How a Confederate Commander Dies
In any combat that occurs in a hex where one or more Confederate corps commanders are defending, or in a hex containing a unit under his command that is attacking, one of the corps commanders may be killed. During the combat procedure, if both players' dice are 1 before any modifiers are applied, combat resolution is suspended and the Confederate player rolls one die. If this die is even, one of the Confederate commanders is killed; if odd, there is no effect. If more than one Confederate commander is present in the hex that is defending, or in the hex containing the attacking unit under his command, the one with the highest Tactical value is killed. The Confederate army commander, Lee, is never killed.
Effects of the Death of a Confederate Corps Commander
If a Confederate corps commander is killed, flip his counter to its reverse side, showing the substitute commander, "Sub." This commander is now considered the new corps commander. Except for reduced Tactical and Command values, the new commander functions exactly like the commander who was killed. The substitute commander remains for the rest of the game and is never killed. The death of a commander does not affect the tactical modifier of the combat then in progress.
18.0 Union Panic
How Union Panic Occurs
If any combat result containing an asterisk (*) is applied against the Union player, "Union Panic" is triggered. Union Panic can occur in either an attack or a defense, and occurs only once during the game; any occurrence after the first Union Panic is ignored.
Effects of Union Panic
For the remainder of the turn in which Union Panic occurs, and for the following turn, the Union player suffers the following penalties:
- Whether attacking or defending, he subtracts 1 from the combat die roll. (This is applied in addition to other modifiers.)
- His units may not conduct a forced march. (They may still conduct an extended march.)
- He may not declare a "Corps Assault" action.
At the start of the second turn following the turn in which Union Panic occurred (on this turn the Union Panic penalties no longer apply), remove the commander Pope from the game. Place the commander McClellan in the hex Pope occupied. From this point on, McClellan is the commander of both the Army of Virginia and Army of the Potomac units. Exception: the Union depots at Ft. Ripley (N5809) and Ft. Marcy (N5810) lie within the District of Columbia defensive zone, which Confederate units may not enter, so they can never be destroyed. Also, the Union depot at Winchester Toll House (N0301) is not on a station hex. To destroy this depot, the Confederate player does not need to conduct a Raid Station action; instead, the moment a Confederate unit enters Winchester Toll House, that Union depot is removed from the map and considered destroyed.
19.0 Union Bridging Train
Chatham Bridge
The bridge connecting S4328 and S4427 is a Union pontoon bridge, rebuilt by troops under McDowell to replace the original "Chatham Bridge," which was burned by the Confederates before the Union occupation of Fredericksburg in April 1862. This bridge is owned by the Union player, and Confederate units may not cross it while marching or during post-combat advance and retreat. The Union player may dismantle Chatham Bridge at any time an activated unit is located in a hex adjacent to the bridge. Dismantling the bridge costs no MP, and the activated unit may continue marching afterward. The moment a Confederate unit with combat strength 5 or greater enters S4328 or S4427, the Union player must dismantle Chatham Bridge (even if no Union unit is present in either of those hexes). Once the Union player has dismantled Chatham Bridge, he places a "Bridge Removed" marker on that bridge hexside to indicate the bridge is no longer functional.
Building a New Bridge
Normally, players may build bridges only across minor rivers. However, once the Union player has dismantled Chatham Bridge, he is permitted to build one bridge across a major river, following the normal bridge-building rules (10.0). This bridge may not be built on the same turn that Chatham Bridge was dismantled, only on a subsequent turn. Furthermore, it may only be built across the Rappahannock River. While this bridge is on the map, the normal Union bridge marker is used. This bridge may not be built while Chatham Bridge exists. Once the Union player has built a major-river bridge, he may thereafter voluntarily dismantle it under the same rules as Chatham Bridge (or he may be forced to dismantle it when a Confederate unit of combat strength 5 or greater becomes adjacent to it). If he dismantles it, he may build another major-river bridge on a subsequent turn. In effect, so long as the Union player never has more than one major-river bridge on the map at a time, he may build, dismantle, and rebuild a major-river bridge as many times as he likes. The Confederate player may never build a major-river bridge.
20.0 Supply
To function at full capability, a unit must be in supply.
20.1 Union Depots
At the start of the game, there are five Union depots on the map. Depots function as the Union's source of supply. They have no combat strength, may not be attacked, and neither move nor retreat. A Confederate unit may enter the hex where a Union depot is located as long as no Union unit is present. The moment a damage or destruction marker is placed on a station hex as a result of a "Raid Station" action, the Union depot located there is removed from the map and considered destroyed; by doing this, the Confederate player earns victory points. Exception: the Union depots at Ft. Ripley (N5809) and Ft. Marcy (N5810) lie within the District of Columbia defensive zone, which Confederate units may not enter, so they can never be destroyed. Also, the Union depot at Winchester Toll House (N0301) is not on a station hex. To destroy this depot, the Confederate player does not need to conduct a Raid Station action; instead, the moment a Confederate unit enters Winchester Toll House, that Union depot is removed from the map and considered destroyed.
20.2 Repair of Damaged Stations
During the Supply Line Repair Phase (conducted only on Turns 6 and 11), the Union player may attempt to remove damage markers from station hexes. Destruction markers may not be removed. For each station hex bearing a damage marker where no Confederate unit is present and which is not in a Confederate ZOC, the Union player rolls one die. If the die shows 1 through 4, the damage marker is removed; if the die shows 5 or 6, the damage marker remains. If the Union player fails to remove a damage marker during the Turn 6 Supply Line Repair Phase, he may try again during the Turn 11 Supply Line Repair Phase.
20.3 Supply Status
During the Supply Status Phase, conducted on Turns 6 and 11, both players must determine whether each of their combat units is "in supply" or "out of supply." Players do not determine the supply status of commanders. Units have two sides, a front (normal) side and a reverse (out-of-supply) side. The out-of-supply side is marked with a white stripe across the top of the unit. Units are always placed on the map front side up, and remain that side up as long as they are in supply. A unit is flipped to its reverse side when it becomes out of supply, and remains that side up until it returns to "in supply" status.
Method of Determining Supply Status
The county a unit currently occupies determines that unit's supply status. All or part of 16 counties in Maryland and Virginia are delineated on the map; all of these are also listed on the County Display.
Confederate supply status: During the Supply Status Phase (conducted only on Turns 6 and 11), a Confederate unit located in any of the following five counties is in supply:
- Caroline
- Culpeper
- Madison
- Orange
- Spotsylvania
If that unit is on its out-of-supply side, flip it to its front (normal) side; if it is already on its front side, it remains that way.
During the Supply Status Phase, if a Confederate unit is located in any county other than the five listed above, it becomes out of supply. If the unit is on its front side, flip it to its out-of-supply side, with no further effect. If the unit is already on its out-of-supply side, it remains that way, and in addition its strength marker is replaced with one of one point lower strength. The new strength marker is placed Disorganized side up. (Exception: a Confederate unit that would normally be out of supply is instead in supply if, during the Supply Status Phase, it is located in the same hex as a Union depot. A maximum of two Confederate units (of any size or type) may be supplied by each depot. If three or more Confederate units are stacked with a depot during the Supply Status Phase, the Confederate player must designate which two units that depot supplies. Once a depot is destroyed, it can no longer grant this benefit to Confederate units. The presence of Union units in a county does not affect Confederate supply status, even if the Confederate unit is surrounded by Union units or their ZOC.
Union supply status: There are two ways to determine a Union unit's supply status:
- During the Supply Status Phase (conducted on Turns 6 and 11), a Union unit located in a county that currently contains a Union depot is automatically in supply. The presence of Confederate units in that county does not affect Union supply status, and a Union player suffers no ill effect even if a Confederate unit is present in the same hex as the depot. However, once the Confederate player has destroyed the Union depot in a county, Union units in that county are automatically no longer in supply. Note: Ft. Ripley (Montgomery county) and Ft. Marcy (Fairfax county) lie within the DC defensive zone and can never be removed by the Confederate player, so Union units in Montgomery and Fairfax counties are always in supply.
- During the Supply Status Phase, a Union unit located in a county containing at least one station hex bearing no damage or destruction marker is in supply if it can trace a continuous path of railroad hexes from that station to either of the following two hexes: Upton's Hill (N5814), 6-Mile Post (N5819). Neither the originating station nor any station the path passes through may bear a damage or destruction marker. The presence of Confederate units or a Confederate ZOC anywhere along the railroad path to Upton's Hill or 6-Mile Post (including the originating station) does not affect the determination of Union supply.
A Union unit determined to be in supply during the Supply Status Phase is flipped to its front (normal) side; if it is already on its front side, it remains that way. A Union unit that is currently on its front side but that cannot satisfy either of the two methods of being "in supply" described above during the Supply Status Phase is flipped to its out-of-supply side, with no further effect. A Union unit that is already on its out-of-supply side and that cannot satisfy either of the two methods of being "in supply" during the Supply Status Phase remains on its out-of-supply side, and in addition its strength marker is replaced with one of one point lower strength. The new strength marker is placed Disorganized side up.
In Supply
A unit determined to be in supply during the Turn 6 Supply Status Phase automatically remains in supply, wherever it moves, until the Turn 11 Supply Status Phase, when supply status is determined again. A unit determined to be in supply during the Turn 11 Supply Status Phase automatically remains in supply, wherever it moves, for the rest of the game.
Out of Supply
Out-of-supply units may take actions normally and are not restricted in their movement. However, they suffer penalties in the Recovery and Effects of Supply Phases (see 20.5). An out-of-supply unit may regain supply before the next Supply Status Phase through "Foraging."
20.4 Foraging
During the Recovery Phase, a unit at Fatigue level 0, 1, or 2 (as long as it did not build a bridge or entrench during that phase) may forage. A unit that is in supply, or at Fatigue level 3 or 4, may not forage. Commanders may not forage. For each eligible unit whose owner wishes to attempt foraging, the owning player performs the following procedure during Step 2 of the Recovery Phase:
- Consult the County Display to determine the "Forage Value" of the county the unit occupies. Each county has two Forage Values, one Union and one Confederate. Use the value corresponding to the unit's nationality.
- Roll one die and modify the result by adding the unit's current Fatigue level. (If the unit's Fatigue level is 0, the die is not modified.)
- Compare the modified die roll to the Forage Value determined in Step 1.
- If the modified die roll is less than or equal to the Forage Value, the unit's foraging succeeds, and it is flipped from its out-of-supply side to its front side. The unit is now in supply and remains so until the next Supply Status Phase, when its supply status is determined normally.
- If the modified die roll is greater than the Forage Value, the unit's foraging fails, and it remains out of supply. It may attempt to forage again in a subsequent turn's Recovery Phase (as long as its Fatigue level is 0, 1, or 2).
Example: An out-of-supply Confederate unit at Fatigue level 2 is in a hex located in Fairfax county. The Confederate player wishes to forage with this unit. He determines the Confederate Forage Value for Fairfax county (3) and rolls one die, getting a 1. Because the unit's current Fatigue level is 2, he adds 2 to the die, for a modified roll of 3 (2+1=3). Since 3 is equal to Fairfax's Forage Value of 3, this unit's foraging succeeds and it becomes in supply. It is flipped to its front side. Had the die shown 2 instead of 1, the modified roll (+2) would have been 4. Since 4 is greater than Fairfax's Forage Value of 3, this foraging attempt would not have succeeded, and the unit would have remained out of supply.
Dispersal (Optional Rule)
To simulate the fact that foraging was most effective when conducted by an army spread over a wide area, players may use the following optional rule. Players must add 1 to an infantry unit's foraging die roll for every friendly infantry unit that has already attempted to forage earlier in the current Recovery Phase in that unit's hex or an adjacent hex. For example, if three infantry units are stacked in the same hex and all three attempt to forage in a given Recovery Phase, the first forages normally, the second adds 1 to its foraging die roll, and the third adds 2 to its foraging die roll. This is in addition to any modifier for the unit's Fatigue level. A cavalry unit foraging is not affected by this rule, and likewise a cavalry unit adjacent to an infantry unit does not affect that infantry unit's foraging.
20.5 Effects of Supply
Units that are in supply function normally in all respects. Out-of-supply units also function normally, but may suffer penalties during the Recovery and Effects of Supply Phases:
Recovery Phase: An out-of-supply unit bearing a Disorganized strength marker may not flip its Disorganized strength marker to its Organized side in Step 3 of the recovery procedure, even if the level it draws is 0; its strength marker remains Disorganized.
Effects of Supply Phase: The Effects of Supply Phase begins on Turn 6 and is conducted every turn thereafter. Both players carry out the following procedure, in the order listed, for all of their out-of-supply units:
- For each out-of-supply unit bearing a Disorganized strength marker, replace its strength marker with one of one point lower strength. The new strength marker is placed Disorganized side up. Exception: a unit bearing a Disorganized strength marker that is at Fatigue level 0 does not lose a strength point and is otherwise unaffected during this phase.
- For each out-of-supply unit bearing an Organized strength marker, flip its strength marker to its Disorganized side.
Minimum strength of 1: An out-of-supply unit may never be eliminated during the Effects of Supply Phase. A unit with a strength of 1 ignores the strength reduction during this phase. Note: an out-of-supply unit may also suffer a strength reduction during the Supply Status Phase (see 20.3). If a unit's strength is reduced to 1 during this phase, it may become eliminated as a result.
21.0 Substitute Units
Each player has six "substitute" units, of which three are infantry brigades and three are cavalry regiments. The substitute units included in the game define the upper limit on their number. If all substitute units are currently in use, no more may be used. However, once a substitute unit has been absorbed into another unit, it is removed from the map and again becomes available for use.
21.1 Detachment
Whenever a unit with strength 2 or greater is conducting a march action, the owning player may detach one or more substitute units from the activated unit. Detachment may occur only if a substitute unit of the same type (infantry or cavalry) as the activated unit is not currently in play.
Placement of the Detached Unit
A detached substitute unit is placed in the hex where the activated unit began its march, or in any hex the activated unit entered during that march. After placing the substitute unit on the map, the activated unit may continue its march. When an activated cavalry unit detaches a unit, a substitute cavalry unit is used; when an activated infantry unit detaches a unit, a substitute infantry unit is used. Once placed on the map, the substitute unit functions normally. The point at which the substitute unit was detached affects its status:
- If the substitute unit is placed in the hex where the activated unit began its march, it is assigned a Fatigue marker equal to the activated unit's Fatigue level at the point before it was chosen to conduct its current march action. Note: if a unit bearing an entrenchment marker is activated and detaches a substitute unit in the hex where it begins its march, the substitute unit is also assigned an entrenchment marker of the same type as the activated unit.
- If the substitute unit is placed in any hex other than the one where the activated unit began its march, it is assigned a Fatigue marker equal to the activated unit's current Fatigue level at that point.
The owning player should record on a piece of paper the number of each substitute unit and the corps (if any) it belongs to (the same corps as the unit that detached it). A substitute unit is not required to stay within any particular distance of its corps commander or other units of its corps, and in fact may spontaneously be absorbed into a unit of a different corps. However, its corps affiliation is relevant for Corps Commander Activation or the Corps Assault action. Note: Union substitute units are colored as Army of Virginia units, but are treated as belonging to the Army of the Potomac if detached from a Potomac army unit.
Strength of the Detached Unit
A substitute unit always has an artillery value of 0, and may never be assigned artillery from the activated unit. There is an upper limit on a substitute unit's strength:
- A substitute infantry brigade must be assigned a strength marker of 9 or less.
- A substitute cavalry regiment must be assigned a strength marker of 2 or less.
Place a strength marker equal to the strength the player chooses to assign to the substitute unit, on the same side (Organized or Disorganized) as the strength marker of the activated unit performing the detachment, directly beneath the substitute unit. The substitute unit's strength is subtracted from the activated unit's strength. A new strength marker reflecting the activated unit's reduced strength, on the same side (Organized or Disorganized) as the marker it replaces, is assigned to that unit. After detaching a substitute unit, the activated unit must have a strength of at least 1.
21.2 Absorption
During the Absorption Phase, a substitute unit stacked in the same hex as another friendly unit may be "absorbed" into that unit. A substitute unit being absorbed into a unit of the same type (infantry or cavalry) may be absorbed into any unit of that type regardless of its size or the corps it belongs to.
Method of Absorption
To be absorbed, remove the eligible substitute unit (along with its strength and Fatigue markers) from the map. The absorbed substitute unit's strength is added to the strength of the unit it is absorbed into, and that unit receives a new strength marker, on the same side (Organized or Disorganized) as the marker it replaces, reflecting the increased strength. (Exception: if the absorbed substitute unit's strength is greater than that of the unit it is absorbed into, the new strength marker for the unit remaining on the map is placed on the same side as the substitute unit's strength marker.) If a substitute unit is absorbed into another unit and the two units are at different Fatigue levels, the unit remaining on the map after absorption is assigned the higher of the two Fatigue levels.
Restrictions on Absorption
A substitute unit must be absorbed in its entirety and no part of it may be absorbed into another unit (that is, the substitute unit must be removed from the map as a result). A substitute unit may not be absorbed if the added strength would cause the strength of the unit remaining on the map to exceed the following limits:
- An infantry division may not exceed 18 strength.
- An infantry brigade may not exceed 9 strength.
- An infantry regiment may not exceed 2 strength.
- A cavalry brigade may not exceed 4 strength.
- A cavalry regiment may not exceed 2 strength.
If an entrenched substitute unit is absorbed into a unit that is not entrenched, the unit remaining on the map after absorption is not entrenched (the substitute unit's entrenchment marker is removed). However, if an entrenched or non-entrenched substitute unit is absorbed into a unit that is entrenched, the unit remaining on the map after absorption is entrenched.
Union Special Absorption
Some Union units, though not substitute units, may nonetheless be absorbed into specific units. Once any of the following units is absorbed, it is permanently removed and may not later be detached and returned:
- The Griffin brigade may be absorbed into the Morell, Sykes, or Reynolds division (all V Corps).
- The Taylor brigade may be absorbed into the Slocum or Smith division (both VI Corps).
- The Kimball brigade may be absorbed into the Sedgwick or Richardson division (both II Corps).
- The 3 IN and 6 NY cavalry regiments may be absorbed into any cavalry brigade.
- The Waagner regiment, Purnell Legion, and the 9 VT and 60 NY infantry regiments may be absorbed into any infantry brigade or division.
Confederate Special Absorption
Some Confederate units, though not substitute units, may nonetheless be absorbed into specific units. Once any of the following units is absorbed, it is permanently removed and may not later be detached and returned:
- The Evans brigade may be absorbed into any unit of Longstreet's Corps.
- The 2 VA cavalry regiment may be absorbed into any cavalry brigade.
22.0 Advanced Game Scenarios
There are two Advanced Game scenarios, one 8 turns long and the other 15 turns long. Units begin the game on their front side, at Fatigue level 0, with an Organized strength marker. Before starting either scenario, place the turn marker on the turn track box for August 19. This is Turn 1.
The Advanced Game scenarios use both the North and South maps. When the two maps are joined, note that the northern 10–11 hexes of the South map overlap the southern 10–11 hexes of the North map. For example, S2403 (Culpeper) on the South map is the same hex as N2426 on the North map. To join the two maps, overlap the corresponding 10–11 hex band and lay the South map on top of the North map. Position the South map so that its northernmost row of hexes (that is, all hexes whose last two digits are "01") lies directly over the North map's row of hexes whose last two digits are "24" (for example, S4101 (Manassas Junction) on the South map lies directly over N4124 on the North map). In the setup instructions, this overlapping band is given using the South map's hex numbers (for example, Warrenton Junction is given as S3108, not N3131).
Trim off the gray band at the northern edge of the South map with a razor or similar tool to join the maps. Alternatively, cut a straight line through the upper half of the odd-numbered hexes at the North edge of that map (0101, 0301, etc.). This method is better (though more difficult) than trimming along the border. If you choose to trim the South map along a straight line, then when playing a Basic Game scenario that uses only the South map, treat the half-hexes at the map's northern edge as full hexes.
22.1 Scenario 6: Rapidan to Rappahannock
Note: This scenario simulates the first seven days of Lee's offensive against Pope's Army of Virginia. Because Pope's army began withdrawing from the Rapidan River one day before Lee's attack began, the scenario is 8 turns long.
Map: Both the North and South maps.
Length of Game: August 19–26, 1862, 8 turns.
Setup and Reinforcements: See "Scenario 6 Set-up" on pages 29 and 30 of the English rulebook.
Union setup:
- White and 9 VT are each placed beneath a fortification marker.
Union reinforcements: Units listed under "UNION REINFORCEMENTS" on page 29 of the English rulebook are placed, during the Reinforcement Phase of the turn given in the "Turn" column, at the hex given in the "Hex" column.
- The Union player may place Heintzelman, Kearny, and Hooker at N5819 (6-Mile Post), but if he does so, their arrival is delayed one turn (for example, Heintzelman and Kearny arrive on Turn 7 and Hooker arrives on Turn 8). If this option is used, it must be applied to all three units, not just one or two. If the Confederates hold Aquia Creek on Turn 6, the Union player must bring these three counters on from 6-Mile Post.
Confederate reinforcements: Units listed under "CONFEDERATE REINFORCEMENTS" on page 30 of the English rulebook are placed, during the Reinforcement Phase of the turn given in the "Turn" column, at S0134, S0233 (Somerset), S0334, or S0833. If a Union unit is present in the arrival hex, the Confederate unit may not be placed there. The Confederate player may delay the arrival of some or all of his reinforcements by one turn and instead place them at S3033, S3534, S3734 (Spotsylvania Court House), S3934, or S4233 (Massaponax Church).
Special Rules
- Only eligible Union units and commanders may take actions on Turn 1. All Confederate units and commanders may neither take actions nor entrench on Turn 1. Because Confederate activation is not permitted on Turn 1, no initiative die roll is needed at the start of each Action Phase. The Union player may use his eligible units and commanders to conduct as many consecutive Action Phases as he wishes or is able, after which the Turn 1 Action Cycle ends.
- The Union units and commanders eligible to take actions or entrench on Turn 1 are those located in Culpeper and Madison counties, and the Griffin brigade at Aquia Creek Station (S5021). All other units and commanders may neither take actions nor entrench during this turn. Union units and commanders eligible to take actions on Turn 1 may not enter a Confederate ZOC during this turn (though they may exit an enemy ZOC), nor may they cross the Rapidan River to its southern side. They may conduct an extended march or a forced march.
- The Union player observes the following movement restrictions: a. The White brigade and the 9 VT regiment may not, for the entire game, enter any hex outside Frederick, Clarke, or Warren counties. b. The Fairchild and Harland brigades and the 3 IN cavalry regiment may neither take actions nor entrench for the entire game. However, they are exempted from this restriction once a Confederate unit enters a hex in Spotsylvania or Stafford county (or is placed there as a reinforcement). These three units are automatically in supply until the first Supply Status Phase following their first action; after that, their supply status is determined like any other Union unit. c. The commander Porter (V Corps) and the Reynolds, Morell, and Sykes divisions, all of which begin the game at Aquia Creek Station (S5021), may not take actions or entrench until the following turns:
| Turn | Unit or Commander |
|---|---|
| Turn 3 (August 21) | Reynolds |
| Turn 4 (August 22) | Porter, Morell |
| Turn 5 (August 23) | Sykes |
d. The Waagner regiment, Casey brigade, and Whipple brigade may not take actions or entrench until Turn 8. They are exempted from this restriction once a Confederate unit enters Fairfax county. Neither Casey nor Whipple may enter or retreat into any hex whose first two digits are "49" or lower. 4. At the start of the game, place a "Confederate Objective" marker on each of the following hexes: Culpeper (S1418), Warrenton (S2403), Falmouth (S4426), Aquia Creek Station (S5021), Front Royal (N0214), Winchester Toll House (N0301), Leesburg (N3502), Fairfax Court House (N5017), Falls Church (N5715). The moment a Confederate infantry (not cavalry) unit enters a Confederate objective hex, flip that marker to its "Confederate Control" side. The control marker remains in place even if the Confederate infantry unit is no longer present in that hex. The moment a Union infantry (not cavalry) unit enters that hex, the control marker is flipped back to its Confederate Objective side. However, the marker is flipped back to Confederate Control the moment a Confederate infantry unit re-enters the hex.
Victory Conditions
The Confederate player earns and loses victory points (VP) as follows (record VP on a separate sheet of paper):
| VP | Reason |
|---|---|
| +15 | If "Union Panic" occurs at least once during the game. |
| +15* | At the end of the game, a destruction (not damage) marker is present at one of the following four stations: Bull Run Bridge (N4422), Sangster's Station (N4721), Burke's Station (N5220), Springfield Station (N5620). |
| +12 | A Confederate control marker is present at Falls Church (N5715) at the end of the game. |
| +10* | At the end of the game, a destruction (not damage) marker is present at one of the following four stations: Rappahannock Station (S2414), Catlett's Station (S3307), Manassas Junction (S4101), Bristoe Station (S3703). |
| +8 | A Confederate control marker is present at Fairfax Court House (N5917) at the end of the game. |
| +6 | For each Union depot removed from the map. |
| +3 | For each Confederate control marker on the map at the end of the game (excluding Fairfax Court House and Falls Church). |
| +2 | For each Confederate infantry division (not an infantry or cavalry brigade) that ends the game in Fairfax or Prince William county. Note: a Confederate unit is not eligible for this VP if all 6 hexes surrounding it are occupied by Union infantry units, their ZOC, or both. |
| +1 | For each Confederate infantry division (not an infantry or cavalry brigade) that ends the game in Loudoun, Clarke, or Frederick county. Note: a Confederate unit is not eligible for this VP if all 6 hexes surrounding it are occupied by Union infantry units, their ZOC, or both. |
| +1 | For each point of Union strength lost in combat, retreat, or cavalry retreat (not from extended march, forced march, movement from enemy ZOC to enemy ZOC, or the effects of supply). |
| -1 | For each point of Confederate strength lost in combat, retreat, or cavalry retreat (not from extended march, forced march, movement from enemy ZOC to enemy ZOC, or the effects of supply). |
*If Confederate destruction markers are present on two of the four stations in a starred entry, the Confederate player receives 20 VP instead of 15 VP (for the N4422/N4721/N5220/N5620 group) or 12 VP instead of 10 VP (for the S2414/S3307/S4101/S3703 group); on three of the four stations, 22 VP or 14 VP respectively; on all four stations, 25 VP or 16 VP respectively.
At the end of the game, total the Confederate VP and consult the table below to determine the winner.
| Confederate VP | Winner |
|---|---|
| 80 or more | Decisive Confederate Victory |
| 60 to 79 | Substantive Confederate Victory |
| 40 to 59 | Marginal Confederate Victory |
| 19 to 39 | Marginal Union Victory |
| -1 to 18 | Substantive Union Victory |
| -2 or less | Decisive Union Victory |
22.2 Scenario 7: Rapidan to Manassas
Note: This scenario is set up and played exactly as Scenario 6, except that it lasts 15 turns instead of 8. The conditions under which the Confederate player earns and loses VP are the same as in the previous scenario, but Scenario 7 has its own victory conditions.
Length of Game: August 19 – September 2, 1862, 15 turns.
Victory Conditions
At the end of the game, total the Confederate VP and consult the table below to determine the winner.
| Confederate VP | Winner |
|---|---|
| 92 or more | Decisive Confederate Victory |
| 70 to 91 | Substantive Confederate Victory |
| 47 to 69 | Marginal Confederate Victory |
| 24 to 46 | Marginal Union Victory |
| 2 to 23 | Substantive Union Victory |
| 1 or less | Decisive Union Victory |
Stonewall Jackson's Way Charts
Ways the Action Cycle Ends
- When both players pass in the same Action Phase.
- When neither player has a commander or unit eligible to activate.
- In the Advanced Game, on Turns 3 through 11, if both players roll a 1 for initiative in the Initiative Segment of the Action Cycle, roll one die. If the result is 1 or 2, the Action Cycle ends. If the result is 3 through 6, the Action Cycle continues. From Turn 12 on, if both players roll a 1 for initiative in the Initiative Segment, roll one die. If the result is 1, 2, or 3, the Action Cycle ends. If the result is 4 through 6, the Action Cycle continues.
Random Event Table
| Die | Result |
|---|---|
| 2 | Rain (current+2) |
| 3 | Rain (current+1) |
| 4 | Reinforcement Advance (Union) |
| 5 | Reinforcement Advance (Confederate) |
| 6 | Reinforcement Delay (Union) |
| 7 | Reinforcement Advance (Union) |
| 8 | Command Paralysis (Union) |
| 9 | Rain (current) |
| 10 | Reinforcement Advance (Confederate) |
| 11 | Reinforcement Delay (Confederate) |
| 12 | Command Paralysis (Confederate) |
See 14.0 for the explanation of each Random Event result.
Forage Values
| County | Confederate | Union |
|---|---|---|
| Caroline | 6 | 3 |
| Clarke | 5 | 5 |
| Culpeper | 5 | 3 |
| Fairfax | 3 | 5 |
| Fauquier | 4 | 4 |
| Frederick | 5 | 5 |
| King George | 4 | 4 |
| Loudoun | 5 | 6 |
| Madison | 5 | 3 |
| Montgomery | 4 | 6 |
| Orange | 6 | 3 |
| Prince William | 4 | 4 |
| Rappahannock | 4 | 3 |
| Spotsylvania | 5 | 3 |
| Stafford | 4 | 4 |
| Warren | 4 | 4 |
Foraging Summary
- During the Recovery Phase, an out-of-supply unit at Fatigue level 0, 1, or 2 may forage. Determine the Forage Value of the county the unit occupies.
- Roll one die and add the unit's current Fatigue level to the result.
- Compare the modified die roll to the Forage Value determined in Step 1:
- If the modified die roll is less than or equal to the Forage Value, the unit's foraging succeeds and it is flipped to its front (in-supply) side.
- If the modified die roll is greater than the Forage Value, the unit's foraging fails and it remains out of supply.
Supply Summary
Confederate Supply Status
A Confederate unit located in one of the following five counties is in supply during the Supply Status Phase:
- Caroline
- Culpeper
- Madison
- Orange
- Spotsylvania
If a Confederate unit is located in any county other than those listed above during the Supply Status Phase, it is out of supply. (Exception: if it is located in the same hex as a Union depot, the Confederate unit is in supply. Up to two Confederate units per depot may be in supply this way.)
Union Supply Status
There are two ways to determine Union supply status:
- During the Supply Status Phase, a Union unit located in a county that currently contains a Union depot is automatically in supply.
- During the Supply Status Phase, a Union unit located in a county with at least one station hex bearing no damage or destruction marker is in supply if it can trace a continuous railroad path from that station to either of the following two hexes: Upton's Hill (N5814), 6-Mile Post (N5819). This railroad path may not enter a hex containing a station bearing a damage or destruction marker. The presence of Confederate units or Confederate ZOC does not affect this determination.