Summer Storm: The Battle of Gettysburg
Summer Storm: The Battle of Gettysburg Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Components & Terminology
- 3.0 General Game Concepts
- 4.0 Sequence of Play
- 5.0 Leaders
- 6.0 Command and Control
- 7.0 Zones of Control and Influence
- 8.0 Stacking
- 9.0 Movement
- 10.0 Combat
- 11.0 Army Status Sheets
- 12.0 Night Turns & Reorganization
- 13.0 Victory Conditions
- New Rules or Modifications
1.0 Introduction
Note to Players on Learning the Game. Even if you are a grizzled veteran of cardboard conflict, we suggest that after reading the rules through you also read the Designer's Notes in the Scenario booklet, as Summer Storm differs from other simulations of Civil War combat in many of its basic assumptions. Although the game uses variations of tried and true mechanics, the resulting mix is different enough that even you grognards may benefit from a bit of additional rationale to help you understand the new paradigm presented herein. We also recommend that while reading through the rules you set up Map D and at least the on-board forces from the Training Scenario [see: 15.2] to aid you in understanding the rules.
Basic and Optional Rules. The rules book you are now reading contains all the Basic rules you need to play the Tactical Game. The Scenario book contains the exclusive rules to each scenario, Designer's Notes, a short Historical Overview, and the Optional rules, including rules for the Operational Game. The Optional rules enhance the game's simulation value at a cost in increased complexity and playing time. We strongly recommend that you play the Tactical Game using only the Basic rules before you attempt using any of the Optional rules.
2.0 Components & Terminology
2.1 Components
Summer Storm contains the following components:
- Two 22x34 maps (Tactical)
- Two 17x22 maps (Tactical)
- Two 17x22 maps (Operational; Duplicate)
- 980 counters/markers on 3 1/2 sheets
- Four 10-sided dice (2 sets, 1 Blue, 1 Gray)
- One Rules Book
- One Scenario Book
- Two Army Orders Cards
- Two Army Status Sheets; masters to be photocopied
- Two Order of Appearance Charts
- Four Sheets of Charts and Tables (2 sets)
2.2 Terminology
Leader Interchangeable with the words Commander or Officer.
Superiority of Leaders Army Commanders are superior to Wing Commanders, who are superior to Corps Commanders, who in turn are superior to Division Officers.
Independent Officers All Cavalry Officers, and certain Divisional Officers who are on the map without their directly superior Corps Commander also on the map are termed 'Independent Officers'.
Command Rating (CR) All Leaders have a Command Rating used as a DRM when generating Command Points, conducting Combat, and taking Morale Checks.
Command Points (CPs) The 'currency' with which battlefield orders are generated and certain Die Roll Modifiers are applied.
Army Command Points (ACPs) Command Points generated by the Army, and sometimes Wing Commanders.
Corps Command Points (CCPs) Command Points generated by Corps Commanders and Independent Officers.
Divisional Activation Chits (DACs) The counters, coded by Division, that are played to activate the indicated formation for movement and combat.
Dice Roll Modifiers (DRMs) Numerical factors added to or subtracted from a die or dice roll. The term 'DRM' is used to mean either 'die roll modifier' or 'dice roll modifier'.
Movement Points (MPs) The factors that a unit must spend to move from one hex to another, as determined by the terrain, stacking and proximity to enemy units.
Movement Allowance (MA) The amount of Movement points that a given unit has available to be spent in any single impulse. No movement factors are printed on the counters themselves; all movement allowances for the different unit types are found in the Charts & Tables, as most have a similar allowance.
Action Impulse Segment of a Game Turn in which the active player or randomly draws a DAC or plays one from his Orders Card and Activates the selected Division.
Build/Construction Synonymous for the order that commits units to the erection of breastworks.
Road Column Two or more Divisions of a Corps moving on a road in a fixed order while under March Orders.
Zone of Control (ZOC) The 6 hexes surrounding a non-Broken combat unit which represents the area that a unit can control due to fire. Ending an activation in an enemy ZOC results in combat.
Engaged The condition of being in an enemy ZOC.
Zone of Influence (ZOI) The range at which a combat unit can effect the movement or morale of enemy units due to desultory shelling, long range musketry, deployed pickets, etc. ZOI ranges vary from one type of unit to another and changes in visibility; see the Charts & Tables for specifics.
Ground Combat Combat between adjacent, engaged units.
Bombardment Combat conducted by Artillery units against non-adjacent enemy units.
Counterbattery Fire Return fire by Artillery units subjected to enemy Bombardment.
Direct Support Combat and Morale DRM given by non-engaged units to adjacent units engaged in ground combat.
Support Fire Combat DRM generated by Artillery units firing into non-adjacent Ground Combat.
Cohesion Hits (C/Hits) A measure of the degradation of a given unit's cohesion and combat effectiveness from all sources, including casualties, straggling, morale disintegration, command or formation disruption, fatigue, etc.
Morale Checks (MCs) A dice roll using the unit's Morale Factor as a DRM. Failing a MC usually results in Disruption and/or the gaining of an additional C/Hit.
Disruption The result of failed Morale Checks, marked with Shaken or Broken markers. A temporary morale state that can improve or worsen through continued action.
Demoralization Points (DPs) The increments, in the form of checked boxes, used to represent the disintegration of Army and Divisional Morale, and occasionally, its opposite: rising morale.
Divisional Morale Factor (DMF) The number, based on the Division's size used as a multiplier when determining the number of Demoralization Points gained or lost by a Division as a result of its activity during a given Impulse.
x DMF Times the Divisional Morale Factor.
Army Morale Factor (AMF) The number used as a multiplier when determining the number of Demoralization Points lost when a Division ends a turn under Reserve Orders.
x AMF Times the Army Morale Factor.
2.3 The Maps
There are four tactical maps, labeled A, B, C, & D. A and B are 22x34" maps, represent the area directly around Gettysburg, and are aligned with A above B. C and D are 17x22" maps, represent the area due east of Gettysburg, and are aligned to the right of A and B such that C is to the right of A and D is to the right of B.
Designers' Note: You may wish to mount your maps on foam-core board using spray adhesive (both found at your local office or art supply dealer), as it makes the job of aligning and securing the maps to your playing surface much easier.
Set up and entry hexes are labeled according to the map section and hex number. For example, A1053 is the entry hex of the Chambersburg Pike on Map A. You may use any hex as an entry hex provided it contains the equivalent of half of a hex or more. B4911, for example, is the Taneytown Road Entry hex.
The four tactical maps are overlaid with two hex grids: the regular 16 mm. hexgrid, and a special grid of 4-hex wide 'megahexes.' Each megahex on the Tactical Map is the equivalent of one 16 mm. hex on the Operational map. The Op/Map has a solid rectangular outline of the area shown on the Tactical maps, centered on Gettysburg. Circling that rectangle is a track of dots indicating where the scale of the hexes becomes progressively more abstract out to the edge of the map. For a more detailed description of the Op/Map, see the Operational rules in the Scenario Book.
Note: While the Operational maps are usually only used in conjunction with the Operational Game found in the Scenario book, they can also be used to keep reserves and arriving reinforcements hidden when playing the Tactical game. (This is highly recommended, once you know the rules!)
Terrain Interpretation: A good deal of effort has gone into producing a very naturalistic, 'period' looking map, while at the same time keeping the actual interpretation of the terrain very unambiguous. In all cases the terrain type of a given hex, as well as its elevation level, is that which fills the center and majority of the hex's area. While occasionally trees and such may slightly intrude into an otherwise open hex, they do not turn it into a woods hex. (i.e., the famous 'Copse of Trees' in A/4814 is just that; a landmark perhaps, but NOT a full hex of woods affecting movement or combat)
2.4 Game Scale
Units - The Brigade is the basic unit of the game. Each unit counter represents approximately 600 men or 6 to 8 guns, so a Brigade is represented on the board by 1 to 5 counters, with 2 or 3 being the most common. For simplicity and playability, the difference between units' Combat Strengths represents prorating for morale, training and their historical performance.
Maps - Each hex on the tactical maps represents an area 200 yards across; each megahex (which corresponds to one operational hex) is 800 yards across. Each hex on the operational maps represents 800 yards within the rectangular boundary of the tactical map area, on out to the dotted line that circles the boundary (the 'Inner' Zone). Beyond the dotted line to the map edge the hexes abstractly represent an increasing scale to allow for the inclusion of territory as much as a state away.
Time - Each daytime Game Turn represents one hour of time. Evening, night and early morning game turns represent from 1.5 to three hours per turn, as shown on the Game Turn Track.
2.5 The Counters
The 980 counters are divided into Leaders, Combat Units, and Supply Wagons; various Informational Markers are used for bookkeeping purposes. Variant units are marked with an asterisk; their use is addressed in the Scenarios Book. [18.0]
Leaders
There are six types of Leaders in the game: Army, Wing, Corps, Divisional, Cavalry, and Army Artillery. Regardless of type, all Leaders have one numerical rating, their Command Rating. In the rare case that a leader shows a split rating (ex. 1/5), the first rating is used for rolling CPs and the second for all other rolls.
Army Commanders and Cavalry Officers have a portrait on a gold background. Army Commanders are emblazoned on their battle or national flag, while Union Cavalry Officers have a guidon pennant and Confederate Cavalry Officers have a pair of crossed sabers. The reverse side of the counter has the Leader's replacement, noted with an (R).
Wing and Corps Commanders and Army Artillery Officers also have portraits, on either a blue or gray background. Only the Union has Wing Commanders. Corps Commanders' names are found within a color-coded bar that matches their command; a guidon pennant with either their Corps symbol or the (roman) numeral of their Corps appears on the counter's background. Corps Commanders also have their replacements, noted with an (R), on their back sides; Wing Commanders and Army Artillery Officers cannot be replaced.
Divisional Leaders have their Corps' numeral or symbol on a background that matches the color bar of their Corps Commander. The numeral or symbol is also color-coded: red = 1st Division, white = 2nd Division, blue = 3rd Division, and green = 4th Division. The Officer's division/corps designation is also noted by an arabic/roman-numeral system, with the arabic numeral denoting the division and the roman numeral the corps, e.g. the Union 2/V would be the 2nd Division of V Corps, Ayres' Division.
Combat Units
Infantry, Artillery, and Cavalry units have a background in blue (Union) or butternut (Confederate). The Corps identification is noted by a colored band at the top of the counter that matches the colored band found on the matching Corps Commander, as well as the corps' number to the right of the corps symbol. The Division is shown by the color of the corps symbol as well as by an abbreviation of the Division Officer's name. The Brigade Officer's name is shown in the colored band at the top; individual counters of that Brigade are noted by the letters A-E.
Note that there are no Brigade Leader counters, except for a few Cavalry units that are available to be deployed as Independent Brigades. Artillery and Cavalry units are differentiated from their Infantry brethren by special symbols: Artillery units have crossed cannons behind the corps symbol, Cavalry units by crossed sabers. Some units have a nickname above the corps symbol.
Each combat unit has two numbers: the Combat Factor to the left and the Morale Factor to the right. Infantry and Cavalry units have a full and reduced side. The full-strength side is identified by a black line under the Corps band for Union units and a gray line under the band for Confederate units; full-strength units are also noted by higher values, printed in white, as opposed to the black numbers on the reduced strength sides.
Artillery units do not have reduced-strength sides; their units have the same values front and back. However, the front or Uncommitted side is noted by a black dotted line running through the cannon symbol as well as by the numbers being in white.
Supply Wagons (Optional Rule)
There are two levels of Supply Wagons in the game: both sides have Divisional-level Wagons, while the Union has three Artillery Reserve Wagons and the Confederates have three Army Supply Wagons. Divisional-level Supply Wagons have their Corps color as their background. Division and Corps identification is noted under the wagon symbol, which itself is marked by the appropriate Divisional symbol or numeral (color-coded in the same manner as Divisional Officers).
Union Artillery Reserve Wagons have two red crossed cannons rather than a corps symbol, while the Confederate Army Supply Wagons have the Confederate battle flag in the background. All Supply Wagons have two sides, Moved and Unmoved. The Moved side of Supply Wagons is indicated by a large gray or white horizontal band that runs through the background color.
Informational Markers
Divisional Activation Chits (DACs)
DACs are used as both an orders and sequencing mechanic in the Command and Control system. DACs are coded as for their respective Divisional Officers: the counter background is in the corps color, the divisional symbol is again color coded red-white-blue-green upon the battle (Confederate) or national (Union) flag, and the counter is marked with its division/corps designation.
Generic DACs have been provided for each side, lettered A-C upon a blue background for the Union and A-D upon a gray background for the Confederates. These are used when purchasing an extra DAC for a Division or for designating a second DAC for a Road Column. They may also be used to designate an Independent Division/Brigade, or in any other situation in which a given Division/Brigade needs to be specifically designated. The reverse sides of all DACs are coded with the appropriate national or battle flag.
Army (ACP) and Corps Command Point (CCP) chits
Army (ACP) and Corps Command Point (CCP) chits are used to mark current ACP and CCP levels on the Army Orders Cards.
Initiative Marker
The Initiative marker is used to remind players as to which side holds the Initiative throughout a particular Game Turn. The player winning the Initiative for the turn places the marker, his side's flag face up, in any convenient location where it can be observed by both players.
Shaken/Broken Markers
Shaken/Broken markers are placed on combat units to denote a temporary morale state. Place the marker, with the appropriate side up, on top of the unit which has received a disrupted morale state as the result of a failed morale check.
Inactive/Ammo Resupply Markers
Inactive/Ammo Resupply markers are used, on the Inactive side, to denote a temporary morale state of a Commander being Inactive. On the Ammo Resupply side, they are used to mark Artillery units for Resupply, and on Infantry and Cavalry units to indicate that the unit is undergoing Rally Orders. Place the marker on top of its designated unit.
Cohesion Hit Markers (C/Hit)
Cohesion Hit markers are used to mark the degradation of combat units. Place the C/Hit marker under a combat unit with the number of hits it has taken facing the top of the unit. (Note: a unit's C/Hit status may also be recorded by using the appropriate line of boxes on the Second Edition Army Status sheets.)
Build/Breastworks Markers
Build/Breastworks markers are used, on the Build side, to denote a combat unit having been given Construction Orders. Place the marker on top of the unit. On the Breastworks side, the marker indicates that the combat units underneath it are in fortified terrain. Breastworks markers remain on the map once placed, and may be used by either side for the remainder of the game.
Breastworks markers should be placed on the map so as to 'face' the player who built them, and should remain in that facing even if captured. They give a +/-3 DRM in favor of the troops occupying them, on both Combat and Morale rolls. Should a breastworks counter be captured, enemy troops only get a 1 DRM for being in the hex.
Day, Hour, and Weather Markers
The Time and Weather Status Card has tracks for noting the Day, Hour, and Weather. There are no specific Day, Hour, or Weather markers included in the game, use the blank red/black markers included on the counter sheets for these purposes.
2.6 Army/Divisional Morale Status Sheets
There are two Army/Divisional Morale Status Sheets in the game. You are given permission by Clash of Arms to photocopy these masters for your use in repeated game play.
2.7 The Dice
All rolls in Summer Storm are resolved using either 1 or 2 10-sided dice. When rolling, the number '0' is always read as a '10', not as a zero.
2.8 The Standard Rounding Rule
When calculating fractions, 50% or more always rounds up. For simplicity, this rounding is calculated individually; do not add together a series of fractions and then round them as a whole. The only exception to this rule is when attempting to move that 'last hex' [see: 9.2.4], in which case you need over half the required Movement points to make the move.
2.9 Universal Random Activation Chit Container (the infamous URAC)
An opaque cup, such as a (dry) coffee mug, used to hold the pool of DACs awaiting selection. Each player uses his own URAC.
2.10 Extension Tactical Maps
If interest warrants, the designer/cartographer will be making extension tactical maps for Summer Storm, from as far north as Harrisburg down to Maryland at least as far as Taneytown and Union Mills. With a larger area to play on, the use of these extension maps will allow the Operational Game to really come into its own.
Lee predicted early on that the Big One would happen somewhere in the area of York, and later his orders seemed to be designed to set up a concentration area in front of the Cashtown Pass until Heth's 'recon' got carried away. The extension maps will allow for this possibility as well as, for example, Ewell's original target of Harrisburg, Sedgwick's abortive attack on Ewell's rearguard Corps on July 5, and many others.
3.0 General Game Concepts
Summer Storm concentrates on two major aspects of American Civil War combat: battlefield command and morale. Because these concepts and other game mechanics are presented in a manner that even veteran players may be unused to, this section is provided to help players familiarize themselves with the game's systems. We suggest that you read this section in conjunction with Section 4, Sequence of Play, and that you place a few Divisional Activation Chits (DACs) and the Army Orders Cards in front of you as you read the below descriptions. Also, please read the Designer's notes in the Scenario book for thorough explanations of some of the more unusual concepts.
3.1 Command System
Each Division in the game is represented by two Divisional Activation Chits. During the Administrative Phase of each Game Turn, both DACs of each Division that is currently on the map, or is due to enter as a Reinforcement that Game Turn, are placed in their respective Divisional Holding Boxes on the player's Army Orders Card.
Players then roll for Army Command Points (ACPs), beginning with the Army Commander (and/or sometimes one or more Wing Commanders). These Army Command Points (ACPs) are registered on a track on the player's Army Orders Card, and are used for a variety of purposes: to modify Game Turn Initiative and Impulse Control die rolls, to reactivate himself or any of his subordinates when he/they become Inactive, and to move himself.
Most importantly, however, ACPs are used to modify the CP rolls of Corps Commanders, and saved and used on a future Game Turn in the form of Preplanning Points (PPPs), which allow for extra CCP rolls for a designated Corps.
After rolling for and spending ACPs, players then roll for Corps Command Points (CCPs) for each of their Corps Commanders (plus Independent Cavalry and Divisional Officers) on the map; CCPs are also registered on a track on the player's Army Orders Card. CCPs are the 'currency' used to generate Actions and Orders for a Corps' subordinate Divisions.
During the Administrative Phase of each GameTurn the player must (unless an Order is purchased, see below) take one of each of his Divisions' DACs and place them in his URAC at no cost in CCPs; upon winning an Impulse Control die roll the player gets to randomly pull a DAC from the cup and then activate that Division. While the cost is free, little control is afforded by random chit pull. The units of an activated Division may Move and Bombard; enter a ZOC of enemy units provided that another friendly unit of the same Brigade is already Engaged; if Engaged, conduct Combat ... and that's about it. By spending CCPs on Actions and Orders, however, a great deal of control is given to the player in the form of both what can be done, and when it can be done.
Actions purchased allow for a Corps Commander to move, reactivate himself or a subordinate out of Inactivity, modify a subordinate Division's Activity roll, activate two or more subordinate Divisions during the same Impulse through Coordination, or purchase an additional DAC for a given Division. The purchase of an additional DAC is one of the keys of the game, as the ability to move more than once in the same turn can be crucial in combat.
Orders give the specified Division unique capabilities. For example, with the exception of the free Activation a player gets upon winning the Initiative for the Game Turn, or having units of the activated Division already Engaged with the enemy, the only way units of a Division can enter an enemy ZOC is to be under Direct, Attack, or Reserve Orders. And while Engaged units can always conduct Combat, Orders like Attack or Defend will impart additional chutzpah, in the form of DRMs, to the specified units' Combat rolls and Morale Checks.
Giving a Division Reserve Orders boosts the Army's Morale, while giving a Division Rest & Reorganization Orders reduces Cohesion Hits and rebuilds Divisional Morale. Construction Orders are necessary in order to build Breastworks, and March Orders guarantee the movement of your troops with all possible speed, at the cost of rendering them unable to conduct combat.
The Optional Rules allow for creation of special Bombardment Command Points (BCPs), that are used to purchase special impulses of Massed Bombardment such as the Confederates conducted historically on July 3.
These Orders are specified, upon purchase, by placing a Division's DAC on the appropriate Order Box on the Army Orders Card, face up, instead of in the URAC. When an Impulse is won, Orders are carried out by specified Divisions through a process called Activation. When the Game Turn is completed and all the DACs of each player have been played, DACs are returned to their respective Divisional Holding Boxes, unless the Order is subject to Inertia [see: ] or requires more than one Game Turn to complete.
The catch in all this is that Command Points are hard to come by. But that is where the Army Commander really comes into play, and where the Summer Storm game system forces the player, as that Army Commander, to really come up with a plan. That plan is implemented by the accumulated Preplanning Points that the Army Commander has saved and 'banked' from turn to turn, so that on some specific future turn, perhaps even into the next day, enough PPPs are available for a given corps to Coordinate multiple Divisions with multiple Activations under Attack Orders, all after having conducted a Massed Bombardment!
3.2 Combat
Since the emphasis of the game system is on the problems and limitations of operational and battlefield command, and given that a game of this size can involve scores of combats to be resolved per Game Turn, the actual combat mechanics have been kept relatively simple, though their effects remain realistic.
Summer Storm uses a single step combat resolution; there are no multiple phases for 'offensive' fire, 'defensive' fire, and melee. Each player, however, rolls 2 ten-sided dice to inflict damage on the other, so the range of possible results is quite wide. This, in turn, allows the easy factoring-in of all sorts of effects such as defensive Terrain, Combat Odds, Orders, Morale, Command, and the like, simply as DRMs.
Combat Results are in terms of Cohesion Hits, Retreats and Morale Checks. While retreats and morale checks are common to many game systems, Summer Storm's Cohesion Hit (C/Hit) step loss system requires a bit of comment. First, all units involved in a combat in Summer Storm are subject to C/Hits. There are no possibilities here to 'soak-off' a combat with one unit and therefore save another from possible damage. If four units of a given side are involved in a combat, and that side received 2 C/Hits, all four units that took part in the combat receive 2 C/Hits each.
Second, because combat in Summer Storm can be very bloody, and because every unit in a combat will receive degradation to its Cohesion, it takes 12 C/Hits to eliminate a unit. Even so, there are only two sides (full and reduced) to Summer Storm's Infantry and Cavalry units, and one side to Artillery units. Each side can absorb up to 6 C/Hit, using the hit rosters on the Army Status sheet to show each unit's current status.
Since it takes 6 C/Hits to flip an Infantry or Cavalry unit to its reduced side, whether a unit has 1 C/Hit or 5, it will still use its front-side (i.e. full) values. Only the 6th C/Hit causes the unit to flip over to its reduced side (or, in the case of an Artillery unit, eliminate it). Infantry and Cavalry units can then continue to absorb up to 5 more C/Hits on their reduced side; only upon receiving the 12th C/Hit are they eliminated.
Finally, C/Hits in Summer Storm represent a multitude of degrading effects to a unit's system, including actual manpower losses, straggling, the effects of force marching, damage to the command structure and the integrity of the formation, etc. Your units will accumulate damage rapidly and recover slowly, and it will pay, as it did back then, to keep fresh reserves available to fill the ragged gaps that will appear in your line.
3.3 Morale
Morale is the other key element that the game emphasizes. Your focus as Lee or Meade will be on what the actual Commanders had at heart: the breaking of the enemy's will to continue the fight. To reflect this, Summer Storm traces morale on three different levels: that of the individual unit, the Division the unit belongs to, and ultimately, the entire Army.
Individual units become Shaken and Broken as a result of failed Morale Checks; this reflects the temporary loss of Cohesion due to being at the sharp end of an engagement. Shaken units defend normally but attack at 1/2 strength, while Broken units defend at 1/2 strength and may not attack at all. Removal of the affected unit from the heat of combat will restore its morale ... if you can afford to take it out of the line.
Divisional Morale is negatively affected by the loss of Cohesion, extra Activity, flipping or eliminating member units, extended effort at dislodging the enemy, and loss of Officers. It is positively affected by restoring Cohesion in the form of being placed under Rest & Reorganization orders. Divisional Morale can, like that of its individual units, be Shaken and Broken as a result of Divisional Morale Checks required by certain activity.
Army Morale is negatively affected by the loss of infantry, artillery and cavalry units (especially the latter two), the loss of leaders, being forced to vacate defensible terrain, and by the Shaking and Breaking of Divisional Morale. Army Morale can be raised by keeping Divisions under Reserve Orders and by raising the morale of Shaken/Broken Divisions.
3.4 Victory Conditions: How to Win the Game
Unlike most Civil War battle games, Summer Storm does not use the taking of pre-assigned Victory Point hexes as a means of determining victory. You gain VPs by damaging enemy units and by forcing them from defensible terrain; you lose VPs by having your own units Shaken or Broken and being forced off of good ground yourself. Just where that defensible terrain is located will be determined uniquely each game; there is nothing sacred about, say, Little Round Top, other than that it is good defensive terrain that troops historically fought over.
Ultimately, victory is determined by destroying enemy morale, as you are assigned VPs equal to the level of Demoralization you have done to the enemy's Army Morale. This necessity of destroying the enemy's Army Morale forces players to view the situation in much the same way as the actual participants did. There won't be any starred hexes for you to know with perfect historical hindsight that the taking of same will ensure victory.
Here you will have to do what Lee hoped to do to Meade: destroy the Army of the Potomac, and thereby ensure the independence of the Confederacy! Or, you will have to do to Lee what Lincoln hoped his new Commander would: destroy the Army of Northern Virginia and thereby break the back of the Rebellion! [see: 13.0 Victory Conditions].
4.0 Sequence of Play
4.1 Basic Sequence of Play
A. Administrative Phase
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Army Command Point Segment - Army Commanders and Wing Commanders roll for and spend Army Command Points (ACPs) on the Army Command Point Expenditure Table. Except when saved as Preplanning Points (PPPs), unused ACPs are lost at the end of a Turn.
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Corps Command Point Segment - Corps Commanders and Independent Divisional Commanders roll for and spend Corps Command Points (CCPs) on the Corps Command Point Expenditure Table. Unused CCPs may be carried over into subsequent turns.
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Stuart Location Segment (Operational Rules) - Each player rolls 1 die to see if a Stuart Location Roll is required in the current Game Turn. If so, the Union player takes the roll and applies any results. [See: 16.11 in the Scenario book.]
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Game Turn Initiative Segment - Each player rolls 1 die to determine who wins the Game Turn Initiative for the Turn. The winner automatically gets the first Action Impulse of phase B.
B. Action Phase
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Massed Bombardment Segment (Optional Rule) - Either player who has enough Bombardment Command Points (BCPs) becoming available in the current Game Turn may conduct Impulse(s) of Massed Bombardment. Any enemy Artillery units qualified to do so may conduct Counterbattery fire. See Optional Rule 17.1 in the Scenario book.
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Action Impulse Control Segment - Both players roll 1 die to see who wins control of the current Action Impulse. The player with Game Turn Initiative wins any tied rolls, and automatically gets the first impulse in each Game Turn without having to win the roll.
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Action Impulse Segment - Winning player plays or draws a DAC and conducts an Action Impulse with the indicated formation, or forces his opponent to do the same. The steps of an Action Impulse are:
- a. Activity Roll
- b. Bombard/Move, or Move/Bombard
- c. Attack in Ground Combat all enemy units exerting a ZOC on units of the currently active Division
- d. Mark off Divisional Morale boxes
- e. Take a Divisional morale Check if required
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Action Impulse Continuation - Repeat steps B.1-B.3 until neither player has any DACs remaining to be played, other than those under Reserve or March Orders. If one player has already Finished but wins control of the current Action Impulse, he may force the other player to either:
- Take a Direct Command, or Reserve Orders DAC off of the Army Orders Card and toss it into his URAC, or
- Pull a DAC from his URAC and place it back on its Divisional Holding Box on his Army Orders Card, after conducting minimum movement and any required combat
C. End of Game Turn Phase
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Recover Cohesion/Construction Segment - Unshaken units under Rest & Reorganization (R&R) Orders automatically lose 1 Cohesion Hit. Artillery units marked for Ammo Resupply and Infantry/Cavalry units of Brigades under Rally Orders must individually take and pass a Morale Check to lose the Cohesion Hit. Units of Divisions under Build orders may take a Morale Check to see if they can place or flip a Build/Breastworks Marker.
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Officer Replacement Segment - Roll to replace any officers that were removed from the board during the current game turn, or which failed their replacement on a previous game turn.
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Adjust Morale Segment - Remove or flip Shaken/Broken markers, flip all Committed Artillery units to their Uncommitted side, take any required Divisional Morale checks, adjust Army Morale for Divisions still in Reserve or which are Shaken or Broken and Divisional Morale, for Divisions fully under R&R Orders, which are currently Shaken or Broken, or which currently have an unreplaced leader.
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Weather Segment (Optional Rule) - Roll for any change in the current weather conditions on the Weather Table. Move the counter on the Weather Track the appropriate number of spaces to indicate the current weather conditions. See Optional Rule 17.2 in the Scenario book.
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Advance Game Turn Marker Segment - Advance the Game Turn Marker one space; if that would move the Game Turn Marker from the Night Reorganization box to the 4:00 AM box, advance the Day Marker to the next day. (Optional Rule: Reset the Weather Marker to its starting space.) Begin another Game Turn with phase A.1.
4.2 Expanded Sequence of Play
A. The Administrative Phase: Command & Control
1. Army Command Point Segment
In this segment, Army and Wing Commanders will attempt to create Army Command Points (ACPs). For each such Leader on the map (arriving Army/Wing Commanders do not roll for ACPs on the turn they arrive), roll 2 dice on the Command Points Table. Add in the Army or Wing Commander's Command Rating as a DRM; Inactive Leaders get a -4 DRM to their roll. The result will either be from 1-6 ACPs, or the Leader will roll a '0' result and becomes Inactive [see 5.3].
In order to spend ACPs on anyone other than the Army-level Leader himself, the designated subordinate officers must be within Command Range. If a subordinate officer is scheduled to arrive in the current Game Turn, ACPs may be spent as DRMs on his Availability/Arrival rolls as long as his scheduled entry hex is within the Army/Wing Commander's Command Range; each 1 ACP spent gives a +1 DRM.
Except as used for Preplanning and Massed Bombardment, unused ACPs are lost at the end of each turn.
Unless otherwise noted, ACPs are only spent during the Administrative Phase. See the Command Point Table for ACP costs, and Sect. 6.3 for further details. ACPs are spent thusly:
- Modify the Command Point rolls of subordinate officers if in Command Range.
- Purchase Preplanning Points (PPPs) for a future Game Turn
- Purchase Bombardment Command Points (BCPs) for a future Game Turn (see Optional Rule 17.1).
- Postpone a set of PPPs or BCPs to a later Game Turn
- Modify the Game Turn Initiative die roll.
- Move the Army, Wing, or Army Artillery Leader. Spent during the Action Phase.
- Modify Impulse Control die rolls. Spent during the Action Phase.
- Reactivate the Army Commander or a subordinate officer if he/they have become Inactive.
- Attach or Detach a Division to/from a Corps. (possibly in combination with CCPs spent by the Corps' Leader.
- Modify the Availability/Arrival rolls of subordinate officers and formations potentially arriving during the Op/Movement segment of the current Game turn. Spent during the Action Phase.
2. Corps Command Point Segment
In this segment, Corps and Independent Leaders will attempt to create Corps Command Points (CCPs). For each such Leader on the map (arriving Corps Commanders do not roll for CCPs on the turn they arrive, Independent Leaders do), roll 2 dice on the Command Points Table. Add in the Corps or Independent Leader's Command Rating as a DRM. Inactive Corps Leaders get a -4 DRM to their roll. Independent Leaders cannot become Inactive, but get a -3 DRM to their CP roll to reflect the fact that they only control 1 Division [see 5.3.3].
Army and Wing Commanders may spend ACPs as DRMs on subordinate Corps and Independent Leaders' CCP rolls. They also give an automatic +DRM to the CCP roll of any Corps Commander they are stacked with or adjacent to. (Stacked with only, if on the Operational Map)
The result will either be from 1-10 CCPs, or the Leader will roll a '0' result and go Inactive. For Corps Commanders, the number of CCPs rolled is reduced by 1 for each subordinate Division that is either Independent, Out of Command Range, under Attack or Defend Orders or fully under R&R Orders (i.e., DAC face down). If this reduces the rolled number of CCPs to 0, it does not render the Corps Leader Inactive. This reduction is made before any CCPs may be otherwise spent.
In order to spend CCPs on anyone other than the Corps Leader himself, designated subordinate officers must be within Command Range. If a subordinate officer is scheduled to arrive as a Reinforcement in the current Game Turn, CCPs may be spent on him long as his scheduled entry hex is within the Corps Leader's Command Range. These CCPs can only be spent as a DRM on the Division's Arrival Roll, and each such CCP gives a +1 DRM.
A second, separate CCP Roll is made for any Corps with PPPs designated for the current Game Turn. Failure to generate any CCPs with this second roll does not render the Corps Commander Inactive.
Unused CCPs may be saved from turn to turn, and then used on any future turn as the player sees fit.
Unless otherwise noted, CCPs are spent only during the Administrative Phase. See the Command Point Table for CCP costs, and 6.4 for further details. CCPs are spent as follows:
Actions
- Modify the Activity rolls of subordinate Divisional Officers if within Command range. (Action Phase)
- Modify the Availability/Arrival Rolls of subordinate Divisions potentially arriving during the Op/Movement segment of the current Game Turn. (Action Phase)
- Move the Corps Commander. (Action Phase.)
- Reactivate the Corps Commander or a subordinate officer if he/they have become Inactive.
- Coordinate the Activation of two or more Divisions of the same corps in the same Action Impulse. (Action Phase)
- Purchase an additional DAC for a given Division under Direct Command or Attack Orders.
- Maintain Divisions already undergoing Reserve Orders.
- Remove an Attack or Defend Order from a Division starting the Turn already under them. (Admin. or Action Phase)
- Change the status of Divisions undergoing Rest & Reorganization or Build orders.
- Attach a Division from another Corps or Detach a member Division of the Officer's own Corps (possibly in combination with ACPs spent by the Army Commander).
- Attach or Detach a brigade to/from a subordinate Division.
- Purchase Bombardment Command Points (BCPs) for a future Game Turn (Optional Rule).
Orders
- Direct Command Allows selected Division to move immediately upon winning an Action Impulse and enter enemy ZOCs. Gives a +1 DRM in Combat.
- Attack Allows selected Division to move immediately upon winning an Action Impulse, enter enemy ZOCs, and gives a +4 DRM to Combat Rolls and +1 DRM to Morale Checks.
- Reserve Divisions under Reserve Orders raise the Army's morale level, and may enter enemy ZOCs.
- Defend Forces enemy units within the ZOC of Defend Orders units to attack them; Defend Orders units get a +3 DRM to Combat Rolls and a +1 DRM to Morale Checks.
- Rest & Reorganization (R&R) Divisions under R&R Orders lose 1 Cohesion Hit and raise the Division's morale.
- Build Divisions under Build Orders can construct Breastworks.
- March Divisions under March Orders are allowed the fastest movement rate while on Pikes/Primary Roads, and cannot have their DACs 'burned', i.e., removed by an opponent before the DAC can come into play [see B.4].
- Rally Allows individual units/Brigades to attempt to lose a Cohesion Hit without involving the entire Division.
3. Stuart Location Segment (Optional Rule)
- Each player rolls 1 die and compares the result to see if a Stuart location roll is required for the current Game Turn.
- If so required, the Union player rolls 2 dice and compares the modified result to the Stuart Location Table to see where the missing Confederate cavalry force may be in the current turn. If called for, J.E.B. Stuart and his Division are placed on the Operational Map in the designated location. See Operational Game Rule 16.11 in the Scenario book.
4. Game Turn Initiative Segment
In Segment 4 of the Administrative Phase, each player rolls 1 die, modified by 3 x any ACPs spent as DRMs by any Army-level Leader. The player who held the Initiative during the previous Game Turn wins any tied rolls; re-roll if tied on the first Game Turn. The winner gains the Initiative for the Game Turn. This automatically gives him the first Action Impulse, and he wins any ties on all subsequent Impulse Control rolls. In addition, the Division activated in the first Action Impulse may enter enemy ZOCs, regardless of its current Orders. [see:6.4.2(I)]
B. Action Phase: Movement and Combat
1. Massed Bombardment Segment (Optional Rule)
Either player who has enough Bombardment Command Points (BCPs) becoming available in the current Game Turn may conduct Impulse(s) of Massed Bombardment. Any enemy Artillery units qualified to do so may conduct Counterbattery fire. See Optional Rule 17.1 in the Scenario book.
2. Action Impulse Control Segment
The player who won the Game Turn Initiative roll in Segment 4 of the Administrative Phase automatically gets control of the first Action Impulse of a Game Turn. At the start of each subsequent Action Impulse, each player rolls 1 die to see who gets control of that Impulse. Each 1 ACP spent on an Impulse Control die roll gives a +3 DRM to the roll. The player who holds the Initiative chit wins any ties.
3. Action Impulse Segment
The winner of the Impulse Control die roll may:
- Activate any Division with a Direct Command, Attack, or Reserve Orders DAC on the Orders Card. More than one predesignated Division from the same Corps may be activated in the same Impulse if the cost in CCPs is paid for Coordination [see 6.4.1.D], or
- Randomly pull a DAC from the his URAC and activate the designated Division, or
- Force his opponent to Activate one of his own Divisions by playing a DAC from his Orders Card or pulling a DAC from his URAC.
Whether he Activates a Division by random pull or by selecting a DAC from the Orders Card, the selected Division undertakes the following steps:
a. Activity Roll
Each and every time a Division is activated, an Activity roll must be performed to determine the Activity state of the Division's officer and the Movement Allowance of the Division's troops. Roll 2 dice on the Activity Roll Table and modify by the appropriate modifiers. Note that some situations prescribe a certain level of Activity:
- If at least one unit of the Division is in an enemy ZOC or ZOI, the minimum result is Half (2 increments).
- Attack, March and Reserve Orders Divisions get additional increments added to what they roll.
- Arriving Reinforcements always get a minimum of two increments of Movement on the turn of their arrival.
b. Movement/Bombardment Phase
All units of the activated Division may move up to their maximum Movement Allowance, as modified by the Activity roll. Uncommitted Artillery units being 'commanded' by the activated Division may conduct Bombardment Attacks either before or after movement, at the owning player's discretion. Players may choose, on a unit-by-unit basis, which Artillery units fire before/after moving, although all units Bombarding first do so before any units move, and all units Bombarding after must wait until after all movement is by the Division's units.
- Stacking limits are in force at all times, and each unit or stack must conduct its entire desired move before another unit may move.
- Movement Factors cannot be carried over from turn to turn.
- Unless a unit of the Division is already in the ZOC of an enemy unit, no unit of that Division may not enter an enemy ZOC, unless:
- It is the first Action Impulse of the player who won the Game Turn Initiative, or
- The activated Division possesses Direct Command, Attack or Reserve Orders.
See 9.0, Movement, for specific rules.
Bombardment - Any eligible, uncommitted Artillery units within the Command Range of the activated Division Leader or his Corps Commander may conduct Bombardment attacks against enemy units within their range and Line of Sight, that are not themselves adjacent to friendly units. [see 10.4].
Confederate Divisional Commanders may command Artillery attached to their Division, as well as any of their Corps Artillery. Confederate Corps Commanders may command any of their subordinate Divisional or Corps Artillery. Union Divisional Commanders may command Corps Artillery; Union Corps Commanders may also command Artillery Reserve units within their Command range.
- All Artillery units conducting Bombardment are flipped to their Committed side.
- The basic combat odds for Bombardment are established by comparing the firing unit's total Bombardment strengths to a basic, clear terrain strength of 4, regardless of the strength of the target unit. This is then modified for other terrain, per the Bombardment column of the Combat section of the Terrain Effects Chart.
- Bombardment may also trigger Counterbattery Fire from enemy Artillery units.
- All non-Artillery Officers add a +1 DRM on Bombardment or Counterbattery attacks if stacked with at least one of the participating Artillery units.
- See 10.5, Artillery, for specific rules.
c. Combat
All enemy units exerting a ZOC on units of the currently Active Division must be attacked by all Active units in the ZOC in Ground Combat.
- The active player is deemed the attacker, and always chooses the desired order in which the attacks are made.
- However, if the Active Division is under Defend Orders, all enemy units in the ZOC of a unit of the Active Division must attack all those units exerting the ZOC.
- Individual Units may gain Cohesion hits and or/ Disruption, and Divisional and even Army Morale may be affected as a result of Combat. See 10.0, Combat, for specific rules.
d. Divisional Morale Adjustment
After all movement and combat has been resolved, the Division's Morale Track on the Army Status Sheet is marked to show any Demoralization Points gained as a result of whatever activity the Division undertook during the current Impulse [see: 11.3]. Note that under certain circumstances this can also apply to a non-activated Division that was forced to participate in combat during the current Impulse.
e. Divisional Morale Check
After any required adjustment of Divisional Morale above, the Division must take a Divisional Morale Check (DMC) if the majority (50% or more) of the units in the Division, not counting any commanded or attached Artillery, have done any of the following during the current Impulse:
- Moved equivalent to High Activity;
- Been in Combat, as either Attacker or Defender; or
- If the current impulse was its second one this turn, or
- If the Division's Leader was removed and not replaced, or
- If the Division's current morale level is 40% or lower, or
- The Division is currently Shaken or Broken
Procedure - Roll 2d10, modified by the following:
- The Division Leader's Command rating (unless missing)
- The Division's current morale level
- -1/-2 if the Division is currently Shaken/Broken
4. Action Impulse Continuation
The process of Impulse Control/Divisional Activation in B.2 is repeated until neither player has any DACs remaining to be played, other than those under March Orders. However, the Impulse Control die roll is made at the start of each Impulse, even if one of the players has already run through his available DACs. If the Finished player wins, the still Active player must (his choice) either:
- Take any remaining Reserve Orders DAC and place it in the Direct Command Orders box, or
- Take any remaining Direct Command Orders DAC off of the Orders Card and throw it in his URAC, or
- Immediately activate an Attack Ordered Division; however, the Division does not get the automatic 1 level boost in Activity, and should its Activity Roll result be INACTIVE the Attack Order is cancelled (treat as 'No Orders'). Or
- Pull a DAC from his URAC. The indicated Division takes an Activity roll, solely to see if its Officer actually goes Inactive, but automatically gets the movement allowance of an Inactive result regardless of the actual result. Units of the Division may enter an enemy ZOI, but may only enter an enemy ZOC if another unit of their Division starts the Impulse already engaged with that enemy unit.
After this minimum movement, any active units still in an enemy ZOC must attack. If the Division is under Defend Orders, normal combat is conducted, and the Defend Order DAC is rotated. Place the chit from the URAC back in its Holding Box.
Note: To prevent some rather obvious anomalies, the above mechanism whereby the finished player can 'burn' one or more of his opponent's DACs only comes into play once each player has at least three Divisions on the Tactical Board.
5. Operational Movement Segment
Operational Movement and Entering Reinforcements is done in impulses, as in an Action Impulse.
a. Reinforcements
Each player takes an Arrival roll for any Reinforcements due to possibly enter this Game Turn. (Variable Reinforcements must first pass an Availability Roll) If the roll is failed, the player must wait until the next Game Turn's Operational Movement Segment to attempt another Arrival roll for that Division.
For all arriving Reinforcements, Regular or Variable, place the DAC of each arriving Division or Road Column in the March Orders Box and place the units of the lead Division off map next to the designated entry hex.
b. Operational Movement Impulse Control Phase
Both players roll 1 die. Each ACP spent on an Impulse Control die roll gives a +3 DRM to the roll. The player currently holding the Game Turn Initiative chit wins any ties.
c. Operational Movement Impulse Action Phase
The winner of the Impulse Control die roll must then:
- Activate a Division or Road Column that has a DAC in the March Orders Box and conduct Operational Movement, or
- Force his opponent to Activate one of his own Divisions by selecting a March Orders DAC for Operational Movement.
When a player wins an Operational Movement Impulse, the selected Division or Road Column undergoes the following steps:
- Activity Roll - Roll 2 dice on the Activity Roll Table and modify by the appropriate modifiers.
- If a Road Column has been selected, Activity rolls must be made for each DAC in the stack on the March Orders Box, starting with the lead (i.e., top) Division and working back [see 6.4.2.G, March].
- If a Corps Commander leading a Road Column elects to spend a CCP on the Activation Rolls, it will act as a DRM on the rolls for all member Divisions of that Road Column.
- Conduct Operational Movement
- Units under March Orders must either start or end their move on, or adjacent to, a Road or Trail hex.
- Units under March Orders are the only units that receive the 1/3 MP Movement Rate on Pikes and Primary Roads [see Terrain Effects Chart].
- Units under March Orders may not enter an enemy ZOI.
Repeat steps 5.b and 5.c until neither player has any DACs remaining in their March Orders Box. Note that unlike an Action Impulse Segment, neither player can have an Op/Movement DAC 'burned' by his opponent being Finished.
Note that if the moving Division is already Shaken/Broken or moves Extra, its movement would be followed by the same Divisional Morale adjustment and Morale Check as required under B.3.d&e, above.)
C. The End of Game Turn Phase: Recovery
1. Recover Cohesion Segment
- Flip all Artillery units to their Uncommitted side.
- Non-disrupted units still under Rest & Reorganization Orders lose 1 Cohesion Hit. R&R Units in an enemy ZOC/ZOI and units of Brigades under Rally Orders must pass a Morale Check to lose a Cohesion Hit. Disrupted units may never lose C/hits until after they lose the Disruption.
- All Artillery units still marked for Resupply take a Morale Check in an attempt to lose 1 Cohesion Hit. (Optional Rule: If using the Optional Supply Wagon rules, Artillery units marked for Resupply must be inside the supply range of an eligible Supply Wagon in order to take a Morale Check in an attempt to lose a Cohesion Hit.)
2. Officer Replacement Segment
- Make an Officer Replacement Roll for every Officer that was removed from the board during the current game turn, or who failed their replacement roll on the previous game turn. Note: Divisional officers that will be flipped to show that they have replaced an eliminated Corps Leader are not flipped until the Replacement Roll has been made for that Officer. Likewise, the required loss to Divisional Morale for thusly losing their leader is not made until that point.
3. Adjust Morale Segment
-
All Shaken markers are removed, and all Broken markers are flipped to their Shaken sides on all units not in an enemy ZOI/ZOC. All units in an enemy ZOI/ZOC must then take a Morale Check in order to attempt to remove/flip their Shaken/Broken marker; they may withdraw out of the ZOC/ZOI first if so desired, but follow up is allowed by enemy units under Attack Orders.
Shaken units may take their Morale Check in the enemy ZOC/ZOI in order to hold ground, but will receive the appropriate negative DRM. Broken units must withdraw out of the enemy ZOC/ZOI before taking the Morale Check.
In any case in which both players have adjacent Disrupted units, the player with the Game Turn Initiative determines which must withdraw first. Units which move 'last' in this case may hold their ground if they are no longer in an enemy ZOC/ZOI, but must still take their Morale Check.
Non Artillery Units which remain Shaken after their M/C immediately gain an additional Cohesion Hit. Units which remain Broken gain 2 additional Cohesion Hits, and have one C/Hit box marked as a permanent loss. Divisional Morale is then adjusted for each Shaken/Broken unit in the same manner: (Shaken = -1; Broken = -2/-1 Permanent)
-
Take Divisional Morale Checks for all Divisions that are Currently Shaken or Broken, to see if they rally to Normal or Shaken status, respectively.
-
For each Division which is still under Reserve Orders, raise the Army Morale by 1x the Division's Army Morale Factor.
-
For each Division that is still under Reserve orders, raise its Divisional Morale by 1x DMF.
-
For each Division which is still under Rest & Reorganization. Orders, raise its Divisional Morale by 3 x DMF.
-
For each Division that is currently Shaken/Broken, lower Army Morale by 1x/2x its AMF respectively.
-
For each Division that is currently Shaken or Broken, lower its Divisional Morale by 1x DMF/2x DMF respectively.
-
For each Division that currently has an unreplaced leader, lower Divisional Morale by 1x DMF
4. Weather Segment (Optional Rule)
Roll for any change in the current weather conditions on the Weather Table. Move the counter on the Weather Track the appropriate number of spaces to indicate the current weather conditions. See Optional Rule 17.2 in the Scenario book.
5. Advance Game Turn Marker Segment
Advance the Game Turn Marker one space; if that would move the Game Turn Marker from the Night Reorganization box to the 4:00 AM box, advance the Day Marker to the next day. (Optional Rule: Reset the Weather Marker to its starting space.) Begin another Game Turn with phase A.1.
5.0 Leaders
The coordination of Leaders is crucial to the Summer Storm game system: they give the orders through which players maneuver, attack, and defend. Orders are given through the creation and spending of Command Points, which are specific to the level of officer and which enable different sorts of actions. All Leaders have one rating, the Command Rating. This rating is used as a DRM when generating Command Points, conducting Combat and taking Morale Checks. Leaders can be either Active or Inactive.
5.1 Chain of Command
The Chain of Command extends from Army and Wing Commanders down to Corps Commanders, and from Corps Commanders down to Divisional Officers. From Divisional Officers command extends to down to the combat units themselves. The Chain of Command is maintained by keeping the various leaders and units within the Command Range of their superior officer.
The penalty for exceeding a Leader's Command Range is the inability of that Leader to spend any Command Points on his out-of-command subordinate officer.
Command Range is measured in terms of Leader Movement Points, not hexes [see the Leaders & Tracing Command column of the Terrain Effects Chart]. When counting range, don't count the hex the superior officer is in, do count the hex the subordinate officer is in. Command Range may not be traced into or through a hex containing enemy units or their ZOCs, unless the hex in question contains a friendly unit.
5.1.1 Command Range and Infantry Units
Units of an Infantry Brigade are allowed to have 1 hex between themselves and still be in Command. This means that if unit A of a Brigade is within the Command Range of its Divisional Leader, units B and C may be stretched out into a line, each 2 hexes apart, and still be in Command. This represents spreading the regiments out in a thinner line in order to cover more ground. If a unit does find itself outside of Command Range (and beware about stretching units of a Brigade with that 2 hex spacing ... you are inviting a breakthrough), the following penalties apply:
- It gets two less Increments of Movement than are rolled for by the Division Commander,
- It may not move into contact with the enemy unless some other unit of the same Brigade is already in contact with said enemy, and
- All Movement by such units must be towards getting the unit back into Command Range.
Note that if units of a Brigade are out of Brigade Command Range to each other, but are still all in Divisional Command, the only of the above restrictions to apply is the requirement that all movement be towards getting back into Brigade command range.
5.1.2 Command Range and Artillery Units
Units of an Artillery Battalion/Brigade are not required to be within Command Range of each other, as they were most often split up and deployed as individual batteries in action. However, they must be stacked with or within 2 hexes of each other in order to combine their fire in Bombardment. [see: 10.5].
5.1.3 Command Range and Cavalry Units
To reflect the fact that Cavalry was often deployed in Squadrons over wide frontages, as well as the abilities of their officers to control such widely dispersed troops, the units of a Cavalry Brigade are considered to be in Command if they are within a Command Range, equal to their front side Morale Rating and measured in Leader Movement Points, of any other unit of the same Brigade.
To further reflect the manner in which Cavalry was used, Cavalry units need not remain within Brigade command range as long as they are within the command range of their Divisional Leader. (note: the requirement to stay within Brigade Command Range is in effect if using the alternate command rules outlined in the Cavalry field Scenario. [see: 15.3.4])
5.2 Kinds and levels of Leaders
Summer Storm traces command through three levels of Leaders: Army, Corps, and Divisional.
5.2.1 Army-level Leaders
Army Commanders have a Command Radius of 16 Movement Points (MPs) in the Tactical Game, 24 MPs in the Operational Game, and are used to generate Army Command Points (ACPs). ACPs can be used to:
- Modify the Command Point rolls of subordinate officers if in Command Range.
- Purchase Preplanning Points (PPPs) for a future Game Turn.
- Purchase Bombardment Command Points (BCPs) for a future Game Turn (see Optional Rule 17.1).
- Postpone a set of PPPs or BCPs to a later Game Turn.
- Modify the Game Turn Initiative die roll. (Army Com. only)
- Move the Army, Wing, or Army Artillery Leader.
- Modify Impulse Control die rolls. (Army Com. only)
- Reactivate the Army Commander or a subordinate officer if he/they have become Inactive.
Except as used for Preplanning and Bombardment, unused ACPs are lost at the end of each turn. See 6.3 for further information on spending ACPs.
Wing Commanders (Union player only) have a Command Radius of 12 MPs on the Tactical Map, 18 MPs on the Operational Map, and generate and spend Command Points exactly as the Army Commander. See 5.4.1 for further information about Wing Commanders.
Army Artillery Officers do not generate ACPs, and are used only for purposes of artillery command and to generate DRMs for Combat and Morale Checks for eligible artillery units. See 5.5 for further information about Army Artillery Officers.
5.2.2 Corps Leaders
Corps Commanders have a Command Radius of 12 MPs in the Tactical Game, 18 MPs in the Operational Game, and are used to generate Corps Command Points (CCPs). CCPs are used for the following Actions:
- Modify the Activity or Arrival rolls of subordinate Divisional Officers if in Command Range.
- Move the Corps Commander.
- Reactivate the Corps Commander or a subordinate officer if he/they have become Inactive.
- Coordinate the Activation of two or more Divisions of the same corps in the same Action Impulse.
- Purchase an additional DAC for a given Division under certain Orders.
- Maintain Divisions already undergoing Reserve or Defend Orders.
- Remove an Attack or Defend Order from a Division already under either such Order
- Change the status of Divisions undergoing Rest & Reorganization or Build orders.
- Purchase Bombardment Command Points (BCPs) for a future Game Turn (Optional Rule).
See 6.4.1 for further information on spending CCPs for Actions.
CCPs are also used to place DACs into the following Orders:
- Direct Command
- Attack
- Defend
- Reserve
- Rest & Reorganization (R&R)
- Build
- March
- Rally (individual Brigades)
See 6.4.2 for further information on spending CCPs for Orders. Unused CCPs may be saved from turn to turn and used on any future turn as the player sees fit.
5.2.3 Divisional-level Leaders
Divisional Officers have a Command Radius of 8 MPs in the Tactical Game and 12 MPs in the Operational Game. Unless Independent, Divisional Officers are not capable of rolling for Command Points. Divisional Officers are used for Divisional Activity die rolls, and to modify Combat and Morale Checks of affected brigades.
Cavalry Officers have a Command Radius of 16 MPs in the Tactical Game and 24 MPs in the Operational Game. Cavalry Officers, whether at the Divisional or Brigade level, are considered Divisional Officers for command purposes, and are always considered to be Independent.
5.2.4 Independent Leaders
All Cavalry Divisional Officers, and other Divisional Officers which are designated as such in the specific scenario rules, or who are detached from their Corps during the game [see: 6.5.1] are considered Independent. Independent Leaders may roll for and spend CCPs on themselves exactly as Corps Commanders would, and may accumulate CCPs from one turn to the next.
5.25 Out of Command Leaders
Non Independent Divisional Leaders which start a game turn outside of the Command Range of their Corps Commander are considered to be Out of Command (OOC). They may not roll for CCPs, and so may not give themselves Orders of any kind. Thus they will be limited to the single free Impulse and DAC allowed all Divisions. There is no penalty to an OOC Division's Activity roll, beyond not having any possible +DRM applied to it by the Corps' Leader. Exception: OOC Divisions that are attacked by enemy troops (Ground Combat only) are considered to be temporarily Independent for the purpose of giving themselves Defend Orders; they may not, however, give themselves Attack or Direct Command Orders.
Should the OOC Division be under a previously given Attack, Defend or March Order, that order will be retained, along with any deductions to its Corps Commander's rolled CCPs due to Inertia. Absent any such deductions, each OOC Division reduces its Corps Commander's rolled CCPs by 1.
In the Tactical Game all off board Divisional Leaders that are subordinate to on board Corps Commanders (and vice-versa) are considered to be OOC unless designated as Independent. This does not apply if also playing the Op/game, where only normal Command range restrictions apply.
5.3 Activity
All Leaders in Summer Storm, with the exception of Army Artillery Officers, can be in one of two states: Active and Inactive. All Leaders are presumed to be Active at the start of the game, unless otherwise stated in the scenario rules. An Active Leader can perform all the functions accorded him in the game unencumbered. However, it is possible that a Leader will become Inactive due to a failed Command Point or Activity die roll, resulting in severe restrictions to what he can do.
5.3.1 Army, Wing, Corps, and Independent Leaders
Army, Wing, and Corps Commanders as well as Independent Leaders all roll for Command Points (CPs) on the Command Points Table. With the exception of Independent Leaders, a roll of '0' CPs on this table will result in the affected Leader becoming Inactive.
Note that this only applies if he fails to roll any CPs; should the officer have his rolled CPs reduced to 0 as a result of automatic deductions made for subordinate leaders being Out of Command, detached, or under certain Orders [see: 5.25, 5.41 & 6.4.2], he would remain Active.
While Independent Leaders cannot go Inactive, they always get a -3 DRM on their CP rolls to reflect the fact that they only control a single formation [see: 5.3.3, below]. An Inactive Army, Wing, or Corps Leader is marked with an Inactive marker, and from that point on can only:
- Roll for Command Points.
- Move.
- Attempt to Self-Reactivate.
An Inactive Commander is further hindered by the following:
- He gets a -3 DRM to all future Command Point rolls, but may accumulate Command Point. No such CCPs may be spent by that officer for any other purpose until the officer has been Reactivated.
- Any Preplanning points (PPPs) assigned to an Inactive Corps Leader for the current turn are automatically delayed until the turn after, subject to normal Degradation (1/3 lost)
- The Leader moves at 1/2 of his normal movement allowance, and may not move into an enemy ZOC/ZOI.
Note that an Inactive Leader is not prohibited from rolling for Command Points, he is just penalized by the -3 DRM to reflect his currently lethargic or confused state.
Once the Leader either Self-Reactivates, or is Reactivated by a superior officer, the Inactive marker is removed and the restrictions of Inactivity are immediately eliminated.
5.3.2 Divisional Officers
All Divisional Officers, when their Division is activated by the play of its DAC, roll on the Activity Roll Table to ascertain the level of Activity and Movement Allowance for the units in their Division. A modified roll of 6 or less on this table will result in a Divisional Officer becoming Inactive, unless the Division has any member units within an enemy ZOC/ZOI, in which case the minimum result is Half Activity (2 Increments).
Any Order which gives the Division a 'bump' in its rolled Increments also serves to prevent the Divisional Officer from going Inactive. However, a natural roll of 2 (snake-eyes) on an Activity Roll will always render that Officer Inactive, regardless of the order he is under. This also changes the Division's current order to No Order.
As with Army- and Corps-level Leaders, an Inactive Divisional Officer has an Inactive marker placed upon him, and may only:
- Move up to 2 hexes or 2 Movement Points by Road, whichever gives the greater movement. This restriction applies to all of his subordinate and commanded units as well. (Operational Game only: Inactive Divisions and Officers may only move 1 hex on the Operational map.)
- Roll for Activity on future Impulses. A result of High Activity on the Activity Table will automatically Self-Reactivate an Inactive Divisional Officer. In the impulse in which he Self-Reactivates, his Division gets a movement rate equivalent to the Half (2 Increments) result.
An Inactive Leader is further hindered by the following:
- He may not move either himself or subordinate troops into an enemy ZOC/ZOI, regardless of any Order.
- He may not be given any Order other than Direct Command, and may not have a second Impulse DAC purchased.
Once the Leader either Self-Reactivates, or is Reactivated by a superior officer, the Inactive marker is removed and the above restrictions of Inactivity are immediately lifted. In addition, should the action of enemy units place any unit of the Inactive Division in the ZOC/ZOI of an enemy Infantry or Cavalry unit, the Inactive marker is immediately removed.
Play Note: Self-Reactivation on an Activity roll is very hard to accomplish. In most cases you will have to have a Corps or Army-level Commander move within range and spend some Command Points to Reactivate the hapless Divisional Officer.
5.3.3 Independent Leaders
Independent Leaders are deemed to be operating under specific prior orders, and therefore cannot become Inactive. They roll for Command Points to spend on themselves, but get a -3 DRM to reflect the fact that they control only a single formation. If they do roll Inactive on a Command Point die roll, they simply do not generate any CCPs (i.e., they may not go Inactive.)
On their subsequent Activity die rolls, should they roll the Inactive result, the Division receives the Half (2 Increments) Activity result for that one turn only. They may continue to roll for CCPs and must roll for Activity on all future Impulses. Once an Independent Leader's Corps Commander arrives on the map and either stacks with him or spends a CCP to make the change, his Independent status ceases at the end of the current Game Turn, and an Inactive result on any subsequent Activity roll will result in the placement of the Inactive marker with all its normal penalties.
An Independent Leader automatically loses that status when he starts a game turn within 6 hexes/MPs of his listed superior Corps Commander, at no cost in CCPs. However, in the case of a Corps Commander that is just arriving on the map (such as Hill on the morning of July 1st), the Independent status remains until the arriving superior officer actually ends an Impulse stacked with or adjacent to his Independent subordinate.
5.3.4 Reactivation due to Combat
If an Inactive Leader at any level is stacked with or adjacent to a unit that is attacked in Ground Combat, or that is forced to take a Morale Check due to Bombardment, the Inactive Marker is immediately removed and the Leader Reactivates.
5.3.5 Fog of War
For greater fog of war, Inactive markers can be placed on the Army Orders Card, rather than on the Officers themselves. For Army and Corps Commanders, place the marker on top of their ACP or CCP marker on the number track; for Divisional Officers, place the marker in their Divisional Holding Box.
5.4 Special Leaders
5.4.1 Union Army Wing Commanders
In game effects, Wing Commanders are somewhat of a cross between Corps and Army Leaders: they have the same command radius as Corps Commanders, but generate and spend ACPs like an Army Commander.
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On July 1 of the Tactical Game, the Union Army starts the with one Wing Commander active, General John F. Reynolds. However, until Meade shows up, Reynolds is considered the Commander on the field. As such, Reynolds functions in all ways as the Army Commander, including having the Army Commander's Command Range & reduced Self-Reactivation cost; he also automatically has command of any other Union troops that show up.
Reynolds functions in this manner until Meade arrives and ends a turn either stacked with or adjacent to him. (The Union player may not deliberately delay this occurance once Meade is on the Tactical map) At that point Reynolds may either revert to his function as a regular Wing Commander, or go back to simply being Commander of the I Corps, at the Union player's discretion.
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Should Reynolds be retained as Wing Commander, he reverts to his normal Wing Commander Command Range, and may command any units within that range. Retaining Reynolds in Wing Command, however, reduces the number of ACPs rolled by Meade each turn by 2.
There is no penalty for not rolling enough ACPs to 'cover' this deduction, beyond not having any to spend elsewhere that turn. Meade still goes Inactive, however, should he fail to roll any ACPs. (Should Meade go Inactive, this deduction in the number of ACPs rolled is not applied until after he manages to Self-Reactivate).
If playing the Operational Game, this automatic reduction to Meade's rolled ACPs is in place from the start of the game.
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Should Reynolds be killed/wounded, he may be replaced as the Left Wing Commander by Hancock at a cost of 2 ACPs and no Victory Level shift. He arrives on the Taneytown Road five turns after Reynolds' death, or when normally scheduled to arrive, whichever occurs first.
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Meade may have a total of two Wing Commanders at any time: Reynolds, and either Hancock, the Center Wing Commander, or Slocum, the Right Wing Commander. The second Wing Commander may command any troops within his Command Range.
To appoint a second Wing Commander costs Meade 3 ACPs and an eventual shift in Victory Levels by one in the Confederate player's favor. A second Wing Commander also reduces Meade's rolled ACPs by a further 2, to -4 per turn.
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Once activated, Wing Commanders remain on the board for the remainder of the game; the shift in Victory Level for the above remains even if any of the Wing Commanders manage to get killed. Eliminated Wing Commanders affect Army Morale in the same manner as the Army Commander.
5.4.2 General Gouveneur K. Warren
Gen. Warren was the Chief Engineering Officer of the Army of the Potomac, and is rightly credited for first recognizing the threat posed to the Union left by Longstreet's attack on the afternoon of July 2nd. On his own initiative, he commandeered both Vincent's Brigade and Hazlett's Battery and got them to Little Round Top in time to hold that vital position.
- Starting with the 12:00 Noon turn of July 2nd, the Union player rolls 1 die in the Administrative Phase of each Daytime Game Turn to see if Warren has shown up. The Army Commander (only) may spend ACPs on this roll if desired (+3 DRM per ACP spent). On a roll of 10 or more, Warren may be immediately placed in any hex within 3 hexes of any Union unit that is also within the Army Commander's Command Range. On a roll of 12 or more, Warren may be placed in any hex within 3 hexes of any Union unit.
- Once placed, Warren operates in all respects as an Independent Division Leader. He rolls for CCPs to spend on himself (use a letter-coded DAC), has a Command Range of 8 MPs, and may command any combination of up to 6 Infantry/Artillery units, regardless of their parent organization. As with 'commanded' Artillery, these 6 units may only be activated by and with Warren in the turns he commands them. Losses to these units do still affect their parent Divisions' Morale as usual.
- Once Warren is placed on the map, the Union player still continues to roll 1 die at the start of every Game Turn. No ACPs may be spent on this roll, and on a result of 1 Warren is needed elsewhere and will be removed from the board at the end of the current Game Turn. He will then be available to be rolled for again on subsequent Game Turns.
5.4.3 General Isaac Trimble
Recovering from a previous wound too late to receive a field command, Gen. Trimble nevertheless accompanied the Army of Northern Virginia on the march north. He attached himself to the II Corps, where his main contribution seems to have been to be constantly offering unwanted advice to Gen. Ewell.
On the morning of July 3rd, Trimble was given command of the III Corps Division of the wounded Gen. Pender, which he then commanded during Pickett's Charge, where he was himself wounded and captured.
- During the Nighttime Reorganization Phase of any day, Trimble must be given the command of any Confederate Division whose Leader was replaced during the previous day. If more than one Division qualifies, the choice is up to the Confederate player. This replacement has the effect of raising the Division's morale by 1 x DMF. Once so assigned, Trimble will remain in command of the Division for the remainder of the game.
5.5 Army Artillery Officers
Each Army starts the game with one Army-level Artillery Officer; Hunt for the Union, and Pendleton for the Confederates. Each such Officer arrives with his Army Commander, and is not deployed on the board until he is used or moved separately from that Army Commander.
- Each Army Artillery Officer may command any friendly artillery units within a command range equal to 3 x his Command Rating for purposes of moving/firing. This can occur during any friendly controlled impulse. No matter whose Command has enabled a gun to move/fire, a given artillery unit may still only move/fire in conjunction with a single Division or Officer in any single Game Turn.
- Army Artillery Officers are moved through the expenditure of Army Command Points (ACPs).
5.5.1 Col. Porter Alexander
Col. Alexander was an Artillery Battalion Commander in Longstreet's I Corps, but was placed in control (over Col. Walton, the I Corps Artillery Commander, as well as Pendleton, the Army Reserve Officer!) of the majority of the guns used in the Confederate Bombardment on July 3rd.
- Any time starting with the Noon/July 2nd turn, the Confederate player may detach Alexander from his Artillery Battery and place his counter on the field as an Army Artillery Officer, at a cost of 3 ACPs or 6 I Corps CCPs (or any combination of the two at the same 1-to-2 ratio). He is placed with any I Corps Artillery unit, and must either start or end each turn stacked with/adjacent to any I Corps Artillery Unit. Except for that restriction, however, he functions as an Army Level Artillery Officer in all respects.
- See 10.5, Artillery, for further information on the effect of Artillery Officers on Combat.
5.6 Variant Leaders
See the Scenario book for special rules on General Thomas J. "Stonewall" Jackson, General Joseph Hooker, and Longstreet's 'scout', Harrison. Other games in the Summer Storm series will have any variant leaders and the conditions for their use listed in their specific rulebooks.
6.0 Command and Control
Summer Storm simulates the problems of 19th century battlefield command through the use of Divisional Activation Chits (DACs). DACs are used to both sequence who goes when, and represent the written and verbal orders given by Army- and Corps-level commanders. It is the very heart of the game; time spent learning its system will be well rewarded.
6.1 The Army Orders Card and Divisional Activation Chits (DACs)
The Army Orders Card contains a numbered track at the top that is used to mark the number of Army Command Points (ACPs) and Corps Command Points (CCPs) that Leaders will generate; a series of Orders Holding Boxes, where DACs will be placed to indicate an Order; and a number of Divisional Holding Boxes, used as storage space for unused DACs.
Each Division in the game is represented by two color-coded Divisional Activation Chits. In addition, a number of generic letter-coded chits, labeled A-D for the Confederates and A-C for the Union, are included that will allow Detached Brigades or arriving reinforcements to be designated. (Note: The extra (third) set of DACs that ended up in the Summer Storm counter-mix is best used to mark the positions of enemy formations located on the Operational Map. [See: ])
At the beginning of play, place the DACs of each Division that will initially appear on the map on their respective Divisional Holding Box on the Army Orders Card; place the generic Activation Chits on their Holding Boxes as well. Place the ACP and CCP markers on the flag-portion of the CP number track.
Each player should shelter his DACs from his opponent's view by standing the box cover or bottom on its edge in front of the Orders Card, or by whatever other means you find convenient.
Each player also needs an opaque container for his Universal Random Activation Container (URAC); a coffee cup will do. Place this next to your Army Orders Card.
6.2 Using the Army Orders Card and URAC during a Game Turn
At the beginning of the Administrative Phase, place both DACs of any Division that is either on the map or is due to enter as a reinforcement during the current Game Turn on its Divisional Holding Box on the Army Orders Card. Divisions that were under Attack, Defend, Reserve, or Build Orders in the directly previous turn may have one of their DACs in their respective Orders Boxes; Divisions that were under Rest & Reorganization Orders may have one or both of their DACs in the R&R Box.
Each turn during the Administrative Phase, Army, Corps, and Independent Leaders will generate Command Points in the form of ACPs and CCPs. Use the ACP and CCP markers to note the number of points you generate. Each player will then spend ACPs and CCPs, mostly during the Administrative Phase, but also sometimes during the Action Phase. As you spend these points, move the appropriate marker down the track.
At the beginning of each Game Turn players get the use of one DAC of each on-board Division free of cost. In lieu of spending any CCPs to purchase Orders, these DACs must be placed in the player's URAC, and upon winning an Action Impulse the player may randomly pick a DAC out of the pool currently in the URAC. The chosen Division then carries out the steps of the Action Impulse. Control over when a Division will Activate, and what it can do when it does, is limited. However, the spending of CCPs, in the form of Orders, will help mitigate these problems.
Orders are noted by the placement of a Division's DAC in the selected Orders Holding Box. Attack, Direct, and March Orders only require the use of one of the selected division's DACs, placed on the appropriate Orders Box. Divisions under Direct Command, Attack or March Orders may have their second DAC purchased, giving them two Impulses of Activity for the current Game Turn under the same Order.
Defend, Reserve, and Build Orders require the use of both DACs. If Reserve Orders are purchased, both DACs are placed on the Orders Card on the Reserve Orders Box. Upon purchasing Defend or Build Orders, place one DAC on the appropriate Orders Box and the other in the URAC. Regardless of whether one or two DACs are required, always place the DAC in the box face up.
Rest & Reorganization (R&R) Orders also require the use of both chits; as in Defend or Build one goes on the Orders Card and the other in the URAC, or if enough CCPs are available, the second DAC can be designated as a Direct Command and placed in the Direct Command Box. The face up or down status of a Division's DAC in the R&R or Build Orders box represents the Division's progress through that status, a two-turn process. DACs may only be placed, flipped, or removed from these Orders boxes through the spending of Command Points. The current face up/down status of all such DACs remains the same if no Command Points are spent on it.
Upon winning an Action Impulse in the Action Phase, the player gets to either pick a DAC out of the URAC, or select either an Attack, Direct Command, or Reserve DAC from the Orders Card, if one has been purchased. Alternatively, he can voluntarily relinquish his right to play a DAC and force his opponent to play a DAC of his own, again either from his URAC or an Attack, Direct Command, or Reserve chit. March Orders DACs are activated only in Phase B. 5, Operational Movement.
When a DAC is selected from the URAC or Direct Command Orders box, place it back on its Divisional Holding Box and proceed to the Action Phase. If the DAC selected corresponds to an Attack, Defend, Reserve, Build or R&R Order chit upon the Orders Card, rotate it 180 degrees (i.e., upside down), and leave it face up. These Orders can be Maintained, at a smaller CCP cost, during one or more following turns. (Defend and Attack Orders are automatically retained due to Inertia. [see: 6.4.2 D])
If the DAC is selected from the Attack Orders box, the DAC may be placed, face down (flag side up) on the Division's Leader counter on the board, as a visual reminder that the Division retains the Attack Order combat DRMs for the remainder of the Game Turn. This DAC is then returned to the Attack Order Box at the end of the Game Turn.
6.3 The Army Command Point Segment
In Segment 1 of the Administrative Phase, Army and Wing Commanders will attempt to create Army Command Points (ACPs). For each such Leader on the map (arriving Army/Wing Commanders do not roll for ACPs on the turn they arrive), roll 2 dice on the Command Points Table. Add in the Army or Wing Commander's Command Rating as a DRM; Inactive Leaders get a -3 DRM to their roll. The result will be from 1-10 ACPs, or the Leader will roll a '0' result and will go Inactive [see 5.3].
In order to spend ACPs on anyone other than the Army-level Leader himself, designated subordinate officers must be within Command Range. If a subordinate officer is scheduled to arrive in the current Game Turn, ACPs may be spent on him long as his scheduled entry hex is within the Army/Wing Commander's Command Range. If the arriving officer's formation is a Variable Reinforcement [see 9.6.6], the ACPs can only be spent as a DRM on that roll; each 1 ACP there gives a +1 DRM.
Except as used for Preplanning and Massed Bombardment, unused ACPs are lost at the end of each turn.
Unless otherwise noted, ACPs are spent during the Administrative Phase only. ACPs are spent as follows:
6.3.1 Corps Command Point (CCP) DRMs
Each ACP so spent gives a +3 DRM on subordinate (Corps or Independent) Leader's CCP rolls. If stacked with or adjacent to the Army Commander when making the roll, the subordinate gets a free + DRM equal to 1/2 of the Army Commander's CR (rounded up), unless the Army Commander is currently Inactive.
6.3.2 Preplanning Points (PPPs)
Preplanning Points allow for an accumulation of CCPs to be given to a Corps Commander for use in a specific future Game Turn. The recipient will get to make 2 CCP rolls in the turn the PPPs become active; his own and a second one with a DRM equal to the number of PPPs. Each ACP so spent generates 1 PPP. Mark the number generated on the PPP track on the Army/Divisional Morale Status Sheets by noting the Game Turn/Hour in question, the designated Corps, and the number of PPPs. PPPs can be accumulated and added to the total from turn-to-turn.
Preplanning is very important, as to achieve really decisive results requires spending massive amounts of CCPs on a few Divisions in the same turn (Multiple Action Impulses per Division, preferably under Attack Orders, with points to spare for Coordination and Initiative!). A given Corps Commander can only generate a limited number of CCPs at a time, and the only way to increase this is through preplanning. To place some realistic restraints on the manner in which PPPs can be used:
- PPPs may never be assigned to Night game turns.
- PPPs may not be assigned to the following day any earlier than the 7:00 PM game turn of the current day.
- PPP-based CP rolls taken during Low Light or Rain game turns automatically get a -2 DRM to represent the sort of administrative inertia that was usually prevalent at such time; it was historically very difficult to put together a late evening or early morning attack.
- PPP-based CCP rolls require a minimum of 2 PPPs spent.
6.3.3 Bombardment Command Points (BCPs) (Optional Rule)
Each ACP spent gives 1 Bombardment Command Point. Mark the number generated on the PPP track on the Army/Divisional Morale Status Sheets by noting the Game Turn/Hour in question and the number of BCPs. As with PPPs, BCPs can be added to and accumulated, or postponed, from turn-to-turn. See Optional Rule 17.1 in the Scenario book for further details.
6.3.4 Postponement
At a cost of 1 ACP, a batch of already designated Preplanning Points or Bombardment Command Points may be reassigned to a later Game Turn. However, to reflect the confusion caused, 1/3 of all PPPs/BCPs so delayed are immediately lost through Degradation.
6.3.5 Game Turn Initiative Roll
Each ACP spent on a Game Turn Initiative roll adds a +3 DRM to the roll. Winning the Initiative for the turn automatically gives the winning player the first Action Impulse, and control of any future Action Impulse in which the Impulse Control die roll is tied; this also applies to the Initiative roll in the following turn.
Each Player should secretly commit to however many ACPs he wishes to spend (if any) by placing a die with that number up under his hand on the table, and then both reveal simultaneously.
6.3.6 Moving Army-Level Leaders
At a cost of 1 ACP the Army Commander, Wing Commander, or Army Artillery Officer may move, unless Inactive. The player can move these Leaders up to two times per turn, in any friendly-controlled Action Impulse; moving the Leader does not use up the Action Impulse. In addition, Army-level Leaders receive 1 free move per Game Turn [see 9.4.3]. These ACPs are spent during the Action Phase only.
6.3.7 Impulse Control DRM
Each 1 ACP spent on individual Impulse Control die rolls gives a +3 DRM. ACPs must be spent each time an Impulse Control die roll is made if the player wishes to add in a DRM, before the roll is made. These ACPs are spent during the Action Phase.
6.3.8 Reactivation
To self-remove an Inactive marker from an Army Commander, or to remove an Inactive marker from any subordinate Leader, costs 2 ACPs. While the Army Commander gets a -3 DRM to his ACP roll, he does not get an automatic reduction to his rolled ACPs due to having one or more Wing Commanders while Inactive.
The cost for a Wing Commander to self-remove an Inactive Marker is 4 ACPs. (Exception: Reynolds, when acting as the Army Commander, and both Sedgwick and D.H. Hill in the Training scenario get the 2 ACP cost).
6.3.9 Changes in Command Structure
Alone, or in combination with the appropriate Corps Leader, the Army Commander may spend ACPs to detach a Division from a Corps and/or attach it to another (costs 3 ACPs/CCPs total to do either). [see: 6.5]
6.3.10 Other Uses
Army and Wing Commanders may spend ACPs on individual Divisions, in exactly the same manner as for CCPs, below. (Orders, extra Impulses, Activity Roll DRMs, etc.) However, for such purposes their 'Command Range' is limited to 4 MPs, to reflect that they are going outside the normal chain of Command to do so.
6.4 The Corps Command Point Segment
In Segment 2 of the Administrative Phase, Corps and Independent Leaders will attempt to create Corps Command Points (CCPs). For each such Leader on the map, roll 2 dice on the Command Points Table (arriving Corps Commanders do not roll for CCPs on the turn they arrive, Independent Leaders do). Add in the Corps or Independent Leader's Command Rating as a DRM; Inactive Corps Leaders getting a -3 DRM to their roll. Independent Leaders cannot go Inactive, but get a -3 DRM to their CP roll to reflect the fact that they only control 1 Division [see 5.3.3].
Each ACP spent on the CCP roll by an Army/Wing Commander within Command Range counts as a +3 DRM. In addition, if the Army/Wing Commander is Active and stacked with/adjacent to the Officer making the CCP roll, he gets a +DRM equal to 1/2 of the Superior Officer's Command Rating.
The result will either be from 1-10 CCPs, or the Leader will roll a '0' result and go Inactive. For Corps Commanders, the number of CCPs rolled is reduced by 1 for each subordinate Division that is either Independent (Detached), Out of Command Range, already under Attack, Defend or March Orders or fully under R&R Orders (i.e., DAC face down). This reduction is made before any CCPs may be otherwise spent, but if this reduces the rolled number of CCPs to 0 or less, it does not render the Corps Leader Inactive. Note: the reduction for Divisions under R&R Orders is not applied during Night or AM Low Light game turns.
In order to spend CCPs on anyone other than the Corps Leader himself, designated subordinate officers must be within Command Range. If a subordinate officer is scheduled to arrive as a Reinforcement in the current Game Turn, CCPs may be spent on him long as his scheduled entry hex is within the Corps Leader's Command Range
A separate CCP Roll is made for any Corps with at least 2 PPPs designated for the current Game Turn. Failure to generate any CCPs with this second CCP roll does not render the Corps Commander Inactive.
Unused CCPs may be saved from turn to turn, subject to degradation, and can be used on any future turn.
Unless otherwise noted, CCPs are spent only during the Administrative Phase. CCPs are spent as follows:
6.4.1 Actions
A. Activity/Arrival Roll DRMs
Each CCP spent on a subordinate officer's Activity roll adds a +3 DRM for a single Division or a +1 DRM for each Division in a Road Column. If stacked with or adjacent to his Corps, Wing, or Army Commander at the time of the Activity roll, the subordinate gets a free +DRM equal to 1/2 of the Corps/Army Commander's CR (rounded up), unless the Corps/Wing/Army Commander is currently Inactive. Only one such superior Officer may add this free DRM to a single Activity Roll (owning player's choice). These CCPs are spent during the Action Phase only.
If a subordinate Officer's Division is scheduled to possibly arrive in the current Game Turn as a Reinforcement, CCPs may be spent on his Arrival roll as long as his scheduled entry hex is within the Corps Leader's Command Range. Each CCP so spent gives a +1 DRM on the arriving Officer's roll. These CCPs are spent during the Action Phase only.
B. Moving the Corps Commander
The Corps Commanders receive 1 free move per Game Turn, in any friendly-controlled Action Impulse; such move does not use up the Action Impulse. The Corps Commander may move one additional time at a cost of 1 CCP. [see 9.4.3]. These CCPs are spent during the Action Phase only.
C. Reactivation
To self-remove an Inactive marker costs a Corps Commander 4 CCPs. To remove an Inactive marker from any subordinate Divisional Leader costs 2 CCPs. While an Inactive Corps leader gets a -4 DRM to his CCP roll, he does not suffer any reduction to his rolled CCPs due to any of his subordinate Divisions being Out of Command, Detached or under Orders causing Inertia.
D. Coordination
Allows for the Activation of more than one Division (maximum of three) of the same corps in the same Action Impulse. Coordination CCPs are spent only in the Action Phase. The first Division to be activated may be one drawn from the URAC, and costs no CCPs, but in order for another Division to be Coordinated with the first, it must already have had either Direct Command or Attack Orders purchased for it.
It costs 1 CCP for the 2nd, 2 CCPs for the 3rd, and 3 CCPs for the 4th such Division Coordinated. These costs are cumulative. Action Phase. (Note: only Longstreet's Corps has 4 Divisions, and then only when using the Ransom's Division Variant Option.)
E. Additional Activation Chits for Divisions
Allows the purchase of an additional DAC for a given Division, providing that the Division's first DAC is already under Direct Command, Attack or March Orders. Each DAC purchased costs 2 CCPs for Direct Command, 3 CCP for or Attack Orders and 2 CCP for March Orders (or 1 + the number of Divisions in the case of a Road Column).
The use of the additional DAC costs -1 x DMF to the Division's Morale, in addition to any such cost for the Order itself, which is applied at the end of the impulse in which the DAC is activated.
F. Changing the Command Structure [see:6.5]
In conjunction with at least 1 ACP spent by the Army Commander, a Division may be Attached to or Detached from the Corps (total cost of 3 ACP/CCPs). Detached Divisions become Independent until reattached.
Individual Brigades may be Detached from or attached to a specific Division, at a cost of 1 CCP spent by the Corps Leader. Independent Division Leaders may also Attach/Detach Brigades.
G. Inertia
Certain Orders cost the Corps Commander 1 or more of his rolled CCPS before he can otherwise spend them, representing ongoing conditions to which his staff and attention is already committed. There is no penalty for an Officer rolling less than the number of CCPs he is required to lose this way. Note that this may result in a low rolling Corps Commander being unable to remove an existing Attack or Defend order, even if he would wish to do so.
The Corps Commander loses one (1) rolled CCP for each of his subordinate Divisions that is currently Out of Command, Detached, or under March, Defend, Build or fully under R&R Orders. Divisions under Attack Orders cost 2 rolled CCPs.
Each Division can cause only a single such deduction per turn, the most expensive one applying in case of more than one that might qualify. Thus a Division that is under March Orders and also OOC would still only cost 1 CCP for Inertia.
H. Removal of Attack/Defend Orders
During the Action Phase, a Corps Leader may remove an Attack or Defend Order from any of his Divisions by spending 1 CCP, providing that he is within 8 MPs of the Division's Leader. If stacked with the Division's Leader when either the Division or he or is Activated, he may remove such Orders at no CCP cost.
6.4.2 Orders
Engaged Divisions (i.e., Divisions with at least one member unit in an enemy ZOC):
- May be given Direct Command, Attack or Defend Orders.
- May be given R&R, Rally, or Build Orders (DAC face up in the Order Box) which require withdrawal from an enemy ZOC/ZOI, but may not have their DACs flipped to their face down (flag) side if in ZOC/ZOI.
- May not be given Reserve or March Orders.
Note that the +1 or 2 Increment 'bump' given to the Activity Roll result of Divisions under Direct Command, Attack or Force March Orders will prevent that Division's leader from going Inactive, unless the result of the Roll is a 'natural Snake-eyes'.
The following two Orders use only one DAC of a selected Division, and allow the purchasing Division to be activated immediately upon winning an Action Impulse. These are also the only Orders that allow a Division to possibly have a second Impulse, with the restriction that the second must be with the same Order.
A. Direct Command
At a cost of 1 CCP, purchase of a Direct Command Order allows the player to place a DAC in the Direct Command Box on the Orders Card rather than in the URAC. A second Impulse of Direct Command may be purchased for the Division at a cost of 2 CCPs. Upon winning an Action Impulse, a player can activate the Direct Command Division immediately. A Direct Command Orders Division gets a +1 Increment 'bump' to it Activity roll result, and may move units into an enemy ZOC.
At the end of the Impulse place the DAC back in its holding box.
B. Attack
At a cost of 3 CCPs or the Division's DMF (whichever higher), purchase of an Attack Order allows the player to place a DAC in the Attack Box on the Orders Card rather than in the URAC. If the Division remains under Attack Orders from the previous turn (DAC is still in the Attack Orders box), its Corps Commander's rolled CCPs are then automatically reduced by two (2). It costs 1 CCP to remove an Attack Order, although the Division's Corps Leader may remove the order for free if he starts an Impulse stacked with the Division's Leader whenever either is Activated.
Upon winning an Action Impulse, a player can activate the Attack Orders Division immediately. Divisions under Attack Orders may move into an enemy ZOC, and automatically get two more Increments of Movement than rolled for on their Activity Roll. Such Divisions get Restricted Movement, meaning that they get no benefit from any type of road.
Shaken or Broken Divisions may not be given Attack orders. Attack Orders are cancelled, and converted to Direct Command Orders if still un-played, immediately upon the end of the Impulse in which the Division's Morale becomes SHAKEN.
Divisions which start the turn under, or which are previously given, Attack orders, may have a second Attack orders DAC purchased at a cost of 3 CCPs. Attack Orders may not be combined with any other type of orders in the same turn.
Attack Orders are subject to Inertia; that is, they automatically remain in effect at the end of the game turn, automatically reduce the rolled CCPs of their Corps Commander if in effect at the start of a turn and cost 1 CCP to remove (unless the Corps leader is stacked with the Division's leader at the time).
This removal may also be done at any point in the Action Phase, providing the Division has not yet been activated and that the Corps Commander is within 8 MPs of the Division's Leader at the time. If so, the DAC is moved to the URAC, unless the Corps Leader has an additional CCP to make it a Direct Command.
Combat - Attack Orders Divisions get a +4 DRM to their Combat rolls and a +1 on all Morale Checks. Units defending against Attack Orders Divisions get a +1 to their own Combat rolls, reflecting the greater intensity of the combat in both directions! In addition, Cavalry units under Attack Orders have their combat strength doubled, for Attack or Defense.
Units with Attack Orders must advance into the first hex vacated by the enemy due to retreat, elimination or Cavalry withdrawal before Combat (General and Direct Command Orders units may advance, and Defend orders units may not). Attack Orders Units may follow up units withdrawing in their own Movement phase.
Attack orders units may not Withdraw from enemy ZOCs during their own movement, and may not Retreat as a result of Combat unless that retreat is mandatory. This requirement to follow up or not withdraw or retreat does not apply to units of the Division that are currently Shaken or Broken.
(Optional) The restriction on Attack orders units voluntarily Withdrawing from an enemy ZOC during friendly Movement or as a result of a non-mandatory Combat result may be waived if the unit is within his Division Leader's Combat Command Range (CCR = Leader's CR if unengaged; 1/2 CR [round up] if engaged)
Divisions with Attack Orders have their Morale lowered by 2 x DMF at the end of each friendly impulse in which they are activated. If the Division has a second Impulse of Combat, due to being attacked itself or by being forced to Attack by an enemy Division under Defend Orders, it gets the Combat bonus for its Attack Orders, but only pays the -1 x DMF penalty for the Impulse of Combat.
Attack Orders being 'burned' by an already finished opponent are not moved to the Direct Command box or URAC, but are immediately activated. However, the Division does not get the automatic 2 Increment boost in Activity, and should its Activity Roll result be INACTIVE the Attack Order is cancelled (treat as 'No Orders'). The Attack order Divisional Morale penalty is still applied (-2 DMF), to reflect the effect of such unfortunate Command confusion on the troops involved!
If a Division with Attack Orders conducts an Attack on an enemy Division which has an unspent Attack Orders chit of its own, both Divisions get a +3 on the Combat Rolls and a +1 on any Morale Checks. The defending unit in this situation must move its unspent Attack Orders chit to the URAC and both Divisions lose 1 x DMF of Divisional Morale at the end of the impulse. The Attacking Division, having stolen a march on the enemy, retains its Attack order.
At the end of the Game Turn, place the DAC back in the Attack Orders box on the Orders Card. If the Division had more than one Attack order DAC in the game turn, the second DAC is returned to the Division's holding Box on the Orders Card.
The following Order uses both DACs of a selected Division, and allows the purchasing Division to be activated immediately upon winning an Action Impulse.
C. Reserve
At a cost of 2 CCPs, stack both of the Division's DACs, face up, in the Reserve Box on the Orders Card. Upon winning an Action Impulse, the player has the following three options:
- The Division may be retained in Reserve status by not Activating. Leave both DACs in the Reserve Box, or
- The Division may be Repositioned. Remove one of the DACs from the Reserve Box and replace it in its Divisional Holding Box. The Division takes no Activity roll, but automatically gets Half movement (2 Increments). This movement may not be into an enemy ZOC. The second DAC remains in the Reserve Box and the Division retains its Reserve status, or
- The Division may be activated, providing that its Leader is currently within the Command Range of his Corps Leader, in which case the DAC or DACs are returned to the Divisional Holding Box. Reserve Divisions may enter an enemy ZOC, and get one level of activity higher than that rolled by their leader, up to the maximum of Extra, unless the Division has already been Repositioned. In either case, the minimum level for any Reserve Division being activated is Half.
As per (1.) above, Reserve Divisions do not need to be activated in a given Game Turn, and are not forced to be burned if they are the only remaining Unactivated DACs for the unfinished player. (This situation would end the Action Phase, however.) Should the Division be attacked by the enemy in Ground Combat (not Bombardment), the following takes place:
- If only one DAC remains in the Reserve Box, the Division's DAC is placed in the player's URAC.
- If both DACs remain in the Reserve Box, one is moved to the Direct Command Box and the other is placed in the DACs Divisional Holding Box.
Either way, the Division loses its Reserve status.
If the Division is still under Reserve Orders at the end of the Game Turn, the Army Demoralization level is lowered by the Division's Army Morale Factor (AMF), and the Division regains 1 DMF of Divisional Morale.
At the end of the Game Turn, leave the DAC or DACs in the Reserve Box face up and rotate it/them 180 degrees as a reminder that Reserve Orders were purchased for the Division. During the Administrative Phase of the following Game Turn, Reserve Orders can be purchased again through Maintenance at a reduced cost of 1 CCP. If Maintenance is purchased, rotate the DAC/DACs back to the normal facing. Otherwise, return it/them to the Divisional Holding Box.
[Play Note: Unless a member unit of a Division is already in an enemy ZOC, or the Player has won the Initiative for the current game turn, only Direct Command, Attack, and Reserve Orders allow a Division to Engage the enemy.]
The following three Orders use both DACs of a selected Division; the DAC on the Orders Card reflects the stance of the Division, while the DAC that goes in the URAC determines the sequence in which the Order will be carried out. Units under these orders may only ever have ONE action impulse per turn.
D. Defend
At a cost of 2 CCPs, place one of a Division's DACs in the URAC and the other in the Defend Box on the Orders Card. If the Division remains under Defend Orders from the previous turn (its DAC is already in the Defend Orders box), its Corps Commander's rolled CCPs are automatically reduced by one (1).
It costs 1 CCP to remove a Defend Order during the Corps Command Phase, after paying the cost for Inertia. This removal may also be done during the Action Phase, but only if the Corps leader is within 8 MPs of the Division leader at the time. If the Corps Leader is stacked with the Division's Leader at the start of a friendly Impulse in which either is activated, he may remove the order at 0 CCP cost.
When the chit for this Division is pulled from the URAC, no Activity roll is taken. All units of the Division may automatically move up to 2 hexes or MPs (3 for Cavalry), and may move into the ZOC of an enemy unit which is already engaged by a unit of the Active Division at the start of the impulse, but NOT if such hex is in the ZOC of an enemy unit not engaged at the start of the impulse.
This movement may also be used to Withdraw from an enemy ZOC, although this will trigger a Morale Check after any allowed follow-up by enemy units. As opposed to a normal Withdrawal Before Combat, if the enemy does follow-up and gets back into contact, Combat does occur. This action represents a fighting withdrawal, and reduces the Army Morale penalty for vacating the hex by one (1). However, if forced to involuntarily vacate a hex (retreat or elimination in Combat) Defend Orders serve to increase the Army Morale cost of the hex by one (1). [see: 11.1)
To allow for the realistic use of Tactical Reserves, 1 Brigade or up to 3 counters (Confederate: 2 Brigades or up to 5 counters) of a Division under Defend Orders may retain full movement (4 Increments), as long as they do not start their movement within an enemy Infantry ZOI. They retain the same movement restrictions regarding enemy ZOCs as the rest of the Division.
Note: Artillery units commanded by a Defend orders Division may move the full 2 hex allowed by the order and still remain uncommitted (and eligible to Bombard or be used for Support Fire). Likewise, such Artillery units may fire before movement and still move the full 2 hexes allowed. In this case the 2 hex limit represents the tactical limitations of the Order, rather than any physical limitations on the movement. If Artillery units 'commanded' by the Defend Orders Division are to undergo Ammo Resupply, they may still move half of their basic MA (i.e., 4 MPs) before being marked for Resupply.
If a Defend Order is given to a Division with already engaged troops, all such engaged units must withdraw at least one hex, unless (A) the hex they currently occupy gives them a defensive terrain DRM against at least 1 adjacent enemy, or (B) they are currently adjacent to a friendly unit occupying such a hex.
In Segment 3.c of the Action Phase, all units of the Defend Orders Division exerting a ZOC on all enemy units must be attacked by those enemy units as if they were the defenders (i.e., they get the benefit of the terrain they occupy). The enemy units in this case also have the option to withdraw instead of attacking.
All units of any enemy Division 'activated' by having any of its subordinate units adjacent to an Activated Defend Orders Division get Minimum Movement (2 MPS or 2 Hexes), but may only move into a ZOC of a Defend orders unit if there is already another friendly unit engaged with it.
Should any of his units remain in such ZOCs and attack, any already committed Artillery units being Commanded by that Division may be flipped to their Uncommitted side to support it.
The enemy player gets to choose the order in which his required attacks are made, and the decision to attack or withdraw is made on a unit by unit basis, in the order in which the attacks are resolved. Regardless of whose Activation Chit triggered the Combat, units with Defend Orders get a +3 DRM on all Combat rolls and a +1 DRM on all Morale Checks.
At the end of the Impulse, the Division's DAC remains in the Defend Orders box, subject to Inertia.
E. Rest & Reorganization (R&R)
At a cost of 1 CCP, place one of a Division's DACs on the R&R Box on the Orders Card; the other is placed either in the URAC, or at the cost of 1 extra CCP, in the Direct Command Box. When the other (URAC-pull or Direct Command) DAC is activated, the R&R Division automatically gets its full normal movement allowance (4 Increments) with no Activity roll required, but defends at 1/2 strength, and any member units that start their Action Impulse in an enemy ZOI must attempt to end their movement outside of it.
At the end of the Impulse, leave the DAC in the R&R Box, face up. During the Administrative Phase of the next Game Turn, the player has the following options:
-
At no cost in CCPs, leave the DAC in the R&R Orders box, face up. This allows the Division to move further away from the enemy (essentially, a face up R&R can be considered a Retreat.)
-
At a cost of 1 CCP, flip the DAC face down to show that the Division is now fully undergoing R&R. While the face-down (flag) side of the DAC is showing, member units get 1 Increment of Movement when the other DAC is activated, and count as Broken if attacked in Ground Combat. (Being attacked in Ground Combat would also flip the DAC in the R&R Orders Box face up at the end of the combat.)
At the end of the current and each subsequent Game Turn in which the Division's DAC remains face down in the R&R Orders Box, all non-Shaken member units lose 1 Cohesion Hit each (except for the first C/Hit, which must remain), and the Division's morale is raised by 3 x DMF. As with (1.) above, it costs no CCPs to leave the DAC face down in subsequent Game Turns, and the positive effects in terms of Cohesion Hits and Divisional Morale will automatically continue. However, during each such turn, the Division's Corps Leader will have his rolled CCPs reduced by 1 for each Division fully under R&R.
-
At a cost of 1 CCP, the face up DAC may be removed from the R&R Orders box and returned to the Divisional Holding Box, thus bringing the Division back to full ability. This counts as their entire action for the turn, and they may not be given any other Order that turn. They may otherwise move normally.
A Division starting a turn with a face down R&R Order may have it flipped face up at the cost of 1 CCP. It then has the same movement costs and restrictions as under #1, above.
During Night game turns, Divisions may freely be put under face down R&R Orders, at no cost in CCPS. During any Night or AM Low Light game turn, Divisions may have a face down R&R Order completely removed at a cost of 1 CCP per Division. This counts as their entire action for the turn, and they may not move or be given any other Order for that turn. During Night game turns, Corps Commanders do not have their rolled CCPs reduced for Divisions under R&R Orders.
Since Artillery is not actually part of a given Division (even Confederate Divisional Artillery is really just 'attached') Artillery units being commanded by an R&R Orders Division gain no benefit beyond the movement allowed by the order. They still must be marked for Ammo Resupply in order to lose C/Hits.
In the Operational game [see: 16.4], Divisions are automatically considered to be under face up R&R Orders when they become Encamped. At the start of the following turn, their DAC may be placed face down, at no cost in CCPs. At a cost of 1 CCP, A Division may be re-deployed from Encamped (R&R) status into Battle Order, which counts as General Orders in Tac/game terms.
F. Build
At a cost of 2 CCPs, place one of a Division's DACs in the URAC and the other in the Build Box on the Orders Card. When the random chit is pulled, all member units may be moved up to 1/2 of their normal allowance (2 increments), but must move out of any enemy ZOC (unless already stacked with a Build marker). If attacked by Ground Combat, such units defend normally.
Build Orders are subject to Inertia, meaning that they remain in effect until removed, and automatically cost their Corps Leader 1 rolled CCP before any other CCP may be spent. It costs 1 CCP to remove the order, although the order may be removed at no CCP cost if the Division is attacked in Ground Combat. The order is removed automatically should the Division's Morale become Shaken.
During Segment 1 of the End of the Game turn Phase, any unit of a Build orders Division not currently Disrupted or in an enemy ZOC may take a normal Morale Check to see if it may place a Build Marker or flip such a Marker to its Breastworks side. All normal DRMs apply to this check, and there is no penalty for failure beyond that of failing to place or flip the marker.
Build markers may only be placed in or adjacent to a hex that contains either woods or rough terrain. (Optional Rule: Build Markers may be placed/flipped in any open terrain hex, providing that the Division's or an Army-level Supply Wagon is currently within 3 hexes of the hex in question and on its front side.)
Note: Artillery units commanded by (activating with) a given Division may build Breastworks in exactly the same manner as the Division's Infantry Units. If an Artillery Unit is present in a woods or rough hex on a hill in which a breastwork is built, it is assumed that the sufficient trees have been cleared to allow the Artillery LOS/LOF through any woods hexes at a lower level. (The best historical example of this would be on Culp's Hill, where the troops digging in cleared a field of fire for the Union batteries placed on the crest of the hill - these proved instrumental in creating the crossfire that drove Latimer's guns off of Benner's Hill.)
Any units of the Division starting the turn stacked with a Breastworks counter may move up to half normal Movement Allowance (Low Activity) and begin the process again in a new hex. Build or Breastworks markers remain in place if the units stacked with them leave, and the build process may be completed later.
March Orders are unique in that they are not used during the Action Impulse Segment of the Action Phase like all other Orders, but are used during the Operational Movement Segment of the Action Phase. Further, they are differentiated by the fact that they are inviolable: you cannot lose an opportunity to move a March Orders Division by having its DAC 'burned'.
G. March
All units intending to utilize Operational Movement must be placed under March Orders by placing their first DAC, at a cost of 1 CCP, into the March Orders Box on the Orders Sheet. Divisions entering as Reinforcements always arrive under March Orders, but do not have their DACs placed onto the Orders Card until they pass their Arrival roll [see 9.6].
Two or more Divisions of the same Corps under March Orders may be designated as a 'Road Column' by stacking their DACs together in the March Box. At least one of the Divisions must contain the Corps Commander, and all such Divisions must be within his Command Range. All the Divisions of a Road Column are activated during the same Impulse, and the player can pick their order of activation, for traffic control purposes. However, each such Division will roll for Arrival or Activity separately.
If a portion of a Division already on the Tactical Map arrives as a Reinforcement, that portion is considered to be a separate, out-of-command Division under March Orders. It retains this status until it gets within the Command range of its on-board Division Leader. It uses a set of the letter-coded DACs, (place a second DAC of the same letter code with or on the unit to identify it) and rolls for Activity using a Command Rating equal to 1/2 of its best unit's Morale rating, rounded up. It is not considered to be an Independent formation, and does not roll for CCPS.
March Orders Divisions may not go Inactive; if such a result is rolled on the Activity Roll they simply get the 2 hex/2 MP allowed but remain Active. March Orders units have ZOC, but not ZOI.
March Orders Divisions may not enter an enemy ZOC/ZOI, and may voluntarily lose their March Order if an enemy unit places any of their units within their ZOI. If attacked in Ground Combat while under March Orders, all units defend at 1/2 their printed combat Strength and count as already Shaken if forced to undergo any Morale check. At the end of the Impulse in which the attack occurred, the Division automatically loses its March Order and has its DAC placed into the URAC as General Orders.
March Orders are subject to Inertia, meaning that they remain in effect from turn to turn unless cancelled by enemy action or voluntarily removed during the Corps Command Phase, and at the start of the Corps Command phase, each Division currently under March orders causes its Corps Commander to lose one (1) of his rolled CCPs.
March Orders may be voluntarily removed in the Corps Command Phase, at the cost of 1 CP, so long as the Division's Leader is within his Corps Leader's Command Range. As with Attack/Defend Orders, March orders may be removed at no cost in CPs, at the start of any friendly Impulse, providing the Division's Leader is stacked with his Corps Leader.
H. Forced March
Formations may be ordered to Force March, at a cost of 2 CCPs (Costs 1CCP to 'upgrade a formation already under March Orders), by placing both of their DACs stacked in the March Orders box. Such formations get Full movement and get a 2 increment boost to their rolled Activity, but must move and pay the Divisional Morale cost for that increased Activity. Force March Orders are subject to Inertia and Removal in exactly the same manner as March Orders.
I. Rally
At a cost of 1 CCP per Brigade, spent in any friendly impulse during the Action Phase, individual Brigades or units may be given a Rally Order and pulled out of line in an attempt to shore up cohesion without, as in R&R, affecting the entire Division. Such units automatically get half normal movement, must attempt to get outside of any enemy ZOI, and at the end of their movement are marked with an 'Ammo Resupply' marker. As for Ammo Resupply, the marker is removed if the unit is attacked in Ground Combat or Disrupted by Bombardment.
In the End of the Game Turn Phase, each unit with a marker still remaining individually takes a Morale Check to see if it loses a C/Hit. All normal DRMs apply, and there is an additional -1 DRM if out of range of the Division's Supply Wagon. (Exception: Not applied if checking unit is Cavalry or if not using the Optional Supply Wagon Rules.)
Regardless of the Morale Check's outcome, the owning player is free to either remove the Ammo Resupply marker or allow it to remain in place for the following turn, at no cost in CCPs. Note that the use of a Rally Order has NO effect on either Army or Divisional Morale, beyond the possible positive effect caused by a reduced side unit flipping back to its full strength side.
J. General Order
This refers to any Division whose Leader is currently Active, but for who no specific Order was purchased for the current game turn. (ie., the Division's DAC was placed in the URAC rather than on the Army Orders card)
Units of such Divisions may not enter an enemy ZOC, unless the enemy unit in question is already engaged by at least one of the Division's units. The ZOC hex entered may also be in the ZOC of another, currently unengaged enemy unit. In that case, that enemy unit's ZOCs are now legitimate targets for any of the active Division's units which have not yet moved. The intended effect is that an existing combat may be expanded, but you may not start a fight with a completely unengaged enemy.
The above restrictions do not apply if the owning player has won the Game Turn Initiative for the current turn, and the General Orders Division is using the first Action Impulse of the turn. Also, note that Infantry units may always enter a ZOC exerted by solely Cavalry units (including Horse Artillery).
Divisions under General orders may never have a second DAC and Impulse purchased for them in a single turn - essentially they are simply marking time while their Corps leader's attention is elsewhere. Such Divisions get Limited Road Movement, meaning that all road connected hexes cost 1 MP to enter, regardless of terrain, unless entering an enemy ZOI/ZOC.
6.5 Changes in Command Structure
Especially in the Operational Game and certain scenarios, it may be necessary to detach individual Divisions or Brigades from their parent Formation, and possibly attach them to another. While this is not to be construed as carte blanche to rearrange your Army's Command Structure at whim, these rules will cover the few occasions under which such alterations may be necessary.
6.5.1 Detaching/Attaching Divisions
At a cost of 3 CPs (any combination of ACPs or CCPs by the involved Army and Corps Commanders) a Division may be Detached from a Corps. Detached Divisions become Independent until reattached. A Corps Leader's rolled CCPs are automatically reduced each turn for each of their subordinate Divisions currently detached.
On the Tactical map, at least 1 of the CPs must be spent by the Army/Wing Commander if he is on the board. On the Op/Map, Corps Leaders may attach/detach using solely their own CCPs. (Think Ewell).
Once back within their parent Corps Leader's Command range, Detached Divisions can and should be reattached. (0 CCP Cost). Detached Divisions may be attached to any other Corps, allowing its Leader to spend CCPs and issue Orders to it, at the same 3ACP/CCP cost listed above.
6.5.2 Detaching/Attaching Brigades
Individual Infantry and Cavalry Brigades may be detached from their Division and moved separately (at a cost of 1 CCP by their Corps leader, or Division Leader if he is himself Independent). Detached Brigades may Command a single Artillery counter.
As an exception to the basic game rules, and to keep things as simple as possible, Detached (Independent) Brigades do not roll for CCPs. They use 1/2 of their Morale Rating, rounded up, as a CR/DRM when rolling for Activity or. To move into an enemy ZOC (or use Defend Orders if Attacked), a Detached Brigade must get at least a Medium Activity result on its Activity Roll. The Brigade must get a High Activity result in order to gain the DRMs of an Attack Order, but may elect to cancel the attack if it fails to do so.
Detached Brigades do not effect their parent Division's Morale, nor is their own morale kept track of on the Army Status sheet (unless Cavalry Brigades.) However, and considering each side of its individual counters as 'steps', once the Brigade has been reduced to half it's original 'steps' it is considered to be Shaken - its units may no longer enter enemy ZOCs and all Activity, Morale and Combat rolls taken by any unit of the Brigade get an automatic -1 DRM.
Once back within their Parent Divisional Leader's Command range, Detached Brigades can and should be reattached. (costs 0 CCPs). They may also be attached to any other Division, even of another Corps, as long as they are within its leader's command range and its Corps Leader spends a CCP. (An Independent Division can also attach Detached brigades, but players should try to hold this to a reasonable minimum.) Once attached, the Brigade is subject to the Orders and Divisional Morale status of that Division. It does not, however, effect that Division's Morale in any way, and its own morale status is kept track of as above.
Note: While the above rules are obviously open to abuse by the unscrupulous, they are intended to allow for certain situations that did occur historically. Players are encouraged to maintain the spirit of the basic rules, however, and every effort should be made to maintain the original command structure of each Army.
7.0 Zones of Control and Influence
7.1 Zones of Control (ZOC)
Zones of Control represent the volume of firepower produced by non-broken combat units that forces adjacent enemy units to either engage in combat or withdraw. ZOCs are exerted into each of the six hexes surrounding all non-Broken units. Broken units [see 10.7.3] have no ZOCs. All units in an enemy ZOC are said to be Engaged.
7.1.1 When a given Division is activated, after all desired movement is completed all enemy units still exerting a ZOC onto any of its member units must be attacked. Likewise, all active units still in an enemy ZOC must attack. Exception: if the activated Division is under Defend Orders, the non-activated units must attack the Active units, see 6.4.2.D.
7.1.2 Units in an enemy ZOC suffer a -2 DRM on all required Morale Checks. (Artillery ZOC gives a -3 DRM)
7.1.3 Units of the currently activated Division may not enter an enemy ZOC, unless:
- It is the first Action Impulse of the player who won the Game Turn Initiative,
- The activated Division possesses Direct Command, Attack, or Reserve Orders,
- A unit of the Division is already in the ZOC of the enemy unit in question, or
- Infantry units are attempting to enter the ZOC of solely Cavalry units (including Horse Artillery).
7.1.4 Prohibitions: Units may not use Road Movement to enter an enemy ZOC. Artillery units may never enter an enemy ZOC.
7.1.5 Units leave enemy ZOCs using either Voluntary or Mandatory Withdrawal. Units use Voluntary Withdrawal when they:
- Leave enemy ZOCs in their own Movement Phase [see 7.1.6].
- Withdraw before Combat [see 7.1.7 & 10.2.2].
- Choose to Retreat to obtain a better DRM after a combat result calls for a Morale Check [see 7.1.7 & 10.3.1-10.3.4].
- Fall Back [see 7.1.7 & 10.3.8].
Units forced to leave enemy ZOCs use Mandatory Withdrawal. Units use Mandatory Withdrawal when they:
- Receive a combat result that calls for a Retreat [see 7.1.7 & 10.3.1-10.3.4].
7.1.6 Units leaving enemy ZOCs in their own Movement Phase (i.e., using Voluntary Withdrawal) expend 1/2 of their available Movement Points, plus the cost of Terrain of the hex entered (which can include ZOIs). Regardless of all such costs, withdrawing units may always move a minimum of two hexes. (Withdrawing Cavalry, Horse Artillery and Sharpshooter units may always move a minimum of 3 hexes.).
7.1.7 Whether conducting a Withdrawal before Combat, Retreat, or Fall Back action, all units that leave an enemy ZOC must take a Morale Check at the end of their movement, after any follow up allowed to the enemy [see 10.3.5]. Exception: If a unit from a stack in an enemy ZOC leaves that stack with at least one other unit remaining in the ZOC, it does not have to take a Morale Check [see 8.3.1].
7.1.8 Leaders stacked with a unit that Withdraws/Falls Back/Retreats from an enemy ZOC must take a Risk to the General Check before the unit takes its required Morale Check.
A leader stacked with a unit that retreats as a result of combat takes just the single Risk check required by the combat; however, if the Retreating unit the Leader is stacked with gains any additional C/Hits as a result of passing through an enemy ZOC, the Leader must then take an additional Risk check in the hex the unit ends up in, before the Unit takes its required Morale check.
7.1.9 Units that Withdraw/Fall Back/Retreat into an enemy ZOC automatically gain 2 C/Hits for each such hex entered, and must continue their Withdrawal/Fall Back/Retreat until they reach a hex that is not in an enemy ZOC. Note: this does not preclude an enemy unit eligible to follow up from moving back adjacent.
7.2 Zones of Influence (ZOI)
ZOIs represent the effect that units have on nearby, but non-adjacent, enemy units in the form of advanced skirmishers, pickets, sniping, and the desultory shelling that goes on all the time well below the level of command the player is representing. Only non-Disrupted units have a ZOI; any form of Disruption [see 10.7.3] results in the loss of a unit's ZOI.
7.2.1 Non-Disrupted, unengaged units have the following ZOI ranges, which project out into all surrounding hexes:
- Infantry = 2 hexes
- Cavalry = 3 hexes
- Artillery = 4 hexes (5 hexes if the unit has an LOS into hexes two or more levels lower than itself)
Under normal, full daylight conditions, Artillery ZOI is limited by LOS (into, but not through blocking terrain) while that of Infantry and Cavalry is not. The difference reflects that unengaged Infantry/Cavalry units would have advanced their pickets/vedettes, while Artillery ZOI represents only potential cannon fire. Unless disrupted, Artillery units have their full ZOI regardless of their Committed/Uncommitted status.
As for Support fire, Artillery ZOI may be traced through one Friendly occupied hex. As for Bombardment and Support ranges, Artillery ZOI may be extended due to a height advantage. ZOI may not be traced through enemy units.
7.2.2 Engaged units have their ZOI reduced to 1 hex (same as their ZOC). However, even if enemy units move adjacent, units which start an Impulse unengaged retain their full ZOI through unengaged hexsides until the end of that Impulse's movement phase. The instant the last enemy unit leaves a unit's ZOC, both unit's ZOIs are immediately restored to their maximum distance.
7.2.3 Units in an enemy ZOI suffer a -1 DRM on all Morale Checks. (This is not cumulative with the -2 DRM for being in an enemy ZOC). Artillery Units' ZOI gives a -2 DRM.
7.2.4 Units may not use Road Movement to enter or leave a hex that is within an enemy ZOI.
7.2.5 Units pay 1 Movement Point beyond normal cost of terrain to enter each enemy ZOI hex; there is no cost to leave an enemy ZOI. Artillery units' range 1 & 2 ZOI costs +2 MPs. The presence of a friendly unit in a hex negates any enemy ZOI for purposes of movement (i.e., you don't pay for both stacking and the enemy ZOI).
7.3 ZOC/ZOIs and Tracing Command
7.3.1 Command may not be traced through an empty hex containing an enemy ZOC.
7.3.2 ZOI affects tracing command exactly as movement: add 1 MP to the cost of tracing through the affected hex.
7.3.3 For the purpose of tracing command the presence of a friendly unit in a hex negates enemy ZOC/ZOI in that hex.
7.4 ZOC/ZOIs and Low Light and Night Turns
7.4.1 Low Light turns (4:00-5:30 AM and 7:00-8:30 PM) result in the following reduced ZOIs for Artillery and Cavalry:
- Artillery = 3
- Cavalry = 2
The ZOI of Infantry units remains at 2. Visibility, and so LOS/LOF during Low Light Turns is 6 hexes.
7.4.2 During Night turns (10:00 PM-1:00 AM), all units have a ZOI of 2 hexes. Night Turn visibility and LOS/LOF is limited to 3 hexes.
7.5 ZOI and Weather (Optional rule)
7.5.1 Light and Heavy Rain turns effect ZOI and Visibility in exactly the same manner as for Low Light and Night turns, respectively. Any combination of Rain and Low Light results in all units' ZOI being limited to 2 hexes.
8.0 Stacking
Stacking refers to the placement of more than one Combat Unit or Leader in a hex at one time. Note: in Combat, all units in a stacked hex have their strengths combined into a single combat strength for attack or defence.
8.1 Stacking Limits
8.1.1 Leaders do not count towards stacking; any number of leaders may be stacked together in a single hex.
8.1.2 In open ground, a maximum of 3 combat units per hex may stack, only 2 of which may be Artillery units. In any type terrain, Cavalry units may not stack, except with a single Artillery unit.
8.1.3 In Woods, Town, Rough, Rough Woods, or Marsh hexes, a maximum of 2 combat units per hex may stack, only 1 of which may be an Artillery unit.
8.1.4 Supply Wagons (Optional Rules) count as 2 units for stacking purposes; a maximum of 1 non-Artillery combat unit may stack with a Supply Wagon, although this is allowed in any terrain. Artillery units may pass through, but not stack with Supply Wagons.
To better represent the actual number of wagons, Supply Wagons on the road are also assumed to occupy both adjacent road hexes. Off the road, they are assumed to occupy all adjacent non-road hexes. In effect, for movement purposes wagons have a ZOI of 1, effective on units of both sides.
8.1.5 Only Infantry units of the same Brigade, or Artillery units of the same Battery/Brigade, may ever be voluntarily stacked together. However, single counter Brigades, and the 'orphan' unit sometimes left in a 3 or 4 unit Brigade may stack with other Brigades of the same Division without penalty.
However, units of different Divisions may never stack with each other - representing doctrinal rather than physical limitations.
(The above is to steer you into maintaining proper chains of command without making it draconian. Units of different Brigades in the same Division may be stacked together; but you should wherever possible try to stick to the same brigade in the stack.)
Cavalry - To reflect their historical tactical doctrine, Cavalry units may not stack with each other or Infantry units. However, this restriction does not apply during Movement, Retreat or Withdrawal.
8.1.6 Stacking limits are in effect at all times; you may not move through a fully stacked hex, with the following exceptions:
- Units in Support of front-line units that win a combat may exceed normal Stacking limits in order to pass through the front-line unit into the hex vacated by the retreated/eliminated enemy unit [see 10.3.5].
- Units in support of a front-line unit at the start of the Movement Phase may switch places with the front line unit, at a cost of their entire MA. The former front-line unit would then have to take a normal Morale Check for withdrawing from the enemy ZOC.
- Withdrawing/retreating units may exceed stacking limits to pass through an occupied hex, but that gives an automatic 1 Cohesion Hit to all units involved. This does not apply to Cavalry units [see 8.1.5, above].
8.2 Stacking and Movement
8.2.1 Stacked units may move as a stack, but pay 1+ the normal terrain cost of each hex entered. Units may not be stacked while using Road Movement, and may not use Road Movement to either enter or leave a hex occupied by another unit.
8.2.2 Units entering an already occupied hex or leaving a stacked hex pay a movement cost of 1 in addition to the normal cost of entering that terrain. For example, a unit 'passing' another on the road would pay 1 + Cost of Terrain (CoT) to enter the stacked hex, and then 1+ CoT to move into the next road hex. Only then could it resume normal road movement.
8.2.3 The special stacking limitations on cavalry units [8.1.2] do not apply during movement, but only in the hex in which they end their movement. All units are free to move through each other, provided that they have sufficient Movement Points and do not exceed 'normal' (3 units/open, 2 units/ Woods, etc.) stacking limits in the process.
8.2.4 A stacked unit in an enemy ZOC may move into an adjacent enemy ZOC hex without penalty, providing that at least one unit from the stack remains in the original hex. Such units must both start the Impulse in the enemy ZOC, and such movement expends all available MPs for both units. (i.e., the unit remaining in the original hex may not then conduct a withdrawal)
8.3 Stacking and Withdrawal
8.3.1 Within the limits of Stacking, units making a Voluntary Withdrawal from an enemy ZOC [see 7.1.5] may freely stack with/move through units of their same Brigade/Division. They must take a Morale Check at the end of such movement, and if now stacked, the results apply to the entire stack. However, if units from a stack in an enemy ZOC leave that stack with at least one other friendly unit remaining in the ZOC, they do not have to take the Morale Check.
8.4 Stacking and Retreat
8.4.1 If a unit is retreated into or through an occupied hex, whether Voluntarily or Mandatorily [see 7.1.5], the unit or stack retreated through takes a Morale Check after any enemy follow up exactly as the retreating unit. If it is of the same brigade as the retreating unit there is no additional penalty. If of a different brigade, it gets 1 Cohesion Hit and then takes the Morale Check.
8.4.2 Retreating units take an additional 1 Cohesion Hit for each occupied hex retreated through if in an enemy ZOC.
8.4.3 Withdrawing/Retreating units may exceed stacking limits to pass through a fully stacked hex if there is no other route, but this gives an additional 1 Cohesion Hit to all units involved. Note that the special restrictions on Cavalry units stacking do not apply during movement, including Withdrawal or Retreating.
9.0 Movement
Movement is conducted in two separate segments of the Action Phase: Tactical Movement in B. 3, the Action Impulse Segment, and Operational Movement in B. 5, the Operational Movement Segment. Movement in either segment must always be preceded by an Activity roll for each and every Formation so activated.
The movement rate of Leaders, Combat Units, and Supply Wagons is not printed on their counters; see the Movement Allowance table for the rates of these counters on both the Tactical and Operational Maps. This Movement Allowance (MA) is then modified by terrain (see the Terrain Effects Chart), and, for Divisional Leaders and units, by their Activity roll.
In addition to any other penalties below, any Division which Moves or engages in Combat (attacker or defender) during any Night, High Heat or Heavy Rain game turn automatically loses 1x DMF at the end of the Impulse, in addition to any Morale loss due to its Order.
9.1 Activity
9.1.1 Before any Formation can conduct either Tactical or Operational Movement, an Activity roll must be performed to ascertain the current Movement Allowance and Activity state of the Division's Leader and troops
Activity Roll Table (2 dice)
0-6 7-9 10-12 13-15 16-18 19-21 22-24 25+
[ Low Act. ][ Medium Activity][ High Activity ]
Inf/Arty 2* 4 6 8 10 12 14 16
Cavalry 3* 6 9 12 15 18 21 24
Leaders 4* 8 12 16 20 24 28 32
* Leader becomes Inactive only on Natural roll of 6 or less; i.e., unaffected by the current Orders or Divisional Morale.
Modifiers (Cumulative)
-
- Division Leader's Command Rating.
-
- CCPs spent x 2; x 1 if Road Column.
-
- 1/2 of Corps/Wing/Army Commander's Command Rating if stacked with or adjacent to the Division Leader.
-
- 1 if Division has Direct Command Orders.
- -2 if Divisional Morale is Shaken.
- -4 if Divisional Morale is Broken.
The results show the Movement Allowance for that formation for the impulse, as modified by the individual units' troop type, as well as the level of Activity, which determines the cost to the Formation's Divisional Morale. [see: ]
9.1.2 Unless under Forced March Orders, a Division is never required to use the High Activity results if rolled; such is always voluntary on the part of the player. When calculating 50% of the Division, any 'commanded' Artillery units are included [see 9.3.1]. Divisions under Attack Orders never have their Morale lowered by using High Activity, as that is already factored into the Divisional Morale cost for the Attack Order.
9.1.3 If, at the time of the Activity roll, the Division has one or more units currently in an enemy ZOC/ZOI, the minimum result possible is Half (2 increments)
9.1.4 If, at the time of the Activity roll, the Division is under either Attack, Reserve or Forced March Orders, the results will be one or more Increments higher than that rolled, as shown.
9.2 Tactical Movement
9.2.1 All units of the activated Division may move as much of their rolled Movement Allowance as desired, Regardless of the rolled Movement Allowance and terrain considerations, all units may always move 1 hex, except across a prohibited hexside.
9.2.2 Stacking limits are in force at all times (exception, see: 8.1.6), and each unit or stack must conduct its entire desired move before another unit may move. Units may not be stacked while using Road Movement, and may not use Road Movement to either enter or leave a hex occupied by another unit. Likewise, units may not use Road Movement to enter or leave a hex which is in an enemy ZOC/ZOI.
9.2.3 Movement Types -
Unrestricted Movement - Trails cost 1 MP, regardless of terrain; Secondary Roads cost 1/2 MP; Primary Roads 1/3. Only Formations under March and Reserve Orders get Unrestricted Movement.
Limited Movement - Trails and Secondary Roads cost 1 MP, regardless of terrain; Primary Roads cost 1/2 MP. Formations under General, Direct Command or Retreat (Face up R&R) Orders get Limited Movement.
Restricted Movement - Trails and Roads give no movement bonus. Units under Attack, Defend, R&R and Build Orders get Restricted Movement.
9.2.4 Effect of Orders on Movement -
General Orders - Formation gets Increments rolled, with Limited Movement. May only enter enemy ZOC if another unit of same Formation is already in that enemy unit's ZOC.
Direct Command - Formation gets 1 Increment more than that rolled, with Limited Movement. May enter enemy ZOC without Restriction.
Attack - Formation gets 2 Increments more than rolled, with Restricted Movement. May enter enemy ZOCs without any Restriction. (Inertia 2)
Defend - Formation automatically gets 2 Increments of movement without rolling, with Restricted movement. (Inertia 1). One Brigade gets 4 increments as Tactical Reserve.
March - Formation gets increments rolled, with Unrestricted movement. (Inertia 1). Never forced to use rolled High Activity. Marching units may never stack, and must leave a one hex gap between all units of the formation when moving on roads/trails
Forced March - as for March, except that the Formation gets 2 Increments more than rolled, but must use and pay the Morale cost of High Activity if achieved by roll. (Inertia 1)
9.2.5 Providing that they enter a hex over a Road/Trail hexside and their current order allows it, moving units ignore other hex or hexside terrain. Regardless of their order, units may never use Road Movement to enter an enemy ZOC/ZOI. Railroads are considered to be Trails for all purposes, whether Finished or not.
9.2.6 A unit with any Movement Factors remaining may always move that one final hex, providing that the movement factors remaining are over half of the movement cost, rounded up, of the desired hex.
9.2.7 Both Major and Minor Creeks are considered hexside terrain; the movement penalty is thus paid when crossing the hexside. All other in-hex runs and brooks are added purely for aesthetics and have no game effect beyond helping to visually define the 'low' ground. [see: Optional Rule 17.2.4 Flooding].
9.2.8 The added movement cost for moving up Major and Minor Slope hexsides is reduced by 1 when moving down the hexside. For example, Minor slopes cost +1 moving up, but 0 down.
9.2.9 Units of Divisions with General Orders, or with a currently Inactive Leader are restricted in their ability to enter the ZOCs of enemy units. [see; 5.3.2 and 9.4.2(H)]
9.2.10 Units of the currently activated Division may withdraw out of an enemy ZOC by making a normal Retreat/Withdrawal move [10.3.4]; i.e., pull back and then take a morale check after any allowed enemy follow up.
9.2.11 Unless under Defend orders, non-activated enemy units in the ZOC of units conducting such Withdrawals may elect to follow up into the now vacated first hex. They may not follow up if they are already in the ZOC of another, otherwise unengaged unit friendly to the withdrawing unit.
9.3 Artillery and Movement
9.3.1 In order for Artillery units to move they must be in the Command Range of an appropriate superior Officer; such Artillery is referred to as 'commanded'. Confederate Divisional Commanders may command Artillery attached to their Division, as well as any of their Corps Artillery. Confederate Corps Commanders may command any of their subordinate Divisional or Corps Artillery. Union Divisional Commanders may command Corps Artillery; Union Corps Commanders may also command Artillery Reserve units within their Command range.
9.3.2 An Artillery unit may only be commanded by and move along with a single Division in any single Game Turn.
9.3.3 All Artillery units have two sides: Committed and Uncommitted.
9.3.4 Uncommitted Artillery units which move over half of their normal Movement Allowance (ie., 5 or more MPs), are flipped to their Committed side. [see Note below]
9.3.5 Committed Artillery units (ie., units that already conducted Bombardment in the current Impulse) may move up to 1/2 of their basic Movement Allowance (2 Increments). The amount of movement expended by an Artillery unit that will still allow it to Bombard or give Support Fire (or the amount of movement left to it if it fires before moving) is determined by the Activity roll made by the Divisional Officer currently 'commanding' the Artillery: Inactive: 1 MP/hex; HALF: 2 MPs; FULL: 4 Mps; EXTRA: 6.
Note: Artillery units commanded by a Defend orders Division may move the full 2 hexes allowed by the order and still remain uncommitted (and eligible to Bombard or be used for Support Fire). Likewise, such Artillery units may fire before movement and still move the full 2 hexes allowed. In this case the 2 hex limit represents the tactical limitations of the Order, rather than physical limitations on the movement.
9.3.6 If Artillery starts its Action Impulse Committed, (i.e., conducted Counterbattery, Opportunity or Defensive Support Fire [see 9.3.8 and 10.5.4] during a previous enemy impulse in the current game turn) it is flipped back to its uncommitted side, but is considered to have already used up 1/2 of its available MA. During the Action Impulse, the Artillery unit may either Fire or move up to 1/2 of its available MA, but not both. It may only be used for Support Fire if it does not move, but may be used for direct support if it can move into position to do so.
This does not apply if the Artillery unit is being 'commanded' by a Division that is taking its second impulse in the current game turn; in that case the Artillery unit would simply be flipped back to its uncommitted side with no further restrictions.
9.3.7 Artillery units may never enter an enemy ZOC.
9.3.8 Opportunity Fire - Non-engaged, Uncommitted Artillery units may conduct a version of 'Counter-battery Fire' at any enemy unit/stack which enters any hex within its LOS and ZOI, even if adjacent to a friendly unit, becoming Committed in the process. Note that this is the only exception to the restriction against Bombarding enemy units adjacent to friendly units, but is needed to allow realistic defensive Artillery tactics.
9.4 Officers and Movement
9.4.1 Divisional Officers are allowed to move every time their Division is activated.
9.4.2 The Movement Allowance of a Divisional Officer is modified by his Activity roll; he may roll the Extra, Full, or Half result, or become Inactive [see 9.1.1].
9.4.3 Army-level and Corps Commanders may move a total of two times during a Game Turn:
- Once during a Game Turn, during any friendly Activation Impulse, Army and Corps Commanders may move, at no cost in ACP/CCPs, with any of their activated Divisions. Corps Commanders are limited to doing so in Impulses in which one of their subordinate Divisions is activated.
- Once during a Game Turn, within the above restrictions, each Army Wing or Corps Commander may move a second time at a cost of 1 ACP/CCP, respectively. Army Wing and Corps Commanders who are stacked with or adjacent to units of a particular Division may move that second time at no CP cost, as long as they move and remain with the units of that Division. They may not, then, purchase a third Move.
9.4.4 When moving, Army Wing and Corps Commanders get their full Movement Allowance (16 MPs). However, if they rolled the Inactive result when rolling for Command Points they receive only half their normal Movement Allowance when moving, and may not purchase or take a second move.
9.5 Operational Movement
Units which were given March Orders in Segment 2 of the Administrative Phase conduct movement during the Op/Move segment. In addition, all Reinforcements that actually arrive on a Game Turn (passed their Arrival Roll) automatically come in under March Orders. Divisions under March Orders:
- Are not subject to having their DACs 'burned', and
- Are the only units allowed to use the Unrestricted Movement Rate on Pikes and Primary Roads.
9.5.1 As in the Action Phase, Op/Movement is conducted in impulses. Both players roll 1 die. Each ACP spent on an Impulse Control die roll gives a +3 DRM to the roll, and any such ACPs must be secretly committed to before the roll is made. The player currently holding the Game Turn Initiative chit wins any ties. The winner of the Impulse Control die roll must then:
- Activate a Division or Road Column that has a DAC in the March Orders Box and conduct Op/Movement, or
- Force his opponent to Activate one of his own Divisions by selecting a March Orders DAC for Op/Movement.
Note - if playing only the Tactical game, and it's obvious that your March Orders Formations are nowhere near the enemy, it's allowable to ignore rolling for Impulses and simply have each player move all their troops to speed up the game.
9.5.2 The activated Division then undergoes the following steps:
- Activity Roll - Roll 2 dice on the Activity Roll Table [see 9.1.1] and modify by the appropriate modifiers.
- Conduct Operational Movement
- If a Road Column has been selected, all Divisions in the Column are activated in the same impulse. However, Activity rolls must be made for each DAC in the stack on the March Orders Box, starting with the lead (i.e. topmost) DAC and working downwards.
- If a Corps Commander leading a Road Column elects to spend CCPs on the Activity rolls, each such CCP spent will act as a +1 DRM on the rolls for all member Divisions.
- Units of an Op/Movement Division must start or end their move on or adjacent to a Road or Trail hex. (Note: This is not an 'ironclad' rule, but should be adhered to as closely as possible in spirit - it's alright if a unit or two in a Division doesn't quite qualify. The intent is simply that Op/Movement should be used to move onto or along a road, not to allow cross-country moves unhindered by the enemy)
- Op/Movement Divisions are the only units that may use the 1/3 Movement Rate on Pikes and Primary Roads.
- Op/Movement Divisions may not enter an enemy ZOI.
- Each Road Column or Division must finish its entire movement before another can be activated.
9.5.3 Repeat steps 1 and 2 until neither player has any DACs remaining in their March Orders Box. Op/Movement Divisions are not subject to having their DACs 'burned' in any way.
9.5.4 Road Columns may have a second DAC (use a generic letter-coded chit) purchased for them in Segment 2 of the Administrative Phase. Its CCP cost is 1 + the number of Divisions in the Road Column. Example: to purchase a second DAC for a 3-Division Road Column would cost 4 CCPs.
9.5.5 All March Orders units must move once before any with a second DAC can get their second activation.
9.5.6 For purposes of March movement, Artillery units may be attached to any Division by which they could be commanded in Tactical Movement. As in Tac/Movement, a given Artillery unit may only be commanded by and move with one Division in a single Game Turn. Since no Combat or Bombardment is allowed in the Operational Movement Segment, there is no need to flip Artillery units to their Committed side when they move.
9.5.7 Officers moving in the Op/Movement Segment are subject to the same rules as in Tac/Movement [see 9.4].
9.6 Reinforcements
9.6.1 All off-board forces scheduled to possibly arrive in a given Game Turn are called Reinforcements, of which there are two types: Regular or Variable. In either case, their actual arrival on the board is subject to an Arrival roll, taken at the start of the Operational Movement segment of the Game Turn in which they are scheduled to arrive. Both players conduct Arrival rolls simultaneously.
9.6.2 Regardless of type, Reinforcements may have CCPs spent on their Arrival Roll by their Corps Commander, as long as he is already on the board and within a range of their scheduled entry hex equal to 1/2 Command Range, in hexes or Movement points.
Each such CCP spent counts as a +1 DRM on the Roll, regardless of type. Arriving Divisions are always under March Orders, and may not have additional impulses or other orders purchased for them in the turn in which they arrive.
9.6.3 If more than one Division of the same Corps is scheduled to arrive in the same time and place, they are considered to be a Road Column, with their arrival subject to a single Arrival roll. They still take their Activity rolls individually, however.
9.6.4 If an arriving reinforcement is part of an already on board Corps, it is considered to be Out of Command until it gets within Command. If an arriving reinforcement is part of an already onboard Division, it is considered to be a separate (OOC, not Independent) formation for the turn in which it arrives, and should be marked with and use a set of the generic, letter-coded DACs. If the onboard Division is Independent, its Leader may spend CCPs on the reinforcement's Arrival/Activity rolls. Such arriving reinforcements do not have their Activity Level reduced for being independent.
In either case, once the reinforcement has moved onto the board and starts a game turn within a range of its onboard Leader equal to 1/2 his Command Range, in hexes or MPs, its separate status ends and it becomes part of the onboard Division or Corps.
In this case, the Command Range is measured solely from the Leader himself, i.e., it may not be extended through other units of the Division. (As an option for purposes of moving into position, the arriving unit may stay as a separate formation after entering its Leader's Command Range, but only if it remains under March Orders.)
To reflect the fact that he would have no idea of what is going on tactically before he arrives, an Army or Corps Commander that arrives as a reinforcement may not 'Command' (i.e., spend CCPS on) any of his on board subordinates until he starts a turn stacked with or adjacent to one such officer. (And such Independent or OOC subordinates do reduce his rolled CCPs until he arrives. (See: 6.4 para.3). Once he has made such contact (and presumably been appraised of the situation) he may then fully Command all of his subordinates within his full Com. Range.
9.6.5 Regular Reinforcements are units that are pretty much arriving when they could have, given normal activity and the historical situation. To prevent such pre-knowledge from affecting the game, however, an Arrival roll is taken for each such force to allow for the slight chance that something might have held them up along the way.
9.6.6 Variable Reinforcements are the historical 'what ifs', those units that, like the Union III and XII Corps, might have been able to show up on the battlefield significantly earlier than they did, but for some still-argued-about chance of fate. Or, like Pickett, Law, and the entire Union VI Corps, they arrived on the field after a forced march of considerable length, with the result that their Commander had little idea of when to actually expect them.
The Order of Appearance Chart names these units, as well as the turn-by-turn single die Availability roll they need to make in order to show up on a given turn. In most cases, it also shows the penalty applied to the Division's Morale for the effort involved in arriving at that time.
As for regular Reinforcements, this roll can be modified by the formation's Superior Officer if he is on the board and within Command Range of the scheduled entry hex. Note that even if they pass this Availability roll, Variable reinforcements must still pass a normal Arrival roll to actually enter the map.
If a Variable Reinforcement makes it to its 'scheduled' arrival turn without rolling an early entry, it becomes a Regular Reinforcement, subject to a normal Arrival roll.
9.6.7 Arrival Roll. Roll 2 dice, adding in the Command Rating of the Division's Officer (modified by the Corps Commander, if he is travelling with the Division or Road Column) and any CCPs spent by his onboard Corps Commander as + DRMs, exactly as for a normal Activity Roll [+3 DRM per CCP spent.] (Arriving Corps Commanders may only have their Arrival Rolls modified by having their Army/Wing Commander spend ACPs as DRMs)
Army, Wing and Corps Leaders may travel attached to a particular Division, in which case they add 1/2 their CR as a DRM and pass of fail the Arrival roll with the Division. If they are, or choose to be travelling unattached, they must pass their own Arrival Roll, using their full CR as a DRM. On a roll of:
- 10 or more, the force arrives as scheduled.
- 9 or less, the force was delayed along the way, and has to try again on the following turn.
In the case of a Road Column (two or more Divisions of the same Corps), a single Arrival Roll is made, based on the CR of the Lead Division. Should that Arrival roll be passed, the following Division(s) automatically enter, subject to their Activity Rolls.
If there is another force scheduled to arrive on the same road in the following turn, the delayed force will arrive automatically on that turn, but the following scheduled force will get a -1 DRM on its Arrival roll.
9.6.8 Regardless of whether the arriving Reinforcement is Regular or Variable, if it does arrive, place the first DAC of each arriving Division in the March Orders Box. (Only 1 DAC is used in the turn of arrival) If the arriving Divisions are grouped into a Road Column [see 6.4.2.G], stack the DACs together in the order (top to bottom) in which you want each Division to move.
9.6.9 Arriving Reinforcements may not go Inactive in the turn in which they arrive; they always get a minimum of Half Movement.
9.6.10 All Reinforcements enter the board in Road Order - that is, all units unstacked - in a continuous column stretching down the road. Players determine the exact order in which units are lined up, but the Division's Officer should be stacked with one of the first two units. Placement of any arriving Corps/Wing/Army Commander is also at players' discretion, but it is prudent to place them at least adjacent to the Division Leader.
The arriving units are considered to be occupying a continuous series of road hexes of the same type as the entry hex. For ease of play, line the units on a series of board edge hexes, starting adjacent to their entry hex. Each unit enters the board with its available Movement Points reduced by the number of units preceding it in the column, as modified by the movement cost of the road type (usually 1/2 or 1/3 MP per unit). Under most circumstances this will be a needless calculation, as following units will simply move up to the road hex behind the unit preceding it. Exception: see 9.6.9, below.
9.6.11 To prevent the deliberate blocking of an entry area, combat units starting the turn onboard may move no closer than four hexes from a declared enemy board edge entry hex, unless this path is already blocked by onboard enemy units. Reinforcements arriving on an entry road with enemy units within 8 hexes of the entry hex may use Tac/Movement, rather than Op/Movement, allowing them to enter enemy ZOIs, but not ZOCs.
They may enter on the road hex or any board edge hex within a range equal to their Leader's Command Rating. To account for the time taken in deployment, they get one less level of Activity than rolled for, down to a minimum of Half. In this case only, all entering units may use their full available Movement allowance, with no deduction for units that entered before them.
9.6.12 Should an onboard Leader go Inactive and end up stalled in the entry hex area, the following applies to all following off-board units attempting to arrive:
- Each unit of the Inactive onboard Leader's Division can move up to 2 hexes or 2 Movement Points by Road, whichever gives the greater movement.
- Following Divisions under March Orders that have their path blocked by unit(s) of an Inactive Division do not have to take an Activity roll and possibly go Inactive. Their current DAC is simply discarded for the turn.
10.0 Combat
In the Combat Phase of the Action Impulse Segment (B.3.c), all enemy units exerting a ZOC on units of the currently Active Division must be attacked by all Active units in Ground Combat. The active player is deemed the Attacker, and always chooses the desired order in which the attacks are made as well as which unit(s) attack which if there is a choice. All retreats, follow ups and Morale Checks resulting from one combat must be made before another Combat may be resolved.
10.1 Combat Preliminaries
Because of Summer Storm's grand tactical combat scale, die roll modifiers (DRMs) are used to simulate a number of tactical factors relevant to period battlefield doctrine.
10.1.1 Contributing Fire
Unactivated units/stacks that are adjacent to Activated units currently Engaged in combat, and also in the ZOC of the units being attacked, can lend a modifier to the attack in the form of Contributing Fire.
If an enemy unit being attacked is also in the ZOC of an unactivated and otherwise unengaged friendly unit/stack of Infantry or Cavalry, that unit/stack contributes a +1 modifier to the Basic Combat DRM. Should a such a stack contain Artillery, each such Artillery unit individually contributes a +1 modifier.
If an enemy unit must attack units of the Active Division because the Division is under Defend Orders, and if the enemy unit making the attack is also in the ZOC of an unactivated, but otherwise unengaged friendly unit/stack of Infantry or Cavalry, that unit/stack contributes a -1 modifier to the Basic Combat DRM; should a such a stack contain Artillery, each such Artillery unit individually contributes a -1 modifier.
Note that due to the stacking rules, the maximum possible Contributing Fire modifier is +/-3 per stack. Contributing units may not Pursue if the combat is successful, suffer 1 less Cohesion Hit than Active units involved in the combat, and do not have to Retreat or take any Morale Checks as a result of the combat. Contributing units may Voluntarily Withdraw [see 7.1.5], but then must take a Morale Check.
10.1.2 Direct Support/Support Fire
Infantry, Artillery and Cavalry units adjacent to Engaged units, but not themselves adjacent to the enemy, can contribute modifiers to Combat and Morale Checks. Such units are deemed Direct Support units. To qualify for Direct Support, units must be nondisrupted (i.e., not Shaken/Broken) and of the same parent Division as the Engaged unit being Supported.
All Engaged units with at least one unit/stack in Support get a +/-1 modifier to the Basic Combat DRM (+ Attacker/ - Defender). Each Direct Support unit/stack may only Support one combat per impulse, and no combat may be modified by more than +/-1 for such Support no matter how many units/stacks are eligible for Direct Support. Stacked units may not be 'split' to Support more than one combat. Units in Direct Support do not suffer Cohesion Hits as a result of combat, although they may be at risk if the unit they are supporting is forced to Retreat [see 10.3.4].
Having a unit/stack in Direct Support gives a +1 DRM to any Morale check taken by the Engaged unit being Supported. For this sole purpose, a single unit/stack may be considered to be in Support of any number of adjacent Engaged units.
Units in Direct Support may 'follow up' any unit they are Supporting that Advances after combat [see 10.3.5]. More than one eligible unit/stack may participate in a follow up. Alternately, Supporting units/stacks may Advance after Combat through Engaged friendly units into the newly vacated enemy hexes [see 8.1.6 and 10.3.5].
Exception: A friendly unit that has retreated earlier in the current combat phase and now is in position to Support a unit currently conducting combat may be considered to be in support, for both the combat roll and any subsequent morale checks, as long as it passed the required morale check at the end of its own retreat (i.e., it remained undisrupted). However, if the current combat is won, that supporting unit may neither follow up the unit it is supporting nor be advanced through it.
In addition to Direct Support, Uncommitted Artillery units may contribute Support Fire in Ground Combat, whether or not they are adjacent to the unit, as long as they are within LOS and Normal (not Extended) range of at least one of the enemy units involved in the combat. Single friendly units/stacks do not block LOS for Support fire, but only one such friendly-occupied hex may be fired through.
Each such Supporting Artillery unit gives a +/-1 modifier to the Basic Combat DRM (+ Attacker/ - Defender), and up to 3 (Union) or 2 (Confederate) eligible Artillery units may contribute Support Fire to any given combat. All such Supporting Artillery units are immediately flipped to their Committed side. Already Committed Artillery units may not be used for Support Fire, but may be used in Direct Support if adjacent to the Engaged unit being supported.
Artillery units used for Direct Support do not count against the 3/2 unit limit for Support Fire. Artillery units lending Support of either kind do not suffer Cohesion Hits in the resulting combat, unless doubles on the Combat Roll triggers an Ammo Depletion roll [see 10.5.5].
Night game turns - During full Night turns (10:00 PM to 2:00 AM), it takes two Artillery units to give a +1 DRM for Support Fire, with no rounding. Artillery used as Direct Support is unaffected. In either case, any resulting Ammo Depletion Roll gets a -1 DRM.
10.1.3 Enfilade/Surrounded
If the defending player's units are completely surrounded by enemy units or their ZOCs, the attacking player receives a +2 DRM Enfilade bonus to the Basic Combat DRM. If the attacking player's units are completely surrounded by enemy units or their ZOCs, the attacking player receives a -2 DRM Surrounded penalty to the Basic Combat DRM. The presence of a friendly unit in a hex does not negate an enemy ZOC for this purpose.
10.1.4 Officer Command Rating
If an Officer is stacked with units involved in Ground Combat, his Command Rating is used as a Basic Combat DRM (+ for Attacker/ - for Defender). If there is more than one such stacked Officer, the owning player chooses which one will lend his Command Rating. If there are eligible Officers on both sides, use the difference between their ratings. After taking the Combat rolls, make a Risk to the General Check [see 10.3.6] for all stacked Officers, whether or not they contributed a Command Rating DRM, before taking any Morale Checks required as a result of Combat.
Extended Combat Command (Optional). Unengaged Divisional Leaders give a +1 Basic Combat DRM (-1 for Defenders) out to a range equal to their Command Rating. Engaged Officers have an Extended Combat Command range equal to 1/2 CR, round up.
10.1.5 Cavalry Charges
Cavalry units which move into an enemy ZOC are considered to be making a Mounted Charge. If the enemy includes any undisrupted Infantry/Artillery, there is a -3 modifier to the Basic Combat DRM. If the enemy consists solely of disrupted units of any type, the charging Cavalry gives a +3 modifier to the Basic Combat DRM. Enemy units that advance into friendly Cavalry ZOCs do not cause either modifier to be applied to the Basic Combat DRM, as the Cavalry units in this case will either be defending dismounted or more likely be riding away (i.e., conducting a withdrawal before combat).
Exception: if the enemy unit exerting the ZOC being is already engaged by another friendly Cavalry unit, the active player has the option of either declaring a mounted attack by all involved units or just reinforcing the dismounted combat without triggering either of the above DRMs.
Charging Cavalry units that receive 1 or more Cohesion Hits as a result of the combat are automatically Shaken. They must perform a Fall Back action [see 10.3.8], but do not count as Shaken on the required Morale Check following the Fall Back.
10.1.6 Multiple Hex Combat
Under most circumstances, a combat between a single unit/stack and several enemy occupied hexes would be resolved as a single combat. If a stack is forced to conduct combat with two un-adjacent (to each other) enemy units/stacks, the attacking stack may split its units and attack each enemy separately. Any Direct support would apply to both combats, but Support Fire only to the attack on the enemy unit to which it is directed. However, if either or both enemy stacks have Support Fire ranged onto the attacker's hex, the Support DRM applies to both combats.
In the rare case where a single attacking unit is forced to have combat with several enemy units/stacks, each under a different Order (ex: Attack and Defend) the non-Active player gets to choose which Orders based DRM will apply to the combat.
10.1.7 Wagons in Combat (Optional Rule)
A single Infantry/Cavalry unit may always stack with a Supply Wagon, and counts for all purposes as being under Defend Orders while so stacked. Retreating units may stop upon being stacked with a wagon, and gain the Defend Orders +DRM for any Morale checks. A unit that retreats through a fully stacked hex containing a wagon gains a Cohesion Hit, while the Wagon does not.
Undefended Wagons have no defensive strength of their own, however, and are eliminated if adjacent to an otherwise unengaged enemy Infantry/Cavalry unit at the end of any impulse. The Wagon is then placed in the Available for Reorganization box. [See 11.1 & 11.2 for effects of wagon elimination on Army/Divisional Morale.]
10.2 Engaging in Combat
10.2.1 Examination of Enemy Stacks
Enemy stacks may be examined from up to a 3 hex range of any friendly Leader or unit/stack. When determining this range, don't count the hex the friendly unit is in, do count the hex the enemy stack is in. Players may check to see what units are in the opposing stack, but may not check the Cohesion Hit markers beneath these units (if using such markers).
10.2.2 Withdrawal Before Combat
Unless under Attack Orders themselves, troops forced to attack because of being adjacent to activating units under Defend Orders have the option of withdrawing before the combat, up to 3 hexes. All withdrawing units/stacks must take a Morale Check in the hex in which they end up, after any enemy follow up.
Cavalry units, and the Berdan's Sharpshooter units of the Union III Corps (Berdan A & B, 2/III), always have the option of withdrawing before combat if faced by only Non-Cavalry units, up to 4 hexes, and do so in the order determined by their owning player. The Attacking player does get to exercise his option to follow up as each such unit or stack withdraws, however.
If a Withdrawal before Combat does take place, enemy Infantry units may advance up to two hexes into the now-vacant hexes (Cavalry may follow up, up to 3 hexes.) If this brings them back into contact, combat does not take place, but the withdrawing unit's Morale Check must be made with the negative DRM associated with being in an enemy ZOC. This follow up takes place before the withdrawing enemy units take their required Morale Checks [see 10.3.5 and 10.7].
If an Officer is stacked with any unit withdrawing before combat, a Risk to the General roll must be made, before the unit takes the required Withdrawal Morale Check [see 10.3.6].
Units that withdraw for any reason follow the exact same procedure outlined in 10.3.4, Retreats.
10.2.3 Calculate the Basic Combat DRM
The attacking player determines the order of attacks, and completely resolves one combat before conducting another.
- All enemy units exerting a ZOC on units of the currently Active Division must be attacked by all Active units in Ground Combat.
- If the Active Division is under Defend Orders, all enemy units in the ZOC of a unit of the Active Division must either attack all those units exerting the ZOC, or Withdraw.
- A unit may only be attacked once in a given impulse.
- No unit can attack more than once per impulse.
- All units attacking the same enemy unit/stack, whether or not they are adjacent to each other, must have their strengths combined into one total.
- Enemy units stacked together in a hex must be attacked as a group.
Each player adds together Combat factors of all his involved units; if fractions are involved round per the Standard Rounding Rule.
- Engaged Artillery units are immediately flipped to their Committed side, and give 1 x their printed strength if stacked with Infantry/Cavalry, but 1/2 strength if alone in the hex.
- Shaken units Defend at full strength but Attack at 1/2 strength.
- Broken units Defend at 1/2 strength and may not Attack.
Compare the Attacker's and Defender's strength and express as a ratio of Attacker to Defender. In this case do not use the Standard Rounding Rule, but round, to the next whole number, in favor of the Defender. Exception: If a combat ratio would attain 1 to 1.5, or 1.5 to 1 odds, round to the half-integer rather than the next whole number.
Example: 11 attacking factors to 4 defending factors would give 2.75-1 odds, rounded down to 2-1; 4 attacking factors to 9 defending factors would give 1-2.25 odds, rounded up to 1-3. 5 attacking factors to 7 defending factors gives 1 to 1.4 odds, rounded up to 1-1.5; 9 attacking factors to 5 defending factors gives 1.8 to 1 odds, rounded down to 1.5-1.
Compare the ratio to the Basic Combat Odds Table and locate the Basic Combat DRM.
Basic Combat Odds Table
| Odds | DRM | Odds | DRM |
|---|---|---|---|
| 1 to 1 | 0 | 1 to 1 | 0 |
| 1 to 1.5 | -1 | 1.5 to 1 | +1 |
| 1 to 2 | -2 | 2 to 1 | +2 |
| 1 to 3 | -3 | 3 to 1 | +3 |
| 1 to 4 | -4 | 4 to 1 | +4 |
Note that this table is open-ended - if you achieve 8 to 1 odds, you get a +8 Basic Combat DRM; 1 to 7 odds would be a -7, etc.
10.2.4 Calculate the Final Combat DRM
To the Basic Combat DRM add or subtract the following modifiers to arrive at the Final Combat DRM (all such modifiers are cumulative):
A. Defender's Terrain Modifier
- The Terrain modifier includes both the terrain in the hex as well as any hexside terrain the fire or attack must pass through. Hexside terrain includes Minor and Major Creeks, Minor and Major Slopes, Cliffs, and Railroad Cuts.
- The Defender gains the Minor/Major Slope Terrain modifier only if being attacked from below the Slope hexside. (i.e., a Bombardment Attack over a slope hexside doesn't get the DRM if the firing unit is on the same or higher level as the target unit's hex.)
- If a hex is attacked from two or more adjacent hexes, over hexsides of differing defensive value, the Combat DRM is that of the hexside most favorable to the defender, reduced by 1, but never to less than 1 (-1). Note that this reduced DRM would also apply in the case of post-combat morale checks and when lowering Army Morale if the hex is lost to the enemy.
Example: A unit in A3143 is attacking a unit in A3243. The total Defender's Terrain Modifier is -3: -2 for the Minor Creek and -1 for the Minor Slope. Note that the woods in A3243 produce no DRM by themselves in Ground Combat.
B. Contributing Fire Modifier
- Add a +1 modifier if the enemy unit being attacked is also in the ZOC of an unactivated and otherwise unengaged friendly unit/stack. If the stack contains Artillery, each Artillery unit adds an additional +1 modifier. The maximum Contributing Fire modifier is +3 per stack
- If the Active Division is being attacked because it is under Defend Orders, and if the enemy unit making the attack is also in the ZOC of an unactivated, but otherwise unengaged friendly unit/stack, add a -1 modifier. If the stack contains Artillery, each Artillery unit adds an additional -1 DRM. The maximum Contributing Fire modifier is -3 per stack.
C. Direct Support/Support Fire Modifier
-
Engaged units with at least one unit/stack in Direct Support get a +/-1 modifier to the Final Combat DRM (+ Attacker/ - Defender). Each Direct Support unit/stack may only Support one combat per impulse, and no combat may be modified by more than +/-1 for such Support no matter how many units/stacks are eligible for Direct Support. Note that only Uncommitted Artillery units qualify for Direct Support for the attacker; all Defending Artillery qualify for Dir. Sup.
-
Uncommitted Artillery units may contribute Support Fire in Ground Combat, whether or not they are adjacent to the unit, as long as they are within LOS (which may be traced through one friendly occupied hex) and Normal (not Extended) range of at least one of the enemy units involved in the combat.
Each such Supporting Artillery unit gives a +/-1 modifier to the Final Combat DRM (+ Attacker/ - Defender), and up to 3 Union/2 Confederate eligible Artillery units may be used as Support Fire for any given combat. An eligible Artillery unit may be used for either Direct Support or Support Fire, but not both. [See 10.5.3 for the effects of Visibility and Weather on Support fire.]
D. Enfilade/Surrounded Modifier
- Add a +2 modifier if the defending player's units are completely surrounded by enemy units or their ZOCs.
E. Command Rating Modifier
- Add the Command Rating of any single Officer (per side) stacked with any of the engaged units as a + modifier for the Attacker, and as a - modifier for the Defender. If either side has more than one Officer involved, he gets to choose which will participate. See also Extended Combat Command:
Example: Hood (CR = 4) and Longstreet (CR = 3) are stacked with units attacking elements of Ayres' Division. The Confederate player chooses Hood to lend his Command Rating as a modifier; Hood lends a whopping +4 modifier. Ayres (CR = 3) is also present with the units being attacked, so he lends his rating as a -3 modifier. Total Command Rating DRM would be +1.
After engaging in combat, but before either side takes any required Retreats or morale Checks, the Union player will roll a Risk to the General roll [see: 10.3.6] for Ayres, and the Confederate player will roll for both Hood and Longstreet. (If he was foolish enough to leave Longstreet stacked there!)
Extended Combat Command (Optional) - To more accurately reflect the ability of an Officer to 'run' his Command in combat, you may wish to try the following. Beginning players and those who find them too 'fiddly' can easily play without them.
- In addition to the normal Combat Command DRM, any Officer engaged in Combat gives an Extended Combat Combat DRM of +1 to any friendly units within a range equal to 1/2 his CR, rounded up.
- If the Officer is Unengaged, his Extended Combat Command range is equal to his full Command Rating. (No RtG Check)
F. Attacker 'Verve' Modifier
- Add a +1 Modifier if any of the participating Attacking units are Confederate Infantry with a Morale Rating of 3 or higher, or Union Infantry with a Morale Rating of 6 or higher, and under Attack Orders.
G. Cavalry Charge Modifier
- Add a -3 modifier if the Attacking units include any Cavalry units that moved into the ZOC of enemy units under attack, (Cavalry Charge) and if the enemy unit/stack includes any undisrupted Infantry or Artillery.
- Add a +3 modifier if the Active Division includes any Cavalry units that moved into the ZOC of the enemy unit under attack, (Cavalry Charge) and if the enemy consists solely of Disrupted units of any type.
- Note that in either of the above cases, if the Cavalry was under Attack Orders it would have its Combat Strength doubled, in addition to the DRMS for the above.
H. Divisional Morale modifier
- If the combat involves units of a Shaken or broken Division, the Basic Combat DRM is modified in favor of the opponent by a +/- 1 or 2 respectively [see: 11.3.2].
I. Night Game Turns
- All Attacks made during a Night game turn (10:00 PM, 12:00 or 2:00 AM) get a -1 DRM in favor of the defender.
10.2.5 Calculate Combat Results
Each player simultaneously rolls 2 dice to determine the level of damage done to the opponent's involved units. To this roll add the following (all modifiers are cumulative):
A. Final Combat DRM
- The Attacker adds in the Final Combat DRM
- The Defender adds in the inverse of the Final Combat DRM
Example: The Final Combat DRM is +2. The Attacker adds +2 to his roll; the Defender adds -2 to his roll.
B. Side-Specific DRMs - if applicable, each player then modifies his Final Combat DRM by the following:
- If either Division is under Attack Orders:
- Attacker adds +3
- Defender adds +1
- If either Division is under Defend Orders:
- Defender adds +2
Each player then compares his total modified dice roll against the Ground Combat CRT to determine the level of damage (if any) applied to each of his opponent's involved units.
Ground Combat CRT (2 dice)
| Dice Roll | Effect |
|---|---|
| 7 or less | No effect |
| 8 - 13 | 1 Cohesion Hit per unit |
| 14 - 17 | 2 Cohesion Hits per unit |
| 18 - 20 | 3 Cohesion Hits per unit |
| 21 - 23 | 4 Cohesion Hits per unit |
| 24+ | 5 Cohesion Hits per unit |
10.2.6 Ammo Depletion
If either player rolls doubles (natural), that player must make a separate Ammo Depletion Check [see 10.5.5] for each of his involved Artillery units, including any used in Support, to see if they receive a Cohesion Hit for Ammo Depletion.
10.3 Combat Results
Combat Results are determined by the difference between the number of Cohesion Hits sustained by the two sides in combat.
10.3.1 If There is a Tie in Cohesion Hits
- 1 or 2 = No Morale Check is made, remain Engaged unless the Active side falls back at the end of its Action Impulse [see 10.3.8].
- 3 or more = Both sides must take a Morale Check, Defender first, then the Attacker, unless Defender is under Defend Orders, in which case the order is reversed. Either side may Retreat up to 3 hexes before taking the required Morale Check, but the other side must still take its own Morale Check. (Cav/Sharpshooters - retreat up to 4 hexes)
10.3.2 If There is a Difference in Cohesion Hits
- 1 or 2 = Loser takes a Morale Check. This M/C may be taken in the enemy ZOC, or the affected units may Retreat up to three hexes first. (Cav/Sharpshooters - up to 4 hexes)
- 3 or More = Loser takes a Morale Check; must retreat up to three hexes first. (Cav/Sharpshooters - up to 4 hexes)
In either case, the winner has the option of following up before the retreated losing unit takes its required Morale Check. Should a unit Retreat, and then be forced to retreat a second time due to failing its Morale Check, the Follow Up to that second Retreat is limited to the hex vacated, and then only if the unit following up isn't already in the ZOC of another enemy unit.
10.3.3 Cohesion Hits
These represent all the different factors that degrade any unit's ability to stand together and function as an effective military formation, as well as actual casualties and stragglers. As opposed to a Shaken marker received as a result of a Morale Check [see: 10.7]. Cohesion hits represent relatively permanent damage to a unit that can only be recovered by use of a Rally or R&R Order.
-
Every unit on a side receiving damage suffers the number of Cohesion Hits called for by the Ground Combat CRT*.
Exception: Direct Support units and Support Fire Artillery units do not suffer any Cohesion Hits due to combat, though any such Artillery units may suffer Ammo Depletion.
Example: Four units in two hexes are attacking one unit, and the combat results call for the Attacker suffering 2 Cohesion Hits and the Defender 3 Cohesion Hits. Each of the 4 attacking units receives 2 Cohesion Hits, and the lone defending unit receives 3.
-
As each unit takes Cohesion Hits, mark the hits taken on that unit's line of C/Hit boxes Army Status Sheets, going from right to left as for Divisional Morale. The first such C/hit should be marked in solidly as a permanent loss, which may not be recovered.
-
For Infantry and Cavalry units, when the counter is flipped to its reduced side the second box from the right should also then be marked in as a permanent loss, with a third being so marked if the unit is eliminated These represent actual casualties and stragglers that may not be recovered in the time frame represented by the game. Note that flipping or eliminating units also causes boxes to be marked off of Divisional and Army Morale [see: 11.1 & 11.2]
-
Each side of a combat unit can absorb 5 C/Hits and still remain on that side (i.e., either full or reduced); once the 6th C/Hit is sustained either: Flip an Infantry or Cavalry unit to its reduced side, removing the C/Hit marker in the process, or Remove the unit if it is an Infantry or Cavalry unit on its reduced side.
-
Artillery units have only a full strength side (showing it as either Committed or Uncommitted); once an Artillery unit takes its 6th C/Hit it is eliminated.
-
Units eliminated in Ground Combat are placed in the Available for Reorganization Box, subject to possible rebuilding during Nighttime Reorganization [see 12.0].
Designer's note: It is important to understand that Cohesion Hits represent the level of combat intensity as suffered by all participating units on the side receiving them, rather than a specific manpower loss. No units get a 'free ride' through a combat by having other units to soak off a step loss, and continued front line use will quickly degrade even winning units. Proper use of reserves and supporting units is a must!
10.3.4 Retreats
Whether the player is forced to retreat because of sustaining 3+ C/Hits, chooses to voluntarily retreat to improve his chances of passing a required Morale Check or is conducting a Voluntary Withdrawal, the procedure is the same:
Infantry/Artillery units may retreat up to 3 hexes; Cavalry and Sharpshooters up to 4. However, each hex retreated into that has a movement cost of 3 or greater for that unit type counts as two hexes of the allowed Retreat distance. A unit conducting a retreat may never move into an enemy occupied hex, a hex containing prohibited terrain, or across a prohibited hexside. Except for such prohibited hexes, a Retreating unit may always move one hex.
Retreat Priorities - When conducting a retreat, the following priorities must be adhered to:
A. A hex that is unoccupied by friendly units and is not in an enemy ZOC. If 2 hexes qualify then the one furthest from all enemy units exerting ZOC/ZOI on the unit, if still 2 then the one with the least movement cost for the unit type.
B. A friendly occupied hex not in an enemy ZOC. The retreating unit must continue the retreat until it reaches an unoccupied hex not in an enemy ZOC. Units retreated through suffer 1 C/Hit, unless of the same Brigade, and take a Morale Check after any enemy follow up. (The C/Hit penalty does not apply if the retreating / retreated through unit is Artillery or a Supply Wagon).
C. A friendly occupied hex in an enemy ZOC. The retreating unit takes 1 Cohesion Hit and must continue the retreat until it reaches an unoccupied hex not in an enemy ZOC. Units that are Retreated through suffer 1 Cohesion Hit as well, unless of the same Division, and also take a Morale Check after any enemy follow up. (The C/Hit penalty does not apply if the retreating / retreated through unit is Artillery or a Supply Wagon).
D. An unoccupied hex in an enemy ZOC. The retreating unit gains 2 additional Cohesion Hits for each such ZOC hex entered, which also counts as an additional -2 DRM on the Morale Check, and must continue to retreat until it reaches a hex not in an enemy ZOC.
A unit unable to retreat due to Prohibited terrain gains 3 additional C/Hits and takes an immediate Morale Check; it cannot, however, be forced to retreat by this check (it might, however, receive additional C/Hits due to such a retreat being called for by the Morale Check.) In addition to the above, if stacking limits are exceeded in retreating through an occupied hex all involved units gain an additional 1 Cohesion Hit. (Note that the special stacking restrictions for Cavalry and Horse Artillery only apply at the end of movement.)
Officers and Retreat
-
An Officer stacked with a unit forced to retreat must remain with the retreating unit. If the retreating unit gains any additional Cohesion Hits as a result of Retreating through an enemy ZOC the Leader must take an additional Risk to the General Check [see 10.3.6], with all such additional C/Hits counting as a -DRM on the roll.
-
Additionally, any time an Officer is stacked with a unit that is either eliminated or forced to retreat by Ground Combat, there is a chance that he will be Captured. The owning player rolls 1 die, and on a roll of 1 or less the Officer is taken prisoner. If the friendly unit was eliminated or the enemy follows up a retreat, there is a -1 DRM to the roll. (Cumulative, so a -2 DRM if the enemy follows up into a hex vacated by a unit's elimination)
If captured, the opposing player then takes an immediate Risk to the General Check, with a DRM for the C/Hits received by the General's units. For friendly Morale purposes, any General captured by the enemy simply counts as eliminated.
-
An Officer who was stacked with a unit which was eliminated, but who successfully avoids Capture, moves to the nearest friendly unit under his command. (If there are no more units of his command currently in existence, he is simply removed from play, at no cost in Army or Divisional morale. He will be placed back on the board with any unit of his command which later reappears due to Night time Reorganization. [see: 12.0]).
In either case he then takes a Risk to the General Check, modified by the C/Hits taken by his former unit, as well as a -2 DRM for each enemy ZOC hex entered in his getaway.
-
Should an enemy unit attempt to enter a hex solely occupied by a friendly Officer during its movement, the above procedure is followed; that is: first a Capture roll, with a surviving Officer jumping to the nearest unit under his command, followed either way by a Risk to the General Roll.
-
(Optional) The restriction on Attack orders units voluntarily Withdrawing from an enemy ZOC during friendly Movement or as a result of a non-mandatory Combat result may be waived if the unit is within his Division Leader's Combat Command Range (CCR = Leader's CR if he is unengaged; 1/2 CR [rounded up] if he is engaged)
10.3.5 Advance After Combat (Follow Up)
If a unit in Ground Combat has eliminated its opponent or forced it to retreat, the owning player has the option of either advancing the winning unit (or stack) into the vacated hex, or allowing a unit or stack in Support of the combat to pass through the winning unit into the hex [see 8.1.6]. Units advancing after combat may move up to two hexes, although they must stop in the first enemy ZOC entered.
Note that this follow up procedure is also used when a hex is vacated due to Withdrawal before Combat
- The first hex entered must be the one vacated by the enemy unit that was eliminated/retreated. The second hex is up to the moving player's discretion.
- If under Attack Orders, the vacated hex must be occupied by the Attacker or any unit in Support of it. Any further advance after combat is optional.
- If under Defend Orders, no advance after combat is allowed.
- Artillery units may never advance after combat unless the vacated hex is not in an enemy ZOC.
- If the winner had involved units in multiple hexes, one unit or stack may advance into the hex that was vacated. The others, providing that they are not already in other enemy ZOCs, may advance into other open hexes adjacent to the vacated hex, even if this then brings them into other enemy ZOCs. This same allowance applies to the second hex of advance after combat if taken.
- If the winning unit had a unit or stack in Direct Support, the supporting unit may follow the Engaged unit in its advance. Alternately, the supporting unit may pass through the Engaged unit and occupy the now vacant enemy hex. This passing through uses up both potential hexes of the advance after combat. Stacking limits are ignored for the purpose of such passing through, at no penalty to either unit/stack.
- In any of the above cases, stacked units may unstack in the process of advancing in order to occupy more ground. Also, if a stack of units advances into the vacated hex, one or more units of the stack may then move the second hex of the follow up even if the first hex is in a ZOC, as long as at least one unit stays in that first hex.
- If following up a retreating rather than eliminated unit, the follow up takes place before the retreated unit takes its required Morale Check.
Officers and Advance after Combat
- If an Advancing unit is stacked with an Officer, the Officer may advance with his unit.
- If a unit in Direct Support advances into the vacated enemy hex rather than a unit directly involved in the Combat, an Officer stacked with the supporting unit may advance with it. If the Officer was stacked with an Engaged unit and survived the Combat, he may hitch a ride with the Direct Support unit that is advancing.
10.3.6 Risk to the General Check
If an Officer is stacked with a unit involved in Ground Combat, which receives a Morale Check as a result of a Bombardment attack or which conducts a withdrawal before combat or fall back, a Risk to the General Check must be made to see if he is Killed or Wounded. This check is done before any required retreats or Morale Checks due to Combat.
Additionally, anytime a player rolls doubles when resolving Combat, any unengaged enemy Leader within 3 hexes of any friendly unit involved in the combat must immediately take an unmodified Risk to the General Roll. In the case of doubles rolled for Bombardment or Counter-battery Fire, that check is required of any Enemy Leader within 3 hexes of the TARGET unit.
Procedure - Roll two dice and subtract a - DRM from the results equal to the number of Cohesion Hits received by the unit the General is stacked with, in the combat/event triggering the check
Risk to the General Table (2 Dice)
| Die Roll | Effect |
|---|---|
| Natural 2 | Killed** |
| 4 or less | Wounded * |
| 5+ | No Effect |
- DRM = C/Hits received by the unit stacked with
- * Roll 1 die again on Wound Result Table
- ** Roll 1 die and divide by 3 to get result on WRT
Wound Result Table (1 Die)
| Die Roll | Effect |
|---|---|
| 10 | Flesh Wound. The General stays on his horse and inspires a +1 DRM to any stacked or adjacent units taking a M/C that Impulse. |
| 8-9 | Horse Killed, General OK. No DRM to any current M/Check |
| 5-7 | Horse Killed, General Stunned or Slightly Wounded. Removed from play but returns at start of next Game Turn. Stacked/adjacent units take M/C with -DRM = CR |
| 3-4 | General Badly Wounded. Remove from game. Stacked or adjacent units take M/C with -DRM = CR+1 |
| 2 | General Mortally Wounded & Removed. M/C -DRM +CR+1 |
| 1 | General expires in a rather spectacular fashion in front of his troops. Stacked and adjacent troops take M/C with -DRM = CR +2. |
10.3.7 Removal of a General
Should the Risk to the General Check result in the General being killed or badly wounded, the following takes place immediately:
- The Officer is removed from the board. He is replaced by the Officer on the flip side of the counter at the start of the Administrative Phase of the next Game Turn.
- Army Morale is immediately lowered by a variable number based on the recently deceased General's Command Rating:
| USA | CSA |
|---|---|
| Division Leader 2 x C/Rating | Division Leader 3 x C/Rating |
| Corps Leader 3 x C/Rating | Corps Leader 4 x C/Rating |
| Army Leader 4 x C/Rating | Army Leader 5 x C/Rating |
- If a Corps Commander, all subordinate Divisions have their Divisional Morale immediately reduced as follows: 2 x Command Rating (Union); 3 x CR (Confederate).
- If a Divisional Officer, his Division's Morale is lowered by 2 x his Command Rating (3 x for Confederate leaders), and his Division takes an immediate Divisional Morale Check. Current Orders remain in effect if the DMC is passed; if the roll is failed all Orders become General Orders, and any remaining unplayed DACs for that Division are thrown into the player's URAC. The Division still takes Activity Rolls, but with a '0' DRM. CCP's may still be spent on those rolls by his superior officer if applicable.
- Immediately after removing a lost Officer, the unit he was stacked with takes a Morale Check with a - DRM equal to his Command Rating, in addition to any negative DRM acquired from the Wound Result Table. Then all friendly units adjacent to the hex in which he was killed also take Morale Checks, again with a - DRM equal to his rating. If the unit already had to take a M/C due to the combat that killed the Leader, the DRM caused by his removal is simply applied to that check; the unit does not take two M/Cs.
Example: While occupying open terrain, Buford was killed in a combat that the Union lost by 2 Cohesion Hits. The Union player only makes one check. The basic DRM would be a -9: -2 for the difference in C/hits, -4 for Buford's Command rating, -2 for the enemy ZOC, plus another -1 for the General KIA Result.
The stack has the option of taking the Morale Check in the hex that they are standing in, or they could retreat away from the enemy ZOC (but of course, lose the ground they were holding), and face the slightly smaller DRM of -7. Note that terrain occupied, Support, an adjacent Officer, or currently having Attack or Defend Orders would lend a positive DRM to either of these Morale Checks.
Divisional Morale would be reduced by 8 for his death (2x his CR of 4), and the Division would then take a DMC, using the Divisional Morale Level, but not his CR.
Note: The difference in Divisional Morale effects above is to allow for the proportional difference in size between Union and Confederate Divisions, and thus the greater proportional effect that such a loss would have on the larger Confederate Divisions.
10.3.8 Replacement of Fallen Leaders
During Segment 3 of the End of the Game Turn Phase, each player makes a Leader Replacement Roll for each friendly officer that was removed during the current Game turn, or for whom such a Replacement roll failed in a previous turn.
- Roll 2d10, with a +DRM equal to the Command rating of the replacement side of the fallen Leader's counter. If a superior officer is stacked with or adjacent to any unit of the Division or Brigade that the Replacement Officer is coming from, he adds 1/2 his Command Rating as a +DRM. If that Division is currently Shaken/Broken, that adds a -1/-2 DRM respectively. Should the removed Leader's Superior Officer be within Command Range of the Division/Brigade that will spawn his replacement, he may spend Command Points on the Replacement roll, giving a +3 DRM for each CP spent.
- The Roll is passed on a modified roll of 10+.
- If the Replacement Roll is passed, the fallen Officer is replaced on the board, flipping his counter to show his replacement. If a Divisional Officer, he is placed with any unit of his former Brigade. If a Corps Officer, he is placed with any unit of the Division he used to command. If a Corps or Army Leader and his named replacement is already a casualty, he will be replaced by one of the other front side officers of similar rank under his command. This officer is flipped to his (R) side to show the change, but the first leader still uses his own (R) side.
- Replacing a Corps or Army Leader will cause a chain reaction of sorts, as a Divisional Officer who moves up to replace a lost Corps Commander will himself need to be replaced, requiring an additional Replacement Roll. Any Division who loses its original Commander in this manner loses 1 x DMF of Divisional Morale, but this is not applied until the replacement actually takes place, in the case of a failed Replacement Roll.
10.3.9 Falling Back
To portray the forward and back, 'wave' nature of Civil War combat, all troops involved in combat may, at the end of their Action Impulse, voluntarily conduct a normal retreat action with any desired units still or adjacent to a unit engaged with the enemy. This process is called 'Falling Back'. In addition, failing a required Divisional Morale Check [see: 11.3.1] may require the units of that Division to Fall Back.
Units that Fall Back follow the exact same procedure outlined in 10.3.4, Retreats (i.e., they fall back and then must take a M/C.) Units in Support of such engaged units may themselves be moved first if desired, with no Morale Check required.
Units under Attack orders may only Fall Back if their Corps Leader is stacked with/adjacent to their Division Leader and removes the Attack Order, or is within 8MPs of him and spends a CCP to remove the Attack Order. Note also that Units of a Division that fails a Divisional Morale Check may be forced to Fall Back. [see: 11.3]
Adjacent, enemy units may elect to Follow Up any friendly units that Fall Back, in the same manner as during combat; however, such Follow up is limited to the first hex vacated, and only if the unit following up isn't already in the ZOC of another enemy unit. Each Unit/stack Falling Back does so individually, with the enemy getting any allowed follow up before another unit/stack may Fall Back
10.4 Line of Sight (LOS)
Artillery units may always fire into an adjacent hex, even if the hex contains blocking terrain. However, in order for Artillery units to Bombard or Support (i.e., fire into a non-adjacent hex), they must have a Line of Sight (LOS) to the non-adjacent hex. The following rules are an attempt to keep our LOS rules as simple as possible.
10.4.1 Tracing LOS and Blocking Terrain
- LOS is always measured from center point to center point of a hex. Regardless of the location of a contour line, the entire hex is considered to be the same altitude level as its center point. Likewise, each hex is considered to be entirely filled with whatever terrain type fills its center point.
- Woods and Town terrain, as well as Combat and Wagon units, are considering blocking terrain. Exception: Artillery ZOI and Support Fire [see: 7.2.1 and 10.2.4(c)] in which case LOS may be traced through one friendly unit/stack.
- LOS always exists, regardless of terrain, visibility or any other considerations, between adjacent hexes.
- If both hexes are on the same level, LOS is blocked if any intervening hex contains higher ground, blocking terrain, or a unit belonging to either player. Exception: when adding in Artillery as Support fire, LOS from the Artillery to an eligible enemy unit is not blocked by friendly units as long as such units are adjacent to either the firing or target unit.
- LOS traced down a hex spine is blocked only if there is blocking terrain hexes on both sides of the extended hex spine. Such blocking hexes do not need to be adjacent to each other.
10.4.2 LOS and Elevation Changes
-
If the firing/target hexes are on different levels, LOS may be blocked depending on the type of contour/slope crossed and where it lies between the firing and target hexes.
-
Contour hexsides which are not Minor/Major Slopes represent a smooth, gradual slope which won't block LOS. Regardless of the number of levels of difference, LOS which crosses only non-Slope contour hexsides is not blocked as long as the LOS is one long slope. If there are any intervening lower ground hexes, then the top edge of the highest ground nearest the lower unit is considered to be a Slope hexside for LOS.
Example: A Union Artillery unit in hex A2629 wants to bombard some Confederate troops in A2423, but finds its LOS blocked. Why? The low ground along Willoughby Run makes the east edge of A2424 and A2524 'slopes' for LOS purposes. Note that were there no lower ground in the way there would be a LOS. The real slope adjacent to the Artillery in A2629 has no bearing in this case.
-
For LOS purposes, hexes containing enemy units are considered to be one level (40 ft.) higher than their base terrain. Hexes containing friendly units, woods, or towns are considered to be two levels (80 ft.) higher than their base terrain. Consider the hex edge closest to the lower unit as a Slope hexside when determining LOS block.
-
If there is one level difference, a Slope hexside blocks LOS only if it is halfway between or closer to the lower unit.
-
If there is a difference of two or more levels, each level over one serves to move the slope hexside in question one hex closer to the uphill unit.
10.5 Artillery
10.5.1 Artillery in Ground Combat
Artillery units lend either their strength or modifiers to units engaged in Ground Combat.
- If Engaged, Artillery units are flipped to their Committed side at the beginning of a Combat Phase, may not lend Support or Bombard, and count as 1 x their printed strength if stacked with either infantry or cavalry; 1/2 strength (rounded up) if alone in the hex. If Contributing, Artillery units give a +/-1 modifier per unit to the Basic Combat DRM [see 10.1.1].
- If offering Direct Support, Uncommitted Artillery units each give a +/-1 modifier to the Basic Combat DRM [see 10.1.2].
- If offering Support Fire, Uncommitted Artillery units give a +/-1 modifier per unit to the Basic Combat DRM [see 10.1.2]. (Max. of +/-2 CSA or 3 USA per combat.)
- If Artillery units are stacked with Infantry/Cavalry units, the entire stack gets a +1 DRM on any Morale checks taken, regardless of which unit's morale rating is being used.
10.5.2 Bombardment
In the Bombardment Phase of the Action Impulse Segment (B.3.b), eligible Artillery units may Bombard enemy units within their Line Of Sight (LOS) that are not adjacent to friendly units, either before or after Movement. Players may choose, on a unit-by-unit basis, which Artillery units fire before/after moving, although all units Bombarding first do so before any units move, and all units Bombarding after must wait until after all movement is completed by the Division.
Note that Bombardment offers the lone exception to the rule that a unit may only be attacked once per Action Impulse: a enemy unit could be bombarded, and then have units of the Active Division enter the enemy ZOC and conduct Ground Combat.
- To be eligible for Bombardment units must be within the Command Range of the activated Division Leader, his Corps Commander, or an Army Artillery Officer [see 10.5.6], Uncommitted, non-Engaged, and within both LOS and range [see Range Effects Table] to the enemy unit targeted. Except when conducting Opportunity Fire [10.5.4] that enemy unit may not be adjacent to a friendly unit.
- All Artillery units conducting Bombardment are immediately flipped to their Committed side.
- Artillery units belonging to the same Battery/Brigade may combine their strength as long as they are no more than two hexes apart. If belonging to different Battery/Brigades, they may only combine fire from two hexes apart if one of them is stacked with a Corps or Army Artillery Officer. Otherwise units from different Battery/Brigades must be adjacent to combine fire.
- No more than three hexes containing Artillery units may ever combine their strength into a single attack. Confederate Artillery may only combine two hexes. [Exception: Massed Bombardment; see: 17.1] Additional units must make a separate attack, even if on the same target. These attacks are considered sequential rather than simultaneous, and if the first attack vacates the hex, the other Artillery units are free to switch to another target.
Range Effects Table
| Range | Name | Effect |
|---|---|---|
| 1 - 4 Hexes | Normal | 1 x Combat Factor |
| 5 - 10 Hexes CSA | Extended | 1/2 x Combat Factor |
| 5 - 11 Hexes USA | Extended | 1/2 x Combat Factor |
Add +1 hex to Normal/Extended Range if the target is 2+ levels lower than the Bombarding unit
- The Basic Combat Odds for Bombardment are established by comparing the firing units' total strength, as modified by the Range Effects Table, to a basic clear terrain strength of 4, regardless of the strength of the target unit. This is then modified for other terrain, per the Bombardment column of the Combat section of the Terrain Effects Chart.
- Compare the ratio to the Basic Combat Odds Table and locate the Basic Combat DRM.
- To the Basic Combat DRM add the following modifiers to produce the Final Bombardment Combat DRM:
- Army Artillery Officers give a + modifier equal to 1/2 of their Command Rating, rounded up, if stacked with a Bombarding unit, and a +1 DRM if within a range equal to their Command rating.
- Non-Artillery Officers give a +1 DRM if stacked.
- (Note, neither of the above DRMs are applied if you are conducting a Massed Bombardment.)
- Minus the Defensive Terrain DRM of the target hex, including the best hexside terrain, if any.
- Minus the Visibility DRM based on Time of Day or Weather. [see: 10.5.3]
- -1 if the target is a single Artillery, Cavalry or Sharpshooter unit.
The Bombarding player (only) rolls 2 dice on the Bombardment CRT, adding in the Final Bombardment Combat DRM.
Bombardment CRT (2 dice)
| Dice Roll | Effect |
|---|---|
| 7 or less | No Effect |
| 8 - 13 | Morale Check |
| 14 - 17 | 1 C/Hit Morale Check -1 |
| 18 - 20 | 2 C/Hit Morale Check -2 |
| 21 - 23 | 3 C/Hit Morale Check -3 |
| 24+ | 4 C/Hit Morale Check -4 |
The results are applied to all units in the target hex, with any stacked Leader needing to take a Risk to the Leader check on any result that requires a Morale Check or worse. Any such Leader check is taken before any other required Morale Check. Should the Bombardment roll be doubles, a RTTL check must be made for each Leader within 2 hexes of the target unit. [see; 10.3.6].
10.5.3 Time of Day, Visibility and Weather Effects on Artillery
Low Light, Light Rain, Overcast, Hazy or High Heat:
- Normal Artillery Range bands are reduced by one hex; Extended Ranges by 3. All Bombardment and Counterbattery Rolls suffer a -2 DRM. The total DRM for Artillery Support Fire is reduced by 1; e.g., at least 2 Artillery units are needed to give a +1 DRM.
Night, Heavy Rain, (Light Rain and Low Light):
- Artillery Units may not fire or give Support beyond a range of 3 hexes, and get a -3 DRM on all Bombardment or Counterbattery Rolls. Total DRM for Artillery Support Fire is reduced by 2; e.g., 3 Artillery units are needed to give a +1 DRM.
10.5.4 Counter-battery and Opportunity Fire
Non-engaged, Uncommitted Artillery units belonging to the player who is being Bombarded may respond with Counter-battery fire against any unit participating in the Bombardment as long as it is within range and LOS, becoming Committed.
In addition, Non-engaged, Uncommitted Artillery units may conduct a version of 'Opportunity Fire' at any enemy unit/stack that enters a hex within their ZOI (even if adjacent to a friendly unit), again becoming Committed in the Process. Along with units forced to Attack units of Activated Divisions under Defend Orders, this is the only other time that non-Activated units may attack enemy units.
- Counter-battery fire Artillery units must have a LOS and be within Normal/Extended range.
- Committed Artillery units may only conduct Counterbattery fire if they themselves are the targets of Bombardment.
- Counter-battery fire follows the same procedure outlined for Bombardment in 10.5.2 above.
- Artillery Units that become Shaken as a result of an enemy Bombardment attack are flipped to their committed sides and may only conduct Counterbattery fire for the remainder of the turn (they may not conduct Bombardments).
10.5.5 Ammo Depletion
If any dice roll involving Artillery (such as Bombardment, Counterbattery or Ground Combat supported by Artillery) results in doubles before modification, the rolling player must make an Ammo Depletion Check for each of his involved Artillery units to see if they receive a Cohesion Hit for Ammo Depletion. (including any used in Contributing, Direct Support, or Support.)
- Roll 2 dice for each involved Artillery unit. Officers may lend a DRM to the roll [see 10.5.7]. A roll of 9 or less results in Ammo Depletion for the unit, which then gains 1 Cohesion Hit, representing the loss of caissons or other localized ammunition shortage.
- During full Night turns (10:00 PM - 2:00AM) all Ammo Depletion rolls get a -1 DRM.
10.5.6 Ammunition Resupply
Uncommitted Artillery units with at least 1 Cohesion Hit can undergo Ammo Resupply. During any friendly impulse in which it is activated, the unit may move up to 1/2 of its normal Movement Allowance, must move out of any enemy ZOC/ZOI, is flipped to its Committed side, and is then marked with a Ammo Resupply marker.
- The unit may not conduct Bombardment, Counterbattery or Support any combat. If attacked by Ground Combat the unit will defend itself normally, but loses the Resupply marker. If Disrupted by enemy Bombardment the unit also loses the Resupply marker.
- If the unit still retains its Resupply marker at the end of the turn it then takes a normal Morale check in an attempt to loses 1 Cohesion Hit. Optional Rule: If using the optional Supply Wagon rules, the unit must be inside the supply range of an eligible Supply Wagon in order to take that M/Check.
- Confederate Divisional Artillery units may draw supply from their own Divisional Supply Wagon: Confederate Corps Artillery units from any of the Corps' Divisional wagons, and both from the Army Wagons. Union Corps Artillery may draw supply from any of their Corps' Divisional wagons as well as the Army Reserve wagons; Artillery Reserve units may supply from any supply wagons.
- The above procedure is used to remove all Cohesion Hits on Artillery, regardless of their cause. It is the only manner in which Artillery units can so recover; they gain no benefit from being 'commanded' by a Division under R&R Orders. As opposed to Infantry/Cavalry Units, Artillery units may have all their C/Hits removed through Ammo Resupply.
10.5.7 Artillery and Officers
In order for Artillery units to Bombard, they must be commanded by an appropriate Commander/Officer.
- Confederate Divisional Commanders may command Artillery attached to their Division, as well as any of their Corps Artillery. Confederate Corps Commanders may command any of their subordinate Divisional or Corps Artillery.
- Union Divisional Commanders may command Corps Artillery; Union Corps Commanders may also command Artillery Reserve units within their command range.
- Army Artillery Officers may Command any friendly artillery units within a command range equal to 3x their Command Rating.
Commanders and Army Artillery Officers can lend modifiers in to Artillery units making Bombardment/Counter-battery rolls and Ammo Depletion Checks.
- Army/Wing/Corps/Divisional Leaders - As long as they are stacked with at least one of the units taking part, these Officers give a +1 DRM.
- Army Artillery Officers - If stacked with one of the involved units these Officers give a + DRM equal to 1/2 of their Command Rating, rounded up. They also give a +1 DRM to any Artillery Unit out to a range equal to their CR.
Note: If an Army Artillery Officer and another Officer are both capable of commanding the same involved Artillery unit, the DRMs are not cumulative; the owning player must choose which Officer modifies the roll.
Union Artillery Reserve - Since it was designed to be a support service, split up as necessary to bolster various portions of the line, the Artillery Reserve does not keep track of any sort of Divisional Morale. Its member units suffer no penalty by being out of command range from Col. Tyler as long as some Corps-level Officer is in position to command them.
10.5.8 Artillery ZOC/ZOI
Reflecting the physical and psychological effects of cannister, it costs +2 MPs to enter the 1 or 2 hex ZOI of an Artillery unit. In addition, Artillery ZOI gives a -2 DRM to enemy Morale checks; Artillery ZOC gives a -3 DRM! Artillery ZOI is limited by LOS, but, like Support Fire, can be traced through ONE friendly occupied hex.
10.5.9 Artillery and Movement
If Artillery starts its Action Impulse Committed, (i.e., conducted Counterbattery, Opportunity or Defensive Support Fire during a previous enemy impulse in the current game turn) it is flipped back to its uncommitted side, but is considered to have already used up 1/2 of its available MA. During the Action Impulse, the Artillery unit may either Fire or move up to 1/2 of its available MA, but not both. It may only be used for Support Fire if it does not move, but may be used for Direct Support if it can move into position to do so.
This does not apply if the Artillery unit is being 'commanded' by a Division that is taking its second impulse in the current game turn; in that case the Artillery unit would simply be flipped back to its uncommitted side with no further restrictions.
Movement clarification - The amount of movement expended by an Artillery unit that will still allow it to Bombard or give Support Fire (or the amount of movement left to it if it fires before moving) is one half of the amount determined by the Activity roll made by the Divisional Officer currently 'commanding' the Artillery: (the printed rulebook text ends at this colon with no list following it)
Note: Artillery units commanded by a Defend orders Division may move the full 2 hex allowed by the order and still remain uncommitted (and eligible to Bombard or be used for Support Fire). Likewise, such Artillery units may fire before movement and still move the full 2 hexes allowed. In this case the 2 hex limit represents the tactical limitations of the Order, rather than physical limitations on the movement. If Artillery units 'commanded' by the Defend Orders Division are to undergo Ammo Resupply, they may move half of their basic movement allowance (i.e., 4 MPs)
10.6 Cavalry
For the most part cavalry is treated as very fast infantry, the time/scale of the game obviating the need to mark the units as mounted or dismounted. However, there are a few important differences which set them apart:
10.6.1 Zone of Influence
Cavalry units have a ZOI of 3 hexes, rather than the usual 2 for Infantry.
10.6.2 Cavalry and Stacking
To better reflect both the looser formations used by Cavalry in the field and their general inability to stand up to Infantry in any sort of sustained firefight, Cavalry units may not stack with each other or Infantry units, regardless of the terrain type. (Horse Artillery Units are considered as Artillery for Stacking) They may, however, Move, Withdraw or Retreat through other units with no penalty, as long as they do not end up overstacked.
10.6.3 Command Ranges
To reflect that Cavalry Leaders had to maintain control of their subordinate over a wider range than was true for their Infantry counterparts, Cavalry Divisional Leaders have a Command Range equal to 16 MPs. Cavalry Brigade Leaders, when used, have a Command Range equal to 8 MPs.
Likewise, rather than the 2 hex range for Infantry, units of a Cavalry Brigade are considered to be 'in command' to each other within a Command Range equal to their front side Morale Rating.
To further reflect the manner in which Cavalry was used, Cavalry units need not remain within Brigade command range as long as they are within the command range of their Divisional Leader. (note: the requirement to stay within Brigade Command Range is in effect if using the alternate command rules outlined in the Cavalry field Scenario. [see: 15.3.4])
10.6.4 Cavalry and Build Orders
Cavalry units may never be given Build Orders, as they simply didn't have the equipment, manpower (or temperment!) for such.
10.6.5 Charge Attacks
Cavalry units which move into an enemy ZOC are considered to be making a Charge Attack, and should be marked with the flag side of any unused DACs.
- If the enemy includes any undisrupted Infantry/Artillery, there is a -3 modifier to the Basic Combat DRM.
- If the enemy consists solely of Disrupted units of any type, there is a +3 modifier to the Basic Combat DRM.
- Cavalry Units Charging under Attack Orders have their strength doubled, in addition to the normal DRMs, for both Attack and Defense. Attack Orders also allow units of the same Division already engaged to Charge, providing that at least one unit actually moves into the enemy's ZOC.
Charging Cavalry units that receive 1 or more Cohesion Hits as a result of the combat are automatically Shaken. They must perform a Fall Back action [see 10.3.8], but do not count as Shaken on the required Morale Check following the Fall Back.
10.6.6 Withdrawal before Combat
Cavalry units which are attacked solely by Infantry/Artillery in Ground Combat may withdraw up to 1/2 of their normal Movement allowance, after which they take a Morale Check for Disruption. The attacking Infantry may follow up as normal.
10.6.7 Independent Cavalry Brigades
At the start of the game some of each sides' Cavalry are deployed as Independent Brigades, complete with their own Leaders and tracks on the Morale Status Sheet. They function in all ways as Independent Divisions; however, if they ever get within Command Range of their parent Division Leader, they become reattached and their Brigade Leader is immediately removed from the board.
10.7 Morale Checks
Morale Checks are conducted for a variety of situations:
- When called for by a Ground Combat or Bombardment results [see 10.3 and 10.5.2]
- When withdrawing from an enemy ZOC [see 7.1.7]
- When withdrawing before combat [see 10.2.2]
- When a withdrawing unit passes through a friendly occupied hex [see 8.4]
- If attempting to flip/remove Shaken/Broken markers in an enemy ZOC/ZOI [see 10.7.4]
- If attempting to remove a Cohesion Hit through Rally Orders [see 6.4.2.H]
- When attempting to Resupply (Artillery) [see: 10.5.6]
- Optional: attempting to reduce C/Hits (Infantry under R&R Orders) while outside of Supply Range of Divisional Supply Wagon [see 4.2 (C.1)]
Regardless of the reason, the procedure for conducting a Morale Check is the same.
10.7.1 Conducting Morale Checks
- Locate the unit's Morale Rating.
- If conducting a M/Check against a stack of units, only one check is made for the entire stack.
- The checking player may choose the best Morale Rating in the stack, and the results of the check are then applied to every unit in the stack.
- Roll 2 dice against the Morale Check Table, utilizing any applicable modifiers (modifiers are cumulative).
Morale Check Table (2 dice)
| Dice Roll | Effect |
|---|---|
| 14 + | No effect/Rally/Resupply |
| 8 - 13 | Unit Shaken, May Retreat * |
| 7 or less | Unit Shaken, Gains 1 C/Hit, Must Retreat ** |
- * Already Shaken unit gains 1 C/Hit and Must Retreat; Already Broken unit gains 1 C/Hit and Must Retreat
- ** Already Shaken unit is Broken, gains 2 C/Hits, Must Retreat; Already Broken unit is Eliminated
- (*/** - Not applied in Rally/Resupply Morale Checks)
Modifiers (Cumulative)
-
- Unit's Morale Rating
-
- Officer's Command Rating if Stacked with Unit
-
- Officer's Command Rating -1 if Adjacent to Unit (min.+1)
-
- Inverse of Combat Terrain DRM for Terrain Occupied
- +/- Difference in C/Hits Taken in Combat Triggering M/C
- -2 In Enemy ZOC
- -1 In Enemy ZOI
- -1 Unit Part of a Shaken Division
- -2 Unit Part of a Broken Division
- +1 Unit Part of a Division Under Attack or Defend Orders
- +1 Unit has Another Unit in Direct Support
- -1 Current Game Turn is Night (10PM, 12 or 2 AM)
- +1 Stack containing both Artillery and Infantry/Cavalry
10.7.2 Notes on Morale Check Modifiers
- Army Artillery Officers affect the Morale Checks of infantry units only if stacked with the unit, and then the + DRM is 1/2 of their Command Rating, rounded up.
- The Terrain DRM is the inverse of its effect in the correct (Combat or Bombardment) column of the Terrain Effects Chart. Example: Units being bombarded in Woods get a +2 DRM.
- The Terrain DRM for Morale purposes is figured as if the unit was defending the hex it is in, regardless of who was the actual attacker/defender in the combat. E.g., if adjacent and separated by a stream, both sides would get a + DRM, while if separated by a slope, the uphill unit gets a + DRM, while the downhill unit gets a -DRM (only if actually adjacent).
- The Terrain Effects-based DRM for terrain occupied is used for all combat-related Morale Checks, whether or not you are adjacent to the enemy when you take the check. This gives added incentive to retreat onto more defensive ground. In Ground Combat, if no enemy remains adjacent when the Morale Check is taken, figure the Terrain DRM as if the nearest enemy unit were adjacent and attacking from that direction. If a doubt as to which hexside qualifies, choose the one favoring the defender.
- The Terrain DRM is based on the type of Combat triggering the Morale Check. E.g., Woods would have no morale DRM in Ground Combat, but would for a M/Check caused by Bombardment. Likewise, a Creek would have no effect in a Bombardment M/Check, but would in Ground Combat.
- In terms of a Terrain DRM, a slope between you and the enemy only counts as a Terrain DRM if it's on the edge of the hex you're now in, and between you and the enemy you retreated from.
10.7.3 Disruption
Units failing Morale Checks become Disrupted. As opposed to Cohesion Hits, Disruption represents a temporary loss of morale and cohesion that can be reversed. There are two possible states of Disruption: Shaken and Broken. When a unit becomes Disrupted, place or flip the appropriate marker on top of the unit. Note that Disrupted units have a greatly increased vulnerability to the effects of subsequent Morale Checks.
Shaken units:
- Have a ZOC, but no ZOI
- Defend at full strength
- Attack at 1/2 their strength
- May not count as Support for Attacking units, but do count as such for Defending units.
Broken units:
- Have no ZOC or ZOI.
- Defend at 1/2 their strength
- May not attack (must withdraw if in enemy ZOC/ZOI when Activated or in the Morale Adjustment Segment; below)
- Never count as Support for other units.
10.7.4 Reduction/Removal of Disruption
In the Adjust Morale Segment of the End of Game Turn Phase (C.2), a unit's Disrupted state can be reduced or even removed.
If Disrupted units are not in an enemy ZOC/ZOI:
- Remove Shaken markers
- Flip Broken markers to their Shaken side
Disrupted units that are in an enemy ZOC/ZOI must take and pass a Morale Check to remove/flip Shaken/Broken markers. Disrupted units may Voluntarily Withdraw out of the enemy ZOC/ZOI first to obtain a better Morale Check DRM, but must still then take the M/C to remove/flip the marker.
- Shaken units can take their Morale Check in the enemy ZOC/ZOI to hold their ground, but must accept the - DRM.
- Broken units must withdraw first out of the enemy ZOC/ZOI and then take the Morale Check.
11.0 Army Status Sheets
The Army/Divisional Morale Status Sheets enable players to keep track of the changing morale status of their various formations as well as the army as a whole. Clash of Arms Games hereby gives permission for and recommends that these sheets be photocopied for repeated use.
The Morale Status Sheet consists of four sections: an Army Morale Track, Divisional Morale Tracks corresponding to each Division in the Army, individual tracks for each unit counter on which to record its received Cohesion Hits and a series of spaces in which to record the designation of any Preplanning Points.
The Confederate Morale Status Sheet also has a Flooding Track on which the effects of Rain on ground conditions are recorded if using the Optional Weather Rules.
11.1 The Army Morale Track
This track reflects the effects of the Battle on both the Army as a whole and the strategic situation in which it is operating. The Army Morale Index, which players mark by placing a circle in the appropriate box in pencil, shows the maximum level for the Army's morale at any given time. Each scenario will indicate the beginning Army Morale Index for each side.
11.1.1 As the Army gains Demoralization Points (DPs), players mark off the DPs on the Army Morale Track by checking off boxes in pencil, starting at the upper left corner. A couple of situations can actually cause Army DPs to be erased. Consult the Army Morale Table below and mark off (or erase) the proper number of boxes each time any of the listed events occur. Note: Negative Morale effects are shown by marking an 'X' in the boxes, starting at the upper left and moving 'up' the track; positive effects are shown by erasing the highest numbered box.
11.1.2 In the Tactical game the Morale Index represents solely the troops and leaders on the Tactical Map itself, and is set at the indicated level for the scenario being played. As each group of reinforcements enters the Tactical Map the Army Morale Index is raised by a number of boxes equal to the number of Combat unit counters (Infantry/Cavalry/Artillery) in the arriving force. In this situation of escalating reinforcements it is possible to win a Major Victory before the majority of the Armies have arrived, determining that any further battle would be fought elsewhere.
11.1.3 In the Operational Game each Army's Morale Index starts at its maximum possible level, barring certain variant strategic reinforcements. Here the overall Operational situation is being represented and you will need to truly defeat the entire enemy Army in order to claim that Major Victory.
Army Morale Adjustment Table
| Morale Effect | Cause |
|---|---|
| +3 | Each friendly Infantry Unit Eliminated in Combat |
| +4/+3/+2 | Artillery Unit Eliminated by Combat/Bombardment/Ammo Depletion * |
| +5 | Each friendly Cavalry Unit Eliminated in Combat |
| +2/+3/+4 | Times Union Officer's Com'd Rating (Division/Corps/Army) if Eliminated |
| +3/+4/+5 | Times Confed. Officer's Com'd Rating (Division/Corps/Army) if eliminated |
| +Inverse of Terrain DRM | Being Forced to Vacate Defensible Terrain (Retreat or Eliminated) in Ground Combat **; +1 if vacating unit under Defend Orders |
| +Inverse of Terrain DRM | Non-Cavalry/Sharpshooter unit voluntarily withdraws from Defensible Terrain hex while in an enemy Infantry ZOI/ZOC **; -1 if vacating unit under Defend orders |
| +1 | Each C/Hit gained by Confed. Artillery due to Ammo Depletion |
| +5/+10 | Friendly Divisional/Army Supply Wagon eliminated in Combat (Optional) |
* Artillery units are permanently eliminated by Ground Combat, but if eliminated by Bombardment or Ammo Depletion are capable of being Reorganized.
** Ground Combat modifier to the Defender, vis-a-vis the nearest enemy unit exerting a Infantry ZOC/ZOI on the hex occupied by the Defender or the highest DRM if several apply. This penalty only applies to the first such hex vacated by a retreating unit.
Note: if the unit which vacates the hex was under Defend Orders the AM value of the hex is increased by 1; however, if the Defend Order unit voluntarily withdraws from the hex during its movement phase, the cost in ADPs is reduced by 1, rather than being increased (the unit is conducting a controlled, fighting withdrawal).
If a unit withdraws from an enemy ZOC/ZOI hex during its own movement phase, the Army Morale penalty is not taken if the hex is reoccupied by another friendly unit by the end of that same movement phase (in the case of a ZOC hex, this is subject to possible enemy follow-up). The penalty is for losing the hex.
Unless under Defend Orders, Cavalry and Sharpshooter units may voluntarily withdraw from defensible terrain within an enemy ZOC/ZOI without penalty to Army Morale, either during their own movement/fall back or before enemy combat. Their usual tactical doctrine was to skirmish, not to attempt to actually HOLD ground.
11.1.4 Army Morale Effects - Essentially, if either player's Army DM level reaches or exceeds his Army Morale Index, his opponent has won, and the Victory Points are then totaled to determine the exact level of his victory. This is detailed in Section 13.0, Victory Conditions.
11.2 The Divisional Morale Track
11.2.1 Each Division's Track on the Morale Sheet gives the following Information, reading from left to right:
- Identification, by Division/Corps number and Commanding Officer's name
- Officer Casualty Boxes. The first box is for the Division's original Officer; the second for his replacement. Each time an officer is removed, his box is marked as (K) Killed, (W) Wounded, or (P) Promoted to replace someone else. Other than the gaining of Divisional Demoralization Points, no bookkeeping is required for the second replacement Officer.
- Divisional Morale Factor (DMF). This is the multiplier of DPs gained by the Division when it is activated for an impulse under certain Orders, or when it is activated for more than one impulse in the same Game Turn. It is also the multiplier of DPs that are removed by ending the turn under R&R or Reserve Orders.
- Army Morale Factor (AMF). This is the number of Army DPs erased from the Army Morale Track at the end of a turn in which the Division was under Reserve Orders.
- Divisional Morale Track. Each Division's track is marked in pencil from the right end as it gains DPs, starting with the highest numerical track. The Division's current Morale rating is that shown by the highest track with any unmarked boxes. Some Divisions have several sets of Shaken/Broken points on their tracks to show the new numbers of boxes if including later arriving or variant units. Permanent losses are noted by totally blackening the right-most crossed off boxes on the track.
Example: The First Division of the First Corps of the Union Army of the Potomac is commanded by General Wadsworth. There are two boxes following Wadsworth's name. The First Division's Divisional Morale Factor is 2; its Army Morale Factor is 3. When the Division receives DPs, mark the check boxes from right to left, beginning with the right-most box. In the lowest (highest rated) line of boxes.
- Cavalry Units are deployed by Brigade, rather than by Division, and have their Morale tracks listed accordingly.
11.2.2 Permanent Losses - To reflect troops being permanently lost to a Division due to straggling or casualties, each time one of its member units is either flipped to its Reduced side, or eliminated (except by Nighttime Reorganization, see 12.0]), the rightmost 2 X'd boxes on the Division's Divisional Morale Track are permanently filled in. These boxes may never be erased; this increased 'brittleness' to the Division's morale remains no matter how many turns the Division spends undergoing R&R Orders.
Note that should the Division's Morale Track ever be reduced to 0, any additional Divisional Morale losses accrued until the Division's Morale is raised to at least 1 are instead marked as permanent losses in the same manner.
11.2.3 Timing - Losses to Divisional Morale can occur either Immediately (in the case of units being flipped or eliminated; at the end of the current Impulse (due to Orders or Activity); or at the end of the Game Turn. However, note that if a Division does become Disrupted as a result of a Divisional Morale Check, this may require any member units that are Disrupted and in an enemy ZOC/ZOI to immediately withdraw [see: 11.3.2].
11.2.4 Immediate Morale Losses - The following adjustments to Divisional Morale are made immediately, as they occur:
- -3 - Member Unit flipped to Reduced Strength Side (also causes 2 permanent losses)
- -5 - Member Unit Eliminated (also 2 Permanent losses), except by Nighttime Reorganization.
- +2 - Reduced Member unit flipped back to Front side, except by Nighttime Reorganization.
- -1 - Friendly Artillery Unit eliminated while stacked with or adjacent to Divisional unit
- +1x DMF - Divisional unit eliminates enemy Supply Wagon
- -2 x DMF - Division's Supply Wagon eliminated
- -2 x Command Rating - Union Division's Officer removed
- -3x Command Rating - Confederate Div.'s Officer removed
- -1x DMF - Division's original officer leaves to replace lost Corps Commander
Note that Artillery units, even if permanently attached as in the case of Confederate Divisional Artillery, are not considered to be member units of a Division for morale purposes.
If a Corps leader is lost, all of his subordinate Divisions suffer the above leader loss penalty to their morale.
11.2.5 End of Current Impulse - After all movement and combat has been resolved, the Division's Morale Track on the Army Status Sheet is marked to show any Demoralization Points gained as a result of whatever activity the Division undertook during the current Impulse. Note that under certain circumstances this can also apply to a non-activated Division that was forced to participate in combat during the current Impulse. Except for the night Turn penalty (*), these are not cumulative - only the worst result is applied to a Division in any single impulse.
All such adjustments are marked off in multiples of the Division's Divisional Morale Factor (DMF), applied if the majority (half or over) of the Division's counters have done the following during the current Impulse:
- -0x DMF - Low Activity (0-2 Increments); in Reserve or R&R
- -1x DMF - Medium Activity (3-5 increments)
- -2x DMF - High Activity (6+ Increments)
- -1x DMF - Impulse spent on Build Orders
- -1x DMF - Impulse spent in Combat, as Attacker or Defender; not cumulative with Attack or Defend Orders, or the extent of the rolled Movement Allowance.
- -1x DMF - Spent impulse on Defend Orders (own Impulse only, whether or not involved in Combat
- -2x DMF - Spent Impulse on Attack Orders, (own Impulse only, whether or not actually involved in Combat
- -1x DMF - Moved more than minimum or conducted any other activity during Night Turn (* cumulative w/others)
11.2.7 End of the Game Turn - The following adjustments to Divisional Morale are made during Segment 3 of the End of the Game Turn Phase:
- -1 / -2 - for each member unit currently Shaken/Broken (Broken units also requires 1 box permanently marked off, to represent straggling.
- -1x DMF - Division Currently Shaken or Broken (Broken also requires 1x DMF of Divisional Morale boxes to be marked off, to represent straggling.
- +1x DMF - Ends turn still under Reserve orders
- +3x DMF - Ends turn still under Rest & Reorg. Orders
11.2.8 Cohesion Hit Tracks - 2nd. Ed. Status sheets.
These give you the option of recording the C/Hit level of individual units here, rather than by using the C/Hit markers provided. This is highly recommended, as it increases both playability (a cleaner gameboard) and Fog of War, without being any more difficult to use than the C/Hit markers.
For each Counter, C/hits should be marked off from right to left, just as for Divisional Morale. The first such C/hit should be marked in solidly as a permanent loss, which may not be recovered. When the counter is flipped to its reduced side the second box from the right should also be marked in as a permanent loss. These represent actual casualties and stragglers that may not be recovered in the time frame of the game.
11.3 Divisional Morale Checks
11.3.1 Divisional Morale Check
After any required adjustment of Divisional Morale above, the Division must take a Divisional Morale Check (DMC) if the majority of the units in the Division have done any of the following during the current Impulse.
- Moved Extra (6+ Increments), or
- Division is under Attack Orders, and has no member unit within an enemy Infantry ZOI (taken at start of Impulse), or
- Been in Combat, as either Attacker or Defender*; or
- If the current impulse was its second one this turn, or
- If the Division's Leader was removed (taken immediately) or was removed in a previous Impulse and not yet replaced, (taken at start of Impulse) or
- If the Division's current morale level is 3 or lower, or
- The Division is currently Shaken or Broken
* Non Activated Division in Combat must take check first, unless under Defend Orders, in which case the Active Division checks first regardless of its own orders.
Procedure - Roll 2d10, modified by the following:
- The Division Leader's Command rating (unless missing)
- The Division's Current morale level
- -1/-2 if the Division is currently Shaken/Broken
- +1 if the Division is currently under Attack/Defend orders
- 1/2x Corps or Army Leader's CR (rounded up) if stacked with or adjacent to the Division's leader
Results -
- 14+ - Division carries on current Order/ no change in status. Currently Broken Division recovers to Shaken; Shaken Division recovers to Normal
- 8 to 13 - Attack or Defend orders removed, and may Fall Back. (Disrupted units of Division in enemy ZOC must Fall Back. Division without Attack or Defend order becomes Shaken (becomes Broken if already Shaken).
- 7 or less - Division with Attack/Defend Order loses that Order, becomes Shaken. Division without Attack or Defend Orders becomes Shaken and must Fall back. (Becomes Broken if already Shaken.)
Note, this Divisional Morale Check is also taken in Segment 3 of the End of the game Turn Phase by any Shaken or Broken Divisions, to see if they rally back to a Normal or Shaken status, respectively. In this case, however, there is no penalty for rolling less than a modified 15 beyond simply failing to rally.
11.3.2 Divisional Morale Status - Shaken or Broken
As for individual units, the morale of an entire Division can vary over the course of the game from Normal to Shaken and ultimately to Broken, as determined by the results of any Divisional Morale Checks the Division is forced to take.
Effects of Shaken Status.
- All Die rolls, Combat, Morale or otherwise, taken by any units of the Division suffer a -1 DRM.
- Shaken Divisions may be given Attack or Defend Orders, but lose that Order at the end of the Impulse in which they are Activated.
- Army Morale gains 1 x AMF Demoralization Points at the end of the current game turn if the Division is still Shaken.
- Divisional Morale suffers -1 x DMF immediately upon the Division becoming Shaken, and at the end of the game turn if the Division is still Shaken.
- Immediately upon the Division becoming Shaken, any of its member units that are currently in an enemy ZOC/ZOI must take a Morale Check. Such units may make a normal withdrawal move out of the ZOC/ZOI before taking the check. This is repeated at the end of every impulse for that Division in which the Division remains Shaken.
Effects of Broken Status.
- All die rolls, Combat, Morale or otherwise, taken by any units of the Division suffer a -2 DRM.
- Broken Divisions may not be given Attack, Reserve or Build orders, and lose those orders at the end of the impulse in which they become Broken.
- Army Morale gains 2x AMF in DPs at end of game turn.
- Divisional Morale, both immediately upon the Division becoming Broken and at the end of each game turn in which the Broken condition continues, suffers -1x DMF, and gets 1x DMF boxes marked off as permanent losses.
- Immediately upon the Division becoming Broken, any of its member units that are currently in an enemy ZOC/ZOI must make a normal withdrawal move out of the ZOC/ZOI and then take a normal Morale Check This is repeated at the end of every impulse for that Division which it remains Shaken.
Designer's note: While there is nothing preventing you from keeping a Shaken Division in the line, doing so will almost certainly damage Army Morale through the loss of further units, and the permanent damage done to the Division's Morale will most likely be impossible to recover in the time scale of th game.
11.4 Preplanning
Each Army's status sheet includes blank spaces to be used for marking down any ACPs being spent as Preplanning Points (PPPs). Simply note the Corps, the number of PPPs and the game turn on which they become active. If used or postponed the box should be crossed out rather than erased, so that there will be a permanent record of the PPPs' use at the end of the game.
Should the Corps Commander for who the PPPs were intended become Inactive on the designated game turn, the PPP's are postponed until the game turn in which he again becomes Active. Such postponed PPPs are subject to degradation at the end of each turn in which they are postponed (lose 1/3 of total PPPs)
12.0 Night Turns & Reorganization
12.1 Night Turn Effects
12.1.1 Divisional Morale - Unless fully under R&R Orders, doing anything in a full night time turn beyond Minimum (2MP/hexes) movement costs you an additional -1 DMF, beyond any such cost for the particular order the Division is under (meaning that Attack Orders would count as -3 x DMF!)
12.1.2 Orders - Other than General and R&R, all Orders cost 1 CCP more than their listed cost. Any Division may be fully put into an R&R Order at no cost in CCPs.
12.1.3 Combat & Morale - All combats get an automatic shift of 1 in favor of the Defender. (It's better - or at least easier - to receive than to give!) All Morale and Rally Checks get an automatic -1 DRM.
12.1.4 Artillery Effects - Artillery Supporting Fire requires 2 units per Supporting DRM, with no rounding. Artillery still counts normally for Direct Support. All Ammo Depletion rolls suffer a -1 DRM.
12.1.5 Visibility - During Night turns (10:00 PM-2:00 AM), all units have a ZOI of 2 hexes. Night Turn visibility and LOS/LOF is limited to 3 hexes.
12.2 Night Reorganization
While Cohesion Hits represent all sorts of factors such as fatigue, straggling and such, they do also reflect actual manpower being permanently lost in game terms. So, while units can indeed come back from major loss into fighting shape, they will do so at a smaller size. At the very end of the last Nighttime Game Turn, after all adjustments have been made for units with R&R Orders, a special Nighttime Reorganization is undertaken.
12.2.1 Any Brigade containing two reduced side or eliminated units must permanently eliminate one of them and use its remaining steps to build the other back to strength. Units which were eliminated in the previous day's fighting each count as a reduced side unit with 8 Cohesion Hits, i.e., 2 steps remaining.
12.2.2 No Infantry/Cavalry unit may ever be reduced to below 2 Cohesion Hits once it has received that many, even through such rebuilding. (Damaged Artillery units may have all C/Hits removed through Ammo Resupply)
12.2.3 This process does not affect Divisional or Army Morale, either for the unit being permanently eliminated, or for the one going from reduced to full strength. (Exception: Divisional Morale is raised by 2 for each unit 'created' from 2 eliminated units. Morale boxes marked off as PERMANENT losses may NEVER be recovered.)
12.2.4 Artillery - For each Artillery unit currently available for Reorganization (i.e., was eliminated due to Bombardment or Ammo Depletion), make an unmodified Morale Check:
- PASS (14+) - The unit is placed, with 4 Cohesion Hits, in any hex other than the front line within 2 hexes of any other unit of the same Artillery Battalion/Brigade. In lieu of such a unit, place the unit within 2 hexes of any officer capable of commanding it
- FAIL (8-13) - The unit remains in the Available Pool until the next night, when it is again available for Reorganization
- FAIL (7 or less) - Unit permanently eliminated
12.2.64 Placement on the Board - Rebuilt units are placed on the board within the following restrictions and priorities:
- 1/ Adjacent to or stacked with another unit of the same Brigade or Battalion, but not in an enemy ZOC; if none
- 2/ Within 2 hexes of any unit of another Brigade in the same Division, but not in enemy ZOC/ZOI; if none -
- 3/ Within 3 hexes of any unit of another Division in the same Corps, but NOT within 6 hexes of any enemy unit.
- 4/ Units may NOT be placed in an enemy ZOI.
- 5/ Returning Officers are placed with any unit under their command.
13.0 Victory Conditions
Victory in any Summer Storm scenario is determined by a comparison of the opponents' Army Morale Track at the end of the game.
13.1 If the number of Army DPs ever exceeds the current Army Morale Index for either side the game immediately ends in at least a Minor Tactical Victory for his opponent The effects of the battle to that point have been such that the losing Army Commander has no choice but to break off the action and to retreat towards either Washington or Virginia. By mutual agreement between the players the battle can continue, but the eventual Victory as determined by Victory Points is shifted two levels in favor of the Broken Army's opponent.
13.2 The relative level of victory or defeat is determined by comparing each side's accumulated Victory Points. Each side gets VPs equal to the opposing side's Army Demoralization Point level. (Note that neither player will know the comparative level of Victory Points until the end of the game, increasing the game's tension. You will, however, have a pretty good idea of how badly battered your own Army is!)
13.3 Each side also gains VPs equal to the VP value of any of the opposing side's Variant Reinforcements. The Variant Reinforcements and their VP values are noted in the Scenario book; certain changes in command structures and other variant conditions are also noted therein, as well as their effects on VPs and Levels of Victory.
13.4 Compare the Players' VP totals as a proportion of Winner to Loser and consult the Victory Level table [see Charts & Tables] to determine the exact level of Victory. If the losing Army's Morale is Broken, shift two levels in favor of the winner.
Victory Level Table
| Ratio | Result |
|---|---|
| 3 or More to 1 | Strategic Victory |
| 2.5 to 1 | MajorOperational Victory |
| 2 to 1 | Minor Operational Victory |
| 1.75 to 1 | Major Tactical Vistory |
| 1.5 to 1 | Minor Tactical Victory |
| 1.25 to 1 | Tactical Advantage/Strategic Draw |
| Less than 1.25 to 1 | Quels Massacre! Et sans Resultat! |
(Table transcribed as printed, including the printed spellings.)
New Rules or Modifications
All Confederate Artillery counters have their printed Combat strength's reduced by 2, and their Morale Ratings by 1. (In effect, they simply get an automatic -1 DRM on any Bombardment or Morale Roll, except that wouldn't work for Ground Combat.)
In addition, a maximum of 2 Confederate Artillery Units may ever count as Supporting Fire in any single Combat (attacker or defender, and a maximum of 2 stacks of Confederate Arty may ever be combined for Bombardment or Counterbattery fire.
As D.H Hill once said, "Give me Union Artillery and Southern Infantry and I'll take on the world!" While that might be a bit of an overstatement, and folks like Willie Pegram and the Iron Brigade might beg to differ, there's still enough truth in that statement that I wanted to inject a bit of it into the game.
The new restrictions imposed on the Confederate Artillery (limiting them to 2 stacks/units when providing Support Fire or combining strength for Bombardment or Counterbattery Fire as opposed to the 3 stacks/hexes allowed for the Union) as well as the reductions to their printed ratings all serve to reflect the very real differences between the two sides' 'long arms'.
The Union Artillery really did have a significant number of advantages over the Rebel guns, which need to be represented - they were almost always better supplied with ammunition, were in larger, homogenous batteries (6 of the same type, rather than 4 of usually at least 2 different types), and, allowing for a very few famous exceptions, were uniformly better trained and officered. In addition, the Confederate Artillery always had a lot more trouble coordinating numbers of guns to work together, and was noticably worse at longer ranged fire, particularly in terms of counterbattery fire.
The Attacker 'Verve' Modifier is intended to reflect that the Rebs always seemed to have a certain extra spark when on the attack, and that their leaders always seemed to use the direct attack as the preferred tactic (often to their own detriment.) That +1 DRM serves to both reward and foster that sort of attack mentality, while tying its use to the Morale cost of an Attack Order keeps the proper stick for the carrot. Including Union units with sufficiently high morale and excluding Confederates with sufficiently low morale is only fair.
Cavalry
To reflect the far more flexible nature of Cavalry operations, these units are now deployed by Brigade, rather than by Division. Each such Brigade has its own morale track on the Army Status Sheet, which is in all way handled the same as for Infantry Divisions. However, Brigades do NOT roll for CPs.
Officer's Ratings - For purposes of Brigade Activity or Morale Rolls, each Brigade is assumed to have a Command Rating equal to its Morale Rating, divided by 2 (round up). Cavalry Divisional Leaders add 1/2 their Command Rating as a DRM to units they are stacked with, and 1 to all Brigades within a Command Range equal to their Command rating x 2.
Orders - Cavalry Brigades may be given any suitable Order, at no cost in CCPs, by marking such on a piece of scrap paper or making up your own Brigade Activity Chits (BACs). However, their ability to utilize those orders is dependent on the 'natural' result on their Activity Roll (before any increments are added for any Order). This is taken before Combat is resolved, in the case of a unit on Defend.). There is no penalty for failing such a roll, beyond the inability to use such an Order.
Troops ordered to Defend must roll at least Medium Activity (3 Increments) in order to get the Combat DRM.
Troops ordered to Direct Command must roll Medium Activity to use DC; failing this means they are operating under General Orders.
Troops under Attack Orders must roll High Activity to use the Attack DRM; failing the roll means the unit is under Direct Command.
Adjustments to Divisional Morale Tracks
When I set up the Morale Tracks for the various Divisions on the Army Status Sheets, I gave some of the Divisions more than one rating (marked *) to allow for several variant reinforcements not at the historical battle. However, some of the historical Divisions arrived on the field in several sections, separated by meaningful amounts of time. Unfortunately, I gave them their FULL morale value from the start, which can give them an unfair advantage in terms of staying power. The following alterations more accurately represent those units as they arrive on the field.
DOUBLEDAY'S DIVISION (Union, 3/I) - Until Stannard's Brigade (whether at historical or Full strength) arrives on the field (5pm, 1 July) and gets within Rowley's Command range, Doubleday's Division should have the following stats: DMF/1, AMF/3, Shaken Point/7 (-2 from listed), and Starting Morale/20 (-6 from listed).
BIRNEY'S DIV. (Union 1/III) - Until DeTrobriand's Brigade Arrives and gets within Birney's Command range (7am, 2 July), Birney's Division should have the following Stats: DMF/2, AMF/3, Shaken Point/8 (-3), and Starting Morale/25 (-6).
HUMPHREYS' DIV. (Union 2/III) - Until Burling's Brigade arrives and gets within Humphreys' Command range (7am, 2 July), Humphreys' Division should have the following stats: DMF/2, AMF/3, Shaken Point/6 (-3), and Starting Morale/18 (-6 from listed).
HOOD'S DIVISION (Confed. 3/I) - Until Law's Brigade arrives and gets within Hood's Command range (1pm, 2 July), Hood's Division should have the following stats: DMF/3, AMF/4, Shaken Point/11 (-3), and Starting Morale/31 (-11).
Divisional Morale Adjustment Table
| Morale Effect | Cause |
|---|---|
| -1/2 | Member unit Shaken/Broken |
| -3** | Member unit flipped to Reduced Strength side |
| -5** | Member unit Eliminated * |
| +2 | Reduced Member unit flips back to Full Strength side * |
| -1 | Friendly Artillery unit Eliminated while Stacked with or Adjacent to Divisional Unit |
| add'l -1 x DMF | 2nd Impulse for active Division or moved or fought in a Night gameturn |
| +1 x DMF | Divisional Unit eliminates enemy Supply Wagon (Optional) |
| -2 x DMF | Division's Supply Wagon Eliminated (Optional) |
| +3/1 x DMF | Division ends Game Turn fully under R&R / Reserve Order |
| -2 x Command Rating | Union Division's Officer Killed/Wounded/Removed |
(The asterisks in this table are printed without footnotes.)