The Battles of Bull Run: Manassas – June 1861 and August 1862
The Battles of Bull Run: Manassas – June 1861 and August 1862 Rulebook
Table of Contents
Table of Contents
- 1.1 Game Scale
- 2.0 Game Equipment
- 3.0 Setting Up the Game
- 4.0 General Course of Play
- 5.0 Simultaneous Movement
- 6.0 Zones of Control
- 7.0 Combat
- 8.0 Combat Results Table
- 9.0 Artillery (Bull Run II Only)
- 10.0 Command Control
- 11.0 Demoralization (Bull Run I only)
- 12.0 Reinforcements
- 13.0 Terrain Effects Chart
- 14.0 Scenarios and Victory Conditions
- 14.0 Games and Scenarios
- 14.1 Bull Run Game I
- 14.11 Game I/Scenario One (Historical Scenario)
- 14.12 Game I/Scenario Two (Early Attack)
- 14.13 Game I/Scenario Three (Union Augmentation)
- 14.14 Game I Victory Conditions
- 14.15 Special Rule ("Union Initiative")
- 14.2 Bull Run Game II
- 14.21 Game II/Scenario One (Historical)
- 14.22 Game II/Scenario Two (Historical with Limited Intelligence)
- 14.23 Game II Victory Conditions
- 15.0 Optional Rules
- 16.0 Appendix: Simultaneous Movement Notes
- 17.0 Designer's Notes
1.1 Game Scale
Each hex represents 400 meters of terrain, each turn simulates the passage of ninety minutes of real time, each unit represents 1,000 to 9,000 men.
2.0 Game Equipment
2.1 The Game Map
The 22" x 28" mapsheet portrays the area in Northern Virginia where the actual battles took place. A hexagonal grid is superimposed over the terrain features printed on the mapsheet in order to regulate movement and positioning of the playing pieces. Each hex has an identifying number. To make the map lie flat, back-fold it against the direction of the creases. Small pieces of masking tape may be used at the corners of the map to hold it taut. Explanations of the terrain features on the map are found on the Terrain Effects Chart.
2.2 Game Charts and Tables
Various visual aids are provided for the players in order to simplify and illustrate certain game functions. These are the Combat Results Table, the Terrain Effects Chart, the Victory Point Record, Initial Placement Chart, and the Turn Record. They are explained where presented.
2.3 The Playing Pieces
The playing pieces represent the actual military units that took part in the battle. The numbers and symbols on the pieces represent the strength and type of military unit simulated by that particular playing piece. Playing pieces will henceforth be referred to as "units."
2.31 How to Read Units
[Diagram: a unit counter showing Size (XX), Type (box symbol), Designation, Combat Strength (9) and Movement Allowance (8), labelled "9-8".]
2.32 Definition of Terms
COMBAT STRENGTH is the relative effectiveness of a unit with regard to attack and defense, expressed in terms of Strength Points.
MOVEMENT ALLOWANCE represents the ability of a unit to move in a single Game-Turn. It is expressed in terms of Movement Points which must be expended by a unit in order to move or to attack.
2.4 Parts Inventory
Each complete game of Bull Run contains the following parts:
- One playing map
- One rules folder
- One set of 200 unit counters
- One simultaneous movement pad
- One die
3.0 Setting Up the Game
Depending on the game and Scenario, the set-up for each Player will change. Because of this, the deployment is not shown on the map but is given separately for each game. In both Bull Run I and II, the numbers of specific hexes on which the units must be placed are given. In Bull Run I, it is the Players' option as to which units are placed on which hexes. In Bull Run II, however, the given deployment must be followed strictly. With this in mind, the Players will decide on sides and on which scenario and which game will be played, punch out the appropriate counters from the counter sheet, and deploy them as outlined in the procedure given above and in the set-up rules for each Game and Scenario. It is advisable that Players keep the counters sorted by size and type, as this will greatly speed the set-up time.
4.0 General Course of Play
4.0 General Course of Play
Each Game is played in turns. Each complete Game-Turn represents 90 minutes of elapsed time. Bull Run I is 8 Game-Turns in length. Bull Run II is 24 Game-Turns in length. Each Game-Turn consists of three separate Phases. The Sequence of Play must proceed exactly as outlined; any action performed out of sequence is a violation of the rules.
4.1 Sequence of Play Outline: The Game-Turn
(A) Reinforcement Phase. The Turn Record/Reinforcement Chart is consulted, and any additional units due to be arriving are placed by the owning Player.
(B) Simultaneous Movement Plot Phase. Both Players secretly write down their movement plot for each of their units, as desired.
(C) Assignment of Combat Mission Phase. Both Players designate which of their units will attack.
(D) Movement Execution Phase. This Phase is composed of three Segments:
(1) Determination of Command Control Segment: Each Player rolls the die, compares it to the scatter table and flips over affected units. Union Player scatters first.
(2) Simultaneous Movement Segment: Each Player reveals his movement plot, and executes it for non-scatter units as completely as possible, with full simultaneity.
(3) Execution of Scatter Segment: Units which have been scattered (see above Segment) are moved according to the Scatter rules.
(E) Combat Phase: This Phase is composed of three Segments:
(1) Combat Resolution Segment: All attacks are allocated by each Player and resolved, First Player first, followed by the Second Player. Execution of results are delayed.
(2) Repulsion Segment: Any unit which has not engaged in combat and is adjacent to an opposing unit which has not engaged in combat must be repulsed (see Repulsion rules, 7.3).
(3) Combat Results Application Segment: Now the results of resolved combat are applied.
(F) Turn Record. The Players advance the Game-Turn marker one grade on the Turn Record.
Repeat the Sequence of Play until the appropriate number of Game-Turns have been played.
4.2 Night Turn (Bull Run II only)
Certain Game-Turns in Bull Run II simulate night. These are denoted by the shaded portions of the Turn Record/Reinforcement Chart. Units move normally during these Game-Turns but may not attack; therefore, units which end their movement in an Enemy Zone of Control must "repulse." (See Repulsion rules, 7.3).
5.0 Simultaneous Movement
Introduction
In Bull Run, movement is made simultaneously by the Players according to an entirely new Simultaneous Movement System. This system utilizes two new pieces of game equipment:
(1) A Mapsheet with numbered hexes.
(2) A Simultaneous Movement Plot Chart. Each hex on the map has a unique identifying number. The plot chart allows Players to list or plot in advance the movement of a Unit(s). Simultaneous Movement then involves two separate actions: (1) the plotting of Movement, and (2) the execution of Movement.
General Rule
During the Movement Phase of each Game-Turn, both Players will first simultaneously plot the movement of as many or as few of their units as they desire in any direction or combination of directions. Then both Players will simultaneously execute the plotted moves as completely as developing circumstances (such as, intervention by moving Enemy units) allows. For purposes of movement, the Simultaneous Movement Segment is divided into eight sub-segments corresponding to the eight Movement Points allowed to each unit.
Procedure
Both Players simultaneously plot the movement of their units during the Movement Plot Phase of the Game-Turn. The plot must accurately reflect the anticipated individual path of each individual unit. The individual plot must show the starting hex of a unit and then in sequence the intervening hexes a unit will move through. A unit moves by expending Movement Points up to its total Movement Allowance. A unit must expend at least one Movement Point to enter an adjacent hex. Terrain in the adjacent hex, and the intervening hexsides will add to this basic expenditure. During the Movement Execution Phase, Players will move their units according to the exact path of each unit's written plot. The movement plot must reflect the exact movement sub-segment in which a unit expends a Movement Point, so that the anticipated position of every unit can be demonstrated on every Movement Sub-Segment. It is not always necessary or desirable that a unit expend its first Movement Point in the first Movement Sub-Segment.
5.1 How to Plot Movement
Examine the SIMULTANEOUS MOVEMENT PLOT CHART. The first column down is used to record the initial position of all units. Columns one, two, three, etc. across will be used to reflect the expenditure of Movement Points. Column one will show the position of the unit during the first Movement Sub-Segment, column two the second Sub-Segment, etc. For example: the Union Player desires the 3rd brigade to take the path shown in the diagram.
[Diagram: Union 3rd brigade (1-8) plotted along hexes 5306 / 5406 / 5507 / 5606 / 5706 / 5806 with the path marked by a dashed line.]
The movement plot may be written as follows:
[Diagram: SPI Simultaneous Movement Plotting Chart, unit 31/5306, plot entries "–, 5307, 5406, 5507, 5606, 5606, 5606, 5706".]
Or it may be written:
[Diagram: plotting chart with unit 31/5306, plot entries "5307, 5406, 5507, 5606, 5606, 5606, 5706, –".]
Or it may even be written thusly with the unit in effect marking time for one Movement Sub-Segment in hex 5406:
[Diagram: plotting chart with unit 31/5306, plot entries "5307, 5406, –, 5507, 5606, 5606, 5606, 5706".]
Note that in each of the examples above the initial position of the unit is shown, the exact path of the unit is shown, and the exact position of the unit in every Movement Sub-Segment is identified. Note that the Movement Point cost for the unit to enter 5606 (woods hex – three Movement Points) is represented by the unit remaining in that hex for three successive Movement Sub-Segments.
5.11 For each hex entered a unit expends one or more Movement Points. A Player may not plot a move that expends more Movement Points in any given Movement Phase than the moving unit's total Movement Allowance.
5.12 Movement from hex-to-hex must be plotted consecutively, that is to say, a unit may not skip hexes. However, a unit need not expend a Movement Point every Movement Sub-Segment.
5.13 Movement may not be plotted through hexes occupied by Friendly troops, nor may a movement plot be written which if executed completely would result in a hex being occupied by more than one Friendly unit at the end of any Movement Sub-Segment. Movement may be plotted to overrun Enemy units, i.e., move through them or terminate in the same hex as them.
5.14 Movement Points are not transferable from unit to unit nor may they be accumulated from Phase to Phase.
5.15 The Movement Plot is the final determinant of Movement. Once a Player declares that he is finished plotting and play proceeds into the Movement Execution Phase, Players may not change their respective plots. They must execute the written plot as exactly as possible. NO unit may voluntarily deviate from its written plot.
5.2 How to Execute Movement
During the Movement Execution Phase, Players physically move their units on the respective unit's paths as written on the Movement Plot Chart. Before beginning the movement, both Players apply the Command Control Rules as necessary, and as instructed by the Scenarios.
5.21 The Command Control Rules can have a serious effect on the plotted movement of units. They can in exceptional circumstances completely invalidate a Player's entire Movement Plot. Before beginning Movement, Players will flip over all units affected by the Command Control Rules. Their plots will be crossed off the Movement Plot Chart.
5.22 Units affected by Command Control Rules will be "moved" after all other normal plotted movement is completed.
5.23 Units which are unaffected by Command Control Rules are known as "Free" units. They are moved according to the Movement Plot until either the Plot is fulfilled or an Enemy unit intercepts the plot of the moving unit. It is suggested that Players alternate moving one unit at a time. In this way the non-moving Player can examine his plot to determine if one of his units would intercept an Enemy moving unit. Interception occurs when two opposing units move into each other's Zone of Control or when they attempt to move into the same hex at the same Movement Sub-Segment. The guiding principle is that all movement is assumed to occur simultaneously. Since each Game-Turn simulates the passage of 90 minutes of real-time and every unit has a Movement Allowance of eight Movement Points which can be expended in a Game-Turn, the expenditure of one Movement Point represents the passage of approximately eleven minutes of real-time. From this it follows that Players can compare the progress of units Sub-Segment by Sub-Segment to determine if, when and where they intercept one another.
EXAMPLES:
These units do not intercept one another since they did not cross at the same Sub-Segment.
[Diagram: hex map showing two Union/Confederate units (3-8 and 2-8) with dashed plotted paths through hexes 5302–5905; the paths do not cross in the same Sub-Segment.]
These units do intercept one another.
[Diagram: hex map showing two units (3-8) with dashed plotted paths through hexes 5210–5815; the paths cross in the same Sub-Segment.]
5.24 Movement of opposing units ceases when they intercept one another. Opposing units occupying the same hex is prohibited; therefore the unit which first attempts to enter the disputed hex shall have possession of the hex, or in the case of units that attempt to enter the hex at exactly the same segment, the Players shall each roll the die; the higher number takes possession. Players will note that case 5.23 allows a movement plot to be written that calls for the overrunning of Enemy Units. This is because at the time the plot is written the intentions of the Enemy Player are not known. It is conceivable that the Enemy unit will move out of the way. Of course, if they do not move out of the way, they will intercept the overrunning units. This is an allowable circumstance. Under no circumstance may a Friendly unit actually enter an Enemy occupied hex or voluntarily leave an Enemy controlled hex.
5.25 Involuntary Movement of Units is produced by the application of the Command Control Rules. Such movement takes place after the complete cessation of "free" unit movement. The implementation of the Involuntary Movement Rules does not occur until all "free" units have completed movement.
5.26 While it is illegal to plot movement of Friendly units through other Friendly units, in executing their movement plot Friendly units may move through other Friendly units which have been "scattered" (affected by the Command Control Rules). There is no additional movement cost for such a passage. Friendly units may not terminate their move on a scattered unit. They must stop in the prior hex.
6.0 Zones of Control
General Rule
Every unit "controls" the six hexagons directly adjacent to the one it occupies, with respect to Enemy movement, combat and command control.
Cases
6.1 Application
All units exert a Zone of Control at all times.
6.2 Effects of Zones of Control
6.21 Friendly units are not inhibited in any way by Zones of Control of other Friendly units.
6.22 Units must stop upon entering an Enemy Zone of Control regardless of any unused portion of their Movement Plot. Units may never voluntarily LEAVE an Enemy Zone of Control. Once they enter an Enemy-controlled hex, they may not voluntarily leave that hex until the opposing unit(s) is eliminated or retreated, or their own retreat is dictated by a combat result, or they both are simultaneously repulsed (see the Repulsion rules, 7.3).
6.3 Overlapping Zones of Control
More than one unit may exert a Zone of Control over the same hex. The overlapping Zones of Control between non-adjacent units of opposing armies has no effect upon those units; only when the units themselves are actually in other's Zones of Control does the Zone of Control Rule apply.
6.4 Mutually Effective Zones
Zones of Control affect adjacent opposing units mutually.
6.5 River Hexsides
Zones of Control do not extend across River Hexsides, Ford Hexsides, or Bridge Hexsides.
7.0 Combat
General Rule
Combat is the result of one or more Friendly units attacking one or more adjacent Enemy units. A Player must designate his attacking units prior to movement. A unit which has been designated to attack expends four movement points deploying into assault formation and therefore has only four movement points available for movement. Combat occurs simultaneously. It is entirely possible that opposing units will be slated to attack each other; such simultaneous combats will be resolved separately. A unit which has been designated to attack, must attack during the Combat Phase (assuming, of course, that it is adjacent to one or more Enemy units at the conclusion of the Movement Phase).
Procedure
During the Assignment of Mission Phase Players will designate their attacking units. During the subsequent Combat Phase Players will execute resulting attacks. Only units which have been designated to attack may attack. Combat is resolved by comparing the total Combat Strength of the attacking unit(s) to that of the defending unit(s). The comparison is stated as a probability ratio: Attacker's Combat Strength-to-Defender's Combat Strength. The ratio is simplified to conform to the odds given on the Combat Resolution Table (the ratio is always rounded off in favor of the defending unit(s) if it does not conform to the ratios given in the table). A die is rolled (by the Attacking Player) and the result is read from the appropriate line on the table. The Attacking Player takes the action indicated on the table after all other attacks.
7.1 Plotting Combat
The Simultaneous Movement Plot Chart is used to designate attacking units. The initial hex number of the attacking unit is noted in column A, any movement is noted in columns one through four, and the word "attack" written in columns five through seven.
[Diagram: EXAMPLE hex map with a 4-8 unit in hex 3420 moving along 3520 and 3619 to attack a 2-8 unit in hex 3721; plotting chart shows "12/3320 | 3420 | 3520 | 3619 | 3720 | ATTACK".]
Players should note that an attacking unit may not move during the final four Movement Sub-Segments of the Movement Phase. Nor, of course, can it expend more than four Movement Points in Movement (if it did it would not have four Movement Points left to deploy into assault formation).
7.11 Players do not designate a specific hex for a unit to attack, nor do they designate what Enemy unit they will attack.
7.12 When a unit is designated to attack it must attack during the Combat Execution Phase if it is adjacent to one or more Enemy units. It must attack even though it may have been unable to complete its movement plot due to Enemy unit interference. In the example shown above it is entirely conceivable that the Enemy unit (1st bgd., 2-8) moved forward to hex 3720, thereby stopping the movement of attacking unit in hex 3619, which interference would not cancel the attack.
7.13 If an attacking unit does not complete its movement adjacent to an Enemy unit it does not participate in an attack.
7.14 It is not necessary to specifically designate a unit that is to defend. Any unit which has not been ordered to attack is assumed to be in a defensive posture, no matter how many Movement Points it has expended.
7.15 A unit designated to attack may be involved in two combats in the same Combat Phase; once as the attacker and once as a defender against Enemy attacking unit(s). A unit which has not been designated to attack may only be involved in one combat: as a defender.
7.2 Execution of Combat
Combat is presumed to occur simultaneously. The results of combat are expressed in terms of losses of Combat Strength Points and displacement of units. Because of the simultaneous nature of combat there are often cases of opposing units attacking one another and combinations of opposing units attacking one another. Casualties and displacements resulting from simultaneous attacks are not effected until after all attacks are resolved on both sides. Players may resolve attacks in any order they desire, but it is suggested that one Player resolve his attacks first (First Player Combat Segment) followed by the other player (Second Player Combat Segment). The cases which follow assume this practice and terminology. The Second Player may have a slight edge in his Combat Segment (he knows what happened in the First Player Combat Segment). Players may wish to roll the die to determine who is the First and Second Player in any given Combat Phase. Players who wish to have the ultimate simultaneous allocation of combat can use their Movement charts to allocate attacks. Simply list the unit's attack and the hexes being attacked. Then both Players reveal their attacks simultaneously and execute. This procedure eliminates any possible advantage to a side, but increases the writing, and delays play.
7.21 To attack an Enemy unit, the attacking unit(s) must be adjacent to that Enemy unit during the Combat Segment (Exception: see Artillery Rules).
7.22 All "attacking" units which are in an Enemy Zone of Control at the beginning of a Friendly Combat Segment must participate in an attack in that Friendly Combat Segment. The Attacking Player may choose which attacking units will attack each defending unit as long as all Friendly attacking units participate in an attack.
7.23 All Enemy units which have attacking Friendly units in their Zones of Control at the beginning of a Friendly Combat Segment must be attacked. The Attacking Player has the choice of resolving attacks in any order as long as all adjacent Enemy units are attacked.
7.24 No defending unit may be attacked more than once per Combat Phase, nor may any attacking unit attack more than once per Player-Turn. When more than one unit is attacking a single defending unit, the Combat Strengths of the attacking units are totalled into one combined Strength and then compared to that of the defending unit in order to determine the odds.
[Diagram: ATKR / DEF / ATKR hex arrangement illustrating two attacking units against one defender.]
7.25 If a unit is attacked through two or more non-adjacent hexsides, the attacking units have their Combat Strength doubled for that combat action. These are termed Flanking Attacks.
7.26 A single attacking unit may make an attack against two or more defending units to which it is adjacent. The Combat Strengths of the defenders are totalled into one combined Strength to which the attacking unit compares its Strength to determine the odds.
7.27 Players may deliberately make attacks at poor odds in order that adjacent attacks against other defenders may be made at higher odds (by alloting most of the attacking force to the major objective). Such suicidal attacks are euphemistically called "diversionary attacks."
7.28 The Combat Strength of a unit must be used as an integral whole. That is, it may not be split in order to supply some Strength Points to one attack and some to another.
7.29 Units on certain types of terrain have their Combat Strength increased by the terrain for defense (only). See Terrain Effects Chart.
7.3 Repulsion
7.31 Whenever a given unit is adjacent to an Enemy unit after Combat Resolution, and that unit has not attacked or been attacked, the unit is "repulsed." When a unit is repulsed, it is retreated one hex, in a similar fashion as retreat due to combat (see 8.2). The only difference is that if a unit is blocked from retreating, it does not lose one Strength Point, but remains in place, without loss.
7.32 Repulsion may be mutual (both opposing units are retreated), or unilateral (only one Player's unit is retreated).
7.33 Repulsion occurs in the Repulsion Segment, after resolution of combat, but before the execution of results.
8.0 Combat Results Table
See separate sheet. (The Combat Results Table is transcribed below in its own section, from the printed chart.)
Combat Results Table (printed chart)
Combat Odds (Attacker's Strength vs. Defender's Strength):
| Die Roll | 1-5 | 1-4 | 1-3 | 1-2 | 1-1 | 2-1 | 3-1 | 4-1 | 5-1 | 6-1 | Die Roll |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2/0 | Ar | Ar | Dr | Dr | Dr | 0/2 | 0/2 | 0/2 | 0/2 | 1 |
| 2 | 2/0 | 2/0 | Ar | Ar | Dr | Dr | Dr |
Odds less than 1-5 are treated as 1-5. Odds greater than 6-1 are treated as 6-1.
8.1 Explanation of Results
Essentially there are two types of combat results: loss results and action results.
8.11 Loss Results. This is expressed as two numbers separated by a slash (/). The first number (on the left) represents the attacking units' Strength Point loss, the second represents the defending units' loss. The number is used to reduce the total Strength of the involved units by that number of Strength Points. The Players simply remove one or more units involved in that combat, and replace it (them) with units equal to the original Combat Strength minus the detailed loss. The owning Player always determines how Strength Point losses are distributed, if more than one unit is involved. Note that units may be completely removed from the map (eliminated) if loss equals or exceeds their Combat Strength. Losses are taken in terms of face value Strength Points.
8.12 Action Results. This is expressed as a two letter code. "Dr", "Ar" – Defender or Attacker Retreats. All defending or attacking units are moved back one hex (see How to Retreat and Advance).
8.2 Retreat and Advance as a Result of Combat
Retreating and advancing due to combat do not count as an expenditure of Movement Points.
8.21 Mandatory Retreat: When units are forced to retreat, the victorious Player decides in which direction they will be retreated, within the following restrictions: Units may not retreat into Enemy Zones of Control, off the map, through river hexsides, or into Enemy occupied hexes. Friendly units do not negate Enemy Zones of Control. If no path of retreat is open to the retreating unit (aside from the forbidden hexes described above) then the retreating unit remains in place and is reduced by one Strength Point. Units may never be retreated more than one hex in a given Combat Phase, and may not lose more than one Strength Point due to retreat results. However, units may be retreated and then displaced.
8.22 Displacement: If the only hex available to the retreating unit is occupied by a Friendly unit uninvolved in that combat, then the uninvolved unit is displaced (pushed out of its hex) by the retreating unit. The uninvolved unit is moved back (by the victorious Player) as if it were retreating and its position is taken by the retreating unit. The displaced unit itself may not be forced into Enemy units or Zones of Control or other prohibited hexes. If displacement would cause the uninvolved unit to be retreated in this fashion, the retreating unit instead loses one step and no displacement takes place. Displaced units can themselves displace other Friendly units in a sort of chain reaction of displacement, if that is the only safe path of displacement open to them. Units may not be forced to displace other Friendly units if they have other paths of retreat open to them.
8.23 Optional Advance: Whenever a hex is vacated as a result of combat, the victorious unit responsible for the Enemy elimination or retreat may advance into the vacated hex. This may be done even in the victorious unit is still in an Enemy Zone of Control and/or if the vacated hex is in an Enemy Zone of Control. The option to advance is exercised after all combat has been resolved. A unit is never forced to advance. A unit may not advance more than one hex in a given Combat Phase.
8.3 Combat Examples and Commentary
Since combat occurs simultaneously all combat results are applied simultaneously. Previous wargames such as Napoleon at Waterloo, Borodino, Kursk etc., have used a sequential Game-Turn system, a sequential application of combat results. This sequential application often allows one combat to influence the results of another combat, i.e. a unit advances after combat and thereby blocks the retreat or supply path of an Enemy unit engaged in combat with other Friendly units. In Bull Run paths of retreat are determined before any combat results are applied. In order to simplify the application of results Players are advised to effect all retreats before allowing any optional advances after combat. This will eliminate arguments over retreat paths.
Loss results due to combat are cumulative. A unit can suffer Strength Point losses due to attacking and then suffer further losses due to defending. It may suffer Loss Results from attacking, then Action Results from defending or vice versa.
A unit may never suffer more than one Action Result. It suffers only once for failure to retreat. It may only advance after combat if it has not suffered a simultaneous retreat. The fact that a unit was victorious in one combat in no way excuses it from defeat in another.
Example of Multi-Unit Simultaneous Combat (diagram of Union units A, B, C, D and Confederate units 1, 2, 3, 4 in hexes):
Confederate Combat Segment:
- Conf bgd #1 attacks Union bgd A at 1-1 result Conf bgd retreat one hex.
- Conf bgd #2 attacks Union bgd B at 1-1 result Union bgd retreat one hex.
- Conf bgd #3 attacks Union bgd C at 2-1 result Union bgd retreat one hex.
Conf bgd #4 does not attack.
Union Combat Segment:
- Union bgd A attacks Conf bgd #1 at 1-1 result Conf bgd retreat one hex.
- Union bgd D attacks Conf bgd #4 at 2-1 result Conf bgd retreat one hex.
Application of Combat Results:
- Confederate bgd #1 has a clear path of retreat so it is retreated one hex.
- Union bgd B does not have a clear path of retreat. It remains in place and is reduced one point.
- Union bgd C has a clear path of retreat. It is retreated one hex.
- Confederate bgd #4 does not have a clear path of retreat. It remains in place and is reduced one point.
- Union bgd A advances in hex vacated by Conf bgd #1.
- Confederate bgd #3 declines to advance into hex vacated by Union bgd C.
9.0 Artillery (Bull Run II Only)
General Rule
The Confederate Player has two artillery units available for use in the Bull Run II game. Each artillery unit has an Attack Bombardment Strength of two Strength Points, a Defensive Bombardment Strength of four Strength Points, and a self-defense Combat Strength of one Strength Point.
Procedure
An artillery unit may attack an Enemy unit up to two hexes away with its Attack Bombardment Strength. It may aid the defense of a Friendly unit up to two hexes away by contributing defensive bombardment strength. If attacked directly by an adjacent Enemy unit, it defends only with its self-defense Combat Strength.
Cases
9.1 Offensive Uses
An artillery unit may attack an Enemy unit by itself or in combination with other Friendly units. Determine the odds of the attack in the same fashion as a normal attack adding in the Attack Bombardment Strength of two Strength Points to the attack. All combat results are applied normally except that the artillery unit is never affected by the results (This is true even when the artillery unit is adjacent to the Enemy unit being attacked).
9.2 Defensive Assistance
An artillery unit contributes to the defense of any one Friendly unit within two hexes of the artillery unit by adding four points to the Combat Strength of the Friendly unit being attacked for combat resolution. The artillery unit is not affected by the combat results.
9.3 Artillery Unit Defense
If the artillery unit itself is the objective of an attack, it defends itself with the strength of one Strength Point, and suffers all combat results as though it were a normal unit.
9.4 Restriction on Bombardment
An artillery unit must expend four Movement Points whenever it bombards (attack or defense). This expenditure is subtracted from the Movement Allowance of eight Movement Points. Therefore an artillery unit may not expend more than four Movement Points in movement and then bombard in the same Game-Turn. The artillery unit may not use both attack bombardment and defensive bombardment in the same Game-Turn. It must be designated to either aid an attack or a defense, or it does neither. An artillery may not use defensive bombardment to augment its own self-defense.
9.5 Effects of Combat on Artillery
An artillery unit may use attack bombardment and then be attacked. An artillery unit may only be eliminated or retreated by the direct attack of an adjacent Enemy unit (of course it may be displaced as a result of some other combat). This is true even if it attack bombards an adjacent Enemy unit and the results are adverse. Artillery may never advance as a result of combat even if they "win" in self-defense.
9.6 No Terrain Obstruction
Artillery units may bombard (attack or defensive) through any intervening units or hexsides.
9.7 Effects of Artillery on Combat
An artillery unit may not be used to flank an Enemy unit. A flank attack may only be executed by two or more cavalry and/or infantry units. An artillery unit may only add its attack bombardment strength of two (not doubled) to a flank attack, but its presence in no way contributes to the flank attack criteria. This is true even if the artillery unit is adjacent to the Enemy unit under attack.
9.8 Artillery Zone of Control
For purposes of Enemy unit movement, an artillery unit has the same Zone of Control as any other Combat unit. The fact that it can bombard up to two hexes away does not affect the ability of Enemy units to move or retreat, i.e., its Zone of Control does not extend to its range.
10.0 Command Control
Commentary
The inability of a Commander to control units outside his immediate vicinity has always been a problem. Often units never moved or moved in the wrong direction because orders never arrived, or were misunderstood. Such blunders happen in any battle, even today, but in the Civil War such boondoggles were especially prevalent. Command Control Rules are used to simulate this chaos. Both Players must apply the Command Control Rules when playing Bull Run I. Only the Union Player applies them when playing Bull Run II. At that battle the Confederate Army, while not perfect, was far superior to the Union Army in unity of doctrine and responsiveness to Command. Basically the Command Control Rules mean that units don't always do what they are ordered to do.
General Rule
Only units under Command Control may execute the movements and attacks written on the Movement Plot Chart. Command Control radiates from a Leader Unit. If a Leader Unit does not move, it automatically controls all Friendly units within a radius of four hexes. For units beyond four hexes, Command Control is uncertain and the Scatter Table is used to determine which units are under control and which are out of control. If the Leader Unit moves, it loses its automatic control radius and the Scatter Table is used to determine Command Control for all units. If the Leader Unit is eliminated the Scatter Table is used to determine Command Control for all units.
10.1 Leaders
Leader Units are treated as normal units in all respects with the exception that they may not attack and they defend with 1 Combat Strength Point. They are never reduced; if forced to lose one or more Strength Points they are destroyed. They do not have a normal Zone of Control.
10.2 Radius of Command Control
To be in automatic Command Control a unit must be able to trace a path of no more than 4 hexes in length to a leader unit. Leader units must remain motionless during a Game-Turn in order to exert Command Control. A leader unit is never itself out of Command Control. This path may be traced through all terrain, through Friendly units but not through Enemy occupied hexes or Enemy Zones of Control.
10.3 Scatter Table
During the Resolution of Command Control Segment (see Sequence of Play) Players establish which of their units are in Command Control and can freely execute the movement plot. Each Player rolls the die once and consults the Scatter Table for all his units outside automatic Command Control.
SCATTER TABLE
| Die Roll | Last Digits of Hex Nr. |
|---|---|
| 1 | 1,3,7,9 |
| 2 | 2,4,8,0 |
| 3 | 3,5,9 |
| 4 | 4,6,0 |
| 5 | 1,5,7 |
| 6 | 2,6,8 |
Units which are in numbered hexes ending with the digits cross-referenced to the die roll are scattered and will Scatter. Place these units face down. Units which are in unaffected hexes are deemed to be under Command Control and may freely execute their respective Movement Plots.
10.4 Effects of No Command Control (Scattering)
Scattered units do not follow their Movement Plot; instead, they move randomly. This random movement is dictated by the Scatter Diagram. Roll the die twice for each afffected unit. The first roll is cross-referenced with the Scatter Diagram to give the direction of Scatter for that unit. The second die roll gives the number of Movement Points which must be expended moving the unit in that direction. Scattered units are subject to all terrain and Zone of Control rules. Scatter movement is halted in the last hex for which there are enough Movement Points for the unit to occupy. A Scattered unit may move through a Friendly unit but it may not terminate its move in the same hex with a Friendly unit. Units may not Scatter off the map edge; instead they stop on reaching the map edge. A Scattered unit may not attack in the ensuing Combat Phase, though it defends at normal strength. Scatter movement takes place after all "free" units have completed their movement.
10.5 Which Units Are Affected by Scattering
Scattering only affects units which have been ordered to move and/or attack. Inert units are never affected by lack of Command Control; they remain in place.
All units recover from Scattering at the end of each Game-Turn.
In Bull Run II, only the Union units are affected by Scattering; Confederate units are never Scattered in this game.
11.0 Demoralization (Bull Run I only)
Cases
11.1 Union Demoralization: When Union losses reach a cumulative total of eight Combat Strength Points, all Union units are demoralized for the remainder of the game.
11.2 Confederate Demoralization: When Confederate losses reach a cumulative total of ten Combat Strength Points, all Confederate units are demoralized for the remainder of the game.
11.3 Effects of Demoralization: All attacks made by demoralized units have their odds shifted one column to the left; all attacks made on the demoralized Player have the odds shifted one column to the right.
11.4 Timing of Demoralization: Demoralization takes effect at the end of combat resolution. Only one side may be demoralized. After one side reaches the appropriate level of Combat Strength Point losses and becomes demoralized, the other side cannot be demoralized no matter what their subsequent losses.
Since combat is assumed to occur simultaneously, both sides may reach their respective demoralization levels on the same Game-Turn. In this event the demoralized Player is the one with the greater excess of loss (in terms of Strength Points) above his demoralization level. In the event of a tie, both Players should roll the die. The Player with the higher number is demoralized.
12.0 Reinforcements
Cases
12.1 Placement
12.11 The placement of a reinforcement unit in an entry hex expends one Movement Point of that unit's Movement Allowance. Reinforcements may be initially placed on top of a Friendly unit, but they may not remain so at the end of the Movement Phase.
12.12 Reinforcements may move and participate in Combat in the Game-Turn in which they enter the game.
12.13 Reinforcements may not delay their appearance.
12.14 If the Entry hex of reinforcing units is in the Zone of Control of an Enemy unit, the unit must enter on the nearest unblocked hex (Friendly Player's choice).
12.15 Consult the Turn Record/Reinforcement Chart for the appropriate reinforcement units and their entry hexes.
13.0 Terrain Effects Chart
| Terrain | Movement Points (MP) to Enter | Effect on Combat |
|---|---|---|
| Clear | 1 MP | None |
| Forest | 3 MP | None |
| Rough Terrain | 4 MP | None |
| River | May cross only at Fords and Bridges | May only attack across Fords and Bridges |
| Town | 2 MP if entered from non-road hex, 1 MP if entered from road hex | Defending units Combat Strength is doubled |
| Ford / Destroyed Bridge / Railroad Bridge | 1 additional MP to cross | Defender is doubled if all attacking units attack across ford hexsides |
| Bridge hexside | No additional MP to cross | Defender is doubled, if attacked solely through bridge hexside |
| Road or Railroad |
14.0 Scenarios and Victory Conditions
14.0 Games and Scenarios
There are two distinct games (i.e., battles) in Bull Run. Additionally, there are variations on each game called Scenarios. There are three Scenarios for Bull Run Game I, and two Scenarios for Bull Run Game II. Each Game + Scenario combination uses an Order of Battle for each side (i.e., a specific quantity of playing pieces of specific strengths), and a starting deployment for that Order of Battle. Additional units enter the games according to the Turn Record/Reinforcement Track. Some Scenarios are distinguished by special rules. The two Games have separate Victory Conditions which are used to determine the winner of the game.
14.1 Bull Run Game I
The first Battle of Bull Run took place on 21 July 1861. All three Scenarios simulating that battle are one day long (eight Game-Turns). The three Scenarios use the same Victory Conditions (14.14). The following Orders of Battle are available for use in Game I:
Historical Orders of Battle
- Union: one 4, two 3's, seven 2's, one 1, six Dummies, one Leader (McDowell)
- Confederate: two 4's, two 3's, four 2's, five 1's, eight Dummies, one Leader (Beauregard)
Variant Orders of Battle
- Union: one 4, two 3's, seven 2's, four 1's, three Dummies, one Leader (McDowell)
- Confederate: one 4, two 3's, four 2's, four 1's, ten Dummies, one Leader (Beauregard)
Deployment
At the start of the game, each Player places his units (face down, one unit per hex) on his deployment hexes as he wishes. After both sides have finished deploying, all units are turned face-up and all dummies are removed from the map. Note that when using the Optional Rules, this is not so: units are NOT turned face-up, nor are the Dummies removed.
Union Deployment Hexes:
2504, 2906, 3305, 2505, 3004, 3611, 2507, 3008, 3614, 2508, 3104, 3708, 2707, 3205, 3806, 2903, 3204, 3904
Confederate Deployment Hexes:
1911, 2610, 3716, 3918, 2205, 2811, 3718, 4116, 2406, 2913, 3818, 4221, 2408, 3112, 3915, 4420, 2410, 3316, 3916, 2513, 3616, 3917
14.11 Game I/Scenario One (Historical Scenario)
Union: use Historical Order of Battle. Confederate: use Historical Order of Battle. Use Special Rule 14.15.
14.12 Game I/Scenario Two (Early Attack)
This Scenario depicts the situation that would have occurred had the Union attacked a day or two earlier, before CSA reinforcements arrived from the Shenandoah.
Union: use Historical Order of Battle. Confederate: use Variant Order of Battle. No use of Special Rule. No Reinforcements.
14.13 Game I/Scenario Three (Union Augmentation)
This Scenario posits a Union force augmented by the availability of an additional division.
Union: use Variant Order of Battle. Confederate: use Historical Order of Battle. Use Special Rule 14.15.
14.14 Game I Victory Conditions
There are three possible degrees of victory attainable by either Player. The higher level of victory takes precedence if each Player fulfills a victory condition.
Union Decisive Victory: Demoralize the Confederate Army and occupy and hold either Groveton (1611), New Market (2415), or Manassas Junction (3325) at the end of the game.
Confederate Decisive Victory: Demoralize the Union Army and occupy and hold Centerville (3904, 3905) at the end of the game.
Union Substantive Victory: Demoralize the Confederate Army.
Confederate Substantive Victory: Demoralize the Union Army.
Union Marginal Victory: Occupy and hold either Grovetone [sic; the printed rules spell it "Grovetone" here, while the hex 1611 is Groveton elsewhere in the text], New Market, or Manassas Junction at the end of the game.
Confederate Marginal Victory: Prevent a Union victory of any sort.
Note: "Occupation" of a town hex consists of having been the last Player to have units in that hex or to have passed through that hex. Zones of Control are not considered when determining occupation.
14.15 Special Rule ("Union Initiative")
The Confederate Player may not move his combat units on Game-Turn 1. He may move his combat units on Game-Turn 2 only if in Game-Turn 1 a Union unit crossed Bull Run Creek (i.e., crossing to the Southwest side of the creek). On Game-Turn 3, Confederate units begin moving normally whether or not the Union has crossed Bull Run. The Confederate Leader unit may always be moved freely, starting with Game-Turn 1. This Special Rule applies only to Scenarios One and Three of Game I.
14.2 Bull Run Game II
The Second Battle of Bull Run took place on 29-30 August 1862. The battle was a culmination of a three week campaign (by Lee) to shatter the Union Army of Virginia before the Army of the Potomac could merge with it. Both of the Scenarios simulating this battle are three days (24 Game-Turns) long.
Deployment and Orders of Battle: Players place each single starting unit in the exact hex indicated. Union units are face-up in both Scenarios, Confederate units are face-down in Scenario Two.
Union hex / unit: 1233 (5); 1433 (8); 1830 (4); 1930 (5); 2011 (4); 2029 (6); 2109 (4); 2111 (4); 2210 (1); 2228 (1); 2427 (4); 2527 (3); 3324 (6); 3804 (6); 3905 (7); 3906 (6); 3907 (5); 2209 (Pope, 1).
Confederate hex / unit: 1112 (2); 1210 (7); 1309 (9); 1508 (4, artillery); 1606 (7).
14.21 Game II/Scenario One (Historical)
Union: use Historical Deployment and Order of Battle. Confederate: use Historical Deployment and Order of Battle.
Special Rule: Confederate units are considered to be in Command Control at all times and never suffer Scattering. The Union Army is subject to the normal Command Control Rules.
14.22 Game II/Scenario Two (Historical with Limited Intelligence)
Union: use Historical Deployment and Order of Battle. Confederate: use Historical Order of Battle plus ten Dummy units.
The Confederate Player deploys his units face down (one per hex) placing any unit in any of the Historical Deployment hexes plus any of the following hexes: 0516, 1706, 0814, 1803, 1310, 1805, 1408, 1904, 1607, 2203.
Special Rules:
(a) Confederate units are considered to be in Command Control at all times and never suffer Scattering. The Union Army is subject to the normal Command Control Rules.
(b) The Confederate Player uses the Hidden Movement/Dummy Unit Rules. Union units remain face-up at all times.
14.23 Game II Victory Conditions
There are three possible degrees of victory attainable by either Player. Victory is based on a comparison of Victory Points amassed by each Player.
Victory Points are scored by either Player for the following actions:
1 Victory Point for each Enemy Strength Point destroyed.
1 Victory Point for each Enemy unit totally destroyed. This is in addition to the Points scored for the Strength of the unit.
In addition Players score Victory Points for occupying and holding certain hexes at the end of the game:
| Hex | Union Victory Points | Confederate Victory Points |
|---|---|---|
| 0416 (Gainesville) | 15 | 0 |
| 1334 (Bristoe Station) | 5 | 10 |
| 1611 (Groveton) | 5 | 0 |
| 1803 (Sudley Springs) | 10 | 0 |
| 2415 (New Market) | 0 | 5 |
| 2508 (The Stone Bridge) | 0 | 10 |
| 3904 (Centerville) | 0 | 25 |
At the end of the game each Player adds up his total Victory Points. The Player with the greater number of Points is declared the winner. The degree of victory attained is determined by stating the winner's points and loser's points as a ratio and consulting the schedule below:
| Winner's Points to Loser's Points | Level of Victory |
|---|---|
| Greater than 1 to 1 | Marginal Victory |
| 1½ to 1 | Substantive Victory |
| 2 to 1 | Decisive Victory |
If the Points attained are exactly equal, the game is a draw.
15.0 Optional Rules
As in any war, lack of accurate information concerning enemy movements and strength was the bane of the Civil War commander. Often his first "hard" intelligence came from combat. In order to simulate this "fog of war" Player's may choose to use the optional rules for "concealed movement" and "dummy units." Like most optional rules, these add complexity and realism at the expense of playability. Note that in Game II, Scenario 2, the Confederate Player (and only the Confederate Player) must use these rules.
15.1 Concealed Movement
General Rule
During Initial Placement all Combat units are deployed face-down. Units remain face-down through all subsequent Game-Turns until they participate in combat, at which time they are turned face-up. Once a unit has been turned face-up it remains face-up for the remainder of the game.
Cases
15.11 Face-down (inverted) units are moved in exactly the same manner as face-up units.
15.12 Inverted opposing units which intercept one another do not necessarily have to reveal themselves (turn face-up); that is a function of combat (Exception: see DUMMY UNITS Rule).
15.13 Inverted units are revealed at the instant of combat resolution, after all attacks have been allocated. This means a Player must attack an inverted unit without knowledge of its exact strength.
15.14 Leader units are never inverted.
15.2 Dummy Units
General Rule
Dummy units are used to simulate rumors of enemy forces. Obviously, Dummy units can only be used in conjunction with the Concealed Movement rules. Dummy units are initially deployed face-down. They are moved in exactly the same manner as real units. Dummy units are eliminated immediately whenever they are in an Enemy Zone of Control.
Cases
15.21 A Dummy unit may never impede the movement of a real Enemy unit. The Dummy unit is eliminated whenever it intercepts the movement of an Enemy unit. The real unit(s) then proceed to execute its remaining movement.
15.22 Whenever an Enemy unit enters the Zone of Control of a Dummy unit, the Dummy unit is immediately eliminated.
15.23 Opposing Dummy units eliminate each other whenever they enter each other's Zone of Control.
15.24 A Dummy unit may not block the combat retreat of an Enemy unit. The Dummy unit is eliminated if it is blocking the only possible retreat of an Enemy unit. However, Dummy units do block the repulsion of Enemy units, exactly like a real unit.
15.25 All remaining Dummy units are eliminated at the end of the final Game-Turn but before Victory Conditions are assessed.
15.26 Whenever opposing units intercept one another, both Players must state whether their units are real or dummy. The strength of real units is concealed until the resolution of combat (see CONCEALED MOVEMENT Case 15.13).
15.27 Dummy units have no Combat Strength. Eliminated Dummy units do not count toward Victory Points.
15.28 Once eliminated, Dummy units never return to the game.
16.0 Appendix: Simultaneous Movement Notes
The description of plotting Simultaneous Movement illustrated in Section 5.1 and 7.1 is a tested and proven method of procedure. However, Players are encouraged to develop any shortcut methods of plotting movement, that prove mutually agreeable.
Enemy Movement and lack of Command Control are the only two factors which interfere with the execution of a movement plot. Therefore when a Friendly unit is beyond any possible Enemy interference it should be possible to simply list its initial hex and its destination hex. Then the Player need only concern himself with the application of Command Control. This is one example of a short-cut. Any method arrived at is satisfactory so long as it satisfies the following two criteria:
(1) It clearly shows the intended movement of each Player's units.
(2) The path of Movement must be specific enough to isolate the interception of an Enemy unit.
17.0 Designer's Notes
The most important consideration for a division/brigade level Civil War game is the idiocy factor. Part of this is simply the lack of air observation and the fact that many of the battles took place in heavily wooded areas. In addition, reconnaissance was hampered by the longer range (since Napoleonic times) of infantry weapons. Cavalry could no longer trot up with impunity and take notes.
These two factors, the idiotic blunders committed and the "blind" nature of operations, heavily influenced the design of Bull Run. The "blind" nature of the operations was taken care of by using a simultaneous movement system (SMS). The idiocy factor was re-created by making a random number of the simultaneous moves "scatter." While this might a first seem unrealistic, further examination will show that this "scatter" re-creates very realistically what happened. What happened was that, for numerous reasons, units would either sit still or wander off in the wrong direction. The net result was that you would lose control and use of units for a while. The random "scatter" system we use gives the same result.
Aside from the "scatter" and the blind nature of the fighting there was nothing particularly remarkable about Civil War battles. This led many Europeans to play down any "lessons" to be learned from the Civil War. If you only examine the battles themselves, you could make a strong case for this point of view. It was in the campaigns that many lessons were to be learned (use of railroads, mass armies, and new strategies). But Civil War battles were very interesting. Mainly because the out-numbered Confederate forces almost always beat the hell out of larger Union armies. It is interesting, and somewhat frustrating, to work with a Union army. Such an army is large — much larger than its opposing Confederate army. But the Confederates suffer much less from the "idiocy factor." It requires considerable skill on the part of the Union commander to handle his undisciplined force. Most Union commanders were not up to the task. Thus, the Confederates kept the war going for four years.
Many of the Union commanders were no better than civilians as far as usable military experience was concerned. Few Union generals eventually learned how to "handle" their unpredictable forces. Bull Run gives you a chance to see first hand what they were up against.