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The Great Invasion: The Gettysburg Campaign June 24 – July 3, 1863 thumbnail

The Great Invasion: The Gettysburg Campaign June 24 – July 3, 1863

The Great Invasion: The Gettysburg Campaign June 24 – July 3, 1863 Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Game Components
    • 2.1 The Playing Pieces
      • 2.11 Combat Unit Types
      • 2.12 Leaders
    • 2.2 The Game Map
    • 2.3 The Battle Board
    • 2.4 Unit Status Sheets
    • 2.5 Game Charts and Tables
  • 3.0 Important Concepts Before You Begin
    • 3.1 Inverted Units
      • 3.11 Revealing Units
      • 3.12 Reinverting Units
    • 3.2 Dummy Units
      • 3.21 Dummy Unit Placement
      • 3.22 Revealing Dummy Units
      • 3.23 Dummy Unit Movement
      • 3.24 Dummy Units and Combat
      • 3.25 Dummy Unit Restrictions
    • 3.3 The Stacking Rules
      • 3.31 Stacking During Movement
  • 4.0 Sequence of Play
    • 4.1 The Pre-Game Activity Phase
    • 4.2 The Weather Phase
    • 4.3 The 1st Player's Turn
      • 4.31 The Communications Phase
      • 4.32 The Movement Phase
      • 4.33 The Combat Phase
      • 4.34 The 2nd Player's Victory Point Phase
    • 4.4 The 2nd Player's Turn
    • 4.5 The Turn Record Phase
  • 5.0 The Weather Phase
    • 5.1 Optional Weather
  • 6.0 The Communications Phase
    • 6.1 General Rule
    • 6.2 Infantry Unit and Officer LOCs
      • 6.21 No LOC Restrictions
    • 6.3 Officer and Commander LOCs
      • 6.31 No LOC Restrictions
    • 6.4 Commander and Home Area LOCs
      • 6.41 No LOC Restrictions
    • 6.5 Units Not Requiring LOCs
    • 6.6 General Retreat (Optional Rule)
  • 7.0 The Movement Phase
    • 7.1 Regular Movement Procedure
      • 7.11 Movement Allowances
      • 7.12 Movement Restrictions
    • 7.2 Movement Across Major Rivers
    • 7.3 Force March
      • 7.31 Eligibility
      • 7.32 Restrictions
      • 7.33 Force March and Straggling
      • 7.34 Straggler Table Die Roll Modifiers
    • 7.4 Straggler Recovery
      • 7.41 Procedure
  • 8.0 Cavalry Probes and Interception
    • 8.1 Cavalry Probes
      • 8.11 Procedure
      • 8.12 Multiple Probes
      • 8.13 Restrictions on Probes
      • 8.14 Cavalry Probes Across Major Rivers
    • 8.2 Interception
      • 8.21 When Interception May Occur
      • 8.22 Procedure
      • 8.23 Interception and Combat
      • 8.24 Interception Restrictions
  • 9.0 The Combat Phase
    • 9.1 Combat Sequence of Play
      • 9.11 Battle Board Deployment
      • 9.12 The First Combat Round
      • 9.13 Multiple Combat Situations
    • 9.2 Retreat Before Combat
      • 9.21 Procedure
      • 9.22 Movement Priorities
    • 9.3 Battle Board Positions
      • 9.31 Line Position Limits
      • 9.32 Restrictions
      • 9.33 Unequal Line Positions
  • 10.0 Combat Results
    • 10.11 Recording Losses
    • 10.12 Distributing Losses
    • 10.13 Special Attacker Loss Rule
  • 11.0 Leaders
    • 11.1 Leaders and Communications
    • 11.2 Leaders and Combat
      • 11.21 Officer Combat Benefits
      • 11.22 Restrictions
    • 11.3 Officer Casualties and Replacements
      • 11.31 When Casualties Occur
      • 11.32 Replacing Officer Casualties
  • 12.0 The Victory Point Phase
  • Sequence of Play

1.0 Introduction

This rulebook contains all the Standard Rules to play games of this series. This is the 2nd edition of the rulebook, written in a sequence of play format as much as possible. Several clarifications and new concepts have been inserted into the body of the text. Each game in the series also has an Exclusive Rulebook detailing the specific features of the campaign being fought which may modify these Standard Rules. Once having mastered the concepts in the standard rules, a Player can go on to any game in the series. Players are urged to flip through this booklet briefly to gain a feel for the game system before starting to learn the rules.

2.0 Game Components

Included with this game are a number of components. Generally, these consist of the game map, the playing pieces (called units and markers), a display containing the battle board, charts and tables used to resolve movement and combat, an exclusive rulebook and this standard rulebook. Each component is explained below.

2.1 The Playing Pieces

The playing pieces, called "units," represent the infantry and cavalry forces of both sides, as well as assorted garrison and militia units. Artillery strengths are usually built into the infantry units. However, reserve batteries of artillery are depicted separately. Other pieces include "dummy" units designed to represent the "fog of war." Information about the unit is printed on the back side of the piece and is explained below. Note that all units have a national symbol or motif printed on the front side.

2.11 Combat Unit Types

A description of these units is presented below.

(Counter illustration: front and back of combat units, labeled Infantry, Cavalry and Artillery, with lettered call-outs a through f.)

a. Unit Type Symbol - There are three types of combat units: Infantry, Cavalry, and Artillery. Infantry units are further subdivided into regular infantry, garrison units, and militia units. There are also Infantry and Cavalry Dummy units. The Unit Type Symbol indicates what type of unit the counter represents:

  • (1) Infantry or Dummy Infantry (a rectangular box with an X)
  • (2) Garrison Infantry
  • (3) Militia Infantry
  • (4) Cavalry or Dummy Cavalry (a diagonal-slashed box)
  • (5) Artillery (a box with a dot)

b. Unit Size Symbol - This symbol indicates how large the unit is and is printed directly on top of the Unit Type Symbol. Sizes are as follows:

  • (1) II - Battalion
  • (2) III - Regiment
  • (3) X - Brigade
  • (4) XX - Division
  • (5) XXX - Corps, or a Corps Level Reserve Unit
  • (6) XXXX - Army Level Reserve Unit

Some militia or garrison units may lack a Unit Size Symbol as they were organized differently.

c. Formation Identifier - Most regular infantry units have a Roman numeral or capital letter to the left of the Unit Type Symbol identifying the parent formation of the unit. This is important for tracing communications as well as combat.

d. Unit Name or Number - This identifies which historical unit the counter represents. These names or numbers correspond to the names or numbers printed on the Unit Status Sheets.

e. Combat Strength Points - This is the initial Combat Strength of the unit at the start of the game. Combat Strength is a quantification of the unit's offensive and defensive ability. This value will decline as the unit suffers casualties and stragglers.

f. Optional Unit Indicator - Not all units possess this type of symbol. It means the unit is an optional unit and is not used in the historical game scenarios.

2.12 Leaders

There are separate counters for each side's overall Commander(s), as well as counters for their major subordinate Officers. Collectively, Commanders and Officers are referred to as Leaders.

(Counter illustration: front and back of leader counters, labeled Commander and Officer, with lettered call-outs a through e.)

a. Leader Name - All Commanders and Officers are named for identification purposes.

b. Portrait/Insignia - Commanders are identified with a portrait and Officers with a rank symbol. These have no effect on play.

c. Formation Identifier - Most Officers have a Roman numeral or capital letter identifying the senior formation the Officer commands. This is used when tracing communications and in combat. Commanders usually have no Formation Identifier.

d. Offensive Rating - A quantification of the Officer's ability to lead a successful attack: The higher the rating the more ability. Commanders usually have no rating.

e. Defensive Rating - A quantification of the Officer's ability to successfully defend against an attack: the higher the rating the more ability. Commanders usually have no rating.

2.2 The Game Map

The map depicts the theater of operations where the campaign took place. The map is divided into "Areas" to regulate movement. Each area contains a single dominant terrain type, symbolized by a light colored screen filling the Area. This dominant terrain type governs movement and combat in the Area, regardless of the cartographic features drawn within the Area. See the Terrain Effects Chart (TEC) for further details. Combat takes place within an Area.

2.3 The Battle Board

When a combat situation has to be resolved, the pieces involved are removed from the map and placed on the Battle Board in accordance with the rules governing combat.

2.4 Unit Status Sheets

Included are sheets listing all the units on each side. These are used to keep track of casualties and straggling as the game progresses.

2.5 Game Charts and Tables

Included are the charts and tables needed to play the game, and a Turn Record Track noting the start and stop dates for each scenario and the historical weather for each turn. There may be additional information printed on it as well, depending on the particular game.

3.0 Important Concepts Before You Begin

These overall important rules are presented here, now, in this section.

3.1 Inverted Units

During this period opposing forces were often quite unclear as to the enemy's strength and location. To simulate this, the playing pieces are normally kept inverted, face down to hide their identity from the opposing Player.

3.11 Revealing Units

The identity and strength of units is only revealed under the following conditions. Otherwise, the opposing Player may not look at your units.

  1. After being assigned to a Line Position during the Combat Phase (see Section 9.1).
  2. Through Cavalry Probes (see Section 8.1).
  3. When friendly cavalry units are used to block enemy Cavalry Probes (see Section 8.1).
  4. When friendly cavalry units are used for Interception (see Section 8.2).
  5. When artillery units that exert Control in an Area cause a mandatory attack by the opposing Player (see Rule 3.45).
  6. When claiming Victory Points or Victory Conditions.

Also, Dummy units must be revealed and removed from play under certain conditions (see Rule 3.22).

3.12 Reinverting Units

Once revealed, units must remain face up until the beginning of their next friendly Movement Phase when they may be reinverted.

EXCEPTION: During the Combat Phase units are revealed Line Position by Line Position and when a given Line Position has completed its combat(s), all units occupying it are reinverted.

3.2 Dummy Units

Dummy units play an important role in deceiving the opposing Player as to the true location and strength of one's forces. They represent false reports or possible threats in the minds of the opposing commanders. Each Player is normally supplied with dummy infantry and dummy cavalry units.

3.21 Dummy Unit Placement

Dummy units are placed face down, like normal units. Dummy units are removed when revealed. They may be returned to play during the owning Player's next friendly Communications Phase.

a. Dummy units may appear in any Area currently occupied by real units of the owning Player (including militia and garrison units). They may be added to existing stacks in the Area. More dummy units of a given type (infantry or cavalry) may be placed in that particular Area than there are real units of that same type, so long as the overall restrictions on the number of dummy units available (see Rule 3.25 below) to the Player are met.

b. When placing dummy units, ask the opposing Player to avert his eyes in order to facilitate the placement of the dummy units.

c. Upon starting a scenario, Players may add dummy units to the initial set up instructions so long as the restrictions in Rule 3.25 below are observed.

3.22 Revealing Dummy Units

Dummy units must be revealed and removed from play under the following conditions:

a. If dummy units are the only units in an Area and there are no friendly real units in that Area, and this Area is the only Area through which the opposing Player can trace a Line of Communication, the dummies must be revealed and removed.

b. If dummy units are the only units in an Area through which the opposing Player is attempting to exit or move real units through his Movement Phase (and there are no friendly real units in that Area), the dummies must be revealed and removed. If real units belonging to the non-phasing Player are also present, however, the dummy units are not revealed, and the phasing Player may be required to stop (see Section 3.4).

NOTE: This maneuver will reveal to the Player controlling the Dummy units that the opposing units "real".

c. If dummy units are the only units in an Area in which the opposing Player declares combat, the dummy units must be revealed and removed from play before the opposing Player commits his units to the Battle Board. If real units belonging to the non-phasing Player are also present, the dummy units are not revealed and may Retreat Before Combat if friendly real units are eligible (and choose) to do so.

d. Dummy units must be revealed, if alone in an Area, in order to open an avenue for enemy units to Retreat Before Combat or Withdraw (as the result of a Withdraw combat order).

e. There is no limit to the number of times a dummy unit may be revealed, removed, and returned to play.

3.23 Dummy Unit Movement

Dummy units move subject to the same Movement Allowances and restrictions as the real units they represent. Dummy units cannot commit illegal moves by virtue of their "unreality". For instance, a dummy infantry unit could not Force March three Areas nor could a dummy unit cross a major river without a crossing point connecting the two adjacent Areas. However, a Player can make a fake roll for stragglers for a Force Marching Dummy unit if he wishes, in order to deceive his opponent as to the Dummy unit's true nature.

a. A Dummy unit moving alone may enter an Area containing an inverted enemy unit. It could not declare combat however, or prevent the enemy unit from leaving, as Dummy units do not exert "Control" over Areas (see Section 3.4). In the same vein, a Dummy unit moving alone could not attempt to leave an Area containing an uninverted enemy unit because it cannot comply with any of the cases listed in Rule 3.42.

3.24 Dummy Units and Combat

The phasing Player cannot declare combat if the only units he has in an Area are dummy units. Dummy units cannot be used to force the non-phasing Player to reveal his units (whether real or dummies).

a. Dummy units may not be assigned to a Line Position by themselves. Dummy units may initially be assigned to a Line Position along with real units as a deceptive measure, but are removed when the units in the Line Position are revealed for combat.

b. Dummy units may be assigned to the Reserve Position by themselves or with real units and thereby remain concealed.

c. Dummy units cannot be used to force the opposing Player to reveal his units (whether real or dummies). For example, a force comprised solely of dummy infantry units could not exit an Area in order to force the opposing Player to reveal that he has real units present in the Area that would prevent the move. A force comprised solely of dummy units may not declare combat in an Area.

3.25 Dummy Unit Restrictions

A Player may only have one half as many dummy units of a given type (infantry or cavalry) in play at any time as he has real units of that type in play, up to the countermix limits of the dummies supplied in the game. A game's Exclusive Rules may modify this rule.

a. Dummy units which alone occupy an Area, never exert Control over that Area (see Section 3.4). Dummy units which alone occupy an Area do not block the tracing of Lines of Communication (see Module 6.0) through that Area. The presence of a friendly dummy unit in an Area (if no real friendly units are with it) will not negate the presence of a real enemy unit when tracing a LOC through that Area. Dummy units cannot earn Victory Points in any way.

b. Dummy cavalry units cannot conduct or block Cavalry Probes (see Section 8.1), or Intercept (see Section 8.2). They can, of course, be stacked with real cavalry units which conduct those operations as a ruse to deceive the opposing Player as to the size of the forces involved. Again, when revealed they are removed from play.

3.3 The Stacking Rules

In general, it is possible to have as many units as the owning Player desires in one Area at a given time - his entire army if he so chooses. However, there are certain procedural stacking requirements, as set forth below.

3.31 Stacking During Movement

Because of the Cavalry Probe rules (see Section 8.1), units must be arranged in stacks of five units, whenever possible, at the end of the Movement Phase. A Player is not allowed to reshuffle his units among stacks in an Area until the end of his Movement Phase. He is allowed to overstack his units or create new stacks when placing dummy units in play.

EXCEPTION: Cavalry units may form new stacks during movement to conduct Cavalry Probes (see Rule 8.11a).

a. In calculating the number of units in a stack, Leaders and dummy units count towards the five unit limit, but markers do not.

EXAMPLE: At the start of the Movement Phase a Player has two stacks of five units, each with two real infantry units, one real cavalry unit, a dummy unit and a Leader. The Player adds two additional dummy units to each stack. The two stacks move together to another Area. At the end of the Movement Phase, there are now fourteen units in the Area. The Player must shift the units around so that there are two stacks of five units and another of four units, not three stacks of four and another of two (or any other combination). He may freely arrange the units into any order he chooses within the stacks.

NOTE: Because of the Cavalry Probe rules, the order in which units are placed within a stack is important. The owning Player may wish to keep certain units at the bottom of the stack to deceive the opposing Player either into thinking that the stack is stronger than it is (by putting dummy units on the bottom) or weaker than it is (by putting weaker units on top).

3.32 Stacking During Combat

During combat Players may reorganize the stacking of their units as they see fit. Therefore, the requirement to have stacks of five units by the end of the Movement Phase does not apply in combat. Instead, each Player organizes his units in an Area into Line Positions on the Battle Board and (if he wishes) a Reserve Position. Once the Combat Phase is concluded, the units involved are reinverted and then may be freely restacked in any order back on the map, but must again adhere to the general rule of having as few stacks of five units as possible.

3.33 Stacking in Line Positions

Stacking limits in any one Line Position must satisfy one of the two options below:

  1. Up to all of the infantry units from any one formation, plus any two non-infantry units (cavalry or artillery but not militia or garrison infantry units), or;
  2. Any two infantry units from different formations plus any combination of two militia or garrison infantry, cavalry or artillery units (a maximum of four units in a Line Position under this case).

a. Dummy units and Officers (but not Commanders) may be added to the above limits, and never count against the Line Position stacking limits. Dummy units are, of course, removed when revealed for combat.

3.34 Stacking in the Reserve Position

Any number and type of units may be placed in the Reserve Position. There are no stacking restrictions in the Reserve Position at all. If in the Area, the Commander must (and Officers present may) be placed in the Reserve Position. Dummy units placed in the Reserve Position remain concealed.

3.4 Exerting Control Over Areas

Real infantry, cavalry and artillery units (non-dummies) exert "Control" within the Area they occupy, with special rules for each type of unit. Sole Control of an Area will block enemy LOCs from being traced through the Area, as well as hindering enemy movement through the Area. Both Players may exert Control over the same Area by mutually occupying it with eligible units.

3.41 Control of Areas and Movement

Leaders and all infantry and artillery units must stop upon entering an enemy Controlled Area. Cavalry units do not have to stop upon entering an enemy Controlled Area, and may move through to another Area.

EXCEPTION: All units must stop upon entering an Area Controlled by an enemy artillery unit and engage in combat during the Combat Phase (see Rule 3.45).

3.42 Exiting Enemy Controlled Areas

Both Players are mutually affected by each other's Control. The following conditions govern a unit's ability to exit an enemy Controlled Area.

a. Infantry and artillery units may only exit an enemy Controlled Area under the following conditions:

  1. Eliminating all enemy units exerting Control over the Area, or;
  2. Successfully Retreating Before Combat (see Section 9.2), or;
  3. Executing the Withdraw Combat Order (see Rule 9.91), or;
  4. After initiating combat against the enemy units exerting Control over the Area (see Rule 3.43 below).

b. Cavalry units may freely exit an enemy Controlled Area without having to satisfy the above requirements. However, cavalry units may be prevented from leaving an enemy Controlled Area through Interception by enemy cavalry units (see Section 8.2).

EXCEPTION: Cavalry units conducting Probes across major rivers are restricted in how they can exit the Area (see Rule 8.14) and cavalry entering an Area Controlled by enemy artillery units still must stop and initiate combat before being allowed to exit (see Rule 9.21) on their following turn.

c. Leaders in an enemy Controlled Area may freely exit it on their following turn without needing to meet any of the requirements above.

3.43 Exiting Areas After Combat

Any unit which attempts to initiate combat (during a Combat Phase) with the enemy units exerting Control over the Area may exit that Area in the owning Player's following Movement Phase (only) regardless of the outcome of the combat. This is true even if:

  1. the defending enemy units left the Area during the Combat Phase (either by Retreating Before Combat or by using the Withdraw Combat Order) and then re-entered the Area during their own Movement Phase in their half of the turn. In this case the attacker's units are free to exit, or;
  2. after the first combat round, the attacker declines to initiate a second round of combat but the defender does so. In this case units of both sides are eligible to exit.

Mark such eligible units with an "Initiated Combat" marker.

*EXAMPLE: An infantry division enters an enemy Controlled Area and must stop. During the Combat Phase it declares an attack against the enemy units in the Area. The enemy units turn out to be comprised solely of cavalry units which decide to Retreat Before Combat. Mark the infantry ...(continued from the Rule 3.43 example:) division with an "Initiated Combat" marker. The infantry division may exit the Area during its next friendly Movement Phase, even if additional enemy units are subsequently moved into the Area during the enemy Player turn.

3.44 Artillery Units and Control of Areas

Artillery units, alone or when stacked with friendly units in an Area, only exert Control over that Area under the following conditions:

  1. The Area is a mountainous or rough terrain Area (the artillery is presumed to be guarding the passes through the Area), or;
  2. The Area has crossing points over a major river joining it to another Area, and enemy units entering the Area do so over the crossing points. In this case the artillery unit does exert Control in the Area (the artillery is presumed to be guarding the crossing points).

3.45 Artillery and Mandatory Combat

Units that enter an Area that is Controlled by an enemy Artillery unit must stop and initiate combat during the Combat Phase whether or not other enemy units are present in the Area as well. The Player owning the artillery unit(s) must reveal it in this case.

3.46 Leaders and Control of Areas

Leader units, alone in an Area, do not exert Control in that Area. If alone in an Area they may not be used to block enemy LOCs or cause enemy units to stop movement. If alone in an enemy Controlled Area, Leaders are not captured but no unit or other Leader may trace a LOC to that Leader.

(Counter illustration: an "Ineffect. Unit" marker.)

3.5 Combat Unit Ineffectiveness

On each side's Unit Status Sheets, all of a Player's infantry, cavalry and artillery units are listed. Underneath the unit name or number are a series of boxes equal to the starting combat strength points of the unit. To the right of the boxes a large number is printed. This is the unit's ineffectiveness number. Players should keep their Unit Status Sheets hidden from one another so that the opposing Player does not know the extent of losses and stragglers inflicted on your units.

3.51 Procedure

As a unit takes strength point losses from combat, draw an "X" through a number of boxes equal to the strength points lost, starting at the leftmost box. (Players may wish to draw the turn number underneath the "X" to show what turn the loss was suffered on as well. This way it is easy to keep track of casualties suffered each turn). As a unit takes strength point losses from straggling, draw a circle around a number of boxes equal to the strength points lost, starting at the rightmost box.

(Illustration: an example Unit Status entry for Breckinridge's Division, showing boxes with an "X" in the leftmost box, a circle around the rightmost boxes, and an ineffectiveness number of 2.)

NOTE: Losses due to combat are permanent, but losses due to straggling may be recovered (see Section 7.4).

3.52 The Ineffectiveness Number

When the number of unmarked boxes (those with neither an "X" nor a circle drawn in them) between the permanent combat losses and the temporary straggler losses is less than or equal to the large number printed to the right of the boxes, the unit becomes ineffective. Units with an ineffectiveness number of 0 cannot be rendered ineffective.

3.53 Ineffectiveness Penalties

Once a unit becomes ineffective, an "Ineffective" marker is placed on top of it (the opposing Player will know it has become ineffective). Ineffective units have the following penalties imposed upon them:

  1. Ineffective units do not exert Control in an Area. This means enemy units do not have to stop upon entering an Area, nor declare an attack to leave an Area, solely occupied by ineffective units. Ineffective units do not block enemy LOCs traced through the Area.
  2. Ineffective units may not Force March and ineffective cavalry units may not Probe or Intercept.
  3. During combat, an ineffective unit may not, when possible, be deployed alone in a Line Position. If the Defender is forced by circumstances to deploy an ineffective unit alone in a Line Position, he must select the Withdraw Combat Order for the Line Position. Line Positions containing ineffective units may never be issued any Attack order, or the Counterattack order.
  4. An ineffective unit may not gain any sort of Victory Points or be used to claim any sort of Victory Conditions for the Player.

NOTE: Careful and trusting Players may dispense with tagging ineffective units with a marker in order to preserve secrecy.

4.0 Sequence of Play

The game consists of a variable number of game turns. Each game turn consists of a 1st Player turn and a 2nd Player turn. Refer to the Exclusive Rulebook with this game for the exact number of game turns in each scenario presented and who is the 1st Player. All game actions must take place in the sequence of play described below. The Player whose turn is in progress is called the "phasing Player". In combat, the Player whose forces are attacking is called the "Attacker" and the other Player the "Defender" regardless of the overall situation.

4.1 The Pre-Game Activity Phase

Refer to your Exclusive Rulebook for details concerning pre-game activities (if any) that should be performed before starting the game.

4.2 The Weather Phase

If playing with the optional weather rule, the 1st Player (only) rolls to determine the weather for the turn. This result prevails for the entire game turn. If the optional weather rule is not being used, consult the Turn Record Track to see what the historical weather was for that turn.

4.3 The 1st Player's Turn

The 1st Player now conducts his half of the turn in the following sequence:

4.31 The Communications Phase

During this phase the 1st Player's units are checked to see if they are in communications, using the following sequence:

a. Replace any Officers killed in the previous turn.

b. Return any dummy units removed in the previous turn to play (ask the opposing Player to avert his eyes).

c. Check to see if each infantry unit can trace a Line of Communications (LOC) to its Officer and if each Officer in turn can trace a LOC to the overall Commander.

d. Declare a General Retreat if a Player so wishes (optional).

4.32 The Movement Phase

Units may now move in the following order:

a. Invert any friendly units revealed during the previous turn.

b. The 1st Player moves his units in accordance with the rules governing Movement (see Module 7.0). The 1st Player may conduct Cavalry Probes as he moves if he so desires.

c. During the 1st Player's movement, the 2nd Player may attempt to block Cavalry Probes or conduct Interception with his cavalry units.

d. The 1st Player's units which did not move, and which have previously lost stragglers, may now attempt to recover them.

4.33 The Combat Phase

The 1st Player's units may now attack the 2nd Player's units in the following manner:

a. The First Combat Round:

  1. The 2nd Player (Defender) deploys his units into Line Positions on the Battle Board.
  2. The 1st Player (Attacker) deploys his units into Line Positions on the Battle Board.
  3. Both Players secretly select Combat Orders for their respective Line Positions.
  4. The 1st Player indicates all of his planned attacks and then selects the sequence for the attacks he will conduct. All Combat Orders for all the Line Positions are then revealed.
  5. The Combat Intensity Charts (CICs) A and B are consulted for each attack and the results determined (but not yet applied).
  6. The Fire Combat Results Table (FCRT) is consulted and the results are now applied from both CICs A and B, and the FCRT.
  7. Repeat Steps a. (5) and (6) above until all attacks have been completed.

b. The Second Combat Round:

  1. If the 1st Player chooses, a second round of combat will be fought. In this case, each Player may move eligible units (if any) from their Reserve Position (if any) into their Line Position(s) and then repeat Steps a. (3) through a. (7) above.
  2. If the 1st Player does not wish to initiate a second round, the 2nd Player may do so following the procedure in Step b. (1) above.

The Players follow the combat procedures above until all combat for the 1st Player's Combat Phase are resolved.

4.34 The 2nd Player's Victory Point Phase

The 2nd Player now calculates any Victory Points (VPs) he has gained since his last Victory Point Phase and adjusts his Victory Point markers to reflect the gain or loss of VPs. Certain VPs need only be calculated at the end of the game but usually some must be determined during this phase. Refer to this game's Exclusive Rulebook for VP conditions.

4.4 The 2nd Player's Turn

The 2nd Player now conducts his portion of the turn following the sequence laid out in Section 4.3 above with all the 1st and 2nd Player roles reversed. Note that the 2nd Player does not, however, roll for weather.

4.5 The Turn Record Phase

Move the game turn marker forward one turn. Repeat Sections 4.2 through 4.5 until the end of the game is reached or other game ending conditions occur. At the end of the game, any final VPs earned are calculated and, generally, the Player with the highest total is the winner.

5.0 The Weather Phase

Printed on the Turn Record Track is the historical weather on a turn-by-turn basis. If the weather is Clear, there is no effect on the game. If the weather is other than Clear, there may be an effect on straggling and combat: Refer to this game's Exclusive Rulebook for any special effects.

5.1 Optional Weather

If non-historical weather is desired, the 1st Player should roll a die at the start of each game turn. Consult the Optional Weather Table. The result replaces the historical weather shown for that turn on the Turn Record Track and will be the weather (for both Players) during that turn.

6.0 The Communications Phase

In order to use their full capabilities, all regular infantry units must be able to trace a Line of Communication (LOC) to their respective Officer. The Officer must, in turn, be able to trace a LOC to the overall Commander. The Commander may also be required to trace a LOC to his side's home Area(s), depending on the particular game being played.

6.1 General Rule

LOCs are checked during the phasing Player's Communications Phase (see Rule 4.31) and during the opposing Player's Victory Point Phase (see Rule 4.34). Once it is established that a LOC exists, it continues to exist throughout the turn until it is required to be checked again.

NOTE: When checking LOCs, it is possible for an infantry unit to have a LOC to its Officer but the Officer not to have a LOC to the overall Commander.

Failure to trace a LOC during the Communications Phase results in movement and combat penalties to the phasing Player. Failure to trace a LOC during the opposing Player's Victory Point Phase may result in the opposing Player earning Victory Points and the checking Player's units suffering combat penalties during the opposing Player's half of the turn.

6.2 Infantry Unit and Officer LOCs

A regular infantry unit is able to trace a LOC to its Officer if that Officer is either in the same Area as the unit, or in an adjacent Area. Major rivers or ridges, rough, swamp, or mountainous Areas and/or the presence of enemy units have no effect on an infantry unit's ability to trace a LOC to its Officer.

EXCEPTION: If the Officer is alone in an enemy Controlled Area, the Officer is not captured, but his subordinate infantry units may not trace a LOC to him.

6.21 No LOC Restrictions

Infantry units that cannot trace a LOC to their Officer have the following penalties placed on them:

  1. The units may not Force March in the upcoming Movement Phase (see Section 7.3), and;
  2. The units may not be assigned the Advance, Assault or Counterattack Combat Orders during combat (see Section 9.4).

6.3 Officer and Commander LOCs

An Officer can trace a LOC to the Commander under either of the following conditions:

  1. The Officer is in the same Area with, or adjacent to the Area containing the Commander. Major rivers or ridges, rough, swamp, or mountainous Areas and/or the presence of enemy units have no effect on an Officer's ability to trace a LOC to the Commander.

EXCEPTION: If the Commander is alone in an enemy Controlled Area, the Commander is not captured, but the subordinate Officer(s) may not trace a LOC to him.

  1. The Officer can trace a continuous path along roads or railroads (or any combination of both) from the Area he occupies to the Area containing the Commander. This path may be traced across major rivers at crossing points if the Areas on both sides contain roads or railroads. The path may not be traced through Areas that are solely Controlled by enemy units. The path may be traced through Areas that contain both friendly and enemy units although militia infantry units, Leaders and dummy units alone in an Area do not

negate the presence of real enemy units occupying the same Area.

NOTE: Militia infantry units which are alone in an Area will block the path, however.

6.31 No LOC Restrictions

Officers who cannot trace a LOC to the Commander have the following penalties placed on them:

  1. Their subordinate infantry units may not be used to block the enemy Player from tracing a LOC path through the Area(s) the units occupy; in other words, the enemy Player may trace LOC paths through such units as if they don't exist.
  2. Their subordinate infantry units may not be assigned the Assault or Counterattack Combat Orders during combat (see Section 9.4).

6.4 Commander and Home Area LOCs

The Commander can trace a LOC to his side's home Area(s) under either of the following conditions:

  1. The Commander is in or adjacent to the home Area. Major rivers or ridges, rough, swamp, or mountainous Areas and/or the presence of enemy units have no effect on a Commander's LOC to the home Area unless the enemy alone Controls the home Area, in which case the Commander may not trace a LOC to the home Area on that turn, or;
  2. The Commander can trace a continuous path along roads or railroads (or any combination of both) from the Area he occupies to the home Area. This path may be traced across major rivers at crossing points if the Areas on both sides contain roads or railroads. The path may not be traced through Areas that are solely Controlled by enemy units. The path may be traced through Areas that contain both friendly and enemy units although militia infantry units, Leaders and dummy units alone in an Area do not negate the presence of enemy units occupying the same Area.

NOTE: Militia infantry units which are alone in an Area will block the path, however.

6.41 No LOC Restrictions

In general, a Commander may be required to trace a LOC to his home Area(s) in order to claim certain VPs at various times. Otherwise, there is usually no effect for failing to trace the LOC. Refer to this game's Exclusive Rulebook for any such special rules concerning Commanders and home Area LOCs.

6.5 Units Not Requiring LOCs

Artillery, cavalry, and garrison or militia infantry units are never required to trace a LOC, nor are they affected by the failure of Leaders to do so. Treat these units as independent in every way, never requiring a LOC of any sort to function fully. If assigned to a Line Position containing regular infantry units that are unable to trace a LOC however, they must obey the combat order restrictions imposed on the infantry units.

6.6 General Retreat (Optional Rule)

If this rule is in use then, during the Communications Phase, a Player may declare a "General Retreat" is in effect for any or all of his armies. If such a declaration is made, all of the Player's units in that army must move at least one Area closer to their own Home Area during their Movement Phase. Units comprising each army (if there is more than one) are listed on the Unit Status Sheets. Normally, infantry units may not leave an enemy Controlled Area except by engaging in combat, or through other restrictive methods (see Section 3.4). However, a Player's units (of any type) may even exit an enemy Controlled Area using "General Retreat", even if not otherwise eligible to do so, during the Movement Phase under the following conditions:

  1. Infantry unit's performing General Retreat movement have a LOC to their Officer, and their Officer has a LOC to the Commander, in this turn, and;
  2. Any unit's (infantry, cavalry, artillery, leaders) movement is along the shortest route towards that side's Home Area.

Due to the above conditions, a player may have some units that are eligible to execute a General Retreat, and others that are not. Those that can must do so. Ineligible units may perform some other action (or just sit).

7.0 The Movement Phase

The phasing Player may move as many or as few units as he wishes during the Movement Phase, subject to the rules set out in this Module. Several types of activities may take place during the Movement Phase. These are the described below:

  1. Regular movement (see Section 7.1).
  2. Movement across major Rivers (see Section 7.2)
  3. Force March (see Section 7.3).
  4. Straggler Recovery (see Section 7.4).
  5. Introduction of Reinforcements (see Section 7.5)

7.1 Regular Movement Procedure

Units are moved individually or in stacks from the Area they occupy into allowed adjacent Areas, subject to their Movement Allowance.

7.11 Movement Allowances

The basic Movement Allowance for most units is quite small.

a. Cavalry and Leaders - two Areas per Movement Phase.

b. Infantry, Artillery and all other units - one Area per Movement Phase.

Refer to the Exclusive Rulebook for any exceptions to these Movement Allowances.

7.12 Movement Restrictions

Movement must be from one Area into an adjacent Area. Units may not skip Areas as they move.

a. Non-cavalry units must stop upon first entering an enemy Controlled Area (even if Force Marching). They may only exit an enemy Controlled Area as stated in Rule 3.42.

b. Cavalry units may pass freely through the first enemy Controlled Area they enter (and the second if Force Marching), subject to Interception (see Section 8.2).

EXCEPTION: Cavalry units that enter enemy Controlled Areas by crossing over major rivers are restricted from exiting (see Rule 8.14).

c. Units may exit the map during regular movement, Retreat Before Combat, or when executing the Withdraw combat order. Units that exit the map are out of play for the remainder of the game but do not count for Victory Point purposes for either side.

7.2 Movement Across Major Rivers

Major rivers represent significant water obstacles for units to cross over. Units may only cross major rivers at crossing points. Crossing points are bridges, ferries and fords (there is no distinction in game terms among the three). If there is no crossing point joining two Areas, a unit may not cross the major river at that point or declare combat against adjacent enemy units across the river. Mark units that cross major rivers during their move with a "Fording" marker.

NOTE: Note that minor streams and watercourses drawn on the map are for artistic purposes only. They have no effect on play.

7.3 Force March

Units may attempt to move one additional Area above their normal Movement Allowance through Force March, but risk suffering straggler losses in the process. When a unit Force Marches, a Player must declare it is doing so at the start of its move. It is then assumed to be Force Marching throughout the phasing Player's half of the turn, even if it is unable to move the entire distance desired.

7.31 Eligibility

All cavalry, artillery, and garrison infantry units are eligible to move one additional Area above their normal Movement Allowance through Force March. Regular infantry units which were able to trace a LOC to their Officer during the Communications Phase may also Force March. Militia infantry units may not Force March.

a. Place a Force March marker on those units that do so during the Movement Phase. This marker will remain on the unit(s) until the start of the Player's next Movement Phase.

7.32 Restrictions

Force March cannot be conducted if any of the following conditions apply:

  1. If neither a road nor a railroad connects two particular Areas, units cannot Force March between them.
  2. Units may not Force March into or out of rough, swamp or mountainous Areas nor across ridges, even if a road or railroad connects the Areas.
  3. Units may not Force March the turn they cross a major river over a crossing point, even if the crossing point is a bridge.
  4. Militia infantry units, and any ineffective unit, may not Force March.

7.33 Force March and Straggling

Straggling may occur during a Force March. At the end of the Movement Phase, each infantry or cavalry unit that Force Marched must roll a die to determine if it lost any stragglers. Leaders and artillery units never suffer straggler losses when Force Marching (but artillery may lose stragglers due to other causes). Roll one die for each infantry or cavalry unit Force Marching and cross index the result with the unit's current (not printed) strength on the Straggler Loss Table. Apply any die roll modifiers listed below the table. The result is the number of strength points that unit has lost to straggling. Tag the unit with the appropriate "Straggler Loss #" marker and apply the result at the end of the Movement Phase (before the Combat Phase begins). See Rule 7.45 below on how to record straggle losses.

NOTE: Particularly before the modern period of warfare, the confusion inherent in long marches caused a constant problem with stragglers. Some eventually returned to their units, others just deserted. The straggle rules presented here attempt to simulate this.

7.34 Straggler Table Die Roll Modifiers

Printed beneath the Straggler Loss Table are various modifiers that may favorably or unfavorably modify the die roll. Use all that apply. The Exclusive Rulebook in each game may also list other conditions that influence Straggler losses. Consult those rules for any modifications to the straggler loss die roll(s).

7.4 Straggler Recovery

Straggler losses are never permanent and may be recovered. Units may attempt straggler recovery on turns after the stragglers are lost. There is no limit to the number of times stragglers may be lost and recovered.

7.41 Procedure

The unit seeking to recover its stragglers must be in an Area unoccupied by real enemy infantry, cavalry or artillery units. The unit must remain stationary throughout the Movement Phase. At the end of the Movement Phase, the unit recovers some stragglers.

7.42 Recovery Rate

Infantry units recover stragglers at the rate of one strength point per turn. Cavalry units recover stragglers at the rate of two strength points per turn. Artillery units may never recover stragglers (dead horses and abandoned guns don't come back). Adjust the Unit Status Sheets at the end of the Movement Phase.

7.43 Cavalry Unit Benefit

Cavalry units that are not themselves recovering their own stragglers during the turn may aid friendly infantry units to recover stragglers if both the following conditions are met:

  1. At least one cavalry unit must have begun the Movement Phase in the same Area as the infantry unit(s) recovering stragglers.
  2. The cavalry unit must remain stationary the entire Movement Phase. The presence of a cavalry unit meeting the above requirements increases the rate of recovery for all infantry units in the Area to two strength points per turn.

7.44 Straggler Loss Effects

Each straggler loss will reduce a unit's strength point total, weakening it for combat and possibly causing it to become ineffective as well (see Section 3.5). If at any time a unit's strength point level falls to zero due to straggler losses, the unit is not eliminated (except artillery units which are eliminated). However, it may not move again until its strength point level rises above zero through the straggler recovery process. Units whose strength falls to zero do not exert Control or Influence in Areas, do not block enemy LOCs and may not be involved in combat, even if they are the only units in an Area. They also may not be attacked while in this state.

7.45 Straggler Record Keeping

On the Unit Status Sheets, all of each side's infantry, cavalry and artillery units are listed with a series of boxes equal to the starting combat strength points of the unit. As a unit takes strength point losses from straggling, draw a circle around a number of boxes equal to the strength points lost, starting at the rightmost box.

(Illustration: an example "1st Division" Unit Status entry with five boxes, the rightmost box circled, and an ineffectiveness number of 2.)

a. A unit may be rendered ineffective due to straggler losses and restored to effectiveness through straggler recovery. Therefore it is important to keep track on the Unit Status Sheets which losses are due to combat (and thus permanent) and which are due to straggling (and thus recoverable).

7.5 Reinforcements

Units designated as reinforcements by the Exclusive Rulebook may enter the game during the phasing Player's Movement Phase. They may enter into the map normally or delay their entry one turn, at the owning Player's discretion. If entrance is delayed, the units may enter at the assigned Area or at an adjacent Area. Placement onto the map at a map edge entry Area counts as the first Area moved. Units appearing at a non-map edge entry Area are free to move that Movement Phase. Reinforcements may Force March the turn they appear if otherwise eligible. Units may never be prohibited from entering the game, even if the entry Area is enemy occupied.

Reinforcements are assumed to have successfully traced a LOC of some sort during the previous Communications Phase and thus are in communications until required to check again. During the Victory Point Phase of the turn of their entry and on all subsequent turns they must trace a LOC normally.

7.6 Troop Density Level (Optional Rule)

Generally the size of an Area is so large that a Player could comfortably fit his entire force in one Area, and still not occupy every square inch, particularly given the troop density doctrines of the period. While the game system normally allows Players to move through enemy occupied areas after declaring combat (simulating a local turning movement being carried out after coming into contact with the enemy), if enough men and horses are present in an Area, even this is impossible. A large enough force will be able to occupy most of an area and prevent local penetrations. Instead, a larger (operational level) turning movement using adjacent Areas must be executed if a Player hopes to "go round".

When using this rule, Players may not exit mutually controlled Areas by moving "through" the opposing Player's forces if the opposing Player has at least a number of effective unit strength points in the area equal to the amount listed on the Troop Density Level Chart (TDLC) for that terrain type. This rule applies even after the Player has declared combat, or when is moving cavalry through an Area. Do not count ineffective unit strength points towards this total. TDLs for each terrain type are listed on the chart. A Player may exit backwards toward his own Home Area or off to a side Area provided that such a move does not place him closer (in terms of Areas) to his opponent's own Home Area area than his opponent's units are. An adjacent Area that is an equal distance away from the opposing Player's Home Area is permissible.

A Player may "test" his opponent's strength in an Area by having some units attempt to exit "ahead" during their Movement Phase and waiting for the opposing Player to declare he can't due to the TDL in the Area. This "test" does count as one Area moved for those units however, will end movement for units with a Movement Allowance of one.

EXAMPLE: In the diagram below, the Union Player has entered an area containing a large number of Confederate units, whose total of effective strength point exceeds the TDL given in that game. The Union Player declares combat and inflicts some losses, but not enough to render any Confederate units ineffective or lower the overall strength point total in the Area below the TDL. The next turn the Union Player is free to leave the Area but can only go to Areas marked "A" on the diagram, he could not go to any area marked "B" as this would place him closer to the Confederate's Player home area than the Confederate Player's own forces.

(Map diagram: a section of the game map with Areas marked "A" and "B" around a Union stack in an Area containing Confederate units. The diagram illustrates the Troop Density Level example above.)

8.0 Cavalry Probes and Interception

Cavalry during this period was not a decisive battlefield weapon. Its worth was in reconnaissance and screening and the rules below reflect this.

8.1 Cavalry Probes

Cavalry Probes are conducted during the Movement Phase by cavalry units of the phasing Player. If successful, Probes will permit the phasing Player to inspect inverted enemy units in a given Area.

8.11 Procedure

When friendly cavalry units enter an enemy occupied Area, the phasing Player may try to inspect the enemy stack(s) in the Area. He announces that a Probe will be attempted. At this point he reveals the cavalry units which will be used to Probe. These units remain revealed until their next friendly Movement Phase.

a. In order to combine cavalry unit strengths for a Probe, the cavalry units must have entered the Area being Probed in one stack. Cavalry units that begin the turn in different Areas, or in different stacks within the same Area, must first move to a new Area, combine stacks, and then move into the Area to be Probed if they wish to use their combined strengths.

b. Two or more cavalry units may attempt separate Probes against the same enemy stack, whether they entered the Area stacked together or not. A stack of cavalry units need not conduct only one Probe; rather the individual units comprising the stack may Probe two or more different enemy stacks (see Rule 8.12 below) if they wish.

c. If the non-phasing Player has any cavalry units in the Area being Probed, he may choose to try to block the Probe. He does this by revealing the cavalry units he will commit to blocking the Probe. These units may come from any of his stacks in the Area.

NOTE: It is not mandatory that an attempt be made to block the Probe. The non-phasing Player can do nothing and hope the phasing Player rolls poorly on the Probing Chart.

d. Total the combat strength points of the units committed to the Probe, and subtract the combat strength points of the units committed to blocking the Probe. If the result is zero or less, the Probe is automatically blocked. If the result is greater than zero, then a successful Probe may occur.

e. The Probing Player rolls one die and consults the Probing Chart. Cross index the die roll with the result obtained in Step d. above to determine the success of the Probe. If the result is a number, this is the number of enemy units that must be revealed.

NOTE: If the net cavalry strength of the Probing Player is low, there is a good chance that no units will be revealed.

f. The Probing Player now selects the stack he wishes to inspect. The opposing Player must now reveal a number of units out of the selected stack equal to the number obtained from the Probing Chart. This is done from the top of the stack down. In calculating the units revealed, Leaders do not count (even though they are face down in the stack), nor do game markers. Enemy cavalry units from the stack that were revealed to block the Probe do not count either. Dummy units do count towards the revealed total and are removed when revealed. Revealing units in the stack continues until the required number of units are revealed or the entire stack has been revealed, whichever occurs first.

g. Enemy units revealed through Probes remain face up until their next friendly Movement Phase, when they may be reinverted. Such units stay revealed throughout the Combat Phase and during Battle Board deployment (i.e. they cannot be reinverted during the combat resolution process).

h. After a Probe is resolved, a cavalry unit may continue to move up to its remaining Movement Allowance.

8.12 Multiple Probes

It is possible to conduct a series of Probes in an Area if the phasing Player possesses sufficient cavalry units to do so. The procedure is the same for each Probe. However, no cavalry unit may Probe more than once per turn. No cavalry unit may be used to try to block more than one Probe per turn: other enemy cavalry units must be revealed to block subsequent Probes if the non-phasing Player wishes to block those Probe(s). However, the fact that an enemy cavalry unit was discovered by a successful Probe will not prevent the enemy Player from using that cavalry unit to block a subsequent Probe of the Area.

8.13 Restrictions on Probes

A cavalry unit may only conduct one Probe per turn. It may enter an Area, Probe, and then enter another Area. It may not enter an Area, Probe, enter another Area and Probe again.

a. A Probe may not take place if the Probing cavalry unit's strength is reduced to zero or less by the strength of enemy cavalry units committed to blocking the Probe.

b. If a cavalry unit is Force Marching and wishes to Probe, it must do so only in the first or second Area entered. It may not do so in the third Area entered.

8.14 Cavalry Probes Across Major Rivers

In order to Probe an Area across a major river, there must be a crossing point connecting the two Areas. After conducting the Probe, cavalry units that crossed over a major river must:

  1. Return to the Area they crossed the major river from. Cavalry units may not continue moving, except to return to the Area they came from. In this case no combat occurs, or;
  2. Remain in the enemy occupied Area and declare combat during the Combat Phase. Note that the cavalry units will have to remain and declare combat if the Area being Probed contains an enemy artillery unit as the artillery unit will exert Control in the Area in this case. A Player is free to move additional units into the enemy occupied Area to assist the cavalry units if he opts to declare combat. Such combats are resolved using the rules in Module 9.0.

8.2 Interception

Interception is the special ability of cavalry units (only) to prevent enemy cavalry units from attempting certain activities such as exiting Controlled Areas and Retreat Before Combat. The rules below outline the Interception procedure.

8.21 When Interception May Occur

Interception is always voluntary and may take place under the conditions listed below:

  1. During the phasing Player's Movement Phase, some or all of the non-phasing Player's cavalry units in an Area may Intercept any enemy cavalry units that enter the Area and which then attempt to exit (remember, cavalry units are the only units that may move through an enemy Controlled Area), or;
  2. During the phasing Player's Movement Phase, some or all of the non-phasing Player's cavalry units in an Area may Intercept any enemy cavalry units that begin the Movement Phase in the Area and which then attempt to exit without having met any of the requirements stated in Rule 3.42, or;
  3. During the phasing Player's Combat Phase, the phasing Player may use any or all of his cavalry units in an Area to Intercept any enemy cavalry units that attempt to Retreat Before Combat from the Area.

Even if an Area is mutually Controlled by both Players, the above conditions still apply.

8.22 Procedure

To Intercept enemy cavalry units, simply declare the Interception and reveal the cavalry unit(s) being used to Intercept. This declaration will affect all enemy cavalry units that are attempting to move or Retreat Before Combat. A given cavalry unit may declare it is Intercepting as many times as opportunities arise. There is no limit to the number of times a given cavalry unit may Intercept.

a. The same cavalry unit(s) can Intercept more than one enemy cavalry unit(s). If a given cavalry unit(s) Intercepts more than one attempted enemy action (such as one enemy cavalry unit attempting to exit a Controlled Area while another enters the same Area and then attempts to exit too), then all Interceptions are resolved as one Interception combat during the Combat Phase.

b. If all of the enemy units being Intercepted turn out to be dummy units, they are revealed and removed and the Intercepting units are immediately reinverted. However, if some or all of the Intercepted units are not dummy units, then the dummy units (if any) are not revealed and the Players proceed to Step c. below.

8.23 Interception and Combat

All enemy cavalry units that are Intercepted must engage in combat during the Combat Phase. If Intercepting under Rule 8.21 numbers (1) or (2), the non-phasing Player will be the Attacker, and the phasing Player the Defender. Under number (3). the phasing Player will be the Attacker. If by odd chance, both Players are eligible to be the Attacker, each Player should roll a die: high roll has the choice of being Attacker or Defender.

a. During the Combat Phase it is possible to have a maximum of two distinct

combats occur within the same Area; the first an Interception combat and the second a regular combat. The Interception combat is conducted separately from any regular combat that may be taking place in the Area. Note that Interception combat takes priority over regular combat.

EXAMPLE: The phasing Player moves cavalry units through an Area occupied solely by enemy cavalry units. The non-phasing Player declares an Interception (which will be resolved during the phasing Player's Combat Phase). The phasing Player then moves infantry units into the Area but may not declare regular combat against the enemy cavalry units. They are already committed to the Interception combat.

b. Combat in Interception actions is resolved in exactly the same manner as regular combat (see Module 9.0) except that only cavalry units may be involved in the Interception combat. No other units in the Area may join in the Interception combat. Interception combat is treated as a completely separate combat action in the Area. Officers have no effect on Interception combat.

8.24 Interception Restrictions

Cavalry units that conduct Interception have the following restrictions placed on them:

  1. All cavalry units that attempt Interception must be present in the Area where the enemy activity to be prevented is occurring and may not currently be ineffective (see Section 3.5).
  2. The non-phasing Player's cavalry units that were revealed to block an enemy Cavalry Probe (see Section 8.1) may not also be used to Intercept the phasing Player's cavalry units.

9.0 The Combat Phase

Combat takes place between all of the opposing units in the same Area (even if some units arrived by moving from two or more different Areas). Combat is always voluntary; that is, two opposing units can remain in the same Area without any combat as long as both Players desire.

EXCEPTION: A declared Interception, entering an Area Controlled by enemy artillery units, or entering an enemy occupied Area by crossing a major river results in mandatory combat.

9.1 Combat Sequence of Play

The phasing Player declares the Area in which he will first attempt to resolve combat. Combat is conducted in "rounds," and there may be one or two rounds of combat in a given Combat Phase. Note that it is possible to have two separate combat situations within an Area (but not more than two) if cavalry units in the Area engage in Interception combat and both Players have other units present to conduct regular combat. Both combats are resolved using the rules in this Module but are handled as two distinct battles. With the exception of an Interception action initiated by the non-phasing Player, the phasing Player is the "Attacker" and the non-phasing Player is the "Defender."

9.11 Battle Board Deployment

Remove all units involved in the designated combat from the map and place one of the Attacker's Combat markers in the Area to mark where the battle is taking place. Both Players then deploy their units on the Battle Board.

a. The Defender allocates his units first. He places them face down (except for revealed units caused by Probing) in the various Line Positions and, if desired, into the Reserve Position as well. He must have at least one Line Position, and a maximum of three. He may choose whether or not he wishes to have a Reserve Position.

b. The Attacker now allocates his units to the Line Positions and a Reserve Position if he wishes.

9.12 The First Combat Round

The first combat round is played as follows:

a. Each Player simultaneously, and secretly, places a combat order on each of his Line Positions (see Section 9.4).

b. The Attacker declares his order of attack; that is, which enemy Line Positions will be attacked by his Line Positions using the CICs and in what sequence. All of the Defender's Line Positions must be attacked, and all of the Attacker's Line Positions must make an attack. This means the Attacker may be forced to attack two or more of the Defender's Line Positions with one of his, if he has fewer Line Positions than the Defender. If the Attacker has more Line Positions than the Defender, the excess must attack the same Defending Line Position twice in one round.

Both Players also must indicate which of their Line Positions are firing, and which enemy Line Positions they are firing upon, using the FCRT. Each Line Position may make use of the FCRT only once per round, regardless of how many attacks are required using the CICs.

After all Line Position attacks and sequences have been indicated, reveal the Combat Order chits for all Line Positions.

c. Each pairing of the opposing Line Positions is then resolved in three steps:

  1. Both Players reveal their units occupying their Line Position involved in this combat.
  2. Both Players consult Combat Intensity Charts (CICs) A and B to determine if there are any automatic losses. Note that the Attacker and Defender do not separately determine their CIC A and B results. The procedure is done once per pair of opposing Line Positions and the result obtained then applies to both Players.
  3. Each Player who indicated his Line Position was firing on the opposing Line Position in Step b. above may roll on the Fire Combat Results Table (FCRT) to try to inflict additional losses.

d. All losses from CIC B and the FCRT are now applied.

e. Repeat Steps c. and d. above, Line Position by Line Position, until all combat has been resolved for the first round.

f. Declare a second round of combat (see Rule 9.93) or return the units to the map and reinvert them.

9.13 Multiple Combat Situations

All combat situations within an Area must be completely resolved before proceeding to the next Area's combats.

9.2 Retreat Before Combat

Defending units may elect to leave the area before resolving the Combat Phase. They may Retreat Before Combat.

9.21 Procedure

Retreat Before Combat is an option only available to the non-phasing Player. If attacked, his units in the Area may try to Retreat Before Combat. Only Leaders, militia infantry, artillery, and cavalry units (or a combination of these) may Retreat Before Combat. If any other type of friendly unit is present in the Area (infantry or garrison units) no units may Retreat Before Combat. Cavalry units that Retreat Before Combat can be Intercepted (see Section 8.2); otherwise units that Retreat Before Combat cannot be attacked.

a. Dummy cavalry units may also Retreat Before Combat, if alone or with real cavalry units present in the Area, if otherwise eligible. They may be Intercepted and, if moving alone, thereby be forced to reveal themselves. Dummy infantry units may not Retreat Before Combat and must be revealed and removed to allow any otherwise eligible units to Retreat Before Combat (i.e. the dummy infantry units are the sole infantry type units in an Area).

9.22 Movement Priorities

If a unit Retreats Before Combat (or executes a Withdrawal, see Rule 9.91) it moves to an adjacent Area (multiple units may move into different Areas) according to the following priorities:

  1. To an Area solely under friendly Control, or;
  2. To a non-enemy Controlled Area which either contains (or is adjacent to an Area which contains) a non-involved Leader belonging to the retreating side, or;
  3. To a non-enemy Controlled Area that is closer to the retreating side's Home Area, as designated in the game's Exclusive Rules, or;
  4. To an Area currently Controlled by both Players. In this case, units which move into mutually occupied Areas do not take part in that Area's combat rounds (if any) if they have not yet been resolved. They cannot take losses or be involved in combat but may Retreat Before Combat (or Withdraw, see Rule 9.91) again along with eligible friendly units (but need not roll for stragglers if Withdrawing a second time).

a. If no adjacent Area meets the above criteria, a unit may not Retreat Before Combat (or Withdraw).

EXAMPLE: All Areas adjacent to a unit seeking to Retreat Before Combat are solely occupied (and thus Controlled by) by enemy units; therefore Retreat Before Combat is not permitted. However, in this case, the enemy units must be real units. If there were only Dummy units and/or Leaders in one or more of the adjacent Areas, then retreat priority 2 or 3 above might apply (as dummies and Leaders do not exert Control over an Area by themselves). In this case the opposing Player must reveal all the possible choices so as to permit the Retreat Before Combat. He need not reveal whether his units are Dummies or Leaders, he simply states that the retreating Player is permitted to move his units into any of those Areas.

9.3 Battle Board Positions

The Line Positions on the Battle Board simulate the left, center and right, as well as a reserve, typically found in battles during this period. Each side places its units face down in one, two or three of the Line Positions. How they were arranged in stacks for movement has no effect on this deployment. After the Combat Phase is over, they are reinverted (except for units revealed by Probing) and may be freely restacked (in stacks of five) in any order desired back on the map in the Area from which they were taken.

9.31 Line Position Limits

The number of Line Positions a Player selects is up to his discretion. There must be a minimum of one Line Position and a maximum of three. However, if the Defender has only one Line Position, the Attacker may not have more than two. Stacking within each Line Position must meet the requirements of Rule 3.33, with any excess units placed in the Reserve Position.

a. If the Defender opts for only one Line Position, he must deploy in the center box. If he opts for two, he must choose either the center and right boxes, or the center and left boxes. He may not choose the right and left boxes.

b. If the Attacker opts for only one Line Position, he must deploy in the center box. If he opts for two, he must choose either the center and right boxes, or the center and left boxes. He may not choose the right and left boxes. In addition, if the Defender has chosen to deploy in two Line Positions, and the Attacker chooses to deploy in two Line Positions, the Attacker must choose the two Line Positions directly across from the Defender.

EXAMPLE: The Defender chooses a center and right deployment. If the Attacker chooses to deploy in two Line Positions, he must place his units in the center and left boxes.

9.32 Restrictions

A Line Position must contain at least one unit capable of fighting. A Line Position cannot be solely occupied by a dummy unit or units or an Officer. However, if there is at least one real unit in the Line Position, the rest may be dummy units or Officers.

a. The Attacker's Line Positions may not contain ineffective unit(s) at all.

b. The Defender's Line Positions may contain ineffective units. If the Defender's Line Position only contains ineffective units, the only Combat Order he may issue to that Line Position is Withdraw. Defender Line Positions containing both effective and ineffective units may only be issued the Stand or Withdraw Orders.

NOTE: Obviously, if the Attacker only has ineffective units in an Area, he may not initiate combat. The Defender may always defend, even if he only has ineffective units.

9.33 Unequal Line Positions

If the Attacker has fewer Line Positions than the Defender, the Attacker will have to attack two or more of the Defender's Line Positions with one of his own. He also suffers a penalty column shift when firing on the FCRT. If the Attacker has more Line Positions than the Defender it will allow two of the Attacker's Line Positions to conduct attacks against only one of the Defender's Line Positions, but there is no corresponding bonus shift on the FCRT.

NOTE: It is possible for the Defender to have three Line Positions and the Attacker one, but it is not possible for the Attacker to have three Line Positions to the Defender's one.

9.34 The Reserve Position

The Reserve Position may also be occupied at the owning Player's discretion. There are no restrictions as to what may be kept in the Reserve Position except that Commanders must always be placed in the Reserve Position and never in a Line Position. Units in the Reserve Position are always kept face down and are not revealed during the combat round. The Reserve Position may, for instance, be used to shelter units from combat, keep dummy units from being revealed, or to augment his Line Position(s) during the second round of combat as the owning Player desires. All units occupying the Reserve Position may freely withdraw along with any Line Position issued the Withdraw Combat Order but do not have to roll for stragglers as do the units occupying the Line Position.

9.4 Combat Orders

After units are assigned to Line Positions, each Player secretly selects a chit with a printed Combat Order for each occupied Line Position. The Attacker selects from among the Attack orders, and the Defender selects from among the Defend orders. Orders are assigned by placing the corresponding marker, face down, on the respective Line Positions.

(Counter illustration: "Assault" and "Counter Attack" combat order chits.)

9.41 Restrictions

Only one combat order can be issued to each individual Line Position for a particular combat round. The order chosen will apply to the Line Position throughout the combat round, even if it attacks, or is attacked by, two or more enemy Line Positions. Combat orders may be changed for the second round. All Line Positions may be issued the same combat order, or they may be issued different ones at the owning Player's discretion. The Reserve Position is never issued a combat order.

a. The Attacker's Line Positions may not contain an ineffective unit. If one is found to accidentally do so, the combat in that Area is null and void. Return all units to the map and reinvert them.

b. If any of the Defender's Line Positions consist solely of ineffective units, he may only issue the Withdraw Order to those Line Positions. If a Defender's Line Position contains both effective and ineffective units, it may only be issued the Stand or Withdraw orders.

(Illustration page: "Line Position Combat Examples" - a set of diagrams showing Defender and Attacker Line Positions (Right, Center, Left, Reserve) and arrows marking Mandatory CIC Combat (double arrow) and FCRT Combat (single arrow). The diagrams illustrate the pairings described in Rules 9.12 and 9.51.)

9.42 Defend Orders

There are three combat orders available to the Defender:

a. WITHDRAW - the units occupying a Line Position issued this order will abandon the Area at the end of the present round and withdraw into an adjacent Area following the priorities of Rule 9.22. All combat results are applied before the units complete their withdrawal. If the units cannot withdraw in accordance with Rule 9.22, this order may not be executed (the units sit and do not withdraw). Each unit that withdraws from a Line Position (including artillery) must roll for possible straggler losses after completing the withdrawal (see Rule 9.91 for more details).

NOTE: Even units issued the Withdraw Combat Order have an opportunity to inflict casualties on the enemy. Units occupying Line Positions that Withdraw still use the CICs and may roll on the FCRT.

b. STAND - the units occupying a Line Position issued this order choose to hold their present position. This order usually gives the greatest possible strength increase to artillery units.

c. COUNTERATTACK - the units occupying a Line Position issued this order have chosen to rise and advance against the approaching enemy. This is the most intense defensive combat order. There are certain restrictions and benefits when selecting this order:

  1. Line Positions containing infantry units may only be issued the Counterattack order if the infantry units were able to trace a LOC to their Officer, and the Officer was able to trace a LOC to the Commander, the last time communications were checked.
  2. Line Positions containing artillery and cavalry units may only be issued the Counterattack order if infantry and/or garrison infantry (not militia infantry) units are also present.
  3. Line Positions containing militia infantry units, or an ineffective unit of any sort, may not be issued the Counterattack order.
  4. Units occupying Line Positions issued the Counterattack order do not get the benefit of mountainous, rough, swamp or defensible terrain when resolving the opposing Player's attacks. Units attacking them across major rivers are still halved, however.
  5. Officers occupying a Line Position issued the Counterattack order still use their Defensive Rating (see Rule 11.31) when determining if the units occupying the Line Position are eligible for a FCRT shift.

9.43 Attack Orders

There are three Attack Combat Orders available to the Attacker:

a. DIVERSION - the units occupying a Line Position issued this order engage in a "demonstration" attack and basically skirmish. It is ideal for use when only one round of combat is desired and the purpose is to free up units for movement (see Rule 3.42).

b. ADVANCE - the units occupying a Line Position issued this order close in for fire combat and melee. The following restriction applies to Line Positions issued this order:

  1. Line Positions containing infantry units may only be issued the Advance Order if the infantry units were able to trace a LOC to their Officer the last time communications were checked.

c. ASSAULT - the units occupying a Line Position issued this order have commenced an all-out charge upon the enemy. As with the Counterattack order, there are certain restrictions and benefits for Line Positions issued this order:

  1. Line Positions containing infantry units may only be issued the Assault Order if the infantry units were able to trace a LOC to their Officer, and the Officer was able to trace a LOC to the Commander, the last time communications were checked.
  2. Line Positions containing militia infantry units may not be issued the Assault Order.

9.5 Declaring Attacks

The Attacker must indicate which of the Defender's Line Positions he is attacking with his own Line Positions using the CICs. Both Players must then indicate which of their Line Positions are firing, and which Line Position they are firing on, using the FCRT. The Attacker does so first, and then the Defender. Both Players do this before revealing the units occupying each Line Position and the combat order issued the Line Position. Each Line Position must be attacked at least once using the CICs and FCRT, before any can be attacked twice in a combat round.

9.51 Attack Options

Each of the Attacker's Line Positions must declare and execute at least one attack using the CICs per combat round. All of the Defender's Line Positions must be attacked using the CICs each combat round. Each attacking and defending Line Position may use the FCRT only once per combat round, no matter how many attacks are resolved using the CICs.

a. Each Line Position may only attack the enemy Line Position directly opposite to it.

EXCEPTION: If the Attacker has more Line Positions than the Defender, the Attacker's extra unopposed Line Position must attack the Defender's adjacent Line Position. In this case, the Defender's Line Position under attack by two of the Attacker's Line Positions must participate in two combat resolutions using the CICs, but has its choice of which of the Attacker's Line Positions it will fire at using the FCRT.

If the Attacker has fewer Line Positions than the Defender, he still must attack all of the Defender's occupied Line Positions. One of the Attacker's Line Positions will be facing two or three of the Defender's Line Positions. In this case, the Attacker's Line Position must participate in two or three combat resolutions using the CICs, but has its choice of which of the Defender's Line Positions it will fire at using the FCRT.

b. Given the exceptions above, a Defender's Line Position could be attacked more than once, and an Attacker's Line Position could attack more than once in a combat round, using the CICs. Such Line Positions must undergo the entire combat procedure using CICs A and B (see Section 9.7) each time, possibly incurring automatic losses each time. Whatever combat order (see Section 9.4) had been selected for that Line Position that round would be used in resolving all the attacks. A Line Position could also be fired on (using the FCRT) more than once per round, possibly incurring losses each time. However, each Line Position itself may only fire once per round on the FCRT.

c. An unequal number of Line Positions may result in unfavorable column shifts on the FCRT if the Attacker has fewer Line Positions than the Defender (see Rule 9.85).

9.6 Combat Resolution

After all the Line Positions have been formed, Combat Orders issued, and the sequence and direction of attacks designated, reveal all Combat Order chits for the Line Positions. The combat routine for each pair of opposing Line Positions is then resolved separately. The Attacker announces which Line Position combat will be resolved first and both Players reveal their units.

a. Consult Combat Intensity Charts (CICs) A and B to determine what automatic strength point losses, if any, are inflicted, but do not apply these yet.

b. If both Line Positions are also firing on each other, then both roll on the Fire Combat Results Table (FCRT) to determine

what additional strength point losses are inflicted, if any. Otherwise, only the side that declared that it is firing on the enemy Line Position does so.

c. After both Steps a. and b. have been completed, apply all the strength point losses, and move on to the next combat designated by the Attacker until the Attacker has completed attacking all of the Defender's Line Positions.

NOTE: Remember that attacks are conducted sequentially, so losses taken in one attack can affect the odds ratios and fire strengths of a Line Position involved in a subsequent combat the same turn.

d. After all combat has been completed, reinvert all units (except for successfully Probed units) and return them to the Area on the map the battle took place in, restacking them in any order the Players see fit (in stacks of five).

9.7 The Combat Intensity Charts (CICs)

Warfare in this period was viciously fought, and both the attacker and defender took heavy losses. The major factors which determined who would suffer the greater losses were the intensity of combat, the resolution of each side to press home the fight, and numerical superiority. Rarely would an assaulting force enter a battle and escape unscathed. The CICs reflect this.

9.71 Using CIC A

Consult CIC A, cross referencing the Attacker's Combat Order for his Line Position with the Defender's Combat Order for his Line Position. There is no die rolled for this step. A number (the Combat Intensity Level) is obtained which will then be applied to both sides on CIC B.

9.72 Non-Artillery Unit Strength Multipliers

Each Player now counts the current combat strength points of his non-artillery units occupying his Line Position and applies any combat strength multipliers. All multipliers are cumulative. Always total the strengths of all units, then halve or quarter and round any fractions down.

EXAMPLE: Two units, with 9 and 6 Strength Points respectively, would have an adjusted Strength Point total of 7 if the units were halved for combat. (9 + 6 equals 15, divided by 2 equals 7 1/2, rounded down to 7). A unit with a Strength Point total of 1, if halved for combat, would have an adjusted Strength Point total of 0. (1 divided by 2 equals 1/2, rounded down to 0).

Modify unit combat strength points as follows:

a. All of the Defender's non-artillery units are tripled in mountainous terrain, and doubled in rough terrain, if their Line Position is not assigned the Counterattack Order.

b. Any of the Attacker's non-artillery units that crossed a major river and engage in combat this turn are halved.

c. Any of the Attacker's non-artillery units that Force Marched and engage in combat this turn are halved (total all such units, halve and then round down) for all combat rounds. If attacked, units that Force Marched defend at their full current strength.

d. Both the Attacker's and Defender's cavalry units are halved if they engage in combat with any type of unit (including other cavalry units) other than militia infantry units. This applies even if other friendly units occupy their Line Position. Cavalry units fight at full strength only if the opposing Line Position is composed solely of militia infantry units.

9.73 Artillery Strength Point Modifications

Each Player now consults the Artillery Strength Point Multiplier Chart to determine what multiple to apply to their artillery strength. Cross index the Combat Order assigned the Line Position with each Player's nationality and multiply the artillery unit's current combat strength points by the multiple to obtain its combat strength for the combat round. Again, no die is rolled.

a. Artillery units that crossed a major river and engage in combat this turn are halved (Total first and then round down).

b. Artillery units that Force Marched this turn may not be used in combat at all (place them in the Reserve Position). In essence, they may not attack and must occupy the Reserve Position throughout the Combat Phase even if other friendly units in the Area initiate combat. If attacked, artillery units that Force Marched defend at their full current strength.

9.74 Total Combat Strength

Combine the modified unit strengths from Rules 9.72 and 9.73 above to obtain the total combat strength of each side. This result is then stated as a ratio of the Attacker to the Defender. All ratios are rounded off in favor of the Defender.

EXAMPLE: A final total of 52 strength points for the Attacker and 27 for the Defender would equal odds of 1.9 to 1, rounded down in favor of the Defender to 1 to 1.

9.75 Using CIC B

Now consult CIC B and cross reference the Combat Intensity Level (the number obtained from CIC A) with the column containing the odds computed in Rule 9.74 above. Use the highest or lowest column on the chart if the actual odds fall outside the printed choices. Once the odds column is found, apply the following column shifts to determine the final odds column:

(1) Shift one odds column to the left on CIC B if the Defender is occupying rough, defensible, or mountainous terrain on the map and his Line Position was not issued the Counterattack Order.

9.76 Determining Automatic Losses

Cross reference the final odds column on CIC B with the Combat Intensity Level row from CIC A. The result is the automatic strength point losses taken by the Attacker's and Defender's Line Positions. The number to the left of the slash applies to the Attacker, the number on the right to the Defender. Results will be of two kinds:

  • - = no effect
  • N = where N is the number of strength points lost by that side

The results are not applied, however, until after the FCRT results are determined.

NOTE: The Attacker and Defender do not separately determine their CIC A and B results. The procedure is done once per pair of opposing Line Positions and the result obtained then applies to both Players.

9.8 The Fire Combat Results Table (FCRT)

After the automatic losses (if any) from the CICs are determined (but not yet applied) each Player now proceeds to "fire" at the opposing Line Position using the FCRT if he indicated earlier that he was doing so. The Attacker fires first followed by the Defender. No losses are applied until both sides have had a chance to fire. Total the combat strength points of all friendly units occupying your Line Position and roll one die. Cross index the result on the FCRT to determine the result.

9.81 Non-Artillery Unit Strength Modifiers

Count the current combat strength points of all the non-artillery units occupying the Line Position and apply any of the combat strength modifiers listed in Rule 9.72. All multipliers are cumulative. Total all unit strengths, then halve or quarter and round any fractions down.

9.82 Artillery Unit Strength Modifiers

Count the current combat strength points of the artillery units occupying the Line Position and apply any of the artillery combat strength modifiers listed in Rule 9.73. All multipliers are cumulative. Round any fractions down.

9.83 Total Fire Strength

Combine all the modified unit strengths from Rules 9.81 and 9.82 above to obtain the total fire strength of the Line Position. If this is less than 1, the Line Position may not fire.

EXAMPLE: A total of 12 non-artillery strength points and 7 artillery strength points would equal a final total of 19 fire strength points.

9.84 Using the FCRT

Each Player now locates the appropriate line on the FCRT which corresponds to the combat order issued his Line Position. Read across the table to the column containing the Line Position's fire strength total. If a Line Position's fire strength total falls outside the printed columns, use the maximum column available. Now apply all FCRT column shifts to determine the final column to use. Roll one die and cross index the result with the final column being used. The result is the number of additional strength points lost by the opposing Line Position being fired on.

9.85 Defender FCRT Column Shifts

The following FCRT column shifts apply to the Defender when determining the final FCRT column to use:

a. The Defender must shift his total fire strength one column to the left if his Line Position contains infantry units from two or more different formations.

b. The Defender may shift his total fire strength one column to the right if his Line Position contains an Officer and the Attacker's does not, or his Line Position contains an Officer with a higher Defensive Rating than the Offensive Rating of the Attacker's Officer (see Section 11.2).

EXCEPTION: This benefit does not apply if the Defender's Line Position contains infantry units from two or more different formations.

9.86 Attacker FCRT Column Shifts

The following FCRT column shifts apply to the Attacker when determining the final FCRT column to use:

a. The Attacker must shift his total fire strength two columns to the left if his Line Position contains infantry units from two or more different formations.

b. The Attacker must shift his total fire strength one column to the left for each Line Position of the Defender, adjacent to the one he is firing on, that is itself not being fired on using the FCRT this round by any of the Attacker's Line Positions.

c. The Attacker may shift his total fire strength one column to the right on the FCRT for each of the following that applies:

(1) If his Line Position contains an Officer and the Defender's does not, or if his Line Position contains an Officer with a higher Offensive Rating than the Defensive Rating of the Defender's Officer (see Section 11.2).

EXCEPTION: This benefit does not apply if the Attacker's Line Position contains infantry units from two or more different formations.

(2) If the Defender's Line Position (the one being fired on) is comprised solely of militia infantry units.

(3) If the Defender's Line Position (the one being fired on) is adjacent to another of the Defender's Line Positions that was issued the Withdraw Combat Order this round.

9.87 FCRT Results

As stated above, cross index the die roll with the final fire strength column to determine the results. There are three possible results:

  • - = no effect
  • N = the opposing Line Position loses that number of combat strength points at the conclusion of the fire combat.
  • * = roll again; a roll of a 1 or 2 on the die means the opposing Line Position being fired on loses 1 combat strength point at the conclusion of the fire combat.

9.88 Fire Combat Restrictions

A Line Position must treat its combat strength total as unitary. A Line Position may not divide its combat strength or add it to another Line Position, and may only make one die roll on the FCRT per combat round (but may use the CIC procedure more than once per round).

EXAMPLE: Two of the Attacker's Line Positions face only a single Defender Line Position. Each of the Attacker's Line Positions resolves its automatic losses on CICs A and B with the Defender's single Line Position separately. The combat order assigned by the Defender to his single Line Position is used in both cases. Both of the Attacker's Line Positions may fire at the Defender's single Line Position, but each FCRT attack is resolved separately, rather than the two Line Positions being combined into one grand total. The Defender's single Line Position must decide which of the two Attacker's Line Positions to fire at.

9.9 Special Combat Cases

Certain combat resolutions require special rules, presented here, rather than in the main body of the text concerning combat. These rules include use of the Withdraw Combat Order, attacks across major rivers, and 2nd rounds of combat.

9.91 The Withdraw Combat Order

If the Defender issues the Withdraw Combat Order to a particular Line Position, the withdrawal is executed at the end of the combat round it is issued. Unlike with Retreat Before Combat, all types of units may Withdraw. Use of the Withdraw Combat Order is the only way an infantry unit (and other types of units present in an Area with an infantry unit) may exit an Area during the Combat Phase. A Withdrawal Order allows the Defending Player's units in that Line Position to move to an adjacent area at the end of the combat round, breaking off the combat for those units.

a. Withdrawing units must follow the movement priorities stated in Rule 9.22.

b. Straggling may occur when withdrawing from combat. To simulate this, whenever a Line Position containing infantry, cavalry or artillery units is issued the Withdrawal Order, these units may suffer straggler losses. Leaders that Withdraw never suffer straggler losses. After the unit(s) have withdrawn to an adjacent Area, roll one die for each unit that Withdrew and cross index the number with the unit's present strength on the Straggler Loss Table. Use any die roll modifiers listed beneath the table that apply. The result is the number of strength points that unit lost to straggling. Tag the unit(s) with the appropriate "Straggler Loss #" marker and mark the Unit Status Sheets in the same manner as when recording straggler losses from Force Marching (see Rule 7.45). Straggle losses apply at the end of the Combat Phase.

c. All units occupying the Reserve Position may freely Withdraw along with any Line Position that was issued the Withdraw Combat Order but do not have to roll for stragglers as do the withdrawing units which occupy Line Positions.

9.92 Major River Attacks

Major rivers represent significant water obstacles for units to attack over. The following rules simulate some of the difficulties faced by units attempting to do so. Infantry and artillery units that cross major rivers into Areas Controlled by enemy units must stop and initiate combat during the Combat Phase. Cavalry units are subject to this rule as well unless conducting a Probe (see Rule 8.13) in which case they may exit back to the Area they came from after completing their Probe.

a. Units that cross major rivers and engage in combat may only use half of their current combat strength points (total all units, halve, and then round down) during one or both of the combat round(s). When defending, the strength of units which

crossed major rivers that turn is unaffected and they may use their current strengths.

b. The Attacker's units that cross major rivers into Areas solely Controlled by the Defender must be returned to the Area(s) they crossed from if they do not "drive off" all of the Defender's units. "Driving off" units is defined as:

  1. If all the Defender's units voluntarily Retreat Before Combat, or Withdraw from the Area, or;
  2. Eliminating all of the Defender's units in the Area or rendering them all ineffective (see Section 3.5).

c. If the Attacker fails to "drive off" the Defender's units by the end of the first combat round, he must return back across the river to the Area(s) he came from (as if he had played Withdraw combat orders, regardless of what orders he did play), or declare a second round of combat. If at the end of the second round he has failed to "drive off" the Defender, he must return to the Area(s) he came from.

EXCEPTION: The Attacker may remain in the Area if, at the end of the second combat round, he has at least one Officer present in the Area, and the Defender does not, or if at least one of the Attacker's Officers present in the Area has a Offensive Rating greater than the highest Defensive Rating of any of the Defender's Officers present in the Area (see Section 11.2). The Officers being compared for purposes of satisfying this rule must, however have occupied a Line Position during the combat round(s) (not the Reserve Position) and not become a casualty.

d. If the Attacker returns to his side of the river after the first round, the Defender may not initiate a second round of combat (see Rule 9.93).

e. If both Players mutually Control an Area at the start of the Movement Phase, then friendly units attempting to enter that Area from across a major river may freely do so without being required to declare combat, and may remain in the Area. They may, of course, declare combat during the next Combat Phase and attack at half strength, but are not returned across the river at the conclusion of the Combat Phase even if the defending units are not "driven off".

EXCEPTION: Units attempting to cross a major river into a mutually Controlled Area that contains enemy artillery units must still initiate combat regardless of the presence of other enemy and/or friendly units. Such units are, however, not returned across the river at the conclusion of the Combat Phase even if the defenders are not "driven off".

NOTE: Remember, minor streams and watercourses drawn on the map are for artistic purposes only. They have no effect on combat.

9.93 The Second Combat Round

The second combat round is purely voluntary and may not even be necessary due to the withdrawal or elimination of all enemy units. After resolving all first combat round attacks, the Attacker has the option of initiating a second combat round. If he does not choose to do so, the Defender has the option to initiate a second round. If the Defender does initiate a second round, he becomes the Attacker! The only combat orders the "new" Attacker can issue to his Line Position(s), however, are Advance and Assault. The only combat orders the "new" Defender may issue are Withdraw and Stand. He may not issue Counterattack or any offensive combat orders if the second round was initiated by the original Defender. If there is a second round, the following sequence is used:

a. Reinforcements are added to the Line Positions from the Reserve Position, first by the Defender, then by the Attacker. Otherwise Players may not change the deployment of units already occupying their Line Positions.

b. New combat orders are issued to each Line Position.

c. Repeat Steps b. through f. in Rule 9.12 above, and then return the units to the map and reinvert them.

9.94 Defender Initiated Attacks

(Optional Rule) If the phasing Player enters an enemy occupied area and does not declare combat, the non-phasing Player may declare combat instead provided he has an Officer in the Area. The non-phasing Player is considered the attacker in this case and uses the attacker chits. Such a attempt to initiate combat counts towards fulfilling the requirements of Rule 3.43 and the non-phasing Player may exit the area on his next Movement Phase.

10.0 Combat Results

After completing the die rolls on the FCRT, all strength point losses from the CICs and FCRT are applied. Losses are taken from the Defender's Line Position first, and then the Attacker's.

10.11 Recording Losses

On the Unit Status Sheets, all of each side's infantry, cavalry and artillery units are listed with a series of boxes equal to the starting combat strength points of the unit. As a unit takes strength point losses from combat, draw an "X" through a number of boxes equal to the strength points lost, starting at the leftmost box. (Players may wish to draw the turn number underneath the "X" to show what turn the loss was suffered on as well. This way it is easy to keep track of casualties suffered each turn).

(Illustration: an example "1st Division" Unit Status entry with five boxes, the first two marked with an "X", and an ineffectiveness number of 2.)

10.12 Distributing Losses

Strength point losses should be as evenly distributed throughout the infantry units occupying the Line Position as possible. This means that:

  1. No effective infantry unit can take a second strength point loss until all the other effective infantry units have taken at least one strength point loss.
  2. Before an ineffective infantry unit may take a strength point loss, there must be no effective infantry units remaining in the Line Position.
  3. Non-infantry units do not need to take any losses at all, as long as effective infantry units remain to take all required losses. Non-infantry units may be chosen, however, as soon as all effective infantry units in the Line Position have taken at least one strength point loss each.
  4. If a Line Position contains only ineffective infantry units, and effective non-infantry units, losses may be taken in any manner.

10.13 Special Attacker Loss Rule

When the Attacker allocates his strength point losses among the units in his Line Position he must, in addition to following the guidelines in Rule 10.12 above, take as many infantry strength point losses as the Defender chose to do.

EXAMPLE: The Defender has a Line Position consisting of two effective infantry units totaling 18 strength points and one artillery unit with 2 strength points. The Attacker's Line Position consists of one effective infantry unit with 21 strength points, and one cavalry and one artillery unit with 4 and 3 strength points respectively. Assume each side suffers the loss of 3 strength points after the two Line Positions finish their attacks. The Defender elects to suffer 2 infantry strength point losses and 1 artillery strength point loss. The Attacker must also then take 2 infantry strength point losses. If his infantry unit is still effective, he may take the third strength point loss on it as well or assign the loss to either his artillery or cavalry unit.

11.0 Leaders

There are two types of Leaders in the game - "Commanders," who represent each side's supreme leader, and "Officers," who represent the individuals who command the high level formations subordinate to the Commander.

11.1 Leaders and Communications

Infantry units must be able to trace a LOC to their Officer, and the Officer must be able to trace a LOC to the Commander, to be able to use their capabilities fully (see Module 6.0).

11.2 Leaders and Combat

When units are deployed in Line Positions, an Officer may also be placed face down in any friendly occupied Line Position. Officers are revealed, just like the units, before the combat is resolved. Commanders, if present, must always be placed in the Reserve Position.

11.21 Officer Combat Benefits

If one Player has an Officer present in a Line Position that is involved in combat and his opponent does not, he obtains a beneficial FCRT column shift, regardless of the Officer's ratings. If both Players have Officers present, compare their appropriate ratings (the Attacker uses his Officer's Offensive Rating, the Defender uses his Officer's Defensive Rating). The Player with the higher rated Officer receives the FCRT shift. The presence of equal rated Officers results in neither side receiving a FCRT shift.

NOTE: Commanders never affect combat and have no ratings. They must always be placed in the Reserve Position.

11.22 Restrictions

Officers may only give their benefits to Line Positions that contain regular infantry units of only their own formation. Artillery, cavalry, garrison and militia infantry units only benefit from the Officer's presence when the Line Position also contains regular infantry units of that Officer's formation. If the Line Position contains regular infantry units from two or more different formations, or two or more different Officers, then it receives no FCRT benefit as a result of the presence of the Officer(s).

11.3 Officer Casualties and Replacements

When an Officer is placed in a Line Position, there is a chance of his becoming a casualty. This chance is based on both the Combat Intensity Level and the actual strength point losses suffered by the Line Position each round. In the case of one Line Position's undergoing two or more combat resolutions with varying Intensity Levels in a single round, total all the casualties and use the highest Intensity Level that occurred.

  1. Combat Intensity Level 0 - There is no chance for an Officer casualty.
  2. Combat Intensity Level 1 or 2 - An Officer casualty may occur if the Line Position he is in loses 4 or more strength points during the round. The opposing Player rolls a die and on a roll of 1 the Officer is a casualty.
  3. Combat Intensity Level 3 or 4 - An Officer casualty may occur if the Line Position he is in loses 3 or more strength points during the round. The opposing Player rolls a die and on a roll of 1 or 2 the Officer is a casualty.

11.31 When Casualties Occur

The casualty roll is done at the end of each combat round when all of the Line Position combats have been resolved. If there is a casualty at the end of the first round of combat, it does not apply until the end of the second round of combat (if there is one). When an Officer casualty is inflicted, the Officer counter is removed from play.

NOTE: Commanders, who must occupy the Reserve Position, can never become casualties.

11.32 Replacing Officer Casualties

At the start of the next friendly Communications Phase, the owning Player may replace a lost Officer with his designated replacement (see the Exclusive Rulebook). Place this new Officer in any Area occupied by a unit of his formation.

a. If the replacement Officer himself becomes a casualty later in the game, he is replaced by a generic 0/0 rated Officer bearing the proper Formation Identifier. Players have an infinite supply of these generic Officers and may keep replacing them as they are eliminated.

12.0 The Victory Point Phase

Victory Points (VPs) or conditions may be earned/achieved each turn during each Player's Victory Point Phase for reaching certain goals as defined in the Exclusive Rules. VPs or conditions may also be earned at the end of the game. Note that a Player earns VPs or achieves conditions during the opposing Player's half of the turn. Overall victory is determined at the end of the game, based on the Player with the highest VP or condition total. Usually, that Player is the winner. The actual VPs that are scored depend upon the victory conditions in this game's Exclusive Rules. When declaring that you have earned VPs or achieved conditions, the unit doing so must be revealed for the opposing Player to see. Because of the inverted unit movement rules, a Player must truthfully declare if the opposing Player has earned VPs or conditions from his own actions (or inabilities, such as being unable to trace a LOC during the opposing Player's Victory Point Phase).

Sequence of Play

(Chart titled "Sequence of Play" printed at the end of the Standard Rules.)

  1. The Pre-Game Activity Phase (if any)

  2. The Weather Phase

    1. Consult Turn Record Track for this turn's Weather or roll on the Weather Table (optional).
  3. The 1st Player's Turn

    • a.) The Communications Phase
      1. Replace any Officers killed the previous turn.
      2. Return dummy units to play.
      3. Check Lines of Communications for units and leaders.
      4. Declare a General Retreat (optional).
    • b.) The Movement Phase
      1. Invert any revealed units.
      2. Enter reinforcements, conduct movement and declare Force Marches, conduct cavalry probes, 2nd Player may block or intercept. Test for Troop Density Limits (optional).
      3. Units which do not move may recover stragglers.
    • c.) The Combat Phase
      1. The First Combat Round
        • a. Deploy units on Battle Board, Defender first.
        • b. Select Combat Orders secretly.
        • c. Announce all attacks and reveal Combat Orders, Attacker first.
  • 3.32 Stacking During Combat
  • 3.33 Stacking in Line Positions
  • 3.34 Stacking in the Reserve Position
  • 3.4 Exerting Control Over Areas
    • 3.41 Control of Areas and Movement
    • 3.42 Exiting Enemy Controlled Areas
    • 3.43 Exiting Areas After Combat
  • 3.44 Artillery Units and Control of Areas
  • 3.45 Artillery and Mandatory Combat
  • 3.46 Leaders and Control of Areas
  • 3.5 Combat Unit Ineffectiveness
    • 3.51 Procedure
    • 3.52 The Ineffectiveness Number
    • 3.53 Ineffectiveness Penalties
  • 7.42 Recovery Rate
  • 7.43 Cavalry Unit Benefit
  • 7.44 Straggler Loss Effects
  • 7.45 Straggler Record Keeping
  • 7.5 Reinforcements
  • 7.6 Troop Density Level (Optional Rule)
  • 9.34 The Reserve Position
  • 9.4 Combat Orders
    • 9.41 Restrictions
  • 9.42 Defend Orders
  • 9.43 Attack Orders
  • 9.5 Declaring Attacks
    • 9.51 Attack Options
  • 9.6 Combat Resolution
  • 9.7 The Combat Intensity Charts (CICs)
    • 9.71 Using CIC A
    • 9.72 Non-Artillery Unit Strength Multipliers
    • 9.73 Artillery Strength Point Modifications
    • 9.74 Total Combat Strength
    • 9.75 Using CIC B
    • 9.76 Determining Automatic Losses
  • 9.8 The Fire Combat Results Table (FCRT)
    • 9.81 Non-Artillery Unit Strength Modifiers
    • 9.82 Artillery Unit Strength Modifiers
    • 9.83 Total Fire Strength
    • 9.84 Using the FCRT
    • 9.85 Defender FCRT Column Shifts
    • 9.86 Attacker FCRT Column Shifts
    • 9.87 FCRT Results
    • 9.88 Fire Combat Restrictions
  • 9.9 Special Combat Cases
    • 9.91 The Withdraw Combat Order
    • 9.92 Major River Attacks
  • 9.93 The Second Combat Round
  • 9.94 Defender Initiated Attacks
  • d. Consult CIC A and B for each attack, and the FCRT if applicable.
  • e. Apply results.
  • The Second Combat Round
    • a. Move units from the Reserve Position
    • b. Select Combat Orders secretly.
    • c. Announce all attacks and reveal Combat Orders, Attacker first.
    • d. Consult CIC A and B for each attack, and the FCRT if applicable.
    • e. Apply results.
  • d.) The 2nd Player's Victory Point Phase
    1. Determine if any Victory Points have been earned by the 2nd Player.
  • The 2nd Player's Turn

    • a.) Repeat steps 3a. through 3d. reversing the 1st and 2nd Player roles.
  • The Turn Record Phase