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The Hill of Death: Champion Hill

The Hill of Death: Champion Hill Rulebook

Table of Contents

Table of Contents

  • Series Rules
    • A) Game Components
    • B) Sequence of Play
    • C) Game Turn Marker Phase
    • D) Command Decision Phase
    • E) Held Formation Activation/CIC Card Phase
    • F) Activation Phase
    • G) Fire Combat Step
    • H) Movement Step
    • I) Close Combat Step
    • J) End Phase
    • K) Skedaddle
    • L) Broken Units
    • M) Regroup
    • N) Victory Determination
  • Game Module Rules
    • A) Game Components (Game Module)
    • B) Command Decision Phase (Game Module)
    • C) Activation Phase (Game Module)
    • D) Fire Combat (Game Module)
    • E) Movement (Game Module)
    • F) Close Combat (Game Module)
    • G) Victory Determination (Game Module)
    • H) Scenarios (Game Module)
      • 1. This Bloody Hill

Series Rules

The Shattered Union Overall Series Rulebook.

A) Game Components

  1. Scale: The exact scale being depicted by the map and counters depends on the Game Module being played. Generally, games will fall into the following parameters: Each Hex = between 100 and 500 yards; 1 Strength Point = 50-200 men or 1-2 Artillery Cannons; Each Game Turn = 30 minutes to 1 hour; Unit Counters = one or more regiments/batteries.

  2. Unit Counters: Each unit counter represents a number of regiments, squadrons, or batteries. The information is displayed as follows:

    • a. Unit ID (banner): The name or number of the Brigade or Division, depending on the Game Module.
    • b. Two-Letter Code (top right corner): Abbreviation of the formation's commanding General.
    • c. Blue/Gray Number (bottom left): Unit's Strength Points (SP) value. The SP value can be modified by a "Shaken / Disrupted" marker. Artillery units will also have a letter code indicating either Rifled guns ("R"), Smoothbore guns ("S") or Mixed guns ("M").
      • Important: A unit's modified SP value can never be less than "0".
    • d. Red Number (bottom right): This number is the unit's Cohesion Rating (CR). This value is an abstract measurement of the unit's elan, experience and training. This CR can be modified by an applied "Shaken/Disrupted" marker or Event Card effect.
      • Important: A unit's modified CR can never be greater than "5" nor less than "0".
    • e. Central Graphic: This picture identifies the unit as Infantry, Dismounted Cavalry, Mounted Cavalry or Artillery.

Note: Throughout the rules and on the components, the term "Rebel" is often used as a shortened term for "Confederate" to save space. The two terms are synonymous.

B) Sequence of Play

Shattered Union is played in a sequence of Game Turns with each Game Turn broken down into a series of consecutive Phases and Steps, called the Sequence of Play. Each Phase or Step must be completed before proceeding to the next Phase or Step.

  1. Game Turn Marker Phase
  2. Command Decision Phase
  3. Held Formation/CIC Activation Card Phase
  4. Activation Phase
    • a. Draw Activation Card Step
    • b. Immediate Event and Wild Card Step
    • c. Formation Activation/CIC Card Step
    • d. Fire Combat Step
    • e. Movement Step
    • f. Close Combat Step
    • g. Regroup Step
    • h. End Activation Step
  5. End Phase
    • a. Held Event Card Step
    • b. Reset and Victory Point Step

C) Game Turn Marker Phase

At the start of each Game Turn (except for Game Turn #1), players will move the "Game Turn" marker one space forward on the Game Turn Track. At the conclusion of the last Game Turn of the scenario being played, players will assess their Victory Point totals to determine the winner. Each Game Turn may introduce new units to either or both sides called Reinforcements. These units are placed directly onto the Game Turn Track in the space representing their arrival time at game start. They are placed off-map near their assigned entry hex(es) when the "Game Turn" marker moves into their space.

D) Command Decision Phase

Each player will be making their plans for the upcoming turn by setting up the Activation Card Draw Pile during this phase. The Activation Card Draw Pile contains cards seeded from both players. Each player will secretly choose their Formation Activation Cards for the upcoming turn, along with determining which of their Event Cards will also be seeded into the pile. CIC, Fog of War and Friction of War cards are automatically added to the draw pile each turn as well.

  1. Formation Activation Cards:

    • a. Each Formation in the game will have an assigned number of cards bearing the formation's name and two-letter code. Additionally, every Formation Activation Card is assigned one of three Formation Orders along with an indicator showing the maximum number of units that can activate with this Order. For example, the indicator could show "One Unit", "One Brigade", etc. The number of Formation Activation Cards available to seed into the Activation Card Draw Pile depends on the scenario being played.
    • b. Command Tests: Some cards will require a Command Test to determine the number of units that can activate. This is shown with a series of die roll results. The player rolls one die and references the card, and the die result will dictate the maximum number of activating units.
    • c. The active player will "seed" one, two or three Formation Activation Cards per Formation, choosing exactly which Formation Order each card will represent. "Seeding" a card is each player secretly placing their chosen cards into the common Activation Card Draw Pile.
    • d. All Formation Activation Cards can be activated or held by a player when they are drawn (see F-3).

    There are normally three possible Formation Orders – Maneuver, Defend and Attack. The specific characteristics of each Order are listed below and summarized on each Formation Activation Card as well.

    • Maneuver: This allows the formation's units to move quickly, including allowing them to move along a road in March Order (which is twice as fast as normal movement). However, these units cannot attack enemy units, nor can they move adjacent to them.
    • Defend: Units are allowed only minimal movement. They may conduct Fire Combat but cannot engage the enemy nor attack in Close Combat. Units may perform a Regroup action, if otherwise eligible to do so. Also, those units that are attacked in Close Combat may re-roll the Defensive Fire die once.
    • Attack: Units may move, engage and attack enemy units with both Fire and Close Combat, but they may not Regroup.

E) Held Formation Activation/CIC Card Phase

If either player is holding one or more Formation Activation or CIC Cards (see F-3b), they may be played in this phase. The player must announce the intent to do so before the next Activation Card is drawn. If so, a Formation Activation Step (see F-3), using the chosen held card only, is immediately resolved. The card is discarded after the activation is finished. If a player wishes to play multiple held cards, one card is played at a time and resolved to conclusion before another is played. If both players have held Formation Activation and/or CIC Cards and both wish to play one or more cards this phase, the players each roll one die. The higher die roll player elects to play their card first or second, with the players then alternating. However, if the die roll is tied, then neither player can play a card and they remain held. Play moves to the Activation Phase. Note that "Hold" Event Cards that are currently being held by either or both players may not be played now.

Players may wish to hold a drawn Formation Activation or CIC Card for later use because the timing is not right for them. For example, you've seeded a Maneuver card and an Attack card with the plan of moving the formation's units into position and then launching an attack. However, the Attack card is drawn first, which messes up your plan. You can decide to hold this card and play it after the Maneuver card is drawn (which you can do during the following Held Formation Activation Card Phase). But be aware that there are multiple ways that a held card can be discarded by your opponent or the card you are waiting for may be cancelled by the Friction of War card.

F) Activation Phase

The Activation Phase is where most of the game's action occurs. Players proceed through each of the following Steps in order and to completion.

  1. Draw Activation Card Step: Either player (it doesn't matter who) draws the top card from the Activation Card Draw Pile. If it is a Formation Activation, Event or CIC Card, the player identifies the drawn card and then gives the card to the owning player for further resolution. If it is a Wild Card, the drawing player reads it out loud and enacts the card as described below.

    Held Event Cards: Some "Hold" Event Cards that are currently being held by players can be played in this step before a new Activation Card is drawn. These are identified on the card description or Game Module rules. A player holding the card must announce their intent to use it before the next card is drawn. If both players have held Event Cards and both wish to play one or more cards this step, the players each roll one die. The higher die roll player elects to play their card first or second, with the players then alternating. If the die roll is tied, then neither player can play a "Hold" Event Card and they remain held. Players then continue this step by drawing the next Activation Card.

  2. Immediate Event and Wild Card Step: If an Event, Fog of War or Friction of War Card is drawn, proceed as follows:

    • a. Event Cards: If a player receives an Event Card labeled "Play Immediately" or "Option" and the player chooses Play Immediately, the card is now resolved. Note that cards labeled "Hold" can also be played immediately. If instead a player opts to hold a "Hold" card, it is placed face-down on the table in front of the player. Any number of "Hold" Event Cards can be held at one time, but they may only be played as dictated by the card or during a Held Event Card Step (see J-1).

    • b. Default Event Option: Every Event Card can be used as a Default Event, meaning that the event on the card is ignored and instead, the player chooses any one unit (regardless of formation) to activate. This activated unit may either conduct a Minimum Movement (see H-2d) or it may issue Fire Combat (if otherwise eligible).

      Remember this Default Event ability! If you can't find a good use for the written event, using the Default Event to move a unit through rough terrain, advance adjacent to an enemy unit or get an opportunistic shot off can be critical. Note that opting for the Default Event is treated as a "Play Immediately" card. Therefore, this Default Event Option is not available to be used if the card is held. The option must be exercised this phase or is lost.

d. Friction of War Card: This card indicates that the next drawn Activation Card (regardless of the type of card) is immediately discarded with no further effect.

  1. Formation Activation/CIC Card Step: If a player has one of their Formation Activation or CIC Cards drawn, they either activate the card immediately or hold the card for later use.

    • a. Activate Card: If a Formation Activation Card is drawn, only that formation is activated. The owning player announces exactly which of the formation's units are being made active, based on the drawn card's activation details. For example, if the card indicates "One Brigade", the player announces which Brigade belonging to the formation is to be activated. Some formations require a Command Test be taken to determine exactly which units can activate. In these cases, the player rolls a die and references the card results. The drawn Formation Activation Card will also indicate the Formation Order that all active units will operate under for this phase. Players proceed through the Fire Combat, Movement, Close Combat and Regroup Steps with their activated units. When completed, the drawn card is discarded into the discard pile. If a CIC Card is drawn, the process is the same except that any unit(s) in that army can be activated (unless limited by the card's text) and any one Formation Order the player chooses is assigned to activated units.
    • b. Hold Card: The player can hold the Formation Activation or CIC Card for use in a future Held Formation Activation/CIC Card Phase (see section E). The card is placed face-down in front of the player. A player can normally hold any number of Formation Activation Cards (depending on Game Module).
  2. Fire Combat Step: Active units operating under an Attack or Defend Formation Order (only) may issue Fire Combat (see section G). Resolve Fire Combats in any order and to conclusion.

    Important: Note that Fire Combat is conducted before Movement and Close Combat. Issuing Fire Combat does not prevent a unit from moving in the Movement Step nor from attacking in the Close Combat Step (assuming an Attack Order). Units thus need to be positioned for firing in advance.

  3. Movement Step: All units, regardless of their Formation Order, may conduct Movement. The exact distance moved and the ability to Engage is dependent on the actual Formation Order assigned (see section H).

G) Fire Combat Step

Units activated with an Attack or Defend Formation Order may issue Fire Combat during the Fire Combat Step while any unit can do so if allowed by an Event Card. A unit wishing to issue Fire Combat must first select an eligible enemy-occupied target hex within Range and Line of Sight. Units activated with a Maneuver Formation Order, Mounted Cavalry units and those units with a Blocked LOS (see below) may not issue Fire Combat.

  1. Range: The firing player counts the number of hexes between the firing unit and its intended target hex, counting the target hex itself but not the firing hex. This distance is cross-referenced on the Weapon Range Table with the type of unit firing (either Infantry, Dismounted Cavalry, Rifled Artillery or Smoothbore Artillery). If the measured Range is within the band of numbers in the first column, it is Effective Range Fire Combat. If within the second band of numbers, it is Long Range Fire Combat. Fire Combat is not allowed at a Range that is greater than the last number shown in the "Long" column.

    Effective Range fire is issued with no ill effect to the fire's efficiency. Long Range fire will have a disadvantage applied (see G-5b). Note also that Dismounted Cavalry is always considered to be firing at "Long" Range.

  2. Line of Sight (LOS): The firing unit must be able to "see" the target hex by establishing a clear Line of Sight. To determine LOS, draw an imaginary line from the center of the firing unit's hex to the center of the target unit's hex. Any intervening hex that is touched in any way by this traced LOS is involved in the Fire Combat. Do not include the firing or target hex in this determination.

    The LOS can be Blocked, preventing the fire (the red lines in the illustration above); Obscured, reducing the effectiveness of the fire depending on the situation (black lines); or Clear, with no effect on the Fire Combat (green lines). Take note of the Elevation Level of all hexes in the involved units' hexes and those along the LOS.

    a. Firing Hex and Target Hex are at the same Elevation Level:

    • If there are Town or Woods hexes or any Units (of either side) along the LOS that are on the same or higher Elevation Level than the firing and target hexes, the LOS is Blocked.
    • If there any Town or Woods hexes or any Units (of either side) along the LOS on a lower Elevation Level than both the firing and target hexes, the LOS is Obscured.

    b. Firing Hex is at lower Elevation Level than the Target Hex (i.e., firing uphill):

  • X = the player must apply the indicated result to all affected units.
  • X / Y = the player chooses either the left result or the right result to apply to the unit. If multiple units in affected hex, each may choose a different option.
  • X (Y) = the player must apply the left result to the unit and may also apply the right result. If multiple units in affected hex, each may choose a different option.
  • X + Y = the player must apply both results to all affected units.

Results ("X" and "Y" above) are detailed as follows:

  • NE = no effect on targeted hex.
  • SH = all units in the target hex are Shaken. Place a "Shaken" marker under each unit in the target hex. If a Shaken unit receives this result, give the unit a "Disrupted" marker instead. If a Disrupted unit receives this result, flip the unit counter to its Battleworn side and give it a "Shaken" marker. If the unit is already Battleworn, it must take a Break Test (see L-1).
  • DS = all units in the target hex are Disrupted. Place a "Disrupted" marker under each unit in the hex. If a Shaken or Disrupted unit receives this result, flip the counter to its Battleworn side and the unit keeps its current "Shaken/Disrupted" marker. If the unit is already Battleworn, it must take a Break Test (see L-1).
  • DP = all units in the target hex are Depleted and must flip over to their Battleworn side. Units keep any "Shaken/Disrupted" marker they may have at the time. If a unit is already on its Battleworn side, it must immediately take a Break Test (see L-1).
  • SK# = all units in the target hex must Skedaddle the number of hexes indicated by the listed number (see section K).

Continuing the example from above, the final Fire Combat CRT column is the "8-9" column. The Red/White dice roll is "45", so the Cohesion Test Type is "R" (or a Routine test). The Union player's best CR unit is a "4" while the Rebels best is only a "3". The Blue die roll is "4" and the Union player will add "+1" to that for the higher-CR difference (4 versus 3), so the net die roll is "5". The Gray die roll for the Rebel player is a "2". Thus, the dice roll differential is the firing Union player's roll of "5" minus the targeted Rebel player's roll of "2", for a differential of "+3". Checking the Fire Combat Results Table, this falls within the "+2 to +4" Differential range and cross referencing that row with the "R" column, the players get a result of "SH (SK1)". This means that all the targeted Rebel units are Shaken. One unit is given a "Shaken" marker, but the other Rebel unit was already Shaken, and its marker is now flipped to its "Disrupted" side. The Rebel player also has the option to have units Skedaddle one hex and decides to Skedaddle the Disrupted unit but leaves the Shaken unit in the hex so it can Firefight (see below).

  1. Firefight: After the effects of a Fire Combat are applied to the target hex, the units in the originally targeted hex (only) may issue their own Fire Combat attack back at the firing hex(es) (only), providing they did not Skedaddle and they are otherwise eligible to do so. A targeted unit that Skedaddles may not engage in a Firefight, even if technically still able to issue fire. Subsequent Fire Combats are resolved using normal procedures, including the restriction that only one type of unit (Infantry or Artillery) may engage in Fire Combat from the same hex at the same target. Firefights may result in a string of back-and-forth Fire Combats and there is no limit to how often these can be exchanged. However, if any of the Fire Combat rolls results in a "doubles" roll (including the original dice roll), then the targeted hex is Shocked and the Firefight stops. The exchange ends after a player opts not to continue the Firefight or one side gets Shocked.

    Note that this can lead to an escalating firefight that draws in units that were not part of the original combat! For example, the Union player uses a Default Event to fire with one unit that is in a stack of two Infantry units, targeting a Rebel hex that contains an Infantry unit and an Artillery unit. The fire has no effect, and the Rebel player opts to use Firefight and fire back at the Union hex with the Artillery unit (he could not use the Infantry unit as well as it is a different type). That result is "SH/SK1" and the Union player opts to take the Shaken result. Why? Because now he can continue the Firefight and include the second Union Infantry unit in the hex (also now Shaken) as part of the continued Fire Combat. This is because the Firefight option applies to the entire target hex, which is now both Union units. Had both Union units elected to Skedaddle, there would be no Firefight option. The Union player could also have elected to Skedaddle with one unit and taken a Shaken result with the other, which could then continue the Firefight alone. So, there are many tactical options available with the Firefight mechanic.

H) Movement Step

All active units may conduct movement during the Movement Step, but the actual distance allowed is dependent on the Formation Order assigned or an Event Card's instructions.

  1. Movement Allowances: Each Formation Order dictates the Movement Allowance of the units governed by that Order. The Movement Allowance is the maximum number of Movement Points (MP) that can be expended by a unit. The actual Movement Allowance for each Formation Order is dependent on the Game Module being played, as each module uses a different scale. Generally, the Formation Order effects are:

    • Maneuver: The highest Movement Allowance, plus units may use March Order if qualified (see H-2b).
    • Attack: The average Movement Allowance.
    • Defend: The lowest Movement Allowance, usually only equal to the Minimum Movement Ability (see H-2d).
    • Mounted Cavalry: This unit usually receives an additional MP bonus added to each Formation Order's normal Movement Allowance.

    Note that whether units conducted Fire Combat or not is irrelevant to their ability to conduct movement.

  2. Movement Costs: Units are moved from hex to adjoining hex, paying a cost in Movement Points to be able to enter an adjacent hex depending on that hex's terrain type. If a unit does not have sufficient MP remaining to pay the cost of entering a hex, it may not do so (however, see Minimum Movement Ability below). The MP cost to enter specific hexes will be different with each Game Module. However, there are some standard series principles.

    a. Clear Hexes: 1 MP to enter. These are hexes without any significant terrain features. b. March Order: 1/2 MP. When a unit is moving along a Main Road (only) and has also been activated with a Maneuver Formation Order (only), each Main Road hex costs only ½ MP to enter. However, a unit may never exceed the Stacking Limit at any point (see H-3) during movement. If it does, it may not use the faster March Order rate, it must instead use the normal non-Road cost of that hex. Units moving via an Event Card ability may not use the March Order rate.

I) Close Combat Step

Only units activated with an Attack Formation Order, and which are currently Engaged with an enemy hex, may attack in Close Combat during the Close Combat Step. In addition, some Event Cards allow a Close Combat attack. An eligible unit or stack of units wishing to attack in Close Combat must select one (only) adjacent enemy-occupied hex as the defending hex of the attack. Close Combat is resolved similarly to Fire Combat, but with key differences.

  1. Attack Declaration: The active player declares which of their eligible units are attacking an adjacent enemy target hex. A single defending hex can only be the target of one Close Combat per phase. Attacking units so committed cannot change the declared defending hex later in the phase.

    a. Only active units or those utilizing an Event Card ability may conduct a Close Combat attack.

    b. Attacking units stacked in the same hex may each attack a different adjacent enemy-occupied hex, or all attack the same defending hex. However, a single unit may not split its SP value against multiple defending hexes.

    c. If there are multiple hexes attacking the same defending hex, they are all joined together into one combined attack.

    d. An attacking hex is never forced to attack all adjacent enemy-occupied hexes. Attackers may target one adjacent hex and ignore others (but see Flank Support Defending Unit Advantage below).

    e. Artillery units may never declare a Close Combat attack but may Engage enemy units and defend in Close Combat.

  2. Cavalry Withdrawal: After attack declarations are made, any Cavalry units (Mounted or Dismounted) in the defending hex may opt to automatically withdraw before the combat begins. However, if at least one Mounted Cavalry unit (only) is attacking the hex, the Cavalry Withdrawal option is not available.

    a. Mounted Cavalry units may withdraw by applying an immediate "SK2 / SK3" result.

    b. Dismounted Cavalry may withdraw by applying an immediate "SK1 / SK2" result.

    c. If this withdrawal leaves the defending hex vacant, the attackers may conduct Attacker Breakthrough normally (see I-9).

  3. Defensive Fire: The attacking player will roll the Black die first. This die result is cross-referenced on the Defensive Fire Table to determine the effect of the defending unit's fire as the attack approaches. Do not roll the Black die if the defender is only Mounted Cavalry. The die result may be modified or re-rolled depending on the following circumstances:

    a. The die roll can be increased based on the number and type of SP in the defending hex.

a. The attacking player chooses any of the attacking units that are not Shaken or Disrupted to move into the defending hex (up to the stacking limit).

b. These advancing units (only) may then immediately conduct another Close Combat attack against one adjacent enemy-occupied hex (only) using normal Close Combat procedures (including a new Defensive Fire die roll, etc.).

c. Infantry units may only conduct one Attacker Breakthrough per step; Mounted Cavalry (only) may conduct up to two Attacker Breakthroughs per step. Defending units cannot conduct an Attacker Breakthrough, except with a Counterattack result from a Brutal Melee.

Close Combat Example: The Rebel player activates a three-unit Brigade consisting of the following units: 8-3, 5-4 and 10-3. The Brigade is given an Attack Formation Order. The units first issue Fire Combat at eligible targets and resolve those combats to conclusion. Each Rebel unit then moves up to 2 MP and the Rebel player has them positioned in such a way that each is able to move adjacent to a two-unit Union stack from three separate hexes. The Union stack is made up of a Battleworn 6-3 and a Shaken 7-3 (the Shaken marker in this example is "-2 / -1"). The Rebel player first rolls the Black Die for Defensive Fire, modifying it by a +2 as the defenders have a total of 11 SP. The roll is a "6", which becomes an "8" and the result is "DS/SH+SK1". The Rebel 10-3 unit (the largest-SP attacking unit) must either become Disrupted or it becomes Shaken and retreats one hex. The Rebel realizes that he has now lost his 2:1 edge in SP (regardless of which option he chooses) so he opts to retreat the 10-3 and make it Shaken. It cannot now participate in the Close Combat, but it is in better shape than had it kept up the attack. The attacking Rebs are down to 13 SP, so the player starts the attack on the "13-15" column. The attack is shifted one column to the right because the Rebels achieved a Flanking Attack as each of the two remaining units are on opposites sides of the defending Union units. There are no other shifts involved, so the attack is resolved on the "16-18" column. The player rolls the four remaining dice and gets a Red/White combo of "44", a Blue die of "2" and a Gray die of "3". The "44" row yields a "T" Cohesion Test Type along with a Brutal Melee result. The combat is resolved first, and the players refer to the Close Combat Results Table. The Differential is figured as follows: attacker net die roll is "4" (Rebel highest CR of "4" versus Union highest CR of "3", so +1 to the Gray die) versus the defender die roll of "2" yields a Differential of "+2" (Rebel "4" less Union "2"). Cross-referencing the "T" column with the "+2/+3/+4" row gives us a result of "D:SH+SK1". The two defenders are each Shaken – the 7-3 flips its marker over to the "Disrupted" side (since it is already Shaken) and the 6-3 gets a "Shaken" marker. Both must also Skedaddle one hex but since doing so would leave them adjacent to an enemy hex (the attackers in this case), they must instead apply another "SH" result in the retreated hex. The 7-3 unit must now flip over to its Battleworn side, and it gets a "Shaken" marker; the 6-3 unit flips its marker over to its "Disrupted" side. Now the Brutal Melee must be determined. A player rolls a die and gets a "4", which is Attacker Enfiladed. The Rebel player must roll a die against the CR of each attacking unit. The roll is "6" for the 8-3 and "1" for the 5-4. This means that the 8-3 is now Shaken and cannot therefore conduct an Attacker Breakthrough. The 5-4 passed its check and it decides to conduct an Attacker Breakthrough into the vacated defending hex. The Rebel player opts not to conduct another Close Combat attack with the 5-4 (which it could do against the two Union units that just retreated). Narratively, this sequence indicates that though the Union units were surrounded briefly, they were able to squeeze out of the trap and catch the Rebel 8-3 unaware with a vicious and well-coordinated counterattack around its flank. But they are in dire straits nonetheless and are lucky that the Rebels lost their nerve to conduct a breakthrough attack.

J) End Phase

This phase marks the end of the Game Turn.

  1. Held Event Card Step: If either player is holding one or more "Hold" Event Cards, they may play eligible cards one at a time. If both players have such cards, they alternate playing one card at a time, with the Confederate player going first. Note again that held Event Cards may not be used for their Default Event during this step.

  2. Reset and Victory Point Step: If this is not the last Game Turn, players gather all their Formation Activation and Event Cards (played and un-played, including those that were held but never played) and take them back in hand. Note that held cards that were not played are not carried over from turn to turn. Players will count their earned Victory Points as detailed in the Game Module and record the new totals on the track. Gameplay then proceeds to the next turn's Game Turn Marker Phase. If the last Game Turn of the scenario just concluded, the game is over, and a final tally of Victory Points is made to determine the game winner.

K) Skedaddle

This is simply a thematically named way of describing a retreat movement. Skedaddling is conducted immediately upon it being imposed or chosen, as follows:

  1. Distance Retreated: The distance retreated is given as the number of hexes that must be moved. Do not count the normal MP cost of the hex terrain entered but a unit may only enter legal hexes.

  2. Movement Away from Enemy: The retreating unit must increase the distance between itself and the enemy unit that caused the Skedaddle result. If the Skedaddle was caused by an Event card, the unit must move away from the nearest enemy unit. If it is impossible to do so due to enemy units and/or the map edge, the Skedaddling unit may maintain the same distance from the enemy.

  3. Engagement: The retreating unit cannot Engage an enemy unit unless it is not possible to avoid such a move. If impossible to avoid, the unit may move adjacent to one or more enemy units, but it must then suffer an "SH" result, applied normally and in the first hex it is adjacent to an enemy. It does not matter how many enemy units are adjacent nor how many hexes are retreated into that cause Engagement, apply only one "SH" result to the unit.

  4. Off-Map Movement: A retreating unit may be forced to move off the map because it cannot meet any of the above criteria. If so, place it in the next Game Turn's box on the Game Turn Track and it may enter as a Reinforcement during that turn. It must enter through the hex from which it exited (use the "Off Map Exit/Entry" markers provided to indicate the hex).

  5. Friendly-Occupied Hexes: If a retreating unit moves through a friendly-occupied hex, it may only stop there if the hex then meets the Stacking Limit. If not, the retreating unit must keep retreating (even beyond the original SK result). If it is forced to keep retreating because of exceeding the Stacking Limit in this manner, the inactive units that were passed through are all given an immediate "SH" result, applied normally.

  6. Unable To Complete Skedaddle: If a retreating unit cannot possibly continue moving per the above parameters (for example, it is physically surrounded by adjacent enemy units) then it is immediately Broken (no Break Test is made).

L) Broken Units

Units that become Broken are temporarily put out of commission. They have lost all cohesion and do not exist on the map as viable combat units, now located away from the battlefield or hiding within a forest or buildings. These units are now just attempting to reorganize. Broken units are able to reappear into the game under certain circumstances.

  1. Break Tests: When a unit must flip to its Battleworn side for any reason but is already on that side, it must take an immediate Break Test. The owning player rolls one die and compares the rolled result to the CR of the affected unit. The unit's CR is reduced by an additional -1 if the testing unit is not stacked with, or adjacent to, another unit from its Brigade. If no other unit from its Brigade exists in the game (for any reason), then it must be stacked with, or adjacent to, another unit from its Division to avoid the "-1 CR" penalty.

    • If the die roll result is equal to or less than the CR of the unit, the unit passes the test and remains in the game but is given a "Disrupted" marker (if it does not currently have one). If it is already Disrupted, nothing more happens.
    • If the roll is greater than the unit's CR, the unit fails the test and is Broken.
  2. Broken Procedure: When a unit fails its Break Test, it is immediately Broken. The Broken unit is removed from the map and placed in a common area that both players have agreed upon to place Broken units. Use the provided "Broken Area" marker to make this location clear. Broken units are kept in this area for the entire game unless they are brought back by a Regroup action or an Event Card.

M) Regroup

Units may only conduct a Regroup Action if they are activated while operating under a Defend Formation Order.

  1. Regroup Eligibility: Units may not have conducted Fire Combat during the same activation in which they wish to Regroup (they are allowed to conduct Movement only). In addition, units may not choose to Regroup if they are within two hexes of an enemy unit (therefore the Regrouping unit must be at least three hexes from an enemy).

  2. Regroup Procedure: A Regroup allows one of the following actions to be conducted with each eligible unit:

    • a. Remove Shaken: A Shaken unit may remove the marker immediately. The unit is no longer Shaken.
    • b. Reduce Disrupted: A Disrupted unit may flip that marker over to its "Shaken" side. It is now a Shaken unit instead.
    • c. Rally a Broken Unit: One Broken unit (only) belonging to the active formation may attempt a Break Test (see L-1) using the CR value as printed on its Battleworn side. There are no other modifiers applied to the CR (i.e., the unit is never considered to be Shaken or Disrupted while in the Broken area). If the unit fails the test, it remains in the Broken area. If it passes the test, it may be placed on the map with its Battleworn side face-up, adjacent to another unit from its Brigade or, if none exists on the map, adjacent to another unit from its Division. If there are no other units from its Division in the game, the Division has collapsed and this unit cannot be Rallied. The Rallied unit cannot be placed adjacent to an enemy unit.

    Note that the Rally a Broken Unit action can only be used once per phase – if the player has multiple units in the Broken area for this formation, only one unit can attempt to Rally per phase.

N) Victory Determination

At the conclusion of the game, players will determine the winner. Specific Victory Conditions for each Game Module will be detailed in that module's rulebook. All modules will use some form of the following basic system.

  1. Victory Point Location Markers: Before the game begins, players will place a number of "VP Location – End of Game" and/or "VP Location – Per Turn" markers onto scenario-specified hex locations on the map. Players will do so by taking all such markers and placing them face-down (so the markers' common side is face up and hiding the detailed information on the back). The markers are mixed up and deployed face down onto their specified locations. The backs of the markers have a specific Victory Point reward that is only revealed and earned per the Game Module.

  2. End of Game VP Markers: These Victory Point markers are only earned at the end of the game by the side that controlled the hex at the start of the game (per the scenario details) or that last entered or occupied the hex with a unit from their side. The marker is revealed after it is determined who earned the VP marker and that side is awarded the value indicated on the back of the marker if it is Fully Controlled or only half the value if Contested Control is in effect (see below).

  3. Per Turn VP Markers: These Victory Point markers are scored by the owning side during the End Phase of certain Game Turns, as detailed by the scenario. These are kept face-down until the first time a player scores the VP, at which time it is flipped over and kept face-up for the remainder of the game. The side that controlled the hex at the start of the game (per the scenario details) or that last entered or occupied the hex with a unit from their side is awarded the value indicated on the back of the marker if it is Fully Controlled or only half the value if Contested Control is in effect (see below).

  4. Recording Victory Points: Victory Points are tallied during the game by using the appropriate "VP" markers and the Game Turn/Victory Points Track in each Game Module.

  5. Fully Controlled VP Locations: A VP Location marker is Fully Controlled if it is currently occupied by a friendly unit or was last occupied or passed through by a friendly unit and there is not an enemy unit adjacent to the marker's hex. If so, the full VP value of the marker is awarded to the player.

Example: Brutal fighting is occurring over a hill with a "VP Location – End of Game" marker on it and the hex has changed hands almost every turn. It is now the last turn of the game and the Rebs make a desperate Close Combat attack with two units. Due to weak Defensive Fire and a great Close Combat dice roll, the Confederates cause the defending units to be Shaken and they must Skedaddle two hexes. The one Rebel unit that wasn't Shaken by the Defensive Fire is able to conduct an Attacker Breakthrough onto the hill. But now, that unit is almost surrounded by an entire Division of Union units. Luckily for the Union player, he draws a "Defend" Formation Activation Card and the player activates that same Division. The entire Division proceeds to obliterate the Rebel unit with Fire Combat and it just manages to Skedaddle one hex away, Battleworn and Disrupted. But that Defend card was the last Activation Card in the pile and the game is now over! The Union player is really upset as he notes that his units couldn't move the 1 MP allowed by the Defend order because they are not able to Engage the enemy under that order. The "VP Location – End of Game" marker is now Contested, but it is Controlled by the Confederate player as a Rebel unit was the last to occupy the hex. The players flip over the marker and it's the "10 VP" chit. So, the Confederate player is awarded 5 VP (half the normal VP because it was a Contested marker). If the Union had even one Event Card left to use as a Default Event and thereby move one Union unit into the hex with the VP marker, they would have taken the hill and gotten the VP instead. And to the Union player's chagrin, it turns out that he would have won the game in that case. War is Hell!

Game Module Rules

The Hill of Death: Champion Hill Game Module rules. Players will use the Overall Series Rulebook above to play the game with the specific applications and exceptions detailed in this Game Module rulebook.

The Hill of Death covers the entire Battle of Champion Hill. This important engagement was fought outside of Vicksburg, Mississippi on May 16th, 1863, between the Union Army of the Tennessee (under Major General Ulysses S. Grant) and the Confederate Army of Vicksburg (under Lieutenant General John C. Pemberton). Grant successfully landed his army on the shores of the Mississippi River at Bruinsburg and advanced it inland towards the Mississippi state capital of Jackson. Confederate forces tried to stall the advance at the Battles of Port Gibson and Raymond, but to no avail. Grant drove on Jackson and General Joseph E. Johnston's force only made a token effort at defending the city. Despite this feeble defense, Johnston instructed Pemberton to sally forth from Vicksburg and attack Grant's line of supply. On the morning of May 16th, Pemberton's Army of Vicksburg was in route to doing so when it received new orders from Johnston to turn around and instead, join him near the town of Clinton, further to the north. Pemberton hesitated and as the Confederate commander contemplated his next move, Grant about-faced the Union army. Leaving most of Sherman's Corps to hold Jackson, he began a determined advance against Vicksburg and Pemberton's strung out and confused Rebel army.

There are two scenarios available in this module plus an option to add units that did not actually appear at the battle but could have done so.

A) Game Components (Game Module)

  1. Scale: Each Hex = 300 yards; 1 Strength Point = 100 men or 1 Artillery Cannon; Each Game Turn = 1 hour; Unit Counters = one or more regiments/batteries.

  2. Map: The map has various terrain features:

    • Clear: Any hex without a terrain feature.
    • Woods: Any hex with any "trees" graphic, whether in the entire hex or just a portion of the hex.
    • Cornfield: This is hex 1108 with the "cornfield" graphic.
    • Bakers Creek: Any hexside with a "creek" graphic running from hex 0110 to 1401.
    • Jackson Creek: Any hexside with a "creek" graphic running from hex 0520 to 1109.
    • Stream: Any hexside with a "stream" graphic (which is narrower than the "creek" graphic).
    • Lake: This is hex 0120, which is entirely filled with a "lake" graphic, or a hexside with the "lake" graphic (ex: between 0519/0620).
    • Farm: Any hex with a "building" graphic and the farm's name.
    • Main Road: Hexes with a wide "road" graphic. The four Main Roads are Jackson Road, Middle Road, Ratliff Road and Raymond Road.
    • Minor Road: Hexes with a narrow "road" graphic. There is only one Minor Road, running from hex 0217 to 0712.

B) Command Decision Phase (Game Module)

  1. Formation Activation Cards: The players will seed Formation Activation Cards each Game Turn, the exact number of which depends on the scenario being played.

    a. Note that the Union Formations are Corps while the Confederate Formations are Divisions. The formations in this Game Module are:

    • Union Army of the Tennessee (CIC Grant)
      • o XIII Corps - McClernand (MC)
        • 2nd Division – Blair (attached from XV Corps)
        • 9th Division – Osterhaus
        • 10th Division – A.J. Smith
        • 12th Division – Hovey
        • 14th Division – Carr
      • o XVII Corps - McPherson (MP)
        • 3rd Division – Logan
        • 7th Division - Crocker
    • Confederate Army of Vicksburg (CIC Pemberton)
      • o Loring's (LR) Division
      • o Stevenson's (ST) Division
      • o Bowen's (BO) Division

    b. CIC Cards: Each player has one or two CIC Cards to use (labeled "A" and "B"). Each card has some additional rules:

    • Grant-A (GR): When this CIC Card is drawn, the Union player completes operations in the order listed on the card. First, the player may freely activate any Union Cavalry units currently in the game. Each unit can operate under any one Formation Order, and they need not pick the same Order. Next, the Union player may choose any one Union Brigade (only) and activate it with any Formation Order. But this unit can only be from any of McPherson's Corps formations (MP) or from the 12th Division of McClernand's Corps (MC). It does not matter if that unit has already activated, nor does it matter what Formation Order it was under previously.

Like Grant, Pemberton had his own command issues. He did not get along with his subordinates, issued confusing orders and was himself unsure of how to be proceed based upon receiving his own conflicting directions from Johnston. Most importantly, he and Loring loathed one another and as such, Pemberton cannot assist in commanding any of Loring's units in the game.

c. Event Cards: The two players have different procedures when it comes to Key Event Cards and seeding the other Event Cards into the Activation Card Draw Pile. - Union: The Union player will choose two Key Event Cards from their set of ten available Event Cards. After picking these two, the player will shuffle the remaining eight cards and randomly draw more (without looking at them), the exact number of which depends on the scenario. All Event Cards are then seeded into the Activation Card Draw Pile. - Confederate: The Rebel player will choose one Key Event Card from their set of ten available Event Cards. After picking this card, the player will shuffle the remaining nine cards and randomly draw more (without looking at them), the exact number of which depends on the scenario. All Event Cards are then seeded into the Activation Card Draw Pile.

C) Activation Phase (Game Module)

  1. Draw Activation Card Step – Held Event Cards: Some "Hold" Event Cards for both sides can be held and played immediately before the next Activation card is drawn. These cards can activate a small number of units, separate from the normal activation mechanics. If a player is holding one or more of these cards, they may be announced and played per the standard series rules for doing so during this step. The cards are:

    • Tactical Initiative (Union and Confederate)
    • Open Fire! (Union and Confederate)
    • Rebel Yell! (Confederate only)
  2. Fog of War Wild Card: When implementing the Battlefield Chaos result, the affected unit chosen must be in a Woods or Cornfield hex.

    The woods and general lay of the land in the area surrounding Champion Hill was particularly challenging. The terrain was rough and difficult to traverse, with unseen ridges and hollows throughout. To reflect this, the Battlefield Chaos result is applied only to units in Woods and Cornfield terrain as they would often wander off, get caught up in the trees and undergrowth or hesitate for fear of stumbling upon the enemy.

  3. Default Event Option: In addition to the normal Default Event options, players may opt to use the "March to the Sound of the Guns" action instead. If this is chosen, the player may select one of their Brigades. All units from that Brigade who are adjacent to, or stacked with, at least one other unit of that same Brigade may each move up to 4 hexes (not MP) along a Main Road (only). These units may not Engage an enemy unit. This option may be used on just one unit. The Union player may use this ability throughout the game with an Event Card; the Confederate player may only use this ability after the Pemberton-B CIC Card has entered play.

D) Fire Combat (Game Module)

  1. Line of Sight (LOS): The Cornfield hex Blocks LOS when it and both units are on the same elevation level (case G-2a in the series rules). However, it does not Obscure LOS if it is a lower elevation intervening hex (cases G-2b and G-2c in the series rules).

  2. Fire Combat Advantages: The only type of hex that qualifies for the "In Cover" Target Hex Advantage in this Game Module is Woods.

    Note that the Farm and Cornfield hexes do not count as cover. Some of the Farms do have Victory Point significance.

E) Movement (Game Module)

  1. Movement Allowances: Each Formation Order dictates the Movement Allowance of the units governed by that Order. The actual Movement Allowance for each Formation Order is:

    • Maneuver = 4 MP (plus may use March Order)
    • Attack = 2 MP
    • Defend = 1 MP
    • Mounted Cavalry = +2 MP to all normal Movement Allowances
  2. Movement Costs: The cost in Movement Points to enter an adjacent hex depends on the hex's terrain type, as follows:

    • a. Clear and Farm Hexes = 1 MP

    • b. Cornfield = 2 MP. Note that this cost only applies if the unit is not moving along the Main Road that enters hex 1108.

    • c. Woods = 2 MP. However, Artillery and Mounted Cavalry units must stop their movement upon entering a Woods hex that does not also contain a Main Road or Minor Road. There is no such requirement to leave a Woods hex. In addition, the Stacking Limit may never be exceeded in a Woods hex, even during movement.

      This again is the consequence of the rough, undulating, and restrictive terrain that existed on the battlefield.

    • d. Move Uphill = +1 MP cost. This is when a unit enters a hex that is at a higher Elevation Level than the exited hex. It costs one additional MP to move uphill (i.e., the unit pays the normal cost to enter that higher hex and then increases that cost by 1 MP), regardless of the actual difference in Elevation Levels.

    • e. Cross Stream = +1 MP cost. This cost is incurred when a unit exits a hex and must traverse a hexside with a "stream" graphic to enter an adjacent hex. It costs one additional MP to cross the stream (i.e., the unit pays the normal cost to enter that adjacent hex and then increases that cost by 1 MP).

F) Close Combat (Game Module)

  1. Defender Units Advantages: Add the following Advantage:
    • Attacking Across Baker's Creek: If all attacking hexes have a Baker's Creek hexside between them and the defending hex, the attacking hex gets two column shifts left (instead of just one shift). Close Combat attacks across Baker's Creek can only be made through the Bridge hexside.

G) Victory Determination (Game Module)

  1. Both scenarios use the standard rules to determine Victory Points earned, except as detailed in that scenario. Both have an additional unique VP mechanic that players should be aware of.

H) Scenarios (Game Module)

Before the game begins, players should decide which scenario they will play. The first scenario is the shorter and easier one to play and serves as a tutorial to the game system. The second scenario is representative of the entire historical battle. Players may also opt to play the second scenario using one or more of the variable Optional Units which are explained in the last entry in this section. Victory conditions for each scenario are explained in detail in the scenario entry. The player with the most total VP at the end of the game is the winner.

1. This Bloody Hill

This is a short scenario that can be used as a tutorial or if you have limited playing time. It simulates only the climax of the battle around Champion Hill itself, which started around noon and continued through mid-afternoon. The scenario lasts 6 Game Turns, from 11:00 am (Game Turn #1) through 4:00 pm (Game Turn #6).

  • a. Map Restrictions: Only a portion of the map is used in this scenario. Draw an imaginary boundary along the "xx12" hex row (for example, 0112, 0212, 0312, etc.). Treat this as if it is the edge of the map for this scenario for all purposes.
  • b. Event Cards: The Union player gets two Key Event Cards and one random Event Card, for a total three Event Cards per Game Turn. The Confederate player gets one Key Event Card and two random Event Cards, for a total of three random Event Cards per Game Turn.
  • c. CIC and Formation Activation Cards: Players will seed CIC and Formation Activation cards depending on the specific Game Turn being played. Note that only the "B" version of the CIC Cards is used in this scenario. See the Scenario Game Turns section for details.
  • d. Reinforcements: Both players receive Reinforcements during the game. Arriving unit details and hexes of entry are listed in the Scenario Game Turns section. These units are eligible to be activated on the indicated Game Turn and may enter the map via the listed hex(es).
  • e. Game Setup: Place the listed units onto the map the game map as indicated. [Sic: as printed.]

UNION

McClernand's Corps (MC)

  • 14th Division Artillery: 1811
  • Lawler Infantry (both units): 1711
  • Benton Infantry (both units): 1611
  • Lindsey Infantry (9-3): 1509
  • 9th Division Artillery and Lindsey Infantry (5-3): 1510
  • Garrard Infantry (10-3): 1408
  • Garrard Infantry (6-3): 1409
  • Slack Infantry (both units): 1304
  • McGinnis Infantry (8-3 and 6-3): 1204
  • McGinnis Infantry (10-3): 1103

McPherson's Corps (MP)

  • Stevenson Infantry (10-4): 1301
  • Legget Infantry (both units): 1003
  • 3rd Division Artillery (12R-4): 0902
  • J.E. Smith Infantry (both units) and 3rd Division Artillery (6S-4): 0901

CONFEDERATE

Stevenson's Division (ST)

  • Division Artillery (2S-3): 1007

[Transcription stops here. The source module file ends partway through the Confederate setup for This Bloody Hill. The remaining Confederate setup, the Scenario Game Turns section, the second scenario, the victory conditions for each scenario, and the Optional Units entry (H-3) are not in any source this transcriber could obtain, so they are not reproduced. Nothing has been filled in from memory.]

  • f. Fresh Counter Side: The front of the unit counter is the unit's full-strength side and is referred to as its Fresh side. Exception: Cavalry units.
  • g. Battleworn Counter Side: The back of the counter is the unit's reduced-strength side and is referred to as its Battleworn side. This side also has a red stripe across the counter for easier identification. Units that are on their Battleworn side have suffered permanent casualties and morale decline and remain so for the rest of the game. Cavalry unit counters do not have a Fresh side. Instead, they are Mounted on the front and Dismounted on the back. Both sides are treated as being Battleworn sides for all game purposes.
  • Shaken/Disrupted Markers: These markers are used to designate a unit in temporary physical and/or psychological distress. Units can recover from these conditions through the Regroup action or from certain Event Cards. The marker is placed under the affected unit to indicate it being Shaken or Disrupted.

    • a. Shaken: If a unit gets a "SH" result, place this marker with its "Shaken" side showing. The unit is now a Shaken unit. A Shaken unit has both its SP and CR values reduced as indicated by the marker for all purposes except stacking.
    • b. Disrupted: If a unit gets a "DS" result, place this marker with its "Disrupted" side showing. The unit is now a Disrupted unit. A Disrupted unit has both its SP and CR values reduced as indicated by the marker for all purposes except stacking.

    The modifiers listed on the "Shaken/Disrupted" markers indicate the amount the affected unit's SP and CR ratings are reduced. For example, if a "12-3" unit has a "Disrupted" marker that shows "-4 / -2", that unit is treated as a "8-1" unit for all purposes, except the Stacking Limit (see H-3).

  • Miscellaneous Markers and Chits: The remaining counters are markers and chits used for tracking various game effects. These are described in greater detail later in these rules.

  • Map: Each Game Module will have a unique map sheet on which the game is played. The game map depicts that module's battlefield and is overlaid with a numbered hex grid to regulate movement and firing ranges. Each hex may display one or more terrain features. Refer to the Game Module's specific rules for a full description of each type of hex.

  • Game Turn/Victory Point Track: Located on the game map is a numbered track on which is recorded both the Game Turn (using the "Game Turn" marker) and the accumulated Victory Points (VP) for each side. Both sides receive "x1" and "x10" VP markers to record the number of Victory Points earned by that side.

  • Cards: Each Game Module contains anywhere from 45 to 63 cards. These consist of various combinations of Formation Activation, Event, CIC and Wild Cards. Each type of card is explained in detail in the relevant rules section. Event Cards will have a descriptive title and text and will be labeled "Play Immediately", "Hold" or "Option". These are explained in detail in section F.

  • Dice: There are five six-sided dice provided, each of a different color – Black, Red, White, Blue and Gray. Each colored die has a specific purpose when resolving combat. If the rules or an Event Card call for a single die roll to resolve something, any colored die can be used. Note that in all cases when a re-roll is allowed for and exercised, the re-rolled result must be kept (unless an ability allows for another re-roll).

  • Player Aids: Each player is provided their own player aid which has a rules summary on one side and all the required charts and tables on the other. Players will be able to play the game using only this player aid once the rules become familiar.

  • Event Cards: Both players have several Event Cards which they will also seed into the game each Game Turn. Players will each secretly choose one or two Key Event Cards (depending on Game Module) to add to the Activation Card Draw Pile. The remaining Event Cards are turned face-down and shuffled. Several of these cards (normally two or three) are randomly drawn and added to the Activation Card Draw Pile as well. The remaining Event Cards are placed aside, out of play, and remain face-down. Neither player may look at these cards until the end of the turn.

    In summary, each player selects one or two Key Event Cards which they find particularly important to have in the deck for the current Game Turn. The other Event Cards will be randomly seeded, so neither player knows exactly what Event Cards could turn up. Note that due to the Friction of War Wild Card, your Key Event Cards could possibly get discarded with no effect!

  • Command-In-Chief (CIC) Cards: In most Game Modules, both players will each have one or two CIC Cards that will now be freely added to the Activation Card Draw Pile. A CIC Card normally allows a free activation with any Brigade or Division. These cards can be activated or held like Formation Activation Cards.

  • Wild Cards: There are usually two unique cards that are freely added to the Activation Card Draw Pile every Game Turn – the Fog of War and Friction of War Wild Cards.

  • Activation Card Deck Construction: All seeded Formation Activation, Event, CIC, Fog of War and Friction of War Cards for both sides are gathered into a face-down pile and shuffled. The deck is placed within easy reach of both players.

  • c. Fog of War Wild Card: When drawn, the player drawing cards will roll the Red and White dice, generating a number from 11 – 66. This result is cross referenced on the card's Fog of War Table and the result is applied as follows:

    • Battlefield Chaos: The opposing player chooses one of the two possible effects listed below. For example, if the result is "Rebel Battlefield Chaos" the Union player chooses the effect. The exact conditions for this event may be altered by each Game Module.
      • ○ Move: The opposing player moves any enemy unit one hex in any legal manner (as if it is a Minimum Move). This is movement only and no combat or other actions. The moved unit may Engage an enemy unit (see H-4). In the above example, the Union player could move a Rebel unit one hex.
      • ○ Discard: The opposing player discards one of the enemy player's held Formation Activation or Event Cards. The card is immediately discarded with no effect. In the above example, the Union player could discard one of the Rebel player's held cards.
    • Fortunes of War: The indicated player takes the "Fortunes of War" marker. The marker may be discarded after any dice roll (whether one, two or four dice are thrown). Discarding the marker forces the rolling player to re-roll all those dice. The player using the marker cannot choose just a portion of a dice roll to be re-rolled. Each player may only hold one "Fortunes of War" marker. If this result occurs and the affected player has a Fortunes of War marker, then treat this result as "no effect".
    • General Casualty: This result not only represents a general being wounded or killed, but can also simulate illness, stress, confusion, bad staff work, etc. Cross reference the original dice roll result with the general's names listed on the card. If the resulting general's formation is not currently in the game, then this event has no effect. If the formation is in the game (even as an arriving Reinforcement), its general has become a casualty.
      • ○ CIC General Casualty: The player removes one of their CIC Activation Cards from the game at the end of the Game Turn.

      • ○ Formation General: The owning player reduces the number of allowed seeded cards for that Formation by one (see D-1c) beginning with the next Game Turn. The player takes the corresponding "General Casualty" marker and places it near that formation's cards as a reminder. If the Formation is already only allowed one seeded card, then the player must instead remove all Formation Activation Cards of any one Formation Order (Attack, Defend or Maneuver) from the game. If the Formation's allowed seeded card amount changes during the scenario, the player may change the applied penalty accordingly (or not).

        For example, if a Formation starts the game with only one seeded card and gets a General Casualty, it loses one of its Formation Orders. If later in the scenario the allowance is increased to two seeded cards for this Formation, the player could either allow two seeded cards for the Formation, but still without the previously removed Formation Order, or the player could opt to reinstate the Order, but the Formation would only get one seeded card.

      • ○ Recovery: If a General Casualty results for a general who is already a casualty, this is a Recovery result instead (the general has recovered and returned to the fight). The player removes the "General Casualty" marker and beginning with the next Game Turn the Formation reverts to its normal number of seeded cards.

        For example, if a formation that is allowed two seeded Formation Activation Cards per turn has its general become a casualty, starting next turn it is only allowed to seed one Formation Activation Card. If the formation was already limited to one seeded card, it would instead remove all Maneuver cards (for example) from its available cards. If later in the game this formation's general got a casualty result again, beginning next turn it would again go back to its normal two card seeding or would regain its Maneuver cards.

  • Close Combat Step: Only units activated with an Attack Formation Order and currently adjacent to an enemy unit may conduct Close Combat (see section I).

  • Regroup Step: Only Shaken, Disrupted and Broken units activated with a Defend Formation Order may conduct this step (see section M).

  • End Activation Step: If there are any held Activation cards, revert to the Held Formation Activation/CIC Card Phase. Otherwise, go to the Activation Phase. If there are no Formation Activation or CIC Cards being held and the Activation Card Draw Pile is empty, proceed to the End Phase.

    • If there are Town or Woods hexes or any Units (of either side) along the LOS on a lower Elevation Level than both the firing and target hexes or lower than the target hex (only), the LOS is Obscured.
    • If there is any hex along the LOS on a higher Elevation Level than both the firing and target hexes, the LOS is Blocked.
    • If there is any hex along the LOS on the same Elevation Level as the target hex (only), the LOS is Blocked.

    c. Firing Hex is at higher Elevation Level than the Target Hex (i.e., firing downhill):

    • If there are Town or Woods hexes or any Units (of either side) along the LOS on a lower Elevation Level than both the firing and target hexes or lower than the firing hex (only), the LOS is Obscured.
    • If there is any hex along the LOS on a higher Elevation Level than both the firing and target hexes, the LOS is Blocked.
    • If there is any hex along the LOS on the same Elevation Level as the firing hex (only), the LOS is Blocked.

    d. If the LOS is traced exactly along a hexside between a non-Blocking/Obscuring hex and a Blocking/Obscuring hex, then the LOS is Obscured. If one hex is Blocking and the other is either Blocking or Obscuring, the LOS is Blocked.

  • Firing Strength Points (SP): If the target hex is within Range and LOS of the firing hex(es), sum the number of SP firing.

    a. If multiple units of the same type are firing from the same firing hex at the same target hex, then the SP of each such unit must be added together into one SP total. If there are both Infantry and Artillery in the same hex, only one type can fire at the same target hex. The other type may not fire at that target hex but could fire at a different target hex.

    Note that this means mixing Infantry and Artillery together in the same hex is not an efficient deployment for issuing fire. Yes, it is a way for Infantry units to protect Artillery units in case of a Close Combat threat from the enemy, but it also means that there is only room for one type or the other when it comes to deployment to the firing line against the same target area. This does not apply if the Infantry and Artillery target separate enemy hexes, as it is assumed that the deployment is then spread in different directions. But remember that regardless of which type is issuing the fire, any incoming fire (even if from a Firefight – see G-9) will affect all the units in the stack.

    b. A firing unit may not split its SP against multiple targets.

    c. Combined Brigade Fire: Units firing from different firing hexes at the same target hex may not combine their SP into one total unless they qualify for Combined Brigade Fire. If the units are all from the same Brigade and are in two adjacent firing hexes (only), they may add their fire into one SP total. They must be firing at the same target hex, neither hex may have a Blocked LOS and all units must be of the same type and firing at the same Range. If either hex has an Obscured LOS, the fire is considered Obscured. If either hex is on a higher elevation than the target hex, the fire gets the On Higher Elevation Firing Hex Advantage (see G-5a).

    d. Starting CRT Column: Once the total number of firing SP is determined, consult the Combat Results Table (CRT) and find the column that shows the range of numbers that contains the total number of firing SP. This is the starting CRT column for this Fire Combat. Note however that the last numbered column on the CRT is the highest starting column possible, so all SP greater than that number are essentially wasted. For example, if the CRT's last numbered column is "19+", a unit firing with 25 SP would still start its Fire Combat using that column.

    For example, a stack of three Union Infantry units, totaling 15 SP, is issuing Fire Combat at a hex containing two Rebel units (one of which is Shaken). The starting column is therefore the "13-15" column of the CRT. The units had a Black die roll of "1", so they are experiencing some Ammunition Problems. They are also firing at Long Range and are in a higher elevation hex than the target hex. This results in one column shift left, two column shifts left, and one column shift right for a net shift of two column shifts left. That makes the final Fire Combat CRT column the "8-9" column.

  • Ammunition Problems: The firing player will roll the Black die first. This die result is cross-referenced on the Ammunition Problems Table to determine if the firing unit has logistical issues that compromise its fire efficiency. The die roll may or may not result in a Target Hex Advantage (see below).

    Note that the results on this table are skewed so that there is more of a chance of an Ammunition Problems column shift when a Rebel unit is firing. This is to reflect the fact that Confederate armies generally had more equipment and ammunition issues than the Union armies.

  • Fire Combat Advantages: Beginning with the Starting CRT column as determined in step H-3, the firing player shifts columns to the left and/or to the right per the Fire Combat Advantages Table. Check down the table and apply one column shift to the right (1->) for each applicable Firing Hex Advantage and one or two column shifts to the left for each applicable Target Hex Advantage. If there are multiple shifts, accumulate them and take the difference to get a net shift. Apply each shift if any of the firing units qualify for it. Each Game Module will have one or more Advantage situations unique to that game, but most modules will have these standard Fire Combat Advantages:

    a. Firing Hex Advantages:

    • On Higher Elevation: If the firing hex is at a higher Elevation Level than the target hex, the firing hex gets one column shift right. If two hexes are using Combined Brigade Fire (H-3c), this Advantage applies if either of the firing hexes is higher.
    • Target is Mounted Cavalry: If the target hex contains only Mounted Cavalry units, the firing hex gets one column shift right. If the target hex contains any non-Mounted Cavalry unit, this shift does not apply.
    • Artillery Canister: If an Artillery unit is firing at an adjacent target hex (only), then shift one column right.
    • Defend Order: If the active unit is operating under a Defend Formation Order, then shift one column right. The Defend Order can be issued from any source – Event Card, CIC or a normal Formation Order.

    b. Target Hex Advantages:

    • Long Range Fire: If any firing unit is firing at Long Range (per the Weapon Range Table), it gets a two column shifts to the left. For example, if two Artillery units in the same hex are firing at the same target but one is a Rifle Artillery firing at Effective Range and the other is Smoothbore Artillery firing at Long Range, their entire fire is considered to be at Long Range and suffers the two-column-shifts left Target Hex Advantage.
    • Obscured LOS: If the firing hex's LOS is Obscured (see H-2), the firing hex gets one column shift left. Note that Blocked LOS fire is not allowed.
    • In Cover: If the target hex contains terrain that is deemed to be Cover per the Game Module, the firing hex gets one column shift left.
    • Ammunition Problems: If the Black die roll indicates an Ammunition Problem for the firing unit (see H-4), shift one column to the left.

    c. Final CRT Column: After making any applicable Fire Combat Advantage column shifts, the final CRT column is used for the Fire Combat resolution. Note that column shifts can be made further to the right of the highest-numbered column and these bonus columns are shown with asterisks (*). If the column shifts yield a net shift that ends to the left of the "1" column, the fire is automatically a "NE" result.

  • Fire Combat Dice Roll: The firing player rolls the four remaining dice simultaneously. The dice results are split up and applied in the order indicated below: Red/White, Blue and Gray.

  • Cohesion Test Type: First, the Red and White dice are read together and produce a two-digit number from 11 to 66, with the Red die read first and the White die number second. This Red/White pairing result is then cross-referenced on the final CRT Column (as per G-5c). The entry yields the type of Cohesion Test to which the target hex is subjected:

    • N = Negligible
    • E = Easy
    • R = Routine
    • T = Tough
    • S = Severe
    • C = Critical

    Doubles: If the Red/White dice result is a "doubles" result (ex: 33, 11, etc.), players reference the row immediately above the doubles row, applying that result normally. In addition, the target hex is Shocked and may not Firefight (see G-9).

  • Fire Combat Result: To determine the final result of the Fire Combat, players will reference their specific die (Blue for the Union player and Gray for the Confederate player) and then go to the Fire Combat Result Table.

    a. Cohesion Rating Modifier: Each player finds their highest modified CR value unit involved in the combat. The player with the higher CR value will calculate the difference between their unit's CR value and the enemy unit's lower CR value. This difference is the CR Modifier and is added to the die roll of the higher-CR side. If the highest CR value for each side is the same, there is no modifier effect.

    b. Dice Roll Differential: The firing player takes their colored die roll result (plus the CR Modifier from above if they have the higher-CR unit) and subtracts the target player's colored die roll result (plus the CR Modifier from above if they have the higher-CR unit) to get the Fire Combat Differential.

    For example, if Union units are firing at Rebel units and the highest-CR Union unit is a "4" and the highest-CR Rebel unit is a "2", the Union player will add +2 to the Blue die and the Rebel player will add nothing to the Gray die roll.

    Important Note: Players should realize that an "N" Cohesion Test Type doesn't mean that the target is necessarily unaffected! The fire can still result in damage to the target if the Cohesion Rating Modifier is severe enough in favor of the firing unit(s).

    c. Final Fire Combat Result: Players find the row containing the Fire Combat Differential and cross-reference this row with the column representing the Cohesion Test Type inflicted. This entry is the final Fire Combat result and is applied to the target hex (only) as indicated below. Apply the Fire Combat result to all units in the target hex. If there is any choice offered, the owning player of the target unit(s) makes the decision. The table results are read as follows:

  • Note again that this faster rate is only allowed while under a Maneuver Order and when moving along a Main Road. It is not allowed under Attack or Defend Orders nor while moving along a Minor Road (or its equivalent).

    c. Disengagement: +1 MP cost (see H-5).

    d. Minimum Movement Ability: Units may always move one hex regardless of MP costs, providing the hex can otherwise be entered legally. A player can always have a unit use this minimum move rather than apply normal MP costs.

  • Stacking Limit: A limited number of SP may be stacked in the same hex. Only friendly units may stack – a unit may never enter the same hex as an enemy unit for any reason. Each Game Module has its own stacking limit depending on the scale of that module. There is never a stacking limit for units that are off map. The stacking limit is always based on the printed SP value on the unit counter. Do not reduce the number of SP for a Shaken/Disrupted marker when considering the stacking limit. The stacking limit can only be temporarily exceeded when a unit is moving through a hex. In this case, the moved-through hex can be over-stacked while the unit continues its move. However, units using the March Order rate may never enter an over-stacked hex while using that faster rate. If the Stacking Limit is exceeded, the unit must pay the normal non-Road movement point cost of that hex.

    Players should note that the stacking limits are fairly generous in this series. But beware, as most combat results affect all units in a hex and thus huge stacks also make for more vulnerable targets.

  • Engagement: A unit may only voluntarily move adjacent to an enemy unit if it is activated with an Attack Formation Order. With Defend and Maneuver Orders, units must remain at least two hexes away from enemy units during their movement. However, units that begin their movement adjacent to an enemy unit may remain in their hex or move farther away. Units forced to move by an Event Card may Engage. Skedaddling units may not Engage the enemy unless there is no other option (see section K).

  • Disengagement: If a moving unit starts adjacent to an enemy unit and wishes to move out of that hex, the moving unit must pay a penalty of +1 MP cost for the next hex entered (even if the new hex is still adjacent to an enemy unit).

    For example, a unit moving from a hex adjacent to an enemy unit to a Clear hex also adjacent to that same enemy unit would pay 2 MP to do so.

  • Off Map Movement: Units may be moved off the game map from any map-edge for the cost of 1 MP (regardless of the terrain cost of the exited hex). However, that unit may only re-enter from that same hex as if it is a Reinforcement unit (see below). Place an "Off Map Exit/Entry" marker as a reminder of where the unit exited.

  • Reinforcements Movement: Units that are scheduled to arrive during a Game Turn as Reinforcements (per the scenario instructions) are placed just off map next to the hex from which they will enter. The owning player should also take the corresponding Formation Activation Cards if this formation has not yet been in the game. If more than one unit is arriving, make a stack of units (the Stacking Limit is ignored while off map). When the Reinforcement formation is activated, move each eligible unit onto the map with the entry hex as the first hex of movement. Units that do not get activated remain off map. Reinforcement units scheduled to enter the game at the same hex are considered to be adjacent to one another while off map (this could be important for some game or Event card effects). If all the potential entry hexes are enemy-occupied, the Reinforcement units may not enter the map until the enemy units are removed.

    Note that Reinforcement units move from their off-map stack onto the entry hex normally – it does not matter how many units moved before them (i.e., they are not lined up "in road column" as in other games).

  • Mounted and Dismounted Cavalry: Cavalry units have a Dismounted side (with the dismounted trooper graphic) and a Mounted side (with the rider and horse graphic). These units may switch between these two modes before their movement (only).

    • a. Dismounted Cavalry units are treated in all ways as Infantry except they may only conduct Fire Combat against adjacent units and are always considered to be firing at Long Range (because they are normally armed only with carbines).
    • b. Mounted Cavalry units may add an MP bonus to their normal Movement Allowances for all Formation Orders, providing they remain Mounted for the entire move. However, they may not issue Fire Combat.
    • c. Changing Modes: If a Cavalry unit wishes to change from Mounted to Dismounted or vice versa, it must do so at the start of its Movement. That change reduces the unit's beginning Movement Allowance to half (rounded up) of its normal value. The unit flips over to its new side and then continues with movement normally (using only the remaining balance of its beginning Movement Allowance). Note that a Mounted Cavalry unit may not add its normal MP bonus when it plans to dismount as it is not remaining Mounted for its entire move.
    • d. Cavalry units are always Battleworn – they do not have a Fresh side. So, whether Mounted or Dismounted, if the unit takes a Depletion (DP) result it will not flip over. It must instead immediately take a Break Test (see L-1).
    • Add +1 to the die roll for every full 4 SP of Infantry in the defending hex (for example, a defending hex with 11 Infantry SP earns a +2 die roll modifier).
    • Add +1 to the die roll result for every full 3 SP of Rifled or Mixed Artillery.
    • Add +1 to the die roll for every full 2 SP of Smoothbore Artillery.
    • All these modifiers are cumulative.
    • If the defender has "0" SP, there is no Defensive Fire, and the Black Die is not rolled.
    • Defend Order Re-Roll: The defending player may demand a re-roll of the Black Die if the defending unit was last under a Defend Order. Players check the discarded Formation Activation Cards and if the last card played this turn for the defending unit's formation was a Defend Order, the re-roll may be made.

    This mechanism is used to quickly simulate the dichotomy of defending units attempting to fire at the shortest range possible while the charging enemy is trying to close the distance as quickly as possible. A very intense and chaotic situation in which many factors are key. This one-die-roll solution is indeed simplistic, but it abstracts all those random factors efficiently and allows the game to move along while also giving the players a result that is realistic. Also note that each +1 modifier is only applied if the full increment is met. So, a Rifled Artillery unit with 2 SP would not get any modifier. Artillery receives a more effective modifier here to reflect the deadly effectiveness of canister fire (especially for smoothbore cannon).

    b. Any effect from the Defensive Fire Table is applied only to the attacking unit(s) with the highest modified SP value. The "modified SP value" includes the effect of any "Shaken/Disrupted" marker. If more than one unit qualifies, the owning player chooses the unit. The affected unit(s) applies the listed result normally. If the unit(s) Skedaddles, the attack cannot be cancelled (unless only one unit is attacking, of course). The remaining attacking units must complete the declared Close Combat.

    This is the intended design effect. It is another abstracted way to show that attacks by one unit are far easier to control and from a command perspective, allows greater flexibility. Attacks by multiple units are much more difficult to exert proper command and control over.

  • Starting CRT Column: After applying any Defensive Fire effect, all units attacking the same defending hex combine their SP into one total. Once the total number of attacking SP is determined, the attacking player consults the Combat Results Table (CRT) and finds the column that shows the range of numbers that contains the total number of attacking SP. This is the Starting CRT column for this Close Combat. Note however that the last numbered column is the highest starting column possible, so all SP greater than that number are essentially wasted.

  • Close Combat Advantages: Beginning with the Starting CRT column as determined above, the attacking player shifts columns to the left and/or to the right per the Close Combat Advantages Table. Check down the table and apply one or two column shifts to the right for each applicable Attacking Hex Advantage and one column shift to the left for each applicable Defending Hex Advantage. If there are multiple shifts, accumulate them and take the difference to get a net shift. Each Game Module will have one or more Advantage situations unique to that game, but most modules will have these standard Close Combat Advantages:

    a. Attacking Units Advantages:

    • 3x Greater SP: If the total attacking SP is at least triple the total defending SP, the attackers get a three column shifts right. Remember to include any SP adjustment from "Shaken/Disrupted" markers. Do not also shift for the 2x Greater SP Advantage (below) then. Note that if the defending unit(s) have "0" SP, this advantage automatically applies.
    • 2x Greater SP: If the total attacking SP is at least double the total defending SP, the attackers get two column shifts right. Remember to include any SP adjustment from "Shaken/Disrupted" markers. Do not apply this shift if the hex qualifies for the 3x Greater SP Advantage (above).
    • Lone Artillery: If the defending hex contains only Artillery units, the attackers get one column shift right. If there are any Infantry or Cavalry units in the hex, this shift does not apply.
    • Flanking Attack: This shift is applied in either of two cases: If there are two attacking hexes and those two hexes are not adjacent to one another (i.e., they are separated by at least one intervening hex), the attacking units gets one column shift right. If there are at least three different attacking hexes, the attackers get one column shift right (regardless of their relative positions to one another).

    b. Defending Units Advantages:

    • In Cover: If the defending hex has terrain that is deemed to be Cover per the Game Module, the attackers get one column shift left.
    • Across Stream: If all attacking hexes have a Stream hexside between them and the defending hex, the attackers get one column shift left. If even one attacking hex is not crossing a Stream hexside, this advantage does not apply.
    • On Higher Elevation: If the defending hex is at a higher Elevation Level than all of the attacking hexes, the attackers get one column shift left. If even one attacking hex is not at a lower Elevation Level than the defending hex, this advantage does not apply.
    • 2x Greater SP: If the total defending SP is at least double the total SP in the all the attacking hexes combined, the attacking hex gets two column shifts left. Remember to include any SP adjustment from "Shaken/Disrupted" markers.
    • Flank Support: If any of the attacking hexes are adjacent to another enemy-occupied hex (other than the defending hex) that includes at least one Infantry or Artillery unit and that hex does not have a Close Combat attack declared against it (whether resolved yet or not), then the attacking hex gets a one column shift left for each such supporting hex.

    The Flank Support shift is to simulate the effect of a line of defenders supporting one another. If you ignore nearby enemy units to attack only one hex in a line of defenders, those un-attacked defenders will try to threaten the attacker's flanks and rear. Note also, for example, that if there are two enemy hexes that qualify for Flank Support, the Defending Unit Advantage would be two column shifts to the left.

    c. Final CRT Column: After making any applicable Close Combat Advantage column shifts, the final CRT column is used for the Close Combat resolution. Note that column shifts can be made further to the right of the highest-numbered column and these bonus columns are shown with asterisks (*). If the column shifts yield a net shift that ends to the left of the "1" column, the attacker automatically suffers an "A:DP+SK3" result.

  • Close Combat Dice Roll: The attacking player rolls the four remaining dice simultaneously. The dice results are split up and applied in the order indicated below: Red/White, Blue and Gray.

  • Cohesion Test Type: The Red and White dice are read together next and will give a two-digit number from 11 to 66 with the Red die number read first and the White die number second. This Red/White pairing result is then cross-referenced with the final CRT column (as per I-5c). The resulting column entry yields the type of Cohesion Test to which the defending hex is subjected:

    • N = Negligible
    • E = Easy
    • R = Routine
    • T = Tough
    • S = Severe
    • C = Critical

    Doubles: If the Red and White dice yield a "doubles" result (ex: 22, 55, etc.), players reference the row immediately above the doubles row, applying that result normally. In addition, resolve the effects of a Brutal Melee (see I-8).

    Note that in Close Combat, there will always be an effect on some (and sometimes all) of the units involved in the combat from both sides.

  • Close Combat Result: To determine the final result of the Close Combat, players will reference specific die (Blue for the Union player and Gray for the Confederate player) and then go to the Close Combat Results Table.

    a. Cohesion Rating Modifier: Each player finds their highest modified CR value unit involved in the combat. The player with the higher CR value will calculate the difference between their unit's CR value and the enemy unit's lower CR value. This difference is the CR Modifier and is added to the die roll of the higher-CR side. If the highest CR value for each side is the same, there is no modifier effect.

    b. Dice Roll Differential: The attacking player takes their colored die roll result (plus the CR Modifier from above if they have the higher-CR unit) and subtracts the defending player's colored die roll result (plus the CR Modifier from above if they have the higher-CR unit) to get the Close Combat Differential.

    c. Final Close Combat Result: Players find the row containing the Close Combat Differential and cross-reference this row with the column representing the Cohesion Test Type inflicted. This entry is the final Close Combat result and is applied to the affected target hex(es) as indicated below. Apply the Close Combat result to all units in the affected hex. If there is any choice offered, the owning player of the unit(s) makes the decision. The table results are read as follows:

    • A: = all the attacking units (only) are affected by the indicated result.
    • D: = all the defending units (only) are affected by the indicated result.
    • B: = all units from both sides involved in the Close Combat apply the indicated result.
    • X = the player must apply the indicated result to all affected units.
    • X / Y = the player chooses either the left result or the right result to apply to the unit. If multiple units in affected hex, each may choose a different option.
    • X (Y) = the player must apply the left result to the unit and may also apply the right result. If multiple units in affected hex, each may choose a different option. With a "B:SH(SK1)" result in Close Combat, the attacking player chooses first.
    • X + Y = the player must apply both results to all affected units.

    Results ("X" and "Y" above) are detailed as follows:

    • SH = all units in the affected hex are Shaken. Place a "Shaken" marker under each unit in the hex. If a Shaken unit receives this result, give the unit a "Disrupted" marker instead. If a Disrupted unit receives this result, flip the unit counter to its Battleworn side and give it a "Shaken" marker. If the unit is already Battleworn, it must take a Break Test (see L-1).
    • DS = all units in the affected hex are Disrupted. Place a "Disrupted" marker under each unit in the hex. If a Shaken or Disrupted unit receives this result, flip the counter to its Battleworn side and it keeps its "Shaken/Disrupted" marker. If the unit is already Battleworn, it takes a Break Test (see L-1).
    • DP = all units in the affected hex are Depleted and must flip over to their Battleworn side. Units keep any "Shaken/Disrupted" marker they may have at the time. If a unit is already on its Battleworn side, it must immediately take a Break Test (see L-1).
    • SK# = all units in the affected hex must Skedaddle the number of hexes indicated by the listed number (see section K).
  • Brutal Melee: This result represents those rare times on the ACW battlefield when units came to melee contact – vicious hand-to-hand combat involving bayonets, clubs, fists, etc. After applying the effects of the initial Close Combat normally (including any Skedaddle moves but not Attacker Breakthroughs), a player rolls one die and applies the indicated additional result listed below.

    • 1 – 2 = Bloody Fight! All units involved in the combat must roll a die against their CR (defender first). If the die roll is greater than the unit's CR, that unit suffers an immediate "SH" result.
    • 3 = Defender Enfiladed: Each defending unit (only) must roll a die against its CR. If the die roll is greater than the unit's CR, that unit suffers an immediate "SH" result.
    • 4 = Attacker Enfiladed: Each attacking unit (only) must roll a die against its CR. If the die roll is greater than the unit's CR, that unit suffers an immediate "SH" result.
    • 5 – 6 = Counterattack! The original defending unit(s) may immediately conduct a Close Combat Attack if it has not Skedaddled or been eliminated, and any attackers are still adjacent. Only hexes that were original attacking hexes can be Counterattacked. Follow normal Close Combat attack procedures. If all the attackers have Skedaddled and/or been eliminated, defending units that are not Shaken or Disrupted may conduct an Attacker Breakthrough (see below).

    Note that the Brutal Melee is resolved before any Attacker Breakthrough is conducted.

  • Attacker Breakthrough: If at the conclusion of a Close Combat there is at least one attacking unit remaining in any of the attacking hexes and there are no units remaining in the defending hex (for any reason), any attacking units that are not Shaken or Disrupted may conduct an immediate Attacker Breakthrough. Note that Shaken and Disrupted units may not conduct an Attacker Breakthrough.

  • Contested VP Locations: A VP Location marker is Contested if it is currently occupied by a friendly unit or was last occupied or passed through by a friendly unit but at least one enemy Infantry or Artillery unit is adjacent to that hex as well. If Contested, that VP Location marker is worth only half (rounded down) its normal VP value to the controlling player.

  • Game Winner: The player who earns the higher total of Victory Points per the specific Game Module's guidelines will win the game.

  • Railroad: Any hex with a "railroad tracks" graphic. The railroad runs from hex 0105 to 1401.
  • Bridge: Wherever a Main Road, Minor Road or Railroad graphic crosses a Creek or Stream hexside and there is a "bridge" graphic. Note that there is no bridge between hexes 0618 and 0717 (it was destroyed before the battle).
  • Elevation Levels: There are four Elevation Levels used on the map, with the hexes of each level having a colored background that steadily darkens as the levels increase. For example: Level 1 = hex 0406; Level 2 = hex 0904; Level 3 = hex 1610; Level 4 = hexes 1007 (Champion Hill) and 1508 (Bolls Hill).
  • Elevation Contour Lines: The gray lines that run along some hexsides delineate two adjacent hexes that are at different Elevation Levels. For example, moving from hex 1206 to 1207 goes from Level 2 to Level 3.
  • Units: The unit counters have their information displayed as indicated below. Also, there are a few units unique to this module:

    • a. Unit ID: Union and Rebel units have different Unit ID entries, and this is important for unit activation purposes:
      • Union Units: The name in the Unit ID is the Brigade to which the unit belongs and the number after the slash ("/") is the Division. In addition, each Division has a uniquely colored band along the top of the counter. For example, a "Legget / 3" unit counter is from Legget's Brigade of the 3rd Division. All units of the 3rd Division have the same red banner.
      • Confederate Units: The name in the Unit ID is the Brigade to which the unit belongs. In addition, each Brigade has a uniquely colored band along the top of the counter. For example, a "Tilghman" unit counter is from Tilghman's Brigade and all units in that Brigade also have a tan banner.
    • b. Two-Letter Code: The codes used for Union and Rebel units have different organizational meanings:
      • Union: The lettered code refers to the parent Corps. This is the basic Formation for Union activations. For example, a unit with the code "MP" belongs to McPherson's Corps.

        Note that Major General Frank Blair's 2nd Division was actually part of Sherman's Corps, which was back in Jackson, Mississippi administering the city after its capture. Blair was temporarily assigned to McClernand to assist with the drive on Vicksburg.

      • Confederate: The lettered code refers to the parent Division. This is the basic Formation for Rebel activations. For example, a unit with the code "LR" belongs to Loring's Division.

    • c. Confederate Army Supply Wagons: The Supply Wagons unit represents the logistical wagon train for the Army of Vicksburg and is relevant in The Road to Vicksburg scenario. The unit is treated as an Artillery type unit for all purposes with the following exceptions and characteristics:
      • The bottom left of the counter has two entries shown. The value to the left of the slash ("/") is its normal SP value while the entry to the right of the slash is the unit's value when calculating the unit's Stacking Limit effect. The wagons take up much more space than a normal unit, so they count as being 10 SP for Stacking Limit purposes.
      • This unit may only travel along Main Road hexes. If the unit suffers an "SK" result and cannot retreat along Main Road hexes, it remains where it is and suffers a "DP" result instead.
      • The unit may not Engage an enemy unit, issue Fire Combat nor attack in Close Combat. It may defend in Close Combat normally and if alone in a hex when attacked, counts as "Lone Artillery."
    • d. Divisional Artillery Units: All Union Artillery units in this game are "Divisional Artillery" while only two Confederate Artillery units are labeled so.
      • Union Divisional Artillery: Each Union Artillery unit is assigned to a particular Division (for example, the "12th Div. Art." unit belongs to the 12th Division). The Divisional Artillery units as a group are treated as their own Brigade within their Division. When a Union Formation Activation Card is drawn and an entire Division is activated, the Divisional Artillery units activate as part of their Division. If the activation only allows for a Brigade to be activated, the unit(s) of the Divisional Artillery can be activated as their own Brigade.
      • Confederate Divisional Artillery: The two Artillery units labeled "Division Art.." are assigned directly to Stevenson's Division (ST), and not to a particular Brigade (like the other Rebel Artillery units). When any of the Stevenson Formation Activation Cards are drawn, these two units are treated as their own Brigade and can be activated as such.
    • e. Optional Units: There are a number of Union and Confederate units that are not included in the normal play of the two scenarios. These units have a "OP" label on their counters for easy identification. Optional Units are only used if players agree ahead of time to include some or all of them. See H-3 for details.
    • f. Shaken/Disrupted Markers: The "Shaken/Disrupted" marker in this module has the following detrimental effects on the attached unit:
      • Shaken = -2 SP and -1 CR
      • Disrupted = -4 SP and -2 CR
    • g. Game Turn Track and Marker: The Game Turn Track is used to record both the current Game Turn and the total Victory Points accumulated for each side. If the game goes beyond Game Turn #9, flip the Game Turn marker over to its "+10" side and then signify Game Turn #10 by placing it in the "0" space. The Victory Point markers are used in tandem, with one indicating the "tens" digit of the total VP scored ("x10") by each player and the other indicating the "ones" digit ("x1"). For example, a Union VP score of "41" is shown with the Union "x10" VP counter in the "4" box and the Union "x1" VP counter in the "1" box.
  • Grant-B (GR): When this CIC Card is drawn, the Union player may choose any one Union Division and activate it with any one Formation Order. But this Division can only be from one of McPherson's Corps Divisions (MP) or be the 12th Division of McClernand's Corps (MC). It does not matter if that Division has already activated, nor does it matter what Formation Order it was under previously.

    Grant's CIC Card restriction is due to a couple of causes. First, Grant did not really like McClernand very much but did acknowledge his skills as a commander. Nonetheless, he did allow him to command the majority of the units deployed at the battle but yet provided unclear directives regarding McClernand's aggressiveness to engage the enemy. Thus, McClernand was quite cautious in his conduct of the battle. Secondly, lateral communication between the three axes of advance along the Jackson, Middle and Raymond Roads was horrendous. There were no reliable connecting roads, and the terrain was treacherously broken, rutted, and entangled with trees and undergrowth. Therefore, Grant cannot help command any of McClernand's units comprising the Middle and Raymond Road columns.

  • Pemberton-A (PE): When this CIC Card is drawn, the Confederate player completes operations in the order listed on the card. First, the player moves the Supply Wagons unit (see H-2a). Then Reynolds Brigade is activated. Next, the player may freely activate the two Rebel Cavalry units. Each unit can operate under any Formation Order (they need not pick the same Order). Finally, the Rebel player may choose any one Confederate unit (only) and activate it with any Formation Order - except - the chosen unit may not be from Loring's Division (LR). It does not matter if that unit has already activated, nor does it matter what Formation Order it was under previously.

  • Pemberton-B (PE): When this CIC Card is drawn, the Confederate player may choose any one Confederate Brigade and activate it with any Formation Order - except – the chosen Brigade may not be from Loring's Division (LR). It does not matter if that unit has already activated, nor does it matter what Formation Order it was under previously. This card also allows the Rebel player the use of the "March to the Sound of the Guns" Default Event Option (see C-3).

  • f. Main Roads and Minor Roads = 1 MP. Roads always cancel the normal MP cost to enter adjacent hexes – it is always 1 MP (for example, moving Uphill into a Woods hex while moving along a Road would not cost 3 MP – it would cost only 1 MP). Note that the unit must be "moving along the Road" to get this benefit. This is only when moving from one Road hex to an adjacent Road hex that is also the same graphically connected Road hex.

  • g. Railroad = these hexes are treated in all ways as Minor Road hexes.

  • h. Bridge = 1 MP. A bridge hexside may only be crossed while moving along the Main Road or Railroad that crosses the same hexside. Units may use the March Order rate (see below) if otherwise qualified while crossing the bridge.

  • i. March Order = 1/2 MP. When a unit is moving along a Main Road (only, not a Minor Road) and is also operating under a Maneuver Formation Order (only) while moving, each Main Road hex then costs only one-half MP (so every move of two hexes or portion thereof will cost just 1 MP). The Stacking Limit may never be exceeded while using March Order, even when just passing through a hex.

  • j. Cross Bakers Creek = N/A. A unit may not traverse a hexside with a "creek" graphic along Bakers Creek (only). Crossing such a hexside is only allowed if moving along a Major Road at a Bridge. [Sic: the source prints "Major Road" here; the rest of the module says "Main Road".]

  • k. Cross Jackson Creek = +2 MP. This cost is incurred when a unit exits a hex and must traverse a hexside with a "creek" graphic along Jackson Creek (only) to enter an adjacent hex. It costs two additional MP to cross Jackson Creek. In addition, Artillery units that cross Jackson Creek immediately receive an "SH" result upon entering the hex on the far side of the creek, applied normally.

    Jackson Creek was particularly boggy, especially at the lower end of the creek. It was very difficult to cross, especially for artillery guns and caissons.

  • l. Lake = N/A. Units may never cross a Lake hexside nor may they enter a Lake hex.

  • m. Disengagement = +1 MP cost.

  • Stacking Limit: The stacking limit in any hex is 25 SP. In this module, this stacking limit may not be exceeded at any point in a Woods hex (even while moving through) or when conducting March Order movement rate.