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The Rock of Chickamauga

The Rock of Chickamauga Rulebook

Table of Contents

Table of Contents

  • A) GAME COMPONENTS
    • Unit Support Bonus
    • The Evolution of a Unit Counter
  • B) SEQUENCE OF PLAY
  • C) ADVANCE GAME TURN MARKER PHASE
  • D) COMMAND DECISION PHASE
  • E) PRELIMINARY BOMBARDMENT PHASE
  • F) CARD DRAW PHASE
  • G) ACTIVATION PHASE
  • H) FIRE COMBAT
  • I) MOVEMENT
  • J) ASSAULT COMBAT
  • K) RALLY
  • L) THE END PHASE
  • M) ENTRENCHMENTS
  • N) OVERNIGHT GAME TURNS
  • O) SKIRMISH ORDER
  • P) VICTORY DETERMINATION
  • COMPREHENSIVE EXAMPLE OF PLAY

A) GAME COMPONENTS

  1. Game Scale: 1 Hex = approximately 200 yards; 1 SP = 100 men; 1 Turn = 1 Hour; Unit Counters = one or more regiments/batteries

  2. Unit Counters: Each unit counter represents a various number of regiments/batteries belonging to a particular brigade. The exact number of counters and their sizes is structured so players can replicate the brigade’s actual historical deployment at various times during the Battle of Chickamauga.

However, players are of course still free to deploy units as they wish. The unit information is laid out on the counter as follows:

a. Corps Affiliation: The Roman numeral shown on the left side of the colored banner across the top of the counter is the Corps formation to which the unit belongs. For example, “XXI” would be the 21st Corps. If this entry indicates “CIC”, this means the formation answers directly to the Commander-in-Chief and has its own separate Corp Activation Card. A unit’s Corps affiliation is very important information for unit activation purposes.

b. Brigade Name: In the middle of the colored banner is the name of the unit’s Brigade commander.

The Brigade Name of a group of units is one of the most important pieces of information in the game. It is utilized throughout the game, such as during activation, upon certain Events being enacted, etc. It is the binding identity for its component unit counters.

c. Division Code: The two-letter code on the right side of the colored banner is the unit’s Division commander. For example, “LW” would be Law’s Division. In addition, the banner of each Division in a Corps has a unique background color. For example, Sheridan’s Division has all green banners. Note that some Confederate Artillery units have a dark gray banner and no Division Code. These are Corps Reserve Artillery units and are not affiliated with any Division.

d. Number of Brigade Counters: The red number and/or asterisks (*) located on the right side of the counter indicates the total number of counters that make up that Brigade. This is important when activating a Brigade so that players know that they’ve accounted for all the counters in the Brigade’s formation. For example, Gregg’s Brigade of Johnson’s Division of Hood’s Corps has a total of three Rebel counters.

e. Unit Appearance: The large graphic in the middle of the counter is a depiction of the unit’s appearance on the battlefield. In the case of Artillery units, it also will list the names of the actual battery(s) that are part of this particular unit counter.

f. Strength Points (SP): The black number at the bottom left of the counter is the unit’s Strength Points (SP). The SP value represents the number of men or guns the counter represents. This SP value can be temporarily reduced if the unit has a Shaken marker assigned to it. In this case, the unit’s SP value will be reduced by one (-1 SP).

  • Artillery units also have a letter code listed next to the number to indicate the type of cannons they possess (R, S, M or H).

  • Some Union units have the code “rr” after the SP value and this indicates that the unit is armed with repeating rifles – either a Spencer Rifle or Colt 1855 Rifle.

g. Cohesion Rating (CR): The red number at the bottom right of the counter is the unit’s Cohesion Rating (CR). This is an abstract measure of the unit’s elan, experience and training. This is a very important value for a unit, and it can fluctuate throughout the game depending on circumstances. It can only be increased with the Unit Support Bonus (+1 CR), an Event Card effect and when a unit is in Entrenchments (see section M). It is temporarily decreased by one if the unit has a Shaken Marker (-1 CR).

A unit’s CR can never be greater than “6” nor lower than “0”, regardless of accumulated modifiers.

Unit Support Bonus

A unit taking a test that requires reference to its Cohesion Rating earns the Unit Support Bonus (+1 CR) only if all the following conditions apply:

  • The testing Infantry or Cavalry unit must be in a non-Woods terrain hex.

  • The supporting Infantry or Cavalry unit:

    • Must be from the same Brigade as the testing unit;

    • Must be stacked with, or adjacent to, the testing unit; (even if separated by impassable terrain);

    • May not be Shaken;

    • Must also be in a non-Woods hex.

  • Testing Artillery units use the same conditions except the supporting unit may be an Infantry or Cavalry unit from any Brigade.

  • Artillery units never provide Unit Support to any unit.

Players of A Most Fearful Sacrifice (AMFS) and any of the other Blind Swords series games should note that the Unit Support rule used in this game is significantly different than the procedure used in previous designs. Battles like Chickamauga and The Wilderness were basically fought in the woods. Therefore, under the previous rules, most units would usually have to reduce their printed CR. Changing the Unit Support rule means that you will not have to constantly subtract -1 CR from any unit in Woods (i.e., most of the time). Once the unit breaks into the open and has support, you get a bonus. Changing this rule means less math for every player!

Also note that only units of the same Brigade may support one another – units from the same Division but different Brigades will not provide Unit Support because of the restrictions and confusion of the terrain.

The concept of the Unit Support Bonus is vitally important to proper game play. It is a simple yet critical mechanism to show that units need the physical and, more importantly, morale support of nearby friendly (and familiar) units. Note that because of the “same Brigade” requirement, Infantry and Cavalry units will not be able to support one another. Note also that the Unit Support Bonus and Shaken effects apply throughout the game and will always affect a unit’s CR. They can change in mid-turn and stay in effect at each moment that the value must be referenced. Keep this in mind when deploying your units!

For example, if the Confederate ”5-3” unit from Govan’s Brigade (Liddell’s Division of Walker’s Corps) is hit by Fire Combat while in a Farm hex and it is adjacent to a unit from Walthall’s Brigade, its CR would remain at “3”. If instead the adjacent unit is the “7-3” from Govan’s Brigade and it is itself in a Clear hex, then the ”5-3” unit’s CR would be increased to a “4”. If, however, that adjacent unit was in a Full Woods hex or was itself “Shaken”, then the testing unit would remain a “5-3”.

h. Fresh and Battleworn Sides: The front of Infantry and Artillery unit counters is the unit’s full-strength side and is referred to as its Fresh (FR) side. The back of the counter is the unit’s reduced-strength side and is referred to as its Battleworn (BW) side. A unit’s BW side is indicated with a white triangle on the bottom left of the counter and the unit’s graphic has fewer or different figures. Units may be flipped from their FR to their BW sides (and vice-versa) during the course of the game.

i. Mounted and Dismounted Sides: Cavalry units have a Mounted side (with the horse rider graphic) and a Dismounted side (with a foot soldier graphic).

  • Mounted Cavalry may use their higher Movement Allowance when under an Attack or Maneuver Order. In addition, this unit may conduct up to two Attacker Breakthroughs in one step. However, it may not issue Fire Combat.

  • Dismounted Cavalry is treated in all ways as Infantry, except that it has a special ability to withdraw before Assault Combat.

  • Always Battleworn: For all other game purposes, both the Dismounted and Mounted sides of a cavalry unit are both considered to be Battleworn sides. So, whether Mounted or Dismounted, Cavalry that takes a Depletion (DP) Cohesion Test result cannot flip over - it must instead take a Break Test.

Be aware that once a unit is flipped to its Battleworn side, it’s normally stuck on that side for the rest of the game, unless playing a scenario that includes Overnight Game Turns.

  1. Shaken Markers: These markers are used to designate when a unit receives a Shaken (SH) result.

Place the marker under the affected unit. If more than one unit in a stack is Shaken, simply flip the marker over to its “All Units Shaken” side and place it under all the relevant units. A Shaken unit has both its SP and CR reduced by one.

The Evolution of a Unit Counter

Example (XXI Beatty VC):

  • Fresh: 7-3
  • Fresh + Shaken: 6-2
  • Battleworn: 4-2
  • Battleworn + Shaken: 3-1
  • Battleworn + Shaken + another Depletion/Shaken Result: 3-1 (but must roll on the Break Test Table)
  1. Moved/Fired Markers: The purpose of these markers is to remind you - within the same activation - that you already moved or fired an Artillery unit (since they can only do one or the other in an activation). The markers come off immediately after you are done with that Artillery brigade’s activation – they do not remain on the units from turn to turn.

  2. Other Markers: The remaining counters are various markers used for tracking game mechanics and effects. These are described in greater detail later in these rules and in specific scenarios.

  3. Game Cards: There are a number of different playing cards used for various game functions.

a. Corps Activation Cards: Each Corps in the game has a Corps Activation card with the leader’s name on the top and the Corps’ Roman numeral designation. Beneath this information is the leader’s Command Rating and his Command Table.

  • Confederate Wings: The Rebel Corps Activation Cards have an additional line of information at the top that tells the player to which Wing the unit belongs, either the Left Wing, Right Wing or Cavalry Corps.

b. Division Activation Cards: Every Division in the game has a Division Activation card set up in the identical manner as the Corps Activation card but with the addition of the Division’s two-letter code. These cards do not go in the Card Draw Pile but rather on the appropriate Corps row of their Command Display.

c. Event Cards: These cards have the title of the event at the top, followed by an indication of whether the player can hold the card for later use or must use it immediately. The body of the card has the details of how to use and resolve the card and a reminder on the bottom of its Default Event.

d. CIC Cards: Each side may have one or more CIC cards in play, depending on the scenario. When this card is drawn, the player holds it and may use it for only one of the special actions listed on the card. It is discarded after using that special action.

  • Union Command Structure: There are two Union CIC Cards – Rosecrans and Thomas. Though Rosecrans was the actual commander of the Army of the Cumberland, Thomas took de facto control of the left flank of the army and acted in many ways as the overall commander, even grabbing units as needed from other generals’ Corps!

  • Confederate Command Structure: The Army of the Tennessee was commanded by Gen. Braxton Bragg, and he has his own CIC Card in the game. But the Confederate army was so widespread that it was informally broken into two wings on the 19th, with Gen. Leonidas Polk taking control of the entire right flank of the army. This is represented by using the Polk (19th) CIC Card as indicated in scenarios covering the fighting on the 19th. But on September 20th, Gen. James Longstreet arrives on the scene and Bragg decides to formally divide the army into two separate wings, with Polk commanding the Right Wing and Longstreet the Left Wing. For scenarios covering the fighting on the 20th, the Rebel player will use the Polk (20th) CIC Card (which commands units marked for the Right Wing) and/or the Longstreet CIC Card (commanding units from the Left Wing). Corps and Division Activation Cards are labeled as to which Wing they belong. Bragg is the overall commander and leads both Wings and the Cavalry Corps.

e. Fog of War Card: This card requires a roll of two black/white dice and players will implement the listed result on the card’s table.

f. Friction of War Cards: These cards will have an effect on the next card drawn from the Card Draw pile. They are entered into play as per the scenario instructions.

g. Replacement General Card: Whenever a Corps leader becomes a casualty, his regular Corps Activation card is replaced by his corresponding Corps Replacement General card. These cards are left to the side and within easy reach of the owning player so they can be introduced when needed.

  1. Map: The two game maps depict the entirety of the Chickamauga battlefield and are overlaid with a numbered hex grid to regulate movement and firing ranges. There is a North and a South map and hex numbers are indicated with an “N” or “S” prefix when necessary to identify the map section on which the hex is located. Each hex has one or more terrain features in it as displayed by the map’s graphics. Please refer to the Terrain Effects Chart on the player aids for a full description of each type of hex. There is an additional third map on the back of one of the map boards which displays the relative center of the battlefield. This can be used in certain scenarios in lieu of both full-sized maps.

Note that each hex is color-coded to represent each of the many Elevation Levels, which is important for determining Line of Sight in particular. Though this may seem a bit confusing or intimidating at first glance, the color coding is quite logical (moving from the stream beds as dark green and then brightening to the hilltops as yellow). A measured and careful analysis of the way the terrain flows will make the entire picture much clearer and ease the determination of relative elevation between hexes.

  1. Player Aids: Each player has one player aid card that is specific to their side which summarizes important aspects of game play. Players should be able to play the game using only these cards after a few games.

  2. Command Displays: Each player also has a Command Display for their side which shows the organization of their Corps and Divisions. This is used to set the Division Priorities each turn. This display also holds the Broken Box in which your side’s Broken units are placed.

  3. Combat Results Table (CRT): There is one shared CRT that is used by players to resolve combat. One side of the card has the actual CRT, applicable modifier lists and supporting tables. The reverse has the Combat Event and Close Fight Tables which are optional to use.

  4. Dice: There are 6 six-sided dice provided, with each player getting a set of one black, one white and one red die. The term “Rebel” is used throughout the game as another (shorter) way of referring to the “Confederate” side. These two titles are synonymous.

B) SEQUENCE OF PLAY

The Rock of Chickamauga is played in a sequence of Game Turns, the actual number of which is determined by the scenario being played. Each Game Turn represents about one hour of time and is broken down into a series of consecutive Phases. Each Phase must be completed before proceeding to the next Phase. A Game Turn is played following the standard Sequence of Play:

  1. Advance Game Turn Marker Phase

  2. Command Decision Phase

  3. Preliminary Bombardment Phase

  4. Card Draw Phase

  5. Activation Phase

a. Order Step

b. Fire Combat Step

c. Movement Step

d. Assault Combat Step

e. Rally Step

  1. End Phase

C) ADVANCE GAME TURN MARKER PHASE

At the start of each Game Turn (except the first turn), players will move the “Game Turn” marker one space forward on the Game Turn Track, which is located both on the game map and on a separate player aid (for use with scenarios that do not use the map board containing the other Game Turn Track). At the conclusion of the last Game Turn of the scenario being played, the game ends and players will assess their Victory Point totals to determine the winner. Each Game Turn may introduce new units to either or both sides (i.e., reinforcements) and may even bring into play a new Friction of War card (see below). Before the game starts, players should place reinforcement units, corresponding Activation Cards and any scheduled Friction of War cards near the Game Turn Track so that when the reinforcements need to enter the game, players will readily know which new cards and counters to bring into the game.

D) COMMAND DECISION PHASE

During the Command Decision Phase, each player will be making his plans for the upcoming turn by setting up the card population that will appear in the Card Draw pile for this Game Turn. Each player will be allowed an assigned pool of cards every Game Turn per the scenario instructions. This pool can change during the course of the scenario. Cards from both sides are then shuffled together into a common draw pile from which cards are drawn one by one and acted upon as they are drawn.

  1. At the start of the Command Decision Phase, the players lay out the Division Activation cards for each Corps involved in the current scenario in order of priority on their Command Display. The Division card placed in Division Priority #1 (DP#1) is the most likely division to be activated in the turn, the Division in the Division Priority #2 (DP#2) slot has a decent chance to be activated and the last division (DP#3) will probably not be activated with this Corps card. Both players do this simultaneously and secretly for all their involved Corps and Divisions.

  2. Players need to determine which of their Event Cards will be placed in the Card Draw Pile. This involves a number of steps, as follows:

a. Extra Preliminary Bombardment: Players first secretly decide if they wish to have one or more extra Artillery Brigades participate in the upcoming Preliminary Bombardment Phase (note that each player will automatically get one Artillery Brigade to activate in that phase). Players take all their Event Cards, shuffle them up, and then randomly and secretly discard one Event Card for each Artillery Brigade they wish to add to the Preliminary Bombardment Phase. Players place these discarded cards to the side to keep track of how many Artillery Brigades are being added to the phase (but do this without looking at those cards and without the opposing player seeing how many cards are being discarded). No more than three cards can be discarded for this purpose.

These discarded Event Cards will not otherwise be available for use this Game Turn but will be returned to the pool of cards for the next turn.

b. Key Event Cards: After deducting any cards for the Preliminary Bombardment Phase per the above procedure, players then look at and review their remaining available Event Cards. They each secretly select one, two or three of those cards (depending on the scenario being played) and place them into the Card Draw pile (the opposing player should not see them). These are termed Key Event Cards and are guaranteed to be in the pile and available for drawing during the upcoming turn.

Key Event Cards should represent those events that the player is planning to exploit in the upcoming turn. But remember that even with these pre-selected Key Event Cards, there still is no guarantee of when they will be drawn during the turn or if they will be outright cancelled by a Friction of War Card.

c. Random Event Cards: Finally, both players then take their remaining available Event Cards and shuffle them up. They then randomly draw a number of cards per the scenario instructions, less one card for each card put aside in step “a” above for the Preliminary Bombardment Phase. These cards are then placed into the Card Draw pile (neither player may see the identity of these cards) along with the player’s Key Event Cards from above. All remaining Event cards are removed from the game for this Game Turn (only) and placed aside. They will become available for selection again next Game Turn. Neither player may look at these excluded cards.

Command Decision Example: It’s the Command Decision Phase and the Rebel player decides that he wants both Cleburne’s and Breckinridge’s Division Artillery Brigades to fire during the upcoming Preliminary Bombardment Phase to support a planned general offensive launched by Hill’s Corps. He automatically gets to fire one Artillery Brigade for free during that phase so to activate a second Artillery Brigade he must discard one of his Event Cards. He grabs all his Event Cards, shuffles them up and then discards one random card to the side. He will use this card to activate Cleburne’s Artillery Brigade during the Preliminary Bombardment Phase (Breckinridge’s Brigade is free). He checks over his remaining Event Cards and picks the “Rebel Yell” and “On to Tennessee!” cards as his two Key Event Cards for immediate placement into the Card Draw pile. The scenario being played calls for 2 Key Event Cards and 3 Random Event Cards. Because he set aside one card to activate an extra Artillery Brigade, he only gets 2 Random Event Cards. He randomly draws two of the remaining Event cards to place into the Card Draw pile along with his two Key Event Cards (without looking at them). He then removes all the remaining Event cards from the game for this turn. The card he placed aside to activate the extra Artillery Brigade is also placed out of play after both Cleburne’s and Breckinridge’s Division Artillery Brigades are activated in the upcoming Preliminary Bombardment Phase.

  1. Activation Cards: Both players place the relevant CIC and Corps Activation Cards into the draw pile for this turn, including those cards for any newly arriving formations. The scenario will detail exactly which cards are available for use.

  2. Players finally place one, two or three Fog of War Cards (depending on the scenario) into the pile and any Friction of War Card(s) that have entered the game. The Fog of War Cards are placed in the draw pile every turn of the game. The Friction of War card enters the game per the scenario instructions.

  3. The constructed draw pile, containing Key Event Cards, Random Event Cards, CIC Cards, Corps Activation Cards, Fog of War and possibly Friction of War Cards is shuffled together by either player and placed within easy reach of both players. This draw pile will determine the activations and events for the current Game Turn.

E) PRELIMINARY BOMBARDMENT PHASE

  1. Each player, starting with the Union player, will take a turn conducting a Fire Combat action (only) with each unit of one designated Artillery Brigade. Remember that an Artillery Brigade consists of all those Artillery units with the same Brigade Name.

  2. The Union player conducts Fire Combat procedures with each eligible Artillery unit of the selected Artillery Brigade (only) and resolves that fire using normal procedures.

  3. Then the Confederate player does the same with any one of his Artillery Brigades.

Note that only Fire Combat can be conducted in this phase – Movement and Rally is not allowed.

  1. If either player discarded one or more Event Cards during the Command Decision Phase (see B-2a), then they may conduct a round of Fire Combat with a different Artillery Brigade for each such discarded Event Card.

  2. If both players opted to use extra Artillery Brigades in this phase (beyond the one free brigade), then they alternate firing those Artillery Brigades (starting with the Union player) until one player has no further units to fire. Then the other player, if he has more Artillery Brigades that he can activate, does so one Artillery Brigade at a time.

  3. An Artillery Brigade may only fire once during this phase regardless of how many Event Cards were discarded.

Note that an Artillery unit that fires during the Preliminary Bombardment Phase is not prevented from activating later in the turn as part of a normal activation or due to an Event Card. Yes, that includes being able to conduct Fire Combat again as well.

Preliminary Bombardment Example: Continuing the example from the Command Decision Phase, the Confederate player secretly discards one of his Event Cards while the Union player did not. It is now the Preliminary Bombardment Phase, and the Union player decides to choose Brannan’s Division Artillery as his Artillery Brigade and conducts eligible Fire Combat with all three of that brigade’s units. After resolving that fire, the Confederate player then picks Cheatham’s Division Artillery Brigade and fires all five of those units. Both players have now fired with their one free brigade. The Rebel player announces that he has discarded one Event Card and thus can fire another Artillery Brigade. He chooses Hindman’s Division Artillery Brigade (he could not choose Cheatham again) and conducts Fire Combat with each of those three artillery units.

This system attempts to reward proper advance planning for the player who has set up his artillery barrages ahead of time. During normal activations, the player can reposition their artillery as needed. It is now imperative for players to place their Artillery Brigades in hexes where they have sweeping fields of fire. A player needs to decide if they are going to use their guns conservatively or place artillery in positions where men "die by their guns".

F) CARD DRAW PHASE

Either player draws the next card from the top of the draw pile (The Union player draws on even-numbered turns and the Rebel player on odd-numbered turns). If there are no more cards left, then proceed to the End Phase.

  1. The Card Draw Pile: The heart of the game is the Card Draw pile. At the start of every Game Turn, Corps Activation, CIC, Event, Fog of War and sometimes Friction of War cards from both sides are all shuffled together into the draw pile. The actual makeup of the draw pile is defined by the scenario being played.

Players will draw one card at a time to either activate formations or resolve an event of some kind. The drawn card is given to the owning player if it’s a Union or Confederate Corps Activation, CIC or Event Card or it is immediately resolved by both players if it is a Fog of War or Friction of War Card. Each type of card is enacted differently. After the drawn card is acted upon and completed, place it in a discard pile adjacent to the Card Draw pile and a new card is drawn (if there is one).

  1. Event Cards: When an Event Card is drawn, it is given to the owning player for resolution as described on the card itself. Event Cards are resolved either immediately (labeled “Play Immediately”) or can be held by the player (labeled “Hold”) to be resolved at a future eligible time during this same Game Turn. If the drawing player draws their own Event Card, they need not reveal it to their opponent.

a. Play Immediately: The card must be played and resolved immediately after being drawn. If it cannot be played it is discarded with no effect or used for its Default Event (see below).

b. Hold: These cards may be played immediately (if otherwise eligible), held onto, and then played when eligible, or immediately used for a Default Event (see below). If held and not played by the end of the turn, they are placed back into the Event Card pool with no effect. In all cases where both players wish to play an eligible held Event Card simultaneously, the Rebel player plays their card first.

c. Default Event: If the player draws an Event Card that they cannot or will not use at the time (if “Play Immediately”) or assumes they will have no future use for (if “Hold”), the drawn card may instead be used for its Default Event. If so, the player chooses one of the following three possible actions to conduct:

  • Double Time!: The player moves any one of their unit counters (on the map or entering this turn) up to two hexes along a Major Road or one hex along a Lane. The unit may not move on a non-Road/Lane hex.

  • Opportunity Fire!: The player chooses any one of their unit counters to issue Fire Combat, but only against an enemy unit in a Clear or Partial Woods hex. They cannot target an enemy unit in a Thick Woods or Full Woods hex.

  • Smoke and Dust!: The player may move any one enemy unit counter located in a Full Woods or Thick Woods hex (only) into a legal adjacent Full Woods or Thick Woods hex (only). The enemy unit is subject to normal, eligible Defensive Fire. No other actions are allowed by the moved unit.

In all three above cases, normal Movement or Fire Combat eligibilities and resolution procedures apply and a moving unit may Engage an enemy unit and is subject to normal Defensive Fire (see I-6). Note that the decision to use an Event Card as a Default Event must be made immediately – you cannot use a “Hold” card at the end of the Game Turn for its Default Event.

Important: Note that the available Default Events in this game have changed from A Most Fearful Sacrifice

Event Cards present constant opportunities for both sides to conduct various actions throughout the Game Turn. They not only represent the chaotic nature of 19th Century warfare but also provide the players with the chance to spring planned surprises on each other. Some cards actually cover a multitude of possible events. For example, the “The Colonel is Down!” card represents not only an officer casualty, but also a perceived enemy threat (real or not), friendly fire and other occurrences that would cause a unit discomfort. The Default Event can be extremely important, as you may need that one extra fire or that one extra hex at a key moment of the game and that small ability may override the effect of the event.

Card Draw Example: The “Rebel Yell!” Event Card is drawn, and it is given to the Confederate player. This is a “Hold” card, and he could play it immediately or wait. He decides to hold the card for later in the turn and by doing so he cannot now use it for its Default Event. Finally, he sees his opportunity and before the next card is drawn, he says “Wait!” and plays the “Rebel Yell!”. He has a “6-4” unit within two hexes of a Union held hex and he decides to play the card on this unit. He moves it one hex, it takes Engagement Fire (remembering that the unit’s CR could be boosted to “5” if it also has Unit Support) and assuming it survives, the unit enters Assault Combat. The unit will also get an additional bonus of a one-column shift right in the ensuing combat for using the Event Card and its CR is increased by one (but never higher than “6”).

  1. Fog of War Card: When the Fog of War Card is drawn, either player rolls their black and white dice to get a number from 11 - 66 and then consults the Fog of War Table on the card itself. The indicated result is applied immediately.

a. Battlefield Chaos: The named side in the result is the affected player (ex: “Union Battlefield Chaos” will affect a Union unit). The opposing player to the affected player places the corresponding “Battlefield Chaos” marker on any enemy-occupied hex of their choosing. All units in that hex are then frozen. Frozen units may not be activated in any way, move in any manner (not even by using an Event Card) nor can they use Minimum Movement (I-2i). The units may not issue Defensive Fire (I-5) nor utilize a Firefight result (FF) from Fire Combat. They may only defend themselves normally in Assault Combat. These units are also ignored by enemy units for purposes of determining Engagement (I-4). Each unit in the hex with the “Battlefield Chaos” marker is subject to this effect for the entire Game Turn unless the unit in question Skedaddles or is Broken. At the end of the Game Turn or if the affected hex becomes empty of units (due to retreating and/or being eliminated), remove the marker.

b. Wayward Movement: The named side in the result is the affected player (ex: “Wayward Rebel Movement” will affect a Confederate unit). This result applies to any unit counter from the affected side as chosen by the opposing player. The opposing player then can move the chosen unit one legal hex (regardless of MP cost) per the normal Movement rules. Any eligible Engagement Fire is then resolved normally if the unit is moved adjacent to an enemy unit.

Note that this effect is slightly different in execution than the “Smoke and Dust!” Default Event effect.

c. Fortunes of War: The named player will take a “Fortunes of War” marker and hold it. They may discard the marker at any time during the turn to force a re-roll of any single dice roll (of one, two or three dice) for any reason made by themselves or their opponent. The entire dice roll must be re-rolled – not just some of the dice – and resulting re-roll must be applied. If the re-roll option is used, the “Fortunes of War” marker is discarded. This marker may be held indefinitely, even from one Game Turn to another. If there is no marker available in the supply, either make a note or use a substitute marker of any kind.

d. Strategic Options: The named player may immediately choose one of three options:

  • Forced March: The affected player activates all component units of any one Division (or portion thereof), including any Division Artillery units, under a Maneuver Order (only). The location of each of the Division’s units is irrelevant. This may include a Division currently awaiting entry into the game as a Reinforcement in the scenario. Use normal Movement procedures.

  • Unexpected Delay: The affected player may declare that any one group of their opponent’s Reinforcements that are scheduled to enter this Game Turn at the same entry hex, but are still off map, are delayed. All units scheduled for that entry hex are held off map and may not enter this turn. They may attempt to re-enter normally during the next Game Turn.

  • A Clever Feint: The affected player may re-arrange the Division Activation Cards for any one of the opponent’s Corps. They may be re-placed into any eligible Division Priority boxes on that Corps display.

e. Possible General Casualty: There are two entries here – either Corps General Casualty or Division General Casualty. Players will consult the scenario instructions and find the chart for the appropriate type of casualty that was rolled. Any player will then roll a pair of black/white dice and cross-reference that dice roll result with the relevant General Casualty Chart for the scenario being played. This will give the identity of the general who becomes a casualty. Only apply this result to the named General if his Activation Card is currently in the game (i.e., it is in the draw pile, has already been drawn, or is in a Division Priority box). If not, this result has no effect.

  • If a general with a Corps Activation Card becomes a casualty, replace his normal Corps Activation Card with the corresponding Replacement General Card for the same Corps. This new card is swapped with the regular Activation Card and is now used to activate that Corps. If the regular Activation Card is still in the Card Draw pile, swap it out as soon as it is drawn; if the card has already been activated, swap it out immediately, placing the new Replacement General card into the discard pile.

  • If a general with a Division Activation Card becomes a casualty, place a “Division Leader Casualty” marker on the relevant Division Activation Card on the player’s Command Display. When that division is selected for activation, reduce its Command Table die roll result by two (-2). If the die roll is modified to less than “1”, then the result is treated as a “1”.

    • Exception: Divisions Generals rated “Poor” or “Inept” do not have a “Division Leader Casualty” marker placed on them. Instead, when they are a casualty, they remain in the game and the opposing player is awarded 2 Victory Points instead.
  • If the named general in the General Casualty result is already a casualty, he is assumed to recover from his wounds. His normal Activation Card is substituted back into the game at the start of the next Game Turn. Simply remove the Replacement General card from the deck and replace it with the normal card again.

  • CIC Cards cannot become casualties. Please note though this game effect is referred to as a leader “casualty”, in reality this could also represent a leader falling ill, being under the weather, or simply having a bad day. Thus there is the possibility they could recover and return to using their normal card again (no, they are not resurrected from the dead and turned into zombie generals – that’s covered in some of my other game designs).

  1. Corps Activation Cards: When a Corps Activation Card is drawn, the owning player rolls one die and refers to that Corps Activation card’s Command Table.

This result will tell the player which units can activate.

a. If the die result entry is not printed in red or green font, this is a normal result. The player makes a second die roll (see G-1)

and cross-references that result on the relevant activated Division Activation Card(s) – either DP#1 or DP#2.

  • DP#1: The activated Division Activation Card is the one located in the Division Priority #1 slot on the Command Display for the drawn Corps Activation Card.

  • DP#1 + DP#2: The activated Division Activation Cards are the two located in the Division Priority #1 and Division Priority #2 slots on the Command Display for the drawn Corps Activation Card.

  • See Division Activation Cards (G-1) for details.

b. If the die result is printed in red, the result is automatically the #1 die roll result for the Division Activation Card located in the Division Priority #1 (DP#1) slot. No second die roll is made in this case on the Division Activation Card.

c. If the die result is printed in green, the result is automatically the #6 die roll result from the Division Activation Card located in the Division Priority #1 slot plus the player then makes a normal die roll on the Division Priority #2 Division Activation Card.

d. On two of the Confederate Corps Activation Cards (Hood and Buckner), there is reference to the Corps Artillery Brigade.

  • If the entry says “One Hex of …”, only units from that Artillery Brigade that are all located in one hex activate (regardless of the number of units).

  • If the entry has just the name of the Artillery Brigade, then all units of that Brigade may activate, regardless of hex location.

  • These artillery units activate along with other units from the same Corps that are being activated. For example, if the “Hood” Corps Activation Card is drawn, then the five units of the Hood Corps Art. Brigade (Barret, Le Gardeur, Havis, Lumsden and Massenberg) are all eligible for activation.

e. If the entry is “No Orders”, then there are no activations for this Corps. Discard the card with no effect.

f. If a Command Table die roll for a Corps Activation card is ever modified below “1”, treat it as “1”. This can occur from some Event Cards.

  1. CIC Cards: Both sides can have one or more CIC Cards included in the scenario. When a CIC Card is drawn, it is handed to the owning player and held. Players may discard a held CIC Card at any eligible time to do one of the special CIC Actions listed on the card. Some CIC cards have a choice of one or two special actions while others have only one action available, with additional special instructions.
  • Wilder Activation: When the Rosecrans CIC Card is drawn, the Wilder Brigade may be immediately activated (if it’s part of the played scenario). The activation may be done before or after the CIC Card’s special action is conducted (unless it is held to be played later). If no immediate action is done with the CIC Card, Wilder still now activates. Wilder’s Cavalry Brigade was a special brigade of Spencer repeating rifle-armed troopers, who were also known as the Lighting Brigade. Though technically part of Reynolds’ Division of XIV Corps, they operated independently and answered only to Rosecrans’ directives.
  1. Friction of War Card: There are two Friction of War Cards available and one or more of these can be introduced into the game as instructed by the scenario being played. Simply place cards into the draw deck per the scenario’s rule. When a Friction of War Card is drawn, it is placed near the cup as a reminder that the next card drawn will be affected in some way.

How the next card is resolved depends on the actual type of card drawn:

a. Event, Friction of War, CIC or Fog of War Card: The drawn card is cancelled and discarded with no effect (including not allowing a Default Event).

b. Corps Activation Card: The formation may activate but the activation dice rolls are automatically a “1” for the first die roll and, if necessary, another “1” result for the second die roll on the relevant Division Activation Card. This cannot be re-rolled by any effect or card!

The Friction of War Card represents the physical degradation of the battlefield and the psychological disintegration of the participants. As the battle proceeds, the accumulated casualties, damage, smoke, mayhem, and overall confusion accelerates and makes effective battle planning for both sides even more problematic than it is already.

  1. In all above cases regarding drawn cards, discard the card into the discard pile only after it is fully resolved. Discarded cards become available again during the next Game Turn.

G) ACTIVATION PHASE

The Activation Phase is conducted only by the units that are activated per the die results on the drawn Corps Activation Card. No other units conduct actions in this phase. The owning player identifies the activated units and proceeds through one or more of the phase’s steps, conducting eligible actions with only those activated units.

  1. Division Activation Cards: If called for by the Corps Activation card’s entry, the player makes another separate die roll and cross-references that result on the Division Activation Card(s) identified by the Corps Activation Card results (DP#1 and/or DP#2)

a. Command Table Die Roll: One die is rolled on the Division Activation Card’s Command Table. If two Divisions are activated, use the same die roll result for both Divisions. The Division Activation Card in DP#1 is activated in its entirety first and then the Division

  • No Orders: No units are activated.

  • One Brigade –or- One Hex of Artillery: The player activates any one Brigade (of their choice) from the activated Division or all Artillery units from that Division’s Artillery Brigade that are stacked in any one hex or that are arriving as a Reinforcements at the same entry hex.

  • One Brigade + One Hex of Artillery: The player activates any one Brigade from the activated Division plus all Artillery units from that Division’s Artillery Brigade stacked in any one hex or that are arriving as a Reinforcements at the same entry hex.

  • Division Group + One Hex of Artillery: The player activates all units of the activated Division, but each Brigade must be assigned the same Order (see G-2). In addition, all Artillery units from that Division’s Artillery Brigade stacked in any one hex or that are arriving as a Reinforcements at the same entry hex.

  • Division Group + Artillery Brigade: The player activates all units of the Division, but each Brigade must be assigned the same Order. In addition, all Artillery units from that Division’s Artillery Brigade (regardless of location) may also activate.

  • Division By Brigade + Artillery Brigade: The player activates all units of the Division and may give each Brigade of that Division its own Order. If so, each Brigade activates separately in any order. Players may opt to substitute the Division Group result (above) instead if they would rather have the Division operate in unison with one Order. In addition, all Artillery units from that Division’s Artillery Brigade may also activate.

To further clarify the difference between the two Division activations: Division Group: All units of the activated Division are given the same Order and they all activate together under that Order’s parameters. Units of the Division move, fight and rally (if eligible) in unison all following the sequence of play together.

Division By Brigade: Each Brigade in the Division is activated separately and each can be given a different Order than the other Brigades from that Division. The player selects a Brigade, assigns it an Order and activates all its units through the sequence of play to conclusion. Then select another Brigade from that Division, give it an Order, and activate it to conclusion … and so on.

b. If the die roll for a Division Activation Card is ever modified below “1”, the result is treated as “1”. This can happen with some Event Cards and when a Division has a “Division Leader Casualty” marker.

c. Eligible Infantry/Cavalry Units: Only units that are organizationally part of the activated Division can be included in the activation. (see the Order of Battle)

d. Eligible Artillery Units: Artillery units are eligible for activation only if they are from the Division Artillery Brigade of the activated Division or from the Corps Artillery Brigade of the activated Confederate Corps.

  • Brigade Artillery Units: In some formations, individual Artillery units are an integral part of an Infantry or Cavalry Brigade. Those Artillery units activate when that Brigade activates, along with any of the Brigade’s Infantry or Cavalry units.

For example, the four units of the “Van Cleve Div. Art.” Artillery Brigade (3 WI, 7 IN, 1/26 PA and 2/26 PA) are Division Artillery Brigade units and all eligible for activation when the “Van Cleve” Division Activation Card is drawn. On the other hand, the Union “18 OH” battery unit (6R-4) from Whitaker’s Brigade of Steedman’s Division (RES Corps) is a Brigade Artillery unit and activates when the rest of Whitaker’s Brigade activates.

e. Multiple Groups of Active Units: If Artillery units are being activated along with Infantry and/or Cavalry units, each Artillery Brigade activates separately and either before or after the activated Infantry/Cavalry formations, as the player choose.

Important Note: Recognizing the difference between Division and Corps Artillery units is very important to how they activate. Division-level Artillery units can only activate when their Division Activation Card is active; Corps-level Artillery units only activate when their Corps Activation Card is drawn, and the Command Table result allows it.

  1. Order Step: The active player identifies which Infantry/Cavalry Brigade/Division is being activated (referred to as the Active Formation from now on) and which Artillery units (if any) are being activated. This is determined by the die rolls on the Command Tables. Then the player assigns and announces one of three Orders to be applied to the Active Infantry/Cavalry Formation (but this does not apply to any activated Artillery units, see below). The Order's abilities and limitations apply to every Infantry/Cavalry unit in the Active Formation – and those abilities and limitations apply only during the current activation. Once the Formation’s activation is concluded, the Order issued is irrelevant and does not affect the units for the remainder of the Game Turn. If an entire Division is activated with only one Order, then all Infantry/Cavalry units of that Division are governed by that one Order. The Order given to an Active Formation allows its units to conduct certain actions but also prevents them from doing other actions. The three Orders are:

a. Attack: This order is used to close with the enemy and conduct combat.

  • Units may issue Fire Combat

  • Movement Allowance is 5 MP for all units, except Mounted Cavalry units in which case it is 8 MP

  • Units may Engage enemy units

  • Eligible units may attack using Assault Combat

  • Rallying is not allowed

b. Defend: This order is used to consolidate and rally troops. It also steadies units so they can deliver disciplined volley fire at the enemy.

  • Units may issue Fire Combat and they receive a one column-shift right benefit

  • Movement Allowance is only the Minimum Move (2 hexes on a Major Road/Lane or 1 hex otherwise)

  • Units may Engage enemy units

  • Units may not attack in Assault Combat

  • Units may Rally. (but only if they did not already conduct Movement or Fire Combat this same activation and are not adjacent to an enemy unit)

c. Maneuver: This order is used strictly to move troops around quickly with no intention of engaging the enemy.

  • Movement Allowance of 8 MP, except Mounted Cavalry units in which case it is 12 MP

  • Units may not Engage enemy units

  • Units may not conduct any other action other than Movement

Important Note: Be reminded that the Order a Formation is assigned only dictates its allowable actions during its current activation. The assigned Order has no effect on that Formation’s units after the activation is concluded. For example, a unit could be operating under a Defend Order during its activation but be able to conduct an Assault Combat attack later in the turn due to an Event Card.

d. Activated Artillery Units: Artillery units (Corps, Division or Brigade) do not abide by the Active Infantry/Cavalry Formation’s Order. Instead, Artillery units may each conduct one of three special Artillery actions during this phase:

  • Issue Fire Combat

  • Conduct Movement with 8 MP

  • Rally

Each Artillery Brigade activates together and can do so either before or after any Infantry/Cavalry Brigades/Division activates. Each Artillery unit resolves its chosen action during the appropriate step in the sequence of play. If necessary, place the appropriate “Artillery Fired/Moved” marker on activated Artillery units so that players are reminded that the unit conducted its one action during this phase. Remove the marker at the end of this Activation Phase.

The impetus for handling artillery in this more restrictive fashion is quite simple. These handicaps are a streamlined way to simulate the time and logistical planning required to unlimber a battery, get it properly supplied and then deployed to issue fire on the enemy. The same applies for the reverse procedures - when a battery of guns needs to limber up and speed off to another position. These time-consuming elements are handled with this one abstracted mechanic.

  1. Fire Combat Step: Units with an Attack or Defend Order, along with any activated Artillery units, may now issue Fire Combat (see section H for more details). Resolve each combat to its conclusion. You can place an “Artillery Fired” marker on Artillery units that issued Fire Combat as a reminder (but remove them when the entire formation’s activation is completed).

Important Note: Be aware that Fire Combat is conducted before Movement and Assault Combat! Also note that issuing Fire Combat does not prevent an Infantry unit from moving in the Movement Step nor from attacking in the Assault Combat Step (assuming it is under an Attack Order, of course). So, units must be positioned for firing one turn in advance. The only exceptions to this rule are the Union units of Harker’s and Willich’s Brigades, who can use Advance Fire Tactics (section H-6).

  1. Movement Step: All Infantry/Cavalry units, regardless of their Order, may conduct Movement. The exact distance moved and the ability to Engage is dependent on the actual Order assigned. See the Movement (section I) for details on how to move units. Only activated Artillery units that do not have an “Artillery Fired” marker on them can move during the Movement Step. Players can place an “Artillery Moved” marker on Artillery units that conducted movement (but remove them when the entire formation’s activation is completed).

  2. Assault Combat Step: Only units that are under an Attack Order and adjacent to an enemy unit may now conduct Assault Combat. See the Assault Combat (section J) for details on how to resolve this combat.

Artillery units may not attack using Assault Combat (but do defend normally when assaulted).

  1. Rally Step: Shaken Infantry/Cavalry units that have a Defend Order may Rally (see section K), as long as they have not conducted Movement or Fire Combat. In addition, any Broken units belonging to the Active Formation may also Rally. Artillery units that have not moved or fired may Rally.

Activation Example: The “Crittenden” Corps Activation Card (XXI Corps) is drawn and handed to the Union player. He has his Division Activation Cards deployed on the Command Display as follows: DP#1 = Wood; DP#2 = Palmer; DP#3 = Van Cleve. He rolls a die on the card’s Command Table and he rolls a “6”. This activates both DR#1 and DR#2. Since the result on the Corps Activation Card was not in red, a second die is rolled against the Command Tables of Wood’s Division Activation Card (DP#1) and Palmer’s Division Activation Card (DP#2). The die roll is a “4” and applying this result to both Division Activation Cards yields a “Division Group + One Hex of Div. Artillery Brig.” entry for both Divisions. The Union player wants to pummel the Rebs with some artillery fire before activating Wood’s infantry division. He activates the one hex that happens to contain both of Wood’s Division Artillery Brigade units (8 IN and 6 OH) and both those units issue Fire Combat. After that fire is resolved, the Union player activates Wood’s Division (which he must activate before Palmer’s Division). His division is under a “Division Group” activation, so all his units activate together and under one Order. He gives them an “Attack” Order and they engage the Rebels that were just fired upon by the division’s artillery. Wood’s entire activation is finished and then Palmer’s Division is activated. The player gives Palmer a “Defend” Order so he can remove two units’ “Shaken” markers by using a Rally action. He may also activate any one hex that contains any of the four Artillery units of the Palmer’s Division Artillery Brigade, and he chooses a hex that has only the “F, 1 OH” unit in it to conduct movement. The entire activation for Crittenden'’ Corps is now finished.

Note that the two Division Artillery Brigades could have been activated before or after their respective divisions. For example, the player could have had Wood’s Division Artillery Brigade activate one hex of units after Wood activated, and then followed it immediately with one hex of Palmer’s Division Artillery Brigade activating (i.e., before Palmer’s infantry Division). So, by coordinating these activations a player can utilize some interesting and effective tactical decision-making.

H) FIRE COMBAT

Eligible units can conduct Fire Combat throughout the Game Turn at various points in gameplay. However, a unit may only resolve one Fire Combat for each separate case of eligibility. Artillery units can fire during the Preliminary Bombardment Phase; Activated Infantry/Dismounted Cavalry units under an Attack or Defend Order may fire during the Fire Combat Step, as can activated Artillery units; Inactive units can issue Fire Combat during the opponent’s Fire Combat Step (with a Firefight Cohesion Test result); Inactive units can also issue Defensive Fire during the opponent’s Movement Step; and units can fire with the use of some Event Cards or through the Default Event. Mounted Cavalry may never issue Fire Combat. An eligible unit wishing to issue Fire Combat must select one eligible enemy-occupied target hex within Range and Line of Sight.

Important Note: Units that have issued Fire Combat at other eligible times during the Game Turn are not precluded from doing so later in the same Game Turn, provided they meet the eligibility requirements in each case. The key point is that they are allowed one Fire Combat resolution per eligible situation. So, a unit could theoretically issue Defensive Fire twice (against two separate attacks), fire during its activation, fire again as a consequence of being targeted and a Firefight result coming up, and then again as part of an Event Card – all in the same Game Turn!

  1. Range: The firing player counts the number of hexes between the firing unit and its intended target hex, including the target hex itself. The player consults the Weapon Ranges Table and cross-references the distance measured with the type of unit firing: Repeating Rifle-armed (Infantry and Dismounted Cavalry units with an “rr”rating), all Infantry, Union Dismounted Cavalry, Confederate Dismounted Cavalry, Smoothbore Artillery (S), Rifled Artillery (R), Mountain Howitzers (H), or Mixed Artillery (M). The number listed on the chart is the maximum distance in hexes the actual range can be to achieve the Range Category on the top of the table (either Effective or Long). Fire Combat is not allowed farther than the Range listed under Long Range. Artillery units of all types firing at an adjacent target unit always use the Canister Range Category.

For example, an Infantry unit firing at a target two hexes away is firing at Long Range (which is also the maximum distance that an Infantry unit can fire). Smoothbore Cannons firing at six hexes would also be at Long Range. Mixed Cannons firing at three hexes would be at Short Range.

  1. Line of Sight (LOS): If the firing unit has a target hex within Range and the target is two or more hexes away, the firing unit must also be able to “see” that target hex. 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. The LOS can be Blocked, in which case the proposed Fire Combat cannot be made or Obscured, in which case the Fire Combat can occur but with detrimental modification.

Important Note: there are three separate column shift modifiers (see H-4) on the CRT for Obscured LOS: firing over intervening terrain, firing over an intervening unit, and firing through intervening terrain. These three situations have a cumulative Obscuring effect if any or all apply.

In the cases listed below, “intervening” means any hex or part of a hex appearing between the firing hex and the target hex (even along a hex edge). Any reference to “units” means units from either side.

LOS Notes: Dealing with LOS may look complex but it’s pretty logical and your first instinct of whether a unit can see another unit will usually be correct. The relative Elevation Level of the firing units, target hex and any intervening hexes is important when determining LOS, but the exact Elevation Level is not. So, these LOS rules are based on a basic question – is the Firing Hex higher than, lower than or at the same Elevation Level as the Target Hex? This will be the basis for all LOS determinations. Also note that the reason units from both sides Obscure an LOS is not only because firing artillery needed to be careful not to hit their own troops (and very often artillery could not so readily tell friend from foe) but also because troops of both sides throw up dust clouds and smoke while maneuvering and fighting.

a. Firing hex and target hex are at the same elevation

  • Intervening Thick Woods hexes and any Units that are at the same level as both the firing and target hexes Block the LOS.

  • One or two intervening Full Woods hexes that are at the same level as both the firing and target hexes Obscure the LOS; three or more intervening Full Woods hexes in the same situation Block the LOS.

  • Any number of intervening Partial Woods hexes that are at the same level as both the firing and target hexes Obscure the LOS.

  • If there is a mixture of Full and Partial Woods hexes as above, apply the single worst situation for the LOS.

Example: A unit in hex N1904 has a clear LOS to hex N1703. A unit in N3513 cannot see a unit in N3312 because its LOS is Blocked by the Thick Woods in N3413. A unit in hex N2007 has an Obstructed LOS to N1708 and to N1706. However, its LOS to N2011 is Blocked by the three intervening Heavy Woods hexes. A unit in hex N1606 has a clear LOS to N1707, an Obscured LOS to N1613, and a Blocked LOS to N1409 (tracing the LOS along the hexside of N1506 counts as an intervening Heavy Woods).

  • Intervening Thick Woods, Full Woods and/or Units that are lower than both the firing and target hexes Obscure the LOS.

Example: A unit in hex N1922 has an Obscured LOS to hex N1621. A unit in hex N2223 has an Obscured LOS to hex N1724. Note that these LOS determinations are Obscured by all the intervening Heavy Woods hexes on the lower elevations, but only one column shift is applied for Obscured LOS for all these hexes, not one shift per hex. If a unit from either side was in N1824, then it also Obscures fire from N2223 to N1724 and the firing unit would have to apply two Obscured LOS column shifts (one for firing over the terrain and another shift for firing over the unit).

  • If the intervening hex’s Elevation Level, whether occupied by terrain and/or units or not, is higher than both the firing hex and target hex, it Blocks the LOS.

Example: A unit in N1925 is Blocked from firing at a unit in N1724, as hex N1825 is higher than both the firer and the target. Likewise, a unit in N2122 has a Blocked LOS to a unit in hex N1822.

b. Firing unit at lower elevation than the target hex (firing uphill)

  • Intervening Full Woods and Thick Woods hexes and any Units that are lower than both the firing hex and target hex –or– that are lower than the target hex, Obscure the LOS.

Example: A unit in hex N3723 firing at hex N3719 would be Obscured by firing over the Heavy Woods in hex N3721. The same would be true for a unit firing from hex N3722 at hex N3719, because N3721 is at the same elevation as the firing unit but lower than the target hex.

  • If the intervening hex’s Elevation Level, whether occupied by terrain and/or units or not, is higher than both the firing hex and target hex –or– is at the same level as the target hex, it Blocks the LOS.

Example: A unit firing from N3823 at hex N3828 would have its LOS Blocked by hex N3827. A unit firing from hex N3729 could not fire at a target in hex N3927because its LOS is Blocked by hex N3926, which is higher than the firing hex and at the same elevation as the target hex.

  • If an Artillery unit (only) is firing and there is an intervening friendly unit (only) adjacent to the target hex, then the LOS is Blocked. Elevation Levels are irrelevant in this case. This limitation to artillery fire is to simulate the fact that artillery will stop firing at an enemy unit that is closely engaged by friendly units in their line of fire.

c. Firing unit at higher elevation than the target hex (firing downhill)

  • Intervening Full Woods, Thick Woods, and any Units that are lower than both the firing hex and the target hex –or– that are lower than the firing hex, Obscure the LOS.

Example: A unit in hex N3704 has a clear LOS to a unit in N3611. If that same unit were firing at a target in N3807, the LOS would be Obscured by the Heavy Woods in hex N3807. If that unit in N3704 were to fire at a unit in hex N3209, the LOS would be Obscured by the Heavy Woods in N3308.

  • If the intervening hex’s Elevation Level, whether occupied by terrain and/or units or not, is higher than both the firing hex and target hex –or– is at the same level as the firing hex, it Blocks the LOS.

Example: A unit in hex N3408 could not fire at a unit in hex N3609. A unit in hex N3804 trying to fire at a unit in hex N3505 would have its LOS Blocked by hex N3704 (because it’s at athe same elevation level as the firing hex).

  • If an Artillery unit (only) is firing and there is an intervening friendly unit (only) adjacent to the target hex, then the LOS is Blocked. Elevation Levels are irrelevant in this case.

Important Note: Be aware that units on lower elevation terrain can only fire at higher targets if those targets are at the “edge” of the hill or ridge. By the same token, units on a higher elevation need to be at the “edge” of the hill or ridge to shoot down at lower targets. This is due to the elevations on this map being presented as “wedding cake” style hills and ridges. This is done for simplicity as is the absence of “blind zone” rules. Once players get acquainted with these aspects of the map, you will be able to resolve many LOS issues rather quickly.

  1. Strength Points (SP) Firing: If the target hex is within Range and LOS, then total the number of SP firing from the firing hex. Consult the Combat Results Table (CRT) and find the column containing the total SPs firing.

a. Minimum SP: A firing unit must have at least 1 SP in order to issue Fire Combat. A modified SP total of “0” or less means the unit may not fire.

b. Maximum SP: The “10+” column is the highest starting column (i.e., before any column shifts are applied) that firing units can attain, regardless of the actual number of SP firing (however, see the “Casey’s Tactics” Event card)

c. Multiple Firing Units at Same Target: All units (regardless of type) firing from the same hex at the same target hex must combine their SP into one total. In the case of Artillery units, the same rule applies but be aware that if these units are at different Range Categories and/or have different Gun type modifiers, the combined fire applies the most detrimental category and/or modifier to the entire Fire Combat.

d. Multiple Firing Units at Different Targets: Units stacked in the same hex may fire at different targets than other firing units in that hex. Each such Fire Combat is calculated and resolved separately from the others.

e. Coordinated Brigade Fire: A player may have two or more units in two adjacent hexes (only) combine their SP into one Fire Combat, but only if all such involved units are from the same Brigade (including Artillery unit from the same Artillery Brigade). Each participating unit must be eligible to issue the fire and the same Artillery procedure applies as per Multiple Firing Units at Same Target rule. A maximum of two adjacent hexes can be involved in any one Fire Combat in this manner

Important Note: The "10+" column is the highest starting column that can be achieved (exception: if the “Casey’s Tactics” Event Card is played, the “ * ” column is the highest starting column and is treated as a “12+” column). So, essentially all extra SP greater than 10 are wasted. This leads to two important player choices…whether to stack beyond the 10 SP to have mass in the hex (perhaps for an upcoming assault) or to stack at 10 SP and lower to issue the most efficient firepower at multiple enemy targets. All in all, this 10 SP cap simply reflects the practical limitations of unit frontages and the challenges a unit faces in bringing all its guns to effectively bear on one target.

  1. Column Shifts: The firing player calculates the starting column on the CRT, which will be equal to the number of SP firing (unless the total exceeds the maximum starting column). That column is then adjusted left and/or right per the Fire Combat Column Shift Table. If there are multiple units firing, apply any unique shifts that each one would contribute and accumulate them all to get a net shift. Do not apply shifts per unit – apply an applicable shift to the entire SP total if any single unit qualifies (however, see Mixed Deployment Targets below). In the case of different shifts for the same characteristic, use the worst applicable shift for the firer.

For example, if all units in a stack are firing at “Long Range”, only a single “<-2” shift applies. If all units in a stack are firing at “Short Range” except for one that is firing at “Long Range”, the entire attack applies the “<-2” shift for the Long Range. In the case of two types of “Canister” being fired, use only the least-beneficial shift for the entire fire.

  1. Repeating Rifle-armed Units: Those Union units with an “rr” shown after their SP value are armed with very effective repeating rifles. These units not only receive a beneficial column shift when resolving Fire Combat (see the CRT), but each such unit may issue Fire Combat twice using a single Fire Combat action. Two separate Fire Combats are resolved, one after the other, and each of these two combats may be issued at the same or different targets.

  2. Union Advance Fire Tactic: This special form of moving attack produced a devastating “rolling fire” effect. Labelled “Advance Fire” and invented by General August Willich (a former Prussian officer and considered one of the best brigadiers in the Army of the Cumberland), it allowed units to both move and issue steady volleys. However, only the Union brigades of Willich and Harker seemed to utilize the tactic at Chickamauga (and it is unclear how Harker’s men learned the tactic, as they were in a different division and in a different corps!).

a. For any scenario in which the Brigades of Willich and/or Harker appear, the Union player takes the two “Advance Fire” markers labeled for that Brigade and holds them.

b. The Union player may discard a marker to have the named Brigade conduct its special Advance Fire activation. This allows all units of the Brigade to conduct Fire Combat normally during the Fire Combat Step and then conduct Fire Combat again at the end of the Movement Step (i.e., after it has moved, if at all).

c. The Fire Combats are each resolved normally. The player discards the marker for that Brigade after conducting the Advance Fire. Thus, this special maneuver may only be conducted twice by each Brigade during the scenario.

  1. Longstreet’s New Uniforms: Two of Longstreet’s Rebel Divisions – Law and Kershaw – were issued new uniforms while on their way from the Army of Northern Viriginia to Georgia.

These new uniforms were made in England and were distinctively dark blue, causing some confusion on the battlefield for the Union forces.

Therefore, Union units issuing Fire Combat at a Rebel unit from either the Law or Kershaw Divisions, or at a hex containing at least one of those units, apply a “<-1” column shift to their Fire Combat. There is no effect when these units are involved in Assault Combat.

  1. Mixed Deployment Targets: If a target hex contains some units that are Cavalry (Mounted or Dismounted) or any units in Skirmish Order, these units apply their appropriate column shift separately from other units that are not in those deployments. A single combat resolution dice roll is still made, and all applicable column shifts are applied, except those for Dismounted Cavalry, Mounted Cavalry and/or Skirmish Order unit(s). The column shifts for those units is made separately and only apply to units in those deployments. Calculate the result for those units separately, but still using the same dice roll.

Note that this has changed from the way it was handled in AMFS.

Example: The Union player is firing 10 SP at a mixed-deployment hex with a regular Infantry unit and a Skirmish Order Infantry unit in it. The firer rolls a “43” on the 10 SP column and applies a "T" result to the regular unit and an "R" result to the Skirmish Order unit (same roll, one column shifted to the left for being in Skirmish Order). Both units still use the same red Cohesion Roll as normal, but the player references the different Cohesion Test Type columns of the Cohesion Test Table for each of those units.

  1. Final CRT Column: After applying any shifts, the final resulting CRT column is the one used for the Fire Combat resolution. If the column shifts end up to the left of the “1” column, the fire is resolved on the “1” column anyway. Adjustments to the right of the “*****” are resolved on that column.

  2. Fire Combat Resolution: The firing player rolls all three dice. The black and white dice will give a two-digit number from 11 to 66 with the black die number read first and the white die number second (don’t touch the red die – you’ll need that later). This black/white number is then cross-referenced with the final CRT column being used (as determined above). The result entry is the type of Cohesion Test that the targeted unit(s) must take, as follows (listed from worst to best result for the firing units):

  • NE = No Effect

  • E = Easy Cohesion Test

  • R = Routine Cohesion Test

  • T = Tough Cohesion Test

  • S = Severe Cohesion Test

  • C = Critical Cohesion Test

  1. Strength Points (SP) Firing: The red die is now used to determine the result of the Cohesion Test caused by the Fire Combat. This red die result is applied individually to every unit in the target hex.

a. Consult the Fire Combat Cohesion Test Table and find the column that corresponds to the type of Cohesion Test required (Easy, Routine, etc.).

b. Take the result of the red die and add the testing unit's CR to the roll. This is the Cohesion Test Total. Each unit in the target hex tests separately but using the same red die result. Units in the same hex could therefore end up with different effects from the same fire.

Important Reminder! A unit’s current CR value can be altered by a Shaken marker, an Event Card and/or the Unit Support Bonus status.

c. Combat Events: Check the black/white die roll. If it is a "doubles" result (ex: “22”), then also check the Combat Event Table and cross-reference the exact “doubles” that were rolled with the current combat situation that applies. With Fire Combat, this will be the first column (“Firing Unit Roll”). Find the entry that is entered there and if it applies, then add the indicated additional result to the normal result from the CRT to the affected unit(s).

For example, a Union Artillery unit is conducting Fire Combat against a stack of Confederate infantry and artillery units. The Union player rolls a “33” on the black/white dice roll and a “4” on the red die, which yields a “NE” result. But due to the “doubles” roll, players must also check the Combat Events Table under the “Firing Unit Roll” column. Cross-referencing the “33” row with that column, we see that an ammo caisson has been hit and explodes! Both the Rebel infantry and artillery unit must each immediately take a Panic Test (see H-10).

Optional Rule: If players would rather omit the Combat Events mechanic for the purposes of simplicity, just treat a “doubles” result as any other rolled result. Apply the normal CRT result as indicated on the table only.

d. The indicated Cohesion Test result is applied to the testing unit. If there are any choices offered, the owning player of the testing unit makes the decision. The results are:

X = the unit applies the indicated result only.

X / Y = the owning player chooses either the left side result (X) or the right side result (Y) to apply to the unit.

X (Y) = the unit must do the left side result (X) and the owning player may also choose to do the right side result (Y) if he wishes. X + Y = the unit must do both results.

For example:

  • A result of “SH / SK1” is read as – “The unit is Shaken or it must Skedaddle one hex”.

  • A result of “SH (SK1)” is read as - “The unit is Shaken and may also Skedaddle one hex if it wishes”.

  • A result of “SH + SK1” is read as - “The unit is Shaken and must also Skedaddle one hex.

f. The actual result codes (for X and Y above) are as follows:

  • NE = no effect on the target unit.

  • FF = the target unit may Firefight. The targeted unit (only) can issue Fire Combat back at the original firing unit (only), if otherwise eligible. This is resolved immediately using normal procedures and may result in a string of Firefight results (there is no limit to how many consecutive FF results can occur).

  • SH = the target unit is Shaken. Place a “Shaken” marker under the unit. If the unit is already Shaken, then remove the "Shaken" marker and apply a DP result instead (see below).

  • SK# = the target unit must Skedaddle (i.e., retreat) the number of hexes indicated. See the detailed explanation of Skedaddling below. If a unit is in a hex with a “Logworks” marker, the owning player may decrease the SK result by one. (For example, an SK2 will become SK1; an SK1 result will become no Skedaddle).

  • DP = the target unit is Depleted and must flip over to its Battleworn side while also removing any “Shaken” marker it might have. If already on its Battleworn side, the unit keeps its "Shaken" marker and the owning player immediately rolls on the Break Test Table (see below) and applies the indicated results.

  1. Skedaddling: When a unit gets a “SK” result, it is essentially forced to retreat. This is handled as follows:

a. 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.

b. There is no Disengagement movement penalty when conducting a Skedaddle (see Movement rules).

c. The retreating unit may never enter the same hex as an enemy unit nor the same hex twice.

d. A retreating unit may not stop in a hex that will cause over-stacking. Instead, it must continue retreating per the normal Skedaddle parameters until it enters a hex that will not be over-stacked.

e. The retreating unit must increase the distance between itself and the enemy unit that caused the Skedaddle result with each hex retreated, unless impossible to do so due to enemy units or the map edge. If such is the case, then it need not increase the distance but may instead maintain its distance from the enemy that caused the result.

f. When two hexes are equivalent choices, Union units should retreat toward the West and North sides of the map.

Confederate units should retreat to the South and East edges.

g. The retreating unit cannot Engage an enemy unit unless it is impossible to avoid such a move. In that case, it may move adjacent to the enemy unit but will immediately apply an “SH” result in each such hex entered. Note that no Defensive Fire is issued by the enemy unit in this circumstance (see Movement section) – the SH result reflects that fire.

h. If the retreating unit has no choice but to move off the map, apply an “SH” result on the unit in the last hex before it leaves the map. Then use the Off-Map Movement procedure (see Movement rules).

i. A retreating Artillery or Mounted Cavalry unit may move through any number of Thick Woods, Full Woods, and/or Partial Woods hexes, but it is given an “SH” result at the end of the retreat.

j. If a retreating unit cannot possibly continue moving per the above parameters (for example, it is surrounded by enemy units) then it is immediately and automatically Broken (do not take a Break Test).

k. A Skedaddling unit that enters a hex with other friendly units during its retreat causes each of those friendly units to take a Panic Test (see below).

  1. Break Tests: Whenever a unit is already on its Battleworn side and is required to apply another Depleted (DP) result, it must take a Break Test. Roll one die on the Break Test Table (on the Player Aid) and compare the die roll result to the unit’s CR. Apply the result indicated. If the unit is Broken by that test, it is removed from the map and placed in the Broken Box. Then any other friendly units that are in the same hex as the now- Broken unit must immediately roll on the Panic Test Table (see below) and apply the result.

It is important to note that a unit is not automatically eliminated from the game if it gets a DP result while on its Battleworn side. Instead, it must take a Break Test in every case to see if it is in fact Broken and removed from the game. The only exceptions are when a unit must Skedaddle but finds it impossible to retreat and with the CRUSHED result in Assault Combat. In these the units are automatically Broken with no Break Test being taken.

  1. Panic Tests: A Panic Test represents a unit’s reaction to the retreat and disruption of nearby friendly units. The owning player rolls a die and compares it to the testing unit’s CR. Check the Panic Test Table (on the Player Aid) for the effect, which is applied immediately. And yes - this can cause a chain of Panic Tests! Units are required to take a Panic Test in two circumstances:

a. If a Skedaddling unit enters a hex with other friendly units during its retreat, each of those friendly units must take a Panic Test after the Skedaddling unit completes its retreat movement. Note that this does not apply to other retreating units that are also Skedaddling from the same combat result. It also does not apply to units in the same hex with the Skedaddling unit when it first receives its SK result.

b. All units in the same hex as a unit that becomes Broken must each take a Panic Test.

Fire Combat Example: The Confederates have advanced and taken a foothold on the ridge opposite the Widow Glenn House. Bate’s Brigade is positioned with its “5-3” in hex 1223 and the “6-4” in hex 1123. Opposing them is an ad-hoc force consisting of a “3-4” dismounted cavalry unit from Wilder’s Brigade in hex 1324 and the “7-4” from Starkweather’s Brigade in hex 1225. The Rebel player has drawn the Buckner Corps Activation Card, and he rolls a die, getting “5”. That means that the Division Priority #1 unit is activated along with one hex of units from the Corps Artillery Brigade. The Division in DP#1 is Stewart. The player decides to activate the Corps Artillery Brigade first and moves two Artillery units – Baxter and Darden – which are stacked together – along a road to get them to the front lines. The Rebel player now refers to Stewart’s Division Activation card and rolls another die, getting a “2”. This is cross-referenced on his card and the result indicates that Stewart can do a Division Group activation and he may also activate one hex of Stewart’s Division Artillery Brigade (the units of Humphrey, Dawson, and Eufala). The Rebel player activates Stewart first this time and assigns it a “Defend” Order. Bate’s men are the only units of that Division within range of the enemy so during the Fire Combat Step they open fire. The Rebel player first has the “5-3” unit fire on the Union dismounted cavalry. He starts the combat on the “5” column of the CRT. Applicable column shifts are: Long Range (<-2), Defend Order (1->), Target Unit in Partial Woods (<-1), and Target is Union Dismounted Cavalry (<-2). That is a net shift of “<-4” and puts the combat on the “1” column. The Rebel players rolls all three dice and gets black “2”, a white “3” and a red “6”. He reads the “23” row and the result is “NE”. He then goes to the Fire Combat Cohesion Test Table and checks the red die total – “6” (die roll) + “4” (which is the CR of Wilder’s cavalry unit, which is not adjusted as it does not have Unit Support). This is a net result of “10”, which shows a result of “NE (FF)”. That means the cavalry could fire back immediately - except, the trooper’s carbines cannot reach the Rebel infantry (they only have a range of one hex). The Rebel player then resolves his next Fire Combat and the “6-4” takes a shot at the Union infantry unit in 1225. The starting column on the CRT is “6-7” and the column shifts are: Long Range (<-2), Defend Order (1->), Firing Over Full Woods (<-1 for the 1124/1224 hexside), and Target in Full Woods (<-2). That is a net shift of “<-4” and moves the combat to the “2” column. This time the Confederate player rolls much better, getting a black / white roll of “63” and a red die of “1”. This is an “R” result (Routine Test) and the net Cohesion Test row is “5” (die roll of 1 + CR of 4 since Starkweather has no Unit Support). The Cohesion Test result is “SH (SK1)”. The Union unit is given a “Shaken” marker and it must decide if it also wishes to Skedaddle one hex away. The Union player opts to retreat the unit into hex 1325 where he can possibly safely Rally the unit in a future activation. This ends Stewart’s Fire Combat Step. The Rebel player then conducts his Movement Step with the rest of Stewart’s Division. Finally, he activates one hex of Stewart’s Division Artillery and elects to move the Dawson artillery unit (as it is alone in its hex).

I) MOVEMENT

Regardless of an Infantry or Cavalry unit’s Order, it will be allowed to conduct movement. The actual number of Movement Points (MP) a unit can spend depends on the Order assigned. For Artillery units, they always have the same movement allowance.

Remember again that whether units conducted Fire Combat or not is irrelevant to their ability to move.

  1. Moving Units: Each unit is moved individually. Moving units that start stacked in the same hex are still each moved one by one. Units are moved hex by hex and expend Movement Points for each hex entered.

  2. Movement Allowances: A unit’s Movement Allowance is based on the Order it is assigned, as follows:

a. Attack: 5 MP (but 8 MP for Mounted Cavalry units)

b. Defend: Minimum Move

c. Maneuver: 8 MP (but 12 MP for Mounted Cavalry units)

d. Artillery Units: 8 MP

  1. Movement Points: Starting with the amount of MP based on the Movement Allowance of the unit, the player deducts the cost of the hex terrain from the unit’s available MP as it moves into each hex. If a unit has insufficient MP to pay for a hex it wishes to enter, then it may not enter that hex. The cost in MP for each hex depends on the hex’s terrain type. If a hex contains multiple terrain types within it (such as a Partial Woods with a Ditch), use only the single most expensive cost (so a Partial Woods with a Ditch costs 2 MP). All hexes cost 1 MP except as noted below.

a. Thick Woods hexes = 3 MP cost. However, Artillery and Mounted Cavalry (only) must stop their movement upon entering a Thick Woods hex, unless they are following a Major Road or Lane (see below). They may leave a Thick Woods hex during a following activation or Event Card move, but again must stop upon entering a Thick Woods hex.

b. Full Woods hexes = 2 MP cost. However, Mounted Cavalry (only) must stop its movement upon entering a Full Woods hex, unless they are following a Major Road or Lane (see below). They may leave a Full Woods hex during a following activation or Event Card move, but again must stop upon entering a Full Woods hex.

c. Partial Woods hexes = 2 MP cost.

d. Swamp hexes = 4 MP cost. However, Artillery and Mounted Cavalry (only) must stop their movement upon entering a Swamp hex, unless they are following a Major Road or Lane (see below). They may leave a Swamp hex during a following activation or Event Card move, but again must stop upon entering a Swamp hex.

e. Ditch hexes = 2 MP cost. These are dry stream bed features and are represented with a “Stream” graphic running through the hex (not along a hexside).

f. Cross Up Slope hexside = +1 MP cost to cross. This cost applies when the unit moves from one elevation level to a higher elevation level through a Slope hexside. The cost is in addition to the normal cost of entering the next hex.

Note that moving down a Slope hexside does not cost any additional MP.

g. Cross Up Steep Slope hexside = +2 MP cost to cross. This cost applies when the unit moves through a Steep Slope hexside and travels from a lower elevation hex to a higher elevation hex. The cost is in addition to the normal cost of entering the next hex. Note that moving down a Steep Slope hexside does not cost any additional MP.

Note that this procedure is different than used in AMFS. A normal one-level elevation increase now costs +1 MP and moving through a two or more-elevations change (represented by the Steep Slope hashmarks) now costs +2 MP. This is due to the difficult nature of the terrain in the area.

h. Cross Chickamauga Creek = Units may not cross Chickamauga Creek except at a Ford or Bridge (see below).

i. Major Roads and Lanes = If units meet the stacking requirements, Major Roads and Lanes cost 1 MP each and cancel the regular MP costs of other terrain in the hex (for example, moving Up Slope while moving along a Lane would not cost +1 MP). Movement "along" a Major Road or Lane is moving from one such hex to another such hex via a graphically connected Major Road or Lane hex.

  • Special Stacking Restrictions: In order to use the 1 MP movement cost for Lanes and Major Roads, there cannot be no more than 10 SP in the hex at any time. This applies to both Union and Confederate units. But if a single unit counter is itself more than 10 SP, then it alone may use this rate. If there are more than 10 SP in a Major Road/Lane hex containing two or more units, the moving unit must instead pay the normal cost of the other terrain in the hex (as if the road was not there)

Note again that the 10 SP max (or one unit) applies to both Union and Rebel units, despite Union units having a higher normal stacking limit of 25 SP in other terrain (see below).

  • Special Major Road March Order = 1/2 MP cost. This faster speed is allowed when the unit is moving from one Major Road hex (only) to a connected Major Road hex (only). There are two restrictions:

  • This faster rate only applies if no more than 10 SP (or one unit) is in the hex at any time.

  • A unit using this faster Major Road March Order rate cannot Engage an enemy unit (I-5). If a unit wishes to Engage an enemy unit, it can only use the normal (non-road) movement rate.

Note that this procedure is slightly different than used in AMFS. The stacking restriction now applies to both Lanes and Major Roads. Also note that a unit may combine normal movement and Major Road March Order movement in the same Movement action. However, a unit under an Attack Order may not move adjacent to an enemy while using the faster March Order rate – it must use the normal cost of the hex that causes Engagement. Obviously, a unit under a Maneuver Order can never engage an enemy unit in any case.

j. Ford hexside = +2 MP cost to cross.

k. Bridge hexside = No additional cost. Treat this as a continuation of the connected Main Road/Lane hex.

l. Minimum Movement: There is a minimum movement allowance of 2 hexes along a Major Road or Lane and 1 hex in all other terrain. A player can always have a unit use this Minimum Movement rather than using normal Movement procedures. However, stacking limits still can never be exceeded (see below). A unit may Engage an enemy unit using Minimum Movement.

  1. Stacking Limit: Only a certain total number of SP may be stacked in the same hex at the end of any unit’s movement. The number of SP in a hex for Stacking Limit purposes (only) is based on the SP value printed on the counter – disregard any SP reduction due to a “Shaken” marker or any other game effect for the purpose of determining the number of SP stacked in the hex. Any number of SPs may pass through a hex, but the SP allowance cannot be exceeded when a unit ends in a hex. The maximum SPs allowed in a hex is:

a. 25 SP for Union units.

b. 20 SP for Confederate units.

c. 10 SP for both sides if the unit uses the faster Major Road/ Lane movement rate.

Note again that the stacking limit for Union units (only) is increased in this game as opposed to AMFS. This is a simple way to reflect the full adoption of Casey’s Tactic by the Army of the Cumberland during the spring of 1863. This doctrine dictated more dense formations and a brigade deployment of two regiments forward and two regiments behind. This narrower frontage increased the number of guns brought to bear and made it easier to traverse difficult terrain.

Note again that in order to use the Special Major Road March Order bonus movement rate (1/2 MP per hex) or the Major Road/ Lane movement rate (1 MP per hex), the 10 SP limit may not be exceeded in any single hex along the road if two or more units are there. If the limit is exceeded, the cost of the other hex terrain is used.

  1. Engagement: When a unit moves adjacent to any enemy unit, this is called Engagement. This is an important concept in the game, as engaging an enemy means the unit is committed to a close combat with the enemy, which can take the form of short-range firefights and/or actual assaults. In either case, the unit is entering a danger zone.

a. Infantry and Cavalry units may only voluntarily move adjacent to an enemy unit if they are under an Attack or Defend Order. If under a Maneuver Order, they must remain at least two hexes away from all enemy units (i.e., leaving one intervening hex).

b. Artillery units may never voluntarily move to within two hexes of an enemy unit (meaning they must remain at least three hexes away). Artillery may begin their movement from a closer distance (or remain where they are if they opt not to move) but must move away to the proper distance if they do move at all. Note that artillery moving away from an adjacent enemy and thus entering a hex two hexes away from that enemy is not a new Engagement – artillery may increase the distance freely.

c. Units that are Skedaddling ignore the above Engagement restrictions except as noted under the Skedaddle rules (H-8g).

d. Units using the Major Road/Lane movement rates (I-3i) may not move adjacent to an enemy unit while using that faster rate.

  1. Defensive Fire: Immediately after an active unit Engages one or more enemy units (see above), each of the enemy units in those Engaged hexes may issue Fire Combat at the moving unit in its current hex, if eligible. An enemy unit is eligible to issue Defensive Fire if it meets all normal Fire Combat eligibility requirements and it is itself not currently Engaged by a second (non-moving) opposing unit. Those enemy units so Engaged cannot issue Defensive Fire at the currently moving unit. Picture this as if the stationary enemy hexes are being pinned and/ or distracted by the other units friendly to the moving unit. They are essentially drawing attention and fire away from the moving unit. Players will immediately recognize this as a viable and important tactic in how they sequence their moves.

a. Defensive Fire is not performed if a unit retreats next to an enemy unit due to a Skedaddle Cohesion Test result. Instead, the retreating unit automatically suffers an “SH“ result for each such hex entered.

b. Defensive Fire does not apply in the case of Attacker Breakthrough movement (see J-12).

c. There is no limit to how many Defensive Fires a unit may issue in a turn. A unit may opt to not issue Defensive Fire if it wishes (but note that if the moving enemy remains adjacent, the non-firing unit is still Engaged with the enemy and thus ineligible to issue Defensive Fire later).

d. If the moving unit does not Skedaddle or become Broken from the Defensive Fire, it may continue moving with no penalty. If it again enters a hex adjacent to an enemy unit (even this same one) then it will again be subject to Defensive Fire.

e. All normal Fire Combat rules apply, including the implementation of a possible “Firefight” result (FF), so the moving unit could issue fire back in that case (and it could then keep moving). Also, if two or more non-moving units are stacked together, they must all combine their Defensive Fire together when firing at the same moving unit (i.e., infantry and artillery fire together per H-3c). By the same token, units using Defensive Fire may also take advantage of Coordinated Brigade Fire (H-3e) if otherwise qualified to do so.

f. Units affected by a “Battlefield Chaos” marker may not issue Defensive Fire.

Example: The Rebels have occupied hexes 3817 and 3917, and the Union player needs to slow down the advance.

He decides to move his 4-3 unit into hex 3818 to challenge the Confederates and draw their fire. As soon as he moves there the Rebel player issues Defensive Fire with both units, resolving their fire in any order.

Assuming the Union unit does not Skedaddle or become Broken, then it has successfully “pinned” the two Rebs. The Union player can now safely move his 8-3 unit into hex 3717 without any Defensive Fire being issued against it.

Note that Defensive Fire is the price that is paid for maneuvering your unit up to the enemy and challenging them. It encompasses both actual defensive fire and approach fire. Players can exercise some clever tactical maneuvering when advancing on the enemy by carefully executing the right sequence of engagements to “tie-up” the enemy with pinning forces and thus provide your assault forces with an un-harassed attack zone. The concept of Engagement is an important one in this design. Moving adjacent to the enemy is essentially locking the unit into close combat with that opponent. This does necessarily represent melee combat - it can take the form of short-range firefights, probing attacks and yes, even actual bayonet charges. In any case, it is a stressful, dangerous, and lengthy process to engage the enemy and even more so to extricate a unit once so entangled (see Disengagement below).

  1. Union Advance Fire Tactics: Union units eligible to use Advance Fire (see H-6) may issue Fire Combat both during the Fire Combat Step and after moving during the Movement Step, provided they have an available “Advance Fire” marker to discard.

  2. Disengagement: If a unit is adjacent to an enemy hex and wishes to move away (at any time during its normal move and regardless of its destination) it may do so but the first hex it enters will cost two additional Movement Points (+2 MP cost). This applies even if the moving unit is still adjacent to the same enemy (note that this means the moving unit will pay this movement penalty plus take Defensive Fire again!) This movement penalty does not apply to retreating units that are moving away due to a Skedaddle result nor to units withdrawing before combat or doing Skirmish Screen Withdrawal.

  3. Off-Map Movement: Units may be voluntarily moved off the game map from any map-edge hex. It costs 1 MP to move off the map regardless of the exiting hex terrain. Place the unit just off the map adjacent to the exit hex, keeping a “Shaken” marker if it has one. The unit can only then re-enter the map as a Reinforcement and the exit hex is treated as the unit’s entry hex (see below).

Note that this does mean that the entry hex can be shifted if enemy occupied, in the same manner as a normal Reinforcement (see below).

  1. Reinforcement Movement: Units that are scheduled to arrive during a Game Turn as Reinforcements are placed just off-map at the start of that turn, next to the hex on which the units are arriving. If more than one unit is arriving, make a stack of any size - the normal stacking limit is ignored while off map.

a. When the Reinforcing units’ Brigade or Division is activated, these units may be moved onto the map with the designated entry hex as the first hex of movement. Off-map units that do not get activated for movement remain off map and do not participate in the game while they are not on the map. Once moved on, they activate and operate normally.

b. Arriving units use the terrain MP cost of the entry hex. This includes treating the unit as using Road movement if the entry hex is a Major Road or Lane.

c. If the assigned entry hex is enemy occupied, the Reinforcements are delayed. When again activated for movement (by any means), they can be entered onto the map through the map-edge hex nearest the original entry hex that is not enemy-occupied (owning player’s choice if more than one hex qualifies). The “nearest” is judged by counting connected map-edge hexes, regardless of terrain.

Note that Reinforcing units move from their off-map stack onto the entry hex normally – it does not matter how many units moved before them. They are not lined up “in road column” as in many other games. This is done basically for simplicity and to speed up play. If players want to instead line up units off map and calculate the “phantom” hexes moved through, please do so at your convenience.

  1. Cavalry Units: Cavalry units have two sides to their counters, representing the troopers either being mounted on their horses or dismounted and fighting as open-order infantry.

a. Mounted Cavalry has a higher Movement Allowance when under an Attack or Maneuver Order.

b. Mounted Cavalry units may not issue Fire Combat, but they may conduct a special Withdrawal Before Combat move (see J-4) before Assault Combat.

c. Dismounted Cavalry is treated in all ways as Infantry, but may conduct a special Withdrawal Before Combat move prior to an enemy Assault Combat attack. They also suffer a column shift penalty when attacking in Assault Combat.

d. Both Mounted and Dismounted Cavalry units are always Battleworn – they do not have a Fresh side.

e. If a Cavalry unit wishes to change from Mounted to Dismounted or vice versa, it must do so at the start of its Movement. This change costs half (rounded up) of its starting Movement Allowance, using the MA of the deployment it is in before the change. The unit may continue moving normally, using the remaining MP. For example, if a Mounted Cavalry unit dismounts, the unit is flipped to its Dismounted side and then moves with a remaining Movement Allowance of 6 MP.

Movement Example: The Union player has drawn Thomas’ XIV Corps Activation card and activates Reynolds’ Division in the DP#1 slot. Unfortunately, he rolls a “1” on Reynolds’ Division Activation card and can only activate one Brigade or one hex of Artillery. He chooses one Brigade and picks

e. King to activate. He assigns a “Maneuver” Order, which allows 8 MP of movement. He moves the 8-3 using the Major Road March Order rate of movement as follows: 1921 -> 1821 (1/2 MP) ->1721 (1/2 MP) -> 1621 (1/2 MP) -> 1520 (1/2 MP) -> 1421 (3 MP cost because the hex will have more than 10 SP in it and therefore the moving unit must pay the cost of the Thick Woods hex and not the road) -> 1320 (1/2 MP) -> 1221 (1/2 MP). The unit has used 6 MP total at this point of its allowed 8 MP and the player opts to end its move here. Note that the unit may not enter 1120 or 1220 not only because those hexes cost 3 MP each but also because units moving under a “Maneuver” Order may not Engage enemy units. The player then moves the 3-2 unit into a supporting flank position, as follows: 1921 -> 1821 (1/2 MP) ->1721 (1/2 MP) -> 1621 (1/2 MP) ->1521 (2 MP) ->1422 (1 MP) ->1321 (2 MP) -> 1222 (1 MP), for a total of 7 ½ MP.

J) ASSAULT COMBAT

Activated units under Attack Orders and which are currently Engaged with an enemy unit may initiate Assault Combat. In addition, some Event Cards allow Assault Combat attacks as well. An eligible unit or stack of units wishing to attack in Assault Combat must select one adjacent enemy-occupied hex as the attacked hex. Assault Combat is resolved in a similar fashion to Fire Combat, but with some key differences. Most importantly is that both players will be rolling their dice on the CRT simultaneously and matching up those results to determine the net outcome of the assault.

  1. Attack Declaration: The active player declares all his Assault Combat attacks for this phase. He may use the “Assault” markers provided as a reminder if there are numerous assaults.

  2. The Assault Hex vs. the Defending Hex: Each Assault Combat is structured around one Assaulting Hex attacking one Defending Hex.

a. One eligible attacking hex (the Assaulting Hex) may attack one adjacent target hex (the Defending Hex). A single Defending Hex can only be the target of one Assaulting Hex per Assault Combat Step.

b. Attacking units so committed cannot change their target hex later in the step (even if the Defending Hex no longer has an enemy unit in it).

c. Dismounted Cavalry may conduct Assault Combat but suffers a “<-2” column shift. Note that this is different than in AMFS.

d. Artillery units may never be part of an Assault Combat attack but may defend normally.

e. Attacking units stacked in the same Assault Hex may each assault a different eligible Defending Hex. The attacking player must make it clear how the attack is being split up in this case, using the “Assault” markers if necessary.

f. Not all units in the Assault Hex need participate in Assault Combat – the active player must clearly identify units which are not attacking a particular hex.

  1. Attack Support: Additional active units (only) in hexes adjacent to a Defending Hex can join the Assault Combat against that Defending Hex. These “supporting” units, if eligible (see below), can contribute their SP to the Odds SP Advantage and Enveloped columns shifts (only) and they may possibly help exploit any success with Attacker Breakthrough.

So conceptually, the units in the Assault Hex are leading the attack and are the spearhead of the assault. Attack Support units are joining in and adding to the “weight of numbers” of the attack. Note again that only units that are currently part of the activated formation may provide Attack Support.

a. Eligibility: Attack Support units may not be adjacent to a different enemy-occupied hex unless that enemy hex is the declared Defending Hex of a different Assault Combat. If that other enemy-occupied hex is being attacked, then the Attack Support units may participate. If it is not being attacked, they prevent the potential Attack Support units from joining the attack.

This situation is to determine whether the potential Attack Support units are being “pinned” by other enemy units or not. If those enemies are unencumbered, they can prevent the support units from participating just by their presence. But if they are being actively attacked by another friendly unit, then they cannot interfere with the currently resolved attack and that frees these friendly units to provide Attack Support. This can be a key tactical consideration for the players, where a “soak-off” attack can be launched to prevent enemy units from interfering with the main attack. It is also a way that the system simulates the importance of linear warfare tactics during this period.

b. Units may only provide Attack Support for one Assault Hex per step. Again, use the “Assault” markers to help note who is supporting whom.

Attack Support Example: The Rebel player has all three units of Dea’s Brigade under an “Attack” Order and lined up in hexes 1422 (8-4), 1521 (5-4) and 1621 (8-4). There are two Union units from Carlin’s Brigade opposite them – the 4-4 in 1522 and the Battleworn 2-2 in 1622. The Confederate player needs an effective assault on the 4-4 and hopes to turn that flank and threaten to sweep the Union defense off that ridge.

She announces an Assault Combat attack from hex 1422 (the Assault Hex) at 1522 (the Defending Hex). In order to make the attack really strong, she wants to add in the 5-4 from hex 1521 as the Attack Support (wanting the 3:1 odds this gives her with 13 SP attacking 4 SP). But the Union unit in hex 1622 is adjacent to the Reb 5-4 and would thus prevent it from being able to offer Attack Support. In order to get that good flank attack, she must also declare an Assault Combat with her other 8-4 in 1621 against the Union 2-2 unit. By doing so, the Confederate 5-4 is free to provide Attack Support against hex 1522.

  1. Assault Combat Resolution: After all the Attack Declarations are made and Attack Support units identified, the attacking player resolves the Assault Combat attacks in any order they wish. Each separate combat is resolved to conclusion before proceeding to the next declared combat. Each combat begins with the Withdrawal Before Combat option.

  2. Withdrawal Before Combat: Any Cavalry unit (Mounted or Dismounted) or Horse Artillery unit in the Defending Hex may opt to automatically withdraw before an Assault Combat begins. Mounted Cavalry units may immediately move up to three hexes away from the attacking unit(s); Dismounted Cavalry and Horse Artillery units may move up to two hexes away. Withdrawing units must increase the distance from their attackers with each move in the same manner as a Retreat move. There is no Disengagement penalty. Note however that this withdrawal is not the same as a Skedaddle result – it will not cause a Panic Test. If this withdrawal leaves the Defending Hex empty of any units, the attackers may conduct Attacker Breakthrough (see below).

  3. Assault Combat Strength: The SP values of all declared attacking units in the Assaulting Hex (only) are added together to determine the starting SP column used on the Combat Results Table. Note that this does not include units in the Attack Support hexes just yet! Remember that the “10-11 SP” column is the greatest starting SP column that can be achieved for Assault Combat by both sides. The actual final column used to resolve the combat can change due to column shifts (see below).

  4. Defending Hex Combat Strength: All units in the Defending Hex have their SP added together (regardless of unit type) to determine their starting column in this combat. As with the attackers, the actual column used in the combat can change due to column shifts.

  • Units in Skirmish Order and Dismounted Cavalry use only half of their normal SP (rounded up) when defending.
  1. Column Shifts: Both players find the starting columns for their unit(s) on the CRT (as determined above). They then adjust left and/or right from that starting column per the Assault Combat Column Shift Table (in the same manner as Fire Combat). After making any shifts, the final resulting CRT column is the one used for the Assault Combat resolution. If the column shift ends up to the left of the “1” column or the right of the “* * * * *” column, use those end columns. Some shifts require further explanation:

a. Odds SP Advantage: The side that has the greater number of SP in the combat checks to see if the differential is at least 3:2 in their favor (ex: 12 SP vs. 8 SP).

  • In this case only, the attacker adds all the SP from the Assault Hex and the Assault Support hexes together and compares that SP total to the Defending Hex SP.

  • If one side has more SP than the other, the exact ratio is calculated, and the appropriate column shift applies to the superior SP side only (up to a maximum of 3:1 odds). Only the single most advantageous shift is made for the superior side. Odds calculations are always rounded down to the next lower ratio.

b. CR Superiority: Compare the CR values of the single largest SP unit in the Assaulting Hex (only) to the CR of the single largest SP unit in the Defending Hex. If more than one unit qualifies, the owning player chooses the unit. The side with the larger CR will get one column shift to the right for each difference in the ratings. Note that Attack Support units are not considered for this shift.

c. Lone Artillery: A defending Artillery unit that is attacked without at least 1 SP of Infantry or Cavalry (Mounted or Dismounted) stacked in its hex is considered to be alone and the attacking side will gain the column-shift bonus

d. Up Slope / Up Steep Slope Hexside: If the Assault Hex (only) is at a lower elevation than the Defending Hex and the intervening hexside is a Slope or Steep Slope hexside, then apply the indicated column shift for the defending units.

e. Flanked Ditch: If the Assaulting Hex is attacking into a Defending hex through a hexside with a connected Ditch feature, apply the indicated column shift to the attacking units. “Connected” is defined by the “Ditch” graphic running through the hexside that connects both the Assaulting Hex and Defending Hex.

f. Enveloped: If the Defending Hex is being attacked from three or more hexes, counting the Assault Hex and all Attack Support Hexes, then apply the indicated column shift to the attacking units.

  1. Assault Combat Results: After each player determines their final CRT column, they will both simultaneously roll their black/white dice (only) to resolve the combat (do not roll the red die as with Fire Combat). This is handled in the same manner as with Fire Combat resolution except that the Cohesion Test type rolled by each player is cross-referenced on the Assault Combat Results Matrix. The intersection of the two Cohesion Test types will give the net result of the Assault Combat.

  2. Assault Combat Results Matrix: Players find the Cohesion Test type they scored from the CRT on the appropriate line of the Assault Combat Results Matrix. They cross-reference the two results to get the Net Assault Combat Result. Results are read and applied in the same manner as with Fire Combat results, with these additions:

  • A: = Attacker Affected. The units in the Assault Hex (only) each apply the listed result. Any Attack Support units are unaffected.

  • D: = Defender Affected. The units in the Defending Hex each apply the listed result.

  • CRUSHED = Unit Destroyed. The affected unit(s) is immediately placed into the Crushed Box and is out of the game. It cannot be rebuilt except possibly during an Overnight Turn during a Grand Battle scenario. Note that the unit(s) do not take a Break Test with this result.

  • CLOSE FIGHT = This is resolved using the Close Fight procedure (below).

  1. Close Fights: If the result in the Assault Combat Matrix is “Close Fight”, the units involved in the Assault Combat are now embroiled in a confused, chaotic and grueling close order melee where anything can happen. Each player will roll their red die and then they add their two dice roll results together to get a combined total. Players then cross-reference that total on the Close Fight Results Table to determine the actual effect of the Close Fight. The indicated result is applied immediately.
  • Attacking units in a Close Fight have their normally allowed number of Attacker Breakthroughs (see below) reduced by one (which in most cases means there is no Attacker Breakthrough allowed).
  1. Combat Events: Check the black/white die roll. If it is a "doubles" result (ex: “44”), then check the Combat Event Table and cross-reference the exact “doubles” that were rolled with the current combat situation that applies This will either be “Assaulting Unit Roll” if the attacking player rolled the doubles or the “Defending Unit Roll” if the defending player rolled the doubles. Find the entry that is listed there and if it applies, then add the indicated additional result to the normal combat result. It is possible that both players will roll “doubles” and in that case, both additional results must be applied!

Optional Rule: If players would rather keep it simple, they may omit the Combat Events effect entirely. Apply the normal CRT result as indicated on the table and ignore the fact that this a “doubles” roll

  1. Attacker Breakthrough: If at the conclusion of an Assault Combat there are no units remaining in the Defending Hex (for any reason), then the attacking units may conduct an Attacker Breakthrough.

a. No more than 10 SP (or one unit of any number of SP) may immediately enter the Defending Hex. These units may come from the Assaulting Hex and/or the Attack Support hex (note that this is different than AMFS)

b. No Defensive Fire is allowed against units that are conducting Attacker Breakthrough.

c. Those attacking units that advanced into the Defending Hex (only) may immediately conduct another Assault Combat attack against one adjacent, enemy-occupied hex using normal procedures. Note that only the units conducting the Attacker Breakthrough can make this extra attack. There is no Attack Support available for this second Assault Combat.

d. Normally, only one Attacker Breakthrough is allowed per Assault Combat Step. But Mounted Cavalry units may conduct up to two Attacker Breakthroughs per step.

e. Reduce the number of allowed Attacker Breakthroughs by one if a Close Fight result is being resolved.

Note that multiple Attacker Breakthroughs can be conducted by attacking Mounted Cavalry or as allowed by a Combat Event result (J-10). By the same token, some Events reduce the number of allowed Attacker Breakthroughs.

Assault Combat Example The struggle over the high ridgelines continues as the Rebels initial breakthrough on the Union right flank has stalled. The Union player sends Grose’s Brigade to assault the key Confederate defensive position on the heights above Vittetoe Farm. The position is held by two units of Anderson’s Brigade, which have been devastated by enemy fire and are each now on their Battleworn sides (5-2 and 1-3). The Union has Grose’s “9-3” unit in hex 3529 and his “4-3” unit in 3630 and both have “Shaken” markers as a result of the Defensive Fire that one of them suffered moving into its hex and the other from a previous Rebel Fire Combat action. When the Union player gets the Crittenden Corps Activation Card, she has Palmer as her DP#1 card, and is able to activate one of Palmer’s Brigades. She gives Grose’s Brigade an Attack Order. Both units first issue Fire Combat at Anderson’s hex and roll miserably, getting an “NE” on both shots. She then announces that Grose’s 9-3 unit is assaulting hex 3629 and thus the Assault Hex is 3529 and the Defending Hex is 3629. She also designates Attack Support from hex 3630 (which can participate as there are no other Rebel units adjacent to it).

The Union has a total of 8 SP (9 SP but -1 SP for the “Shaken” markers). This starts the assault on the “8-9” column of the CRT. The attack gets only the following column shift:”1->” for having 3:2 odds (11 SP to 6 SP; the Union attack gets 8 SP from the Assault Hex and 3 SP from the Attack Support hex).

The shift of “1->” puts the Union on the “10+” column of the CRT. The Confederate player starts his defenders on the “6-7” column and gets a “1->” for being attacked Up Slope from the Assault Hex. So, the Rebs will use the “8-9” column.

Note that there is no modifier for CR Difference Between the Units because the Union attacker is a CR of “2” (“3” with a “-1 CR” for the “Shaken” marker) and the largest Rebel unit in the Defending Hex also has a CR of “2”.

Both sides roll their black and white dice simultaneously – the Union player rolls a “26”, which is an “R” result, and the Rebel player rolls a “32”, which is also an “E” result. The players go to the Assault Combat Results Matrix and cross reference an Attack result of “R” with a Defender result of “E”, and this produces a “D:SK1” net result. This means the two Confederate units must retreat one hex and they split up, with one moving to hex 3628 and the other to 3728.

The victorious Union troops can now do an Attacker Breakthrough and decide to do so. The Union player uses the 9-3 unit to breakthrough (she cannot add the 4-3 unit to the Breakthrough because the maximum size of units that can Breakthrough is 10 SP). She moves the 9-3 unit into hex 3629.

The Union unit could now conduct another immediate Assault Combat against either of the just-retreated Rebel units in either hex 3628 or 3728, but the player decides not to push it too much and ends the Assault Step. Also note that there is no Defensive Fire allowed against the Attacker Breakthrough unit.

K) RALLY

During the Rally Step, only Brigades with a Defend Order and activated Artillery units, that did not move or fire, may conduct Rally. In addition, Broken Infantry units (only) belonging to the active formation may attempt to get back into the game. Rally allows a Shaken unit to remove that marker, a Broken unit to return to the game, or any unit to build Hasty Works.

  1. A Shaken unit that conducted Fire Combat and/or Movement during this activation may not Rally.

  2. Eligible Shaken units that are not adjacent to an enemy unit may remove their “Shaken” marker. If adjacent to an enemy unit, the unit may not Rally.

  3. Broken Infantry units (only) may attempt to return to the game from the Broken Box. Broken Artillery and Cavalry units and any Crushed units may never Rally. The owning player rolls one die for each Rallying unit and compares the die roll result against the Rallying unit’s Battleworn-side CR (not its Fresh-side CR). Apply as follows:

  • Die roll less than CR: The unit may return to the map with its Battleworn side face up. Place it adjacent to any other friendly unit in its Brigade or if none, adjacent to any other friendly unit in its Division, or if none, adjacent to any friendly unit in the same Corps. The Rallied unit cannot be placed adjacent to an enemy unit.

  • Die roll equal to CR: As above but the Rallying unit is given a "Shaken" marker when placed.

  • Die roll greater than CR: The Rallying unit remains Broken and stays in the Broken Area.

Note that Broken units never receive the Unit Support Bonus.

L) THE END PHASE

This is the last phase of the Game Turn.

  1. Held Event Cards Step: If either player is still holding any “Hold” Event Cards they may play any eligible cards. If both players have eligible cards, then the Confederate player must play one first, then the Union player, and players continue to alternate until all eligible cards are played. If one player has cards to play while the other does not, multiple cards can be played simultaneously by that player. Remember that these cards cannot be used as Default Events.

  2. Victory Determination Step: If this phase completes the last Game Turn of the scenario, then players will count their Victory Points per the scenario instructions to determine a winner. If not the last Game Turn of the scenario, then play advances to the next Game Turn’s Advance Game Turn Marker Phase.

M) ENTRENCHMENTS

The building of Entrenchments covers both Hasty Works (units throwing up quickly constructed cover consisting of whatever they could find in the area) and Logworks (much more formidable defensive structures and trenches, mostly utilizing logs from the immediate or nearby vicinity). Any type of unit can build Entrenchments except for Mounted Cavalry.

  1. Hasty Works: A unit may immediately place a “Hasty Works” marker in its hex if it is eligible to Rally (see section K), does nothing else during the Rally Step, is in or adjacent to any Thick Woods or Full Woods hex and it is not adjacent to an enemy unit.

a. If the unit is not in or adjacent to a Thick Woods or Full Woods hex or it is adjacent to an enemy unit, the unit must first roll a die. If the roll is less than or equal to its CR, the “Hasty Works” marker may be placed in the unit’s hex. If greater than the CR, the marker is not placed.

b. A “Hasty Works” marker may also be built if the unit elects Build Entrenchments during an Evening or Deep Night Game Turn and does nothing else.

c. A “Hasty Works” marker increases the CR of all units occupying that hex by one (+1 CR) for all purposes.

d. The “Hasty Works” marker remains in the hex if a friendly unit occupies it. If, at the conclusion of any formation’s activation, there is not a friendly unit in that hex, the marker is removed.

  1. Logworks: A unit may place a “Logworks” marker in its hex only during an Evening or Deep Night Game Turn and only if a “Hasty Works” marker is already in the hex. Simply flip the “Hasty Works” marker over to its “Logworks” side.

a. A “Logworks” marker increases the CR of all units occupying that hex by two (+2 CR) for all purposes.

b. If a unit in Logworks gets any SK result, the player may decrease the SK result by one.

For example, an SK2 will become SK1; an SK1 result will become no Skedaddle result at all.

N) OVERNIGHT GAME TURNS

During the two Grand Battle scenarios, gameplay will continue throughout the nighttime hours and then into the next day. There are four different types of Overnight Game Turns and each has special rules that pertain to play.

  1. Dusk: The 8:00 pm Game Turn is a Dusk game turn. The following rules changes are made during this game turn (only):

a. Line of Sight is reduced to a maximum of one hex (i.e., into an adjacent hex). Therefore, no Fire Combat can occur beyond one hex.

b. Units not using Major Road or Lane movement must double the regular Movement Cost of all other terrain types moved through (for example, a Clear terrain hex costs 2 MP to enter). Units moving along Major Roads and Lanes use the regular Road Movement costs and procedure

c. Reduce all unit’s CR’s by one (-1 CR) for all purposes. This includes units in the Broken and Crushed boxes.

  1. Evening: The 9:00 pm – 12:00 am Game Turn is the Evening turn. The following rules changes are made during this game turn (only):

a. Place only Corp Activation and CIC Cards into the Card Draw Pile (Event, Fog of War and Friction of War Cards are not used).

b. Normal Command Table die rolls are made but no Order is assigned to the Division/Brigades. Activated units may only conduct either Movement, Build Entrenchments or enter Bivouac.

c. Units may conduct Movement of up to 8 MP for Infantry and Artillery and 12 MP for Mounted Cavalry, but with restrictions. Units may not Engage enemy units. Units not using Major Road or Lane movement must double the regular Movement Cost of all other terrain types moved through (for example, a Partial Woods terrain hex costs 4 MP to enter).

d. Units that do not conduct Movement may Build Entrenchments.

e. Units that do not conduct Movement or Build Entrenchments may enter Bivouac (see below).

f. At the conclusion of the Evening turn, replace the current “Day” marker with the next “Day” marker near the Game Turn Track.

  1. Deep Night: The 1:00 am – 5:00 am Game Turn is the Deep Night turn. This turn is conducted exactly like the Evening Game Turn except as noted below.

g. Do not move the “Day” marker.

h. Players may remove a “Bivouac” marker from any Division Activation Cards that have them. Divisions that have such markers removed may not activate at all this Game Turn. Flip the Division Activation Cards face down as a reminder – do not assign these cards a DP slot this turn.

Note that removing a “Bivouac” marker simulates the formation breaking camp. This takes time to do and is the cost of entering Bivouac in the first place and gaining the benefits of doing so.

i. If a Division did not enter Bivouac during either the Evening or Deep Night turns, give the Division Activation Card a “Formation Fatigued” marker (on the back of the “Bivouac” marker) at the end of the Deep Night turn. A fatigued Division means that the Division’s Command Table die rolls are always reduced by one for the remainder of the Game Day. Remove the marker if the Division goes into Bivouac.

  1. Dawn: The 6:00 am Game Turn is a Dawn game turn. The following rules changes are made during this game turn (only):

a. Remove all “Bivouac” markers from Division Activation Cards that have them. Divisions that have such markers removed may not activate at all this Game Turn. Flip the Division Activation Cards face down as a reminder – do not assign these cards a DP slot this turn.

b. Line of Sight is reduced to a maximum of one hex (i.e., into an adjacent hex). Therefore, no Fire Combat can occur beyond one hex.

c. Units not using Road movement double the regular Movement Cost of all other terrain types moved through (ex: a Clear terrain hex costs 2 MP to enter). Units moving along Major Roads and Lanes use the regular Road Movement costs and procedures.

d. Reduce all unit’s CR’s by one (-1 CR) for all purposes. This includes units in the Broken and Crushed boxes.

Note that the Overnight Game Turn time periods are different than in AMFS. For example, “Dusk” is at 8:00 pm in this game. Also, there is no “Exhaustion” procedure in this game and no Fire Combat column penalty shift for units leaving Bivouac.

  1. Bivouac: During the Evening and/or Deep Night Game Turns (only), players may place Divisions into Bivouac status if they do not conduct Movement or Build Entrenchments. Each Confederate Corps Artillery Brigade is treated as a Division for these purposes.

Bivouac status represents a special nighttime rally - the units are setting up camp and by so doing attempting to improve their condition by recovering stragglers, treating the injured, having a meal and resting.

a. When a Corps Activation Card is drawn during an Evening or Deep Night turn, the owning player may declare that he is placing one or more Divisions of that Corps into Bivouac. If so, a “Bivouac” marker is placed on any of those Divisions that enter Bivouac (regardless of their Division Priority number).

b. After any activated Divisions have finished their Movement or Build Entrenchments actions, the player will resolve Bivouac Actions for those Divisions so marked in order of their Division Priority.

Note that this means that a Division placed into Bivouac during the Evening turn can conduct Bivouac Actions on both the Evening and Deep Night Game Turns.

c. If the Division has a “Formation Fatigued” marker, you may freely remove it.

d. Bivouac Actions: These are Rally, Revive and Muster. Each unit of the Division may only conduct one of the allowed actions and only if they are at least two hexes from an enemy unit. If adjacent an enemy, they may not conduct any Bivouac Actions.

  • Rally: If the unit has a “Shaken” marker, the marker may be removed. A unit in the Broken Box may attempt to return to the map. This procedure is identical to the procedure used during Rally (section K-2).

  • Muster: A unit on its Battleworn side may attempt to flip back to its Fresh side. Roll a die against the unit’s Battleworn-side CR:

    • Die roll less than CR: The unit is flipped back to its Fresh side.

    • Die roll equal to CR: The unit is flipped back to its Fresh side but is given a “Shaken” marker.

    • Die roll greater than CR: The unit remains on its Battleworn side.

  • Revive: An infantry unit (only) in the Crushed Box may attempt to return to the map. Artillery and Cavalry units may not Revive. Roll a die against the unit’s Battleworn-side CR (as with Rally, this unit has Unit Support):

    • Die roll less than CR: The unit is placed into the Broken Box.

    • Die roll equal to CR: The unit remains in the Crushed Box.

    • Die roll greater than CR: The unit is removed from the game permanently – place the unit counter back into the game box and it cannot be Revived for the remainder of the game.

  1. If a Division does not enter Bivouac during either the Evening or Deep Night turns, give the Division Activation Card a “Formation Fatigued” marker at the end of the Deep Night turn. This penalizes the Division Command Table die roll by “-1” for the entire next Game Day. It is only removed if the Division enters Bivouac during the next set of Overnight Turns. Exception: This does not apply for any Division that only arrives as a Reinforcement during the Deep Night turn (it is assumed they got their rest before entering the map)

O) SKIRMISH ORDER

Some units begin certain scenarios in Skirmish Order. These represent units that were deployed in loose order to harass and slow down the advancing enemy. These units have some special abilities and restrictions.

  1. Fire Combat Target: Skirmish Order units that are targeted by enemy Fire Combat cause a “<-1” column shift on the CRT.

  2. Engagement: Enemy units moving adjacent to the Skirmish Order unit are not considered to be Engaging the enemy. Therefore, any restrictions to Engagement or penalties for Disengagement are ignored.

  3. Defensive Fire and Skirmish Screen Withdrawal: A Skirmish Order unit has two options when an enemy unit moves adjacent:

  • It may issue Harassing Defensive Fire first, applying a “<-2” column shift to the fire, and then it must immediately withdraw up to two hexes away from that moving enemy unit. There is no Disengagement penalty, and this withdrawal move is not considered to be Skedaddling, so no Panic Tests are caused. The moving enemy unit may then finish its movement with any remaining Movement Allowance unless it was forced to Skedaddle or was Broken by the skirmisher’s Harassing Defensive Fire. The process is repeated should the moving unit move adjacent to the same unit again.

  • It may remove its “Skirmish Order” marker immediately, thus becoming a normal unit, and then issue Defensive Fire as per standard procedures.

  1. Assault Combat: Units in Skirmish Order may not attack in Assault Combat. They may be the target of an Assault Combat (this will only happen if they moved adjacent to the enemy unit prior), but they then must first remove their “Skirmish Order” marker and then they defend in Assault Combat like a normal unit.

  2. Players may voluntarily remove the “Skirmish Order” marker from the unit at no cost when it is activated but before it conducts its action

Note that some of the Skirmish Order procedures used in this game are different than in AMFS.

P) VICTORY DETERMINATION

Each scenario details exactly the victory conditions needed to win or lose. Each has its own unique conditions that revolve around a combination of casualties inflicted, hexes controlled or sometime other unique circumstances. Players will determine victory after the last turn of the scenario per those specific instructions. Note that all victory conditions are cumulative unless otherwise stated.

  1. VP Hex Control: A VP hex is controlled by the side whose unit occupies the hex or that last entered the hex. A Bridge is controlled by the side whose units were the last to enter both bordering hexes and neither bordering hex is within enemy Fire Combat Range and LOS. If the scenario calls for a “per turn” VP award, players will need to track that on paper or use the “VP” markers provided and place them on the Game Turn Track.

  2. Casualties Inflicted on Enemy VP: Unless stated otherwise, both sides earn VP for Casualty Infliction. This is determined by the number of enemy units Destroyed or Broken during the scenario, as follow:

  • Enemy units in the Broken Box or Destroyed at the end of the scenario:

  • Confederate player = 1 VP per Union Infantry/Cavalry unit; 2 VP per Union Artillery unit

  • Union player = 2 VP per Confederate Infantry unit; 4 VP per Confederate Artillery unit

    • Each full enemy Brigade (i.e., all component units) in the Broken Box or Destroyed at the end of the scenario:
  • Confederate player = 3 VP per Union Brigade

  • Union player = 6 VP per Confederate Brigade

    • Each enemy Division Shattered (at least 75% of component units in the Broken Box or Destroyed) at the end of the scenario:
  • Confederate player = 5 VP per Union Division

  • Union player = 10 VP per Confederate Division A player that eliminates an entire brigade of the enemy’s will receive Victory Points for each unit in that brigade that is Broken or Destroyed plus the player also gets the indicated bonus Victory Points for destroying an entire enemy brigade on top of that. Note that an entire Division is Shattered if at least 75% of its component units – regardless of SP size or type – are Broken or Destroyed. Again, this VP reward is cumulative with the other two destroyed units VP rewards. For example, if a Division has 10 units in it and 7 are Broken/Destroyed, these VP are not earned. However, if 8 units are Broken/Destroyed then the player would be awarded these points. This cumulative, geometric-growth VP award system is designed to force players to act in a more realistic manner with the lives and well-being of their troops. Players cannot wantonly throw away their cardboard warriors because there is no real cost for doing so – these procedures force the players to act more cautiously and realistically.

COMPREHENSIVE EXAMPLE OF PLAY

This example begins with the 9:00 am turn for the scenario “Longstreet Attacks” (scenario #10). Die roll results will be listed in order of black-white-red. For example, if a player rolls a 4-3-3 on the CRT, then that would be a 4 on the black die, 3 on the white die and 3 on the red die. The example below is not meant to show preferred play techniques but rather is demonstrating game flow and mechanics. Two optional rules are used: “The Fateful Order” which forces Wood’s Union Division to make his historic move; and “Longstreet’s Attack Delay” which freezes Longstreet’s forces for the 9 & 10 am turns (Longstreet historically preparing to launch his attack). Rhett and Scarlett have gone their separate ways (at least in the movie), so we have two new players Malachy (Mal) playing the Rebels and Patricia (Patty) handling the Union forces.

COMMAND DECISION PHASE: Divisional card set-up is important in any “Black Swan” game and in the case of Chickamauga, the Union player has to pay close attention to his choices.

At the start of this scenario, the Confederate choices are fairly simple. Hood places Johnson first (as he is in the front lines), Law is second (even though he is frozen till 11:00 am per the special scenario rule) and Kershaw is third (also frozen). Buckner has one choice, Stewart. Polk has one choice, Hindman. D.H. Hill has Breckinridge placed in the first slot (Breckinridge gets a pre-turn move so it makes sense to keep him going) and Cleburne goes in the second slot.

For the Union, the choices are not quite as simple. McCook has Johnson placed first and Davis placed in the second slot (though these two could be interchanged). Crittenden has more choices, but in this case Patty puts Palmer in the first slot, Van Cleve second, and then poor Wood in the third spot (mainly because Wood is going to move under the “Fateful Order”). Now she comes to the real decision - Thomas’s XIV Corps. Thomas is really the engine that drives the Union in this scenario, if not the whole battle, so his Divisional card placement is key. Patty decides to put Reynolds first and Brannan second. She is hoping to move these forces from behind the Union front lines and have them support the exposed Union flanks. Baird is in the third slot and Negley is placed in the fourth slot.

SPECIAL SCENARIO PRE-TURN PHASE: Breckinridge has a pre-turn activation and Mal uses it to try to turn the Union’s northern flank. He activates Breckinridge’s infantry units first and gives them an Attack Order.

It’s the Fire Combat Step and the Adams stack of three units wants to fire at the J. Beatty units but does not have an LOS to hex 2919. Stoval is able to issue fire and does so at Bridges artillery unit in hex 3020. But 9 SP at Long Range, with an Obstructed LOS and the target unit in a Ditch is too many shifts to overcome and the fire has no effect.

During the Movement Step, Adams 10-4 moves into 2818 (2 MP) and then 2819 (2 MP). Upon entering that last hex, it engages Bridges artillery and the Union cannon get Defensive Fire. They get 3 SP with “Mixed” Canister fire getting 1-> shift and Target in Ditch <-1. So, it’s the “3” column on the CRT and a roll of 2-3-2 is an “NE” result (always check even on an “NE” result to see if a Firefight results!). Stovall moves into 2918 (2 MP) and stops – note that this unit does not get Defensive Fire as the Union troops are engaged by Adams. Helm moves to 3018 (3 MP) and then 2917 (2 MP). For the Assault Combat Step, Adams’ stack of three units is declared the Assault Hex against J. Beatty’s two units in 2919, with Stovall’s units in Attack Support. The Rebs have 21 SP versus the Union’s 6 SP, so 3:1 odds and thus a 3-> shift for their attack. They also get another 2-> shift for having a CR of 5 (the best CR in the stack is the 10-4, but this unit also gets Unit Support from the other Adams units in the stack, as this is a non-Woods terrain hex) against the CR of 3 of the Union troops. Mal therefore is rolling on the “ ***** “ column (starting on the “10+” column and shifted to the right five times) and Patty rolls on the “6” column. Adams rolls a 1-6 and Beatty gets a 5-6, which gives both sides a “T” result. This is a Close Fight result! Both players roll their red dice now and check the Close Fight Table. The red die rolls were 5 and 5, which are added together for a total of 10 and a “Battleline Gap” result. That means Patty applies only a SH/SK1 on Beatty because both units in the defending hex are from the same Brigade. J. Beatty’s units both retreat into 2920 and Adams’ 10-4 advances into 2919 (note that 10 SP is the max for Attacker Breakthrough). Mal decides to keep the pressure on and has Adams conduct an Attacker Breakthrough combat on J. Beatty’s fleeing units. This is resolved immediately and Adams attacks with 10 SP against Beatty’s a 6 SP. The odds are better for the Union – the Rebs have only a 3:2 odds benefit now – and Adams is now in a Partial Woods hex, so it loses the Unit Support from its neighboring units and thus only has a CR advantage of 4 to 3. That’s a net shift of 2-> for Adams (so the “ ** “ column) and none for J. Beatty (he’s on the “6-7” column). Adams rolls a 2-4 and Beatty comes up short with a 1-2, which means a “R” and “NE” result. Beatty applies a SH+SK1 and gets an “All Units Shaken” marker (applied to both 3-3 units in the stack) and Patty retreats the stack one hex into 2921. Adams may not breakthrough again.

That ends Breckinridge’s infantry activation and now Mal activates the Division Artillery Brigade. Mebane and Cobb move one hex northward (which is all they are allowed as these hexes are Full Woods terrain). Slocumb moves via Major Road March Order from 2916 along the road all the way to 2720. Note that the artillery must stop in this hex as it cannot get closer than two hexes from an enemy unit.

PRELIMINARY BOMARDMENT PHASE: Both sides can only choose one Artillery Brigade to participate in this phase as no Event Cards were put aside in the Command Decision Phase to get extra bombardment. Patty goes first and chooses Johnson’s Division Artillery Brigade, firing the 5 IN and 20 OH batteries, but since most enemy artillery is in Full or Thick Woods, the left column shifts for cover and obscured LOS cause the fire to be ineffective. Mal chooses Cleburne’s Division Artillery Brigade and its artillery likewise find no success against the tough logworks of the Union position.

CARD DRAW PHASE

Rally ‘round the Flag! (U): Patty decides to remove the “All Units Shaken” counter from J. Beatty’s stack in hex 2921. Note that in their previous condition (both units Shaken), they could not offer Unit Support to one another.

Casey Tactics (U): Patty decides to hold this card for future use.

Hot Headed Rebels (U): The third straight Union Event Card draw and a very tough card for the Rebels under these circumstances! Patty chooses L.E. Polk’s 7-4 unit in 3417 and moves it to 3317 and then 3318 and then forces the unit to charge the Union Logworks in

  1. A true “into the valley of death” assault surrounded by three adjacent Union stacks! Starkweather’s 7-4, Baldwin’s 9-3, and 5th IN artillery 6M-4 await Polk’s charge. Defensive Fire is 22 SP, and this would normally start only on the 10+ column but Patty plays her “Casey’s Tactics” card and the starting column is instead the “ * “ column. The charging Rebs are a Target in Full Woods (<-1) and the battery is “M” artillery at canister range (1->), so the column remains the same. Patty rolls 5-3-1, which is an “S” result, and the red 1 + L.E. Polk’s CR of 4 = 5, and a DP(SK3) result. The charging Rebs become Battleworn, flipping the counter over, and then it retreats three hexes to 3315. The Rebels took some hot fire and then got smart, skedaddling before the other Union units could bear down on them.

Rock of Chickamauga (U): Four straight Union Event Cards! Patty is going to hold this card.

Crittenden XXI Corps Activation (U): Mal is starting to wonder if there are any Confederate cards in this deck. A roll of 3-1 on Crittenden’s Corps Activation Card means that DP#1 is activated but with only one Brigade or one hex of artillery. Patty opts for the one brigade and chooses Grose’s Brigade in 3520, giving them a Maneuver order. She wants them to advance to the Brock Farm in hex #3023 as Rosecrans and Thomas want to cover as many gaps in their line as possible. The Union north and south flanks need troops and the obvious reserves are behind the units holding the Union logworks. Grose has three units and each is moved individually with 8 MP, as follows:

3-3 = 3420 (1 MP because >10 SP); 3320 (½ MP because Road March Order); 3220 (2 MP for Full Woods and >10 SP); 3120 (½ MP); 3121 (½ MP); 3122 ( ½ MP); 3023 (½ MP).

4-3 = Same path and costs as 3-3.

9-3 = 3420 (1 MP because >10 SP); 3320 (2 MP for Partial Woods because >10 SP); 3220 (2 MP for Full Woods and >10 SP); 3120 (1 MP for Clear and >10 SP); 3121 (½ MP); 3122 (½ MP) and may not enter 3023 because 2 MP to enter Ditch hex and >10 SP.

Longstreet CIC Activation (C): Since they are using the “Fateful Order (Longstreet is frozen)” scenario, Longstreet doesn’t have anything to do yet and this card is discarded with no effect.

Hood Corps Activation (C): Again, because of the scenario rule, this card is just discarded. Longstreet took his time getting ready to hit Rosecrans with a sledgehammer blow.

Colonel is Down (U): Patty plays this on Adams’ 10-4 unit but a roll of 2 is ineffective and nothing happens.

Good Ground (U): J. Beatty’s units are in trouble and so Patty plays the counter on the top unit in J. Beatty’s stack of troops in 2921 (the marker applies to only one unit). Apparently, these intrepid bluecoats found a strong fence or undulation in the terrain to hide behind.

Rebel Yell (C): Mal is not ready to attack yet so he holds this card instead of using it for its Default Event.

Thomas XIV Corps Activation (U): Patty gets the card and rolls a 6, which allows her to activate Thomas’s two Divisions. Reynolds gets an automatic 6 for his activation and Brannan rolls a 3. Reynolds achieves a Division by Brigade activation, which allows Patty to give each brigade its own order. Thomas really needs troops up north so

e. King’s brigade is given a Manuever Order. Both units move 3622 (2MP); 3522 (1 MP); 3423 (1 MP); 3322 (1 MP); 3222 (2 MP); 3121 (1 MP). Turchin’s brigade is assigned a Defend Order, and it blasts away at the closest Rebel units. The 19 IN and 21 IN artillery then both fire away at the Rebels in the woods – Bate and Brown. Brannan chooses Defend for all his brigades and they each fire away wherever possible. Note that these last batch of formations were given a Defend Order because of the 1-> shift when issuing Fire Combat while under that order.

March to the Sound of The Guns (C): The Rebels don’t want to use the card immediately, nor do they want to put themselves into a tough situation. Mal decides that he will use it for its Default Event – the Smoke & Dust ability. He moves one of Carlin’s 5-3 units from 1221 to 1222 (which is legal because it’s from Thick Woods to Full Woods) and out of its Hasty Works. He is getting ready for the drive against the Union right flank.

McCook Corps Activation (U): Patty rolls a 2 on McCook’s card, which is a red entry - auto DP#1 with a “1”. Patty can only activate one brigade of Johnson’s Division brigade and one hex of Johnson’s Divisional Artillery. She selects Baldwin and the 5 IN artillery. She opts to activate and fire the artillery first at L.E. Polk’s stack in 3317. The 5 IN will get <-2 for the target being in Full Woods, <-1 for the target being in a Ditch, <-1 for firing Obscured over Full Woods, and <-1 for “M” type artillery firing at Effective Range. That puts the CRT column at “1” and Patty rolls 6-5-1. That’s an “E” result and then the red die is added to the units’ CR number, so 5 for one unit and 6 for the other. Therefore, the 4-4 unit must choose Shaken or Skedaddle and opts to retreat one hex. The 3-5 unit gets an “NE” and nothing happens. Patty activates the infantry units now and Baldwin’s 9-3 in 3319 fires at the remaining 3-5 Rebel unit. That’s 9 SP with <-2 for Long Range, <-1 for target in Full Woods, <-1 for target in Ditch, and <-2 for firing Obscured over Full Woods. That’s the “1” column again but Patty rolls average this time and there’s no effect. Lastly, Baldwin’s 7-4 takes a shot at the stack of Rebel artillery but comes up with nothing as well.

Colonel is Down (C): Mal targets J. Beatty’s 3-3 unit in Good Ground. That unit’s CR is a 4 right now, as it is in a non-Woods hex and the other unit is from the same brigade, so it gets the Unit Support bonus of +1 CR. But a roll of “5” means that Beatty has failed anyway, and the targeted unit is given a “Shaken” marker.

Buckner Corps Activation (C): Mal rolls a 2 on Buckner’s card and a 6 for Stewart! Brown and Bate fire away at the nearest targets, Humphrey moves up one hex and then Bate assaults Turchin in hex 3620 but the Rebels are turned back with a SH+SK1 Assault Combat result.

Forrest Corps Activation (C): Forrest has to guard the Rebel north flank and Mal rolls a 2, which means Armstrong’s Division is activated and a 3 roll on that Division Activation Card is one Brigade. Mal picks Dibrell, who is currently Mounted (which means no Fire Combat Step) and gives him a Maneuver Order. The units’ Movement rate is 12 MP, as they start Mounted. Each unit moves, one by one, and first Dismounts (costing half their MP) and then each unit has 6 MP of movement remaining. The 4-3 moves first and moves to 2816 (2 MP) and then follows the road at ½ MP per hex toward the Strange Farm. It continues to 2720 and stacks with Slocumb’s artillery to protect them. All the other cavalry units follow the same path but must halt in 2620 as 2720 has 10 SP in it and would cost 2 MP to enter due to the Partial Woods. Dibrell’s horse artillery moves to the ridge to get a good firing position.

Friction of War: This card cancels the next card drawn.

Polk (20th) CIC Activation (C): Typical Polk! This card is discarded with no effect.

D.H. Hill Corps Activation (C): In a great stroke of luck, this card comes out of the deck next. In Hill’s mind an order from Polk is just a suggestion anyway, so losing the CIC on the previous card doesn’t matter to him. Mal rolls a 4, which means DP#1 is activated and that’s Breckinridge. A roll of “3” on his card is Division Group + One hex of artillery and Mal gives Breckinridge an Attack order. Mal elects to activate Slocumb as the one hex of artillery and it fires 6 SP fire at J. Beatty in 2921. This is through Partial Woods (<-1), “M” artillery at Effective Range (<-1), and the top target unit is in “Good Ground” (only it applies a <-2). So that’s the “2” column for the top unit and “4” column for the bottom unit. The dice roll is 5-4-3 and that’s an “E” for the top unit and an “R” for the bottom. The top unit is 3 + CR 3 = 6 (this unit is -1 CR for Shaken but +1 CR for Unit Support) and under “E” that’s SH/SK1. The bottom Union unit is the same result. Patty decides to have both units hold their ground and take the “SH” results. So, the top unit is flipped to its Battleworn side, and the bottom gets a “Shaken” marker. The infantry is now activated, and Adams fires at Bridges in 3020 and gets an SH (SK1) result on the battery. The artillery is made Shaken and then Patty opts to have it retreat one hex as well to get it out of harms way. Stoval fires at J. Beatty’s stack in 3119 but the fire is at Long Range and obscured so there’s no effect. For the Movement Step, one of the Adams 1-3 units moves into 2821 and takes the weak Defensive Fire from J. Beatty’s unit with no effect. Then the other 1-3 follows with no Defensive Fire being issued. The 10-4 moves into 2920 safely. Helm’s 2-4 moves into 3019 and the Defensive Fire of 6 SP has the unit get a SH/SK1 result and opt to retreat to 2919. Mal then moves Helm’s 2-3 unit into the same hex and again suffer Defensive Fire gets the same result, but this time Mal opts to take the “Shaken” result and keep the unit in the hex. After that, the rest of Helm’s units pile into 3019 as well as all of Stovall’s units, except for the 2-3 because the hex would exceed the 20 SP limit for Confederate units. Adams 10-4 assaults J. Beatty’s hex with 12 SP to Beatty’s 3 SP. The shifts yield the “ ***** “ column of the CRT for the Rebs and only the “1” column for the Union. The dice rolls are equally horrid for Patty and she plays her held “Rock of Chickamauga” card to force Mal to re-roll his dice. But it was to no avail – Mal rolled almost the same dice result. The Union units suffer a “Crushed” result. Both units are removed from the game and the “Good Ground” marker is removed. Adams advances into hex 2921.

The Helms/Stoval assault yields a 18 SP vs 6 SP fight and the dice results achieve an “S” for the attacking Rebs and a “E” for the Union. This results in an SH+SK2 for J. Beatty’s other units and are given an “All Units Shaken” marker and retreated to 3221. They pass through hex 3220 so all those units must take Panic Tests, but they pass thanks to the morale boost from the logworks.

Fog of War: A roll of 2-6 means that there is a “Wayward Union Move”. The 4th IN artillery is moved out of its logworks position by Mal and to 3218!

Thomas CIC Activation (U): Patty wants to move Van Cleve northward but since this is a non-XIV Corps, he subtracts one from his roll. A roll of 6 becomes 5 and that gives him a one Brigade + one hex of artillery. She moves Dick’s Brigade north around and through the logworks line.

Bushwhacked (C): The Rebels decide to use this as the Default Event Opportunity Fire at 3921 with Bledsoe (this is allowed because 3921 is not Full or Thick Woods).

Rosecrans CIC Activation (U): Faced with the choice between fighting or sending troops to potential danger spots, Patty opts to roll a die and activate something. Luckily, she rolls a 6 and can pick any Division to activate. She chooses Brannan’s Division and rolls a 4, allowing a Division Group activation and all the artillery. She gives them an Attack Order and moves Van Derveer’s Brigade northward to the Snodgrass Hill area. Croxton and Connell open fire at the nearest Confederate units, followed by the divisional artillery batteries following suit.

Friction of War: The next card is cancelled.

Rebel Yell (C): Mal curses aloud as his favorite card can’t be used this turn!

Bragg CIC Activation (C): Bragg is not a great leader (feel free to argue about that) but he does manage to activate Cleburne’s Right Wing Division and its artillery. Facing the Union Logworks and not feeling suicidal, Mal decides to shift Cleburne northeastward. His troops slog through the woods (8mp are burned up quickly in Thick woods) and reach as far as the #32xx and #33xx hexrows. Fog of War: A roll of 4-2 means Union player grabs Fortunes of War marker, which he can use to have dice re-rolled.

Hardee Tactics (C): Mal opts to use this as a Default Event – Opportunity Fire – and has Bledsoe fire at hex 3921 as it is a Partial Woods hex.

Low Ammo (C): Mal decides to hold this card, which will lessen the strength of Union Defensive Fire with the upcoming Polk Corps activation, which he knows is the last card.

Polk Corps Activation (C): Mal’s wishes come true (as he already knew) as Polk’s Corps card is drawn. Time for him to roll and … he comes up with a 1-1. As most people know, Polk should have stayed in the Church and not led any troops onto the battlefield. This is Hindman’s Division in the DP#1 slot and as a consequence, he doesn’t issue any orders. And Mal’s saved card is wasted. Hindman freezes … and Patty laughs as Mal’s plans have just fallen apart.

END PHASE

No player has any cards left to play so the turn ends.