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Three Battles of Manassas

Three Battles of Manassas Rulebook

Table of Contents

Table of Contents

    • Series Rules: Civil War, Brigade Series v3.2
      • Introduction
      • v3.2 Notes
    • 1.0 Game Components
      • 1.1 The Game Map
      • 1.2 The Rules
      • 1.3 The Counters
      • 1.4 Set Up Notes
    • 2.0 Beginner's Note
    • 3.0 Note on Play
    • 4.0 Scale
    • 5.0 General Game Concepts
      • 5.1 The Word "Unit"
      • 5.2 Retreat Rule
    • 6.0 Units
      • 6.1 Troop Units
      • 6.2 Leaders
      • 6.3 Markers
      • 6.4 Extended Line and Detached Artillery Markers
      • 6.5 Fire Levels
      • 6.6 Loss Charts and Fire Level Change
      • 6.7 Fire Level Markers
      • 6.8 Morale Markers
      • 6.9 Gun and Supply Point Markers
      • 6.10 Low Ammo and Straggler Recovery Markers
    • 7.0 General Course of Play
    • 8.0 Turn Sequence
      • 8.1 Outline Sequence of Play
      • 8.2 Narrative Sequence of Play
      • 8.3 Close Combat Subsequence
    • 9.0 Fog of War
    • 10.0 Command and Control
      • 10.1 Orders
      • 10.2 Initiative
      • 10.3 Corps Attack Stoppage
      • 10.4 Emergency Retreat
      • 10.5 Below Corps Command and Control
      • 10.6 Army Command
    • 11.0 Formations
      • 11.1 Available Formations
      • 11.2 Effects on Movement
      • 11.3 Effects on Fire Combat
      • 11.4 Effects on Morale
    • 12.0 Stacking
      • 12.1 Restrictions on Stacking
      • 12.2 Effects on Movement
      • 12.3 Effects on Combat
      • 12.4 Effects on Morale
      • 12.5 Effects of Over-Stacking
    • 13.0 Facing
      • 13.1 Changing Facing
      • 13.2 Effects of Facing on Movement and Combat
    • 14.0 Zones of Control
      • 14.1 Effects of EZOCs
      • 14.2 Terrain Effects on ZOCs
    • 15.0 Retreat and Formation Change Fire Generation
    • 16.0 Movement
      • 16.1 How to Move Units
      • 16.2 Terrain Effects on Movement
      • 16.3 Restrictions on Movement
      • 16.4 Effects of Friendly Units
      • 16.5 Effects of Enemy Units
      • 16.6 Reinforcements
    • 17.0 Extended Line
      • 17.1 Restrictions on Extended Line
      • 17.2 Effects of Extended Lines
    • 18.0 Forced March
    • 19.0 Line of Sight (LOS)
      • 19.1 General Rule
      • 19.2 Determining LOS
      • 19.3 Effects and Restrictions
      • 19.4 Visibility
    • 20.0 Fire Combat
      • 20.1 Fire Points
      • 20.2 Plus "+" Weapons Types
      • 20.3 Restrictions on Fire Combat
      • 20.4 Terrain Effects
      • 20.5 Combat Results
      • 20.6 Step Losses
      • 20.7 Marking Losses and Stragglers
    • 21.0 Stragglers
      • 21.1 Straggler Checks
      • 21.2 Straggler Recovery
    • 22.0 Wrecked Brigades and Divisions
    • 23.0 Close Combat
      • 23.1 Restrictions
    • 24.0 Morale
      • 24.1 Morale States
      • 24.2 Morale Checks
      • 24.3 Retreats and Rout Through
      • 24.4 Additive Effects
      • 24.5 Rally
    • 25.0 Leaders
      • 25.1 Effect on Stacking
      • 25.2 Effect on Movement
      • 25.3 Effect on Fire Combat and Morale
      • 25.4 Leader Losses and Replacement
      • 25.5 Division Commander Placement and Radius
    • 26.0 Artillery
      • 26.1 Gun Points
      • 26.2 Losses
      • 26.3 Fire Combat and Artillery
      • 26.4 Morale and Artillery
      • 26.5 Stragglers and Artillery
      • 26.6 Formation Change, Enemy Units, and Fires
    • 27.0 Artillery Supply
      • 27.1 Tracing and Expenditure of Ammo Points
    • 28.0 Small Arms Supply
      • 28.1 Low Ammo
      • 28.2 Supply Wagons
      • 28.3 Supply Train
      • 28.4 Resupply of Small Arms Ammo
    • 29.0 Night
    • Terms and Abbreviations
    • Designer's Notes
      • 2nd Edition, Revised
    • Optional Rules
      • Defensive Orders (Optional)
      • The Use of Breastworks (Optional)
      • Writing Your Orders: What Do They Mean?
      • Extended Movement (Optional)
    • Charts and Tables
      • Command Points
      • Initiative Table
      • Command Radius
      • Order Delivery
      • Order Costs
      • Acceptance Table
      • Corps Attack Stoppage Table
      • Close Combat Resolution & Odds Table
      • Formation Effects
      • Morale State Effects
      • Order Log
      • Stacking (Summary)
      • Fire Determination Chart
      • Fire Combat Table
      • Straggler Table
      • Gun Loss Table
      • Straggler Recovery Table
      • Morale Table
  • Clash of Volunteers: First Battle of Bull Run
    • Counter Notes
    • 1.0 Terrain & Map Notes
      • 1.1 Centreville Defenses
      • 1.2 O&A Railroad Bridge
      • 1.3 Unfinished Railroad Cut
      • 1.4 Turn Record Track
    • 2.0 General Special Rules
      • 2.1 Defensive Orders
      • 2.2 Brigade Goals
      • 2.3 Close Combat
      • 2.4 Straggler Recovery
      • 2.5 Headquarters
    • 3.0 Union Special Rules
      • 3.1 Army Command
      • 3.2 Anti-Initiatives
      • 3.3 Detachments
      • 3.4 Union Minor Variants
    • 4.0 Confederate Special Rules
      • 4.1 Army Command
      • 4.2 Stuart's Cavalry
      • 4.3 Confederate Minor Variants
    • 5.0 Victory Conditions
      • 5.1 Terrain
      • 5.2 Wrecked Formations
      • 5.3 Determining Victory
    • 6.0 Scenarios
      • 6.1 To Henry Hill
      • 6.2 McDowell's Pincer
      • 6.3 First Battle of Bull Run
      • 6.4 Manassas Campaign
      • 6.5 July 20th Attack
      • 6.6 Beauregard Attacks!
    • Design Notes
    • Historical Notes
    • Bibliography
  • August Fury II: Second Battle of Bull Run
    • Counter Notes
    • 1.0 Terrain & Map Notes
      • 1.1 The Centreville Defenses
      • 1.2 O&A Railroad Bridge
      • 1.3 Unfinished Railroad Cut
      • 1.4 Turn Record Track
    • 2.0 General Special Rules
      • 2.1 Variable Reinforcements
      • 2.2 Earlier Losses
      • 2.3 Setup Out of Command Radius (OCR)
    • 3.0 Union Special Rules
      • 3.1 Army Organization
      • 3.2 Army Command
      • 3.3 Anti-Initiatives
      • 3.4 Separate Brigades
      • 3.5 Reno and 9th Corps
      • 3.6 Attachments and Detachments
      • 3.7 Union Minor Variants
    • 4.0 Confederate Special Rules
      • 4.1 Army Command
      • 4.2 Attachments and Detachments
      • 4.3 Evans Brigade
      • 4.4 Jackson's Supply Wagons
      • 4.5 Stuart's Cavalry Division
      • 4.6 Confederate Minor Variants
    • 5.0 Victory Conditions
      • 5.1 Terrain
      • 5.2 Casualties
      • 5.3 Wrecked Formations
      • 5.4 Determining Victory
    • 6.0 Scenarios
      • 6.1 Battle of Brawner Farm
      • 6.2 The Second Day
      • 6.3 The Third Day
  • Bury These Poor Men: Third Battle of Bull Run
    • Counter Notes
    • 1.0 Terrain & Map Notes
      • 1.1 The Centreville Defenses
      • 1.2 O&A Railroad Bridge
      • 1.3 Unfinished Railroad Cut
      • 1.4 Turn Record Track
    • 2.0 General Special Rules
      • 2.1 Rain (optional)
      • 2.2 Variable Reinforcements
      • 2.3 Breastworks
    • 3.0 Union Special Rules
      • 3.1 Army of the Potomac
      • 3.2 Anti-Initiatives
      • 3.3 Attachments & Detachments
      • 3.4 Plus Weapons
      • 3.5 Artillery Reserve
      • 3.6 Union Minor Variants
    • 4.0 Confederate Special Rules
      • 4.1 Army Command
      • 4.2 Plus Weapons
      • 4.3 Attachments and Detachments
      • 4.4 Stuart's Cavalry
      • 4.5 Confederate Minor Variants
    • 5.0 Victory Conditions
      • 5.1 Terrain
      • 5.2 Casualties
      • 5.3 Wrecked Formations
      • 5.4 Wrecking the Orange & Alexandria Railroad
      • 5.5 Determining Victory
    • 6.0 Scenarios
      • 6.1 Hill vs. Warren
      • 6.2 Standoff at Bull Run
      • 6.3 Race for Centreville
      • 6.4 Lincoln Gets His Wish

Series Rules: Civil War, Brigade Series v3.2

Introduction

The Civil War, Brigade Series games are accurate, readily playable portrayals of specific American Civil War battles at the tactical brigade level.

The intent of this series is to focus on the command aspects of Civil War combat by having players use a game command system that mimics actual events. The game forces interact with each other in ways that simulate the functions of those they represent.

These rules rely at times on the players' common sense and honesty. Game actions that players conduct outside the observation of their opponents require a certain degree of trust between players and a knowledge that each will apply the spirit as well as the letter of the rules.

We make no claims of infallibility. These rules, even in the second edition, contain areas requiring the use of common sense and historical knowledge to interpret rule statements to cover situations not explicitly mentioned.

v3.2 Notes

This edition exists for the simple reason that more CWB rulebooks needed printing. Given that opportunity, the known errata has been corrected along with a handful of changes players had requested.

1.0 Game Components

1.1 The Game Map

The maps of this game depict the actual area in which the battle or campaign was fought. They provide their own terrain keys and informational tracks. To eliminate fault lines and ridges, carefully back-fold the maps and secure them by drafting tape or other non-destructive means to the playing table.

1.1a The Hex Numbering System. This system identifies individual hexes on the game maps. The maps, if a game uses more than one, are lettered A, B, C, etc. A hex number pertaining to a given map begins with the map letter, as in A10.10. The digits before the decimal point indicate the number of the hex row, running along the horizontal dimension of the map from left to right. The digits after the decimal indicate the exact hex along the row found with the first digits, looking from bottom to top. On each map, the grid system extends from the lower left corner. Not every hex is numbered. Each fifth hex (xx.05, xx.10, xx.15) is numbered to create gridlines to follow. To find a specific hex, say A29.17, follow the gridline for xx.15 on map A until you find the 29th hexrow. Then count up two hexes.

1.1b Map Edge Hexes. Edge hexes with at least half of the hex showing are playable. Tiny hex slivers are not. Units forced off the map are destroyed.

1.1c Off Map Movement. Units may not exit the game map and re-enter later, or conduct any type of off-map movement unless the game rules explicitly allow such movement.

1.1d Turn Record Track. This track indicates the passage of time during the game. One marker shows the time of day while another on a second track records the particular day. The first and last turns of daylight have a single number in the time box to indicate the visibility (in hexes) for that turn. The shading on the Turn Record Track indicates night turns. Advance the Turn Record Marker one box during the Turn End Phase; advance the Day Marker at the end of the 12:00 midnight game turn.

1.1e Entry Hexes. Hexes marked with a red circle containing a white letter show where reinforcements arrive. If enemy units block a reinforcement's entry hex, the reinforcement is free to enter at any hex free of enemy units at or within 10 hexes of the scheduled entry hex along any map edge.

1.1f Artillery Ammunition Tracks. These use three markers each to record the expenditure of artillery ammunition for each army. The markers (x100, x10, x1) record the amount of ammunition remaining in hundreds, tens and ones, respectively. Starting amounts are given in each scenario. Some games give players unlimited ammunition and omit these tracks.

1.1g Loss Record Tracks. These also use three markers to record losses (in casualties only, not stragglers or artillery gun losses) for each army. The markers (again x100, x10, x1) record the current number of losses in each army. Each time a side receives one or more casualties, advance the marker by one space for each strength point lost.

1.2 The Rules

There are two rule books in every Gamers' Brand game: Series and Game. The Series Book, which this is, contains the rules generally applicable to all series games. The Game book gives the details needed for a specific game, including special rules, scenarios and set up information. Game-specific rules supersede series rules if they happen to conflict.

1.2a Organization. Rules are numbered by section and case. Each major grouping of rules is a section; a paragraph within a section is a case. For example, section 4, case 2 would be 4.2. A specified case may contain a number of related statements. Parts within a given case are lettered as in 4.2a, 4.2b, etc.

1.2b Repetition. Only where specifically necessary is a rule repeated in every section in which it might have bearing.

1.2c Charts and Tables. The center of this rule book contains certain game tables and sheets. Remove these carefully by bending the staples back, removing the charts, and returning the staples. Players should either photocopy loss charts or prepare them for use according to the "Note on Play" below. Use plain lined paper for Order Logs.

1.3 The Counters

The game's playing pieces, called "counters," represent both the units that actually fought in the battle and "markers" which display bits of information about the game's functions or unit conditions. Carefully punch out all counters, hereafter units or markers, and sort them by type or designation into plastic bags.

1.4 Set Up Notes

Aside from any special notes in the game rules concerning set up, the following are always true:

  1. "w/i X" means to set up a given unit within X hexes of the hex listed.
  2. Unless explicitly stated otherwise, leaders may set up with any subordinate unit.
  3. Units set up in any desired formation and facing.
  4. Units may never start the game over-stacked.
  5. Units generally start at full strength.
  6. Except when explicitly stated otherwise, the Confederate Player Turn is always first.
  7. A unit ID notation followed by a "b"—as in RWb—means an artillery battery of that ID. Furthermore, RWb means a 5 gun point artillery unit of RW. Should a battery be something other than a 5 gun point unit, its actual strength will be noted as in RWb (3).
  8. A hex notation to the effect of (hex 1) ex (hex 2) means the unit listed is in hex 1 and has an extended line in hex 2. Likewise, (hex 1) ex (hex 2), (hex 3) means that the unit in hex 1 has extended lines in both hexes 2 and 3.

2.0 Beginner's Note

If you are new to wargames, WELCOME! This is an exciting and intellectually satisfying hobby. Each wargame, while being an enjoyable competitive activity, will also allow you a glimpse of history in action in a way not possible through any other format.

To learn to play, browse through the rules and components. Try to develop a good idea of what exists in the game and where it is located. Then read the rules lightly. Do not try to memorize them! Set up a few units at random and run through the procedures and examples of different play actions. As questions arise, look up the answers in the rules. Try to imagine why a rule is the way it is by applying common sense and your knowledge of history. All rules have at least something in back of them—even if it is only to avoid conflict with other rules. Allow the game to teach itself to you as you look up puzzling items.

After these tentative steps, play shorter game scenarios with a friend, again looking up uncertainties. Before long you will have the game system mastered. Avoid the Command Rules as you learn this system, only using "command radius" to keep things in order. Once you understand the basic structure, include the rest of the command system in your next session. All games in this series can be played without the command rules, so, if you do not find them to your taste, feel free to play without them. However, by imposing significant constraints on a player's freedom of action with his forces, they do add a large degree of realism to the game.

By the time you have mastered this game, you will be able to play any game in this series with little or no rules learning.

3.0 Note on Play

For ease of play, encase Loss Charts in clear plastic report covers, which are widely available. Write on them with overhead projection markers or other markers designed for use on plastic. These provide for easy erasure and re-use.

4.0 Scale

Each hex on the game map equals 200 yards of real terrain. Each day-time turn represents 30 minutes, each night turn one hour. The vertical scale between contours is 30 feet.

Infantry and cavalry units are brigades, artillery units usually 16 gun battalions. A strength point of infantry or cavalry is 100 men. A gun point of artillery is roughly 3 cannons.

This game system makes a simplification in terms of artillery. Cannons are a generic "standard" type. A more detailed artillery structure would only serve to needlessly complicate the game. Also the "battalion" represents the maximum number of cannon which can deploy and fire from one hex—even if during the battle portrayed such artillery organizations did not exist.

5.0 General Game Concepts

5.1 The Word "Unit"

For simplicity, the word "unit" in these rules refers to any infantry, cavalry, or artillery combat unit, including extended lines and detached batteries.

5.2 Retreat Rule

Any time a combat result calls for a retreat, the owning player must execute the retreat in a relatively straight line in a direction which is locally "to the rear." Doubling back and other "game tricks" are not allowed.

6.0 Units

6.1 Troop Units

These units are combat formations of infantry, cavalry, and artillery. They have a facing and one or more formations available. They are subject to the stacking and morale rules.

6.2 Leaders

These units represent individual leaders (named on the counter) and a small escort of staff. Leaders fulfill important command and morale functions. They do not suffer from normal combat or morale results, but instead are subject to a special Leader Loss Table when fired upon. They have no facing or formation and do not count for stacking in any way.

6.3 Markers

Note that no marker has a facing, formation, or stacking restriction. Markers only indicate specific conditions imposed on units and do not suffer fire combat or morale results themselves.

6.4 Extended Line and Detached Artillery Markers

These represent the expansion of troop units to take up more ground space. They suffer fire combat and morale results in the same way as their parent units.

6.5 Fire Levels

Infantry and cavalry units (only) measure their strength in lettered fire levels. Use fire level markers to mark fire levels under the unit counter. Use fire level markers only in situations where B or C fire level units exist—all other units are assumed to have an A or better fire level. Artillery units use the different "gun point" system described later.

6.5a Fire levels range in order (from smallest to largest) C, B, A, AB, AA, AAB, and AAA. The starting full strength of a unit appears on the unit counter. In some games, specific scenarios may call for units to set up with reduced strengths, with some losses already marked off. In these cases, find the unit's starting strength in fire levels on the loss charts after marking off the initial casualties.

6.5b When dividing into extended lines, remember that one A=2Bs, one B=2Cs and one A=4Cs. Therefore, an AB that extends line into two different hexes would have a B in each of the three occupied hexes.

6.6 Loss Charts and Fire Level Change

Each player has one or more Loss Charts to use in order to keep track of losses. To the left of each set of ovals or squares is the current fire level of a unit. Whenever the marks reach a new fire level, change the level marked under the unit. Make any required adjustments to extended lines at that instant.

6.7 Fire Level Markers

These represent the current fire level of infantry and cavalry units. Only mark units with a B or C fire level, all other units are assumed to be an A or better. Keep this current as the Loss Charts require changes. To indicate the Fire Levels applied to extended lines, remove markers from underneath the parent and place them directly under the extended line marker.

6.8 Morale Markers

These represent the current morale state (not to be confused with the unit's permanent morale level which is printed on the counter) of a stack of units. Place the Morale Marker, if any, atop all the units in a hex. All units in a hex subject to morale have the morale state of the marker in the hex. No hex may have more than one morale marker in it.

6.9 Gun and Supply Point Markers

These two functions use the same numeric marker to represent either the number of gun points in an artillery unit or the number of supply points in the wagon. Place these markers under the appropriate unit and adjust them to reflect guns lost or supply points expended.

6.10 Low Ammo and Straggler Recovery Markers

Both of these marker types indicate specific conditions and affect only the unit directly under the marker.

7.0 General Course of Play

A "game turn" is a sequence of steps the order of which is termed "the sequence of play." Each of these steps may involve one or the other of the players according to the terminology "phasing" and "non-phasing." The "phasing" player is the one whose player turn it is currently, the "non-phasing" player is the other. Each player has his own distinct portion of a game turn, and the roles of phasing and non-phasing player switch according to the present player turn. At the end of the sequence of play, advance the turn marker and begin the process again. All game actions must take place strictly according to the sequence of play.

In the roughest sense, play proceeds as follows: The first player, as given in the game rules, conducts his Command Phase. In this phase he issues the orders he desires, checks for new order acceptance, if any are being delivered, and checks for any initiative he might desire. This finished, he now moves all, some, or none of his units based on their formation, movement allowances, orders, and his desire. He may now engage in "close combat" (charges). After his Movement Phase ends, the Fire Combat Phase occurs. This is divided into a Non-Phasing Player Fire Segment and a Phasing Player Fire Segment. First the non-phasing player conducts all the fire combats he wishes, as restricted by these rules; then, the phasing player does the same. Upon the completion of all the fire combats for both players, the phasing player checks his units for rally. The second player then becomes the phasing player and repeats the above sequence. When this process is complete the game turn ends and a new turn begins.

8.0 Turn Sequence

8.1 Outline Sequence of Play

First Player Turn

Command Phase.

  • Order Issue
  • Corps Attack Stoppage Checks
  • Initiative Order Determination
  • Delay Reduction
  • New Order Acceptance

Movement and Close Combat Phase

  • Straggler Recovery Marker Placement
  • Movement and Close Combat
  • Ammo Resupply

Fire Combat Phase

  • Non-Phasing Player Fire Combat
  • Phasing Player Fire Combat

Rally Phase

  • Straggler Recovery
  • Rally

Second Player Turn

The Second Player Repeats the above.

Game Turn End Phase

  • Game Turn Marker Advance

8.2 Narrative Sequence of Play

First Player Turn

Command Phase

Order Issue — The phasing player may generate any orders he chooses, paying for each with command points, up to the limit of the command points available. He then logs these orders on the Order Log Sheet and notes their arrival times. See 10.1.

Corps Attack Stoppage Checks — Any of the phasing player's corps which received small arms fire (not just artillery bombardment) in the previous turn, and are carrying out an attack order, must check to see if the attack continues. If a stoppage occurs, the corps may either halt in place or conduct a turn of movement to the rear and then halt. The phasing player conducts this movement in the Movement and Close Combat Phase of this player turn. Units of corps which fail their corps attack stoppage check must be outside small arms range at the end of the following Movement and Close Combat Phase. See 10.3.

Initiative Order Determination — The phasing player may roll for any of his leaders whom he wishes to obtain initiative. Leaders who successfully obtain initiative accept (corps leaders must "touch base" to implement initiative orders in order to put them into effect) orders as desired. See 10.2.

Delay Reduction — Any phasing leaders who have orders in any type of delay status now check to end that status. If a delay ends, the leader accepts the order and may act on it. See 10.1f.

New Order Acceptance — Roll to see if phasing player orders delivered this turn are accepted, delayed or distorted.

Movement and Close Combat Phase

Straggler Recovery Marker Placement — On an hour turn the phasing player may mark units meeting the conditions of straggler recovery to attempt to recover stragglers. See 21.2.

Movement and Close Combat — The phasing player checks his units for correct command radius. Phasing units may now move and conduct close combats based on their movement abilities, formations, and order restrictions. See 16.0, 23.0.

Ammo Resupply — Phasing units which are at low ammo and close enough to a supply wagon to conduct resupply may do so. Wagons close enough to the Army Supply Train may refill. See 28.0.

Fire Combat Phase (see 20.0)

Non-Phasing Player Fire Combat (Defensive Fire Phase) — The non-phasing player may fire all of his units that can based upon their formation, LOS, location and other restrictions.

Phasing Player Fire Combat (Offensive Fire Phase) — The phasing player repeats the above for his units.

Rally Phase

Straggler Recovery — Phasing units which are still marked with Straggler Recovery Markers, may attempt to recover stragglers. After each attempt, remove the Straggler Recovery Marker. Erase any recovered stragglers from the player's Loss Chart and make any required changes in fire level markers. See 21.2.

Rally — The phasing player converts all shaken units to normal, disorganized units to shaken, and checks to see if routed units recover to disorganized or if blood lusted units revert to normal. See 24.5.

Second Player Turn

The Second Player repeats the above for his units.

Game Turn End Phase

Game Turn Marker Advance

8.3 Close Combat Subsequence

A) Attacker enters hex at +1 MP cost B) Defender's Fire Combat, apply losses and stragglers C) Attacker's Fire Combat, apply losses and stragglers D) Attacker Checks Morale at -6, if required to retreat combat ends E) Defender checks morale at -4, if required to retreat combat ends and the defender makes the "additional" morale check F) Odds Table used if neither of the above ends the combat. Loser retreats 1 hex if attacker, 2 if defender. The defender, if loser, must make the "additional" morale check.

9.0 Fog of War

In order to increase the reality of the game's simulation in the minds of the players, keep the following secret from your opponent:

a. Casualty, straggler and wrecked status of brigades and divisions. b. Orders, status of order delivery, or plans. c. The morale of your units. d. The current fire levels of your units.

Players may never examine the stacks of the enemy. They are (of course) aware of the top unit in the stack—usually a leader or infantry unit. While unable to examine for himself the enemy stacks, a player may ask if a stack contains troops, artillery, or both. When asked, the owning player must give the correct answer (from this list of three).

Optional: Players may decide to allow this question only when the asking player has units with an LOS into the questioned hex. Since this restriction can bring up a number of sticky problems, this use is not recommended.

10.0 Command and Control

These command rules strive to be realistic but not overpowering. They embody quite simple concepts and make the game system play in a way that simulates reality well. Note that players may, as an option, play any of these games without these rules (other than Command Radius, which in all cases should be used).

10.0a HQ Units and Leader Positioning. Corps HQ units are the administrative hubs of their corps. Divisional leaders must stack with a unit of their division at the end of every Movement and Close Combat Phase (unless no such unit exists, in which case they are removed from play). Corps leaders have no such requirement. In order to implement a newly accepted order from either the army commander or initiative, the corps leader must enter the hex of his corps HQ (at least momentarily). The instant the leader "touches base," the order is implemented—in other words a leader with a new order could "touch base" as the first thing in movement and that action would allow the corps to function on its new orders in that turn. Upon accepting an order, the leader must make his way to his HQ to implement it—a player who stalls the implementation of an unwanted order by dallying with the leader is cheating. Otherwise, corps leaders are free to move about as desired. Army commanders send orders to the Corps HQ unit, not to the corps leader.

Example: Council of War. Say a player moves all of his corps commanders to the hex containing the army commander. This does not require any orders. Once his subordinates are there, the army commander begins issuing orders as fast as his command points allow. These orders are all "in-person, verbal" in nature and subject to the best possible chance at acceptance. The orders are delivered at the instant they are written. In the subsequent New Order Acceptance Phase, the corps commanders lucky enough to be first in line attempt to accept their orders. Even though orders have been accepted, each corps will not begin to function until the corps commander enters the hex of his HQ—he need not stay longer than move through the HQ's hex, but he must make an appearance.

10.0b Command Methods. In general, the command system works as follows: the army commander uses his command points to generate the orders he wants, writes these on scratch paper, and records them on the Order Log. The orders take a given amount of time to arrive at the corps HQ (based on the distance when they were written). Upon arrival, the player checks them for acceptance. At this point, the orders may be delayed, distorted, or accepted. Once accepted they must be acted on in good faith, even if game conditions have changed. At the corps and divisional levels, leaders may cancel or self-issue orders by using initiative. Initiative works best for its historically useful role of taking advantage of fleeting opportunities or acting to forestall disaster. Overuse of initiative invites the application of the "loose cannon" rule which may cause a disaster, so use initiative sparingly and never as a substitute for the order system of army command.

10.0c HQ Units. HQ units share characteristics of both markers and combat units. These units move as leaders, do not count for stacking, have no ZOCs or combat ability, and remain unaffected by morale results of units with which they stack (note: HQs in a stack which is forced to retreat because of a morale or close combat result may retreat with the stack at the owning player's discretion). They never check morale on their own. Corps HQs which are overrun (have enemy units enter their hex) are not destroyed, but displace to the nearest friendly stack of the same command. In the following turn, the entire command of the displaced corps HQ must execute an emergency corps retreat and do a straggler check. When the Army HQ is overrun, it is flipped to its 'Move' side and placed with any friendly unit. Displacing the Army HQ does NOT cause the entire army to retreat. Generally, corps HQ movement is strictly dependent on the current orders of their corps. HQs may not move without orders to move. If a corps has orders, the HQ may move freely within them—separate orders covering the HQ are not necessary. HQs may never be fired upon or destroyed.

10.1 Orders

Orders are the heart of the main command system of this game series. Players prepare orders in writing as instructions to the corps (generally) as to what they are to do. An order is not a hex by hex record of movement. It is the actual wording in the same form as the historical orders.

The general sequence of events in the life of an order is as follows: the player's commanding general has a number of command points available based upon that leader's rating. The player uses these points as desired to pay for orders he wishes to produce. Orders cost a number of points depending on their exact structure and the method of delivery. Write the order on scratch paper (the order sheet) and record it on the order log (a sheet of lined notebook paper with the column headings listed on page 1 of the Charts and Tables). The player calculates the turn of arrival according to the distance from the army commander to the receiving corps HQ and records that turn on the order log. On that turn, he checks the order for acceptance. Once accepted, the order is implemented the instant the corps commander re-enters his HQ's hex. Leaders which have no HQs (such as divisional leaders) implement orders instantly upon acceptance.

10.1a Order Structure—Type and Method. Each order must be classified as either Complex or Simple. A complex order is one requiring movement to, into, or around areas of enemy control or tacit control (e.g. a gap) whether or not this movement will require combat. A complex order allows offensive combat. A simple order is one that does not fit the conditions of a complex order and it does not allow for offensive combat. Note that simple orders do not preclude defenses. Method refers to the physical structure of the order, i.e. either written out or oral in presentation and to be delivered either by an aide or in person. All game orders are written on paper, but the player may choose to issue "oral" orders to his units so as to expend fewer points. Players can assemble their orders as desired, as long as they assign each of the above elements. In person orders are always oral in method. Aides may deliver oral or written orders. In addition to affecting the cost of the order, these factors influence the speed of acceptance.

10.1b Order Costs. Players write orders using command points. Each army commander possesses a certain number of command points based on his leader rating. Order costs appear on the Order Costs Chart. Determine the cost of a given order by the point total of its selections from each of the three categories (Method and Type). Each category must have one and only one selection. Order costs must be payable in full with the player's available command points. Command points may not be saved from turn to turn and are wasted if unused. The full allocation of command points is available each turn, and all, some, or none may be used. A player may write any number of orders in a turn as long as he has sufficient command points available.

10.1c Order Format and Writing. Orders are written at the player's convenience and in a manner in which the player is comfortable and understands. The written content of the order may be as detailed or brief as desired as long as the player can interpret his own orders so as not to make them "pliable" and subject to changing meaning based on circumstances. On the order log, all orders must have an order number (the line on the order log in which they are recorded) and information giving the sender, receiver, order type and time sent. Complex orders also require a start time or signal, a general direction or path of movement, and a reasonable limit ending the operation. The player may skip writing the start time or signal for such orders—if no such specific detail exists in the order, the order must begin to be fulfilled immediately upon acceptance and implementation. "Open-ended orders" (attack west!) are not allowed: they are much too vague.

10.1d Order Records. Orders must be recorded on the Order Log (lined notebook paper). The Order Log's primary functions are to remind the player of when to check an order for acceptance and to give a concise location of the variables pertaining to that order for purposes of acceptance.

Example: Order Writing. The following are all acceptable orders, each written with a minimum of detail:

"Take your corps and move down the Battery Road to the Thomas House. When you get there, set up a defensive line facing north." (Simple)

"Move via the Thomas House on the Green Road to attack the enemy in the vicinity of the Big Hill. Attack to capture the Big Hill." (Complex)

"Move across the ford to the area south of the Big Hill, report to 2nd Corps HQ and await further orders." (Simple)

"Attack along the Red Road toward the Big Hill. Assist 3rd Corps in capturing the Big Hill." (Complex)

"Move into position along side 3rd Corps, advance with them to cover their flank." (Complex)

"When 2nd Corps attacks, attack to capture the Blue House and cut the Big Road from enemy use. When you get there, set up a defense straddling the Big Road facing north." (Complex)

10.1e Order Delivery. Orders may be delivered by aide or in person. In person delivery may only occur if the sender and receiver are in the same hex. In person orders are received the turn they are sent. For orders to be delivered by an aide, calculate the number of movement points a leader would need to expend to travel between the sender and the receiver's corps HQ. Divide this number by 10 and round up any fractions. The result is the number of turns the order will take in transit. Add this number of turns to the current turn to determine the time the order will arrive and record this information on the order log.

10.1f Order Acceptance. Acceptance is a measure of how quickly the receiving leader reacts to the new orders. Upon receipt, orders may be accepted, delayed for a number of turns, or distorted.

The Acceptance process is as follows: using the Acceptance Table, calculate the acceptance number according to the line above the table. Use the acceptance number to determine the table column to use. Shift the Acceptance Table column one to the left if the command rolling for acceptance currently has any type of order. Roll two dice. The result is the acceptance of the given order and should be recorded on the order log. Note that even if the order is instantly accepted, it does not become implemented and usable until the receiving corps commander touches base in his HQ's hex.

Procrastination (optional) — A player may automatically check for acceptance only those orders received which are to be acted on in the next hour or less. Orders which are to be acted on more than one hour from the current time may not roll on the Acceptance Table unless the receiving leader rolls for, and gets, initiative. If the leader cannot get initiative, the order cannot be checked for on the Acceptance Table until it becomes one hour or less away from action. The player may have the leader check for initiative each turn (until the one hour mark makes acceptance rolls automatic) to see if he can try to accept the order.

Delay. A delayed order is one that is the subject of some foot-dragging or preparation time before action. Once delayed, an order becomes accepted by rolling one die per turn. The phasing player makes this "Delay Reduction Roll" during subsequent Command Phases starting on the turn after the Acceptance Table produces the delay result. Alternatively, initiative or the receipt of another, different order may cancel a delayed order. The receipt of any new order (accepted or delayed) automatically cancels any pending order (D1, D2), but leaves a previously accepted order in place until the new one is accepted. Two types of delay are possible, type 1 and type 2. Each requires a successful roll on one die to remove. Remove D1 on a roll of 1 to 2 and D2 on a roll of 1. Once the delay is lifted, the order is accepted.

Distortion. Distorted orders are completely misunderstood and eliminated. Note that distortion may occur even in in-person verbal orders.

10.1g Following Orders. It cannot be overstated that orders must be followed as originally intended, even though game circumstances may have changed. These represent wartime combat orders in a society heavily influenced by notions of glory and honor which may seem quaint today. Players should never rethink their own orders to find loopholes which allow them to "get away with" something. Orders can be followed with a modified degree of enthusiasm (so as to avoid disaster), but their intention, scope, or original purpose should not be altered. Players unable to cope with the responsibility and honesty this rule requires will probably want to play without the written order rules.

10.1h Actions which do not require orders. Many game functions do not either require orders or need be mentioned in orders to be conducted. These are (but may not be strictly limited to):

  1. Officer movement and functions
  2. Fire, Close Combat, Straggler Recovery and Rally
  3. Supply trains and wagon functions
  4. Artillery functions such as fire, movement within radius, etc.
  5. Movement, facing and formation functions of units not requiring the movement of the corps HQ

Note: Once a corps HQ is in position, it is literally "bolted to the ground" and cannot be moved short of new orders, initiative, or an emergency retreat. HQs may move along freely during the execution of an attack order or other orders which require movement—but are again bolted to the ground when their orders are fulfilled.

10.1i Pre-Set Orders. These orders represent the commander's initial plan of action for the battle. They are not required, but an excellent player may be able to win the battle with these orders alone. The player writes and logs these orders before the game begins and may make any number of them at that time without regard to command points. These orders are accepted before the game begins.

Example: Order Logging and Acceptance Procedure. The player made the following entry into his Order Log:

NumberArrival TimeReceiverSenderTypeMethodStatus
110:00ForrestBraggComAW

This order, it tells us, will arrive at Forrest's HQ at 10:00, was sent by Bragg, is a complex order, was sent aide-written. Such an order would cost eight command points to write.

It is now the New Orders Acceptance Phase of the 10:00 turn. The player notes that order number one has arrived. He now checks for acceptance. Forrest is rated a four and Bragg a zero. The dice roll on the Acceptance Table will be made on the 3-4 column (it is a three). Two dice are rolled, giving a seven. The result is D1. The player marks "D1" under the status column for order number one.

In the next turn's Delay Reduction Phase the player rolls one die for order one. He rolls a two which means the delay has been reduced and the order is accepted. The "D1" under status is erased and an "A" for accepted is written instead. As the first thing during movement Forrest makes a quick trip to move through his HQ's hex and implements the newly accepted order. Forrest may now execute order one with his command.

10.2 Initiative

Unless specifically prohibited by the game rules, leaders may use initiative to cancel existing orders or acquire orders when they have none. It is the act of a leader giving himself orders. The player handles initiative orders like any other, except that they do not cost Command Points to create, do not need to be delivered, and are automatically accepted. Corps leaders must make a trip to their HQ to implement orders given to themselves via initiative. Note that in the case of loose cannon, the enemy player moves the corps leader into the HQ's hex, so that no foot dragging occurs.

10.2a A leader's successful initiative roll simultaneously cancels old orders and issues new ones. A separate roll for each function is not required.

10.2b Initiative orders, once given, must be followed like any other order, unless cancelled by more recent orders or further initiative use.

10.2c Only Wing, Corps, and Divisional leaders may use initiative. The Army Commander may only issue formal orders. Furthermore, in a single turn, only one leader may attempt to get initiative for a given formation. Therefore, if a divisional leader rolls for initiative, whether he gets it or not, the corps commander may roll for initiative only for his other divisions. If the Corps Commander rolls first, divisional commanders under him may not roll at all. It is usually best to work from the bottom up when rolling for initiative, just so the player does not inadvertently close any doors!

10.2d Getting Initiative. First, determine the number of Initiative Points a leader has available. IPs equal the Leader's Rating + any Anti-Initiative Ratings given in the game rules which affect the given leader — that is, all those above him. Use this total to determine which column to use on the Initiative Table. Roll two dice. If the dice roll equals the number on the table or more, the leader has initiative. If, however, a 2 is rolled, the leader becomes a "loose cannon," see 10.2g below.

10.2e Anti-initiative. Corps and army leaders may be given anti-initiative ratings in the game rules to limit initiative use. If none are given, the assumed value for all leaders is 0. A leader's anti-initiatives remain in effect if he becomes a casualty or is off map for whatever reason. See also 10.6d.

10.2f Initiative-Based Orders. Initiative only bypasses the normal acceptance procedure. Players must still record and faithfully follow initiative-based orders, as they would any other order. Note that leaders may assign divisional goals in this way. Initiative may not be used to issue a commander orders which are currently in delay status to that leader—only for different orders.

Example: Getting Initiative. Longstreet wants to get initiative. He has a rating of 2 which gives him 2 initiative points. Lee has an anti-initiative of -1 which reduces the initiative points to a 1. To get initiative, Longstreet must roll an 11 or 12 on two dice. If he manages to roll a 2, he becomes a loose cannon.

Assume Longstreet blows his roll (he rolls a 4). Hood, one of his division commanders now wants to take charge and get initiative for his division. However, according to 10.2c, Hood is unable to try for initiative this turn (since Longstreet tried for the entire corps) and will have to await the next turn.

10.2g Loose Cannon. To recreate the historical tendency to avoid excessive initiative (and, hence, lack of control), the concept of a "loose cannon" is used. Whenever a leader rolls for initiative and rolls a two, he becomes a loose cannon (he himself, and all assigned units, that is). Upon the leader's becoming a loose cannon, the owning player must notify his opponent of the fact and tell whether the leader has accepted orders currently (but not what those orders are). The opposing player now issues an order to the affected force to move for one turn in the direction of his choosing. The owning player conducts the actual movement, but must follow the order issued by the enemy. This order cancels any orders the affected force may have had, leaving it in a no-orders status afterward. The movement may be an attack, retreat, or any other type of activity. The owning player must follow this order with a reasonable amount of gusto—leaders usually do not drag their feet in executing their own orders! This does not mean the command must wreck itself in futile close combats, etc., only that a reasonable amount of force be applied in execution. The opposing player cannot order the unit to attack units on its own side.

10.3 Corps Attack Stoppage

Corps Attack Stoppage represents the failure of an attack in the mind of the attacking commander. This type of failure occurs frequently because the commander is surrounded by the dead and wounded of his attack, the chaos of the rear of the battle line, and many exaggerated reports of the grim events on the front. He is, much more than the game player, reluctant to push the attack down to the last man.

10.3a For any command executing an attack order, beginning with the first Command Phase following the first turn in which any units of the attacking force are fired upon by infantry or cavalry units, the command must make a Corps Attack Stoppage check. A player may never voluntarily fail a Corps Attack Stoppage roll. In games where a corps command structure does not exist and no "wing" replacement is made, use 10.3d at all times.

Procedure: Make this check on the Corps Attack Stoppage Table. Cross index the number of wrecked divisions in the corps against the total number of divisions currently (i.e., count attached ones) in the corps. The original corps commander, if killed, wounded, or reassigned to a higher command during the game, counts as an additional wrecked division. This number indicates the column of the next table. Cross index this number with the current corps leader's rating. The number then found is the minimum roll required on two dice to pass the check.

10.3b Results of Corps Attack Stoppage Checks. If its commander passes the check, the corps continues to attack as before. If he fails, the corps must stop the attack and await new orders. The owning player may retreat the corps for one turn, if desired. After this free retreat, the corps HQ may not move again until it receives new orders or executes an emergency retreat. Note that regardless of whether the corps HQ retreats, all units of the corps must be outside small arms fire range of any enemy units at the end of the Movement and Close Combat Phase of the turn in which the Attack Stoppage occurs. After it meets this restriction, the corps would require new orders to re-engage the attack. Units found to be violating this restriction are retreated by the enemy player the number of hexes required to be outside of small arms range.

10.3c If wing formations exist in the game, check the game rules for any special conditions which apply Corps Attack Stoppage to these command structures.

10.3d Divisions of a corps which are operating on the map before the arrival of their corps HQ make Corps Attack Stoppage checks normally except that corps size is determined using only those divisions actually on the map. If any division commanders in such a situation are killed or wounded, add one to the wrecked division total. Divisional stoppage does not equal corps attack stoppage. Therefore, should the corps HQ (and presumably other divisions of the corps) enter the map later with attack orders, the stopped divisions on map must join in the corps attack orders (after the division commander reenters command radius, that is).

10.3e Divisions acting on divisional goal attack orders must roll as outlined in 10.3d, as a corps consisting of one division which is either wrecked, or not. Any Corps Attack Stoppage by the parent corps has no effect on divisions acting on divisional goals—they continue their attack and roll separately.

10.3f Any attack stoppage roll made at night receives an additional -3 modifier.

Example: Corps Attack Stoppage Procedure. After its first turn in rifle combat an attacking corps must check for stoppage. The corps has 3 divisions and none of them are wrecked. The corps commander is fine and is rated as a 3. Checking the Corps Attack Stoppage Table, the player determines that he must roll on the 1 column of the second table by cross-indexing 3 divisions in corps with 0 wrecked divisions. Since the leader is a 3, the second table tells him that he must roll a 3 or more to pass. He does this handily.

Several turns of bloodbath later, we find the same corps with all three of its divisions wrecked and the corps commander mortally wounded. This time the first table generates a column 4 for the corps (3 wrecked divisions plus 1 for the commander cross-indexed with 3 divisions in the corps). The second table generates a required dice roll of 11 or more (Column 4, the new corps commander is a 1), which the player fails miserably. Had this roll been required at night, he would have had to roll no less than a 14 on two dice—in other words, he doesn't stand a chance.

10.4 Emergency Retreat

Without orders or initiative, any corps or wing formation may execute an "emergency retreat." This formation must be under a threat of being surrounded or destroyed, or a command might have an emergency retreat forced on it by some enemy action—such as having its HQ overrun. The judgement of when this is appropriate is in the hands of the owning player (except in the latter, forced case). Units doing so immediately accept de facto orders to retreat one turn's movement to the rear—that is, the corps HQ may retreat from 6 to 13 MPs, with other units following as they are able. The exact number of MPs retreated by the HQ is in the hands of the owning player; units need only move far enough as to remain within command radius—which might mean little or no actual retreat for some units. He may use (or not use) roads, etc. as he wishes. Remember, this retreat is a controlled command event, not a rout. Upon completion of this one turn's movement, the formation is considered without orders. Further emergency retreats may be conducted if the formation's safety remains in, or again enters, doubt. Any orders the retreating corps may have had are negated and the corps must accept new orders to conduct the same or other operations. The same emergency corps retreat rules and conditions also apply to units which are independent or under divisional goals.

Game rules may assign a victory point penalty for this maneuver. In addition to any victory point damage done by emergency retreats, all sub-units within the retreating formation must conduct a straggler check upon the decision to conduct an emergency retreat. Make this check on the lesser of the two Straggler Table columns, the 1/2 to 1 fire loss column, and apply any appropriate modifiers.

Note that the direction of an emergency corps retreat is not affected by the standard retreat rule (5.1) since it is a voluntary movement.

10.5 Below Corps Command and Control

Two methods exist for controlling units below the corps level. The first and most common is for units to remain within the proper command radius of their division commander and/or corps HQ, in which case they may move and fight as desired as long as they do not violate the spirit of the current corps orders. The second is the use of divisional goals which frees units from command radius by assigning them orders directly.

10.5a Command Radius. Check command radius at the very beginning of the Movement and Close Combat Phase; units in radius at that time are considered to be in radius for the rest of the phase. (But note that attackers in close combat must be within command radius at the moment of a close combat, as per 23.1b). Calculate command radius distances in the movement points a leader would need to travel from one point to another. The points involved depend on the type of unit and level of command radius involved. In counting movement points, only those hexes a friendly leader could move through can be used. Therefore, impassible terrain, enemy units and EZOCs affect command radius. Friendly units negate EZOCs for this purpose. Units expected to be within command radius (not under divisional goals or army orders), but which aren't, must expend all their available movement to reenter radius each turn until they do so.

A. Brigade to Division Radius. Brigades must always be at or within 4 MPs of their division commander. For a brigade with extended lines, only one hex of the brigade line need be within range.

B. Division Leaders, Artillery Units to Corps HQ Radius. At a range of 8 MPs or less from their corps HQ, these units and their subordinates function normally. No unit may move intentionally (with the exceptions below) outside this range. Note that command radius may extend a maximum distance of 8 MPs between a corps HQ to a divisional leader and then a further 4 MPs to the brigade from the division leader. Units need not be within any required range from the army HQ.

C. Command Radius and Order Acceptance. When a corps accepts orders, divisions and other corps units within radius of the HQ must immediately implement the orders which the corps received. Divisions must maintain their previous order until they are within command radius of their Corps HQ, if out on a divisional goal or coming on as reinforcements. Orders do not need to be issued from the corps HQ to units as long as they are within radius.

10.5b Divisional Goals. A divisional goal is an order to conduct a specific task or mission given a division (or cavalry brigade) which allows it to function beyond normal command radius.

A unit following divisional goals is exempt from normal command radius (distance to corps HQ for divisions, distance to division commander for cavalry brigades).

Division, corps, wing, and army commanders may assign divisional goals. Commanders may assign goals to their cavalry brigades or artillery units. You may assign goals when the appropriate leader (i.e. one that is in the unit's chain of command) stacks with the division commander (or actual unit, in the case of a cavalry brigade or artillery unit). Usually, divisional goals are assigned using initiative. The army commander, however, sends them directly to the division commander like any other order using Command Points and acceptance. A division's own commander may "self assign" a divisional goal by using initiative. Lastly, divisional goals may be assigned as a part of orders accepted by the corps from the army commander—in effect, he tells them to do X and Y, and while they're at it have division A screen Z. When a corps accepts such an order, the division automatically accepts the divisional goal (provided it is within command radius and not out under some other divisional goal).

Divisional goals created by initiative are automatically accepted when given and may be acted on immediately. Those sent as orders from the army commander must undergo normal order acceptance. Goals sent as orders to individual cavalry brigades or artillery units use a receiver rating of 2.

Jot down divisional goals so they may be properly followed.

A divisional goal must be followed until A. the division reenters command radius and the player wishes to remove the divisional goal and revert back to normal corps orders, B. the divisional goal is changed by initiative, or C. the division is issued another divisional goal by an appropriate source.

Units attacking under divisional goals must always check for Attack Stoppage as "corps of one division" with the divisional commander counting as a corps commander would if he is a casualty.

Artillery units may be given divisional goals by their commanders and higher leaders. Handle artillery goals in the same way as any other. Division commanders may not assign divisional goals to artillery units—unless the artillery unit happens to be part of the divisional leader's division.

10.5c Independent and Detached Units. Certain units in the game are listed as "independent." Independent units are never bound by radius restrictions, never need orders, and are always considered to be in proper command. Detached units, on the other hand, have their status determined by the player. A player may detach divisions to the control of other corps. The army commander must issue an order to the owning corps commander to detach a division (with instructions about which corps the division will become assigned to). Once detached, these units function normally as part of the corps to which they are assigned. Generally, only divisions may be detached and they must be detached as a whole. Game specific rules may put limits upon the ability of the player to detach units or allow detachment of individual brigades. Artillery units may be attached to a specific division and function as one of the division's brigades. Cavalry brigades may be detached from their parent divisions and reassigned. The owning player juggles detachments and reassignments during any segment of his Command Phase. Change the ownership of troops at that time, if desired, by simply making a note of the change. Each game may provide special rules regarding detachments.

10.5d No Corps Organization? In games where there is no functioning corps HQs or when divisions are off on divisional goals, the divisional commander functions like a corps HQ. He is bolted to the ground when there are no orders requiring movement (just like a corps HQ). When this rule is applied, the divisional commander is freed from the "must stack with one of his brigades" restriction.

10.6 Army Command

These rules restrict what the army commander can do and reduce the flexibility (also give meaning to) the army HQ. All these rules exist to counter player techniques seen in many games over the years.

10.6a Army HQ Movement. The army HQ can only move if it has orders to do so. The orders must require the HQ to move to a specific hex. These orders (AO type for practical purposes) must come from the army commander while he is stacked with the HQ. The HQ accepts these orders as if it was a leader with a 2 rating. The Army HQ cannot use "initiative" to move itself. The army HQ is considered to be 'moving' from the moment it accepts an order to move until it has accomplished the specified movement and has been in the destination hex for one entire game turn. While moving, the HQ cannot issue any orders, nor can it 'recharge' the army commander's IPV allowance (see 10.6b).

10.6b Army Commander Orders. There are only two ways the army commander can issue orders: IPVs while away from his HQ or AO/AW ones sent from the army HQ (with the one exception in 10.6c below).

The army commander has an IPV allowance. He can leave the Army HQ freely to make an IPV order. However, only one such order to one recipient will expend this IPV allowance. He can recharge this allowance by spending one complete game turn in the (non-moving) Army HQ's hex. This use and recharge process can happen as many times as the player desires during the course of a game. With the exception of 10.6c, the army commander can never issue an IPV while in the HQ's hex.

While stacked with his (non-moving) HQ, the army commander can issue AO/AW orders as desired (note that he cannot do this while away from the HQ).

10.6c Conferences. The Army commander can conduct one "conference" in any given historical day. To hold a conference, move all the desired corps commanders to the army HQ's hex. The army commander can then issue an IPV order to the entire group (the same order is received by each attendee). The order cost is that of a single order of the type issued.

11.0 Formations

Combat units generally have two formations which they can adopt, one beneficial to movement and the other to combat. Leaders, HQs and Wagons have only one formation. A unit may never be in more than one formation at a time. Units generally change formation only during the friendly Movement and Close Combat Phase; at other times formation may change after combat results. Some morale results may cause a formation change as part of the execution of the result. When voluntarily changed during movement, formation change costs one or more movement points as given on the Movement Chart. Some formation changes may occur in hexes adjacent to enemy units. However, such changes may initiate a free fire combat by all enemy units within range and LOS (provided they are otherwise able to fire) on the changing unit in the old or new formation, as chosen by the enemy player. Artillery must limber to execute any retreat result from the Morale Table. Such limbering in a ZOC or close combat requires a roll on the Gun Loss Table.

11.1 Available Formations

Infantry units may be in line or column. Cavalry units have a line and a mounted formation. Artillery units may be either unlimbered or limbered.

11.2 Effects on Movement

Each formation/unit type is assigned its own movement allowance on the Movement Chart. Line formations may not use bridges to cross rivers and creeks, but may cross at fords. Units in column, mounted or limbered formation may cross rivers and creeks using bridges at no additional cost. Unlimbered batteries cannot move. Note that both the movement point allowance and point costs for terrain vary according to formation.

11.3 Effects on Fire Combat

Certain formations may not conduct fire combat and others are limited in their abilities to do so. These restrictions are given on the Formation Effects Chart. Units in column or mounted have the option of automatically switching formation when fired upon (after the fires are resolved). Such a formation change does not initiate further fires upon the changing unit.

11.4 Effects on Morale

As recorded on the Morale Table, certain formations receive modifiers when making morale checks.

12.0 Stacking

Stacking is the placement of more than one unit to be in a single hex. Stacking and unstacking have no effect on movement. Stacking is enforced at the end of any phase containing movement of any sort. Units may temporarily over-stack during movement without additional movement point costs. Stacking is enforced for each side independently of each other during the conduct of close combat.

12.1 Restrictions on Stacking

No more than three A fire levels and 10 gun points may ever stack in one hex at one time. Stacks may be adjusted by the phasing player at any time during his normal movement, or by either player after the conclusion of a close combat.

12.2 Effects on Movement

Units may move as a stack as long as each unit's movement allowance and points spent remain independent of others in the stack. When moving on a road, each unit must move individually and may not end its movement stacked with another unit which also moved on the road in that phase and is still in column, mounted, or limbered formation.

Optional: Players may get a more accurate road column if they allow no more than a B fire level to be in column along any given hex of road. In other words, an AB unit would require three hexes of road space. Use extended line markers to show this column—place the actual unit at the head and mark each following hex with an extended line with the arrow pointing forward. Furthermore, each wagon or artillery unit must take up one full hex of road space.

12.3 Effects on Combat

Only one A fire level and 5 gun points may fire out of a single hex. This total includes all hexsides through which fire takes place. The same limit applies to close combats. Only the top unit in a hex is the target of fire combat (Exception: artillery units may engage enemy artillery selectively regardless of its position in a stack.) Note that the total available to fire from a hex is counted from the top unit down—therefore, in a hex with an AB, an A, and 5 gun points, the first unit can fire an A and the gun points may fire; no greater combination is allowed. If the top unit is less than an A fire level, the next unit in the stack may add its strength to the fire, and so forth, so the stack can fire up to the A fire level limit. The top target unit provides any applicable modifiers to the fire combat for the target stack.

12.4 Effects on Morale

The top unit in a stack provides the morale level for the stack, and this morale level applies whenever a morale check for any of the stack's units is required. The top unit is also the basis for the assorted morale modifiers affecting the stack during morale and straggler checks. Stacks can have but one morale state, marked by the morale marker atop the stack. When units in different morale states stack at the end of movement, or anytime during a retreat (with the exception of displacement), they adopt the worst morale state of any of the parts of the new stack—this rule does not apply when units momentarily stack during movement.

12.5 Effects of Over-Stacking

When discovered, an over-stacked hex is treated as follows: the stack automatically becomes disorganized. If already disorganized, it is routed. Overstacked hexes must be broken up in the next available friendly Movement and Close Combat Phase. Routed units may move one hex to accomplish this. Repeat as needed.

13.0 Facing

All troop units must be aligned so as to "face" a hex-side. All units in a given hex must face in the same direction. Facing defines the front and Flank/Rear of each stack of units and can have critical effects on the outcome of fire combat and morale checks.

13.0a A target receives the flank fire modifiers to the Fire Combat and Morale Tables if at least one of the attacking units' fires enters via a flank or rear hex or along the hexside dividing front from the flank/rear hexes. Note that in this latter case, the defending unit could not fire upon the unit hitting it along the hexside. A unit blocks enemy fire directed along the hexsides defining the hex it is within—in other words, fire cannot be directed along a hexside of an enemy held hex into the flank of another enemy unit.

13.1 Changing Facing

Facing change never costs movement points. Any amount of rotation is allowed in a single facing change. EZOCs have no effect on the ability to change facing. Facing may be altered at will by the phasing player during his normal movement, or by either player after close combat or at the end of a retreat caused by a Morale Table result. Note that facing changes allowed the non-phasing player by participation in close combat occur after the full resolution of the close combat.

13.2 Effects of Facing on Movement and Combat

A unit or stack of units may only fire and conduct close combats through its frontal hexsides, exclusive of the boundary hexsides—a unit may not fire directly to the right or left. A unit or stack may receive fire or defend against close combats from any direction.

14.0 Zones of Control

Troop units in line formation or unlimbered artillery units have Zones of Control (ZOCs) in the hexes adjacent to their frontal hexsides. Routed units never have ZOCs. ZOCs of enemy units are referred to as Enemy Zones of Control or EZOCs.

14.1 Effects of EZOCs

A unit that enters an EZOC during movement, and does not wish to enter an enemy unit's hex to conduct a close combat, must cease all movement for that phase. Entering an EZOC does not cost extra movement points, but any remaining points are lost (unless the unit moves forward into close combat, in which case, the remaining MPs are retained). Units may freely exit any EZOC they occupy at the beginning of their movement, as long as the first hex entered is either a close combat or does not contain another EZOC. Exiting an EZOC, subject to the above restrictions, does not cost movement points or incur fire of any sort. Units may freely ignore one hex of EZOCs (regardless of how many units contribute to the ZOCs in the hex) in order to enter a close combat. In this one case, the hex entered immediately after the negated EZOC hex must be the close combat attack hex.

14.1a Units forced to retreat into an EZOC by morale results automatically draw fire from all units who have an EZOC in the hex entered (except for the first hex of retreat out of a close combat). This does not affect the firing unit's ability to fire at other times in the turn. The target unit may not return fire in any way.

14.1b Friendly units negate EZOCs they occupy only for purposes of tracing command radius and supply. Units attacking in close combat may trace through one adjacent hex containing EZOCs for purposes of command radius.

14.2 Terrain Effects on ZOCs

ZOCs enter all frontal hexes regardless of the terrain of the hex or hexside crossed.

15.0 Retreat and Formation Change Fire Generation

If, during combat resolution, a potential target unit is forced to retreat before receiving fire, it may not be fired upon. In effect, it gets off easy.

15.0a A unit that retreats into an EZOC hex draws fire from all units which the owning player desires who have a ZOC in the hex. Units which are retreating from a close combat are exempt from this retreat fire for the first hex of their retreat.

15.0b Whenever a unit changes formation adjacent to an enemy unit during its regular movement, it is fired upon by all available enemy units (which exert an EZOC into the hex in which the unit is changing formation). Artillery limbering has its own rule below 15.0d. Note that this rule is intended to affect only those units which change formation under their own power—not as the result of fire combat or morale. The unit receiving fire is considered to be in the least beneficial of the two formations involved for the fire combat. After the resolution of this fire, finish the formation change. The unit may continue to move (if it wasn't routed in the fire combat).

15.0c Infantry/Cavalry brigades in column/mounted formation may change to line formation freely after the resolution of a fire combat against them, and such a formation change does not cause another attack under the provisions of 15.0b. The owning player may execute this "free" formation change at his option.

15.0d Artillery Units are subject to several special conditions when changing formation. Artillery units can never unlimber in an EZOC. Any artillery unit which unlimbers (which cannot be in an EZOC) is fired upon by all otherwise qualified enemy units at or within 2 hexes (including all artillery, infantry and cavalry units, given LOS and facing); the target unit's position in a stack does not matter. The target in this case is still considered to be in limbered formation until the fire combat is resolved. Artillery which limbers never draws fire, but rolls on the Gun Loss Table if doing so in an EZOC.

16.0 Movement

During each player's Movement and Close Combat Phase, the phasing player may move as many or few of his units as he desires. During the Movement Phase, each appropriate unit may move as many or as few hexes as desired within the unit's movement allowance and any restrictions placed on the unit. Non-phasing player units cannot move during the phasing player's movement phase (except due to morale results). Fire Combat, other than that in Close Combat or triggered by formation change in an EZOC, does not occur during the Movement and Close Combat Phase.

Procedure: Move each unit individually or as a stack maintaining its running movement allowance as movement points are expended. This movement must follow a contiguous path through the hex grid. Units may move in any direction or set of directions, but must always be in only one hex at a time.

16.1 How to Move Units

16.1a During a Movement Phase, a player may move all, some or none of his units as he desires.

16.1b Movement is calculated using Movement Points. Each unit expends a number of movement points for each hex entered or hexside crossed according to the Movement Chart. Keep a running total of the number of movement points a unit expends as it moves. If a unit's movement allowance changes according to formation (e.g. mounted and unmounted cavalry), calculate movement point expenditures proportionally and round fractions of .5 or more up, round fractions of .49 or less down.

Example: A unit has 12 MPs in one formation and 6 in another. While on its 12 side, it expends 9 MPs (the 9 MPs includes the cost of formation change) and then flips to its 6 side. It has expended 9/12 of its available movement allowance which is then applied to its 6 MP allowance giving 4.5 which is rounded to 5. The unit has 1 MP remaining. Conversely, the same unit is moving on its 6 side and uses 4 MPs (again, this includes the cost to change formation). This would be a proportion of 4/6 applied to the 12 MP allowance would leave 4 MPs.

16.1c Each unit has a movement allowance, based on unit type and formation, given on the Movement Chart. This is the number of movement points available to the unit in a given phase.

16.1d Movement allowances are completely independent of each other and expenditures of one unit do not affect others. Movement points and allowances, even if unused, may not be transferred from unit to unit or saved for future use.

16.1e A unit starting the movement phase with movement points but having insufficient MPs to enter any adjacent hex may always move one hex. This one hex must not be into a hex that is prohibited, across a prohibited hexside, or into a close combat.

16.2 Terrain Effects on Movement

As per the Movement Chart, each hex and hexside feature in the game costs a varying number of movement points to enter or cross. A moving unit must pay the total required cost before entry, with the "one hex movement" exception above in 16.1e.

16.2a The moving unit may use roads only when crossing a road hexside to enter a given hex. A unit may pay the road movement cost and ignore other features in the hex or hexside crossed.

16.2b A hexside feature that must be crossed and is not negated by a road adds its cost to that of the hex being entered.

16.2c Units may not enter or cross prohibited hexes and hexsides. Units forced to do so are destroyed.

16.2d Forest hexes affect movement if they contain at least two complete tree symbols. The entire hex (including hexsides) blocks LOS if the above is true.

16.2e A unit crossing a hexside which is both an elevation change and a slope or extreme slope pays the movement point cost of the most expensive of these features. These are not cumulative.

16.3 Restrictions on Movement

16.3a Hexes containing enemy ground combat units may only be entered by a friendly unit executing a close combat.

16.3b Only friendly units move during the friendly movement phase. Enemy units may be forced to retreat as the result of combats; this is not considered movement per se and is resolved immediately after the combat is resolved. Retreat movement is not calculated using movement points.

16.4 Effects of Friendly Units

Generally, friendly units have no effect on the movement of other friendly units until the stacking rule is enforced at the end of movement. Units do, however, assume the worst of any mixed morale states in the hex where they are stacked at the end of their movement.

16.5 Effects of Enemy Units

Except in close combat, no friendly unit may ever stack with an enemy unit. Moving units that enter EZOCs must cease movement for the turn, unless the next hex they enter is occupied by an enemy unit and the moving unit desires to conduct a close combat.

16.6 Reinforcements

Reinforcements arrive at the time and entry area listed in the scenario or arrival schedule for the given game. Reinforcements may not be delayed, ignored, or redirected in anyway. They may arrive in any formation.

Move reinforcements onto the map as if they were in a long column extending off the map from the entry hex out. The first unit in the column counts the entry hex as its first hex of movement, the next in line treats it as the second and so on. If the entry hex is a road, the same sort of road is assumed to extend off the map and the reinforcements are in column along it.

Should an entry hex be blocked by enemy units or their ZOCs, reinforcements may arrive anywhere along the map edge at or within 10 hexes from the blocked hex. If one or more hexes of this zone is also blocked by enemy units, add that number of hexes to the outside edges of the zone (if the basic 21 hex zone—10 on either side plus the original blocked hex—has another four hexes blocked, the zone would be 29 hexes wide). When reinforcements are forced to use this entry zone method, all reinforcements enter as if they were just off the map edge and are no longer in a queue awaiting entry (they have deployed). Supply trains (which require a road to move on) may enter on any available road hex in the zone or delay arrival until the original road entry hex is cleared for entry on the owning player's choice. A player cannot use this "blocked entry rule" voluntarily—the enemy must block the original entry hex with a unit or a ZOC to allow this rule to be used.

17.0 Extended Line

Extended Line is a unit which allows large units the ability to bring more of their firepower to bear. Extended line markers literally move out from the parent unit (or back again to return). These extended lines then behave exactly as any other combat unit except that at the end of every phase they must be adjacent to their parent with the arrow on their counter unambiguously identifying the parent. The arrow restriction is not meant also to restrict facing; it is only a method of identification.

Note the ramifications of the above: extended lines have the same facing, movement, morale, combat ability and target characteristics of any other unit of the same type. Extended lines may never be in "Column" or "Mounted" formations. As long as both players understand which extended line belongs to which parent, the "arrow restriction" does not affect the facing of an extended line in any way.

17.1 Restrictions on Extended Line

Infantry and Cavalry units in Line formation with at least a B fire level may extend line. Larger units may extend line into two hexes. No unit may ever have more than two extended lines attached to it, and extended line markers may never extend line or stack with other extended lines. Fire levels must be evenly divided between the parent and any extended lines—with any excess in the parent's hex. No extended line marker may ever exist without at least a C fire level.

17.2 Effects of Extended Lines

17.2a Extended lines behave as any other line unit, with the additional requirement to be adjacent to the parent unit at the end of each phase. Extended lines fire, move, close combat, and have morale as would any unit. Morale results affect only the portion of the unit actually checking for morale, unless the extended line is reabsorbed and then the regular morale effects on stacking are followed. If any part of an extended unit is routed, the entire unit must collapse into the parent's hex and be routed.

17.2b Some morale results (notably retreats of 2 hexes) separate extended lines from their parent units. In such cases, the non-retreating portion of the unit must also retreat far enough (usually one hex) to maintain contact with the retreating part, and the unit displaced in this manner has its morale state worsened by one level. The extended line may never "circle" the parent to avoid causing this displacement. Artillery under the non-retreating portion of the line has no effect on the above. Artillery in such a circumstance need not retreat with the line if the player wishes it to remain in place.

17.2c Extended lines rally as separate units.

17.2d After subtracting losses, apply any required reduction in fire levels to the unit as a whole, and divide remaining fire levels evenly among the parent and all extended lines. If the unit no longer has enough strength to support the extended lines it may have, eliminate one or more extended lines until the unit can support them and place the parent in any of the originally occupied hexes as desired.

17.2e Each part of a brigade in extended line becomes Low Ammo separately. Should the brigade reform in one hex, then the brigade is Low Ammo. Only one supply point is required to resupply a brigade, regardless of extended lines.

18.0 Forced March

Forced march is a method of increasing the speed of marching troops; the cost is additional stragglers.

18.0a Only infantry in column may use forced march. Units must be in column at the beginning of their movement and may not change to line at any time during the current phase. Disorganized or Routed brigades may never force march.

18.0b For one set of two (2) extra movement points, first roll on the 1/2-1 Straggler Table with appropriate modifiers. After taking any straggler losses, the brigade may use the extra MPs.

18.0c To gain a second set of two MPs, roll on the Straggler Table. This time make the roll on the 1 1/2+ column. No more than this total of four MPs may be gained by forced marching.

19.0 Line of Sight (LOS)

Line of Sight (LOS) is the determination of whether two units can see and fire on each other. LOS rules cause most players enough problems that they go either with house rules or by the "seat of their pants." The following is an attempt to give a determination method to be used for borderline cases—when players disagree. In general, LOS tends to be straightforward—it is either blocked or it isn't—but some cases defy easy decision. Use the following in those cases.

Note that in CWB v3.0, the effect of Forest for movement and LOS is hex-based, not symbol based (see 16.2d). For games with the New-style Graphics (In Their Quiet Fields II, April's Harvest, Champion Hill, Gaines Mill, Seven Pines, Malvern Hill, Three Battles of Manassas, and Strike Them A Blow) any hex that contains at least two complete tree symbols is considered to be a forest hex. For older games, a hex is considered to be Forest if 50% or more of the hex has the forest symbol; otherwise it is Clear.

19.1 General Rule

The map's hexes are color coded as to their elevation level. The relationship of these levels is given on the Elevation key on the map. The level of the hex represents the elevation of the center of the hex. Consider elevation changes as gradual changes, not as abrupt right-angles as if formed by "layer cake" blocks of terrain. LOS is determined from the center of one hex to the center of the other. Features intersected by this line may block LOS; those features not on this line will not. The elevation of a hexside is considered to be half the change, if any, between the adjacent hexes, added to the elevation of the lower hex.

19.2 Determining LOS

19.2a Rules of Thumb. Higher terrain than both firer and target always blocks. Same elevations as the higher of the two hexes blocks if it is separated from the higher hex by elevations lower than itself or the unit can be considered to be behind the crest of a ridge or hill. Terrain of elevation between the two hexes' elevations (if different) blocks if the mid-way elevation is closer to the lower one and is separated from the higher by elevations lower than itself. If the rules of thumb do not decide the issue, follow the below.

19.2b Terms and Conditions. elevation — Elevation of terrain including any modifiers, such as trees, buildings, or units. Elevation — The unit's elevation, e.g., the elevation of terrain ignoring any modifiers.

19.2c Algorithm. Decide if each line is true or false and proceed as indicated. Given unit A and unit B (A and B) regardless of which is the firer or target, and a straight line connecting the centers of the hexes of each unit (the LOS) which continues past both points. Terrain is only a concern here if it lies on the LOS line itself, either between the units or past them.

  1. No terrain of higher elevation than A's and B's Elevations exists between them. T: Next line. F: LOS is blocked.
  2. A and B have the same Elevation. T: LOS is not blocked. F: Next line.
  3. Allow A to have the higher Elevation of the two. Terrain exists between A and B of elevation the same as A's Elevation. T: Next line. F: Go to line 6.
  4. This terrain of the same elevation as A's Elevation is separated from A by lower Elevations. T: LOS is blocked. F: Next line.
  5. Either a lower Elevation is closer or the same distance from A to B, than past A or higher Elevations exist past A before reaching lower Elevations. T: Next line. F: LOS is blocked.
  6. Terrain exists between A and B that has an Elevation higher than B's but less than A's, is closer to B than A, and is separated from A by Elevations lower than itself. T: LOS is blocked. F: LOS is not blocked.

19.3 Effects and Restrictions

19.3a LOS is determined in all cases to be either blocked or not blocked. Blocked LOSs do not allow fire combat to occur between the hexes in question. LOSs which are not blocked allow fire combat in both directions. LOS has no other effects.

19.3b Certain terrain features add one to the elevation of a hex in determining blockage. These are forest, orchard, and urban hexes. These hexes add if any part of the hex (including all that hex's hexsides) is crossed. Note that urban hexes do not affect LOSs that skirt their hexsides, unless both hexes are urban. These features add one to the level of the hex for LOS purposes. They do not add to the elevation of units in a hex. Buildings and other minor features are included purely for historical interest, and—unless marked as urban terrain—never affect LOS.

19.3c Units may always fire into or out of, but not through, forest, orchard, and urban hexes. If the elevations work out correctly, it is possible to fire over these features.

19.3d Units add one to the elevation of the hex they are in when determining the LOS of units firing through their hex. Friendly units may never fire "over the heads" of friendly units if those units are adjacent to the target.

19.3e Units or features within a hex which is an end-point of an LOS never block an LOS. Units always have an unblocked LOS into all their adjacent hexes.

19.3f Hexsides allow LOS if the unit could see through at least one of the hexes adjacent to the hexside, except in the case where one of the hexes contains an enemy unit. Hexsides around enemy units are always blocked if the LOS must traverse them (as opposed to crossing them into the enemy unit, when it is the target).

19.4 Visibility

Visibility is given as a number on the Turn Record Track. It is in effect for that turn only and is the maximum range in hexes any LOS may extend. If no number is given, visibility is unlimited. The visibility number for a turn is inclusive, that is, a five hex visibility means ranges up to and including five hexes are allowed.

20.0 Fire Combat

Fire combat is the game's method of recreating battle between opposing units. Fire occurs during the listed combat phases and may be initiated during movement by close combats or formation changes. In the fire combat phases, one player may fire any of his units he desires, individually or in conjunction, then the opposing player may do likewise. Close combats are resolved as they occur, following the Close Combat Procedure.

Play Tip: A way of making the combat resolution system much faster and easier is to roll all the needed dice at once and to read the results as needed. To do this, place the following combination of dice into a dice roller: two large red dice, one smaller red die, one yellow die, one black die (white dots) and one white die (black dots). Using the above dice, they will be read as follows. The two large red dice are for the main combat table. The smaller red one rounds any 1/2 results. The yellow die is for the Straggler Table. The remaining two dice are for the Morale Table with the black die the tens digit and the white die the ones. Use only the results from the dice which are needed according to the Fire Table result—in other words, if the Fire Table result is no effect, ignore all the other dice. This system speeds up play drastically—although it might sound cumbersome at first.

Procedure: For each target hex, the firing player identifies all firing units. On the Fire Point Tables (above the Fire Combat Table), cross reference each firing unit's current fire level or gun points with the range to the target to find the fire points that unit creates. Total these fire points for all units firing onto the same target. Locate this fire point total along the top row of the Fire Combat Table and adjust the column for any of the circumstances listed on the Combat Table Modifiers list above the Fire Combat Table (total all modifiers before applying any). Note that the table is restricted to the columns shown—fires shifted beyond the table are resolved on the last available table column. Resolve the fire combat on the resulting column. Roll two dice. The cross-index between this column and the dice roll is the combat result. Execute this result and make any Straggler or Morale checks.

Detailed Procedure Steps:

  1. Total the Fire Points applied to the target using the Small Arms or Artillery range tables to determine the total points firing. Plus ("+") weapons units use the fire points listed in parenthesis.
  2. Expend one artillery ammo point for each five gun points, or portion thereof, firing.
  3. Find the column of the Fire Combat Table containing the resulting fire point total. Modify this column according to any special circumstances that may exist.
  4. Roll two dice.
  5. Determine the result by cross-indexing the dice roll with the final column.
  6. Round all 1/2 results by an extra one die roll according to the 1/2 Loss Table below the Fire Combat Table. Mark the unit's Loss Chart for losses inflicted.
  7. If the roll on the Fire Combat Table was an 11 or 12, mark all small arms firing units with a Low Ammo Marker.
  8. Roll on the Leader Loss Table for every leader in the target hex.
  9. Make any required straggler check on the Straggler Table. Mark any straggler losses on the unit's Loss Chart.
  10. Make any required morale check on the Morale Table. Execute the result.
  11. Change the target's fire level based on casualties and stragglers incurred.

20.1 Fire Points

Fire points represent the volume of fire generated by different sizes and types of units. Determine a given unit's fire points with the Small Arms and Artillery Tables above the Fire Combat Table. For each firing fire level or gun point unit, find the fire points listed on the appropriate table. Total the points for all units firing at a given target and use it to determine the initial column on the Fire Combat Table. Disorganized units fire at half strength. Halve the total fire points of all disorganized firers, add them to the total of non-disorganized fires, and then round down (regardless of fractional value). Do not round "less than 1" fires...they are always "less than 1".

20.2 Plus "+" Weapons Types

Certain units are listed as having Plus ("+") weapons, with a + on the counter. These units use the "+" weapon fire point values listed in parenthesis on the Small Arms Table.

20.3 Restrictions on Fire Combat

20.3a Splitting fire is not allowed. A single unit (or extended line) can only fire at a single target hex. A brigade with two extended lines could fire at a maximum of three targets (one for the parent and one each for the extended lines).

20.3b Count the maximum fires from a hex starting with the top unit and working down the stack, as mentioned in Stacking Effects on Combat (see 12.3).

20.3c Artillery units in a stack may be selectively targeted by artillery units regardless of their position in the target stack.

20.3d Units may fire only once per combat phase. Any number of a player's eligible units may fire in a given phase. There is no limit on the number of units or fire levels that can engage a single target.

20.3e A given hex may be targeted a maximum of twice in a given fire phase—once against its artillery (if any) and once against the top non-artillery unit (if any). Note that a given attacking unit may not fire in both attacks. This rule is exclusive of 26.6; in effect, artillery can be targeted separately in a stack (by artillery) and the stack may be fired upon normally in the same fire phase. Note: Units can be targeted more than once if they happen to retreat to another hex which is later fired upon in the same phase. The retreating units are liable as any other unit in that new hex.

20.3f Units may conduct fire combat freely out to the range of the weapon involved, given LOS and visibility. The max range is 2 hexes for small arms and 10 for artillery.

20.4 Terrain Effects

20.4a Those terrain types that affect combat are listed as column shifts in the Combat Table Modifiers Chart above the Fire Combat Table. Other terrain types only affect combat by restricting LOS.

20.4b A given Modifier line on the Combat Table Modifiers list may apply only once per fire combat.

20.4c A slope affects a fire combat if all fires in the combat cross slope hexsides. If any fire comes into the target hex via a non-slope hexside, the target does not get the benefit of the slope at all. This same rule applies identically to extreme slopes, sunken road hexsides, and trenches.

20.5 Combat Results

After determining the fire points and applying column shifts and modifiers, roll two dice to determine the combat result.

20.5a Morale Checks. Certain results are listed as M, M-1, or M-2. These results call for a morale check only (no casualties or stragglers). Roll on the Morale Table for the top unit. The number following the M (-1, -2) is an additional number of upward shifts on the Morale Table.

20.5b Straggler Checks. Any result giving 1/2 or more casualties also calls for a straggler check. See Stragglers for details on making the check. Make the straggler check even if the 1/2 loss rounds to zero. The top non-artillery unit makes the straggler check for the stack if an artillery unit in the stack was the target of fire combat.

20.5c Step Losses. Any numeric result on the table indicates a casualty loss, straggler check, and morale check. Round any 1/2 losses up or down; see 20.5d. Record the casualties on the Loss Chart for the unit. Make the appropriate straggler and morale checks; execute and record those results as needed. Make any adjustments to the fire level markers under the unit and move on.

20.5d 1/2 Loss Rounding. Many results include a 1/2 result. Round this result using an additional one die roll (1-3 down, 4-6 up). Even when a result rounds to zero, a straggler and morale check are still required.

20.5e Low Ammo. Whenever a Fire Combat Table roll is an 11 or 12, mark all the small arms firing units as being Low Ammo. These units remain at Low Ammo until resupplied by a supply wagon or train. See Supply for more details.

20.6 Step Losses

Record step losses of infantry and cavalry units on the player's Loss Charts as mentioned above. Mark off these losses as they occur and adjust fire levels accordingly. Artillery units have no loss charts, but instead have their current strength recorded using numeric gun point markers under the unit counter. For artillery, a given numeric loss from the Fire Table is the number of gun points in that unit destroyed.

20.7 Marking Losses and Stragglers

Each brigade has a row of ovals or squares in a line on the Loss Chart. Mark each casualty with an "X," each straggler with a "/". Keep the casualties to the left of the stragglers by pushing the stragglers to the right and completing the "X" for each new casualty. By doing so, you make straggler recovery much easier to control.

20.7a When all the brigade's spots to the left of the "wrecked mark" are marked with casualties and stragglers, the brigade is wrecked. Mark a line through the brigade's identification on the Loss Chart (for easy reference) and an "X" in one of the Division's spots. Apply any appropriate modifiers from that point on as long as the wrecked status lasts.

20.7b When all the spots to the left of the wrecked line for the division are marked, the division is wrecked. Circle the division's identification on the chart and apply the additional modifiers from that point.

Example: Use of Fire Points and the Fire Combat Table. Two infantry brigades are firing at a single target at range 2. Both infantry brigades have a strength of greater than the A fire level, so the fire can be calculated as two As firing at range 2. Neither brigade has "plus" weapons. A reading from the Small Arms Chart tells us that an A at range 2 provides 2 fire points, or a total of 4 for the two firers. Identify the 3-4 fire point column on the Fire Table. None of the modifiers apply. On the 3-4 column, the firing player rolls two dice and gets a 6 which gives a "1/2" result. He would then roll another die to round this result off, check for stragglers, and do a morale check. That would end this fire combat.

In a second example, a player is firing a B and an A at range 1, a B at range 2, a battery of 5 gun points at range 6, and a battery of 5 gun points at range 8. The player gets the following fire points for each of these: 2, 4, 1, 1, and 1/2 respectively for a total of 8 1/2 or 8 (after rounding). This places the initial Fire Table column at the 7-8 column. In this case, however, one of the firers is at Low Ammo, but one of the firers has a flank shot. The following column shifts are awarded: -1, and +2 respectively for a total shift of +1. This means the fire is resolved on the 9-11 column. The player rolls 2 dice getting an 11. Since the dice roll is an 11 or 12, all the small arms units which fired are now marked Low Ammo (the one that already was so marked is unaffected). The result is a 2 1/2, which is then rounded to either a 2 or a 3 by the additional rounding die roll. Straggler and morale checks are required and made.

21.0 Stragglers

Stragglers are troops separated from the ranks through the effect of combat and exertion. While not casualties or permanent losses, they are not available for combat use. Unlike battle casualties, stragglers may be recovered during play to rebuild a unit's strength.

21.1 Straggler Checks

Stragglers can be lost during combat, forced march, and morale results. Make straggler checks whenever a 1/2 casualty or greater Fire Combat Table result occurs, units make an Emergency Retreat, or when a player chooses to force march.

Procedure: Choose the correct half of the Straggler Table to use based on the "1/2 to 1" or "1 1/2 or more" loss column headings. Consult the column which corresponds to the morale rating of the unit in question. Roll one die and modify according to the modifiers listed under the table. These modifiers are cumulative. Cross index the modified roll result with the correct morale column, the result is the steps lost to stragglers. Mark these accordingly.

21.1a If the checking unit is destroyed by its straggler loss, the next lower unit takes any remaining straggler loss and makes the morale check, if any. Note that this next unit does not roll separately for stragglers.

21.1b If a unit is destroyed in fire combat before making its straggler check, the next lower unit makes the check.

21.1c Artillery units never suffer loss due to stragglers or from the Morale Table. If an artillery unit takes a loss on the Fire Combat Table, the top infantry or cavalry unit in the stack makes the straggler and morale check for the stack. Artillery alone in a hex would check morale for itself (as if it had a C morale rating), but ignore any straggler losses and never make straggler checks.

21.2 Straggler Recovery

Stragglers may be recovered under the conditions below. Units may be marked and attempt to recover stragglers on any day or night hour turn (8:00, 9:00, etc.). Straggler Recovery Markers may be placed on units that fulfill the following conditions:

a. The unit is at least 4 hexes away from an enemy unit. b. The unit may not be in any morale state other than normal, including BL. c. The unit must be within normal command radius (or that part of it available at the time the unit is marked—in the case when the corps HQ is not yet on the map). Divisional goals do not negate this condition.

Once placed, Straggler Recovery Markers are removed if any of the placement conditions is violated or if any of the following occur:

a. The unit moves. b. Another unit that was not there when the marker was placed enters the marked unit's hex and stacks with it. c. The unit is fired upon, regardless of combat result.

Eliminated units may re-enter play through straggler recovery. They may do so only if they have at least 2 strength points which can be recovered. Place Straggler Recovery Markers according to the same conditions above in any empty hex within appropriate command radius.

Procedure: For each marked unit, roll on the Straggler Recovery Table for the correct morale value. Erase recovered stragglers from the brigade's loss chart. Make any corrections to fire level markers based on this change. A destroyed unit which reappears through straggler recovery is placed on the map in an appropriately marked hex. Straggler recovery markers can be placed in empty hexes in anticipation of the appearance of rebuilt units. Destroyed brigades roll for recovery using their printed morales. After rolling for each unit attempting recovery, remove the straggler recovery marker.

Brigades may only recover stragglers they themselves have lost. Stragglers may not be combined between brigades, and combat casualties may never be recovered.

22.0 Wrecked Brigades and Divisions

As a unit's losses (both combat and straggler) increase, the unit will reach or surpass its wrecked limit on the Loss Chart. Once all spaces to the left of the limit are filled, the unit is considered wrecked and all resultant penalties apply. A unit may become un-wrecked by the recovery of enough stragglers such that the unit's losses no longer reach its wrecked limit. Divisions, once enough of their brigades are wrecked, also become wrecked. Recovery of component brigades can lead to the un-wrecking of divisions.

A wrecked brigade, or wrecked brigade of a wrecked division, differs from regular units in that it has additional morale and straggler modifiers. Wrecked brigades may never attack in close combat. Wrecked divisions also affect Corps Attack Stoppage.

23.0 Close Combat

Close combat is a combination of fire and movement which occurs in the Movement and Close Combat Phase. Moving units which desire to conduct close combat move adjacent to their target, expend one MP plus the cost of the target's hex, enter the hex, and then resolve the combat as listed below.

Procedure:

a. The attacker enters the defender's hex at the hex's cost +1 in MPs. b. First the defender then the attacker calculate and conduct fire combat. Do this sequentially. Execute the results and make straggler checks as each is done. They make no Morale Checks now and ignore modifiers to be applied to the Morale Table from the Fire Table. c. Attacker checks morale at -6 (plus any other applicable modifiers). If the morale result forces the attacker to retreat, the attacking player executes the result and the close combat ends. Note that the attacker is exempt from this check if the defender was unable to fire in the close combat. d. If close combat does not end in c., the defender checks morale at -4 (plus any other modifiers). If the morale result forces a retreat, the close combat ends. The defender then executes the morale result and conducts an additional morale check (that is, after having retreated) without the close combat modifiers. e. If combat has not ended yet, use the Odds Table to determine the winner. The loser from the Odds Table retreats—attacker one hex, defender two hexes. If the defender is the loser, he must conduct an additional morale check at the end of his two hex retreat.

In all cases, one side or the other will end up alone in the hex. The attacker may continue movement with any remaining movement points afterwards. Note that the retreats caused by close combat do not expend movement points or cause a unit to stop moving.

After the combat has been resolved, participating units (only) on either side may freely change facing and stacking position.

Note that when determining unit strength for the Close Combat Odds Table, Low Ammo, DG Morale, and Formation have no effect on unit strength. Do not roll on the Odds Table when the defending units are Routed; instead, the defending Routed units automatically Rout (Back 2 and Straggle 3) and then make an additional morale check.

23.1 Restrictions

A unit may conduct as many close combats in a phase as desired within the constraints of its movement allowance and the conditions of close combat below.

23.1a Attacking units may not be in any morale state other than BL or normal.

23.1b Attackers may not violate command radius. Command radius must reach into the target hex at the moment of the attack. EZOCs in the hex from which the attacker entered CC do not block this trace.

23.1c Close combat attackers may not be wrecked brigades.

23.1d A unit may be the target of an unlimited number of close combats in a given phase. The order of attacks is completely in the hands of the attacking player. The defender must accept close combat attacks.

23.1e Always resolve close combat before conducting other movement. Note that units wishing to conduct a close combat together must start movement together (except for leaders, who may come from anywhere—but still must join from the same hexside the other units crossed to get into the close combat). Units with extended lines may retract those lines on the way to the close combat and attack as a single unit.

23.1f No unit may add its fire to a close combat unless actually engaged in that hex.

23.1g Calculate stacking and fire limits for each side separately; all normal rules regarding stacking and fire are in effect.

23.1h Fire combat in close combat uses the close combat range columns of the Fire Point Determination Chart. Terrain affects close combat fires as any other combat. Hexside features that the attacker crosses to enter the target hex also affect the combat, as if the attacker were in the adjacent hex from which he entered. In close combat, morale checks are made only as called for by the close combat sequence and may not occur directly after a fire combat. Ignore morale checks called for by the Fire Combat Table.

23.1i Artillery units may never conduct close combat as attackers. Infantry in column may not fire in its portion of the fire combat, but may change formation after the fire combat is finished. Such an infantry formation change is exempt from the usual "formation change fire trigger" (15.0b) above.

23.1j Units may cross one EZOC hex to enter close combat. This hex may contain overlapping ZOCs from a number of enemy units. Units wishing to enter a close combat may not move from one EZOC hex to another before entering the target hex.

23.1k When the attacker enters close combat through a unit's rear or flank hexsides, the defender fires with an additional -3 column shift modifier on the Fire Combat Table.

23.1l Unit size greater than "AA" has no additional effect on the Close Combat Odds Table.

23.1m If the attacker must retreat out of a close combat (he lost), the first hex entered must be the one from which he entered the combat. The defender's retreat hex must be opposite the attacker's entry hex, or as close as possible given the presence of enemy units. At the end of his retreat, the attacker still has all the MPs it had remaining before the retreat and may continue to move and conduct more close combats, if it has sufficient movement points remaining.

23.1n Both sides in a close combat are exempt from retreat fires in the first hex they enter. After that one hex, these units automatically draw fire from any enemy units whose EZOC they enter in retreat.

23.1o If fire combat in the close combat procedure eliminates the defending units, the attacker must still conduct his morale check at -6. His attack might falter before he knows he has won.

Example: Close Combat Sequence. The attacking player announces the close combat, pays the defender's hex movement point cost plus one, and enters the defender's hex. The sides exchange fire (defender then attacker) at CC (Close Combat) range for fire points. While the attacker is unable to bring any artillery along, the defender can use his to great effect (assuming it is unlimbered, that is). The losses and stragglers are marked on both sides' Loss Charts after each side's fire and including straggler and leader casualty checks. The attacker then checks his morale with an additional drop of 6 rows on top of anything else he is eligible for. If he is forced to retreat because of this roll, the combat ends and there are no other effects—the defender manages to avoid the Morale Table.

Assuming the attacker survives his morale check, the defender must check morale dropping 4 rows in addition to anything else for which he is eligible. If he is forced to retreat, the combat ends and the attacking units may continue to move, provided they still have movement points remaining. They may even close combat the same target again if they wish and their ability to do so is not otherwise restricted. The defender (if he retreats) must make the additional morale check, without the close combat modifier.

Now let's assume the defender also survives. This is where the Odds Table is used. Convert the unit strength for each side using the Point Value Chart on the Odds Table, keeping in mind that strength over the AA fire level is irrelevant, and determine the odds. Roll one die on the table making any die roll modifiers noted on the Odds Table. The Odds Table result will generate a winner and a loser for the combat. Execute the results. Note that if the attacker loses, he must retreat one hex. If the defender loses, he must retreat two hexes and make an additional morale check. This morale check, as stated earlier, does not use the close combat modifiers.

23.1p Additional morale checks made by the defender (as per the close combat procedure) do not include the -4 modifier.

23.1q BL units are not required to make close combats.

23.1r Units in Column or Mounted formation may conduct close combat as attackers (especially if they have a death wish). Because of morale and formation effects, it is possible that units from one or both sides may be unable to fire.

24.0 Morale

Morale is the quality of a unit which determines how well the unit withstands the shock of combat. It is an evaluation of a unit's leadership, training, and character. Each unit is assigned a morale level or rating (which is printed on the counter). This level/rating is a permanent feature of the unit and does not change during the relatively short period represented by the game. Units are rated on a scale of A through E, from best to worst.

24.1 Morale States

Unlike morale levels, morale states represent temporary conditions of confusion, fear, or anger. A hex and all units in it can have only one morale state at any given moment. A morale state inflicted on one unit affects all others in that hex. Mark morale states by using the appropriate marker atop the stack (normal has no marker). They are, in order of increasingly poor performance:

Blood Lust — A temporary state of high excitement, resulting in a short-term suspension of normal fear reactions.

Normal — The usual state of the unit.

Shaken — A mild increase in confusion and increased caution.

Disorganized — A partial command breakdown and increased resistance to commands which would place the unit into danger.

Rout — A collapse of organization and flight to the rear.

24.1a Each morale state has its own effects, as given on the Morale Effects Table, on fire, movement, and close combat.

24.1b Routed units may not move voluntarily during the friendly Movement and Close Combat Phase. They must retreat, however, if they fail to rally during the friendly Rally Phase and are less than 6 hexes of an enemy unit. This retreat occurs instantly in that Rally Phase and continues until the routed unit is 6 hexes away from all enemy units. If a routed unit is unable to execute this retreat due to impassible terrain or enemy units, all remaining strength is marked off as casualties (not stragglers) and the unit is eliminated. Such units may re-enter play by the recovery of stragglers, like any other destroyed unit. Note that this "movement" is not inhibited in any way by normal command radius restrictions.

24.2 Morale Checks

Make morale checks when called for by the Fire Combat Table and during the Close Combat sequence. Follow this procedure for making the check:

A. Find the unit's morale level to the left of the Morale Table. B. Total all applicable modifiers. C. Modify the row, as found on the left of the table, by this total modifier, with "+" being up and "-" being down. D. Roll two dice. The red die is the first digit, the white one the second (a red six and a white four would be 64). Find the column along the modified row which contains the dice roll and read up to the result. E. Apply the column heading result.

24.2a In all cases, the top unit in the stack at the time of the morale check gives the morale rating for the stack.

24.2b Artillery units, if top unit, always have a morale level of C. Artillery alone in a hex never receives the artillery morale benefit on the Morale Table, even if more than one artillery unit is in the hex. Only infantry and cavalry in line formation receive this benefit. Also note that if artillery units are selectively fired upon, the top unit still makes the morale and straggler checks for the stack.

24.2c Units that are in Blood Lust do not make morale checks as do other units. Instead, roll two dice on the Blood Lust Morale Check Table. The only results possible are no effect and removal of blood lust. No modifiers ever apply to this roll.

24.2d Units which are destroyed due to the Morale Table result are removed from play before executing any retreat and, therefore, do not generate rout throughs.

24.2e All losses from the Morale Table come in the form of stragglers.

24.3 Retreats and Rout Through

Retreats off the Morale Table are given in hexes, not movement points. When required to retreat, the affected units must retreat the number of hexes given. If a unit cannot retreat the number of hexes required, due to enemy units or impassible terrain, that unit is automatically routed. Units forced off the map are eliminated. The standard retreat rule (5.2) controls the direction of a retreat. When units form a stack, by retreat or regular movement, the entire stack adopts the worst morale state of any unit in it. Units may move (but not retreat) through hexes containing forces in other morale states and still be considered not to have stacked with the non-moving force. Ending one's movement in an occupied hex is considered stacking. If such a stack then splits up, each portion of the stack carries the new morale state with it. Any unit that even momentarily stacks with a routed unit (for any reason) is automatically routed, regardless of how short-lived the stack. This exception to the normal rule is intentional. It simulates the "contagiousness" of fear and the effect of a disordered unit running to the rear on nearby units—unlike a controlled movement in which other friendly units can "side step" to allow them to pass.

24.3a A rout through occurs whenever a retreating unit enters a hex containing other friendly units during a retreat caused by the Morale Table or a close combat result. Note the retreating unit need not be literally "routed" to create a rout through.

24.3b Units that have a unit rout through their hex may either displace one hex, or stack with the retreating units—at the owning player's option.

24.3c If the units displace, they worsen their morale state by one level (shaken to disorganized, for instance). This displacement may cause additional rout through and, hence, additional displacement situations. Handle each one as an individual event, with the same rules and options applying. Treat displacements like retreats in that they must be "locally to the rear." Note that unlimbered artillery may not displace or follow in a retreat. These artillery units merely absorb the passing unit's morale state and remain in place.

24.3d If units choose to stack together, the worst morale state of the stack is adopted by all units in the stack, and the retreat continues, if required, by the entire stack.

24.3e Blood Lust units which stack with non-blood lusted units, or displace in any way, lose their blood lust status.

24.4 Additive Effects

Whenever a stack with a morale state receives another morale result, the effects are cumulative as follows:

A. If Dg and gets another Dg, the stack is R. B. If Dg and gets BL, the stack is normal. C. If R and gets BL, the stack is shaken. D. If Sh and gets BL, the stack is BL. E. All other results, the unit is the worse of the two.

Additive effects never cause additional retreat or straggler loss.

24.5 Rally

During the Rally Phase of a player's turn, his units in any morale state must check for rally. To avoid confusion, follow this sequence:

A. Remove BL from all units not adjacent to an enemy unit. B. Roll for remaining BLs on the Blood Lust Morale Check Table and remove as required any BLs which fail the check. C. Remove all Shs. D. Convert all Dgs to Shs. E. Roll for Rs. Roll one die for each stack; subtract the rating of any one leader in the hex from this roll. On a two or less, the stack becomes Dg, on a three or higher it remains R. If any remaining R stacks are within 6 hexes of an enemy unit, retreat as noted above.

Rally is a simple mechanical process in which units gradually (and in most cases, automatically) evolve towards normal.

25.0 Leaders

Leaders are included in the game representing the divisional commanders and above. Leaders provide the focal points for the command system and provide a morale benefit for units stacked in their hex. Leaders may move as any other unit, using their row of the Movement Chart. Leaders have no fire combat ability of their own. Leaders, while usually not the exact target of enemy fire combat themselves, may become casualties when their hex receives fire. Note that a player could fire upon a hex containing only leaders in an attempt to generate a Leader Loss roll and leader casualties.

Leader units have one rating, their leader rating. Use this rating for command, initiative, and morale. In addition, subtract this leader rating from the die when attempting to rally routed units. For all morale functions (morale check and rally rolls), the leader desiring to affect the units must be stacked with them.

25.1 Effect on Stacking

Leaders do not count for stacking restrictions and any number of them may occupy a single hex.

25.2 Effect on Movement

Leaders move as any other unit. They affect the movement of other units in that the division commander's hex is the center of the division's command radius.

25.3 Effect on Fire Combat and Morale

Leaders have no effect on friendly fire combat and do not have a fire combat ability of their own. When a hex containing one or more leaders receives enemy fire and casualties are sustained, roll two dice for each leader and consult the Leader Loss Table. Leaders do not suffer from morale effects or make morale checks of their own. Leaders assist friendly units making morale checks as their rating is a row modifier on the Morale Table.

25.3a Morale Table Use. Use the leader rating in the checking hex as follows. Note that only the senior leader in the hex affects morale checks (owning player's choice when tied). No more than one leader ever affects a single hex. Modify the morale check by adding (going up) rows on the Morale Table equal to the leader's rating minus one. A zero leader, therefore, would give a one row down modifier.

25.4 Leader Losses and Replacement

Whenever a leader is in a hex that receives enemy fire and casualties are sustained (ignore 1/2 results that "round down"), check each leader in the hex for loss. Roll two dice on the Leader Loss Table and read the result. Roll once separately for each leader in the hex. If the leader is killed or wounded, remove the leader from play.

25.4a Leaders who become casualties must be replaced. Corps commanders are replaced by the senior division commander (based on the rank on the counter, owning player's choice in ties). Army commanders are replaced by the available corps commanders as noted in the game rules. Division commanders are replaced by generic brigade leaders. Replace all leader losses immediately.

25.4b Note that in later versions of this series, the backs of division commanders are printed with the replacement leader marked for that command. Corps and army leaders have generic backs. If a division commander is promoted to fill a vacancy, use the generic repl back of the corps leader to fill the divisional position until the division leader is eliminated and the "correct" back is now available. Some repl leaders have unit designations printed on them to clarify command lines at times when officer losses have been heavy.

25.4c When a division commander becomes a casualty, the divisional repl must appear stacked with another unit of the same division (i.e. not in the same hex). If no such unit is available, the repl appears where the leader was lost. Corps and army leaders are not normally replaced by generic repls, and their replacements (other on-map leader units) must move from where they are to their new duty position during regular movement.

25.4d If a leader is in a stack which is destroyed, but escapes harm himself, place the leader in the nearest stack of his command. If no such stack exists, remove the leader from play. Leaders removed solely due to this reason are never worth victory points to the enemy player.

25.4e If enemy units enter a hex containing a leader alone, that leader automatically displaces to the nearest stack of his command. Enemy units can never eliminate leaders simply by entering their hexes.

25.5 Division Commander Placement and Radius

Division commanders must stack with at least one unit of the commander's division. Corps and higher leaders have no such requirement and may travel freely.

The division commander may move as desired and the stacking restriction above is enforced only at the end of the Movement and Close Combat Phase.

The location of the division commander marks the center of his division's command radius. The location of a corps commander is unimportant since the corps HQ marker defines the center of the command radius of a corps.

26.0 Artillery

This system handles artillery somewhat abstractly through generic gun points. Exact weapon and ammo concerns have been factored into the conversion from gun to fire points. More artillery detail is not needed in this game system and would only serve to clutter it up.

Note: Unlimbered artillery units retain their limbered movement allowances. While they have movement points available, they may not use them except to change formation. In other words, the MPs available to an unlimbered artillery unit may never be used to move from hex to hex—it must change formation first.

26.1 Gun Points

Each artillery unit is assigned a number of "gun points" as printed on the counter. (A gun point represents roughly three cannons). Gun points are interchangeable, and may be attached and detached without cost in movement points (the detached points merely move away using their movement allowance).

26.1a The owning player may form detached batteries of up to 3 gun points by using detached markers and numeric gun point markers. These detachments function as any artillery and can link up with any artillery unit, provided the resulting battery has no more than 5 gun points.

26.1b Artillery detachments cannot be created with less than 2 gun points. That restriction only applies at the instant of creation; if the detachment falls below 2 due to losses later, that is ok.

26.2 Losses

When the Fire Combat Table calls for losses, artillery units lose gun points directly as recorded on the Fire Combat Table. Therefore, if the final combat result is a 3, the target battery loses 3 gun points. Place under the artillery unit a gun point marker equal to the number remaining in the unit. When an artillery unit has no remaining gun points, remove it from play. Ignore incurred losses greater than the total artillery strength in the target hex.

26.2a Note that an artillery unit may be targeted by any artillery units within range, regardless of its location in the stack.

26.2b Note the special rules (below in 26.6) regarding artillery formation change both in EZOCs and within 2 hexes of enemy units.

26.3 Fire Combat and Artillery

Artillery may engage targets at up to 10 hexes, with restrictions due to LOS and visibility. Use the Artillery Table adjacent to the Fire Combat Table to convert gun points into fire points. Calculate gun points firing at a hex by the total number of gun points involved at each given range bracket (2-3, 4-6, etc.), not battery by battery, when figuring fire points.

Example: If 3 batteries of 3 gun points each fire at a target 3 hexes away, the resulting fire points is 5, not 6. Similarly, but with an opposite effect, 2 batteries of 4 firing at range 3 would be 5, not 4. 3 gun points firing at range 4 and 3 at range 3 would total 3 (1/2 for the first set, 2 for the second, total 2 1/2, rounded to 2).

Add artillery fire points to any other fire points attacking the hex, whether artillery or small arms, for one combined total.

26.3a Artillery fire points are further modified by target type at ranges of 4 hexes or more. Artillery fire points directed at artillery or wagon units at such ranges is normal (x1). Against any other target type at ranges of 4 or more, artillery fire points are halved.

26.4 Morale and Artillery

When an artillery unit receives fire, no matter what its position in the stack is, the top unit in the stack always checks for morale and stragglers. Artillery, if the top unit, always has a morale of C and, in this case, the top infantry or cavalry unit makes the straggler check. Artillery alone in a hex, or stacked only with other artillery units, never receives the Morale Table benefit for units stacked with artillery. Artillery units never become wrecked.

Artillery must limber to execute any retreat result from the Morale Table, unless stacked with a non-artillery unit and the result allows the "no retreat if stacked with artillery" exception. Limbering in a ZOC or close combat requires a roll on the Gun Loss Table.

26.5 Stragglers and Artillery

Artillery units never check for stragglers and never lose gun points to either the Straggler Table or the Morale Table.

26.6 Formation Change, Enemy Units, and Fires

26.6a Artillery units may never unlimber in an EZOC hex. Any artillery unit which unlimbers is fired upon by all otherwise qualified enemy units at or within 2 hexes (including all artillery, infantry and cavalry units; the target unit's position in a stack does not matter). The target in this case is still considered to be in limbered formation until the fire combat is resolved.

26.6b Artillery which limbers never draws fire, but if doing so in an EZOC or close combat it rolls on the Gun Loss Table. It then loses the number of gun points called for by the table result.

26.6c The Gun Loss Table is never used against and never affects any unit type other than artillery.

27.0 Artillery Supply

Artillery supply is handled in a rather abstract manner in these games—at the army level. Each side has a number of artillery ammo points with which to fight its battle (an infinite number in some cases). The side may then use these points to fire its batteries during the game. Any of a player's batteries may use the army ammo to fire—which means one unit may, in extreme cases, fire all the army's ammo. Once the ammunition supply is expended, artillery units may continue to fire, but at 1/2 effectiveness (divide the value from the Fire Point Determination Chart by 2 and round down any fractions if necessary).

The batteries themselves never record the ammo they expend. The only record of artillery ammo in play is the Artillery Ammunition Track for each player (if any).

27.1 Tracing and Expenditure of Ammo Points

To fire at full effectiveness, artillery units must be able to trace a path free of EZOCs or enemy units to the army supply train (or the hex from which it will enter). This path may be of any length, but only the first (starting with the artillery unit) 5 hexes may be non-road hexes—the rest of the trace must be made on primary or secondary road hexes. Units unable to make this trace have their fire points divided by 2.

Artillery supply is handled as a point total at the army level. Expend one artillery ammo point per fire of 5 gun points or portion thereof, on a per combat basis (or for each fire combat).

Example: If 12 gun points fire in a combat, 3 ammo points are used. Also, if 2 points are fired in a combat and 3 in another, a total of 2 ammo points are expended, one in each combat.

28.0 Small Arms Supply

Small arms supply is handled mechanically on the game map. The player uses his corps supply wagons to move supply points from the army supply train to the units which need it. Small arms units need supply only when they are to remove a Low Ammo Marker—the supply expenditure removes the marker.

28.1 Low Ammo

Whenever the Fire Table dice roll is 11 or 12, mark all firing brigades with Low Ammo Markers. Mark each unit separately. Low ammo never affects artillery units, the supply of which is handled using the Artillery Supply rules above. Units marked as low ammo:

  • may not fire at range 2.
  • have a down one modifier for the Morale Table.
  • have a back one column shift for any fire combats to which they contribute. Note that if several such brigades are firing in a combat, only a total column shift of one applies.

Units never actually run out of ammo and additional low ammo results are of no effect.

28.2 Supply Wagons

Most corps are assigned one supply wagon. This wagon carries supply points from the army supply train to the units which need it.

28.2a Each wagon may carry 5 supply points, which are marked under the wagon using supply point markers. In all scenarios (unless specifically stated otherwise) wagons always set up or enter with a full 5 supply points. Supply wagons and supply points do not count in stacking. Wagons are unaffected by morale results, but may tag along in a retreat with units retreating out of or through their hex.

28.2b Wagons may be reloaded by moving at or within two hexes of the army supply train. Such loading only occurs at the very end of the Movement and Close Combat Phase in the Ammo Resupply Segment. Up to 5 supply points may be loaded at one time.

28.2c Loading and unloading wagons does not cost movement points in and of itself.

28.2d Supply points may never be unloaded onto the ground and left in a dump—they must always be on a supply wagon or train to be used.

28.2e Supply wagons and their contents are automatically destroyed if enemy units enter their hex. Wagons may also be targets during a Fire Combat Phase—they have one step and are destroyed if it is lost. They may not, however, be targeted separately in the stack as artillery can.

28.3 Supply Train

The army supply train is the source of all small arms supply points. It has an inexhaustible supply. Wagons and units may reload supply points if at or within two hexes of the train.

28.3a The Supply train may never leave primary or secondary road hexes. Except for this restriction, they move as do wagons. Corps supply wagons are not restricted by 28.3a.

28.3b Handle the supply train with respect to fire combat and overrun in the same manner as supply wagons.

28.4 Resupply of Small Arms Ammo

During the Ammo Resupply Segment of the Movement and Close Combat Phase, any Low Ammo marked brigade at or within two hexes of a supply wagon or the supply train may remove the Low Ammo Marker at the cost of one supply point (reduce the wagon's load by one, ignore if drawing from the supply train).

28.4a One ammo point resupplies a single brigade of any size, including all extended lines.

28.4b Wagons can normally issue ammo only to units in their own organization. They may issue supply to low-ammo units from other organizations if there is currently no one in their own command which is low ammo. Note that attached units may draw on the wagons of either their permanent or temporary organization freely.

29.0 Night

Night actions, while rare in the Civil War, did occur. This series allows night actions but restricts them in both active and passive ways. Passively, turns at night are one hour, instead of thirty minutes, making all actions take longer than during the day. Active measures are listed below.

29.0a Visibility at night is always one hex. Always modify night fire combat by an additional -2 column shift. Night morale checks have an automatic -3 row modifier and night straggler checks always use the +2 DRM. Make these modifications in addition to any others which are applicable.

29.0b Any Corps attack stoppage roll made at night receives an additional -3 dice roll modifier.

Terms and Abbreviations

Acceptance — The action of an arriving order changing to an active status where it can be used. Acceptance is accomplished using the Acceptance Table.

Additive Effects — The combined effects which occur when a unit in a given morale state receives another morale result.

Aide-Oral (AO) — A method of transmitting an order which requires the aide to memorize the order and verbally transmit that order to the receiver. While quicker than other methods, the chance of error is greater.

Aide-Written (AW) — A method of transmitting an order which involves a written version of the order being hand carried to the receiver by an aide. While more exact than aide-oral, this method is handicapped by the inability of the receiver to ask questions of the sender so as to clarify the order.

Ammo Points — The points available for use in firing a side's artillery units.

Anti-Initiatives — The environment generated by the overall command in an army which sends a signal to lower ranking officers regarding the acceptability of independent action. The Anti-Initiatives (if any) apply to the initiative points available to a leader which may inhibit the ability to obtain initiative.

Blood Lust (BL) — A positive morale state of temporary excitement (indicated by an amount of frothing about the mouth) which reduces normal fear reactions making the unit less susceptible to morale checks than normal. They are having fun and they want more of it...

Close Combat (CC) — Combat occurring at much closer ranges than the "normal fire for effect" standards (clear terrain, 200 yards). Such combat is occurring closer than 100 yards (with some variability due to terrain). Some hand to hand or melee combat may ensue, but for the most part, close combat is a fire fight at very tight ranges.

Column (COL) — The formation of infantry for the march. Usually a column of four files generally used for movement along roads.

Command Radius — The range from an HQ and/or leader a unit must be within to be able to automatically accept orders given to the higher command.

Complex Orders (COM) — An order requiring a force to conduct an offensive movement and combat operation.

Corps Attack Stoppage — The decision by a command that it has "done enough" and that its attack is a failure. This is the result of a failure on the Corps Attack Stoppage Table.

Counters — The 1/2" cardboard playing pieces of the game.

Delay (D1, D2) — The status of an order for which the receiver is either arranging to implement it or is dragging his feet. Either way, this result from the Acceptance Table may stall an order's acceptance.

Detached Units (DET) — A detached artillery unit is a portion of a battalion sent on a special mission or used by a player to station his artillery more effectively. Detached divisions are divisions which have had their corps assignment changed by the Army commander's orders.

Die (Dice) Roll Modifier (DRM) — A modification, either positive or negative, made to a given die roll.

Disorganized (DG) — A morale state in which much command and control has been lost due to confusion.

Distortion — A result from the Acceptance Table which indicates that the order being rolled for was misinterpreted by the receiver. For simplicity's sake, the order is thrown away (as opposed to trying to divine what it was distorted into...)

Divisional Goals — An assignment of orders to a division using initiative of either the divisional or corps commander so as to free it from normal command radius restrictions and allow it to perform an independent mission.

Enemy Zone of Control (EZOC) — A zone of control explicitly stated as coming from an enemy unit. This distinction is made to avoid confusion with ZOCs from friendly units.

Extended Line — A formation which allows large units to cover more ground or bring more of their firepower to bear—on the flip side, it also exposes the unit to more fire combats.

Facing — The orientation of a unit or stack in a hex. All units must face toward a hexside of the hex they are in and all units in a hex must face the same hexside.

Fire Level — A measure of the size of a unit and the amount of fire volume it is capable of generating.

Fire Points — The measure of firepower as applied by a number of firers toward a single target hex. It is used for calculation of the appropriate column to be used on the Fire Combat Table.

First Edition CWB — The edition of these rules (with later addenda and errata) which was released in 1988.

Forced March — The extra exertion of a unit to move a bit faster than normal with a resultant chance at increased stragglers.

Formations — The potential methods of assembly of the unit on the ground. Dictated by the drill of the time, these formations each have their own individual benefits and drawbacks. The formations in the game are representative of the basic combat formations employed in real life.

Game Rules — The exclusive rules to a given game which give any special rules and all scenario information for that game.

Gun Points — A measure of the number of actual cannons in an artillery unit. Each gun point represents about 3 cannons.

Headquarters Units (HQs) — These "units" represent the administrative and control centers of corps and army command. Corps HQs mark the center of the command radius net of the corps. Army HQs are only used for flavor and to mark their own location. All HQs move like leaders.

Hex — A hexagon. These are used to regulate movement on the game map and to simplify the determination of unit locations.

Hex Numbers — The numeric designation of every hex so as to quickly and accurately identify a particular hex using a simple ID number. We use a grid numbering system which, while not printing a number in every hex, forms gridlines which actually make the system easier to use than one which numbers every hex (see 1.1a).

Implement — An accepted order may only be implemented (and made usable) when the receiving commander makes a trip through his HQ's hex.

Independent Units (Ind) — These units are exempt from command radius and may generally do as they please without orders.

Initiative — The ability to give oneself orders without their issue from higher authority.

Initiative Points — The leader rating of a leader trying to get initiative plus any anti-initiative. This number is used to determine which column is used on the Initiative Table.

In-Person Verbal (IPV) — An order which is given when both sender and receiver are in the same hex and physically able to talk to each other. This is the most effective way to issue orders to leaders in the game.

Limbered (Limb) — The formation of artillery which allows movement. The guns are hitched to their caissons and teams and are ready to roll, but such units cannot fire.

Line of Sight (LOS) — The determination of whether units can see each other given the lay of the land and other map features.

Loose Cannon — The wild card which appears when players use initiative excessively. Effectively, the leader has gone and done something stupid.

Loss Charts — A record of the losses (casualties and stragglers) to the units of a given army. These are designed to alert players as to when units change fire levels or become wrecked.

Low Ammo — A status of being low on ammunition in small arms units which causes them to begin saving ammo by firing less and saving rounds for closer targets.

Markers — These are counters used to show the status of game units.

Morale — The ability of units to "take it." Given as a letter designation from A to E, with A being best.

Morale Check — The requirement to roll on the Morale Table to determine what effect certain game events have on a unit's morale.

Morale Level — The actual morale of a unit (A through E).

Morale State — A temporary effect on a unit because of a morale check. These range from Blood Lust through Rout.

Mounted (Mtd) — The formation of a cavalry unit in which the troopers are mounted on their horses for movement.

Movement Allowance (MA) — The total number of movement points a unit is allowed to expend in a given movement phase.

Movement Point (MP) — A measure of the cost of an activity or movement which is charged against the unit's movement allowance when the activity is conducted.

No Effect (NE) — A result from numerous game tables which requires no action or other results.

Non-Phasing Player — The player whose player turn it isn't.

Order Log — A listing of orders as they are issued which provides a quick reference to the status of all orders and a convenient record of the variables needed when using the Acceptance Table.

Orders — The formal written instructions from the army commander to his corps HQs which instruct them as to what missions they are undertaking. No orders are issued from the corps HQ to the divisions—such units automatically start to function using orders their corps has accepted as long as they are in command radius.

Phasing Player — The player whose player turn it is.

Player Turn — An iteration of the turn sequence for one player, which is followed by an identical iteration for the other player, the completion of which ends the game turn.

Plus Weapons — Weapons fielded by infantry and cavalry units during the war which permitted a superior amount of firepower. Things like repeaters, magazine fed weapons, and breech loaders.

Pre-Set Orders — Orders issued before the beginning of the game. Usually, players will want to follow the pre-set orders given as part of a scenario and only "take command" when units actually appear on the field.

Rally — The act of reducing morale states in the direction of normal. Given time, all units will evolve toward normal.

Retreat — The act of movement to the rear as generated by Morale Table results or via the Close Combat Odds Table. This form of "movement" is calculated using hexes and not movement points. It is also subject to the Standard Retreat rule which helps govern direction.

Routed (R) — A unit which is completely out of the control of its officers and is in a headlong flight to safety.

Rout-Through — The effects caused when a unit in a morale state must retreat through hexes containing other friendly units. Such events may cause unit displacement or a "sharing" of morale states.

Second Edition CWB — The rules contained here which were released in 1992.

Series Rules — The rules which are applicable to all games in the series. The booklet containing this section is the series rule book.

Shaken (Sh) — A morale state of added caution. While the unit is still under control, it is more tentative about its actions.

Simple Orders (Sim) — These are orders which are made so as to conduct limited movements and operations which do not anticipate enemy action or resistance.

Small Arms — Units which are using rifles and other light weapons and not cannons.

Stacking — The placement of more than one unit in a single map hex. The limit is three A fire levels and ten gun points.

Step Loss — The loss of one or more of the steps on the Loss Chart to a unit due to fire combat, straggler or morale results.

Steps — The 100 man increments on the Loss Charts of which unit fire level strength is based.

Straggler Check — A roll made on the Straggler Table to determine whether a game event has generated a loss in the form of stragglers to the checking unit.

Straggler Recovery — The act of attempting to reform the stragglers of a unit in order to give the unit more strength for future operations.

Stragglers — Individuals who decide to flee their formed unit (or are lost) and no longer add to the combat power of their own unit.

Summary Sheet — A page in these rules (on the back of the Charts and Tables pullout) which summarizes the changes in the 2nd Edition rules for players used to the 1st Edition.

Supply Train — The army level supply unit. It is the source of supply for the army.

Supply Wagons — These supply units are at the corps level (usually) and provide a means of transferring small arms ammunition from the army trains to the actual units.

Turn or Game Turn — A complete iteration of the turn sequence for both players. It represents 30 minutes of real-world time in the daytime, 60 minutes at night.

Turn Sequence or Sequence of Play — The ordering of steps which make up a game turn.

Unit — Specifically, this term when used by itself refers to infantry, cavalry and artillery combat units. When used with the appropriate adjective (i.e. Supply unit), it may represent other game counters.

Wing Structure — A command echelon used at some battles which lies between the army command and corps commands. If a wing structure exists in a given game, it is discussed in the game rules for that game. Otherwise, it is not used.

Wrecked Brigade — A brigade which has lost enough of its strength to casualties and stragglers so as to become combat ineffective.

Wrecked Brigade of a Wrecked Division — A wrecked brigade whose division is also considered wrecked. An even greater level of combat ineffectiveness, if you will.

Zone of Control (ZOC) — The area of influence or interest of a unit. ZOCs exist in the frontal hexes adjacent to each unit. The ZOC represents the area in which the unit can bring effective fire to bear.

Designer's Notes

A number of concepts in these games continue to be misinterpreted by players or game reviewers. Foremost among them is the lack of a woods combat modifier. The historical evidence points out that commanders in the Civil War felt the problems associated with forest fighting outweighed any minor amount of increased protection. Also, when troops did fight in the forest, because of the limited LOSs available, they did so at much shorter ranges than normal. The effect of the shortened range effectively counteracts the protective effects of the woods. The other case people point to when talking about woods modifiers is when a force attacks across an open field to attack a defender in the woods. The problem with this example is that, invariably, the defender would array himself in front of the woods (so as to preserve command and control and avoid the problems incurred on maneuvering elements in the forest). With the defender just in front of the edge of the forest, neither side gets any "benefit" from the woods and the fighting is the same as that in an open field. Given that no one has come forth with an example of a force intentionally forming up inside a forest there is no historical basis for such a modifier and its existence would only make players perform actions which are at best ahistorical.

A concept regarding fire levels vs. strength points: having fire decrease incrementally by each strength point lost is not only a pain to record but is also much too accurate a measurement. A unit which drops from 10 to 9 strength points cannot be assumed to have 9/10ths the firepower. Consider the fire levels to be an indication of the "significant digits" of the amount of fire being supplied by the unit.

Stragglers have also been attacked in game reviews, characterized as too much work to be worth it. A player who thinks about his units and rebuilds them as they are lost in stragglers will clean your clock. Players who think ahead to the later stages of the battle, who conserve their troops, and who rebuild them after loss, will generally kick the living "daylights" out of players who don't want to be bothered with it. It's your choice.

On the whole, the changes in this set of rules attempted to maintain the actual series rules as they were presented in the first edition with the majority of the work being spent on rewriting and filling in the blanks so as to make the rules much tighter. The changes that were made were based on comments which pointed out undesirable effects and unintended results. For instance, the command radius "double zone" rule that confused many players was ditched and replaced with a single corps HQ to division commander range. The facing to hex corner rule was dumped because there were no benefits and a number of sacrifices involved in facing to a hex corner.

These rules can be applied to earlier games in the series without modification. However, one should watch for the initiative restrictions placed on leaders in the earlier games. Since initiative was made much harder to get (so as to preclude misuse), some of the restrictions on initiative applied in earlier games may be too much when used with these rules. Those should be approached on a case by case basis with the goal being a roughly similar reduction in the probability to get initiative.

Some have commented that the Fire Tables are too bloody. After seeing all manner of styles of play, the tables stand as they are written. When troops are used in a historical fashion, historical levels of loss are generated. The players who manage to drive the butcher's bills through the roof are, without a doubt, causing their own grief by mishandling or overusing their troops. This game system does not cushion the blow. If you do something dumb, the game system will happily hand you a bloody nose. Likewise, good play will be rewarded. Handling troops in a tactically inept or thoughtless manner will destroy your units—correct play requires every engagement to be handled as a miniature tactical problem: how do I use the terrain? My infantry? My guns? Pushing two lines together and watching them grind each other down is the wrong way to fight.

2nd Edition, Revised

Changes from the prior printing include the dropping of the standard rounding rule (which, in this series, caused more problems than it was worth), the new artillery long range effects rule (26.3a), the addition of the Procrastination rule and Hidden Movement (as optionals), and a multiple dice roll system for combat resolution (which speeds fire combat resolution enormously).

In the place of the usual rounding rule, round all fire point fractions down (upon final application) and other roundings are handled on a case by case basis. The regular rounding caused artillery "pot shots" to be resolved as 1 fire point combats (1/2 rounded to 1) and that was excessive—so much so, the new artillery at range rule was added to further deaden the effect of artillery on troop units at long ranges.

Optional Rules

Defensive Orders (Optional)

When playing a CWB game, have you ever wondered why the defensive player gets off so easily concerning the command system? After all, the guy on the attack has to do all the work. He writes the orders, rolls for corps attack stoppage, and when it all falls apart, starts over. In the meantime, the defensive player just sits there, smug in the knowledge that his orders won't fail. After all, usually, he doesn't have any.

But what if he did? Why not issue defensive orders as well? Forcing both sides to participate fully in the command system might result in some very interesting games. Therefore, the following rules are proposed as a variant of the CWB command system. All of the below rules should be considered additions to the existing rules, except the No-Orders status, which must be changed to reflect these additions.

No-Orders status is no longer defined as being an assumed defensive status. Instead, a unit that is attacked while having no orders is allowed to engage in combat for no more than two turns. By the end of this two turn limit, the force must have accepted some form of orders (via initiative or from a superior) or must immediately implement an Emergency Corps Retreat, paying the straggler die-roll penalty for same. Additionally, a force with no orders, and with no units currently engaged in any combat (except artillery fire from 4 or more hexes distance), has 2 added to the acceptance number for order acceptance, or 1 added to any initiative dice rolls made by leaders in that force. Any unit that has not accepted an order is considered to have no orders, including units that have orders currently delayed.

Defensive orders must be written for all forces that the player wishes to defend positions. Defensive orders are accepted like any other order. A defensive order needs to specify the geographic limits of the ground to be defended. Sometimes the orders may be fairly simple, as in "defend Cemetery and Culp's Hills from attack from the North." Usually, defensive orders should specify right and left flanks and some degree of the depth of defense needed. When doubt arises, create a defensive "box" by specifying limits in all four directions. All of the same conditions that apply when writing normal orders apply to writing defensive ones, except that anti-initiatives and any other restrictions on initiative are ignored. Once a force has accepted a defensive order, that force may defend the position to the best of its ability subject only to new orders or an unsuccessful Corps Defense Failure die roll.

Corps Defense Failure: Once a corps with a defensive order has been attacked by enemy infantry or dismounted cavalry units, it must start rolling for Corps Defense Failure. On every Command Phase after the triggering attack, the defensive player must roll two dice on the Corps Attack Stoppage Table, which now does double-duty as the Corps Defense Failure Table as well. Whenever rolling for a defensive order, automatically add one to the roll since defensive orders were usually easier to carry out than attacks. All normal modifiers to the table also apply to units in defensive situations, except: ignore the night modifier from the Corps Attack Stoppage Table for defensive checks. The dice are rolled and the table is consulted just as if attack stoppage were being checked. If the force passes the dice roll, nothing happens and the defensive units may continue to fight normally. If the force fails its roll, however, the force must implement an Emergency Corps Retreat in the next friendly Movement and Close Combat Phase. In addition to the normal ECR rules, the HQ must retreat at least 12 MPs (units without HQs must individually retreat until each unit has retreated 12 MPs). Furthermore, the retreat rule is fully enforced and no "doubling back" is allowed. Subsequently, the force is then considered to have no orders.

If the attacking player ceases his attack for any reason, the defensive player no longer needs to make defense failure checks. In other words, the defensive player only rolls for checks during command phases which immediately follow turns where enemy infantry or dismounted cavalry made attacks on units of the defending force. In all cases, enemy artillery bombardment alone does not trigger a defense check dice roll.

Divisions operating under defensive divisional goals are also subject to defensive checks, just as if they were corps. A division rolls on the table as if it were an independent corps of one division strength, and all normal modifiers apply. If the divisional leader is killed or wounded, apply the modifier for a killed or wounded corps commander to the dice roll.

The Use of Breastworks (Optional)

What follows is a compromise. Rather than adding countersheets to games just to include the necessary 60-70 breastwork markers required of a mandatory rule, this optional set of breastwork rules is offered with the caveat that gamers will need to create their own markers or borrow them from other games. The counters will need to be marked on one side with an "under construction" symbol, and the completed works on the other. A completed breastworks should afford three contiguous protected hexsides which correspond to the frontal hexsides of an infantry unit in line. The following should not be used in games that are occurring before January 1, 1863.

1. Who Can Build Breastworks. Only infantry units in line formation who are at least four hexes away from any enemy unit may build breastworks. Artillery and cavalry may occupy a finished breastwork hex, but may not build them alone. Cavalry lacked both the tools and inclination to do such work, while artillery had the tools but not the manpower to do so.

2. Construction of Breastworks. On any turn, at the start of the Movement and Close Combat Phase, the player places any "under construction" markers he desires, and flips over any previously placed markers (from earlier) to their breastwork side as long as the infantry unit remains qualified as described above in 1. Under construction markers on units which are not at least four hexes from the enemy may not be flipped over, but may remain in place indefinitely until the proper conditions are fulfilled. Any unit marked with an under construction marker may move, but if this leaves the hex without a qualified unit (as per 1, above) the under construction marker is removed.

3. Facing and Removal of Completed Breastworks. At the time the marker is flipped to its completed side, it may be faced as desired—once this is done the marker may never change its facing. Only one breastwork marker is allowed per hex—you may not create miniature forts using multiple markers. At the end of any Movement and Close Combat Phase in which a breastwork marker is alone in a hex, it is removed. If one side captures an enemy breastwork hex via close combat, the marker is removed. A defender who successfully repulses an attacker keeps the marker, but if both sides vacate the hex, the marker is removed.

4. Effects of Breastworks. A unit fired upon via breastwork protective hexsides alone (determined by the orientation of the marker) receives two benefits: a -1 to the die (not a column shift) on the Fire Table, and a +1 shift on the Morale Table. Furthermore, it is not required to retreat given a morale result marked with a single asterisk (*).

5. Leaders and Breastworks. Considering that these rules are optional, consider the following very optional! In any game before 1 January 1864, a leader must successfully obtain initiative before any unit in his command may construct breastworks. No anti-initiatives are ever applied to this roll. Contrary to the Second Edition rules—for this purpose only—more than one leader may roll for a given formation, i.e. if a corps commander fails, his division commanders may check also. Independent units always have permission to build and do not need initiative.

Conversion of Breastworks to Trenches. Units may convert breastworks to trenches in a game occurring after 1 May 1864.

  1. The Process of Conversion. Breastworks may be converted into trenches by regularly qualified units which remain qualified for 12 hours of game time. While converting, these units may not move. If an enemy unit approaches within 4 hexes, the conversion is interrupted (see 2, below). Some sort of written record will need to be kept of units attempting to convert and the elapsed time spent on conversion.

  2. Interruption of Conversion. A unit that is interrupted does not lose accumulated time (unless, of course, said unit was forced from the hex in which case the breastworks themselves are forfeit) but instead may wait and resume accumulating time when it again fulfills the requirements.

  3. Completion and Effects of Trenches. At the end of 12 hours—specifically at the end of the friendly Movement and Close Combat Phase—replace the breastworks marker with a trench marker. Use markers similar to the breastwork ones with double lines or a different color. Trenches provide protection only from fires through the same set of hexsides the breastwork marker did. The benefits are those given in the series rules and on the standard charts and tables. Once completed, trenches are never removed from play (unless new trenches are built in the hex with a different facing, etc.) and either side may use them (given the facing of the trench marker).

Writing Your Orders: What Do They Mean?

The CWB series is not, by and large, a complex beast to learn or play. It does contain an element that may give many potential players pause—written orders. While not a hex-by-hex plotting system (with all of the slow play that entails), it is necessary to issue to your corps concise instructions for movement and attacks. In effect, this is a free-form orders system governed by that ominous phrase: "use common sense..."

Still, common sense is required. Gamers are intelligent and once they understand the thrust of a concept they can apply it to individual cases with ease. A greater understanding of the command processes in the Civil War will lead to more successful interpretation in specific instances.

Command in the Civil War had yet to become the science that's taught today in war colleges world-wide. Compared to the operations orders of the modern military, Civil War instructions between a commander and his subordinate were much more informal. Approaching Gettysburg on July 1st, 1863, Ewell and A.P. Hill (CSA Corps Commanders) were simply ordered to concentrate their troops in the vicinity of Gettysburg and "not to bring on a general engagement before the rest of the army [was] up."

Consider a much more complex order, Lee's instructions to Longstreet for the July 2nd attack around the Round Tops. Lee ordered Longstreet's corps to attack en echelon with the axis of advance of the Emmitsburg Road, in order to catch the Union army in the flank. "En echelon" requires a wave-type action—units attack from the left or the right (which is designated before the attack) with a brief pause between units. This delay causes a rippling effect and is intended to confuse the enemy as to where the main thrust will occur. When Longstreet was in position, he discovered that Lee's orders no longer fit the actual situation. In game terms, Longstreet then received initiative orders to change the existing attack plan.

Finally, a third example, Lee's infamous Special Orders 191. This is the order which was lost and fell into the hands of McClellan during the Antietam Campaign alerting him to Lee's dispositions. This order, which covered the various movements of all the major elements of Lee's army down to the division level, was only a couple of pages long—9 short paragraphs in all. Yet this order controlled the movements of more than 40,000 men, accomplishing no less than three different operations, and included logistical instructions.

In short, Civil War orders were usually informal, quickly jotted notes, which ideally covered the commander's full intent. Players should try to match this same goal. At the end of the game, when rereading your order log, your opponent or a third party should be able to grasp your intent without a lot of explanation. A well written order might specify that a given corps move along a road, attack the enemy at a given location, and specify that the objective of the attack is to capture that same given point. This order would require only a sentence to convey the whole meaning of the instruction. Only in very complex situations would anything like hex boundaries be required.

The most frequent abuse of the command system is not poor order writing, but rather stems from the fact that units are allowed to move and fight freely within command radius. Units within command radius can find themselves doing all sorts of things simply because there is no reason to move the HQ. Command radius abuse is easily solved. In short, two criteria should be applied—command radius and requirement for orders. Not only must the player check for command range, but must also ask if the involved units need orders to be able to undertake the desired actions. If the answer to the second question is yes, then the next step is to ask if, indeed, these units have orders (either from higher command or via initiative) allowing units to undertake the action in question. If both of these needs are not met, the activity should not occur.

For clarification, more in-depth definitions of various order types:

Complex Orders should be very broadly interpreted. Not only do complex orders cover easily defined attacks such as frontal assaults—Pickett's charge is a very clear-cut case of an attack order—but also movement that could bring about an encounter with the enemy. Any movement towards an objective not currently or last held by friendly units should be construed as a complex order and handled appropriately.

For example, assume that neither player has occupied Little Round Top. If either player wishes to send troops to that location and defend it, such orders would still be complex orders since the hill was not previously held by friendly forces and such movement might initiate combat with enemy units which may also attempt to occupy the place. If there is any real doubt about the combativeness of a particular movement, make it complex.

Simple Orders will be less frequently used. Simple orders are designed to allow troops to be shifted from one position to another within friendly lines, etc. Arriving reinforcements, for example, often are ordered simply to report to the army HQ. Assigning these units a position in a defensive line, so as to shift other troops elsewhere, is a simple order. The key questions to ask here are: 1. Is the end-point of the route still in friendly hands, and 2. Does the route specified involve conflict? An order directing a command to move between friendly controlled points, but specifying a route that is blocked by enemy forces, requires a complex order, not a simple order. As a rule of thumb, a simple order that has its instructions negated by enemy activity is considered unfulfillable and new orders must be issued. For example, suppose the Federal player controls Little Round Top (LRT), Cemetery Hill, and the Taneytown Road between those two points. The Union player orders some troops off LRT and moves another force south along the road to occupy LRT instead. Suddenly, the CSA player captures LRT—which was just left vacant—and the Union force moving south along the Taneytown Road cannot finish its original simple order without attacking to recapture LRT. The current order cannot be completed. New orders or initiative must be used in order to allow an attack on LRT. Note that simple orders do not completely prohibit combat—if the above force had been able to occupy LRT without contest, but then was attacked, there would be no problem in fulfilling the order as written. As a quick rule of thumb, simple orders prohibit offensive not defensive combat.

No Orders is a condition rather than a positive order. Troops without any orders should be considered to be defending in place. Forces without orders are still allowed considerable latitude in order to fight off attacks. Implied in this condition is the ability to counterattack on a limited scale, which is why the rules state that units do not need orders to move and fight. It is fully within the scope of the rules to allow units, once attacked, to counterattack to recapture lost ground. Of course, units under orders (complex or simple) in this situation are still obligated to try to fulfill (or alter) previous instructions. The mere act of being assaulted while under orders does not automatically void existing commands. Once attacked, however, units without orders should be free to move and fight without restriction up to the limits of command radius. Of course, any action which calls for the movement of the Corps HQ must be triggered through orders or emergency corps retreat. In trying to decide if a given combat is legal in the current framework of a unit's orders, remember that a no-orders force cannot initiate attacks in the larger sense of that word. They can fire during "offensive" fire and conduct close combats. They can conduct counterattacks and other such limited offensive actions needed to defend their position.

Divisional Goals represent a different kind of order and are most useful for detached missions. Often, players won't want to send an entire corps off on some flank protection or other such mission, but will still want a force to guard against emergencies. Divisional goals should contain more detail than a corps order. A corps is always limited because its HQ is unable to move without positive orders and, therefore, operations are ultimately limited by command radius.

A divisional goal has no such self-governing mechanism. Therefore, a division with a goal to attack or defend a certain locale should have specific geographic limits placed upon its operations. For instance, a division assigned to defend a road between points X and Y would be unable to advance or retreat past X or Y without new orders, initiative or an emergency corps retreat.

Issuing orders is only part of the job. Once orders are implemented, the player is expected to carry them out—even if events have changed enough to make a player regret his earlier choices. Usually, the most frustrating of orders are attacks which looked brilliant when issued, but now seem more dubious of success. No mandatory restrictions on exact percentages engaged or loss levels are imposed—rejecting these solutions as "gamey." No Civil War general sat down with some master chart that told him how much pressure to bring to bear on an objective. He would tend to press the issue as much as he could without endangering his command. In game terms, the player is obligated to make some effort to put troops into combat as long as the order holds. Piecemeal brigade attacks or several brigades engaging only at two hex range seem to be a fine re-creation of foot-dragging.

For players who prefer a firmer standard: when any order is written, indicate with a number from 1 to 3 how aggressively it is to be followed. For instance, a player who assigned a 1 to an attack is allowed to press very lightly—perhaps one brigade at a time or the two-hex range option. A player who commits himself to a 3 is doomed to a full scale assault, no matter what the odds. A 2 would commit a player to the middle ground, perhaps using 50% of his force at a time. This number doesn't affect acceptance in any way. Changing intensity value would require a new order or initiative. Alternatively, a player could jot down a descriptive word or two indicating the intended ferocity of his assault, ranging from "probing attack" to "all out attack." Note that these solutions are offered only as suggestions and should not be construed as "official."

In closing, a few words about trust as it applies to the game. A certain minimal amount of trust is expected from all players—to obey orders, etc. Many die rolls are to be made in secret and players should feel comfortable concerning the honesty implied in these rolls. There is no mechanism in these games to prohibit cheating and it is easy to circumvent the system if one tries. However, creating such an airtight structure would also produce games with very little interest in playing. All of the games in this series will continue to demand a certain amount of honesty and trust between players.

Extended Movement (Optional)

One of the most common complaints about board games is that achieving true surprise over your opponent is impossible. After all, he's watching every move you make. Jackson's dramatic flank march at Chancellorsville is a waste of time, and what fool would go to the lengths Longstreet did at Gettysburg, just to avoid being seen?

The problem stems from the fact that even though you may have completely duped your opponent, once you start movement—with only six movement points—you're hardly going to turn up in his rear before he issues corrective orders. Of course, if you had 20 or 30 MPs to spend in one turn, you could put troops into column, slip around on an unguarded road, go back into line, and hit him a devastating rear attack—all in one turn.

The basic thrust of this variant calls for a player to be able to issue orders to a force which allow the command in question to remain quietly in one place on the map—seemingly inoffensive and meek. All the while, the force would actually be accumulating movement points, a full allowance for each turn that goes by. Then, at the time of his choosing, the acting player could suddenly set this command in motion, expending all of its 'saved' MPs in one devastating turn.

In order to reap the benefits of this rule, the player would need to observe the following restrictions:

  1. The player must issue an order to a command that specifies the directed force as making a 'surprise move.' All elements affected by this order must be listed (say, all of 1 Corps plus J/2 attached) and a detailed route. Roads work best here, since they are easier to specify.

  2. Once the order is accepted, the force cannot physically move or conduct activities like straggler recovery or ammo resupply. They must remain in place in line formation. They may not conduct fire combat of any type.

  3. Each Movement and Close Combat Phase commencing with the phase immediately following order acceptance, the phasing player must roll a die for each surprise moving force, and consult the MP Accumulation Table. The result will either be a pass—indicating that all of the turn's MPs may be saved and used later—or a fail—which means the march has been discovered. At the beginning of any Movement and Close Combat Phase, the player may forego this die roll and elect to execute the march voluntarily, at which time the force resumes normal functioning—the surprise order is then carried out in a normal turn by turn manner. This initial movement may continue until all accumulated MPs have been expended or until the lead element reaches a "blocked hex" (see below).

Upon discovery, the force immediately moves along the indicated route until all accumulated MPs are expended or its lead element reaches a blocked hex—exactly as if the player had voluntarily elected to execute the movement.

Conditions and Definitions

Concealed Movement. When the phasing player actually begins the movement of the surprise force—either by choice or discovery—he must follow his assigned route until either all the accumulated MPs have been expended or he reaches a blocked hex. A "blocked hex" is defined as any hex at or within two hexes of an enemy infantry, cavalry, or artillery unit. Furthermore, a "blocked hex" is considered reached if the phasing player, while following his route, enters a hex that can be seen by an enemy unit or leader in keeping with standard LOS and current visibility. Once the blocked hex is reached, the moving player may move the surprise units 6 more MPs or the remainder of their accumulated MPs—whichever is less. He may conduct close combat and normal fire combat.

Enemy Interference. If the enemy attacks any unit of a surprise force with artillery fire at five hexes or greater, the combat is resolved normally, except that the defending player secretly ignores the result and does not record any straggler or casualty losses. Morale results are also ignored, but the defending player can mark his units with appropriate results (Sh, Dg, etc.) and execute any retreats to preserve the illusion. Units may recover morale and return to their previous locations—the only kind of movement allowed in exception to #1 above. When the owning player initiates his surprise move, simply remove any of these 'sham' markers and return units to their proper locations.

If the enemy attacks any surprise unit with units at four hexes or less, the surprise move is triggered. Additionally, any enemy combat unit (infantry, cavalry, or artillery) that ends its movement at or within two hexes of a surprise unit also triggers the order. This trigger is handled in the following manner:

  1. The surprise player informs his opponent that a surprise move has been triggered. Any attacks against surprise units are ignored, but enemy units may not pass through or move into hexes occupied by surprise units. They may fire through such hexes.

  2. At the beginning of his Movement and Close Combat Phase, the surprise player immediately executes the surprise order subject to the following conditions: A. He must follow the designated route. B. He may only expend 1/2 of his accumulated MPs. He may not expend the additional 6 MPs he would normally get for that turn. He may not stop short of expending 1/2 of his MPs unless he reaches a blocked hex—in which case all movement ceases. All additional MPs over the 1/2 allowed are lost.

Voluntary Cancellation. A player may change a surprise force's order during a normal Command Phase by sending it new orders or by initiative. When sending new orders, arrival time is calculated by adding the expected amount of accumulated MPs to the actual distance to the force's HQ. For example, if the 1st Corps HQ is 20 MPs away from the Army commander—normal time delay would be two turns. However, 1st Corps has accumulated 12 MPs so another two turns must be expended to deliver the order—for a total of 4 turns. Initiative requires no such time delay calculation.

Once the time delay has passed, the surprise force begins to check for acceptance normally. Until the new order is accepted, the surprise order must be followed. At any time during this stage, the player could still choose to implement the surprise order, but would continue to roll for the newly received one.

Once he has succeeded in changing his orders, the player has two options: he may execute the old surprise order as it has progressed so far, and then begin to execute the new order's instructions. Alternatively, he may reverse the order—rolling on the MP Accumulation Table to subtract MPs from the accumulated total—in order to preserve secrecy. Once the total is zero, he could then start executing the new orders. If discovered, however, he would still have to immediately expend the accumulated MPs as described in Enemy Interference above.

Surprise Move Collision. It is possible, though unlikely, that both sides will attempt to use portions of the same route for a surprise move at the same time. In these cases, the players can either allow the player who started his move first to complete all of it and consider the other player's move cancelled with accumulated MPs lost. Or, both players can conduct a semi-simultaneous move in the following manner:

  1. Player A begins his move and indicates his route.
  2. Player B checks for any overlap with his own move, and if finding any, informs A.
  3. A now moves his force 6 MPs.
  4. B does the same.
  5. Both players continue alternating this pattern until either all MPs are expended (if one side has more accumulated, he may simply finish his move at the end of the alternation) or they come within 6 MPs of each other. At that point, both forces are done moving and the normal sequence of events resumes. Note that in this instance, the non-phasing player actually moves his force during his opponent's phase. These units may not move again in their own following Movement and Close Combat Phase—consider them already moved. The phasing player, however, may move freely in his next phase—giving him a slight advantage.

Either method may be used as long as both players agree beforehand.

Initiative Use. In addition to the use of initiative to cancel or supersede an order, players may use their leaders to alter a specified route in order to avoid a blocked hex. If, as he expends his accumulated MPs a player discovers he is about to enter a blocked hex, he can have the ranking leader of the force (not a subordinate) roll for initiative to alter his route. If successful, the player may deviate from the specified route in order to avoid the blocked hex. He must announce his intended detour route, and his detour must seek to regain the specified route as rapidly as possible. Note that each avoidance of a blocked hex requires a separate initiative roll. Failure to receive initiative means that the force enters the blocked hex and follows the procedure above. Note that changing the objective or the orders as a whole via initiative would still need to be done in the normal Command Phase—not during this detour procedure. Only the route may be modified in this manner. As an added bonus, allow any force that is accompanied by at least one cavalry brigade to modify this detour initiative roll by +1 to the dice.

Forced Marches. Players may also add forced march MPs onto the accumulated MP total, up to the four max each turn, as per the normal rules. Of course stragglers should be checked for normally, but rolls should be made secretly to preserve the surprise. Note that even if a surprise move is cancelled and a unit is subtracting MPs, it still must make straggler checks if using forced marching.

Visibility Limits. A maximum visibility limit of 20 hexes is imposed. In the series, no visibility limits are set during clear weather as no unit can ever fire more than 10 hexes. Here, a special limit needs to be imposed as a limit to long range observation which would be hindered by woods, buildings, and brush too small to be printed on the map as well as the ever present haze. In situations where weather intrudes, games will specify other (shorter) maximum visibility limits.

General Comments. The above rule simulates wide flanking marches such as Longstreet's and Jackson's in an admittedly abstract manner. Yet, it adds a real measure of suspense. Suddenly, control of high ground like Little Round Top or Cemetery Hill becomes critical—providing vantage points to keep an eye on the enemy. Cavalry, with fast movement and more latitude in using divisional goals, will be used in their historical roles by alert commanders—to screen flanks and to cover hidden roads.

In order to prevent too much tedious plotting, specify road routes wherever possible. In some instances, it may be necessary to list specific hexes to avoid disputes. Another option is to conduct approach movements at night, when visibility is nil and only the actual presence of enemy troops need be worried about.

The two hex radius of enemy forces represents the posted pickets of those units. These pickets would rarely be placed further than four hundred yards from their parent units. Again, this makes cavalry especially useful in screening flanks—these brigades serve as tripwires against enemy forces.

The table is provided to make surprise marches more difficult to achieve the greater the distance that is attempted. Hence, the longer the march, the more the risk of premature discovery, and subsequently the more separated and exposed to piecemeal destruction one's forces will be.

MP Accumulation Table

RollTurn 1Turn 2Turn 3Turn 4+
1-3PassPassPassPass
4PassPassPassFail
5PassPassFailFail
6PassFailFailFail

-1 from the die roll if during a full or partial night turn.

Charts and Tables

Command Points

Leader Rating4, 32, 10
Points Available16128

Initiative Table

Leader Rating432, 10
Success9101112
Loose cannon2222

Command Radius

Corps HQ to Division Leader — 8 MP. Division Leader to Brigade — 4 MP.

Order Delivery

Every 10 MP or portion of 10 MP between sender and receiver = 1 turn. Check for acceptance on the turn the above number of turns from now.

Order Costs

Method: Oral — 3, Written — 5. Type: Complex — 3, Simple — 1.

Acceptance Table

Acceptance Value = Leader Rating (Sender) + Leader Rating (Receiver, Army HQ Rating = 2) + Method (Oral -1, Written +0, In Person +2) + Type (Complex -2, Simple +0).

Shift LEFT one column if Receiver has an Accepted order or an order in Delay.

Dice-3-2 to -10 to 12 to 34 to 56 to 78+
2DtDtDtDtDtDtDt
3DtDtDtDtD2D2D2
4D2D2D2D2D1AA
5D2D2D2D2AAA
6D2D2D2AD1D1A
7D2D1D1D1D1D1D1
8D1D1D1D1D2D1D1
9D2D2D1D1AAA
10DtD2D2D2D1AD1
11DtDtD2D2D1D2D2
12DtDtDtD2D2D2D2

Result: A — Immediate Acceptance. D1 — Die roll each subsequent turn for Acceptance, 1 or 2 on one die to Accept. D2 — Die roll each subsequent turn for Acceptance, 1 on one die to Accept. Dt — Order distorted, thrown away.

Optional: No orders can be sent to this command until a 6 is rolled (on one die). Roll once each turn in the Delay Reduction Segment.

Corps Attack Stoppage Table

Number of Divisions in Corps (columns) cross-indexed with Number of Wrecked Divisions (rows) gives the Stoppage Table column to use:

Wrecked \ Divisions in Corps7654321
01111111
11111222
21122234
3222234
422234
52234
6234
734
84

+1 if the original Corps Leader has been lost.

Cross-index that Stoppage column with Leader Rating for the roll needed (two dice) to pass:

Leader RatingStoppage Column 1234
4, 335810
2, 136911
0471012

Roll number or greater on two dice to pass. Die Roll Modifiers: -3 at Night. Optional Defensive Orders: +1 Defense Order (ignore -3 for Night).

Close Combat Resolution & Odds Table

Sequence of Events: A) Attacker moves into defender's hex at +1 MP cost. B) Defender's Fire Combat; apply losses and stragglers to Attacker. C) Attacker's Fire Combat; apply losses and stragglers to Defender. D) Attacker checks morale with -6 modifier; if required to retreat, combat ends. E) Defender checks morale with -4 modifier; if required to retreat, combat ends and the defender makes an additional morale check (without the close combat modifier). F) If none of the above ends the combat, resolve the Close Combat using the Odds Table below. Loser must retreat (2 hexes if defender, 1 hex if attacker). Again, if the defender must retreat, he must make an additional morale check.

Additional morale checks are only required of losing defenders and do not use the close combat morale modifiers. The close combat modifiers are used in addition to any others that might be applicable.

Die Roll1-2 or less1-12-13-14-1 or more
1DDDDD
2DDDD1/2 A
3DDD1/2 AA
4DD1/2 AAA
5D1/2 AAAA
6+AAAAA

D = Defender wins. Attacker retreats 1 hex. 1/2 A = Roll again, 1-3 = D, 4-6 = A. A = Attacker wins. Defender retreats 2 hexes and makes additional Morale Check. Defender is x2 in Sunken Road or Trench (if applicable).

Die Roll Modifiers: +1 Defender is wrecked Brigade. +2 Defender is wrecked Brigade of wrecked Division. -2 Attacker is wrecked Brigade.

Unit Strength Point Value for Odds: AA or more = 6, AB = 5, A = 4, B = 2, C or Artillery = 1. Low Ammo, DG Morale, and Formation have no effect on strength. Strength over AA has no additional effect. Routed defending units automatically Rout (Back 2, Straggle 3) instead of rolling on the Odds Table.

Formation Effects

Type UnitFormationFire CombatMovementClose Combat
InfantryLineYesYesYes
InfantryColumnNoYes, may use roadsYes
CavalryDismountedYesYes, as infantryNo
CavalryMountedNoYes, may use roadsNo
ArtilleryUnlimberedYesNoNo
ArtilleryLimberedNoYesNo

Morale State Effects

TypeFireMovementClose Combat
Blood LustNENEYes
NormalNENEYes
ShakenNENENo
Disorganized1/21/2No
RoutedNoSpecial*No

* See 24.1b

Order Log

On any blank sheet of paper, preferably lined, make the following column headings: Order Number, Arrival Time, Receiver, Sender, Type and Method, Acceptance Status. Allow one line per order and enough room per column to record the required information (about one inch will do).

Stacking (Summary)

In one hex — Max Fire: 1x A Fire Level and/or 5 Gun Points. Max Stacking: 3x A Fire Level and/or 10 Gun Points.

Fire Determination Chart

Small Arms — Fire Points by Fire Level and range (Close Combat / Range 1 / Range 2), plus weapon values in parentheses:

Fire LevelClose CombatRange 1Range 2
A8 (12)4 (6)2 (2)
B4 (6)2 (3)1 (1)
C2 (3)1 (2)1/2 (1/2)

Artillery — Fire Points by Gun Points and range:

Gun PointsClose CombatRange 1Range 2-3Range 4-6Range 7-8Range 9-10
5105311/21/2
484211/21/2
36321/21/20
24211/21/20
12111/200

Artillery fire points used on wagon and artillery targets is x1 at all ranges. Artillery fire points used on all other target types are x1 up to (and including) 3 hexes; fires at 4 hexes or more at these targets are x1/2.

Fire Combat Table

Combat Table Modifiers (Column Shifts). Each line is used only once, even if multiple conditions on the line are true.

  • -1 Up Slope or Extreme Slope, in either case Firer must be at lower elevation than target
  • -1 Target in Sunken Road or Trench
  • -2 Night
  • -1 One or more Firers is Low Ammo
  • +2 Target is Column, Limbered, Flank, Disorganized, or Routed
  • +3 Mounted Target
  • -3 Defender's fire in Close Combat, if attacked from a Flank
Dice \ Total Fire Points<1123-45-67-89-1112-1415-1718-20>20
2---m-11/21/211111 1/2
3--m-2m-11/211111 1/21 1/2
4--m-21/21/21111 1/21 1/21 1/2
5--m-11/21111 1/21 1/21 1/22
6-m-2m1/2111 1/21 1/21 1/222
7m-2m-11/2111 1/21 1/21 1/2222 1/2
8m-1m111 1/21 1/21 1/2222 1/22 1/2
9m1/2111 1/21 1/2222 1/22 1/23
101/2111 1/21 1/2222 1/22 1/233 1/2
111/2111 1/2222 1/22 1/233 1/23 1/2

Notes: "-" = No Effect. "m-2" = Morale Check, up 2. "m-1" = Morale Check, up 1. "m" = Morale Check. A number = that many casualties, plus a Straggler Check and a Morale Check.

On 1/2 Loss... Die 1-3: Round Down (1 1/2 becomes 1). Die 4-6: Round Up (1 1/2 becomes 2).

Leader Loss Check. If a stack takes a casualty, roll two dice for each leader in the stack: 2 = Leader is Killed. 3-10 = No Effect. 11-12 = Leader is Wounded.

Straggler Table

Fire Loss 1/2 to 1 (roll one die, cross-index with unit's Morale rating):

Die \ MoraleABCDE
1---11
2---11
3--111
4-1112
5-1112
611122
711223
812223

Fire Loss 1 1/2 or more:

Die \ MoraleABCDE
1-1112
2-1122
3-1122
411233
512233
612333
723344
823344

Die Roll Modifiers: +1 to die if unit is DG, Mounted, or hit in the flank. +2 to die if unit is Routed, from a wrecked brigade, or fire is at Night. Fire Result (which determines table used) is BEFORE rounding. Fire results less than 1/2 do not require straggler checks. Numbers in the table are Strength Points Lost to Stragglers.

Gun Loss Table

Roll for any artillery unit that must limber in a ZOC or in close combat. Note that whenever unlimbered guns must retreat, they must limber to do so.

DieGun Points Lost
1-20
3-41
52
63

Straggler Recovery Table

Roll one die for each marked brigade. +2 to die at night.

Morale \ Die012
A12-56
B1-23-56
C1-34-6
D/E1-45-6

Column headings are Strength Points Recovered. See restrictions (21.2).

Morale Table

Row is the unit's Morale Level (A-E) modified by Morale Table Modifiers below; roll two dice (read as a two-digit number, e.g. a red 6 and white 4 is "64") and find the column containing the result:

Base RowBlood Lust: No EffectNo EffectShakenShaken: Back One*Disorganized: Back One*Disorganized: Back Two, Straggle One**Routed: Back Two, Straggle Three**
A (top)11-1621-5455-6263-646566
A (mid)11-1516-5354-6263-646566
A (bottom)11-1415-5354-6263-646566
B (top)11-1314-4651-5556-6263-646566
B (mid)11-1213-4546-5556-6263-646566
C (top)11-1213-4243-5354-6162-6364-6566
C (mid)1112-3334-4546-5556-6263-6465-66
D (top)1112-2631-4445-5556-6263-6465-66
D (mid)1112-2526-4344-5455-6263-6465-66
E (top)11-2122-3641-5253-5661-6364-66
E (mid)11-1415-3435-5152-5661-6364-66
E (low)11-1314-3334-4651-5556-6364-66
(further shifted rows)11-3132-4445-5455-6263-66
11-2425-4243-5253-6162-66

*Units stacked with unlimbered artillery (not guns alone in a hex) or those in a sunken road or trench may ignore the retreat result. **Even units qualifying above must retreat. Unlimbered artillery MUST limber to retreat (even one hex), and must roll on the Gun Loss Table if in an EZOC or in a Close Combat when forced to do so.

Back # — Retreat given number of hexes. Straggle # — Lose given number of Steps to stragglers.

Morale Table Modifiers (row shifts, "+" is UP, "-" is DOWN; each line used only once, even if multiple conditions are true):

  • +3 Unit is in Sunken Road or Trench
  • +1 Unit is Stacked with unlimbered Artillery (does not apply to artillery units themselves)
  • +(Rating-1) Leaders

Top Unit in Stack is...

  • -1 Low Ammo
  • -1 Shaken
  • -3 Disorganized
  • -3 at Night
  • -4 Wrecked Brigade
  • -4 Close Combat, Defender
  • -6 Close Combat, Attacker
  • -6 Column, Limbered, or Flank Target
  • -6 Wrecked Brigade of a Wrecked Division (used in place of the -4 above)
  • -6 Routed

Blood Lust Morale Check: Dice 11-43 = No Effect. Dice 44-66 = Remove Blood Lust.

Clash of Volunteers: First Battle of Bull Run

Battles at Bull Run is a set of three complete games in the Civil War, Brigade Series, covering engagements outside Manassas, Virginia. Clash of Volunteers presents the battle the Rebels called Manassas. To the Union, it was the Battle of Bull Run.

On July 21, 1861, the untried Union and Confederate armies met at Bull Run. This first large fight of the Civil War resulted in a narrow Rebel victory and ended the public perception that the young war would be a short one.

Counter Notes

See the Second Bull Run rulebook for a description of changes on some standard CWB counters.

1.0 Terrain & Map Notes

1.1 Centreville Defenses

The breastworks around Centreville were constructed after First Bull Run and are not used in these scenarios.

1.2 O&A Railroad Bridge

The RR bridge across Bull Run on Map C is considered destroyed in all scenarios.

1.3 Unfinished Railroad Cut

This is a natural trench providing cover for units that occupy it. Units that receive all fire directed at them (from regular fire combat or close combat) through Unfinished Railroad hexsides apply the modifiers for being in a Trench. All units pay +1 MP to cross an Unfinished Railroad hexside.

1.4 Turn Record Track

Ignore the two "detours" on the Turn Record Track; they are not used in First Bull Run scenarios (Dawn begins at 4:00 am and dusk begins at 7:30 pm).

2.0 General Special Rules

2.1 Defensive Orders

Do not use the Defensive Orders optional rules with the First Bull Run scenarios—units need to be able to defend without orders.

2.2 Brigade Goals

First Bull Run, especially for the Confederate side, requires divisional goals (Brigade Goals) for infantry brigades as well as cavalry and artillery. Infantry brigades accept orders with a receiver rating of 2, and have a nominal leader rating of 2 for Corps Attack Stoppage (as a Corps of 1 division). Any Brigade that becomes wrecked while operating on a brigade goal, suffers the -6 "wrecked brigade of a wrecked division" morale penalty. Brigades operating under a divisional structure apply the appropriate -4 or -6 penalty.

Without orders, any Confederate brigade, and those Union brigades on Brigade Goals, may voluntarily ECR whenever enemy units are within 5 hexes of their location. Confederate brigades must ECR toward the South map edge and Union brigades toward Centreville. Units that are across Bull Run may retreat toward the nearest crossing point that leads, respectively, to Centreville or the South map edge.

Artillery units may be given Brigade Goals and may be assigned to a brigade as part of a Brigade Goal order. Artillery units that are attached to a brigade can operate freely within 2 hexes and are not required to stack with a unit of the brigade. Confederate artillery units are attached to the brigade they setup with or enter with.

2.3 Close Combat

In all Close Combat engagements, the Morale Table Modifier for the attacker is increased to -8. Should the close combat involve the Odds Table, the attacker is limited to an 'A' strength level regardless of actual size.

In this early stage of the war, leaders were inexperienced in handling large bodies of men and tended to commit their regiments in piecemeal fashion.

2.4 Straggler Recovery

All units are allowed to recover Stragglers. Units on Brigade Goals may ignore the command radius restriction, but all other normal conditions apply.

2.5 Headquarters

Army HQ counters are not used in First Bull Run. Army commanders may issue orders from their actual location. Orders issued to leaders in the same hex arrive immediately and may roll for acceptance in the same command phase. However, Army commanders on both sides are limited to one IPV bonus per day.

Historically, McDowell's headquarters did not accompany him in the field, and during this battle, once the action started, Beauregard led "from the front." The larger formal HQ and staff were not yet present this early in the war.

3.0 Union Special Rules

3.1 Army Command

McDowell commands the Army of Northeast Virginia (ANEVa). He must issue orders directly to each division in the form of divisional goals. To establish a Brigade Goal, a division must accept an order, from the Army commander or via initiative, that contains instructions for one of its brigades. Once detached from its division, a brigade may receive new orders directly from the Army commander.

Should McDowell become a casualty, the order of succession for Army Command is: 1) Tyler, 2) Runyon (if in play), 3) Hunter, 4) Heintzelman, 5) Miles.

3.2 Anti-Initiatives

All Union division leaders have a -1 anti-initiative.

After Tyler's run-in at Blackburn's Ford on July 18, he received a "dressing-down" from McDowell that made commanders hesitant to act independently.

3.3 Detachments

Any Union division, which has at least 3 brigades currently under its control, may detach one brigade on a Brigade goal. Attachments may be given as part of a scenario setup, but otherwise are not allowed.

3.4 Union Minor Variants

3.4a Howard's Brigade. In scenarios where Howard's brigade (3-3) is scheduled to arrive at 1pm, he may arrive instead with the rest of 3 Div at 11am. This option gives the Confederate player 1 VP.

3.4b Union Cavalry. Allow Palmer to enter or setup with McDowell in any scenario except 6.1. Palmer is independent and does not require orders. This option gives the Confederate player 1 VP.

Historically, the Union cavalry was very poor and did not contribute to the battle. This option gives them a more effective role.

3.4c Runyon's Division. Allow Runyon and 2-4 to enter or setup with 1-4. When this option is used, all of 4 Div may arrive 2 hours earlier than scheduled. This option gives the Confederate player 2 VP.

Runyon's division was composed of unbrigaded militia and volunteer regiments who were considered unreliable. Some of these troops showed up late on July 21, trying to restore order during the Union rout.

3.4d McCunn's Provisional Brigade. When listed in a scenario, the Prov Brigade may be added to the Union army and receives orders directly from the Army commander. This option gives the Confederate player 1 VP.

These four NY regiments were sent from Alexandria to Fairfax Court House to stem the Union rout. They could have been used in the battle.

4.0 Confederate Special Rules

4.1 Army Command

While technically there are two Rebel armies on the field, the Confederates act as a single unified force with Beauregard and Johnston sharing Army command. Both of these leaders function as normal Army commanders and can issue orders to any CSA brigade. When Beauregard and Johnston are in play, a combined total of 20 Command Points are available each turn.

Beauregard has a 0 rating on the counter front and a 2 rating on its back. The rating he starts with is indicated in each scenario setup, and may change when Johnston becomes "active" (see below). At all times, Beauregard is limited to the number of Command Points his leader rating would normally provide (10 or 15).

In any scenario where Johnston is in play, his current status will be given as Active or Inactive. When Inactive, Johnston has no command function. He may become Active on a successful initiative roll (ignore Loose Cannon results) and can make one such roll per turn. When Johnston becomes Active, flip Beauregard to his 2 rated side and let both leaders function as Army Commanders. Once Active, Johnston remains that way for the rest of the game.

Should Beauregard become a casualty, Johnston automatically becomes Active. If Johnston becomes a casualty, Beauregard commands the Army with a leader rating of 2. If both become casualties, use a Repl leader as Army Commander.

J.E. Johnston was the senior commander at Manassas. However, upon his arrival he decided to leave Beauregard in command. As events unfolded he took a more active role, and in the process inspired Beauregard to action.

4.1a Brigade Goals. The Confederate Army is composed entirely of brigades with no Corps or Division structure. The Army commander must issue individual orders directly to brigades in the form of Brigade Goals.

4.1b Brigade Leaders. Certain brigades have a Leader Rating printed on the counter (upper left corner). Any brigade with a Leader Rating may attempt initiative and accept orders as a leader (receiver) of the same rating. No other benefits are derived from this Leader rating.

4.2 Stuart's Cavalry

Stuart is an independent unit and does not require orders.

4.3 Confederate Minor Variants

4.3a Smith's Brigade. Allow Smith's brigade to enter with Elzey's brigade at 1:00 pm, or setup with the other AShen units in Scenario 6.6. This option gives the Union player 2 VP.

Smith had gone ahead to Manassas (with Elzey) to oversee the arrival of some late arriving portions of Bartow and Bee's brigades. These troops never made it to Manassas due to a mysterious train wreck. So Smith, who outranked Elzey, led Elzey's brigade in the battle. With this variant, Elzey gets his brigade back and the troops from Bartow and Bee are assumed to have arrived as planned, with Smith acting as their brigade leader.

4.3b Johnston Brings Everyone to the Party. Use the larger Army of Shenandoah strengths printed on the Confederate Loss Chart. Smith's brigade is included in this variant and does not need to be paid for separately. This option gives the Union player 6 VP.

This variant assumes Johnston was able to bring his entire army to the battle, without leaving regiments behind at Piedmont Station and Manassas.

5.0 Victory Conditions

The game winner is determined by the use of Victory Points (VP) awarded for capturing terrain and damaging enemy formations.

5.1 Terrain

These points are awarded to the player who was the last to occupy all hexes of the given terrain feature with an infantry brigade. Fords and bridges are controlled by the side that last crossed the hexside or has a friendly unit adjacent to the hexside with the other side free of enemy units and EZOC.

FeatureUnionCSA
Centreville06
Entry J or K50
Henry House Hill33
McLean House40
New Market40
Cub Run Bridge03
Stone Bridge22

5.2 Wrecked Formations

Each side receives VP for wrecking enemy infantry brigades. Each brigade wrecked by casualty and straggler losses is worth 1 VP at game end. Each brigade wrecked by casualties alone is worth 2 VP.

5.3 Determining Victory

Total the VP for each side and subtract the Union total from the Confederate total. This result will either be positive (in the CSA favor) or negative (in the USA favor). Compare the result to the Victory Chart specific to the scenario to determine the level of victory. Fractional VP totals are always rounded down.

6.0 Scenarios

6.1 To Henry Hill

This one-map scenario portrays the most critical moments of the First Battle of Bull Run as both sides fight for control of Henry House Hill.

General Information First Turn: 12:30 pm, July 21, 1861. Last Turn: 6:00 pm, July 21, 1861. Scenario Length: 12 turns. Maps Used: B. First Player: Union.

Confederate Information

Setup: Hampton: B22.18. Db(1): B26.17. Jackson, AShen b(2): B25.18 ext B24.18 ext B26.17. AShen b(2 - 1 gun point): B26.20 (limbered). Evans, Bee, Bartow: B26.21 (all Routed*). Cocke-B: B28.29. Stuart (1Va): B38.27. Beauregard (2): B30.24. *Mark the following casualties: Evans 5, Bee 8, Bartow 6.

Orders: 1. Jackson has orders to defend Henry Hill. He may move freely among hexes that are the same elevation as Henry House. 2. Cocke-B has an order to move to Henry Hill on Jackson's right flank.

Artillery Ammunition: 20.

Reinforcements: 1:30 pm, Entry hex K: Elzey, AShen b(1). 2:00 pm, Entry hex Q: Bonham-B, APot b(2). 2:30 pm, Entry hex R: Early's Brigade.

Orders: All units except Early, have orders to move to Henry Hill and extend Jackson's left flank. Early's brigade may be assigned a Brigade Goal on the turn it arrives (automatically accepted).

Union Information

Setup: 1a-2: B19.15. 2b(1): B20.14. Repl(Hunter), 1b-2, 2b(2): B21.12. 3b(2): B23.11. Heintzelman, 1-3: B20.13. 2-3: B19.12. Tyler, 1-1 (column): B15.23. 3-1 (column): B14.16. McDowell: B16.13.

Orders: 1 Div (only Keyes & Tyler) has order to move to B18.19 and then attack to capture Robinson House. 3-1 (Sherman) has a brigade goal to march to Sudley Road and take up position behind 3 Div. No other units have orders.

Artillery Ammunition: 20.

Reinforcements: 1:00 pm, Entry hex G: 3-3 (Howard) with Brigade Goal to move to B11.10. *Do not use Opt 3.4a.

Special Rules

  1. McDowell may issue orders directly to any brigade or artillery unit. He is not required to do so, he may issue divisional goals normally.
  2. Mark the following casualties: 1a-1: 2; 1b-1: 5.

Victory: Ignore conditions in 5.0 and give victory to the side that controls all hexes of Henry House Hill.

6.2 McDowell's Pincer

On July 18, McDowell's original plan had Heintzelman's 3rd Division crossing Bull Run at Union Mill's Ford to turn the Confederates' right flank. Tyler with 1st Division was ordered to pass through Centreville and march toward Bull Run simulating an attack. While Tyler exceeded his orders and attempted to capture Blackburn and Mitchell Fords, McDowell had already cancelled the attack on Union Mills. This scenario allows McDowell's original plan to unfold, while incorporating the actions of Tyler at Blackburn's Ford.

General Information First Turn: 10:00 am, July 18, 1861. Last Turn: 8:00 pm, July 18, 1861. Scenario Length: 21 turns. Maps Used: C. First Player: Union.

Confederate Information

Setup: Bonham-A, APot b(2): C38.12. Bonham-B: C40.11. Longstreet, APot b(1): C34.17 ex C34.18. Jones, APot b(1): C45.24. Early, Db(1): C40.19. Ewell, APot b(1): C52.29. Beauregard (0), APot Supply: C50.16.

Orders: No units have orders. Artillery Ammunition: 25. Reinforcements: None.

Union Information

Setup: None. All units enter as reinforcements. Artillery Ammunition: 25.

Reinforcements: Before play begins, roll one die and add the result as a number of turns to the 10am* arrival time for Heintzelman and 3rd Division. (10am +3 is 11:30am). All other units arrive as scheduled. 10:00 am, Entry F: Tyler, 4-1, 1b(1). 10:00 am*, Entry G: Heintzelman, 3 Div (all). 11:00 am, Entry F: 3-1, 1b(2). 12 Noon, Entry F: 2-1, 1b(2). 1:00 pm, Entry F: 1-1. 3:00 pm, Entry F: McDowell, McCunn's Prov Brigade (opt).

Orders: 1 Div—Attack along Centreville Road to capture Blackburn and Mitchell Fords. 3 Div—Force a crossing at Union Mill Ford and advance to capture the McLean House (C50.16). McCunn (opt)—Move to Centerville.

Special Rules: There are no anti-initiatives for Union leaders in this scenario and there is no VP cost for 3-3 arriving with 3 Div.

Victory: Determine victory solely by control of the terrain features listed below.

FeatureUnionCSA
McLean House40
Blackburn Ford22
Mitchell Ford22
Union Mills Ford13

Historically, Tyler's attempt to capture Blackburn Ford with only Richardson's brigade was a failure.

Early Start for Campaign. With the following modifications, Scenario 6.2 can be used as an early start for a full Manassas campaign.

a) Use maps B & C, and add the following units to the Confederate setup: Evans, Db(1): w/i 3 B19.22. Cocke-A, APot b(2): B26.26. Cocke-B: B28.29.

b) Heintzelman's 3 Div may arrive as indicated in this scenario or may arrive at 2pm at Entry F with any orders the Union player wants.

c) On the 8pm (not am) turn of July 18th, roll two dice for each Union division listed in scenario 6.4 that is not yet on the map. Add the result as a number of turns to determine the arrival time for each division. These divisions arrive with orders to "Move within 4 hexes of Centreville".

d) Extend scenario 6.2 until 5am July 19th and continue play using the reinforcement schedule, artillery ammo, Special Rules, and Victory from Scenario 6.4.

6.3 First Battle of Bull Run

This scenario covers the historical battle of First Bull Run. McDowell's turning maneuver strikes the Confederate left as the Southern army scrambles to shift forces from the right.

General Information First Turn: 9:00 am, July 21, 1861. Last Turn: 7:30 pm, July 21, 1861. Scenario Length: 22 turns. Maps Used: B & C. First Player: Confederate.

Confederate Information

Setup: Evans, Db(1): w/i 3 B19.22. Cocke-A, APot b(2): B26.26 ex B26.25. Cocke-B: B26.31 ex B26.30 ex B27.32. Bonham-A, APot b(2): C38.12. Bonham-B: C40.11. Longstreet, APot b(1): C32.16. Jones, APot b(1): C34.30. Early: C40.19. Ewell, APot b(1): C52.29. Holmes, APot b(2): C57.29. AShen b(2): B40.26. Bee: B41.27. Bartow: B44.27. Jackson, AShen b(2): w/i 2 C43.11. Stuart (1Va): B38.27. Beauregard (0), Johnston (Inactive), APot Supply: C50.16.

Orders: Evans, Bee, Bartow, and AShen b(3) have orders to move to the area of Matthews Hill and Dogan's Ridge. No other units have orders.

Artillery Ammunition: 60.

Reinforcements: 9:00 am, Entry K: Hampton Legion. 1:00 pm, Entry J or K: Elzey, AShen b(1).

Orders: Assign Brigade Goals to these units on the turn they arrive (all immediately accepted).

Union Information

Setup: 1-1: B16.30. 2-1, 1b(2): B18.27. 3-1, 1b(2): B16.27. Tyler: B15.33. 4-1, 1b(1): C26.17. 1-5, 5b(2): C11.25. 2-5, 5b(1): C19.20. Miles: C21.19. vS-5: C20.33. ANEVa Supply, Prov (opt): C7.27.

Orders: 1 Div has divisional goal to demonstrate (defend) at the Stone Bridge. Tyler is bolted to the ground. The division may not cross Bull Run without new orders. 5 Div, with 4-1 attached, has a divisional goal to defend the left flank of the Army in the area of Centreville Road. Miles is bolted to the ground. vS-5 has a brigade goal to block the Union Mills Road.

Artillery Ammunition: 70.

Reinforcements: 9:00 am, Entry B: 2 Div (all). 10:00 am, Entry B: McDowell. 11:00 am, Entry B: 1-3, 2-3, 3b(3), Heintzelman. 1:00 pm, Entry B: 3-3. 3:00 pm, Entry F: 1-4.

Orders: 2 Div and 3 Div—Attack along the Manassas-Sudley Road with the objective of seizing Henry House Hill. 1-4—Move to Centreville.

Special Rules: Order delivery, and McDowell himself, cannot cross Stone Bridge or Farm Ford until a Union brigade does so. In addition, Union units may not use Stone Bridge at all until a Union brigade has crossed Farm Ford.

Victory: Rebel Major: +15 or more. Rebel Minor: +5 to +14. Draw: +4 to -3. Union Minor: -4 to -12. Union Major: -13 or less.

Historical Outcome: The Confederates won a minor victory with 13 VP.

6.4 Manassas Campaign

Federal fortunes at Bull Run were largely the result of 2 wasted days spent near Centreville waiting for McDowell to come up with a plan. This scenario gives the Union player a free hand in planning and executing a campaign starting on July 19th. The rebels must hold on until critical reinforcements arrive from the Shenandoah.

Scenario 6.2 can be used as an early start for a full Manassas campaign. See the instructions listed in that scenario for starting on July 18th.

General Information First Turn: 5:00 am, July 19 1861. Last Turn: 9:00 pm, July 21 1861. Scenario Length: 112 turns. Maps Used: B & C. First Player: Confederate.

Confederate Information

Setup: Evans, Db(1): w/i 3 B19.22. Cocke-A, APot b(2): B26.26. Cocke-B: B28.29. Bonham-A, APot b(2): C38.12. Bonham-B: C40.11. Longstreet, APot b(1): C34.17 ex C34.18. Jones, APot b(1): C45.24. Early, Db(1): C40.19. Ewell, APot b(1): C52.29. Beauregard (0), APot Supply: C50.16.

Orders: No units have orders.

Artillery Ammunition: 25. July 20th (0100): +25. July 21st (0100): +30.

Reinforcements: July 19th — 11:30 am, Entry K: Holmes, APot b(2). 1:00 pm, Entry J or K: Jackson. July 20th — 9:00 am, Entry J or K: Bartow. 12:30 pm, Entry J: Stuart (1st Va). 1:00 pm, Entry J or K: Johnston (Inactive), Bee, 2 x AShen b(2). July 21st — 9:00 am, Entry K: Hampton Legion. 1:00 pm, Entry J or K: Elzey, AShen b(1).

Orders: Holmes—Move to within 3 hexes of C57.29. Jackson, Bartow, Bee, and Stuart—Move to within 6 hexes of McLean House (C50.16). Hampton and Elzey—Assign Brigade Goal to these units on the turn they arrive (automatically accepted).

Union Information

Setup: 1-1, Db(1): C7.34. Tyler, 2-1, 3-1, 1b(2): w/i 2 C7.27. 4-1, 2 x 1b(2): C26.17. Miles, 5 Div (all -1 gun point): w/i 2 C12.33. Hunter, 2 Div (all): w/i 2 C7.34. Heintzelman, 3 Div (all): w/i 2 C14.33. McDowell, Prov (opt): C7.27.

Orders: 1-1 (Keyes): In reserve east of Centreville. May move to join the division when Tyler accepts an order. 4-1 (Richardson): Brigade Goal to defend the Centreville Road.

Artillery Ammunition: 20. July 20th (0100): +25. July 21st (0100): +30.

Reinforcements: 3:00 pm, Entry F: 1-4, Army Supply. Move to Centreville.

Victory: Rebel Major: +13 or more. Rebel Minor: +3 to +12. Draw: +2 to -5. Union Minor: -6 to -14. Union Major: -15 or less.

6.5 July 20th Attack

After collecting his army around Centreville, McDowell was poised to attack on July 20. But he spent that morning scouting the flank route to Sudley Springs, giving Johnston time to arrive with the Army of the Shenandoah. What if McDowell hadn't waited?

General Information First Turn: 6:00 am, July 20, 1861. Last Turn: 7:30 pm, July 20, 1861. Scenario Length: 28 turns. Maps Used: B & C. First Player: Union.

Confederate Information

Setup: Evans, Db(1): w/i 3 B19.22. Cocke-A, APot b(2): B26.26. Cocke-B: B28.29. Bonham-A, APot b(2): C38.12. Bonham-B: C40.11. Longstreet, APot b(1): C34.17 ex C34.18. Jones, APot b(1): C45.24. Early, Db(1): C40.19. Ewell, APot b(1): C52.29. Holmes, APot b(2): C57.29. Jackson: w/i 2 C43.11. Beauregard (0), APot Supply: C50.16.

Orders: No units have orders.

Artillery Ammunition: 50.

Reinforcements: 10:00 am, Entry J or K: Bartow. 12:30 pm, Entry J: Stuart (1Va). 1:00 pm, Entry J: Johnston (Inactive), Bee, 2 x AShen b(2).

Orders: All Units have orders to move within 6 hexes of the McLean House (C50.16).

Union Information

Setup: 1-1, Db(1): w/i 1 C8.31. Tyler, 2-1, 3-1, 2 x 1b(2): w/i 1 C9.18. 4-1, 1b(1): w/i 1 C26.18. 2 Div (all): w/i 1 C7.34. 3 Div (all): w/i 1 C14.34. 5 Div (all -1 gun point): w/i 2 C12.33. McDowell, ANEVa Supply, Prov (opt): C7.27.

Orders: 1-1 (Keyes): In reserve east of Centreville. May move to join the division when Tyler accepts an order. 4-1 (Richardson) has a brigade goal to defend the Centreville Road. The Union player may write whatever orders he wishes for his remaining units. These orders start in D1 status.

Artillery Ammunition: 60.

Reinforcements: 3:00 pm, Entry F: 1-4. Move to Centreville.

Victory: Rebel Major: +15 or more. Rebel Minor: +5 to +14. Draw: +4 to -4. Union Minor: -5 to -14. Union Major: -15 or less.

6.6 Beauregard Attacks!

McDowell based his plans on Patterson keeping Johnston occupied in the Valley. When he learned that Johnston had slipped free to reinforce Beauregard, it's possible McDowell would have canceled his attack to consider other options. While McDowell pondered what to do next, an impatient and fully reinforced Beauregard might have ordered his troops to retake Centreville.

General Information First Turn: 5:00 am, July 22, 1861. Last Turn: 7:30 pm, July 22, 1861. Scenario Length: 30 turns. Maps Used: B & C. First Player: Confederate.

Confederate Information

Setup: Evans, Db(1): w/i 3 B19.22. Cocke-A, APot b(2): B26.26. Cocke-B: B26.31 ex B26.30 ex B27.32. Hampton: B30.24. Bonham-A, APot b(2): C38.12. Bonham-B: C40.11. Longstreet, APot b(1): C32.16. Jones, APot b(1): C34.30. Early: C40.19. Ewell, APot b(1): C52.29. Holmes, APot b(2): C57.29. Bartow, Bee, Jackson, Elzey, Stuart, 2 x AShen b(2), AShen b(1): w/i 3 C51.13. Beauregard (2), Johnston (Active), APot Supply: C50.16.

Orders: Jones and Early each have orders to capture Centreville, marching by way of the Union Mills Road. Holmes and Ewell each have orders in D1 status to capture Centreville (C7.27), also marching by way of the Union Mills Road. No other units have orders.

Artillery Ammunition: 75. Reinforcements: None.

Union Information

Setup: Tyler, 3-1, 1b(2): C9.16. 1-1, 2-1, 1b(2): w/i 2 C10.12. 4-1, 1b(1): w/i 1 C26.17. 2 Div (all): w/i 1 C7.34. 3 Div (all): w/i 2 C14.33. 5 Div (all): w/i 2 C20.19. Miles: C18.20. 1-4, McDowell, ANEVa Supply, Prov (opt): C7.27.

Orders: 4-1 is attached to 5 Div. No units have orders. All division commanders are bolted to the ground.

Artillery Ammunition: 100. Reinforcements: None.

Special Rules: There are no anti-initiatives for Union leaders.

Victory: Rebel Major: +15 or more. Rebel Minor: +5 to +14. Draw: +4 to -4. Union Minor: -5 to -14. Union Major: -15 or less.

Design Notes

About six months after purchasing Dave Powell's original August Fury, exploration began into the possibilities for a First Bull Run game. While it was possible to play out the historical Henry House Hill on one of the AF maps, something a little bigger was in mind from the start.

Dave's addition of the Gainesville map to his August Fury design (see the original AF Designer's Notes) allowed players to fully explore alternative Second Bull Run outcomes. Similarly, the goal here was to give players a chance to see how First Bull Run might have been different—this time by extending the play area to the east, so that players could go through with Beauregard's aborted strike against Centreville, or try something other than McDowell's flank march.

The first time you set up the maps and counters, you'll be in for quite a surprise. While the play area is the same as other two-map CWB games, the armies are much smaller and far more spread out. For all its importance, First Bull Run is a small battle in CWB terms. This led to the first challenge of the design, which was creating scenarios with replay value. The two armies are so brittle (historically, the Union collapsed after taking only 10% losses), that the games tend to be over very quickly. It was imperative to build situations and include enough variants so players would want to "try it again" after a brief game.

The other challenge faced in designing CoV was the Confederate command system. Because of the lack of intermediate corps and division command structures, it was necessary to have the player send orders directly to his brigades. At first, this seemed like too much work. But trying other systems, including "activating" brigades and then letting them move freely, gave the wrong effect. These systems provided the Confederate army with too much freedom of movement. The playtests resembled Rorke's Drift more than First Bull Run, with the Union army constantly forced to adopt laager-style defenses to prevent Confederate brigades from assailing their flanks willy-nilly. Eventually, the tried-and-true CWB orders system was still deemed the way to go.

To avoid abuses and simplify order writing, the Confederate player should order brigades to move or attack toward a specific hex, and operate within two hexes of that point. If the brigade is forced to retreat outside this zone, it should probably declare an emergency retreat.

Some players have asked why there is no provision for a Confederate "detachment" unit to guard the Stone Bridge while Evans' brigade defends Matthews Hill. While such a unit was considered, it was ultimately rejected as being unnecessary. The Union command restrictions and anti-initiatives should be enough to keep Tyler at bay.

Historical Notes

For four months, from South Carolina's declaration of secession in December 1860, tensions had been building up between North and South. Those tensions exploded on April 12, 1861, when Confederate troops under Brig. Gen. P.G.T. Beauregard shelled Ft. Sumter, outside Charleston, S.C.

Presidents Abraham Lincoln and Jefferson Davis called for volunteers to settle the conflict. Popular response to the call to arms was enthusiastic and most people expected the war to be a short one. Many young men were eager to fight and find glory before it was over.

The conventional wisdom was that one large battle would decide the matter. It seemed most likely that battle would take place between Richmond, Va., site of the new Confederate capitol, and Washington, D.C., which is just over 100 miles away.

The Federal armies were officially under the command of General-in-Chief Winfield Scott, hero of the War of 1812 and Mexican War. However, Scott, 75 years old and afflicted with dropsy, could not ride a horse, much less take an army into the field. While he did send troops across the Potomac to capture Alexandria, somebody else would have to lead the advance from there. And so command of the troops in Washington was handed to Brig. Gen. Irvin McDowell on May 28. While McDowell had been an instructor in tactics at West Point and a minor hero in the Mexican War, he also had the political support of Treasury Secretary Salmon Chase.

While McDowell acquainted himself with his new responsibilities, Union engineers began an extensive line of fortifications to protect the still unfinished Capitol. These works would also provide a base for offensive operations against Richmond. In the Shenandoah Valley, a smaller Federal force under Brig. Gen. Robert Patterson threatened Harpers Ferry. Patterson was a 69-year-old veteran of the War of 1812, and events would prove that he, like Scott, was too old for a field command.

Meanwhile, in Virginia, the "Hero of Sumter" took charge of the Confederate troops south of Washington that June. Beauregard took command of a motley assortment of brigades deployed along a meandering stream called Bull Run. This line shielded an important rail center, Manassas Junction. A smaller force under Brig. Gen. Joseph E. Johnston secured Beauregard's western flank in the Shenandoah.

Under increasing pressure from the public, Congress and members of his own cabinet, Lincoln ordered McDowell to move on Richmond. Unsure of himself and his green troops, McDowell begged for more time to prepare his army. Lincoln answered by saying, "You are green, it is true, but they are green also." McDowell was not permitted to delay his advance beyond July 16.

Consequently, McDowell planned his offensive. His plan called for Patterson to prevent Johnston's forces from reinforcing Beauregard. At first, Patterson did this in fine style. By early July, his 18,000 troops had crossed the Potomac, seized Harpers Ferry and pushed Johnston's Army of the Shenandoah back to Winchester. If Patterson could just maintain this pressure, then McDowell believed his 39,000 troops would have a better chance of defeating Beauregard's 21,000 men.

McDowell organized his troops into five divisions and called it the Army of Northeast Virginia. To that date, McDowell's army was the largest army fielded in North America.

Meanwhile, Beauregard was also struggling in his attempts to equip and train his enthusiastic but raw troops. His army, grandly (and ironically) named the Army of the Potomac, was in fact just seven infantry brigades. Beauregard commanded these troops directly, and the lack of intermediate division and corps commanders would later prove nearly fatal.

The Army of the Potomac was deployed on a six-mile front along the south bank of Bull Run. Bull Run itself was not a formidable defensive barrier; there were far more crossing points than Beauregard could adequately protect. The bulk of his army faced the enemy's expected main avenue of advance: the Centreville-Manassas Road. While his right flank was anchored on a fork in the Run at Union Mills, his left was essentially left to hang in the air.

Once McDowell's offensive was finally underway, forward progress was painfully slow. Marching undisciplined troops under a hot summer sun, the Federal army reached Fairfax Court House on July 17, whereupon McDowell rested the main body of his army. His first division, under Tyler, was sent forward to seize Centreville and probe the Rebel position for routes around the right flank. Unfortunately, Tyler aggressively exceeded his orders and blundered into a small dustup with the Confederate army at Blackburn's Ford on the 18th. While this skirmish was quite small by later war standards, the Rebel victory here buoyed Southern spirits and resulted in something of a dressing-down for Tyler.

Disconcerted by the setback at Blackburn's Ford, McDowell scrapped his original idea of an eastern flank move. However, after two days reconnoitering the area, he discovered a promising route that would take him around the Confederate left, which was hanging in air at the Stone Bridge. McDowell came up with a new plan. Tyler's division would launch a feint at the Stone Bridge to divert the enemy's attention. Meanwhile, two other Union divisions, under Hunter and Heintzelman, would take the flank route, cross Bull Run at the unprotected Sudley Springs Ford, and come down behind the Rebel army.

While McDowell's plan appeared sound enough on paper, it proved decisively otherwise when put into practice. There were two reasons for this.

First, the Federal delay gave the Southern army time to concentrate. On July 18, Davis reluctantly allowed Johnston to evacuate Winchester and join Beauregard at Manassas. Johnston acted quickly. Leaving a cavalry screen to keep Patterson in the dark, Johnston marched to the railroad station at Piedmont where he could take the Manassas Gap line to the impending scene of battle. His lead brigade, under Brig. Gen. Thomas Jackson, reached Manassas on July 19. Johnston himself arrived on July 20. While he was senior to Beauregard, he declined taking command of the combined Southern forces as he assumed Beauregard was more familiar with the troops and terrain.

Second, McDowell's plan proved to be a traffic nightmare. Tyler's division was camped on the Warrenton Turnpike, the same road that Hunter and Heintzelman needed for their flank march. Because Tyler would have to march off it first, McDowell's feint would start several hours before the main Federal blow could arrive. And because Tyler's feint was aimed at the Confederate left, it actually served to draw Beauregard's troops toward the main Union effort instead of away from it.

Defending at the Stone Bridge was Col. Nathan "Shanks" Evans' small brigade of Louisianans and South Carolinians. After Tyler showed his hand—but hesitated to actually cross Bull Run—Evans began to suspect Tyler's true intentions. Sure enough, word came from a Confederate signal tower of Union movement toward Sudley Springs.

Evans sent word that he was being turned to Beauregard and Johnston. While Beauregard had planned to launch an attack of his own this morning, it had gone awry. With the Union seizing the initiative, the Southern command quickly aborted their offensive plans and sent two of Johnston's arriving brigades under Brig. Gen. Bernard Bee and Col. Francis Bartow. Johnston also took overall command and sent Beauregard to lead at the front. To gain time for these reinforcements to arrive, Evans left a small detachment to watch Tyler at the Stone Bridge, and then took the remainder of his force (just over 1,000 men) to meet Hunter's division of 6,000 troops at Matthews Hill.

While Evans, Bee and Bartow made a courageous stand, eventually the Union numbers started to press, and the Confederate line retreated to Henry House Hill. There, another of Johnston's brigades had formed line—Jackson's brigade. It was at this time that popular history records Bee's words: "There stands Jackson like a stone wall. Rally behind the Virginians." However, some historians have tried to prove that Bee's remark was actually meant as an insult; Jackson, in standing like a "stone wall," had not moved to support the Confederates on Matthews Hill. Whatever Bee's intent, the nickname stuck and a legend was born. The Confederates rallied to once again present a solid defense of 7,000 men.

Still, McDowell had two divisions at hand to press his attack, plus a third if Tyler could be spurred into action. Still smarting from McDowell's censure, Tyler proved on this day to be a very timid commander. Had he demonstrated the same aggressiveness he had at Blackburn's Ford, the Federal army might have won this battle. McDowell started his final attack by advancing two batteries of guns forward Napoleonic-style. These batteries were quickly destroyed by a Confederate counterattack, one that was aided by the gun crews' hesitancy to fire on the blue-uniformed troops of Jackson's 33rd Virginia regiment.

Shortly after this debacle, Johnston sent several units from the rear to reinforce the Confederate line. With fresh troops under Brig. Gen. Kirby Smith and Col. Joseph Kershaw (commanding a group of regiments detached from Bonham's brigade), Beauregard counterattacked. The Union line staggered, and then broke.

The Union withdrawal started out orderly enough, but it quickly became a full-scale rout. Despite valiant efforts, McDowell and his officers could not rally the troops, and the Union army melted off the field.

Beauregard ordered a general advance to pursue the fleeing Union army, and a few units advanced toward Centreville. For the most part though, the Confederate army was fought out and exhausted by its victory. As would be true in so many later Civil War battles, the victorious pursuit quickly ended.

The Confederates had won the war's first big battle, and they had the trophies to prove it: 28 cannon, 500 shoulder arms, and nine regimental flags. Union loss amounted to 2,896 killed, wounded or missing. The tally on the Confederate side amounted to 1,982 casualties. Bee, one of the South's promising commanders, was one of those dead.

The South had not, however, won the war. Far from being the battle that ended the war, First Bull Run was simply the one that properly started it. It would take four long years, and many more violent and terrible battles, to finish.

Bibliography

Bearrs, Edwin C. First Manassas Battlefield Map Study. H.E. Howard, Inc., 1981.

Buel, Clarence C., and Johnson, Robert U., editors. Battles and Leaders of the Civil War, Volume 1. Castle, reprint of 1887 edition.

Davis, William C. Battle at Bull Run. Louisiana State University Press, 1977.

Hennessy, John. The First Battle of Manassas: An End to Innocence. H.E. Howard, Inc, 1989.

Jones, V.C. The Bull Run Campaign: First Manassas. Eastern Acorn Press, 1987. Reprint of 1980 Civil War Times Illustrated article.

Long, E.B. The Civil War Day by Day: An Almanac 1861-1865. Da Capo Press, 1971.

War of the Rebellion: A Compilation of the Official Records of the Union and Confederate Armies, Series I, Volume II. Government Printing Office, 1884.

August Fury II: Second Battle of Bull Run

In 1862, a year after the first battle at Bull Run, the armies of North and South returned to fight the Second Battle of Manassas, one of Robert E. Lee's most impressive victories. This battle convinced Lee to invade Maryland, a decision that led to the bloody battle of Antietam.

This 2nd edition of August Fury, an early Gamers' title, provides new scenarios with up to 3 maps covering all of the critical elements of this battle.

Counter Notes

Army HQs. Army HQ counters are printed front and back, with the flip side indicated as "Moving". When the Army HQ moves (see Series Rule 10.6a) flip the counter to its Move side. During any Movement Phase in which the Army HQ does not move, it can be flipped back to its stationary side and be ready to issue orders in the next Command Phase.

Corps Supply Wagons. Corps supply wagons are back printed to indicate when the wagon is 'empty'. Supply wagons on their front side are considered Full. Numbered markers (1-4) are still used to show reduced supply.

Artillery Detachments. Detached artillery counters are numbered to show the current number of gun points the unit has.

1.0 Terrain & Map Notes

1.1 The Centreville Defenses

J.E. Johnston ordered the construction of breastworks around Centreville after First Bull Run, only to abandon them later after deciding to fall back. These features exist in all Second Bull Run scenarios.

There are two types of defenses: trenches and forts. Units in trenches or forts receive the fire and morale benefits of being in a trench. All units inside a fort are considered to have an all-around frontal facing, and are protected in all directions by trench hexsides.

1.2 O&A Railroad Bridge

The RR bridge across Bull Run on Map C is intact and functional in all Second Bull Run scenarios.

1.3 Unfinished Railroad Cut

This is a natural trench providing cover for units that occupy it. Units that receive all fire directed at them (from regular fire combat or close combat) through Unfinished Railroad hexsides apply the modifiers for being in a Trench. All units pay +1 MP to cross an Unfinished Railroad hexside.

1.4 Turn Record Track

Ignore the two "detours" on the Turn Record Track, they are not used in Second Bull Run scenarios (Dawn begins at 4:00 am and dusk begins at 7:30 pm).

2.0 General Special Rules

2.1 Variable Reinforcements

All reinforcements have variable arrival times. Starting on the turn listed for each reinforcement group, a roll of 10 or more (2 dice) allows that group to arrive. If unsuccessful, roll again on each subsequent turn until the group does arrive.

Option: for those who want a rigidly historical game, use the actual arrival times of reinforcements that are included in parentheses.

The commanders on both sides experienced considerable anxiety and frustration over the arrival of reinforcements. Jackson was concerned that Longstreet would be held up at Thoroughfare Gap. On the Union side, several of Pope's subordinates took their time getting to the Manassas battlefield.

2.2 Earlier Losses

For scenarios that begin after the first day (Aug. 28), players will be picking up play in the middle of the battle and must carry the baggage of earlier success or failure. Whenever a scenario indicates Earlier Losses, consult the chart in the back of this rulebook and mark off the number of losses as casualties on the Loss Charts.

2.3 Setup Out of Command Radius (OCR)

In some scenarios, units listed as (OCR) are setup outside command radius. These units are not required to re-enter command radius provided they stay in their starting hex. They can move at any time, but once they move, they must continue moving until they are back in command radius of their division.

3.0 Union Special Rules

3.1 Army Organization

Two Union armies were present at the Second Battle of Bull Run, Pope's Army of Virginia (1Va, 2Va, 3Va Corps) and elements of McClellan's Army of the Potomac sent to support Pope (2, 3, 5, 6 and 9 Corps). Any unit not designated as "Va" is from the Army of Potomac. Regardless of this designation, ALL Union forces are subordinate to the Army Commander.

3.2 Army Command

Pope is the Army Commander in charge of all Union forces. Before his arrival on the map, Corps and Division leaders must use initiative to give themselves orders. There is no acting Army Commander in Pope's absence.

If Pope is killed or wounded, appoint the highest-ranking Corps leader in play to Army command: 1) McDowell, 2) Sigel, 3) Banks, 4) Sumner, 5) Heintzelman, 6) Franklin, 7) Porter, 8) Reno.

3.3 Anti-Initiatives

All Corps leaders with the Army of the Potomac, except Reno, have anti-initiative ratings of -1. If Pope is replaced due to loss, all Corps and Division leaders have anti-initiative ratings of -1.

There was much animosity among the Union leaders at Second Bull Run, especially with Army of the Potomac men forced to work with Pope.

3.4 Separate Brigades

There are three infantry brigades (Ind-1Va, Res-5, K-9) and three cavalry brigades (Cav-1Va, Cav-2Va, Cav-3Va) that are attached directly to their respective corps. These units trace command radius directly to their Corps HQ just as if they were 'one-counter' divisions of that corps. Pope or their respective corps commanders can assign them divisional goals.

When wrecked, these separate brigades always use the -6 'wrecked brigade of a wrecked division' penalty, regardless of the status of the divisions or corps to which they might be attached.

3.5 Reno and 9th Corps

Major General Reno commands both the 9 Corps and 2-9 Division. He functions fully as a Corps commander, and is not required to stack with a brigade of his division. The brigades of 2-9 must trace command radius (4MP) to Reno, and 2-9 may not be detached from 9 Corps. If Reno becomes a casualty, his Repl has the same functions.

3.6 Attachments and Detachments

Divisions and Cavalry brigades may be assigned divisional goals. However, no Union Corps or Division may have additional units attached.

3.7 Union Minor Variants

3.7a Banks' Corps. Select one of the options listed below and begin rolling for the arrival of 2Va Corps at that time. Cav-2Va is used in most scenarios regardless of this option.

Arrival TimeVP Cost
9 am, Aug. 2910
Noon, Aug. 297
9 am, Aug. 305

This corps remained at Bristoe Station throughout the battle. Banks was guarding Pope's supply trains; after the destruction of the Manassas depot, Pope was overly sensitive to their possible loss. Banks' corps had also been roughly handled at Cedar Mountain. Even so, an easy march could have brought these 5,300 troops to the battlefield, arriving either at Gainesville or, after guarding the trains as far east as Manassas, at New Market.

3.7b Franklin's Corps. Add 6 Corps as a reinforcement and begin rolling for arrival at 7 pm, Aug. 29. This option gives the Confederate player 5 VP.

This corps arrived at Alexandria on Aug. 27, but a lack of direction from Halleck and McClellan allowed these troops to waste two days. They didn't reach Centreville until the night of Aug. 30, in time to cover the retreat of Pope's beaten army. More energetic direction from the Union high command could have moved these troops to participate in the battle.

3.7c Sumner's Corps. Add 2 Corps as a reinforcement and begin rolling for arrival at 6 am, Aug. 30. This option gives the Confederate player 6 VP.

These troops were also at Centreville by the night of Aug. 30. A lack of horses forced the corps supply train and artillery to be left behind at Alexandria. Pope, however, could have used the infantry in his efforts to crush Jackson.

3.7d Scammon's Kanawha Brigade. When 9 Corps arrives, allow K-9 brigade to arrive with it, following the orders of 9 Corps. This option gives the Confederate player 1 VP.

On Aug. 27, this provisional brigade, composed of troops from the Kanawha Division, participated in the reconnaissance against Jackson at Manassas Junction. Following that affair, the unit retired to Alexandria and sat out the rest of the battle. However, it was within reach of the fighting and could have participated. A few days after Second Bull Run, these men were incorporated into the 9th Corps for the Maryland Campaign, so the same corps assignment is used here.

3.7e Pope's Performance. The Union player may choose to slightly improve Pope's Command Value. Flip Pope over to his 1-rated side. This option gives the Confederate player 2 VP and must be revealed before play begins.

Pope's truly abysmal performance at Second Bull Run deserves a 0 rating, so this is a play balance option. For those who, like Samuel Sturgis, don't care for John Pope "one pinch of owl dung", feel free to use his 0 rating and tough it out.

3.7f Grant Comes East. Replace Pope with Grant (use the counter from 3rd Bull Run). Heintzelman, Franklin, Sumner and Porter still have anti-initiative ratings of -1. This option gives the Confederate player 4 VP and must be revealed before play begins.

When Lincoln and Stanton looked West to bring a new leader to Virginia, John Pope wasn't the only available option. Grant's victories at Ft. Donelson and Shiloh were comparable to Pope's record at New Madrid and Island No. 10, but he was also the subject of Halleck's doubts and rumors of old drinking habits. Even if Grant had come East, McClellan's disciples likely would have viewed him with as much suspicion and loathing as they did Pope.

4.0 Confederate Special Rules

4.1 Army Command

The Army of Northern Virginia (ANVa), commanded by Lee, is divided into Wings under Longstreet, Jackson, and Hill. Each Wing functions exactly the same as a Corps. Before Lee's arrival on the map, each Wing and Division commander may attempt to give himself new orders using Initiative. There is no acting Army commander in Lee's absence.

If Lee is killed or wounded, appoint the highest-ranking Wing leader in play to Army command: 1) Longstreet, 2) Jackson, 3) D.H. Hill.

4.2 Attachments and Detachments

The Confederate player can detach divisions from his wings and attach them to other wings. No cavalry unit can be detached, nor can individual brigades be separated from their original divisional command. No Rebel wing may attach more than one extra division at any one time.

4.3 Evans Brigade

Evans (E-L) is a separate brigade in Longstreet's Wing, and may be assigned divisional goals by Longstreet or Lee. When not under divisional goal, Evans traces command radius (8 MPs) to the L Wing HQ. Evans may also be attached to any division in Longstreet's Wing. Once attached, it acts as an integral part of that division but does not affect that division's wrecked status in any way. If E-L becomes wrecked, its morale modifier is -6.

4.4 Jackson's Supply Wagons

Jackson's Wing starts some scenarios with two supply wagons, each with 5 supply points. One of the wagons is labeled 'Captured', and represents the extra supplies Jackson plundered at Manassas Junction. Remove this wagon from play when empty (it cannot be replenished by the Army Supply Train).

4.5 Stuart's Cavalry Division

Stuart's cavalry brigades form a separate division under the direct control of the army commander. Lee issues divisional goals to Stuart, or assigns each brigade a divisional goal. Stuart may also use Initiative to command his brigades.

The Cav artillery unit, nominally part of Stuart's division, is independent and not subject to any command radius or orders restrictions.

H-Cav is attached to Hill's Wing and is only available as an optional unit (4.6a & b).

4.6 Confederate Minor Variants

4.6a D.H. Hill's Wing. All or part of H Wing may begin rolling for arrival at 8am, Aug. 30th. The Confederate player selects any of the groups listed below and gives the Union player the number of VP listed for each group. Without the Wing HQ, D.H. Hill commands H-H as a division leader, and each division that arrives must be assigned to Jackson or Longstreet, or function under divisional goals.

When the Wing HQ is used, D.H. Hill begins to function as a Corps commander for H Wing. Hill is not required to stack with a brigade of his division, but his brigades must still trace command radius (4 MPs) directly to Hill. If Hill is killed or wounded, his Repl has the same functions.

H-H division may not be detached from H Wing. H-Cav is attached to H Wing and traces command radius (8 MPs) to the Wing HQ.

GroupVP
H Wing (all)14
or
H-H Division, Hb(5)4
M-H Division, Hb(5)4
W-H Division, Hb(5)3
H Wing HQ, Supply, Hb(5), and H-Cav3

These troops spent most of August guarding Richmond while the rest of Lee's army maneuvered against Pope. On Aug. 26, Lee ordered these divisions to move north and join him. If he had done this earlier, they could have reached the battlefield.

4.6b D.H. Hill Force Marches. Units of H Wing selected in option 4.6a (above) may Force March to the battle. This allows the Confederate player to begin rolling for arrival at 4pm, Aug. 29. Only the infantry brigades, H-Cav, Leaders, and HQ may Force March, the artillery and Supply Wagon (if selected) always arrive on Aug. 30. You may Force March some H Wing divisions and have other divisions arrive later. For each infantry brigade that will Force March, roll one die and mark off that number of boxes on the Confederate Loss Chart. These are permanent losses that count as casualties for wreck levels and victory points. Do not roll for H-Cav. There is no additional cost for this variant.

This variant supposes that Hill force marched his troops ahead of the supply and artillery trains. The losses imposed simulate the straggling and breakdowns resulting from such a severe march.

5.0 Victory Conditions

Victory is determined according to the following Victory Point (VP) schedules.

5.1 Terrain

These points are awarded to the player who was the last to occupy all hexes of the given terrain feature with an infantry unit.

FeatureUnionCSA
Gainesville42
Stone Bridge45
Sudley Church22
B20.0122
A21.3422
New Market24
A31.2622
B22.1420
Entry Hex N20
Entry Hex O30
Entry Hex P06

5.2 Casualties

Each side receives VP for losses inflicted on the enemy. To determine the number of VP, count all losses (not stragglers) on infantry and cavalry units and refer to the table below. VP for Confederate losses are awarded to the Union player. Union losses give VP to the Confederate player.

VPRebel LossesUnion Losses
00-390-44
140-5945-74
360-7975-99
580-99100-124
8100-119125-149
11120-139150-169
15140-159170-189
19160-179190-209
23180-199210-229
27200-219230-249
31220+250+

5.3 Wrecked Formations

In addition to the points given for casualties, the following VP are awarded for wrecked formations (Corps and Wings). The given number of points is awarded for a formation if the number of infantry brigades listed (or more) are wrecked at the end of the scenario. VP awards for wrecked cavalry brigades are for each cavalry brigade. For this purpose, ignore straggler losses and count only actual casualties.

CorpsBrigades WreckedCSA VP
1Va4 of 63
2Va (opt)3 of 53
3Va6 of 118
2 (opt)4 of 65
34 of 65
54 of 75
6 (opt)3 of 54
93 of 5 (4 of 6)4
CavalryNA1*

* per wrecked brigade

WingBrigades WreckedUnion VP
J Wing8 of 1410
L Wing8 of 1512
H Wing6 of 117
CavalryNA2*

* per wrecked brigade

5.4 Determining Victory

Total the VP for each side and subtract the Union total from the Confederate total. This result will either be positive (in the CSA favor) or negative (in the USA favor). Compare the result to the Victory Chart given in each scenario to determine the winner and level of victory.

6.0 Scenarios

6.1 Battle of Brawner Farm

On the night of Aug. 28, Jackson attacked a lone Union division along the Warrenton Turnpike. There were two results of this action: first, Jackson announced to the world his exact whereabouts, and second, Gibbon's Union brigade experienced its first taste of combat. This brigade was, of course, the Iron Brigade, soon to be famous for its performance at South Mountain, Antietam and Gettysburg.

General Information First Turn: 5:30 pm, Aug. 28, 1862. Last Turn: 8:00 pm, Aug. 28, 1862. Scenario Length: 6 turns. Maps Used: A and B.

Confederate Information

Setup: E-E-J: B20.01 ex B21.01. F-E-J: B19.01. L-E-J: A21.34 ex A22.33. Ewell, T-E-J: A21.33. Taliaferro, S-T-J: A23.30 ex A24.29. Swl-T-J: A22.31. T-T-J: A20.31. Jb: one each in A24.29, A22.33 and B19.02. Jackson: A24.29. J Wing HQ: A21.30. J Wing Supply Wagon (one only): stacked with or adjacent to any Confederate unit.

Orders: J Wing is to attack between Groveton-Sudley Road and Pageland Lane, in order to control the turnpike and prevent the movement of Union troops eastward. Confederate troops may not move south of the Turnpike. This order may be changed by Initiative, but under no circumstances may any Confederate unit move east of the Bxx.11 hexrow.

Artillery Ammunition: Unlimited. Variable Reinforcements: None.

Union Information

Setup: 1-1-3Va: B27.03 ex B27.02. 2-1-3Va, 3Vab: A27.34. 3-1-3Va: A30.26 ex A31.27. 4-1-3Va: A26.31 ex A27.31 ex A26.32. Hatch: A28.32.

Orders: 1-3Va is to defend the area north of Warrenton Turnpike, between Pageland Lane and Groveton-Sudley Road, against Confederate attack.

Artillery Ammunition: Unlimited. Variable Reinforcements: None.

Victory: Ignore the standard victory conditions in 5.0. Each player receives 1 VP per opposing brigade wrecked counting both stragglers and casualties or 2 VP per brigade wrecked by casualties alone. Also award 1 VP for each division leader killed or wounded. The Union player wins 3 VP if Jackson is wounded, and 5 VP if he is killed. Whoever has the most VP wins; ties are a draw.

Historical Outcome: The Union won with 3 VP.

6.2 The Second Day

After the sharp fighting on Aug. 28, Jackson's position was at last revealed to the Union army. Pope decided to concentrate his forces and crush the enemy. Sigel's corps was ordered to launch a holding attack on Jackson while Heintzelman, McDowell and Reno brought their troops up. Porter was instructed to take his corps to Gainesville to link up with Union units supposedly moving west along Warrenton Turnpike toward Jackson's rear.

Unfortunately for the Union, Longstreet's Confederates arrived sooner than expected, securing Jackson's flank around noon. The Union plan deteriorated into a series of piecemeal assaults on the Unfinished Railroad position, with little success.

General Information First Turn: 5:00 am, Aug. 29, 1862. Last Turn: 8:00 pm, Aug. 29, 1862. Scenario Length: 31 turns. Maps Used: A and B.

Confederate Information

Setup: E-E-J (OCR): A29.26. F-E-J (OCR): A27.26. Repl (Ewell), L-E-J: B20.01 ex B21.01. T-E-J: B18.03 ex B19.03. J-T-J: A21.33. Repl (Taliaferro), S-T-J: A22.32. T-T-J: A23.31. A-H-J: B11.07. B-H-J: B8.07. F-H-J: B14.06 ex B15.06. G-H-J: B10.08 ex B11.08. P-H-J: B14.05. A.P. Hill, T-H-J: B12.07 ex B13.07. Jb: one each in A23.30, B21.01, B19.03, B15.06, B10.08. Jb(2): A24.29. J Wing Supply: one each in A20.30, B12.05. J Wing HQ: B16.01. Stuart, R-Cav: A18.12. Cavb(2): A25.27.

Ewell and Taliaferro have been wounded.

Orders: J Wing is to defend the Unfinished Railroad. R-Cav is to move to Entry Hex N, await the arrival of L Wing, then move with L Wing to join J Wing.

Artillery Ammunition: 290. Earlier Losses: 12 (see Chart).

Variable Reinforcements: see Confederate Order of Arrival.

Union Information

Setup: 1-1-1Va: B30.13. Schenck, 2-1-1Va: B29.11. 3-3-1Va: B27.16. Sigel, Schurz, 1-3-1Va, 2-3-1Va, 1Vab, 1Va Corps HQ: B25.16. Ind-1Va: B25.13. 1Vab: one each in B24.12, B28.11. 1Va Corps Supply: B25.17. Reynolds, McDowell, Pa-3Va, 3Vab, 3Va Corps HQ, 3Va Corps Supply: w/i 1 B33.18.

Orders: 1Va Corps is to attack the Unfinished Railroad between The Dump and Bull Run starting at 6:30 am. The attack's objective is the Unfinished Railroad. Pa-3Va has a divisional goal to attack at the same time as 1Va Corps, attacking between The Dump and Pageland Lane, with the objective of capturing the Unfinished Railroad.

Artillery Ammunition: 345. Earlier Losses: 10 (see Chart).

Variable Reinforcements: see Union Order of Arrival.

Victory: Rebel Massive: +26 or more. Rebel Major: +16 to +25. Rebel Minor: +6 to +15. Draw: +5 to -5. Union Minor: -6 to -12. Union Major: -13 to -21. Union Massive: -22 or less.

Historically: A draw with 3 VP.

6.3 The Third Day

Aug. 29 closed with no change in either army's position. Both Union and Confederate losses had been moderately heavy, but the two sides had plenty of fresh troops on hand to renew the action.

Pope still labored under some serious delusions, however. The Union commander believed that Jackson was unsupported and retreating to the northwest. Accordingly, Pope concentrated his troops for a pursuit, spearheaded by the unscathed 5 Corps under Porter.

Lee was content to remain inactive throughout the morning, awaiting the Union attack. The morning and early afternoon passed with little fighting. Lee began to think that Pope would refuse to strike, but at last Union columns marched out to renew the contest.

General Information First Turn: 5:30 am, Aug. 30, 1862. Last Turn: 8:00 pm, Aug. 30, 1862. Scenario Length: 30 turns. Maps Used: A and B.

Confederate Information

Setup: A-A-L: B29.01. M-A-L: B25.03. Anderson, W-A-L: B26.02. E-L: A30.30. Hood, L-H-L: A27.33. Tex-H-L: A29.33. A-J-L: A37.33. Jones, B-J-L: A40.33. D-J-L: A46.43. C-K-L (OCR): A41.34. H-K-L: A32.34. Kemper, J-K-L: A30.28. F-W-L: A26.31. P-W-L: A28.31. Wilcox, W-W-L: A27.31. Lb: one each in A29.31, A28.30, A25.30 and A24.30. Lb(2): A38.34. Longstreet, L Wing HQ, L Wing Supply: A30.27. Repl (Ewell), E-E-J: B16.05 ex B15.06. F-E-J (OCR): B3.03. L-E-J: B18.04 ex B17.05. T-E-J: B19.04. A.P. Hill, A-H-J, T-H-J, G-H-J: in line along Unfinished Railroad from B14.06 to B9.09 (inclusive). B-H-J: B8.07. F-H-J: B12.04. P-H-J: B10.07. T-J, Repl (Taliaferro): in line along Unfinished Railroad from A22.32 to B19.02 (inclusive). Jb: one each in A23.31, B20.01, B19.03, B14.06 and B9.09. Jb(2): B8.09. Jackson, J Wing HQ, J Wing Supply: B18.03. L-Cav: B3.10. Stuart, R-Cav: B40.02. Cavb(2): A23.29. Lee, ANVa HQ, ANVa Supply: A33.26.

Ewell and Taliaferro have been wounded. Jackson's captured supply wagon has been expended and is not used in this scenario.

Orders: J Wing is to defend the Unfinished Railroad. L Wing (minus A-L) is to defend J Wing's right flank along a line that follows Meadowville Lane. A-L is to move west along the Warrenton Turnpike to L Wing HQ. L-Cav has a divisional goal to defend J Wing's left flank around Sudley Church. R-Cav has no orders.

Artillery Ammunition: 180. Earlier Losses: 35 (see Chart).

Variable Reinforcements: see Union Order of Arrival.

Union Information

Setup: 1Va Corps (all): w/i 2 B22.14. 3Va Corps (all): w/i 4 B25.15. 1-1-3: B13.11. Kearny, 2-1-3: B12.11. 3-1-3: B11.12 ex B10.12. 2-3: w/i 1 B21.12. 3b: B13.12. Heintzelman, 3 Corps HQ, 3 Corps Supply: B13.14. 1-1-5 (col): B54.04. Repl (Morrell), 3-1-5 (col): B55.08. 1-2-5 (col): B59.15. Sykes, 2-2-5 (col): B58.13. 3-2-5 (col): B57.11. 5b (limb): one each in B56.09 and B56.08. Porter, 5 Corps HQ: B59.15. 5 Corps Supply: B60.15. 9 Corps (all): w/i 2 B17.12. Pope, Cav-2Va, AVa HQ, AVa Supply: B21.15.

* Morrell, 2-1-5, Res-5, and Res-5b(2) are not used in this scenario. If desired, they may be added as a variant at a cost of 2 VP (total). Setup Morrell and 2-1-5 in B55.08, and the other units within 1 hex of B59.15.

Orders: 5 Corps is to march to Army HQ via the Manassas-Sudley Road. 1Va, 3Va, 3 and 9 Corps, and Cav-2Va all have no orders.

Artillery Ammunition: 210. Earlier Losses: 64 (see Chart).

Variable Reinforcements: see Union Order of Arrival.

Victory: Rebel Massive: +26 or more. Rebel Major: +16 to +25. Rebel Minor: +6 to +15. Draw: +5 to -5. Union Minor: -6 to -12. Union Major: -13 to -21. Union Massive: -22 or less.

Historical Outcome: The Confederates won a minor victory with 13 VP.

6.4 Afternoon of the 30th

This scenario concentrates on the Third Day's decisive fighting, beginning with the Union assaults on Jackson's position at noon and concluding with Longstreet's counterattack.

General Information First Turn: 12:00 noon, Aug. 30, 1862. Last Turn: 8:00 pm, Aug. 30, 1862. Scenario Length: 17 turns. Maps Used: A and B.

Confederate Information

Setup: A-A-L: B29.01 ex B28.34 ex B30.01. M-A-L: A32.27. Anderson, W-A-L: A31.27. E-L: A31.32. L-H-L: A27.33 ex A28.33. Hood, Tex-H-L: A29.33 ex A30.33. A-J-L: A38.33. Jones, B-J-L: A40.33. D-J-L: A48.34. C-K-L (OCR): A42.34. H-K-L: A32.34. Kemper, J-K-L: A30.28. F-W-L, Lb: A24.31. P-W-L: A25.31. Wilcox, W-W-L: A23.31. Lb: one each in A26.31, A28.30 and A29.31. Lb(2): A38.34. Longstreet, L Wing HQ, L Wing Supply: A30.29. Repl (Ewell), E-J (minus F-E-J): in line along Unfinished Railroad from B18.03 to B14.06 (inclusive). F-E-J (OCR): B3.03. A-H-J: B13.05. B-H-J: B12.04. F-H-J: B14.04. G-H-J: B10.08 ex B9.09. A.P. Hill, P-H-J: B12.05. T-H-J: B7.09. T-J, Taliaferro, Swl-T-J: A23.30 ex A24.29. T-T-J: A20.31. Jb: one each in A22.33, A24.29, B4.08, B16.03 and B19.02. Jackson, J Wing HQ, J Wing Supply: B18.03. L-Cav: B3.10. Stuart, R-Cav, Cavb(2, limb): A21.29.

Orders: J Wing is to defend the Unfinished Railroad. L Wing is to defend J Wing's right flank along a line that follows Meadowville Lane. L-Cav has a divisional goal to defend J Wing's left flank around Sudley Church. R-Cav is to defend the flank of L Wing against attack along the Old Warrenton-Alexandria Road.

Artillery Ammunition: 300. Earlier Losses: 64 (see Chart). Variable Reinforcements: see Confederate Order of Arrival.

Union Information

Setup: 1-1-1Va (OCR): B22.17. Schenck, 2-1-1Va: B29.11. 3-3-1Va: B25.16. Schurz, 1-3-1Va: B24.15. 2-3-1Va: B23.16. Ind-1Va: B25.13. 1Vab: one each in B24.12, B28.11 and B22.16. Sigel, 1Va Corps HQ: B25.16. 1Va Corps Supply: B25.17. 1-1-3Va: B27.03 ex B27.02. 2-1-3Va, 3Vab: A27.34. 3-1-3Va: A30.26 ex A31.27. 4-1-3Va: A26.31 ex A27.31 ex A26.32. Hatch: A28.32. 1-Pa-3Va (col): B39.19. Reynolds, 2-Pa-3Va (col): A42.19. 3-Pa-3Va (col): B45.21. 3Vab (limb): B48.21. 3Va Corps Supply: B49.22.

Orders: 1Va Corps has no orders. 1-3Va is to defend the area north of Warrenton Turnpike, between Pageland Lane and Groveton-Sudley Road, against Confederate attack. Pa-3Va is to move within one hex of B33.19, go into line and halt for the night.

Artillery Ammunition: 350. Earlier Losses: 35 (see Chart). Variable Reinforcements: see Union Order of Arrival.

Special Rules: To recreate the historical first night command confusion, the Union player may be required to withdraw 1-3Va, 2-3Va, Cav-2Va, and Cav-3Va (for this rule only, both Cav units are considered attached to 2-3Va).

These units follow their assigned orders until midnight, Aug. 28. During this time, including the Command Phase of the Midnight turn, the Union player may attempt to roll Initiative for each division and assign them new orders. Each division that fails to successfully achieve Initiative by midnight Aug. 28 must withdraw off map via Entry Hex K, moving in Column or Mounted formation as quickly as possible along the Manassas-Gainesville Road.

Between 1:00 am and the time a withdrawing division exits the map, no further Initiative rolls are allowed. Units that exit the map, re-enter as variable reinforcement with all Stragglers fully recovered.

Victory: Rebel Massive: +26 or more. Rebel Major: +16 to +25. Rebel Minor: +6 to +15. Draw: +5 to -5. Union Minor: -6 to -12. Union Major: -13 to -21. Union Massive: -22 or less.

Historical Outcome: Confederates won a minor victory with 13 VP.

6.5 Second Battle of Bull Run

This scenario recreates the full Second Battle of Bull Run on two maps, from the evening of Aug. 28 to dusk on Aug. 30.

General Information First Turn: 5:30 pm, Aug. 28, 1862. Last Turn: 7:30 pm, Aug. 30, 1862. Scenario Length: 85 turns. Maps Used: A and B.

Confederate Information

Setup: E-E-J: B20.01 ex B21.01. F-E-J: B19.01. L-E-J: A21.34 ex A22.33. Ewell, T-E-J: A21.33. Taliaferro, S-T-J: A23.30 ex A24.29. Swl-T-J: A22.31. T-T-J: A20.31. Jb: one each in A24.29, A22.33 and B19.02. Jackson: A24.29. J Wing HQ: A21.30. 2 x J Wing Supply: stacked with or adjacent to any Confederate unit.

Orders: J Wing (minus H-J) is to attack between Groveton Road and Pageland Lane, in order to control the turnpike and prevent the movement of Union troops eastward. Confederate troops may not move south of the Turnpike. At nightfall, fall back to the Unfinished Railroad and defend that position with H-J.

H-J has a divisional goal to defend the Unfinished Railroad between the Groveton-Sudley Road and Bull Run.

Artillery Ammunition: 300. Variable Reinforcements: see Confederate Order of Arrival.

Union Information

Setup: 1-1-1Va (OCR): B22.17. Schenck, 2-1-1Va: B29.11. 3-3-1Va: B25.16. Schurz, 1-3-1Va: B24.15. 2-3-1Va: B23.16. Ind-1Va: B25.13. 1Vab: one each in B24.12, B28.11 and B22.16. Sigel, 1Va Corps HQ: B25.16. 1Va Corps Supply: B25.17. 1-1-3Va: B27.03 ex B27.02. 2-1-3Va, 3Vab: A27.34. 3-1-3Va: A30.26 ex A31.27. 4-1-3Va: A26.31 ex A27.31 ex A26.32. Hatch: A28.32.

Orders: J Wing is to defend the Unfinished Railroad. L Wing is to defend J Wing's right flank along a line that follows Meadowville Lane. L-Cav has a divisional goal to defend J Wing's left flank around Sudley Church. R-Cav is to defend the flank of L Wing against attack along the Old Warrenton-Alexandria Road.

Artillery Ammunition: 150. Earlier Losses: 35 (see Chart). Variable Reinforcements: None.

Union Information (setup)

1Va Corps (all except Cav-1Va): w/i 2 B23.15. Cav-1Va: B21.17. Cav-2Va: B20.17. 1-Pa-3Va: B25.09. Reynolds, 2-Pa-3Va: B26.08. 3-Pa-3Va, 3Vab: B27.09. 1-1-3Va: B18.15. 2-1-3Va: B18.13. Hatch, 3-1-3Va: B18.14. 4-1-3Va: B18.12. Ricketts, 1-2-3Va, 4-2-3Va: B19.14. 2-2-3Va: B19.13. 3-2-3Va: B19.15. Cav-3Va: B19.17. 3Vab: one each in B17.11, B18.11 and B19.11. McDowell, 3Va Corps HQ, 3Va Supply: B17.14. 1-1-3: B10.14. 2-1-3: B12.11. Kearny, 3-1-3: B11.11. Hooker, 1-2-3: B15.12. 2-2-3: B16.11. 3-2-3: B13.13. 3b: B16.10. Heintzelman, 3 Corps HQ, 3 Corps Supply: B14.15. 5 Corps (all except 2-1-5 and Morrell): w/i 2 B23.12 on or north of Warrenton Turnpike. 1-1-9: B17.11. Stevens, 2-1-9, 3-1-9: B17.12. 1-2-9: B19.11. 2-2-9, 9b: B20.11. Reno, 9 Corps HQ, 9 Corps Supply: B19.12. Pope, AVa HQ, AVa Supply: B20.12.

* Morrell, 2-1-5, Res-5, and Res-5b(2) are not used in this scenario. If desired, they may be added as a variant at a cost of 2 VP (total). Set them up with the rest of 5 Corps.

Orders: 3Va (minus Pa-3Va) and 5 Corps are to attack the Unfinished Railroad between the Groveton-Sudley Road and hex A23.32 (inclusive), in order to capture the Unfinished Railroad and drive Jackson's Wing off the north edge of the map. 3 Corps has orders in D1 status to attack the Unfinished Railroad between the Manassas-Sudley Road and the Groveton-Sudley Road (inclusive), in order to capture the Unfinished Railroad and drive Jackson's Wing off the north edge of the map. 1Va and 9 Corps have no orders.

Pa-3Va has a divisional goal to advance to Lewis Lane and defend the left flank of 5 Corps. These troops may not move south of the B32.xx hexrow.

Cav-1Va, Cav-2Va and Cav-3Va have divisional goals to defend in place.

Artillery Ammunition: 200. Earlier Losses: 64 (see Chart). Variable Reinforcements: see Union Order of Arrival.

Victory: Rebel Massive: +26 or more. Rebel Major: +16 to +25. Rebel Minor: +6 to +15. Draw: +5 to -5. Union Minor: -6 to -12. Union Major: -13 to -21. Union Massive: -22 or less.

Historical Outcome: Confederates won a minor victory with 13 VP.

6.6 McDowell Finds Jackson

Pope's best opportunity to win Second Bull Run was probably lost before the battle even began. After Jackson looted the Federal depot at Manassas, Pope promised, "We shall bag the whole crowd," but he badly bungled his efforts to locate the wily Rebel commander. If Pope had been able to find Jackson's position earlier, he would have had more time to hammer it before Lee and Longstreet arrived. Pope came closest to doing this on the afternoon of Aug. 28, when McDowell briefly skirmished with Jackson's pickets west of Groveton.

Had McDowell realized what his discovery meant and alerted Pope, the Union forces would have been able to concentrate around Jackson without all the confusion of the night of Aug. 28-29. This scenario explores how Second Bull Run might have been fought in such an instance.

General Information First Turn: 1:00 pm, Aug. 28, 1862. Last Turn: 7:30 pm, Aug. 30, 1862. Scenario Length: 94 turns. Maps Used: A and B.

Confederate Information

Setup: Jackson, E-J (all), 2 x Jb, J Wing HQ: w/i 2 B23.02. H-J (all), 2 x Jb, 2 x J Wing Supply: w/i 4 B15.13. J-T-J, Jb(2): A29.31. Taliaferro, Swl-T-J, T-T-J, S-T-J, Jb: w/i 1 A25.31. Stuart, R-Cav (mtd), Cavb(2, limb): w/i 1 A21.29.

Orders: J Wing is to attack with T-J and E-J and drive the Union 3Va Corps off the Warrenton Turnpike, clearing the way for Longstreet to arrive via Gainesville. H-J has a divisional goal to act in reserve and guard the wing's supply wagons. R-Cav is to move to Gainesville and hold the road between Entry Hex O and Gainesville open for Longstreet's Wing. When L Wing arrives, R-Cav is to move with it and assume its orders.

Artillery Ammunition: 300. Variable Reinforcements: see Confederate Order of Arrival.

Union Information

Setup: 1Va Corps (all, except Cav-1Va): w/i 5 B59.15. 1-3Va, 3Vab: w/i 2 A33.21. 1-Pa-3Va: A31.26 ex A30.25. McDowell, Reynolds, 2-Pa-3Va, 3-Pa-3Va, 3Vab, 3Va Corps HQ, 3Va Corps Supply: w/i 1 A32.23.

Orders: 1Va Corps has no orders. 3Va Corps is to defend along Pageland Lane from Bull Run to Stuart's Hill and prevent the Confederates from withdrawing to the west.

Artillery Ammunition: 350. Variable Reinforcements: see Union Order of Arrival for Scenario 6.

Victory: Rebel Massive: +22 or more. Rebel Major: +13 to +21. Rebel Minor: +6 to +12. Draw: +5 to -5. Union Minor: -6 to -15. Union Major: -16 to -25. Union Massive: -26 or less.

6.7 Assault on Centreville

After leaving the Bull Run battlefield to the Army of Northern Virginia, Pope withdrew the battered Union forces inside the line of entrenchments around Centreville. This move cleared the way for Lee to resume his march north toward Maryland. This scenario assumes that Lee instead turned to complete the destruction of Pope's army.

General Information First Turn: 4:00 am, Aug. 31, 1862. Last Turn: 8:00 pm, Aug. 31, 1862. Scenario Length: 32 turns. Maps Used: B and C.

Weather: It is raining for the duration of the scenario. Visibility is a maximum of three hexes. All non-road movement costs one extra MP per hex (not hexsides) for all units except cavalry, leaders and HQs.

Confederate Information

Setup: The Confederate Army, including any optional units paid for by the Confederate player, may set up freely on Map B, anywhere west of Bull Run.

Ewell and Taliaferro have been wounded. The captured J Wing Supply Wagon has been expended and is not used in this scenario.

Orders: The Confederate player may write whatever pre-game orders he wishes for his forces. These orders are automatically accepted.

Artillery Ammunition: 75. Earlier Losses: 84 (see Chart). Variable Reinforcements: None.

Union Information

Setup: 1Va Corps (all except Cav-1Va): w/i 4 C11.25. 3 Corps (all): w/i 4 C6.29. 5 Corps (all), Res-5, Res-5b(2): w/i 4 C4.25. 6 Corps (all): w/i 4 C7.22. 9 Corps (all): w/i 4 C11.30. Pope, AVa HQ: C7.27. AVa Supply: C8.32.

Schenck has been wounded.

Orders: 1Va, 3, 5, 6 and 9 Corps have orders to defend in place.

Artillery Ammunition: 100. Earlier Losses: 138 (see Chart). Variable Reinforcements: see Union Order of Arrival starting Aug. 31.

Special Rules: The Union player receives 2, 6 and 2Va Corps with no VP cost. The Union 3Va Corps and all Cavalry brigades are not used.

McDowell's corps had been withdrawn off-map to the east of Centreville, and Pope's cavalry was so badly blown at this point it was worthless.

Victory: Use the victory conditions in 5.0, with the exception that only the following terrain features are worth VP.

FeatureUnionCSA
Centreville57
Each Fort12

Levels of Victory: Rebel Massive: +14 or more. Rebel Major: +4 to +13. Rebel Minor: +3 to -3. Draw: -4 to -11. Union Minor: -12 to -18. Union Major: -19 to -28. Union Massive: -29 or less.

1st Edition Design Notes

by Dave Powell

When first approaching the subject of Second Bull Run, the initial thought was one of perplexity. The salient feature of this battle has to be the confusion that permeated the Union leadership. Pope stubbornly refused to accept the presence of Longstreet on the field until forced to by the defeat of his own army. How does one recreate some of the confusion without hamstringing the Union player, and yet still create an enjoyable game for both sides?

Thankfully, the Command system used in this series lends itself somewhat naturally to recreating this confusion. However, another layer of tactical thinking could be revealed here. Pope thought, mistakenly, that Longstreet wasn't on the field because Ricketts' division had successfully repulsed the Rebels at Thoroughfare Gap. Unfortunately for Pope's future military career, this was not the case, and Longstreet had succeeded in clearing the Gap by the night of the 28th. However, once he lost the Gap, Ricketts did not attempt any more delaying tactics, but retreated to join the rest of the Federal forces. What if Ricketts had, instead, chosen to delay at Gainesville? Hatch's division was close by, and could have come to Ricketts' aid. Furthermore, Pope had actually planned to make a greater effort to keep the Rebels divided, as borne out by his original orders to Porter's 5th Corps, telling him to proceed to Gainesville and block the roads linking Longstreet and Jackson. In reality, Longstreet easily won the race, linking with Jackson before Porter got near Gainesville. Nevertheless, the possibilities inherent in the Union position on August 28th and on the morning of the 29th needed to be investigated.

The result of all this theorizing was the two map game, covering both the original battlefield and the Gainesville-Hay Market area. In the historical game, enough restrictions were placed on the Union player to make any decision to stand at Gainesville until Porter arrives a chancy proposition. With luck, the Union player can hold off Longstreet with a corps while the rest of the Federal army turns on Jackson. This was Pope's original plan, and highlights some of the risks Lee took when he divided his army. The more this situation was examined, the more it became clear that the game to be designed must include this possibility and that, without this extra map area, players would be cheated out of logical historical alternatives or artificially forced to fight the battle the way Pope did, like it or not.

Once this decision was reached, the rest of the design work could proceed. The strengths and numbers were fairly easy to assemble; there are only a few cases where a brigade's strength wasn't easily deduced. As for placement of troops at the start of any given scenario, the task was greatly simplified by using the volume by John Hennessy, entitled Historical Report of Troops Movements, consisting of 16 maps with supporting text. On the whole, it was invaluable in setting up the scenarios.

At the start of each scenario, an attempt was made to recreate the orders that the various corps and divisions labored under, without becoming excessively complex. In some cases, the orders written were only rough approximations of the original instructions. The historical orders at the start of the full battle game are the most onerous to the Union player, but they reflect in some measure the severe confusion that was in the Union senior command at the start of the battle. Historically, the three divisions of McDowell's Corps (Ricketts, Hatch and Reynolds), while all present on the field almost from the start of the battle, had little or no knowledge of the positions or orders of each other. The Union corps under Sigel watched the Battle of Brawner Farm without doing a thing to help, primarily because Sigel had no idea who was doing all that fighting in the distance. As a topper to this disorganization, McDowell himself spent most of the night of the 28th-29th lost in the woods, looking for his command.

Students of the battle will be quick to notice a couple of seeming errors that appear among the Union leaders. The original commander of 1-3Va was Rufus King, not Hatch. However, King was very ill from the start of the campaign and exercised virtually no authority while in nominal command. Indeed King turned his command over to Hatch early on the morning of the 29th, and the latter led the troops very competently until being wounded on the evening of the 30th. Instead of penalizing the Union player with another 0 leader, which soon would be replaced by an anonymous replacement, Hatch is given command from the very start. The Union initiative restrictions on the first day also help account for this weak command situation. The second omission is Samuel Sturgis, commander of Piatt-Res and the Reserve Battery. Sturgis exercised no authority on the field, and Piatt spent most of the time under the command of Porter and the 5th Corps.

The optional troops were another interesting game design choice. By rights, all of the Union options should have reached the battlefield by the 30th at the very latest. The failure of Halleck in Washington to hurry the two corps from McClellan's army forward was inexcusable, while Pope's own failure to bring on Bank's Corps was foolish. Over 20,000 valuable Union troops played no role in the desperate fighting, a situation that did much to ensure the survival of Jackson's Rebels until Lee could arrive. The Confederate option, the three divisions under D.H. Hill, is a little more far-fetched, but was included for play balance and excitement. They did arrive late on the 31st and could have had a part in the battle.

On the whole, an effort was made to remain faithful to the tenets of both In Their Quiet Fields and Thunder at the Crossroads, attempting to pose valid historical questions regarding the conduct of the battle. This game has succeeded, especially in that it provides the viable maneuver areas just outside the actual battlefield that are usually ignored. The real key to winning this battle and the game is the effective use of the western map area.

Finally, a word about victory. In the end, neither commander accomplished any lasting results with this battle. Lee did manage to send Pope reeling back to Washington to regroup, but when the Confederates invaded Maryland a few days later, many of the Federals defeated at Second Bull Run took the field in pursuit and proved themselves still combat effective at Antietam. Even though Lee fought a sloppier set of battles in the Seven Days, the results of that campaign were greater in turning McClellan away from Richmond and transferring the war northward. In the end, Lee won a major Confederate victory (speaking in game terms) at Second Bull Run. Pope, for his part, allowed great opportunities to slip away. Jackson's survival was at great risk early in the battle, if only the Federal commander had been more aggressive in holding off Longstreet while using some of the idle Union troops to concentrate attacks on Jackson.

2nd Edition Design Notes

by Thomas Prowell

Dave's original work was quite sound, so very conservative choices were made when it came to tinkering. Mostly, a few OB mistakes were corrected and the map was improved.

The original AF game had elevation levels that were not true 30-foot contours—that's corrected here.

Other minor changes included Brig. Gen. Adolph Von Steinwehr joining Piatt and King as Union generals absent from the battle. Von Steinwehr commanded a one-brigade division (Koltes) in Sigel's corps. However, this brigade basically acted in concert with Schurz's division the whole battle, so it was simple enough to eliminate an unnecessary leader counter. (Koltes brigade is 3-3-1Va.) The opening setup for Brawner's Farm (and the battle as a whole) was also changed in order to put Hatch's division already in line and ready to defend. The original AF game setup overstated the shock of Jackson's clumsy opening attack.

The major change from the first game was the addition of variable arrival times for reinforcements. This idea came from reading Hennessy's Return to Bull Run, an excellent account published after the original August Fury. That book really captured the chaotic nature of this battle. Pope had a hard time directing his subordinates to the battlefield, and the variable reinforcements bring that to life. On the Confederate side, Jackson will sweat a little more now until Lee and Longstreet arrive. This simple change added a whole new dynamic to the game in terms of excitement and historicity.

Historical Notes

by Dave Powell

Despite winning the first big battle of the war at Bull Run, the Confederacy seemed close to extinction nine months later. By Spring 1862, Union armies in the West had captured nearly all of Kentucky and Tennessee, while in the East, Maj. Gen. George B. McClellan's massive Army of the Potomac was poised to capture Richmond after moving to the Virginia Peninsula.

But a series of remarkable campaigns in Virginia would turn around the South's fortunes. The turnaround began in May, when Johnston was replaced as the head of the Confederate army in front of Richmond. Johnston had irritated Pres. Jefferson Davis earlier by abandoning the Bull Run defensive line. When Johnston was wounded at the Battle of Seven Pines, Davis replaced him with Gen. Robert E. Lee.

Lee assumed command of the Confederate forces with aggressive determination. By gathering troops from North Carolina and recalling "Stonewall" Jackson's hard-marching forces from the Shenandoah Valley, he strengthened his army to 80,000 men, to oppose the 100,000 Federals under McClellan. The Union army sat astride the Chickahominy River, and Lee planned to crush it with a combined frontal and flanking attack on McClellan's exposed right.

This was the first of what became known as the Seven Days' Battles. The fighting was fierce, but McClellan escaped destruction, due mostly to poor Confederate coordination. The fighting ended on July 1 at Malvern Hill with a bloody Confederate repulse. The week cost 20,000 Rebel and 15,000 Union casualties, but McClellan, believing he faced 200,000 enemy troops, withdrew to lick his wounds.

Lincoln, frustrated by McClellan's retreat, made two changes in the Federal command structure that altered the course of the campaign. First, Lincoln brought Maj. Gen. Henry W. Halleck from the West to assume the command of all Federal forces. This post had been vacant since McClellan was removed from it before beginning the Peninsular Campaign. Second, Maj. Gen. John Pope, another Westerner, was given command of all Union forces in northern Virginia. The West had been the location of the Union's greatest triumphs, and Lincoln hoped these two men would bring continued success to the East.

After McClellan's defeat, Halleck decided the best course of action was to unify the two Union forces, the Army of the Potomac and Pope's new Army of Virginia. But McClellan was uninterested in cooperating with men he saw as his rivals. While Pope concentrated his troops around Fredericksburg, Little Mac remained inactive on the Peninsula.

The Confederates were not so obliging. Lee decided to defeat the smaller Union army before the two could unite. In August, after the Army of Northern Virginia recovered from its losses, Lee sent Jackson north with three divisions to operate against Pope. On Aug. 9, Jackson collided with a Federal corps under Maj. Gen. Nathaniel Banks, with 9,000 men, attacked Jackson's 24,000 Confederates at Cedar Mountain and was repulsed with 25% losses.

Lee, now convinced that McClellan was no longer a serious threat to Richmond, left three divisions to cover the capital and took the rest of the army north to join Jackson. By Aug. 15, Lee had concentrated at Gordonsville. He attempted to flank Pope to the north, but Pope used the Rappahannock and Rapidan rivers to block each of Lee's attempts. Meanwhile, Halleck repeatedly recalled McClellan from his base on the James. Only after much delay did Little Mac finally begin sending troops by water transport.

With his initial strategy foiled, Lee decided on a bolder course of action. Mindful that McClellan was starting to move, Lee sent Jackson's entire corps on a march that would place 24,000 Confederates in Pope's rear. Jackson departed on Aug. 25. Two days later he was directly between Pope and Washington D.C. After pillaging the enormous Federal supply depot at Manassas Junction, Jackson took up a defensive position in an abandoned railroad cut northwest of the First Bull Run battlefield.

Pope responded in confusion. His army was larger now; the 3rd and 5th Corps had reached him from McClellan's army, as well as the 9th Corps from coastal North Carolina. But he had lost track of Jackson. Pope issued a series of conflicting orders attempting to locate the rampaging Rebel column. The marches and countermarches were unsuccessful in locating Jackson, but they did irritate and confuse Pope's subordinates.

The actual situation was quite favorable to the Union. McDowell's corps of 18,000 men was located between Jackson and Thoroughfare Gap, the speediest route available for Lee to reunite his army. These Federals were in position to hold off Lee while Pope's five other corps (under Sigel, Banks, Heintzelman, Porter and Reno) concentrated to destroy Jackson. Unhappily for the Union cause and his later career, Pope was badly mistaken in his impression of the situation. Pope believed Jackson had 50,000 men, not 20,000, and was retreating toward Centreville.

Meanwhile, Jackson had grown impatient with Pope's blundering. On the evening of Aug. 28, when Brig. Gen. Rufus King's division, of McDowell's corps, marched up the Warrenton Turnpike in front of Jackson's concealed position, Jackson attacked. This action (known as the Battle of Groveton or Brawner's Farm) was the first action for a legendary Union brigade. Brig. Gen. John Gibbon's unit of Wisconsin and Indiana farm boys—the future Iron Brigade—fought Jackson's attack to a standstill in a close-range fight that lasted almost two hours.

This action produced no real result, other than 2,000 casualties. Nonetheless, Pope took this fight to mean that Jackson was indeed retreating, and that King had engaged his rear guard. Pope was sure he had at last found the enemy, and he began concentrating all his available troops on Jackson's position. Compounding his mistake, Pope ordered McDowell to block Jackson's supposed retreat route west along the Warrenton Turnpike, instead of holding the Thoroughfare Gap to block the rest of Lee's army.

But even this order wasn't carried out; McDowell had become separated from his corps and spent the night of Aug. 28 lost somewhere between Manassas and Gainesville. Without higher leadership, McDowell's divisions retreated to Manassas, leaving the road between Lee's two wings completely clear.

On Aug. 29, Pope's plan began to unfold. Union forces arrived on the field from the east and south. Throughout the morning, Maj. Gen. Franz Sigel's corps launched a series of piecemeal attacks on Jackson's line, with one or two brigades at a time.

While Pope wasted time with these fruitless assaults, Lee and the rest of the Confederate army arrived. Longstreet reported that by 10:30 am, the head of his column reached Jackson's right flank. By noon, the Rebels had four more divisions in line astride the Warrenton Turnpike.

Pope was still under the impression that Longstreet was a long distance off. He ordered another Union corps, under Maj. Gen. FitzJohn Porter, to advance and attack Jackson's flank across the very ground Longstreet now occupied. Porter, with only 10,000 men, declined to attack the 30,000 Rebels positioned to his front, a decision that caused Pope to court-martial him after the battle.

Piecemeal Union attacks against the Unfinished Railroad continued until 5:00 pm. Finally, with Reno's corps added to the assault, Pope succeeded in pushing Jackson's left out of the railroad grade. Jackson retook the ground with his reserves, thanks to a lack of support sent to the forward Union troops.

Throughout the day, Lee suggested several times to Longstreet that he attack to relieve the pressure on Jackson's weary line. Longstreet was reluctant, realizing such a move would expose his own flank to the Union force under Porter. In addition, Pope still had many Federal troops unengaged, which could easily block such a thrust. Lee apparently agreed, and did not actually order the advance. In the end, Jackson held, and the only action Longstreet took on Aug. 29 was to send Brig. Gen. John B. Hood's two brigades forward at dusk in a reconnaissance-in-force. After some sharp twilight skirmishing, Hood returned to his starting line.

Amazingly, Pope still seemed to be unaware of Longstreet's presence. In fact, due to Hood's retirement the night before, Pope believed that the Rebels were in full retreat, and he sent a wire to Washington proclaiming a great victory. The Union leader now prepared to pursue his "defeated" foe on Aug. 30.

The next morning passed bloodlessly, but about noon Pope began his short pursuit. Porter's corps was moved north to lead the advance, to be supported by Heintzelman's and McDowell's commands. Almost immediately, the Union advance collided with Jackson's main line, still in place.

The battle renewed with a vengeance. Jackson sent a message to Lee and Longstreet to support his troops, and they responded quickly. Longstreet realized that, before infantry could come to Jackson's aid, Rebel artillery would help much faster. S.D. Lee's batteries were moved to fire on Pope's left flank, shattering several Union assaults.

Pope, now totally fixated on Jackson, committed his last reserves to the attack, leaving almost no troops to guard his exposed left flank. That presented Lee with an unbelievable opportunity; Longstreet's patient waiting had paid off. Lee ordered the attack. Longstreet reported that even as Lee spoke, his troops were advancing. Five Rebel divisions, 30,000 men, slammed into Pope's open flank.

Brig. Gen. John Reynolds' division of Pennsylvania reserves was all that was initially available to hold off Longstreet's attack. These troops fought hard, but they were too few to save Pope's army. As the Union army crumbled, Pope ordered a general retreat to Centreville, where fresh troops and a ring of defenses waited. The Federals fell back in confusion; thousands of stragglers clogged the roads.

The retreat did not become a rout, thanks to several Federal commands that fought delaying actions. The final stand was made on Henry House Hill. As night fell the Union army made its escape. The weather also intervened, as rain poured down on the night of Aug. 30. The Confederates broke off pursuit, and the Union army retreated to Washington to reorganize.

This campaign launched Lee's reputation. On June 30, the Rebels were in a desperate struggle to save Richmond. By Aug. 30, they were threatening the Federal capitol instead. In September, Lee invaded the North. McClellan stopped the Army of Northern Virginia at Antietam, but did not crush it. Over the next year, under a procession of Union generals, the Army of the Potomac would suffer two major defeats. Not until Gettysburg, in July 1863, would the Rebels be dealt a serious check in the East.

Bibliography

Allan, William. The Army of Northern Virginia, 1862. Da Capo Press, 1995. Reprint of 1892 edition.

Stackpole, Edward J. From Cedar Mountain to Antietam. Stackpole Books, 1993. Reprint of 1959 edition.

Hennessy, John J. Return to Bull Run. Simon & Schuster, 1993.

Hennessy, John J. Second Manassas Battlefield Map Study. H.E. Howard, Inc. 1991. Reprint of 1985 edition.

Long, E.B. The Civil War Day by Day: An Almanac 1861-1865. Da Capo Press, 1971.

War of the Rebellion: A Compilation of the Official Records of the Union and Confederate Armies, Series I, Volume XII. Government Printing Office, 1884.

Earlier Losses

This chart lists the number of casualties each unit has taken at the start of a scenario. If a particular unit is not listed, it starts all scenarios at full strength. All units start scenarios 1, 5 and 6 at full strength.

Confederate (casualties by scenario)

UnitScenario 2Scenario 3, 4Scenario 7
E-E-J112
F-E-J012
L-E-J445
T-E-J344
A-H-J012
B-H-J012
F-H-J022
G-H-J066
P-H-J022
T-H-J034
J-T-J001
S-T-J024
Swl-T-J334
T-T-J112
M-A-L002
W-A-L002
Tex-H-L037
L-H-L013
A-J-L006
B-J-L003
C-K-L003
H-K-L001
J-K-L004
F-W-L001
P-W-L001
W-W-L001
E-L007
R-Cav001

Union (casualties by scenario)

UnitScenario 2Scenario 3, 4Scenario 7
Army of Virginia
1-1-1Va023
2-1-1Va004
1-3-1Va012
2-3-1Va024
3-3-1Va024
Ind-1Va034
1-1-3Va07—
2-1-3Va24—
4-1-3Va88—
1-2-3Va01—
3-Pa-3Va01—
Cav-3Va01—
Army of the Potomac
1-1-3012
2-1-3067
3-1-3022
1-2-3055
3-2-3044
1-1-5006
3-1-5006
1-2-5003
2-2-5002
3-2-5004
Res-5001
1-1-9033
2-1-9022
3-1-9033
1-2-9

Order of Arrival Charts

The following charts list variable-reinforcement arrival schedules for the multi-day scenarios (6.2 through 6.5, and 6.7). Historical (actual) arrival times, where noted in the original chart, are given in parentheses next to the variable "Begin Checks" time.

Union — Order of Arrival

Begin ChecksHexOrderUnits
August 28
Scenario 5
6:00pm (7:30)O12-3Va (all), 2 x 3Vab
6:30pm (8:00)O1Cav-2Va, Cav-3Va
August 29
3:00am (5:00)K2McDowell, 3Va Corps HQ
Start Scenario 2
5:30am (9:30)P31-3 (all)
6:00am (7:30)K4Cav-1Va
9:00am (10:30)P32-3 (all), 3b, Heintzelman, 3 Corps HQ, 3 Corps Supply
9:00am (opt)M52Va Corps (all except Cav-2Va): see 3.7a
9:30am (11:00)P61-9 (all), 9b
10:00am (11:30)P62-9 (all), Reno, 9 Corps HQ, 9 Corps Supply, Pope, AVa HQ, AVa Supply
10:00am (11:30)K75 Corps (all)
11:00am (12:30pm)K8Cav-3Va
11:30am (1:00)K91-3Va (all), 3Vab
12 noon (opt)K102Va Corps (all except Cav-2Va): see 3.7a
1:00pm (2:30)K10Cav-2Va
1:30pm (3:00)K11Res-5, Res-5b(2)
End Scenario 2
7:00pm (opt)P106 Corps (all): see 3.7b — not used in Scenario 2
August 30
6:00am (opt)P102 Corps (all): see 3.7c
9:00am (opt)

Orders: 1. Move to Gainesville and defend that location. 2. Move to join Pa-3Va and adopt that division's current order as the corps order. 3. Attack the Unfinished Railroad between Bull Run and the Groveton-Sudley Road (inclusive). 4. Move to join Corps HQ. 5. Move to Gainesville and defend it from any CSA advance. 6. Attack the Unfinished Railroad between Bull Run and hex B16.05 (inclusive). 7. Move to Gainesville and defend it from any CSA advance. If 5 Corps comes within two hexes of any Confederate unit, the corps is to halt, defend in place. 8. Move to B40.09. 9. Move to Bald Hill (B30.14). 10. Move to Army HQ. 11. Move to join 5 Corps. 12. Move to Centreville. 13. Cross Bull Run and defend the north side of Orange & Alexandria Railroad Bridge.

Union — Order of Arrival (Scenario 6)

Begin ChecksHexOrdersUnits
August 28
5:00pmK1Cav-1Va
6:00pmK21-3 (all)
6:00pm (7:30)O12-3Va (all), 2 x 3Vab
6:30pm (8:00)O1Cav-2Va, Cav-3Va
7:00pmK22-3 (all), 3b, Heintzelman, 3 Corps HQ, 3 Corps Supply
7:00pmM35 Corps (all)
8:00pmK41-9 (all), 9b
9:00pmK42-9 (all), Reno, 9 Corps HQ, 9 Corps Supply, Pope, Army HQ, Army Supply
10:00pmM5Res-5, Res-5b(2)
August 29
9:00am (opt)M52Va Corps (all except Cav-2Va): see 3.7a
12 noon (opt)K62Va Corps (all except Cav-2Va): see 3.7a
7:00pm (opt)P66 Corps (all): see 3.7b
August 30
6:00am (opt)P62 Corps (all): see 3.7c
9:00am (opt)K62Va Corps (all except Cav-2Va): see 3.7a

Orders: 1. Move to join Corps HQ. 2. Defend along the Old Warrenton, Alexandria & Washington Road from Lewis Lane to the Manassas-Sudley Road. Prevent the Rebels from withdrawing to the south. 3. Occupy Gainesville and defend it from any Rebel advance. 4. Join 3 Corps in a blocking position on the Old Warrenton, Alexandria & Washington Road. 5. Move to join 5 Corps. 6. Move to Army HQ.

Confederate — Order of Arrival

Begin ChecksHexOrderUnits
August 28 (Scenario 5 only)
5:30pm (6:00)O1Stuart, R-Cav
August 29
7:30am (9:00)O2E-L, H-L (all), K-L (all), Lb, Longstreet, L Wing HQ, R.E. Lee, ANVa HQ
8:30am (9:30)O2J-L (all), W-L (all), 2 x Lb, L Wing Supply
9:30am (11:00)B3L-Cav
4:00pm (opt)N4H Wing (4.6b): roll for each Group separately
9:00pm (11:00)O5A-L (all), Lb, Lb(2), ANVa Supply
August 30
8:00am (opt)O4H Wing (4.6a): roll for each Group separately

Orders: 1. Move to join J Wing. 2. March east on Warrenton Turnpike until linking up with J Wing. Assume a defensive position on Jackson's right, north-south along the Pageland Lane. If enemy units are encountered en route, attack through them to reach Jackson. 3. Assume a defensive position around Sudley Church. 4. Move to Army HQ. 5. Move to rejoin L Wing.

Bury These Poor Men: Third Battle of Bull Run

Prior to Oct. 14, 1863, soldiers on both sides were expecting yet another fight at Manassas as Lee's Army of Northern Virginia attempted a turning maneuver against Meade's Army of the Potomac. Such a maneuver had met with great success in the Second Bull Run campaign against Pope. But A.P. Hill's run-in with Warren at Bristoe Station took all the fire from Lee's belly, and Meade, for his own part, was also unwilling to offer battle. Bury These Poor Men provides alternatives for players to explore the possibilities of a Third Bull Run.

Counter Notes

See the Second Bull Run rulebook for a description of changes to some standard CWB counters.

1.0 Terrain & Map Notes

1.1 The Centreville Defenses

The fortifications around Centreville exist in all Third Bull Run scenarios. Units in the forts receive the fire and morale benefits of being in a trench. All units inside a fort are considered to have an all-frontal facing, and are protected in all directions by trench hexsides.

1.2 O&A Railroad Bridge

The RR bridge across Bull Run on Map C is intact and functional in all Third Bull Run scenarios.

1.3 Unfinished Railroad Cut

This is a natural trench providing cover for units that occupy it. Units that receive all fire directed at them (from regular fire combat or close combat) through Unfinished Railroad hexsides apply the modifiers for being in a Trench. All units pay +1 MP to cross an Unfinished Railroad hexside.

1.4 Turn Record Track

The track has two detours, which are used to show the shorter fall days. Dawn begins at 5:00 am and dusk begins at 5:00 pm in all Third Bull Run scenarios. Note that the visibility ranges are different on the detours.

2.0 General Special Rules

2.1 Rain (optional)

Historically, bad weather was one reason that both sides declined to fight. If desired, apply the following weather to any scenario.

Rain is always in effect. Visibility is a maximum of five hexes. All non-road movement (including ford hexsides) costs one extra MP per hex for all units except cavalry, leaders and HQs.

2.2 Variable Reinforcements

Because of the hypothetical nature of these scenarios, all reinforcements use variable arrival times. Starting on the turn listed for each reinforcement group, a roll of 10 or more (on two dice) allows that group to arrive. If the roll is unsuccessful, roll again on each subsequent turn until the group does arrive.

2.3 Breastworks

Both sides may build Breastworks according to the optional rules presented in the series rulebook. In addition, a Corps or Wing Leader must obtain Initiative before units of his command may begin construction. Division leaders may attempt Initiative for Breastworks only when acting on Divisional Goals. Ignore Loose Cannon results when rolling to build Breastworks.

3.0 Union Special Rules

3.1 Army of the Potomac

Meade commands the Army of the Potomac. Until his arrival on the map, leaders must rely on Initiative to give themselves orders. There is no acting army commander in Meade's absence.

Under Meade's leadership, the Army of the Potomac was not an offensive-minded outfit in 1863, as the Williamsport and Mine Run campaigns illustrate. To reflect this, any order that would require Union troops to attack, is shifted one column to the left on the Order Acceptance Table. In addition, the Union player must subtract 2 from the dice roll on all Corps Attack Stoppage checks (do not apply this modifier to defense checks if using the defensive orders option). The above restrictions remain in effect even if Meade becomes a casualty.

If Meade is killed or wounded, use the following order of succession for army command: 1) Sedgwick, 2) Sykes, 3) French, 4) Newton, 5) Warren.

3.2 Anti-Initiatives

For any initiative attempt that would require Union troops to attack, all Union Corps leaders except Warren have an anti-initiative of -1.

3.3 Attachments & Detachments

Attachments are not allowed. Divisions and Cavalry Brigades may be detached normally to operate on Divisional Goals.

3.4 Plus Weapons

All Union cavalry brigades have "plus" weapons.

3.5 Artillery Reserve

Army Reserve Artillery units require orders, divisional goals, from the Army commander. Any number of Reserve units may be included in a single order, and a receiver rating of 2 is used for acceptance. Reserve artillery units may not be given attack orders and may not be attached to other formations.

3.6 Union Minor Variants

3.6a U.S. Grant. Let Grant command the Army of the Potomac. Meade is only used if Grant becomes a casualty. Ignore all negative modifiers for order acceptance, initiative, and Corps Attack Stoppage. This option gives the Confederate player 6 VP.

This assumes Lincoln accepted Meade's resignation after Williamsport and awarded command to the hero of Vicksburg.

4.0 Confederate Special Rules

4.1 Army Command

Robert E. Lee is commander of the Army of Northern Virginia. Until his arrival on the map, leaders must rely on Initiative to give themselves orders. There is no acting army commander in Lee's absence.

If Lee is killed or wounded, promote the highest-ranking corps leader to army command: 1) A.P. Hill, 2) Ewell.

4.2 Plus Weapons

The C-L-Cav brigade has Plus weapons.

4.3 Attachments and Detachments

Each Rebel corps can have one extra division attached to it from another corps. There is no limit to the number of divisions that can be detached from a given corps.

4.4 Stuart's Cavalry

J.E.B. Stuart commands both the Cavalry Corps and H-Cav division. He functions fully as a Corps leader, and is not required to stack with a brigade of H-Cav. The units of H-Cav must trace divisional command radius directly to Stuart, and H-Cav cannot be detached from Cav Corps. If Stuart is killed or wounded, his Repl leader has the same functions.

Stuart directly commanded Wade Hampton's division while the latter commander recovered from the wound he received at Gettysburg.

4.5 Confederate Minor Variants

4.5a No Bristoe Station. In scenarios 2 and 4, the Confederate player may state that the fighting at Bristoe Station did NOT occur. All losses for the Union and Confederate sides are ignored, and A.P. Hill retains a leader rating of 3. This option gives the Union player 2 VP.

After the reversal at Bristoe Station, Lee is reported to have reprimanded A.P. Hill with the reproof "bury these poor men", which put Hill in a funk for the rest of the campaign.

4.5b Longstreet. Allow 1st Corps to setup or arrive as indicated in each scenario. When arriving as a reinforcement, the Confederate player must select Entry hex J or K before the game begins. This option gives the Union player 3 VP.

With Meade apparently content with stalemate along the Rappahannock, Lee sent Longstreet to Georgia to restore Confederate fortunes there. This variant assumes that Longstreet returned after Bragg settled down to besiege Chattanooga.

5.0 Victory Conditions

Victory is determined according to the following Victory Point (VP) schedules.

5.1 Terrain

These points are awarded to the player who was the last to occupy all hexes of the given terrain feature. Fords and bridges are controlled by the side who last crossed the hexside, or has a friendly unit adjacent to the feature with the other side free of enemy units and EZOC.

FeatureUSCSA
Centreville08
Each Fort01
Entry J and K120
Railroad Bridge55
Henry House Hill11
McLean House50
Stone Bridge22
Sudley Ford04
Groveton21
Mitchell Ford11
Blackburn Ford11
Union Mills Ford11
Gainesville*33
Stuart Hill* (A32.27)22
Ball's Ford*11
Lewis Ford*11

* These features are used only in Scenario 6.3

5.2 Casualties

Each side receives VP for losses inflicted on the enemy. To determine the number of VP, count all losses (not stragglers) on infantry and cavalry units and refer to the table below. VP for Confederate losses are awarded to the Union player. Union losses give VP to the Confederate player.

VPRebel LossesUnion Losses
00-340-49
135-5450-79
355-7480-104
575-94105-129
895-114130-154
11115-134155-174
15135-154175-194
19155-174195-214
23175-194215-234
27195-214235-254
31215+255 or more

5.3 Wrecked Formations

In addition to the points given for casualties, the following VP are awarded for wrecked formations (Corps). The VP are awarded if the number of infantry brigades listed (or more) are wrecked at the end of the scenario. VP awards for wrecked cavalry are for each brigade. For this purpose, ignore straggler losses and count only actual casualties.

Corps (US)Brigades WreckedCSA VP
14 of 75
26 of 105
35 of 95
54 of 75
65 of 85
CavalryNA2*

* per wrecked brigade

Corps (CSA)Brigades WreckedUS VP
27 of 139
38 of 149
CavalryNA2*

* per wrecked brigade

5.4 Wrecking the Orange & Alexandria Railroad

The Confederate player (only) may earn points for wrecking the Orange & Alexandria Railroad. To do this, the Confederate player must exit an infantry division via Entry Hex J or K, and designate that division as "wrecking the railroad." Alternatively, any division arriving as a reinforcement may be designated as wrecking the railroad provided it remains off-map. No more than three divisions may be off-map wrecking at any time.

For every daylight hour (5am to 5pm inclusive) a "wrecking" division remains off-map, the Confederate player earns 1/2 VP, up to a maximum award of 18.

The Confederate player may recall any "wrecking" division during the Confederate Command Phase by simply noting that he is doing so. When the division is recalled, the player must record whether the division is arriving at Entry Hex J or K, and he must write the order it will follow when it arrives. Actually sending orders and going through the order approval process are not necessary—the recalled division does not arrive until the Confederate player rolls 10 or greater for its arrival. Recalled divisions do not earn VP while waiting to enter the board.

5.5 Determining Victory

Total the VP for each side and subtract the Union total from the Confederate total. This result will either be positive (in the CSA favor) or negative (in the USA favor). Compare the result to the Victory Chart specific to the given scenario to determine the winner and level of victory. Fractional VP totals are always rounded down after the final tally.

6.0 Scenarios

In all scenarios, the Union player sets up first. The Confederate player turn is first in each scenario.

6.1 Hill vs. Warren

This small scenario re-stages the engagement at Bristoe Station as it might have been fought, had it occurred a few miles north and 24 hours later.

General Information First Turn: 2:30 pm, Oct. 15, 1863. Last Turn: 5:30 pm, Oct. 15, 1863. Scenario Length: 7 turns. Maps Used: C—south of hexrow C47.xx inclusive.

Confederate Information

Setup: 3b (limb): C53.17. M-A-3 (col): C52.15. Anderson, S-A-3 (col): C55.15. Po-A-3 (col): C58.13. Pe-A-3 (col): C60.12. W-A-3 (col): C62.11. 3b (limb): enter at J on first turn. A-H-3: C53.18. C-H-3: C54.23 ex C53.24. D-H-3: C53.19. Heth, K-H-3: C52.23 ex C51.24. W-H-3: C48.20. 3b(3): C50.23. A.P. Hill (rated 3), 3 Corps HQ: C50.16.

Orders: 3 Corps is to capture the Orange & Alexandria Railroad Bridge and Union Mills Ford.

Artillery Ammunition: 30.

Variable Reinforcements: 3:00 pm, Entry hex J: W-3 (all), 2x 3b, 3 Corps Supply with orders to rejoin corps.

Union Information

Setup: 1-1-2 (col): C55.29. Caldwell, 2-1-2 (col): C56.29. 3-1-2 (col): C58.28. 4-1-2 (col): C59.29. Webb, 1-2-2: C53.26 ex C52.25. 3-2-2: C54.25 ex C55.25. 1-3-2 (col): C61.29. Hays, 2-3-2: C57.27. 3-3-2: C56.27. 2b(3): C51.26. 2b (limb): enter at H on first turn. Warren, 2 Corps HQ: C53.30. 2 Corps Supply: C51.30.

Orders: 2 Corps is to defend along Russia Branch and prevent the capture of the Orange & Alexandria Railroad Bridge and Union Mills Ford.

Artillery Ammunition: 20. Variable Reinforcements: None.

Victory: Ignore the standard victory conditions in 5.0. Instead, each player receives 1 VP per opposing brigade wrecked counting both stragglers and casualties or 2 VP per brigade wrecked by casualties alone. Control of the Orange & Alexandria Railroad Bridge is worth 2 VP. Control of Union Mills Ford is worth 1 VP. Whoever has the most VP wins; ties go to the Union.

6.2 Standoff at Bull Run

This scenario most closely recreates the historical situation after Bristoe Station, picking up the action after the Union army has arrived at Centreville. Historically, Stuart skirmished with French's 3 Corps at McLean's and Yates' Fords and then withdrew. Here, both sides call for reinforcements, leading to a gradually increasing action.

General Information First Turn: 2:30 pm, Oct. 15, 1863. Last Turn: 5:30 pm, Oct. 17, 1863. Scenario Length: 81 turns. Maps Used: B and C.

Confederate Information

Setup: L-Cav, Cavb(3): w/i 2 C50.17.

Orders: L-Cav is to attack the Union position at McLean's Ford in an attempt to drive the Federal troops there across Bull Run.

Artillery Ammunition: 180. Losses: * see variant 4.5a. The following units have incurred losses from the engagement at Bristoe Station. Mark off the number of boxes as casualties not stragglers. C-H-3: 7. K-H-3: 6.

Variable Reinforcements (all arrive at Entry hex J):

October 15 — 2:30 pm: Stuart, G-H-Cav, F-H-Cav, Cavb(2), Cav Corps HQ. 3:00 pm: 1 Corps (all) *see 4.5b. 3:30 pm: A.P. Hill, A-3 (all), H-3 (all), 2 x 3b, 3b(3), 3 Corps HQ. 5:00 pm: R.E. Lee, W-3 (all), 2 x 3b, 3 Corps Supply, Army HQ. 7:00 pm: Y-H-Cav, Cav Corps Supply.

October 16 — 5:30 am: Army Supply.

In addition, all divisions of 2 Corps are off-map wrecking the O & A Railroad. They may be recalled at any time. Each division that arrives may have two artillery units. Ewell, HQ, and Supply may arrive with any division.

Orders: Stuart and Cav Corps—Join L-Cav and adopt its orders. 1 Corps—may be given an order which is automatically accepted. *Select entry hex J or K before the game begins. Lee and 3 Corps—Move to Lookout Hill. Y-H-Cav—Rejoin H-Cav.

Union Information

Setup: 1-1 (all), 1b(3): w/i 2 C5.14. 2-1 (all): w/i 3 C14.07. Newton, 3-1 (all), 1b, 1 Corps HQ, 1 Corps Supply: w/i 4 C11.27. 2 Corps (all): w/i 5 C28.17. Prince, 1-2-3, 2-2-3, 3b: w/i 2 C53.29. 3-2-3: C47.22 ex C46.21. French, 3-3 (all), 3b(3), 3 Corps HQ: w/i 2 C48.30. Res-1-Cav: C7.27. 3-Cav (all), Cavb(3): w/i 4 B19.22.

Orders: 1-1, 2-1 and 3-1 all have divisional goals to defend their current locations. 2 Corps has orders to defend Blackburn's and Mitchell's Fords, remaining on the north side of Bull Run. 3 Corps (minus 3-2-3) has orders to defend Union Mills Ford and the Orange & Alexandria Railroad Bridge. 3-2-3 has a divisional goal to defend McLean's Ford. Res-1-Cav has no orders. 3-Cav has a divisional goal to defend the Stone Bridge.

Artillery Ammunition: 200. Losses: * see variant 4.5a. The following units have incurred losses from the engagement at Bristoe Station. For each unit, mark off one box as a casualty (not straggler). 4-1-2; 1-2-2 and 3-2-2; 2-3-2 and 3-3-2.

Variable Reinforcements:

October 15 — 2:30 pm, Entry H: Buford, 1-1-Cav, 2-1-Cav, 2-Cav (all), 2 x Cavb(3), 3 Corps Supply, Cav Corps Supply. 5:00 pm, Entry F: Meade, Pleasonton, Army HQ, Cav Corps HQ. 7:00 pm, Entry G: 1-3 (all), 3b.

October 16 — 5:00 am, Entry E: 6 Corps (all), 5 x Resb. 7:00 am, Entry F: 5 Corps (all), APot Supply.

Orders: Cav Corps—Escort the supply wagons across Union Mills Ford until they rejoin their corps, then move to Centreville. Army HQ—Move to Centreville. 1-3 Div—Rejoin corps. 6 Corps and 5 Corps—Move to Army HQ.

Victory: Rebel Massive: +20 or more. Rebel Major: +11 to +19. Rebel Minor: +4 to +10. Draw: +3 to -3. Union Minor: -4 to -13. Union Major: -14 to -23. Union Massive: -24 or less.

6.3 Race for Centreville

This is Lee's fantasy scenario: Meade reacts slowly to Lee's turning movement, Hill and Ewell march with haste, and a bright opportunity to isolate and destroy one or more corps of the Union army presents itself. The variable arrival times and locations of this meeting engagement scenario make it quite unpredictable.

General Information First Turn: 5:00 am, Oct. 14, 1863. Last Turn: 5:30 pm, Oct. 17, 1863. Scenario Length: 137 turns. Maps Used: A, B and C.

Special Rule: In addition to variable arrival times, most reinforcements arrive in variable locations. Note the modifier for each arriving group and roll on the Entry Location Table to determine the Entry Hex.

Confederate Information

Setup: Fitz Lee, C-L-Cav, O-L-Cav, Cavb(3): w/i 1 A40.01.

Orders: L-Cav is to skirmish with the Union 3-Cav Division, following it as it retires.

Artillery Ammunition: 250.

Variable Reinforcements:

October 14 — 5:00 am, Modifier -1: L-L-Cav. 5:30 am, Modifier +3: Stuart, G-H-Cav, F-H-Cav, Cavb(2), Cav Corps HQ. 6:00 am, Modifier +2: Ewell, J-2 (all), 2x 2b, 2 Corps HQ. 6:30 am, Modifier +2: R-2 (all), 2x 2b. 7:00 am, Modifier +2: E-2 (all), 2b, 2 Corps Supply. 7:00 am, Modifier 0: A-3 (all), 3b. 7:30 am, Modifier 0: H-3 (all), 3b. 7:30 am, Modifier +1: R.E. Lee, Army HQ. 8:00 am, Modifier 0: A.P. Hill (rated 3), Wilcox, L-W-3, P-W-3, T-W-3, 2x 3b, 3 Corps HQ. 9:00 am, Modifier 0: S-W-3, 3b(3), 3 Corps Supply. 7:00 pm, Entry hex N: Army Supply.

October 15 — 3:00 pm, Entry J or K: 1 Corps (all) *see 4.5b. 6:00 pm, Modifier +4: Y-H-Cav, Cav Corps Supply.

Entry Location Table:

Modified Die RollEntry Hex
0 or lessO
1-3N
4-6M
7-8L
9 or moreK

Orders: L-L-Cav—Rejoin L-Cav Division. Cav Corps—Ride north to the Warrenton Turnpike, then turn east toward Centreville. Stop on encountering Union infantry. 2 Corps—March to Centreville by way of the Manassas Gap Railroad; Old Warrenton, Alexandria & Washington Road; and Ball's Ford. Stop on encountering Union infantry. 3 Corps—March to Centreville by way of the Warrenton Turnpike. Stop on encountering Union infantry. 1 Corps—may be given an order which is automatically accepted. *Select entry hex J or K before the game begins. Army HQ—assign movement order on turn of entry.

Union Information

Setup: 3-Cav (all), Cavb(3): w/i 2 A37.07.

Orders: 3-Cav is to delay Confederate forces advancing east on the Warrenton Turnpike toward Centreville.

Artillery Ammunition: 300.

Variable Reinforcements:

October 14 — 6:30 am, Modifier +2: Res-1-Cav. 7:00 am, Modifier 0: 1 Corps (all). 8:00 am, Modifier 0: Meade, Army HQ, Pleasonton, Cav Corps HQ. 9:00 am, Modifier 0: 6 Corps (all except supply). 10:00 am, Modifier -1: 5 x Resb. 12 Noon, Modifier +2: 3 Corps (all except supply). 5:00 pm, Modifier 0: 5 Corps (all). 10:00 pm, Modifier +1: 2 Corps (all).

October 15 — 2:00 pm, Modifier -2: Buford, 1-1-Cav, 2-1-Cav, Cavb(3), 3 Corps Supply, 6 Corps Supply, Cav Corps Supply. 3:00 pm, Modifier -1: 2-Cav (all), Cavb(3).

October 16 — 5:00 am, Entry F: Army Supply.

Entry Location Table:

Modified Die RollEntry Hex
0 or lessG
1H
2I
3-4J
5-6K
7L
8 or moreM

Orders: Res-1-Cav—Move to Sudley Mill. 3 Corps—Move to Mitchell's Ford or Stone Bridge (whichever is closest) and hold that crossing. 2 Corps—Move to Blackburn's Ford or Stone Bridge (whichever is closest) and hold that crossing. Buford and 1 Cav—Escort the supply wagons to their respective corps, then move to Army HQ. 2 Cav—Move to Army HQ. All other arrivals—Move to Centreville and its defenses and hold them against Confederate attack.

Victory: Rebel Massive: +15 or more. Rebel Major: +6 to +14. Rebel Minor: 0 to +5. Draw: -1 to -6. Union Minor: -7 to -15. Union Major: -16 to -25. Union Massive: -26 or less.

Historically: A draw with 3 VP.

6.4 Lincoln Gets His Wish

This scenario assumes that Meade failed to destroy the O & A Railroad Bridge on the Rappahannock. With his supply situation more secure, Lee has paused along Bull Run to decide whether to resume his flanking move around Meade's right, defend along this line, or wreck the O & A and withdraw. Meanwhile, Lincoln presents an ultimatum to Meade: attack or else! The result is a set-piece engagement.

General Information First Turn: 4:00 am, Oct. 16, 1863. Last Turn: 5:30 pm, Oct. 17, 1863. Scenario Length: 64 turns. Maps Used: B and C.

Confederate Information

Setup: 2 Corps (all): anywhere on Map C at least 3 hexes south of Bull Run. 3 Corps (all): w/i 6 B37.18. Cav Corps (all): w/i 8 B22.14. Lee, Army HQ, Army Supply: C50.16. (Opt) 1 Corps (all): w/i 5 of Army HQ.

Losses: * see variant 4.5a. The following units have incurred losses from the engagement at Bristoe Station. Mark off the number of boxes as casualties not stragglers. C-H-3: 7. K-H-3: 6.

Orders: No units have any orders.

Artillery Ammunition: 180. Variable Reinforcements: None.

Union Information

Setup: 1 Corps (all), 3-Cav, Cavb(3): w/i 5 B20.29. 2 Corps (all): w/i 4 C33.15, north of Bull Run. 3 Corps (all): w/i 4 C47.28, north of Bull Run. 5 Corps (all), 5x Resb, Meade, Army HQ, Army Supply, Pleasonton, Cav Corps HQ, Cav Supply: w/i 5 C11.25. 6 Corps (all): w/i 4 B15.33.

Orders: No units have orders.

Artillery Ammunition: 180. Losses: * see variant 4.5a. The following units have incurred losses from the engagement at Bristoe Station. For each unit, mark off one box as a casualty (not straggler). 4-1-2; 1-2-2 and 3-2-2; 2-3-2 and 3-3-2.

Variable Reinforcements:

October 16 — 8:00 am, Entry G: 1-Cav, Cavb(3). 12 Noon, Entry G: 2-Cav, Cavb(3).

Orders: Move to Army HQ.

Victory: Rebel Massive: +15 or more. Rebel Major: +6 to +14. Rebel Minor: -1 to +5. Draw: -2 to -8. Union Minor: -9 to -18. Union Major: -19 to -28. Union Massive: -29 or less.

Design Notes

After playing Dave Powell's original August Fury, it didn't take much imagination to see the possibilities for a First Bull Run. But where did the idea for a Third Bull Run come from? Well, for all its historical importance, First Bull Run is a very small battle in CWB terms. And with an eye toward eventually publishing a design, it wasn't clear if a third, mostly unused, map and a handful of extra counters could justify a second edition of August Fury. So while looking for something to "do" with the new Centreville map, the idea of Third Bull Run took shape.

The inspiration came from having recently read the middle book in Shelby Foote's three-volume narrative. Had he seen fit to gloss over it in his masterful narrative, as many other historians have (just try to find mention of Bristoe Station in Battles and Leaders), an entirely hypothetical battle—and one based on a little-studied campaign at that—probably would not have been imagined. Although there are not many satisfactory secondary sources on the campaign, good OB information at least was available from the Official Records.

While Third Bull Run made the game submission more "marketable," it ended up doing something even better, which wasn't originally considered. With all three battles in the box, players have a real opportunity to compare the growth and decline of the Eastern armies over the war.

The Southern army displays the greatest change. It starts as little better than an unwieldy mob in 1861, but the Army of Northern Virginia that Lee used to scatter Pope was arguably the finest force he commanded in the entire war. Certainly, the 1863 post-Gettysburg army is a pale comparison.

The Union army, on the other hand, only gets better from 1861 to 1863, with one crucial exception: the quality of corps and army leadership. The three models shown here are consistently poor in that regard; Gettysburg took away the Union's best corps leaders. The Federal player will miss Reynolds and Hancock as he tries to get things moving.

If you have a copy of Bloody Roads South, you can extend the comparison and contrasts to 1864. It's also fascinating to compare BTPM to Thunder at the Crossroads. The Third Bull Run scenarios may leave you with a feeling similar to Gettysburg on July 3—the armies and leadership are a little thin. That's especially true for the Confederates without Longstreet around. Bristoe Station was a tiny action in a big war, and yet it marked the most significant action in the Eastern Theater between Gettysburg and Grant's arrival in 1864. After so much blood had already been shed at Gettysburg, one can see why Lee and Meade weren't keen on more fighting just yet.

Historical Notes

The Confederate defeat at Gettysburg on July 3, 1863, ended Robert E. Lee's invasion of Pennsylvania, but did not result in the destruction of the Army of Northern Virginia, nor did it dull Lee's fighting spirit.

In fact, the new commander of the Army of the Potomac, Maj. Gen. George Meade, missed a grand opportunity to end the war by destroying Lee's army as it was trapped against the swollen Potomac River at Williamsport. When the river finally subsided, Lee safely withdrew his army and retreated south. Meade followed, and by August 1, 1863 the two armies were back along the Rappahannock River line where the Gettysburg Campaign had started.

Despite the repulse, Lee's fighting spirit was undaunted. In mid-August, he informed President Jeff Davis, "If General Meade does not move, I wish to attack him." But those offensive plans were put on hold by events out West. The Federal capture of Chattanooga required a response, and so the Confederate high command took Lee's best and largest corps, under James Longstreet, and sent it to Bragg's army in North Georgia. Without Longstreet, Meade's army was more than twice that of Lee's—long odds for resuming an offensive.

So things remained static along the Rappahannock line until mid-September, when Meade's army took position in the vicinity of Culpeper Court House, with two infantry corps and two cavalry divisions in advance on the north bank of the Rapidan River. Shortly after, in response to the Confederate victory at Chickamauga, two small Union corps (the 11th and 12th) were withdrawn from the Army of the Potomac. The withdrawal did not greatly change the odds—the Army of Northern Virginia would still be outnumbered 3 to 2—but Lee, ever the gambler, decided to act.

Lee's plan was to repeat his 1862 turning movement, the campaign that had led to so much success against Pope at Second Manassas. On October 9, he put his two corps, under Richard Ewell and A.P. Hill, in motion. The Army of Northern Virginia crossed the Rapidan and moved west and then north, around the Union right flank. The Confederate cavalry, now organized into two divisions under J.E.B. Stuart, screened the army and guarded crossings.

Unfortunately for Lee's designs, Meade was not as easily befuddled as Pope had been. The Union commander quickly interpreted the signs of a Confederate turning movement, and by the next day he too was headed north. The Union cavalry covered the withdrawal; on Oct. 11 they engaged in a sharp skirmish with Stuart's troopers at Brandy Station. But by nightfall, the Union army was east of the Rappahannock.

Lee pressed on. His two corps, having reached Culpeper Court House, advanced toward Warrenton in two columns, with Ewell's Corps paralleling the Union withdrawal along the Orange & Alexandria Railroad and Hill's Corps marching further west. Meade lost some time on Oct. 12 while re-crossing the Rappahannock as he tried to determine if Lee had followed. But after this brief retrograde motion, the Army of the Potomac resumed its move north.

Lee's veterans, recalling the spoils they had captured last year after looting Pope's supplies at Manassas, began to anticipate another rich harvest and certain victory. But on Oct. 13, Lee's plans started to unravel. The hard-marching Army of Northern Virginia simply lacked the logistical support to sustain an offensive in country that had been devastated by two years of fighting. Foragers came back empty-handed. Wagon trains reported just one day's worth of rations to hand out. The van of Ewell's corps marched just six miles on this day before going into camp at Warrenton, with many of the men ill from eating green persimmons. Hill covered a little more ground, but Lee began to sense that any opportunity he had to get around Meade was being lost.

The opportunity was slipping, but it was not yet totally lost. Meade was having problems of his own in getting his corps to move. He had divided his army into two parallel columns. The main column, with the First, Fifth and Sixth Corps, were marching north along the Orange & Alexandria Railroad. The second column of Third and Second Corps was to march along a route about five miles west of the main column, but delays had put it behind schedule. Much of the problem lay with the Third Corps, led by the underwhelming Maj. Gen. William Henry French, who had assumed command for the wounded and disgraced Dan Sickles. Owing to command confusion between French and his division commanders, his corps moved in fits and starts, crawling sluggishly between Rappahannock Station and Greenwich. These delays were exasperating to Brig. Gen. Governeur Warren, the Union hero of Little Round Top now in command of Second Corps. Warren's corps represented the tail of the Union army, bringing up the rear behind French. By the night of the 13th, Warren's troops were camped between 3-Mile Station and Auburn, about five miles southeast of the Confederate camps at Warrenton.

Late on the 13th, Stuart's cavalry became engaged in a sharp scrap at Auburn that alerted Lee to the Union presence. Meade's double-column movement surprised Lee, in that it put the Union army much closer to the Confederate army than he had imagined. He directed Ewell to march toward Auburn in the morning, while Hill would slice toward the Orange & Alexandria Railroad crossing at Broad Run. The next day might present one last chance for Lee to cut into this laggard tail end of the Union army and deal it a blow.

But it was not to be. Warren interpreted the previous night's cavalry reconnaissance as a sign of coming danger, and despite more sharp fighting at Auburn in the morning, he managed to slip the noose. He arrived at Bristoe Station well ahead of Hill and started to cross Broad Run. Late in the afternoon, Hill finally caught up to the crossing Federals. From his perspective, it looked like a grand opportunity to bag an enemy in the precarious position of a river crossing. Hill ordered his lead division, under Henry Heth, to attack from march and catch the Federals before they got across.

Some precautionary reconnaissance would have shown that Warren had not been so careless. Warren had covered his withdrawal with troops stationed behind an embankment. After these troops surprised Heth's unaware division, the rear-guard action was ridiculously one-sided. The results were electric. The Confederates suffered over 1,800 casualties, including 400 prisoners. Two brigades were mauled and a battery captured. Federal losses were about 300.

Beyond the numerical losses however, the morale in the Rebel army was also badly shaken. The event may have been the final straw in convincing Lee of the futility of the Bristoe Campaign. When Hill showed Lee the battlefield, Lee remarked "Well, well, General. Bury these poor men and let us say no more about it."

After their victory, the Federals continued their withdrawal to Centreville unmolested. Some days of minor skirmishing near Manassas and Centreville ensued while both sides decided what to do. Lee, hampered by his precarious logistical situation, decided to call an end to the campaign. He tore up the Orange & Alexandria Railroad to delay the Federal pursuers, then withdrew back south. On the 19th, J.E.B Stuart won a morale-raising victory over the Union cavalry at Buckland, but it was too late. (A special note should be made of Stuart's contribution: the Bristoe-Buckland campaign is arguably his best performance of the war. Stuart was eager to redeem himself after his disappointing performance in the Gettysburg campaign, and he fully re-earned Lee's trust here.)

While Lee did not achieve any sort of battlefield victory comparable to Second Bull Run, his audacious move did force the larger Federal army into a 60-mile retreat and delayed Federal plans in the East. On the other hand, there is little indication that Meade had much planned anyway, so the 1,800 "poor men" buried may have been lost for no good reason. There would be a half-hearted Union offensive at Mine Run in November, but otherwise the calls of "All Quiet on the Potomac" would continue until the arrival of Ulysses S. Grant the next spring.

Bibliography

Foote, Shelby. The Civil War: A Narrative—Fredericksburg to Meridian. Vintage Books, 1986. Reprint of 1963 edition.

Henderson, William D. The Road to Bristoe Station. H.E. Howard, Inc., 1987.

Long, E.B. The Civil War Day by Day: An Almanac 1861-1865. Da Capo Press, 1971.

Palmer, Michael A. Lee Moves North. John Wiley & Sons, 1998.

War of the Rebellion: A Compilation of the Official Records of the Union and Confederate Armies, Series I, Volume XXIX. Government Printing Office, 1884.

  • 6.4 Afternoon of the 30th
  • 6.5 Second Battle of Bull Run
  • 6.6 McDowell Finds Jackson
  • 6.7 Assault on Centreville
  • 1st Edition Design Notes
  • 2nd Edition Design Notes
  • Historical Notes
  • Bibliography
  • Earlier Losses
  • Order of Arrival Charts
    • Union — Order of Arrival
    • Union — Order of Arrival (Scenario 6)
    • Confederate — Order of Arrival
  • Design Notes
  • Historical Notes
  • Bibliography
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    2Va Corps (all except Cav-2Va): see 3.7a
    August 31
    12:00 noonF122 Corps (all)
    1:00pmJ13Banks, 2-2Va (all), 2Vab, 2Va Corps HQ
    2:00pmJ131-2Va (all), 2Vab, 2Va Corps Supply