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War Between The States 1861-1865 (Second Edition)

War Between The States 1861-1865 (Second Edition) Rulebook

Table of Contents

Table of Contents

  • 1.0 INTRODUCTION
  • 2.0 GENERAL COURSE OF PLAY
  • 3.0 GAME EQUIPMENT
    • 3.1 THE GAME MAP
    • 3.2 THE PLAYING PIECES
    • 3.3 GAME CHARTS AND TABLES
    • 3.4 GAME EQUIPMENT INVENTORY
  • 4.0 SEQUENCE OF PLAY
    • 4.1 OUTLINE OF THE GAME TURN
    • 4.2 OUTLINE OF THE STRATEGIC TURN
    • 4.3 ANNUAL EVENTS
  • 5.0 MOVEMENT
    • 5.1 INITIATIVE (Who is the First‑Player)
    • 5.2 MOVEMENT COMMAND
  • 6.0 GROUND MOVEMENT
    • 6.1 GROUND MOVEMENT RESTRICTIONS
    • 6.2 EFFECT OF ENEMY UNITS ON FRIENDLY MOVEMENT
    • 6.3 FORCED MARCH
    • 6.4 MULTIPLE UNIT MOVEMENT (STACKING)
    • 6.5 RAIL MOVEMENT
    • 6.6 ROAD MOVEMENT
  • 7.0 WATER MOVEMENT
    • 7.1 WATER MOVEMENT RESTRICTIONS
    • 7.2 WATER TRANSPORT OF GROUND UNITS
    • 7.3 FERRY OPERATION
    • 7.4 MOVEMENT AROUND FLORIDA
    • 7.5 MAP ANOMALIES
  • 8.0 COMBAT
    • 8.1 RESTRICTIONS ON COMBAT
    • 8.2 MULTI‑UNIT/MULTI‑HEX COMBAT
    • 8.3 INITIATIVE TO ATTACK
    • 8.4 EFFECTS OF TERRAIN & RIVERS ON COMBAT
  • 9.0 ZONES OF CONTROL
    • 9.1 EFFECT OF TERRAIN ON ZONES OF CONTROL
    • 9.2 EFFECT OF FORTS & FORTRESSES
    • 9.3 EFFECT OF ZONES OF CONTROL ON COMBAT (New Major
    • 9.4 EFFECT ON SUPPLY BROADCAST (New Major Case)
    • 9.5 NAVAL ZONE OF CONTROL (New Major Case)
  • 10.0 LEADERS
    • 10.1 COMMAND SPAN
    • 10.2 CAVALRY LEADERS
    • 10.3 THE LONELY LEADER (Independent Movement, etc.)
  • 11.0 NAVAL COMBAT
    • 11.1 SHIP TO SHIP COMBAT
    • 11.2 NAVAL UNITS & FORTIFICATIONS
    • 11.3 FRIENDLY UNIT SUPPORT
  • 12.0 SUPPLY
    • 12.1 SUPPLY MAINTENANCE ROUTINE
    • 12.2 COMBAT SUPPLY ROUTINE
  • 13.0 FORTS & FORTRESSES
    • 13.1 EFFECT OF FORTS & FORTRESSES
    • 13.2 CAPACITY OF FORTS & FORTRESSES
    • 13.3 SIEGE
    • 13.4 DESTRUCTION/CAPTURE OF FORTS
  • 14.0 ATTACK FROM MARCH
    • 14.1 RESTRICTION ON ATTACK FROM MARCH
    • 14.2 ACTION AFTER ATTACK FROM MARCH
  • 15.0 CAVALRY
    • 15.1 CAVALRY CORPS & CAVALRY SUBORDINATION
    • 15.2 CAVALRY IN COMBAT
  • 16.0 HEADQUARTERS UNITS
    • 16.1 HEADQUARTERS DISPLAY
    • 16.2 SIZE LIMIT OF HQ WITH COMBAT UNITS
    • 16.3 FIELD ARMY SUPPLY
  • 17.0 CHAIN OF SUPPLY
    • 17.1 TRACING A SUPPLY CHAIN BY WATER
    • 17.2 RAILROAD SUPPLY PATHS
    • 17.3 RESUPPLYING DEPOTS, SUPPLY TRAINS & FIELD ARMY HQs
    • 17.4 SUPPLY TRAINS
    • 17.5 SUPPLY DEPOTS
  • 18.0 RAILROADS: EXISTENCE, DESTRUCTION, REPAIR
    • 18.1 THE RAIL NET
    • 18.2 DESTROYING RAILROADS
    • 18.3 RAIL REPAIR
    • 18.4 THE B&O RAILROAD
    • 18.5 KENTUCKY RAILROADS
    • 18.6 MISSOURI RAILROADS
  • 19.0 SCENARIOS
    • 19.1 HOW THE GAME IS PLAYED
    • 19.2 FORCE DEPLOYMENT
    • 19.3 SCENARIO FORMAT
    • 19.4 SCENARIO WEST 1862
    • 19.5 SCENARIO EAST 1862
    • 19.6 SCENARIO WEST 1863
    • 19.7 SCENARIO EAST 1863
    • 19.8 SCENARIO WEST 1864
    • 19.9 SCENARIO EAST 1864
  • 20.0 CAMPAIGN GAME (Introduction)
  • 21.0 PRODUCTION PHASE (Campaign Game)
    • 21.1 THE PRODUCTION SPIRAL
    • 21.2 UNION SUPPLY POINT GENERATION
    • 21.3 CONFEDERATE SUPPLY GENERATION
    • 21.4 EXISTING UNIT AUGMENTATION
    • 21.5 MILITIA & GARRISON CONVERSION
    • 21.6 WHERE NEWLY PRODUCED UNITS DEPLOY
    • 21.7 PRODUCTION OF IRONCLADS
    • 21.8 BASE DEPLOYMENT
    • 21.9 PRODUCTION COSTS
  • 22.0 ADDITIONAL PRODUCTION PHASE EVENTS
    • 22.1 MILITARY DEPARTMENTS
    • 22.2 CREATION OF HEADQUARTERS UNITS
    • 22.3 BRIGADE MERGE
    • 22.4 FORT CONSTRUCTION
    • 22.5 LEADER PICK, PROMOTION, DEMOTION, PAROLE
    • 22.6 MILITIA DEMOBILIZATION
    • 22.7 SPECIAL CONFEDERATE REPLACEMENT RULE
  • 23.0 PERSONNEL POINTS (Campaign Game)
    • 23.1 THE PERSONNEL POINT DISPLAY
    • 23.2 HOW THE DISPLAY WORKS
    • 23.3 USING PERSONNEL POINTS IN PRODUCTION
    • 23.4 MANPOWER PROGRESSION
  • 24.0 BLOCKADE (Campaign Game)
    • 24.1 CHARACTERISTICS OF SOUTHERN PORTS
    • 24.2 SHIP BLOCKADE
  • 25.0 VICTORY (Campaign Game)
    • 25.1 HISTORICAL VICTORY
    • 25.2 PLAYER VICTORY
    • 25.3 POLITICAL POINT AWARDS
    • 25.4 APPEALING FOR PLAYER VICTORY
    • 25.5 EMANCIPATION PROCLAMATION
    • 25.6 NOVEMBER '64 ELECTION
  • 26.0 OPTIONAL RULES
    • 26.1 RETREAT AFTER COMBAT OPTION
    • 26.2 LEADER EFFECT ON COMBAT
    • 26.3 CONFEDERATE INITIATIVE PICK
    • 26.4 LEE STAYS EAST
    • 26.5 GRANT STAYS WEST
    • 26.6 ENTRENCHMENTS
    • 26.7 PARTISANS
    • 26.8 SPECIAL INITIATIVE RESTRICTION
  • 27.0 Further Optional Rules for Historical Leader Entry and Promotion
  • 28.0 FURTHER OPTIONAL LEADER EFFECT & LOSS VARIANT RULES
  • 29.0 Further Optional/Experimental Rules Expanding the Political Sub-System
    • 25.3 POLITICAL POINT AWARDS
  • 30.0 Further Optional/Experimental Rules for Naval/Fort Combat
  • 31.0 MORE DESIGNER COMMENT by Ira B. Hardy

1.0 INTRODUCTION

War Between the States is an operational-level simulation of the American Civil War, 1861‑1865. "Operational-level" means the role of a player encompasses elements of both strategy and tactics. In some cases he plans the overall conduct of the war (strategy), while at other times he must make decisions affecting the outcome of individual battles (tactics). The game is conducted on three maps that join to portray the theatre of operations from Philadelphia, Pennsylvania, to Galveston, Texas, to St. Joseph, Missouri, to Jacksonville, Florida. The playing pieces represent the armed forces of the Union and Confederacy.

2.0 GENERAL COURSE OF PLAY

War Between the States is a two‑player game. One player represents the Union, the other the Confederacy. Each player moves his units and executes attacks on enemy units in turn, attempting thereby to establish conditions of victory for his side. Periodically the players conduct a "Strategic Turn," during which they mobilize (or demobilize) armies, maintain armies already existing, promote (or demote) commanding officers (leaders), and generally establish who is winning or losing via the political and victory conditions.

3.0 GAME EQUIPMENT

3.1 THE GAME MAP

[3.11] The game map shows the geographic area required for the play of the game. There are three maps, labeled A, B and C, respectively. A field of hexagons has been superimposed on each map to regularize the positioning of units. Each hex is given a four digit number; the first two digits of the number describe the north to south column in which a hex lies, while the last two digits describe the zigzag west to east row in which the hex lies. In addition, each hex number, when stated in the text, is preceded by its map letter code. For example Washington, DC, is hex number C2608.

[3.12] The game map comes in three 34x22" map sections. On each map section is a compass rose, which should be oriented so north is in the same direction on all maps. Each map should be placed so its position relative to the other maps corresponds to the diagram. You will note on maps A and B the longer axis is west to east, while on map C the long axis is north to south.

[3.13] Map A should be placed first. Then map B is laid over A so the top east‑west hex row of map B (Bxx01) coincides with the 27th hex row of map A (Axx27). In effect, the top band of eight hexes on map B coincides with the bottom band of eight hexes on map A. Having placed maps A and B, map C is then placed so its westernmost column of hexes covers the easternmost column of hexes of maps A and B. Hex C0101 coincides with and covers hex A6101; hex C0140 coincides with and covers hex B6114.

3.2 THE PLAYING PIECES

Playing pieces fall into three categories. The majority are ground combat units representing military formations (infantry and cavalry divisions and brigades). Those pieces possess movement and combat abilities and are essentially the player's army. The next largest group consists of support units that possess extraordinary combat and movement abilities. Finally, there are various markers whose roles are explained in the rules.

Almost all ground combat units are printed on both sides in successive combat strength values. That reflects the assessment of combat results, which in most cases require a unit to lose one or more strength points, which in turn means it is either flipped over to show a lower strength or replaced by a unit of the same type but lower strength.

All the units are shown in the Summary of Unit Types (see Case 3.22). It is strongly suggested the players sort the units and markers by type and color and keep them sorted, as that greatly facilitates setting up and playing the game.

[3.21] Sample Units

COMBAT UNIT
Unit Type
Combat Strength
Movement Allowance
Unit Size

LEADER UNIT
Rank
Initiative
Command
Combat Rating
Name

[3.22] Summary of Unit Types

FRONT — BACK
Infantry Division (see Case 3.24)
Cavalry Division (see Case 3.24)
Militia Points
Garrison Points
Partisan Cadre
Partisan Unit
Siege Train
Fort
Fortress
Entrained Marker
Railhead
Rail Cut/Junction
Entrenched 1st Game-Turn
Entrenched 2nd Game-Turn
Leader
Leader (untried)
Cavalry Leader [[NEW UNIT]]
Naval Leader [[NEW UNIT]]
Rail Repair
Supply Depot
River Flotilla
Naval Flotilla
River Transport Flotilla
Naval Transport Flotilla
Ironclad
Military Department
Field Army
Army Corps
Supply Train
Base (Naval)
Partisan Cadre
Partisan unit (cavalry)
Partisan unit (infantry)
Supply Points
Supply Level Markers

[3.23] Definition of Terms
Combat Strength is the basic offensive or defensive power of a unit quantified in strength points. Units with a parenthesized combat strength may not attack. Movement Allowance is the basic movement ability of a unit quantified in movement points.
Size Symbols: XXXX = Field Army; XXX = Corps; XX = Division; X = Brigade.
Friendly Territory is delineated on the map as belonging to one player or the other. (The Confederacy is friendly to the Confederate Player, the Union to the Union, etc.) All the hexes, cities, railroads, etc., within that territory are friendly initially, and remain friendly throughout the game, to the owning player unless taken control of by the Enemy Player. That is, friendly territory is what you begin the game controlling. Enemy territory is everything else, plus whatever of your original territory the enemy presently controls (see Hex Control). What is friendly and what is enemy is important when executing a forced march. (You have a choice. You can keep track of each hex you transit in your opponent's territory and vice-versa, or you can use your common sense when executing a forced march.) Hex Control — a player controls a hex and any city therein if his unit was the last to occupy or enter that hex. The presence of a fort modifies that statement (see section 13.0). A Unit is any counter bearing a discrete combat and/or movement allowance, except garrison (see rule 3.25).

[3.24] Unit Strength Presentation
Infantry divisions are depicted by several counters with a descending sequential combat strength in one-point gradations, ranging from 10 down to three. When a division loses strength due to combat or attrition, it is flipped over or replaced by another divisional unit of the same type bearing the proper reduced strength. (Reduced to a "2" or "1," it is replaced by a brigade unit; to zero, it is eliminated entirely.) Cavalry division counters range in sequential strength from five down to three, and follow the same reduction principle. Militia units range from four down to one.

[3.25] Unit Permanence
One infantry division may never combine with another infantry division to form a higher strength division. Nor may cavalry or militia do so. One division may never divide into two divisions. A single division may be replaced by a smaller strength division and one or more brigades (equaling the strength of the original unit) at any time at the convenience of the owning player. Brigades may never combine into a division (also see rule 22.3). Garrison counters are shown in non‑sequential strength point values. A garrison unit is any number of counters stacked in the same hex. The player may use any convenient combination of garrison counters to represent a single garrison's unit strength. A player may slough off brigades from a division as he moves that division. By definition, the brigades would have come into existence after the movement command that triggered the division movement and would be incapable themselves of further movement that game turn. If he wished, a player could extract brigades from the division before issuing a movement command but, ipso facto, he would then have "x" amount more units to deal with when issuing a command. The same principle applies in a combat situation; you may slough brigades before initiating combat, but not after the result is known. Finally, a player may only slough brigades during his own player turn. As militia unit set-ups are given in points, some may think militia can combine once placed or built, but that is wrong. Once placed, a militia unit is a unit, not points. That is, two 2-2 militia units may not combine into a 4-2, which is something that’s also important to understand in relation to production. Further, a militia unit can’t slough off a brigade, as it has no brigades. A garrison unit, on the other hand, may drop off garrison points as it moves.

[3.26] The counter mix is the absolute limiting factor on the
number and types of units and markers a player may have in play or
in production at one time, except he may devise new railhead and cut
markers as needed. Forts and entrenchments are limited by the mix.

3.3 GAME CHARTS AND TABLES

Various visual aids are provided for the players in order to simplify and illustrate certain game functions.

3.4 GAME EQUIPMENT INVENTORY

A complete game of War Between the States should include the following parts:

One Game Map (three sections)
Three Sheets of Die‑Cut Counters (two identical; 1,200 pieces)
One Rules Booklet
One Confederate Production Spiral Sheet
One Union Production Spiral Sheet
One Confederate Track Sheet
One Union Track Sheet
One Confederate Track Sheet/Deployment Chart
One Union Track Sheet/Deployment Chart
Two Chart Sheets (identical)
One Plastic Die
One Game Box

If any parts are missing or damaged, write to:

Decision Games
P.O. Box 21598
Bakersfield, CA 93390

Rules questions, phrased to be answered in a one word reply, will be answered if accompanied by a self‑addressed, stamped envelope. Send questions to the address above marked "Rules Questions: War Between the States."

4.0 SEQUENCE OF PLAY

GENERAL RULE:
Each Game Cycle is composed of a Strategic Turn, during which the players perform various logistical, political and economic activities, and is followed by four successive Game Turns, during which the players move and fight with their combat units and after which the next game cycle is begun. Each game cycle represents the passage of four weeks of time, with each game turn representing a week. Activity during the Strategic Turn and the game turns must conform to the outlines presented in rules 4.1 and 4.2.

4.1 OUTLINE OF THE GAME TURN

A. DETERMINATION OF THE FIRST PLAYER: Each player randomly selects a chit from the Initiative Chit Pool. The player who selects the higher-numbered chit is defined as the first player for this particular game turn. He conducts the First Player Turn, after which the player who selected the lower-numbered chit conducts the Second Player Turn (see rule 5.1).

B. THE FIRST‑PLAYER TURN

I. Movement Phase
a. Movement Command Allotment Segment
The first player issues movement commands to a number of his leaders. Upon doing so, he may move each leader and the force under the command of that leader. (see rule 5.2). b. Individual Leader Initiative Segment
Having exhausted his movement command allotment, the first player may determine which of his remaining leaders can move on their own initiative (see rule 5.23). He may then move those leaders and the forces under their commands.

II. Combat Phase
a. Combat Initiative Segment
The first player determines which leaders (and, by inference, which units) have the initiative to attack. Having done so, the first player may make attacks with the units that have the command to do so. Each attack must be stated before the next attack is stated and resolved (see rule 8.3).

b. Battle Segment
Each attack is resolved as follows (see section 8.0, Procedure).

  1. The first player (who is the attacking player in this case) totals the combat strength of his attacking units. The second player (the defending player) totals the combat strengths of the units in the hex being attacked.

  2. Both players secretly and simultaneously select a Battle Intensity Chit. Both chits are then revealed. Each player applies the combat supply routine to his force, making any indicated modification in his total combat strength.

  3. The attacking player then resolves the combat, with any results applied immediately.

C. THE SECOND PLAYER TURN

I. Movement Phase
a. Movement Command Allotment Segment
The second player issues movement commands to a number of his leaders. Upon doing so he may move each leader and the force under the command of that leader. (see rule 5.2). b. Individual Leader Initiative Segment
Having exhausted his movement command allotment, the second player may determine which of his remaining leaders can move on their own initiative (see rule 5.23). He may then move those leaders and the forces under their commands.

II. Combat Phase
a. Combat Initiative Segment
The second player determines which leaders (and, by inference, which units) have the initiative to attack. Having done so, the First Player may make attacks with the units who have the Command to do so. Each attack must be stated before the next attack is stated and resolved (see Case 8.3).

b. Battle Segment
Each attack is resolved as follows (see section 8.0, Procedure).

  1. The second player (who is the attacking player in this case), totals the combat strength of his attacking units. The first player (the defending player) totals the combat strengths of the units in the hex being attacked.

  2. Both players secretly and simultaneously select a Battle Intensity Chit. Both chits are then revealed. Each player applies the combat supply routine to his force, making any indicated modification in his total combat strength.

  3. The attacking player then resolves the combat, with any results applied immediately.

4.2 OUTLINE OF THE STRATEGIC TURN

A. SIEGE PHASE: Both players may attack any forts or fortresses they are besieging using the special siege procedures (see section 13.0). If both players want to conduct sieges, the Confederate player does so first or last, at his option.

B. PRODUCTION PHASE: Both players operate their respective production systems, mobilizing new combat units for future deployment, deploying combat units on the map that had been mobilized on prior strategic turns, creating and deploying supply points, initiating and completing the construction of forts and fortresses etc. (see 22.4). In all those activities, the Union player goes first.

C. SUPPLY AND CONSUMPTION PHASE: Both players (Union first) execute the supply consumption routine (see sections 12.0 and 17.0) to feed ground units. Then they may further broadcast supply to their respective depots, supply trains and army headquarters.

D. POLITICAL INTERACTION PHASE: Either or both players may attempt to win the game by "appeal" to the Political Events Matrix. Other events may also precipitate from such an appeal (see rule 25.4).

4.3 ANNUAL EVENTS

At the conclusion of the 13th cycle of any year, prior to the beginning of a new year, the players must adjust the composition of the Initiative Chit Pool (see rule 5.13).

[4.4] During the first Strategic-Turn of the game, each player skips the Supply and Consumption Phases. That will allow units beginning the game outside the chain of supply the opportunity to move into it prior to having to check for supply consumption.

5.0 MOVEMENT

GENERAL RULE:
During the Movement Phase of his player turn, the player may move all, some or none of his units. Because of the nature of the units, movement can be divided into two general classes: ground movement and water movement (see sections 6.0 and 7.0). This section describes the rules common to both classes of Movement.

PROCEDURE:
To move a unit or stack of units, a player displaces them hex by hex through the grid on the map. (For certain kinds of water movement, displacement is hexside by hexside.) The path of movement must be continuous. (Units can't fly or leapfrog over intervening hexes.) As a unit moves, it must expend some portion of its movement allowance to enter each new hex on its path.

5.1 INITIATIVE (Who is the First‑Player)

At the beginning of every game turn, each player blindly selects an initiative chit from the cup. His pick establishes his initiative number for that entire game turn. Note that, because the choice is made from a common pool, one player will always pick a higher number than the other. The Player with the higher Initiative is the first player for that game turn. (He executes the first player turn.) The initiative number chosen is also his "Movement Command Allotment" (that is, the number of movement commands he may issue freely during his movement phase).

[5.11] The Initiative Pool Composition Chart (5.13) states what the chit composition of the cup should be during any given game turn. "The cup" is a representative term for any device the Players select to facilitate a random, blind choice of chits. We suggest tossing them in a wide-mouth coffee mug and always shaking the mix before any pick.

[5.12] Players retain their initiative chits for the course of each game turn. They are returned to the cup at the conclusion of each game turn.

[5.13] — Initiative Pool Composition Table
(see separate sheet)

5.2 MOVEMENT COMMAND

A player's initiative chit number equals the number of movement commands he may issue to his forces. Basically, a force may not move unless it is issued a movement command (or the force leader can move on his own initiative). Thus while a player is theoretically permitted to move all his units, he can normally do so only when he has an initiative chit number sufficient to issue commands to all his forces. Rarely will that occur, and normally a player will find himself able to move only some portion of his total force.

[5.21] Issuing a movement command requires the issuing player to state: "I order General so-and-so and the forces under his command to move." With that, the player executes the movement of said general and force as he sees fit (see rules 5.25 and 10.1 for the definition of a force).

[5.22] In lieu of issuing a movement command to a leader, a player may issue a movement command to a specific unit, saying: "I order this unit to move," and then executing that order. Such a command is inherently less efficient than ordering a leader to move. (Since a leader normally has several units in the force under his command, all those units may move pursuant to their leader's order.)

[5.23] After a player has exhausted the number of movement commands allotted by his initiative number, he may attempt to activate or trigger the movement of additional leaders and the forces under their commands. Each leader counter has an "Initiative Limit Value" printed on its face. To attempt to activate a leader, the player states: "I am attempting to get this leader to move." He then rolls a die. If the die roll result is equal to or less than the initiative limit value of the leader, that leader and the force under his command may be moved by the player, just as though the leader had been issued a normal movement command. If the die roll result is greater than the printed leader initiative limit value, the attempt to activate the leader fails and that leader may not move. There are no restrictions placed on a player's attempt to activate leaders (see rule 10.1). Note: a player must exhaust his allotment of movement commands before he attempts to activate and move additional leaders through their own initiative. He can't find out who moves on his own initiative before he issues movement commands. In effect, he must expend his movement command allotment on those leaders he feels he absolutely must move before he finds out which leaders can move on their own initiative.

[5.24] Each player's movement command allotment is determined anew, at the beginning of each game turn, when they pick their respective initiative chits. A player is never required to issue movement commands. (He may be happy with his existing deployment.) Obviously, he may not issue more movement commands than the number of his allotment, nor may he "save" movement commands from one turn to the next. If he fails to issue his full allotment of movement commands, the unissued balance is lost.

[5.25] A force is defined as that collection of leaders, headquarters and combat units under the control of one Leader; that is, those he reaches with his span of command (see rule 10.1).

[5.26] Naval Initiative
Naval units don't require leaders to move and fight. They may do so freely with no initiative requirement.

[5.27] All units except naval units require a command to move. That includes supply trains, siege trains, rail repair, and leaders themselves, in addition to all normal ground combat units.

[5.28] Movement of a force must be continuous for each force in turn. Movement begins when the player assigns or attempts to obtain the initiative. A player may not determine who gets initiative and who doesn't before he actually moves anybody.

6.0 GROUND MOVEMENT

GENERAL RULE:
There is one Movement Phase during each player turn, during which the phasing player may move some, all or none of his units that are eligible to move under the provisions of rule 5.2. Each unit is moved individually (if it has been issued a separate movement command), or as part of a stack of units moved together under the command of a single leader. As it moves, a unit expends a portion of its movement allowance to enter each hex. That expense varies according to the terrain the unit crosses or enters to move into the hex. Unused movement points may not be accumulated from one game turn to the next, nor may they be transferred from unit to unit.

PROCEDURE:
Move each unit or stack of units individually, tracing its path of movement through contiguous hexes. Once a unit has been moved and the player's hand withdrawn, that unit may not move again, retrace or change its path during that game turn.

6.1 GROUND MOVEMENT RESTRICTIONS

[6.11] In one Movement Phase a unit may not expend more movement points than its printed movement allowance (exception: see rule 6.3). For example, an infantry division has a movement allowance of three movement points. It must expend one movement point to enter a clear terrain hex. It could move through three successive clear terrain hexes, but it could not enter a fourth hex since that would cause it to exceed its movement allowance.

[6.12] A unit may not enter a hex or cross a hexside if the Terrain Effects Chart (see map) prohibits such movement.

[6.13] A friendly unit may not enter a hex containing an enemy unit except under the provisions of siege.

[6.14] A unit doesn't have the right to always move at least
one hex. If it hasn't the necessary movement points, it can't move. For example, an infantry division has a printed movement allowance of three MP. It costs four movement points for it to cross a river into a forest hex. An infantry division can't cross a river into a forest hex unless the player forced marches it. By the same reasoning, a garrison unit can never cross a river and enter a forest, since even a forced march will not give it sufficient movement points to do so.

6.2 EFFECT OF ENEMY UNITS ON FRIENDLY MOVEMENT

[6.21] Whenever a friendly unit enters an enemy controlled hex, it must stop moving and may not continue moving during the current game turn except to execute an attack from march.

[6.22] A Friendly unit may always leave an enemy controlled hex.

[6.23] Zones of Control (see section 9.0)

[6.24] A unit may leave an enemy zone of control (rule 6.22) at the start of its movement, and may move directly to an adjacent enemy controlled hex, where it must stop moving (rule 6.21). When
you start in a zone, you may leave; when you enter a zone, you must
stop.

6.3 FORCED MARCH

A player may opt to force march his units. He declares, upon initiating the movement of a unit, that he is adding one or two movement points to its movement allowance. Such an addition is automatic, and the player so executes the move. For example, an infantry division with a movement allowance of three is performing a two‑point forced march; the player can therefore expend a total of five movement points in moving that unit. A forced march, however, also exposes units performing them to a chance of attrition (a percentage loss of the strength of the unit making the forced march), as the player must execute the forced march routine upon completion of the movement.

[6.31] Forced March Routine
Step 1: the player notes the extent of the forced march (one or two extra movement points), and whether the termination point of the forced march is a hex in friendly or enemy territory. Step 2: the player rolls a die, modifies the die roll according to the key on the Forced March Table (6.32), and cross references the die roll with the appropriate description of the forced march. Step 3: the player applies any attrition result immediately.

[6.32] — Forced March Attrition Table
(see separate sheet)

[6.33] All things being equal, a unit will experience fewer losses making a forced march through its own country than it will experience marching through enemy territory. For simplicity's sake, the test in the game is merely: where does the march end, in my territory or not in my territory? That test throws the players on the mercy of rule 3.23 (Friendly Territory, Hex Control), since it is the application of those definitions that determine who owns what at a given moment in the game. It is left to the players how rigorously they wish to apply the definition of hex control to the end of a forced march.

6.4 MULTIPLE UNIT MOVEMENT (STACKING)

A player may place units totaling up to a maximum of 200 combat strength points in a single hex. Practically speaking, that means there is no limit to the number of units a player may stack together in a single hex, though such a disposition would normally be an inefficient deployment of forces and could only be approached by a player with an embarrassment of excess strength (that is, the Union player) and who wished to render some supremely important point invulnerable to direct assault (for example, Washington, DC). Though a player might assemble such a behemoth in one hex, he will find it next to impossible to move or attack with it.

[6.41] A player may move a force of more than one unit (that is, a stack of units) just as though it were one unit, as long as all the units in the stack are under the direct command of a single leader. That is a consequence of the rules for leaders (see section 10.0) and initiative (see section 5.0).

[6.42] Units under common leadership may create and dissolve a stack of units along a common path of movement as long as no involved unit violates its movement allowance in doing so.

[6.43] A player need not keep a force together. Once he has
given movement command to the force, he may move the units making up the force in different directions. Naturally, if they diverge far enough from each other, they will not be together on the next turn, but that's the player's choice. In effect, when a player gives or rolls for a movement command for a force, he "energizes" all the units in the force, and he may then move them together or separately or whatever.

EXAMPLE:
The Union infantry division and the 10th Corps are under Thomas' command. The Union player moves the division into hex 0804, whereupon the entire stack (Thomas, corps and division) move as one to hex 1003. There Thomas and the corps stop. The division proceeds to hex 1104. (It was forced marching.)

6.5 RAIL MOVEMENT

The Cycle Turn Record Track provides a chronological list of rail transport points available to each player during each cycle of the Game. In one game turn one rail transport point has the capacity to carry one combat strength point, expending five rail movement points in so doing. Note there is no marker or counter to portray a rail transport point; when used, it exists in the minds of the players. To use rail movement, a unit entrains. When it does so, it must expend one movement point. Simultaneously the imaginary rail points expend one movement point. With the unit now entrained, it is moved along the path of the railroad — ignoring other terrain — by the rail transport point expending one rail movement point to move each 10 hexes or fraction thereof along the railroad. At the termination of the rail movement, the unit expends one movement point to detrain, as does the hypothetical rail movement point. Note: the ground unit does not expend any of its movement points while it is in transit.

Example: in a given game turn, a Union infantry division with a strength of seven starts the Movement Phase on a rail line in hex A. It entrains (expending one movement point) and proceeds 27 hexes along the rail line to hex B, where it detrains (expending a second movement point). The division has not expended its third movement point, and could do so in exiting hex B. The Union player has expended seven rail transport points in executing that movement. (One rail transport point for each strength point.) Together, each rail transport point expended one rail movement point to entrain, three rail movement points to carry the unit 27 hexes, and its fifth and last point to detrain the unit.

[6.51] Rail transport points are allotted per cycle. A player may expend those points in any game turn of that cycle as he sees fit, using them all in one game turn or just a portion of them each game turn. Presume the example described in rule 6.5 occurred in the first game turn of a cycle in which the Union player was allotted 30 rail transport points. The example showed the Union player expending seven rail transport points, leaving the Union player a balance of 23 rail transport points to expend on additional rail movement in the same or subsequent game turns of that cycle.

[6.52] Unused rail transport points may not be accumulated from one cycle to the next.

[6.53] A limited number of entrained markers are provided so a player can keep units entrained from one game turn to another. In the example discussed in rule 6.5, assume the Union unit entrained in Game Turn 1 of the cycle. It could then move up to 40 rail hexes and end the game turn still entrained. On Game Turn 2 it could move 50 rail hexes remaining entrained and, finally, on Game Turn 3 it could move up to another 40 hexes and detrain, (expending one movement point in so doing, with two movement points remaining for normal movement). Note the Union player would have expended seven rail transport points in each of the three game turns, a total of 21, leaving a balance of nine in his cycle allotment of 30. A player can only keep a unit entrained if he has, or will have, a sufficient remaining balance of rail transport points left to expend on the next game turn.

[6.54] The path of rail movement must be along contiguous rail hexes, and units can only entrain or detrain in a rail hex. The only exception to this is at ferry crossing points, where a river interrupts the continuous path of a railroad. A rail transport point may ferry across a river at a ferry crossing point for an expenditure of one additional rail movement point.

[6.55] During a given game turn, no more than 10 combat strength points may be transported on a common path between origin and destination. For example, if the Union player wants to move units totaling 20 strength points from hex A to hex B by rail during the same game turn, he would require two different routes that at no point shared the same path between A and B — though they may intersect or cross at some point, they could not share the same rail line even if it were only for one hex.

[6.56] Rail movement occurs during the player's Movement Phase and, as the examples have illustrated, in some circumstances a given unit can combine rail movement with normal movement. Except for the ability of units using rail movement to ignore intervening terrain, a unit moving by rail is bound by all the limits and restrictions of normal movement. A unit must be issued a movement command on the game turn it entrains and initiates rail movement. An already entrained unit, however, having initiated rail movement during an earlier game turn, can be assumed to continue its rail movement under the movement command issued on the turn it began the journey. As written, this rule could be interpreted to permit a player with a lot of RTPs to create an entrained "reserve" by entraining a unit, say in 1861, moving it to some central location and then dispatching it to some threatened point years later, all under the auspices of the original movement command. To prevent that kind of nonsensical abuse, the players can require each other to write intended rail movement orders for any journey lasting more than one game turn, specifying destination, route and ETA, which schedule must be rigidly adhered to on penalty of elimination of the units concerned.

[6.57] Supply trains, siege trains and railway repair units may move by rail. Each has a weight of one combat strength point for purposes of rail movement. An "empty" headquarters unit (one having no combat units attached to it) may move by rail (and water) as leaders do (see rule 10.31). Supply points may be moved by rail. Each supply point weighs one combat strength point.

[6.58] Units may entrain and detrain in an enemy zone of control with no special restriction or cost. Just apply rule 6.2. An entrained unit itself has no zone of control. If attacked, an entrained unit automatically detrains and its strength is halved. An entrained unit may not attack.

[6.59] If any given unit’s rail or water movement takes more than one turn, a final destination hex may be specified at that move’s start in order to avoid otherwise needing to give another movement command (or supply points) to the unit for the second turn’s movement. Changing the destination while enroute always takes a movement command.

6.6 ROAD MOVEMENT

When a unit travels through contiguous road hexsides, it is presumed to be using the road for movement. A unit moving along a road ignores the terrain through which the road passes, and it expends only the movement cost for moving along a road (see the Terrain Effects Chart). Note that in some places on the map, roads cross rivers without interruption, indicating the presence of a bridge or ford. A unit moving along a road may ignore any river the road crosses in that manner when moving along the road. In other cases, a river interrupts the path of a road. A unit moving along a road in such a case may not ignore the presence of the river when crossing that hexside; it must pay the indicated additional cost to cross the river (see the Terrain Effects Chart).

7.0 WATER MOVEMENT

COMMENTARY:
Each player has units representing flotillas of warships, river gunboats, ocean going merchant vessels and riverboats. Those craft are presumed to operate on the rivers and oceans portrayed on the map, primarily to carry supply, transport ground units, and — in certain special circumstances — to join in combat, assisting ground units. For convenience, we will use the term "naval unit" to describe the entire class of units which operate on water. As might be expected, the rules for naval unit operations differ in some respects from those governing ground unit operations. To a large degree, that distinction is the result of the way the rivers are portrayed on the map.

GENERAL RULE:
During a Friendly Movement Phase, a player may move his naval units. Each unit has a printed movement allowance of either 40 or 50 movement points. To enter an all‑sea or coastal hex, a naval unit expends one movement point. To enter a river hexside, a naval unit expends one movement point. When operating on a river, a naval unit is considered to be located on a river hexside. When operating on the ocean, the naval unit is considered to be located within the sea or coastal hex in which it is placed.

PROCEDURE FOR RIVER HEXSIDE MOVEMENT:
Every naval unit has an indicator printed on its face. The player should position the naval unit so the indicator points to the river hexside in which the naval unit is located. Movement then proceeds river hexside by connected river hexside. While actually moving the unit, the player could hold it on edge or by a corner for purposes of tracing the movement path. This procedure is nothing more than a mechanism to assist players in accurately locating the river position of his naval units. Some players may find it more convenient to center the naval unit on the river hexside straddling the river. It is not important what approach a player uses as long as he can accurately show on which river hexside his naval unit is located.

7.1 WATER MOVEMENT RESTRICTIONS

[7.11] Naval units may not cross an all‑land hexside, nor may they enter a hexside prohibited to water movement.

[7.12] At the junctures of certain rivers, hexsides are printed as "Heads of Navigation." Naval units may not move upstream past those points (see the Terrain Effects Chart)..

[7.13] River gunboat flotillas, river transport flotillas and ironclads may operate only on navigable river hexsides (both tidal and non‑tidal) and coastal hexes. Naval flotillas and naval transport flotillas may operate only on tidal river hexsides, coastal hexes and all‑sea hexes.

[7.14] Friendly naval units may not enter a hex or hexside containing enemy naval units (but see section 11.0).

[7.15] Friendly naval units may freely enter and exit a hex containing enemy ground units (and vice versa) with no interaction (but rule 11.2).

[7.16] Friendly river or naval transport may not enter a hex or hexside containing enemy river, naval or ironclad flotillas, even in conjunction with friendly warships that will fight the enemy warships.

7.2 WATER TRANSPORT OF GROUND UNITS

River transport flotillas and naval transport flotillas have the ability to lift and carry ground units. Each flotilla can carry up to 10 strength points of ground units. To indicate ground units are being carried, they are placed underneath the transporting units.

[7.21] To embark aboard a transport, a ground unit expends one or more movement points while the transporting unit expends 10 or more movement points (see rule 7.23). To disembark requires a similar expenditure.

[7.22] While aboard a transport, ground units are passengers of the transporting unit and, as such, move with the transporting unit subject to the rules of water movement.

[7.23] Embarkation/disembarkation occurs in the same coastal hex. Or it occurs at the interface of a river hexside and at the two hexes composing the hexside. In other words, the ground unit embarks onto the bordering hexside and debarks into one of two adjacent hexes.

[7.24] Amphibious Assault
Infantry divisions or brigades may amphibiously assault an enemy occupied hex from water in the same hex or contiguous hexside. The attacker's strength is halved. A leader must be present and he must roll successfully for combat initiative. If the defenders vacate the hex, presumably because they are forced to, or if they retreat into a fortification in the hex, the attacking units may land in the hex. If the defender doesn't vacate the hex or retreat into the fort, any attacking losses are tripled and the survivors remain aboard their transport. Units that execute an amphibious assault must be in position at the start of the player's Movement Phase. Combat supply is not required for amphibious assault. Note that amphibiously assaulting a city or rough hex is a grim task. The defender is not required to retreat and, unless the attack exterminates him, losses could be heavy for no gain.

[7.25] Naval and river transport flotillas may transport supply points at a weight of one supply point equals one strength point. (Also see section 17.0 for supply broadcast by water.)

[7.26] Embarkation/Disembarkation Cost Chart
(see separate sheet)

[7.27] Units may be disembarked from naval transports directly onto an enemy controlled but unoccupied port (at the port disembarkation cost). Naval and river transport may not embark from, or disembark units or supply into, a besieged fort or fortress.

[7.28] If any given unit’s rail or water movement takes more than one turn, a final destination hex may be specified at that move’s start in order to avoid otherwise needing to give another movement command (or supply points) to the unit for the second turn’s movement. Changing the destination while enroute always takes a movement command.

7.3 FERRY OPERATION

Certain hexsides along various rivers, estuaries and inlets are denoted as ferry hexsides (in addition to their other properties). Ground units may cross rivers at those hexsides as part of normal ground or rail movement for a certain movement point expenditure. Additionally, ground units may cross non‑tidal rivers as part of normal ground movement. Tidal rivers, estuaries and coastal inlets may not, however, be crossed by ground units at non‑ferry hexsides except when a transport unit is used as a ferry. Placement of a transport unit within the appropriate hex or hexside creates temporary ferry crossing points with all the properties of those printed on the map (see examples).

EXAMPLES

  1. By positioning a river transport unit as shown, the Union player has a created a ferry crossing over the river between hexes 1507 and 1607.

  2. By positioning a naval transport unit as shown, the Union player has a created a ferry crossing over the river between hexes 1711 and 1712.

[7.31] To operate as a temporary ferry, a transport unit must be in place for the duration of a Movement Phase. Assuming that condition is met, there is no limit to the number of ground units that may ferry across it in a game turn.

[7.32] A transport unit may not create or act as a ferry in the presence of an enemy occupied fort or fortress.

7.4 MOVEMENT AROUND FLORIDA

Union naval and transport flotillas may move around Florida. Units that begin a friendly Movement Phase in an all‑sea hex on the south map edge in the Atlantic Ocean may be transferred to an all‑sea hex on the south map edge in the Gulf of Mexico, and vice‑versa. Such a move consumes the entire movement allowance of the force involved. Note, the force involved must begin the Movement Phase on an all‑sea map edge hex.

7.5 MAP ANOMALIES

[7.51] The Tennessee River has two heads of navigation, one near
Decatur, Alabama, and the other a few hexes upstream of Chattanooga. Ships may cross the downstream head only during game turns of the fourth cycle of any year (roughly April), when high water permits them to cross the shoals, after which they can operate in the river between the two heads.

[7.52] Several bayous in the Mississippi delta are blocked at their
outlet to the sea by heads of navigation (in this case sandbars). They may not be crossed, though the upstream portion may be accessed from the main channel of the Mississippi.

[7.53] Naval flotillas and transports may not enter Lake Ponchartrain
(hex B2728).

[7.54] Units in Galveston may go around the head of Galveston bay by spending one game turn off the map and reentering at hex B0129.

8.0 COMBAT

GENERAL RULE:
Combat may occur between opposing adjacent units at the initiative of the phasing player, who is now further defined as the "attacker." The non‑phasing player is now further defined as the "defender." The attacker begins the Combat Phase by determining which of his leaders are in receipt of an attack command, and are thus permitted to direct the forces under their command to attack. Having so determined, the attacker uses the combat procedure to resolve each battle he initiates. (Note that it's possible for a player to be unable to make any attacks because none of his leaders receives an attack command.) To make an attack (initiate a battle), the attacker states: "I am using these units [identifying them] to attack the defenders in this hex [locating same]." Unlike movement, a player may scurry about and find out which leaders (and by derivation, which units) can attack before he begins to resolve any given combat.

PROCEDURE:
Combat Routine
Step 1: The attacker totals the combat strengths of all the ground units in the force he has directed to attack, making any necessary modification required by terrain (8.4) to the total. Naval units may only attack other naval units or fort garrisons (11.1, 11.23).

Step 2: The defender totals the combat strengths of all his ground units in the hex attacked. All must be attacked together. Units occupying forts are ignored except for 13.3. Naval units are ignored except for 11.3. Both Players also execute the combat supply routine (see section 12.0), expending supply or making any required modification to their combat strengths.

Step 3: The attacker states his total attacking strength as a percentage of the defending strength, rounding down any remainder to the nearest whole percentage point. Example: an attacking strength of 73 points versus a defending strength of 56 points is 73/56 =1.303 = 130 percent. That percentage is the "combat ratio."

Step 4: Both players secretly and simultaneously select a battle intensity chit and then simultaneously reveal to each other the numerical values of those chits. The total of those chits determines which Combat Results Table is used to resolve the combat.

Step 5: The attacker rolls a die, refers to the CRT selected above, and cross references the die roll with the combat ratio of the opposing forces. The results are applied immediately. (An optional rule provides for the modification of the die roll due to the presence of leaders.)

8.1 RESTRICTIONS ON COMBAT

[8.11] Units may attack only adjacent enemy units or, in the special case of siege, units in the same hex.

[8.12] No unit may attack more than once per Movement or Combat Phase. The same unit can attack once during its Movement Phase (attack from march or amphibious assault), and it can attack once during its Combat Phase.

[8.13] A player's units may attack only during his player turn. (Exception: retreat as a result of combat, see rule 26.1).

[8.14] Combat Results Tables
(see separate sheet)

[8.15] Combat Attrition Table
(see separate sheet)

[8.16] Allocation of Losses
Strength point losses due to battle must be allocated as evenly as possible among the units participating in the action. This rule is to be applied with common sense and reason. It is meant simply to prevent a player from distributing all his losses among his cheap formations and thereby spare his valuable formations. For example, say a force composed of a 4-4, a 7-3, a 3-2 and two (5)-1s is required to lose six points. The player must lose a cavalry point, an infantry point, a militia point and a garrison point. That evenly distributes four of the six points to be lost. (Remember, the two garrison counters are treated as one unit). He may then take the remaining two point loss from among the four participating units. (Presumably he would choose to lose another militia and garrison point.) When naval and ground units are part of the same force, the rule of even distribution is applied as follows: a force of three naval flotillas supports three defending 10-3 infantry divisions (total defending strength 90). The loss required is 10 percent, or nine points. Half of that loss rounded up (five points) must be distributed among the infantry divisions; the remaining loss (four points) is applied to the naval presence and is accounted for by destroying one flotilla (which is a 20 point shot). (It would be unfair to kill all the naval units.) To describe the loss process another way: units take losses equally, and no unit may take more than one loss until all involved units take one loss, and so on with two losses, three losses, etc. Any losses against naval units may be combined, so the player loses as few naval units as possible, since naval units do not have step reduction.

[8.17] The defending player may, at his option, withhold a supply train, naval base and/or supply depot from being counted as part of a defending force. (Presuming, or course, the presence of other combat units in the hex.) The withheld train or depot doesn't count as part of the defending force, and any losses are not distributed among those units, except if the other units are totally wiped out, in which case
the train or depot also go automatically. If the defending units are
required to retreat, a supply train may retreat but a depot is destroyed.

8.2 MULTI‑UNIT/MULTI‑HEX COMBAT

[8.21] Units may combine their strengths in an attack only if they are stacked together or are in hexes adjacent to each other and under the command of a common leader.

[8.22] Units in two different hexes may not be the object of a single attack. To attack two different hexes requires two separate attacks.

[8.23] A unit may be attacked several times during the same Combat Phase, though, naturally, that would require several different attacking units. A unit can retreat from one enemy controlled hex to another; thus it could be the object of an attack in hex A, retreat to hex B, where it could be attacked again (by different units), and so on. Note: rule 8.21 means exactly what it says. For example, units on hexes A1416, A1516 and A1616 can't combine in a single attack against hex A1517, since hex A1416 is not adjacent to hex A1616.

8.3 INITIATIVE TO ATTACK

During a friendly Combat Phase, no friendly unit may attack unless it is under the command of a leader who has receipt of an attack command. To determine which leaders have receipt of attack commands, the attacker rolls a die. If the result is equal to or less than a leader's initiative value, the force under his command may attack. (He has receipt of an attack command.) If the result is greater than his initiative value, the force under his command may not attack. While there are some similarities between movement command and attack command, there are also obvious differences. During movement, unless a player is unlucky enough to choose a zero initiative chit, he will always be able to move at least one force or unit regardless of how unlucky he is in activating his leaders on an individual basis. The initiative chit pick means nothing for combat; it is all dependent on each individual leader's initiative value. Simply because a leader (and his force) were able to move during movement doesn't guarantee he can attack during the Combat Phase. The opposite also holds true. A player may have been unable to move a leader but later finds he can attack.

Understand that if an army leader is activated for attack, then all leaders he commands are also activated for attack. For example, that’s particularly important for McClellan. Since he has an initiative of one, and if he activates he can command a corps commander with an initiative of three, then the corps commander can do the actual attack with a battle intensity of three, which is something Little Mac can’t do himself.

8.4 EFFECTS OF TERRAIN & RIVERS ON COMBAT

Terrain, as well as the presence of river hexsides between attacking and defending units, has an effect on combat. Terrain effects are summarized on the Terrain Effects Chart (see map C) and are explained in detail below.

[8.41] Rivers
Units attacking across a river hexside have their combat strength halved, rounding up any remainder up to the next whole number. Example: if a force of units with a total combat strength of 21 points attacks a hex across a river, the strength of the force is computed at 21/2=10.5, rounded up to 11. The presence of roads, railroads or ferry crossing points in no way relieves the river penalty on attackers. The fact other units of the attacking player may attack the same hex without a river intervening during the same Combat Phase — or even as part of the same attack — doesn't negate the penalty on the units that are attacking across the river.

[8.42] Tidal Rivers & Estuary Hexsides
Units may not attack across a tidal river or estuary hexside except at a ferry crossing. The ferry crossing may be one permanently depicted on the map or one created by the presence of a transport in the intervening hexside. If such an attack across a ferry is made, the attacking units' total combat strength is halved, rounding up any remainder.

[8.43] Rough & City Hexes
Defending units in rough or city hexes may ignore that part of a combat result that would otherwise require them to retreat. At his option, the defender may cause units defending in such terrain to retreat, but he is not obligated to do so. Attacking units gain no benefit from such terrain. If a unit attacking from a rough hex is required to retreat, it must do so.

9.0 ZONES OF CONTROL

GENERAL RULE:
Every ground unit possessing an unparenthesized combat strength has a "zone of control" in the hex it occupies and the six adjacent hexes. Parenthesized strength units only control the hex they occupy. A friendly zone of control inhibits enemy movement, supply broadcast, and may also inhibit enemy retreat after combat.

9.1 EFFECT OF TERRAIN ON ZONES OF CONTROL

A zone of control doesn't extend across any kind of river, all‑sea or mountain hexside, regardless of the presence of roads, railroads or ferry crossings.

9.2 EFFECT OF FORTS & FORTRESSES

Units occupying a fort don't have a zone of control, not even in the hex they occupy. The fort and its garrison are, however, presumed to control any city, road and/or railroad in that hex. Enemy units may freely enter and transit a fort hex, but they may not use road or rail movement through it (also see rule 11.2). Units on top of a fort do have a zone of control.

9.3 EFFECT OF ZONES OF CONTROL ON COMBAT (New Major

Case)

[9.31] A unit is not required to attack simply because it is in an
enemy controlled hex. Attacking is always voluntary.

[9.32] A unit may not retreat into an enemy occupied hex. A unit may
retreat into an enemy controlled hex, except it may not cross a river
into an enemy controlled hex.

9.4 EFFECT ON SUPPLY BROADCAST (New Major Case)

Supply may not be broadcast by rail or ground path through an enemy
controlled hex unless the hex is occupied by a friendly ground combat unit.

9.5 NAVAL ZONE OF CONTROL (New Major Case)

Ironclads, naval and river flotillas (warships) control the water
portion of the hex or hexside they occupy. Naval and river transports
are ciphers and control nothing. The friendly player may not trace
or broadcast supply, or ferry ground units, through or across a hex
or hexside containing an enemy warship. In other words, an enemy
warship owns the water in which it floats, and the friendly player may not use that water. Transports may not embark or disembark or ferry in a hex, or across a hexside, containing an enemy warship, regardless of the presence of friendly warships. Note that friendly and enemy ships may coexist in the same water temporarily until occupation is settled during the Combat Phase.

10.0 LEADERS

GENERAL RULE:
Leaders initiate the movement of ground units during a player's Movement Phase, and they initiate attacks during a player's Combat Phase.

DEFINITIONS:
Rank: Each leader has a three, four or five star rank printed on his counter. A three star leader may command a single army corps with no loss in effectiveness. A four star leader may command a single field army with no loss in effectiveness. A five star leader may command several field armies with no loss in effectiveness. If a three star leader commands a field army, his ability to function is diminished (see rule 10.13). Understand, too, that a four-star leader can command a corps or a single army with no loss in effectiveness and, likewise, a five-star leader can command a corps or multiple armies with no loss in effectiveness. That is, loss of effectiveness occurs if you try to command too much, not too little.

Command Span: This value is the number of units or subordinate leaders to which a leader may direct commands to move or attack. Understand that the units commanded by a leader may change every movement and combat phase, but if changed from his previous allocation that fact needs to be specified at the start of the phase. Also, if an army leader is activated for combat, the corps leaders under him are also activated and may attack separately.

Initiative Limit Value: This number expresses the ability of a leader to initiate movement or combat on his own (see rules 5.23 and 8.3). Combat Rating: This number reflects a leader's ability to intervene in combat (see optional rule 26.2). Naval Leaders are covered in optional rule 26.4.

10.1 COMMAND SPAN

When a leader is stacked directly on top of a headquarters unit, he is said to command that headquarters and any combat units controlled by it (see section 16.0). In addition, the leader may command other combat units in the same or adjacent hexes, or subordinate leaders in the same or adjacent hexes, up to the number of units not exceeding his "command span." The command span for each leader is defined by the player at the beginning of the Movement Phase, prior to any initiative being distributed or rolled for. That command span holds for the duration of the Movement Phase. Then, at the beginning of the Combat Phase, the player may make another statement of command span, redefining who belongs to whom. Thus a leader might move his corps and extra units A, B and C during the Movement Phase, yet attack with his corps and extra units X, Y and Z during the Combat Phase. A leader may be placed in command of an HQ only during the Strategic Turn's Leader Pick Segment of the Production Phase). Thereafter he, and only he, can command the HQ until he is replaced. He commands by sitting on top of it. If he wanders away, the HQ has no commander, even if some other leader is present (until the Strategic Turn). An HQ without a commander may only move with a direct movement command. An HQ without a commander (and the units included in its writ) can't attack. For all practical purposes, if an HQ is without a commander, the units covered by the HQ should be removed from the HQ display and placed on the map; where some other commander could control them "naked."

Example: Gen. Burnside is stacked with the IXth Corps, which at the moment is composed of and is controlling three infantry divisions. Lying about in adjacent hexes are four other infantry divisions. Burnside's command span is one. Therefore he may be said to command IXth Corps (and the three divisions composing that corps) and any one of the four other infantry divisions in the adjacent hexes at the option of the Union player. Command span, then, is defined as the number of combat units or subordinate commanders a leader controls in addition to the headquarters (with units) with which he is stacked.

Example: Gen. Meade is stacked on the Army of the Potomac HQ (that is, he is in command of it). The army HQ has one infantry division directly subordinate to it on its roster. The HQs of the I, II, III, V and VI Corps — commanded by Gens. Reynolds, Hancock, Sickles, Sykes and Sedgewick, respectively — are stacked with or adjacent to the HQ of the Army of the Potomac. Meade's command span is four. He therefore commands the Army of the Potomac HQ (and the division directly attached to it), and he may also command any four of the five subordinate corps commanders at the choice of the Union player. In turn, the corps commanders would control the combat units of their respective corps as in the example of Gen. Burnside above. That is Meade's "force."

[10.11] A leader's command span may not extend across an unbridged river, tidal river, estuary or mountain hexside. In other words, to again use the example above, if V Corps were across a river from Gen. Meade, he could not command it. Generally speaking, span of command is limited by terrain in the same fashion as zones of control, with the exception that a road, railroad or ferry crossing permits command span to extend across terrain barriers.

[10.12] A leader must be stacked with, and in command of, a headquarters in order to extend command to adjacent hexes. If a leader is not stacked with, and in command of, a headquarters, he may not command units in adjacent hexes; he may not command other leaders at all, and his command span is limited to combat units occupying the hex with him. In the Burnside example, assume the IXth Corps HQ was not stacked with Ambrose, that he was stacked "naked" on top of the three infantry divisions (heretofore controlled by the IXth Corps). He could command one of those three divisions at the choice of the Union player. A headquarters unit acts to extend or amplify the command span of its leader.

[10.13] Corps commanders may not extend command to other corps commanders. (A corps commander is one who is in command of a corps headquarters regardless of his rank.) A field army commander may extend command to corps commanders, but not to other field army commanders unless the leader who is extending command is of five star rank. If a three star leader commands a field army, his initiative value, command span and combat rating are all reduced by one. In other words, a three star leader can command a field army with the above reductions. For example, if Hooker were in command of the Army of the Potomac in place of Meade, since Hooker is a three star general, his command span (normally three) would be reduced to two, and he could extend command to only two of the five adjacent corps.

[10.14] If an army commander fails to receive initiative, the player may attempt to provide initiative to his corps commanders. Naturally, it's more efficient to attempt to activate your army commander first. If he fails to move or fight, you can always roll for your individual corps. Go back to the example of Meade in command of the Army of the Potomac, with his melange of adjacent corps and commanders. Assuming he received initiative to move (and he would make a good recipient of a direct command), both he and those four corps leaders, etc., would all be activated to move. Now assume it was time to fight. If Meade rolls lucky, the whole mob can attack. (Not necessarily together in a single combat, since that would require them all to be together on two adjacent hexes.) If Meade isn't lucky, the Union player can roll for each corps commander. Those who get initiative can attack, but in this case units under different commanders could not combine.

[10.15] A corps commander may not extend command to another
leader.

10.16 A field army commander, even if a three star, can command a three, four or five star general if the latter is not in command of any HQ (that is, the other leader is along for the ride).

10.2 CAVALRY LEADERS

Each Player has several generals who are identified as "cavalry leaders" (Jeb, Phil, Nathan, etc.). Those men (only) may command a cavalry corps at no loss in effectiveness. If a non‑cavalry general commands a cavalry corps, his initiative limit value, command span and combat Rating are each reduced by one point. A cavalry leader can command an army, corps or field army with no particular advantage or disadvantage.

10.3 THE LONELY LEADER (Independent Movement, etc.)

Normally a leader is in command of a headquarters and combat units, and normally he moves with those units (almost always with his headquarters), as in the example given in 6.42. Leaders are, however, also given an intrinsic movement allowance of seven movement points. Leaders may be moved independently of headquarters and combat units, paying terrain costs as though they were cavalry. Leaders may also move independently by rail or water.

[10.31] Rail or Water Movement of Leaders
A leader counter represents the historic personage so named and a small personal staff. When traveling alone by rail, they would use a special or normally scheduled passenger service, by water a swift dispatch boat or small ship. In other words, they wouldn't make a noticeable impact on a player's rail or water transport capacity. Therefore they may move by rail just as though the player had allocated a rail transport point for their use (but without actually having to do so). They may also move by water as though the player had put a river or naval transport flotilla at their disposal (again, without the player actually having to do so).

[10.32] Moving by himself, a leader may not enter an enemy controlled hex unless that hex is already occupied by friendly combat units.

[10.33] A Leader alone has no zone of control, combat strength, etc., and as such can't impede or affect in any way the movement of enemy units. If an enemy combat unit enters the hex of a lone Leader, the enemy player captures him, which means he physically removes him from the map. At a later date the enemy player may exchange the captured friendly leader or parole him (see rule 22.5). That last option is particularly grim for the friendly player. The moral is: don't let your leaders be captured. Opposing lone leaders ignore each other.

[10.34] If a leader and his headquarters find themselves alone in hex as a result of combat (the units underneath having been eliminated), they have the ability to retreat one hex. That may or may not keep them from being taken by the opponent when he next moves.

[10.35] Note that naval units include river flotillas in not needing supply and not needing movement command initiative. River Flotilla's may not, however, go around Florida in either direction.

11.0 NAVAL COMBAT

11.1 SHIP TO SHIP COMBAT

[11.11] A friendly naval unit(s) entering a hex or hexside containing an enemy naval unit(s) must stop; in the subsequent Combat Phase, all the friendly naval unit(s) must attack all the enemy naval units in one combat using the Naval Combat Results Table, with the total attacker's combat strength expressed as a ratio to total defender's strength, with any fraction dropped In favor of the Defender.

[11.12] Naval Combat Results Table
(see separate sheet)

[11.13] Naval and river transport units have zero combat strength.
If alone and attacked by ironclads, naval or river flotillas, they
are automatically eliminated. If in company with friendly warships, their survival depends on those warships' survival. The fact they underwent and survived combat in a Combat Phase does not prevent naval units from contributing to the defense of friendly ground units in the same Combat Phase.

11.2 NAVAL UNITS & FORTIFICATIONS

[11.21] If a fortification is placed so the "x" (see Sample Counters) side of the counter aligns with a river hexside, that fortification is considered to lie on the river, thereby restricting movement of enemy naval units and prohibiting any enemy supply trace along the river.

[11.22] A naval unit entering a hex on which an enemy fortification lies (see rule 11.21) may not leave that hex until it undergoes naval transit attack and is allowed to move by the Naval Transit Attack Table. If the friendly naval unit doesn't wish to leave the hex, it need not undergo such attack. To clarify: a naval unit entering a coastal hex or river hexside controlled by a fort must undergo a naval transit attack.

[11.23] A naval unit in a hex or hexside containing an enemy fortification may attack the fortification during the friendly Movement Phase. Naval attacking strength points are totaled and compared with the double or triple strength of the fort garrison; the attack is resolved on Combat Results Table 1. Losses are taken normally, except any attacker loss calls for the elimination of an entire naval unit. Defenders ignore retreat results; attacking units suffering a retreat result must immediately execute a naval transit attack. If such attack doesn't permit them to leave the hex, they are destroyed. Note: forts are never destroyed by naval attack, even if their garrisons are eliminated.

[11.24] Naval Transit Combat Results Table
(see separate sheet)

11.3 FRIENDLY UNIT SUPPORT

Naval units stacked with friendly ground combat units may contribute to the defense of that hex against enemy ground combat units. Naval units in that situation are subject to any combat result.

Players Note: If a naval unit is risked in a fort assault or in a defensive support, it is exposed to complete destruction if the CRT calls for the loss of even one point. Assume the Union player supports two 6‑3 infantry divisions with two river flotillas during a Confederate attack. The total defending strength is 32. The combat result calls for the defense to lose three points. The Union Player must apportion them among all participating units as evenly as possible. The two 6‑3s drop to 5‑3s, but an entire river flotilla goes up in smoke, because it must lose one point, and with naval units it's all or nothing.

12.0 SUPPLY

GENERAL RULE:
Supply points are created during the Production Stage of the Strategic Turn (see 21.0), and are added to each player's general supply point pool. Thereafter they are expended to produce new units, maintain existing units on the map, and execute combat "in supply." Supply points in the general supply point pool are considered available ("on tap") at any unbesieged military department. During the Supply Broadcast and Consumption Phase of the strategic turn, supply points may be brought into existence on the map, transferring via the chain of supply (see 17.0) to stock existing depots, supply trains, army HQs or to those ground combat units required to consume supply by the supply maintenance routine. During a Combat Phase, whenever an attack is made, the possibility exists either player's forces will need to expend supply points according to the strictures of the combat supply routine.

Supply points are neutral. They belong to, and may be used by, the player who owns them. Obviously, a player owns supply if it's on tap in his general supply pool, "on charge" with a depot or army HQ, or in a supply train. If, however, it's left littered around the map, either deliberately or because a supply train or depot was eliminated, that supply belongs to the last player to control it. At the conclusion of his Combat Phase, a player may voluntarily destroy supply points in his possession. At other times he may only consume them.

12.1 SUPPLY MAINTENANCE ROUTINE

[12.11] Each and every hex occupied by friendly ground combat units may or may not need supply. Each player uses the Supply Consumption Table (12.12) to determine for each hex in turn its supply point requirement. If supply is needed, the player may expend it from his general supply for those hexes (units) lying on the chain of supply. If the units aren't on the chain of supply, he must expend supply points stacked with, or adjacent to, those "isolated" units. Any units in a hex he is unable to supply (with the full supply point amount needed) are exposed to attrition (reduction in strength), for which the player uses the Supply Attrition Table (12.13).

[12.12] Supply Consumption Table
(see separate sheet)

[12.13] Supply Attrition Table
(see separate sheet)

Note: the key to the Supply Attrition Table means exactly what it says. The number read is the number of combat strength points that must be lost due to attrition. That's the number, the real whole number as expressed in the base 10 Arabic numeral system, not — repeat, not — a percentage of the force.

[12.14] Naval units, HQs, leaders, siege trains and railway repair do not require supply for either maintenance or combat. (Combat units on an HQ roster do require supply.) If a ground unit has a combat strength (parenthesized or not), it requires supply. If a unit floats or doesn't have a combat strength, it doesn't require supply. Combat units on board ships require supply,

12.2 COMBAT SUPPLY ROUTINE

Having revealed and totaled the combat strengths of the units involved in a given battle, and having selected and revealed the battle intensity chits (in short, after the conclusion of Step 4 of the combat procedure), each player consults the Combat Supply Table (12.24), rolling a die to determine if his units require supply. If they do, he must expend the required amount from points available in the same or an adjacent hex to at least one of the units involved in the battle. Failure to provide supply to units that need it means they fight "unsupplied."

[12.21] Supply for combat must be on‑map; it can't come from general supply even if the fight occurs next to a department. If it comes from an adjacent hex, the hexside between the consuming unit and the supply must be traversable by the unit. For example, it can't cross a tidal river except at a ferry, etc.

[12.22] Combat supply may not be voluntarily withheld if conditions exist to provide it.

[12.23] An unsupplied force has its combat strength halved, rounding down any remainder. Further, any losses such a force incurs are doubled, and it may not advance after combat.

[12.24] Combat Supply Table
(see separate sheet)

13.0 FORTS & FORTRESSES

GENERAL RULE:
Forts and fortresses are created (built) during the strategic turn. Upon completion and deployment on the map, they offer certain advantages to a player's units occupying them. Units are said to occupy a fort or fortress if they are underneath the fort or fortress counter.

13.1 EFFECT OF FORTS & FORTRESSES

[13.11] The strength of units defending in a fort or fortress is multiplied (see rules 13.31 and 13.32). Defenders are not required to retreat from an intact fort or fortress.

[13.12] Units may freely enter (move under) a fort or exit (move to the top of) a fort or fortress at no movement cost while in the same hex (exception: see rule 13.3).

[13.13] Units on top of a fort or fortress (not occupying it) gain no benefit from it. Its presence is ignored.

[13.14] Besieged units may (with a leader present) attack from march their besiegers. Ignore terrain in the hex. If successful, the besieged unit causes the besiegers to retreat, and they may then exit their fort.

[13.15] An empty enemy fort (one that is not garrisoned) has
no effect on friendly movement or combat. A friendly force may simply enter an enemy fort and either remove it from the map or replace it with a friendly fort (presuming there are no enemy units on top of the fort).

13.2 CAPACITY OF FORTS & FORTRESSES

[13.21] A fort may effectively shelter up to 10 combat strength points. That is also the maximum number of combat strength points that may be placed under a fort marker and said to be in occupation of, or garrisoning, the fort.

[13.22] A fortress may shelter up to 100 combat strength points.

[13.23] A fort or fortress may shelter any number of supply points.

[13.24] Because of bombardment by siege train, a fort or fortress may be reduced in status, or even eliminated, after the original siege has begun. Such a reduction doesn't effect the capacity of the fort to go on sheltering the original number of units besieged in it.

Note: rules 13.24 and 13.35 should be read in succession. For example, say a large Union force with two siege trains attacks the fortress of Vicksburg, which has a garrison of 30 points. Within two strategic turns the big guns succeed in peeling away first the fortress and then the fort marker. That leaves the garrison sitting under a large force of Yanks, a physical juxtaposition that could never happen in normal combat and movement, but which is permitted here because the Rebels started out in a fortress. The Rebels can stay underneath the Yanks until the Yanks attack them and force a retreat, at which time rule 13.35 is applied.

13.3 SIEGE

A fort and fortress and the units occupying it have no zone of control, even in the hex occupied by the fort. Enemy units may enter an enemy occupied fort hex and be placed on top of the fort. When that's done, that force is said to be besieging the fort. Once that condition exists, the fort and the units therein may no longer leave it. Other friendly units may not enter the fort hex from outside. The besieging enemy units have three options: 1) do nothing and let starvation (attrition) eventually eliminate the fort garrison; 2) attack the fort during a normal Combat Phase [see rule 13.32]; or 3) wage siege against the fort, which is a special form of combat occurring only during the strategic turn.

[13.31] Siege Combat (Strategic Turn)
If a besieging player has a siege train present in the besieged hex, he may elect to bombard that fort or fortress. A successful bombardment reduces the fort (see the Siege Bombardment Table). If he can't or doesn't elect to bombard, he may attack the fort or fortress with any besieging combat units. If he does so, the fort garrison is doubled or tripled, depending on the existence of the fort or fortress marker, but the attacker's losses are not multiplied. Any terrain in the hex, except the fort itself, is ignored. A fort may be attacked by more than one siege train per cycle, thus rolling more than once on the Siege Bombardment Table. A siege train may attack a fort or fortress only if the place is under siege (that is, with besieging units on top of the marker). [13.32] Storm
During a game turn an attacking player may elect to attack a fort and its garrison with besieging units. Note that besieging units are those in the same hex with the fort being attacked. He can't use units from adjacent hexes. This type of attack on a fort or fortress is called a storm. The normal combat procedure is used, doubling or tripling the defender for the fortification and executing the combat supply routine for both sides. As in siege, other terrain is ignored. In addition, any strength point losses to the attacker are doubled.

[13.33] If a Fortress is reduced to a Fort, the defenders may remain in place (the Defender is not required to eliminate points to reach the Fort shelter limit. However he may consider a maximum of only ten of those points as doubled for defense. If a Fort is eliminated, the defenders may remain in place, but they receive no benefit from the erstwhile Fort (are not doubled and are required to retreat.)

[13.34] Bombardment effects are progressive. A fortress may be reduced to a fort, and that fort eliminated, on the same or subsequent Siege Phases according to the bombardment results.

[13.35] Besieged defenders who are deprived of a fort or fortress marker may be required to retreat by a normal combat result, regardless of the underlying terrain. To retreat, they must be able to move into an adjacent hex containing a friendly combat unit. If no such hex exists, the defending units are eliminated.

[13.36] Siege Bombardment Table
(see separate sheet)

[13.37] Forts may not be attacked from the march, nor may they
be amphibiously assaulted. (That's the fort and its garrison. Any force on top can be attacked.) A fort can be stormed during the Combat Phase of the game turn and/or attacked by siege combat during the strategic turn. They also can be attacked by naval units during the Movement Phase.

[13.38] Players should understand there are several ways to try to weaken a fort: 1) siege gun; 2) combat to reduce strength; 3) combat to reduce supply; and 4) supply attrition. Those last two are less obvious, and so should be specially noted. That means the amount of supply to put in a fort is not a trivial decision: too much supply risks a major loss if the army goes away, and too little supply risks losing the army to attrition.

13.4 DESTRUCTION/CAPTURE OF FORTS

During his Fortification Segment, a player may voluntarily destroy
(remove from the map) any of the forts and/or fortresses he owns that aren't besieged. He may not destroy besieged forts A fort is captured by the mechanism in rule 13.15, or a fort is considered captured whenever its former position is finally taken at the conclusion of a siege.

14.0 ATTACK FROM MARCH

GENERAL RULE:
Attack from march combines characteristics of movement and combat. It occurs during the Movement Phase during the course of movement of a force under the command of a leader. It permits units stacked with and under the command of that leader to attack an enemy‑occupied hex in the path of movement of the friendly stack.

PROCEDURE:
To attack from march, the phasing player simply states: "My stack of units under the command of Gen. So and So is unable to move because of the presence of enemy units in this hex. I therefore declare an attack from march with Gen. So and So's force." The Player then executes an attack against the enemy units in the designated hex, as follows: 1) he uses the combat routine given in section 8.0; 2) combat supply isn't required for either defender or attacker; and 3) in addition to any other modifications, the total combat strength of the attacking units is halved, rounding up any remainder to the next whole number.

14.1 RESTRICTION ON ATTACK FROM MARCH

[14.11] Regardless of the initiative ratings of the opposing generals present, neither player may select a battle intensity chit greater than one.

[14.12] Attack from march may not be used to storm a fort or fortress.

[14.13] Units may attack from march only if they possess the capability to enter the hex under attack at the moment the attack is declared. The test is simply to ask: "If the defending units were nonexistent, would the attacking units be able to enter the defending hex?"

[14.14] Leaderless units may not attack from march.

[14.15] Attack from march occurs during movement. The leader of the attacking force doesn't roll for combat initiative (as he would be required to do in the Combat Phase.) The fact he is capable of moving is sufficient initiative for attack from march.

14.2 ACTION AFTER ATTACK FROM MARCH

An attack from march may result in the defending units being required to retreat. If that occurs, the attacking units may enter the vacated hex or remain in place. In any event, they may make no further movement during that Movement Phase.

15.0 CAVALRY

GENERAL RULE:
Cavalry units have a higher movement allowance than infantry. Additionally, there are small differences in their use and benefits vis a vis infantry.

15.1 CAVALRY CORPS & CAVALRY SUBORDINATION

Only cavalry units may exist under a cavalry corps HQ. Cavalry may not be part of (exist under) an army corps HQ.

[15.11] The commander of an army corps may not issue commands to a cavalry unit (that is, he may not initiate movement or combat).

[15.12] Cavalry may exist under a field army HQ. A field army commander may issue commands to cavalry.

[15.13] Rules 15.1, 15.11 and 10.2 are literally true. They mean exactly what they say. Note, however, that a non-cavalry general may command cavalry units directly at no loss in effectiveness. For example, R. E. Lee could sit on top of five cavalry units and command all of them.

15.2 CAVALRY IN COMBAT

[15.21] Cavalry units are not halved in combat strength when making an attack from march.

[15.22] Defending cavalry being attacked by a purely infantry force may retreat before that combat is resolved, at the option of the defending player. If attacked by a purely cavalry force, or one that contains at least one cavalry unit, this option doesn't apply.

[15.23] Cavalry ignore the adjacent hexes zones of control of infantry.

16.0 HEADQUARTERS UNITS

GENERAL RULE:
Each player is provided with a mix of field army, army corps and cavalry corps HQ units. He may use them as he sees fit (though the game is virtually unplayable if he doesn't make good use of all of them). They are collectively called "headquarters units." They serve two main functions in the game: 1) they represent on the map the infantry or cavalry divisions assigned to them; and 2) they amplify a leader's command span.

16.1 HEADQUARTERS DISPLAY

Each player has a headquarters display (or "roster"). On the display are boxes picturing each HQ unit. Next to each HQ box is a slot labeled "Corps (or Army) Combat Units." When not in use, HQ units are placed in their boxes on the player's display. When in use, HQ units are deployed on the map, and the combat units assigned to such headquarters are put in the slot on the display next to the HQ box.

[16.11] Combat units in an HQ slot on the display are considered to be under the HQ unit on the map. For instance, instead of having the Union III Corps HQ physically on top of the three infantry divisions that compose the corps, only the corps HQ is deployed on the map, with its three infantry divisions kept on the HQ display.

[16.12] Movement of a corps (or army) HQ represents movement of the combat units assigned to that HQ. The corps (or army) is composed of the HQ on the map and the units in its display. If a corps (or army) attacks or defends, its strength is the strength of the combat units on its display.

[16.13] This roster mechanism is primarily a device to speed and ease play. If they wish, players may do without it by keeping combat units on the map under their controlling HQ units. That can, however, lead to horrendous stacking, movement and combat problems, particularly in a large battle where losses are to be apportioned among many units. It's a lot easier to do that off map, where there's also much less chance of error.

[16.14] Union Headquarters Display
(see separate sheet)

[16.15] Confederate Headquarters Display
(see separate sheet)

[16.16] A player may switch units from the HQ roster to the map
at any time he wishes at no cost since, for all purposes, the units
are present on the map. Units can be assigned to a corps or assigned out of an HQ at will. For example, a player has a corps (with three weak divisions on its roster) stack in a hex with three strong divisions. He could, at his pleasure, switch the three strong divisions onto the roster and put the weak divisions on the map. By switching units around in such a fashion, a player alters the on map organization of his army. Care must be taken such alterations don't conflict with the rules or permit any unit to act illegally. For example, the player is moving a weak corps and moves into a hex containing strong divisions. He could not switch units in the corps and continue moving the corps, since that would violate various movement and command span rules.

16.2 SIZE LIMIT OF HQ WITH COMBAT UNITS

The term "infantry" used in the rules below refers generically to any non-cavalry ground combat unit, including militia, garrison, supply trains and siege trains. Such units can be placed under an HQ roster if the player desires; however, rule 16.12 applies with all rigor. If, for example, a corps HQ has rostered militia, it has to move at militia speed

[16.21] An army corps may have a maximum of three infantry combat units assigned to it.

[16.22] A cavalry corps may have a maximum of three cavalry combat units assigned to it.

[16.23] A field army may have a maximum of two combat units (either cavalry, infantry or one of each) assigned to it. They must be either divisions or brigades. An army HQ may not directly control a corps.

[16.24] HQ units have a combat strength of zero. By themselves (with no underlying assigned combat units), they have no zones of control. If they are alone in a hex and an enemy combat unit enters that hex, they are eliminated.

16.3 FIELD ARMY SUPPLY

Each field army HQ has the ability to carry two supply points, for which there is a supply slot on the display. Those supply points may be expended for combat supply or for general supply. They may be replenished during the Supply Broadcast Phase of the strategic turn, or from an existing supply depot or train during the course of a game turn.

17.0 CHAIN OF SUPPLY

GENERAL RULE:
During the Supply Broadcast and Consumption Phase of each strategic turn, a player determines the supply needs of all the forces he has deployed on the map. He may then expend supply to meet those needs from his general supply pool for all units that lie on a chain of supply. A "chain of supply" is defined as a continuous path of connecting hexes and hexsides stretching from the consuming unit back to some military department. The path of a chain of supply may be composed of any number of functioning rail hexes, navigable river hexsides, coastal hexes and all‑sea hexes, plus other traversable hexes an infantry unit could move through up to an expense of three movement points. In other words, the non‑rail, non‑water portion of a chain of supply could consist of up to three clear terrain hexes, or six road hexes, or one forest and two road hexes, or one forest and one clear hex, etc.

17.1 TRACING A SUPPLY CHAIN BY WATER

[17.11] To trace a supply chain's path via a river hexside, a friendly river or naval transport flotilla must lie in some river hexside on the path of river hexsides being used for the supply trace. (That shows the player has boats plying the river.) The transport flotilla may not carry passengers in addition to serving to validate a river supply path (it must be empty). The sole test is whether the boat is empty during the strategic turn. It matters not what it did on prior or subsequent game turns.

[17.12] Naval transport flotillas may only validate a river supply path on tidal river hexes, not non-tidal river hexsides.

[17.13] Only the Union player may trace a supply path over a path of all‑sea hexes. To do so, he must have an empty naval transport flotilla someplace at sea. Assume he has a corps in Fort Pickens, at Pensacola, other units in a base on the Carolina coast, and assorted units at the mouth of the Mississippi. For them to draw supply from a department in Baltimore, he would have to have an empty naval transport flotilla someplace at sea — Atlantic or the Gulf, it doesn't matter — which he could point to and say: "This is the unit broadcasting supply by sea."

17.14 Supply points have no movement allowance, therefore they can't embark or disembark from rail transport or water transport without an accompanying supply train or field army. A player can, however, draw supply from water transports if in the same hex, but those points would have to first be moved onto ships with a supply train and then left there. If an entrained supply train is destroyed, it's supplies are captured by the enemy but remain in the place of capture until a friendly supply train or field army arrives on the scene to pick them up. A supply train requires a movement command to move and entrain and embark. It does not require a movement command to detrain or disembark if it does so on the same turn it entrained or embarked; otherwise, a new turn requires a new command.

17.2 RAILROAD SUPPLY PATHS

Every supply point shown to move along a railroad when being broadcast from a department to a consuming unit causes the expenditure of a rail transport point, regardless of the length of the presumed haul.

Players Note: Assuming there are alternatives, a player should always form his supply paths to take advantage of water routes. If he uses a railroad to broadcast supply, it will reduce his rail capacity available for movement of ground units.

17.3 RESUPPLYING DEPOTS, SUPPLY TRAINS & FIELD ARMY HQs

After all the troops have been fed (or not fed, as the case may be), a player may replenish his depots, supply trains and army HQs via "supply Broadcast."

[17.31] Replenishment may only take place via a rail or water route. In other words, the depot, train or HQ must lie on a river, coastal hex or railroad in order to be replenished during supply broadcast.

[17.32] Supply points transmitted via rail require the expenditure of a rail transport point for each supply point transmitted.

[17.33] No more than 10 supply points can be broadcast to a depot in one strategic turn.

17.4 SUPPLY TRAINS

Each supply train has the capacity to carry up to 10 supply points. To show the points are loaded on the train, place the train on top of the points. The train then carries the points until it unloads them.

[17.41] During a game turn, a supply train can load supply points at a supply depot (reduce the supply points "on charge" at the depot and place them under the supply train). That must occur at the beginning of a Movement Phase.

[17.42] A supply train may be loaded with supply via supply broadcast (see 17.3), which can occur only during a game turn.

[17.43] A supply train may unload supply anywhere. To do so it just moves out of the hex, leaving behind the supply points.

[17.44] A ground unit may draw supply points from a supply train in the same or an adjacent hex (see section 12.0).

[17.45] Whenever a supply train enters a forest or rough hex via ground movement, it must expend one supply point from the load it is carrying. That's true even though by definition it's moving along a road.

17.5 SUPPLY DEPOTS

Essentially, a supply depot is nothing more, and nothing less, than some number of supply points in a hex.

[17.51] Creating a Supply Depot
A supply depot can be created at the beginning of a player's turn in any hex that contains at least two ground combat strength points of any kind. The player removes two strength points from the map, places them on the Depot Track, and deploys the corresponding depot. The two strength points are the depot garrison, and they may not be moved while the depot is in existence.

[17.52] Depot Capacity
A depot may contain up to 99 supply points. Each depot is numbered, and on the Depot Display there is a numbered track for each depot. Supply points "on charge" in a depot are accounted for by adjusting the depot's supply level markers. (Though not physically present, such points are considered "on‑map.")

[17.53] How a Depot Receives Supply Points
A depot may receive supply points during the Supply Broadcast and Consumption Phase of a Strategic Turn (see 17.3), or it may receive supply points from a supply train that transports them to it.

[17.54] How a Depot Dispenses Supply Points
A depot may dispense supply points during the Supply Broadcast and Consumption Phase to adjacent consuming units (though that would be rare, since normally, if a consuming unit is adjacent to a depot, it can also trace beyond the depot to a department.) A depot can dispense combat supply to adjacent units (see section 12.0), which means battle is occurring close to the depot. And last, a depot is where a supply train would normally load up on supply points.

[17.55] Eliminating a Depot
During the Supply Broadcast Phase of a strategic turn, the player may eliminate a depot by removing it from the map. Any supply points "on charge" at the depot may be reverse-broadcast into his general supply level (assuming the depot is located on a water or railroad route chaining back to a department), or eliminated (wiping clean the depot supply track). The player may then return the two strength point garrison to the map. A depot may also be destroyed, along with all supply on hand there, following the Combat Phase of a players game turn, also returning the two strength point garrison to the map. Presumably, a player would only do that to prevent it from falling into enemy hands. Lastly, a depot may be destroyed by enemy attack. Should the enemy capture a hex containing a depot, or reduce its garrison below two points, the depot is considered destroyed. An enemy player capturing a supply depot hex may also decide whether to destroy any supply points in the hex or leave them there for later use.

Players Note: a player should give some thought to the siting of depots. They should be deployed on a rail or riverside hex so supply can be forwarded to them from the rear. The hex should also be part of the road net so supply trains may use it throughout the year. It is almost totally useless if the depot is in a non‑road forest or rough hex, since a supply train can't get to it. And last, the depot should be in a city hex that will offer some protection against weak raids, since its garrison can't be forced to retreat.

[17.56] Union Supply Display
(see separate sheet)

[17.57] Confederate Supply Display
(see separate sheet)

Example:

Tinted units are Confederate units.

Ignore for the moment the presence of Confederate forts. The XV Corps can trace two road terrain hexes from its position at 3028 to 2927 (one movement point), from which runs the Mississippi River to the Department of Tennessee at Cairo. The XV Corps can be supplied from the Union player's supply pool. The IX Corps can trace four road terrain hexes from its position at 3227 to hex 2927, from which flows the Mississippi to Cairo.

The XIII Corps can trace one clear terrain hex to 3227, plus the same four road hexes as IX Corps to the Mississippi.

The Army of the Mississippi can trace five road hexes to 2927 and the Mississippi.

The II Cavalry Corps lies on the Tennessee River, from which it can trace supply by water back to Cairo.

Now assume the presence of the Confederate forts positioned as shown. Since their presence negates a supply chain path in the river hexside they dominate, the Union units must have alternate paths. In this case the IX and XV Corps can trace by road to hex 3025, reaching the Mississippi and Cairo. The Army of the Mississippi can trace six road hexes to the railhead at 3223, from which the railroad funs to Columbus (3221), then over to the Mississippi at Cairo. The XIII Corps is out of luck. It can't reach either a railroad or river from which it could trace to Cairo. The II Cavalry Corps can still trace to the railhead at 3823 via the Tennessee River, with the railroad leading back to a Department in Cincinnati.

18.0 RAILROADS: EXISTENCE, DESTRUCTION, REPAIR

GENERAL RULE:
At the beginning of the game, each player possesses those railroads that lie in his country (exception: see 18.4). The rail lines in Kentucky and Missouri are "neutral," and may be used by both players. During the course of play, rail lines may change hands, be destroyed and repaired.

18.1 THE RAIL NET

Players use railhead markers to designate the limits of their usable rail net. During a Movement Phase, when a player's ground combat unit moves from an existing friendly railhead marker and travels continuously down a path of intact rail hexes, that unit extends that player's rail net, and the player's railhead marker is moved accordingly to show the expansion. At the same time, enemy railhead markers are moved (if necessary) to reflect the change in the enemy's rail net status. A railhead marker shows the end of a usable rail net. Any rail hex lying within the rail net may be thought of as a railhead.

18.2 DESTROYING RAILROADS

During his Movement Phase, a player may elect to destroy rail hexes occupied by his ground combat units. To do so, he states: "I am using this unit to destroy the underlying railroad." Whereupon he places a rail junction/rail cut marker to note the destruction.

[18.21] A combat unit of any non‑parenthesized strength may execute rail destruction. The unit expends one movement point to destroy the rail line, and it may execute normal ground movement before or after executing the destruction. Therefore, rail destruction is considered movement, whether or not the unit stirs from its hex, and the unit must receive a movement command to execute rail destruction.

[18.22] Destruction of a rail hex requires a conscious act. The passage or presence of a friendly ground combat unit in itself doesn't eliminate rails, though it may cause a change in ownership (see 18.1), or curtail the use of the railroad.

18.3 RAIL REPAIR

During a strategic turn, each player may mobilize and deploy rail repair units. The function of such units is to repair destroyed rail lines. To do so, they enter a destroyed hex, displacing or removing the rail junction/rail cut marker to reflect their repairs.

[18.31] A given rail repair unit may repair two rail hexes per Movement Phase (hence they have a movement allowance of two).

[18.32] A rail repair may not move by conventional ground movement, except for its movement into a destroyed rail hex in the act of repairing it. To get from place to place, a rail repair unit must move by either rail or water movement.

[18.33] A Rail Repair unit may not enter an enemy controlled hex regardless of the presence of friendly units.

[18.34] When a rail repair unit moves by water and disembarks onto a rail hex, the act of disembarkation creates a friendly railhead in that hex. A marker should be placed accordingly. That is one means by which the Union player could establish a railhead at, for instance, Memphis.

18.4 THE B&O RAILROAD

The Baltimore and Ohio Railroad runs from Baltimore through Harper's Ferry to Grafton and then splits, one branch running to Parkersburg and the other to Wheeling. At the beginning of the game, all of the railroad, including that part of it in Virginia, is possessed by the Union player. In point of fact, the management of the railroad raised a private army in the winter of 1860/61 to protect its property from all comers. The management was pro‑Union (read pro‑big business), and maintained its right of way in Virginia in defiance of Confederate civil authority until the Confederates fielded an effective army.

18.5 KENTUCKY RAILROADS

The railroads in Kentucky may be used by both players to broadcast supply while that state remains neutral. Players may even broadcast over the same line in the same strategic turn. Neither player may transport troops over Kentucky railroads while Kentucky remains neutral. When Kentucky's neutrality is ended, there is a two‑thirds chance the Kentucky railroads will fall into the possession of (become part of the rail net of) the Union player, and a one‑third chance they will deed to the Confederate player. Roll a die to see who gets them.

18.6 MISSOURI RAILROADS

Missouri railroads may be used by both players to broadcast supply and move troops as long as Missouri is neutral. (That's right, Missouri can remain neutral even though both players have forces inside the state.) When the state's neutrality is ended, the railroads automatically fall to the possession of the Union player regardless of the allegiance of Missouri.

RAILNET STATUS EXAMPLE:
Tinted units are Confederates. By the luck of the roll, Kentucky railroads fell to the Rebels. Some time afterward, a Union repair unit landed at Columbus (3221), thereby establishing a Union railhead and, on subsequent game turns, the Union infantry division marched down the intact rail line to hex 3228, where the Union railhead is presently located. While that was going on, a Union cavalry division marched from Cincinnati (off map to the northeast), bringing another railhead to hex 3823. During all that, the Confederate army destroyed the railroad between hex 3425 and 3724, inclusive. The Union repair unit is positioned to begin repairing that stretch. The rail line between 3322 and Paducah is still Confederate, though the Union division may move out of Union City on the next game turn and begin to put that line in the Union net.

19.0 SCENARIOS

19.1 HOW THE GAME IS PLAYED

War Between the States can be played either as a Campaign Game — beginning with the outbreak of organized warfare in 1861, with play continuing until one side or the other wins — or as one of six scenarios. The Campaign Game uses the complete package of rules and thus includes the Production Phase of the strategic turn. The Campaign Game simulates the entire course of the war and, by its very nature, can take a varying length of time to complete, ending as it does when one side or the other wins. The scenarios, on the other hand, are more limited engagements, limited in the number of game turns to be played, limited in the rules applied (the Production Phase is not used), limited with respect to forces and area of play (only one or at most two maps are used), and with limited objectives to determine the victor.

19.2 FORCE DEPLOYMENT

There are four deployments listed in the On‑Map Deployment (separate sheet) — one for each year:1861, 1862, 1863 and 1864. The 1861 deployment is used to start the Campaign Game. The other deployments are used in the appropriate scenarios.

19.3 SCENARIO FORMAT

[19.31] Map to be Used

Eastern Scenarios:
The Eastern Scenarios are always played on map C.

Western Scenarios:
The Western Scenarios are played on the combined surfaces of maps A and B. It's possible to play "Scenario West 62" on map A alone, and "Scenario West 64" on map B alone, in that the objectives and the majority of forces available to either player are located on those maps, if the players can imagine the existence of the other map forces.

[19.32] Forces Available & Initial Set‑Up
Each player deploys his own forces according to the listing of the on‑map deployment section for the map or maps in play for the chosen scenario. For example, if the scenario chosen is "East 1863," both players would refer to the 1863 deployment and locate all units, leaders, markers, etc., listed for map C hexes (listings for maps A and B would be ignored), and place them in the hexes indicated.

[19.33] Scenario Lengths
The number of game turns for each scenario will be stated. That limit is also shown on the Game Turn Record Track.

[19.34] Special Rules & Restrictions
Any special rules and restrictions pertaining to a scenario will be detailed in this section.

A. The Production Phase of the Strategic Turn is not used in playing a scenario. The effects of production are simulated by providing the player with reinforcements at the conclusion of each fourth, eighth, twelfth, etc., game turn, which he then deploys, as noted on the Turn Record, at the beginning of the following player turn.

B. The Political Interaction Phase is not used in the scenarios. Rather, specific victory conditions are noted (see 19.36 and the scenarios themselves).

C. The Siege Phase is used and may be conducted at the conclusion of every fourth, eighth, twelfth, etc., game turn.

[19.35] Initiative Pool Composition
The initiative pools for each scenario are as follows:

Scenario
Pool Composition
West 1862
0, (1), 2, 3
East 1862
0, 1, (2), 3
West 1863
2, (3), 4
East 1863
1, (2), 3
West 1864
2, (3), 4, 5
East 1864
1, 2, (3), 4

[19.36] Victory Conditions
Here the objectives for each player in the scenario are described and their values in victory points are assessed. In brief, this section tells the player how he can win the scenario. In some scenarios, the Confederate player receives victory points for being in control of or adjacent to Union cities or towns. Those points are awarded only for cities and towns actually in Union states, not for cities and towns in Confederate territory held by the Union.

[19.37] Scenario Supply
Each player receives various depots, supply trains and supply points located on map as part of his initial deployment. That is his total allocation of on‑map supply points for the entire scenario. It's all he gets. At the conclusion of each fourth, eighth, twelfth, etc., game turn, and before starting the fifth, ninth, etc., game turn, each player will perform a supply routine as if he has a general supply level sufficient to broadcast supply to all units in the field. In other words, those units that trace a supply chain back to a friendly department are considered supplied. Those that can't do so must subsist with on‑map supply or suffer attrition.

[19.38] Scenario Rail Capacity
Unlike the Campaign Game, in a scenario the player rail capacity is constant per game turn throughout the scenario, according to the following chart:

Scenario
Union Capacity
Rebel Capacity
West 1862
3
3
East 1862
2
2
West 1863
4
3
East 1863
3
2
West 1864
5
2
East 1864
4
3

19.4 SCENARIO WEST 1862

[19.41] Use maps A and B.

[19.42] Use forces for maps A and B under 1862 Deployment
(see separate sheet).

[19.43] Scenario length is 18 game turns.

[19.44] Special Rules and Restrictions

Union Army and Army Corps Formation:
At the beginning of Game Turn 5, the Union player may create an army corps and, if he does, he must place Buell in command of it. At the beginning of Game Turn 9, the Union player must create an army in the same hex as Grant. Grant may not, however, command that army; only Halleck may command it.

Confederate Army and Army Corps Formation
At the beginning of Game Turn 5, the Confederate player may create an army in the same hex with A. Johnson, who must command it. At the beginning of Game Turn 9, the Confederate player may create three army corps in any hexes with existing leaders to whom command may be distributed (suggest Polk, Hardee and Bragg).

Subordination of Grant
Starting with Game Turn 9, Grant and his corps must remain stacked with the Union army created on that turn for the remainder of the scenario. That army may only move and fight with Halleck, and Grant can only move and fight with Halleck. (Grant's subordination to Halleck means he may not roll for his own initiative, either for movement or combat.)

Death of Johnson
If A. Johnson is killed, he is replaced by Beauregard.

Weather
The first eight game turns are winter weather. Supply train ground movement is restricted to roads. No unit may cross a river except by road or by ferry action of river transport.

[19.45] Victory Conditions
Union immediate objectives in this campaign were to secure the states of Missouri and Kentucky, with the hope ultimately of opening the Mississippi River to Union use and control. The Confederate objectives were to hold what they had and, above all, to maintain control of the Mississippi. As it turned out, the Union discovered a winner in Grant, who shattered the center of the Confederate front at Fort Donelson and masterminded a campaign that cost the South middle and western Tennessee.

Union Victory Points
The Union player is awarded victory points for controlling the following localities at the conclusion of the scenario, if at that time he can demonstrate a supply chain from them leading to a Union department.

New Madrid (A3201) — 1 point
Columbus (A3221) — 2 points
Bowling Green (A4420) — 3 points
Nashville (A4825) — 25 points
Memphis (A2828/B2802) — 25 points
Chattanooga (A5130/B5104) 50 points
Vicksburg (B2317) — 100 points

At the end of the scenario he receives one victory point for each Confederate strength point besieged at that time. And, in addition to all the above, he receives one victory point for each Confederate strength point eliminated over the course of the scenario.

Confederate Victory Points
The Confederate player is awarded victory points for controlling the following localities at the conclusion of the scenario, if at the that time he can demonstrate a supply chain leading from them to any unbesieged department.

Columbus (A3221) — 10 points
Bowling Green (A4420) — 15 points
Nashville (A4825) — 20 points
Memphis (A2828) — 25 points

At the conclusion of any Union player turn, the Confederate player receives one victory point for each Confederate strength point adjacent to Paducah (A3419), St. Louis (A2712), and/or any other Union city. In addition to all the above, he receives one victory point for each Union strength point eliminated over the course of the scenario.

Victory Determination
The Union player must score at least 50 victory points or he loses, regardless of the Confederate score. Assuming that condition is met, the winner of the scenario is the player with the most points. If a player scores twice as many or more points than his opponent, he may consider himself a decisive winner.

19.5 SCENARIO EAST 1862

[19.51] Use map C.

[19.52] Use Forces given for map C under the 1862 Deployment (see separate sheet).

[19.53] Scenario length is 22 game turns.

[19.54] Special Rules & Restrictions

Union Army Corps Formation
At the beginning of Game Turn 5, the Union player may create four army corps, placing them in the same hex as the army of the Potomac Headquarters. At the same time, combat units in that hex may be distributed among those corps and existing leaders assigned as corps commanders. At the beginning of Game Turn 16, the Union player may create two more army corps, placing them in the same hex as the Army Of the Potomac HQ, and at the same time Porter and Franklin may be put in play as new corps commanders.

Confederate Corps Formation
At the beginning of Game Turn 3, the Confederate player may create one army corps in the same hex as Jackson, who presumably will command it. On Game Turn 7, a second army corps may be created in the same hex as the Army of N. Virginia HQ, with any existing leader assigned to command it.

Arrival of Lee
On Game Turn 17, the Confederate player may replace J. Johnson with Lee.

Weather
The first eight game turns are winter weather. Supply train movement is restricted to roads. No unit may cross a river except by road or river transport ferry.

[19.55] Victory Conditions
The objective of the Union in this campaign was nothing less than the capture of Richmond, presumably with the coincidental destruction of the main rebel army in the process. Historically, of course, neither of those objectives was realized. On the contrary, the main Union forces were defeated at the gates of Richmond. The Confederate objective was simply to repel all Yankee invasions, preserving their armies in the field, and retaining a hold on as much Southern territory as possible.

Union Victory Points
The Union player is awarded victory points if he controls the following localities at the conclusion of the scenario.

Morehead City (C3029) 5 points
New Bern (C2828) — 10 points
Norfolk (C31I9) — 15 points
Lynchburg (C1717) — 20 points
Richmond (C2516) — 100 points

If he is besieging Richmond at the conclusion of the scenario, he receives 50 victory points. In addition to the awards above, the Union player receives one victory point for each Confederate strength point eliminated over the course of the scenario.

Confederate Victory Points
The Confederate player is awarded victory points if he controls the following localities at the conclusion of the scenario.

Harper's Ferry (C2206) 25 points
Fortress Monroe (C3118) 50 points
Wilmington (C2533) 5 points
Charleston (C1640) 5 points
Savannah (C1044) 5 points

If the Confederate player controls any Union city at the conclusion of any Union player turn, he receives 20 victory points.

If the Confederate player is besieging Washington at the conclusion of any Union player turn, he receives 100 victory points.

At the conclusion of any Union player turn after Game Turn 10 that there are Confederate units adjacent to Washington, the Confederate player receives one victory point for each such Confederate strength point.

In addition to all the above, the Confederate player receives 1.5 victory points for each Union strength point eliminated over the course of the scenario.

Victory Determination
The Union player must score at least 50 victory points or he loses, regardless of the number scored by the Confederate player. Assuming that condition is met, the winner of the scenario is the player with the most points. If a player scores twice as many points as his opponent, he can consider himself a decisive winner.

19.6 SCENARIO WEST 1863

[19.61] Use maps A and B.

[19.62] Use forces given for maps A and B under 1863 Deployment (see separate sheet).

[19.63] Scenario length is 20 game turns.

[19.64] Special Rules and Restrictions

Union Siege of Vicksburg, Port Hudson
Union forces that start the scenario within five hexes of Port Hudson and Vicksburg, respectively, may not move more than five hexes away from those points until they are captured by the Union. Confederate forces that begin the scenario in the state of Mississippi may not leave it until after Vicksburg falls to the Union.

Rosecrans Somnolent
The Union player may not freely allocate command to Rosecrans during the first 12 game turns. In order to move, Rosecrans must succeed in rolling for his initiative.

After Vicksburg Falls
Union forces in the states of Arkansas, Louisiana and Mississippi at the time of the fall of Vicksburg may not leave those states until Game Turn 17.

[19.65] Victory Conditions
The Union objectives in the west were to secure the Mississippi Valley via the reduction of Vicksburg and Port Hudson, capture Little Rock, open the gates to Atlanta and secure Knoxville. Confederate objectives were to relieve Vicksburg (a forlorn hope) or, failing that, limit Union advances as much as possible.

Union Victory Points
The Union player is awarded victory points if he controls the following localities at the end of the scenario, provided he can demonstrate a supply chain leading from them to a Union department.

Vicksburg (B2317) 10 points
P. Hudson (B2125) 10 points
Knoxville (A5624) 15 points
Chattanooga (A5130/B5104) 25 points
Little Rock (B1705) — 10 points
Atlanta (B5410) — 50 points
Mobile (B3625) — 25 points

In addition to the above, the Union player receives one victory point for each Confederate strength point eliminated over the course of the scenario.

Confederate Victory Points
The Confederate player is awarded victory points if he controls the following localities at the end of the scenario conclusion, provided an intact rail tine leads from the locality to the eastern map edge (must be free of cuts and Union units).

Knoxville (A5624) — 15 points
Chattanooga (A5130/B5104) 15 points

The Confederate player receives one victory point for each Confederate strength point adjacent to Nashville (A4825) at the conclusion of a Union player turn on any date after Game Turn 6.

The Confederate player receives one victory point for each Union strength point eliminated over the course of the scenario.

Victory Determination
The Union player must score 100 victory points or he loses. Assuming the Union minimum is met, the Union player wins if he has a ratio of three or more victory points for every two Confederate victory points; otherwise, he loses and the Confederate player wins.

19.7 SCENARIO EAST 1863

[19.71] Use map C.

[19.72] Use forces given for map C under 1863 Deployment (see separate sheet).

[19.73] Scenario length is eight game turns.

[19.74] Special Rules & Restrictions

Hooker Replaced
At the beginning of Game Turn 5, Meade replaces Hooker in command of the Army of the Potomac. Sykes is placed in command of V Army Corps. (Hooker is then no longer in the scenario.) The Union movement restriction given below holds true as long as R. E. Lee remains above the xx12 hex row.

Union Movement Restriction
Union units and leaders that begin the scenario on or north of the xx12 hex row may not move south of there at any time during. (Hooker wanted to pounce on Richmond as soon as he figured out Lee was moving north around his flank. Lincoln quashed that idea because he had faith in Lee's ability to leap on Washington before Hooker could grab Richmond.)

[19.75] Victory Conditions
Faced with the imminent fall of Vicksburg in the west, and confident of his superiority over the recently embarrassed (at Chancellorsville) Army of the Potomac, Lee decided to launch an offensive into the North. His objective was apparently to run amok in Maryland and Pennsylvania, drawing the Army of the Potomac into battle, hoping to win big and thereby threaten Washington, Baltimore, etc., so Grant would be pulled away from Vicksburg with a large force to relieve the East. The plan didn't work.

Confederate Victory Points
The Confederate player receives victory points for controlling the following localities at the conclusion of the scenario, if he has supply points in the locality. (Which probably means a supply train would have to have moved into one of these towns sometime during the course of play.)

Philadelphia (C3401), Baltimore
(C2806), or Washington (C2608) 200 points
Any other Union city 20 points
Any initial Union fort hex 30 points

The Confederate Player receives 100 victory points if the Union player doesn't have rail communication with Washington at the end of the scenario. The Union player must be able to trace a path of rail hexes from Philadelphia to Washington such that he could move a hypothetical unit by rail from Philly to DC; that is, the line has to be free of cuts and Confederates.

The Confederate player receives two victory points for each besieged Union strength point besieged at the end of the scenario.

In addition to all the above, the Confederate player receives one victory point for each Union strength point destroyed in action.

Union Victory Points
The Union player receives victory points for controlling the following localities at the end of the scenario.

Charlestown (C1640) 50 points
Richmond (C2516) 200 points

The Union player receives 50 victory points if he is besieging Richmond at the end of the scenario.

The Union player receives one victory point for each Confederate strength point in Union territory at end of the scenario that can't trace a path at least one hex to a road that, in turn, traces free of Union units to some Confederate department. In other words, if the Confederates wall themselves in some place in the north, they concede points if they fail to secure their road communications south.

Finally, the Union player receives one victory point for each Confederate strength point eliminated over the course of the scenario.

Victory Determination
The Confederate player must score at least 30 victory points or he loses. The Union player must score at least 20 victory points or he loses. Theoretically, both players can lose. Assuming both players score their minimums, the player with the most points wins.

19.8 SCENARIO WEST 1864

[19.81] Use maps A and B.

[19.82] Use forces for maps A and B under 1864 Deployment (see separate sheet):

[19.83] Scenario length is 24 game turns.

[19.84] Special Rules & Restrictions

Red River Campaign
Union forces located in Mississippi, Louisiana and Arkansas may not leave that three‑state area until Shreveport is captured or until Game Turn 7, whichever comes first.

Weather
Winter weather prevails through the end of Game Turn 4. Supply trains may only move by road, rail or water. Units may only cross rivers at roads or by river transport ferry. Starting with Game Turn 5, the Union player rolls a die at the beginning of his player turn. If he rolls a one, two or three, any river transport or flotillas on the non‑tidal portion of the Red River are stranded by low water and may not move or attack that turn.

[19.85] Victory Conditions
The Union objectives in the West were, first, the destruction of the main Confederate armies (Johnson's and Polk's), to be coincidentally realized with the captures of Atlanta and Mobile, it being felt the Confederates would have to fight to defend those vital positions. Prior to the main campaign, however, Lincoln and Halleck had planned operations in the Trans‑Mississippi, opening the way to the Texas interior and indirectly influencing the French in Mexico to curtail their operations. The Confederate objectives were to hold on and deny the Yankees a significant victory, preserving their armies and retaining Atlanta at all costs, and hopefully Mobile. They felt the Northern electorate would vote Lincoln out in November if no dramatic event occurred by then.

Union Victory Points
The Union player is awarded victory points if he controls the following localities at the end of the scenario:

Shreveport (80815) 5 points
Mobile (B3625) 10 points
Atlanta (B5410) 25 points

Those awards are doubled if the Union player can trace a supply chain from those localities to any Union department.

If the Union player captures Shreveport (BO815) by the conclusion of Game Turn 7, he receives 25 victory points.

The Union player receives three victory points for each besieged Confederate strength point at the end of the scenario.

The Union player receives two victory points for each Confederate strength point eliminated over the course of the scenario.

Confederate Victory Paints
The Confederate player is awarded victory points if he controls the following localities unbesieged at the end of the scenario:

Shreveport (B0815) l0 points
Mobile (83625) 20 points
Atlanta (B5410) 50 points

If the Union Player fails to capture Shreveport by the end of Game Turn 7, the Confederate player receives 15 victory points.

The Confederate player receives three victory points for each Union strength point eliminated over the course of the scenario.

Victory Determination
The Union player must score at least 50 victory points or he loses. Assuming he scores the minimum, he wins if he has a ratio of two to one or more in victory points over the Confederate player; otherwise, he can't win. The Confederate player wins if the Union player doesn't score his minimum, or if the Confederate player scores more points than the Union player. If the Union player scores more points than the Confederate, but doesn't have at least twice as many, the game is a tie.

19.9 SCENARIO EAST 1864

[19.91] Use map C.

[19.92] Use forces for map C under 1864 Deployment (see separate sheet).

[19.93] Scenario length is 16 game turns.

[19.94] Special Rules & Restrictions

Weather
The first four game turns are winter. Supply trains are restricted to roads. Units can only cross rivers at roads and by river transport ferry.

[19.95] Victory Conditions
Grant's objective was to threaten Richmond, forcing Lee to fight him, fight him, fight him. If, in the process, he could destroy Lee's army, fine; if he could take Richmond, so much the better — but above all he wanted to deprive Lee of freedom of action and prevent him from sending reinforcement to Johnson at Atlanta.

As in the west, the Confederate objective was to preserve as much as they could of what they had, preventing significant Union success.

Union Victory Points
The Union player is awarded victory points if he controls the following localities at the end of the scenario.

Savannah (C1044) 10 points
Charleston (C1640) 15 points
Wilmington (C2533) 15 points
Goldsboro (C2426) 15 points
Petersburg (C2518) 20 points
Richmond (C2516) 100 points

If the Union player is besieging Richmond at the end of the scenario, he receives 25 victory points.

The Union player receives three victory points for each Confederate strength point eliminated over the course of the scenario.

Confederate Victory Points
The Confederate player is awarded 25 victory points if he controls Richmond at the end of the scenario, provided he can trace a rail line, uncut and free of Union units, leading from Richmond to any non‑Virginian Confederate town.

The Confederate player receives 10 victory points for controlling any Union town at the conclusion of any Union player turn.

The Confederate player receives two victory points for each Union strength point eliminated over the course of the scenario.

The Confederate player receives one victory point for each Confederate strength point sent west (exiting the map below hex 0132) before the end of Game Turn 12.

Victory Determination
The Union player must score at least 60 victory points or he loses. Assuming he scores the minimum, he wins if he has a ratio of two to one or more in victory points over the Confederate player; otherwise, he can't win. The Confederate player wins if the Union player doesn't score his minimum, or if the Confederate player scores more points than the Union player. If the Union player scores more points than the Confederate — but doesn't have at least twice as many — the game is a tie.

20.0 CAMPAIGN GAME (Introduction)

COMMENTARY:
The Campaign Game simulates the entire course of the American Civil War, beginning with its outbreak in 1861 to its conclusion — whenever one side manages to meet the victory conditions.

The Campaign Game utilizes several rules not used in the scenarios: Production Phase (Section 21.0), Additional Production Phase Events (22.0), Personnel Points (23.0), and Blockade (24.0). Victory conditions for the Campaign Game are also different from those used in the scenarios (see section 25.0). Finally, several optional rules are provided (26.0) that will add considerably to the flavor of the game while also adding complexity.

NOTES:

  1. The Campaign Game calls for all three maps — A, B, and C.
  2. The Campaign Game uses the forces listed for all three maps on the 1861 Deployment chart (see separate sheet).
  3. The length of the Campaign Game varies according to how quickly the victory conditions are met.
  4. For special rules applying solely to the Campaign Game, see Sections 21.0 through 25.0.

21.0 PRODUCTION PHASE (Campaign Game)

GENERAL RULE:
The Production Phase of the Strategic Turn consists of the following segments:

  1. Supply Point Generation Segment
    Each player calculates the number of supply points generated this turn and adds that amount to his general supply pool.

  2. New Unit Initiation Segment
    Each player creates new units, expending personnel points and supply points in the process, and places the newly created units on his Production Spiral.

  3. Existing Unit Augmentation Segment
    Each player may take existing units from the map, expend personnel and supply points, adding strength to them and placing them on his Production Spiral.

  4. Produced Unit Deployment Segment
    Each player removes produced units from his Production Spiral and deploys them on the map.

  5. Brigade Merge Segment
    If they wish, the players may merge brigades of infantry and cavalry with existing infantry and cavalry divisions.

  6. Fort Construction and Deployment Segment
    Both players may attempt to create and deploy forts and/or fortresses.

  7. Department Deployment Segment
    Players may deploy a new military department and relocate an existing department.

  8. Headquarters Deployment Segment
    New field army, army corps and cavalry corps may be deployed.

  9. Leader Pick Segment
    New leaders are picked blindly from the existing pool of leaders not in use.

  10. Confederate Replacement Segment
    The Confederate player may apply the special rule permitting him to amalgamate garrison points with infantry divisions.

  11. Militia Demobilization
    Militia is demobilized (returned to unused units). Also, partisan units may be activated concurrently.

Most of the preceding activities may be executed secretly to one degree or another. To the extent the players trust one another's competence or honesty, such secrecy can be fun. Of course, the actual war was fought with little regard for security considerations. Each side's plans and activities were reported in great detail by newspapers. There was never any secret about how many regiments were being formed in, say, Massachusetts, or ships being fitted out in Baltimore. But neither side possessed the staff organization to process the information available into a coherent, usable form.

21.1 THE PRODUCTION SPIRAL

The Production Spiral is a compact display permitting one‑step production decisions. It is divided into 13 slices and 13 spiral arms emanating from a center circle. Each Spiral arm is composed of five slots (formed as a result of the intersection of slices and spiral arms), and each slot is located in a slice progressively farther away from the center. Viewing time as progressing clockwise from slice to slice, the display is a form of clock to record the passage of strategic cycles (13 of which compose a full year). Each slot on any given spiral arm has pictures of various types of units within it. During the course of the Production Stage of a given Strategic Turn, a player will have occasion to create new units, placing them as he does so in the appropriately pictured slot of the spiral arm emanating from the turn in progress. That placement has the effect of positioning the units ahead in time. Then, with the passage of one or more cycles, time will advance to a slice containing units placed during prior Production Stages. Those units are then available to be deployed onto the map.

Example: Let's say it is the Strategic Turn of cycle number one of year 1862. The Confederate player desires to create an infantry division (strength 8 points). He expends 24 personnel and 16 supply points (see 21.9), obtains the unit desired from the collection of units not in use, and traces along the spiral arm emanating from Cycle 1 to the slot picturing a "new" infantry unit, placing the unit in that slot. Note the slot falls in the cycle number 5 slice. When play progresses to the Strategic Turn of cycle number 5, the Confederate player will remove the infantry division from the display and deploy it on the map.

21.2 UNION SUPPLY POINT GENERATION

The Strategic Cycle Turn Record Track lists a stated number of Supply Points the Union player receives on a given cycle. The Union player also gets the same allotment as the Confederate player per each non-Union city (that is, each city originally Confederate or neutral) that he holds and from which he can trace an uncut rail line leading off the northern edge of the map. The Union player receives the same number of supply points per Southern city as the Confederate player would receive.

21.3 CONFEDERATE SUPPLY GENERATION

The Confederate player receives supply points from three sources: 1) Confederate major cities; 2) Confederate sea ports; and 3) Confederate towns in rail contact with one of the major cities.

[21.31] Confederate Major Cities
The cities of Richmond, Atlanta, Nashville, Memphis and New Orleans are the framework of the Southern economy. On their own, held by the Confederate player, they produce varying amounts of supply points each cycle as shown on Schedule 21.35. Additionally, they are the touchstone by which the Confederate player judges whether his seaports and other towns contribute Supply

Very Important: besieged Confederate major cities don't function for Confederate production. If a city is besieged, then it can do nothing toward production, not even draw supply, even if a department is located there. Use the following to determine if a major city is besieged:

Nashville becomes besieged if the Union player: 1) cuts the rail lines leading from it to all other Confederate supply cities; 2) has a river flotilla on the Cumberland River to prevent supply from arriving via that route and; 3) has units next to the city of Nashville.

Memphis becomes besieged if the Union player: 1) cuts the rail lines leading from it to all other Confederate supply cities; 2) has a naval or river flotilla on the hexside separating Memphis from Marion, AK, or has units in Marion and a flotilla in either of the hexsides next to Memphis and; 3) has units next to Memphis.

New Orleans becomes besieged if the Union player: 1) cuts the rail lines leading from it to all other Confederate supply cities [Note: If the Confederate player has a river transport in Lake Ponchartrain, the rail line leading from New Orleans to Brookhaven would need to be cut at hex B2527 or farther north, or the Union player could send in a river flotilla and destroy it. River flotillas and transports can enter the lake even though naval flotillas and transports can't.]; 2) has a river or naval flotilla in the Mississippi river hexside on the south side of New Orleans; 3) has a river or naval flotilla positioned to block supply coming in via Lake Ponchartrain (B2828) and; 4) has units next to New Orleans.

Atlanta becomes besieged if the Union player: 1) cuts the rail lines leading from it to all other Confederate supply cities; and 2) has units next to Atlanta.

Richmond becomes besieged if the Union player: 1) cuts the rail lines leading from it to all other Confederate supply cities; 2) has a river or naval flotilla positioned so no supply can reach Richmond via the James River [Only necessary if the Confederate player could bring in supply if the flotilla wasn't present; that is, if the Confederate player doesn't have a river transport present that could bring in supply, the flotilla wouldn't be necessary.]; and 3) has units next to Richmond.

The effects of being besieged include: 1) the city can't generate supply via the major city supply rule; 2) the city can have no reinforcements placed on it [assuming there is also a department present, since it wouldn't function, either] until the siege is lifted and; 3) the units inside the city have to live off of on-board supply only [Supply could not be broadcast to it during the Strategic Turn even if there was a department present, since the department wouldn't function, either.] until the siege is lifted.

The siege rules above are only used where there was not a fort or fortress present on the city, since, if there was a fort or fortress present, the fort siege rules would be used.

Note also the phrase "cut the rail lines" means either cut as in tearing up the tracks or having units present on those lines. Keep in mind if you only tear up the track, and don't have units present on the rail line itself, you would need to make sure you tore up enough rail line to ensure the Confederate player couldn't march those three infantry movement points from the first cut hex to reach the uncut part.

[21.32] Confederate Cities & Towns
The Confederate town supply multiple number is printed for each cycle on the Cycle Record Track. That's the number of supply points each eligible Confederate town contributes to the Confederate general supply during a Strategic Turn. To be eligible to contribute, the Confederate player must be able to trace an uncut rail line from a town in question to a major Confederate city. The path must be free of Union units. Chart 21.34 (see separate sheet) lists every Confederate town that can possibly meet this criterion, including towns in Kentucky considered Confederate if that state is Confederate.

[21.33] Confederate Seaports
Printed on the Cycle Record Track for each cycle is the Confederate import multiple number. That's the number of supply points each functioning Confederate seaport adds to the Confederate general supply during the Strategic Turn of the cycle. A functioning seaport is defined as any Confederate city lying in a coastal hex that can trace a rail line to a major Confederate city and is not being successfully blockaded. The rail line trace must be uncut and free of Union units; see section 24.0.

[21.34] Confederate Supply Cities & Sea Ports
(see separate sheet)

The following cities and towns are considered Confederate supply cities as long as the Confederate player has river transports plying the rivers to carry supply from them to cities with rail lines connected to major cities. The route traced must be free of any Union river or naval flotillas for the city or town to be eligible to contribute supply: Galveston B0132, Sabine City B0729, Shreveport B0815, Alexandria B1421, Little Rock B1705, Natchez B2020, Bayou Sara B2024, Arkansas Post B2108, Port Hudson B2125, Baton Rouge B2126, Helena B2405, Yazoo City B2514, Biloxi B3227.

[21.35] Confederate Major Cities
Supply Point Schedule (see separate sheet)

21.4 EXISTING UNIT AUGMENTATION

During this segment of the Production Phase, a player may remove an existing infantry or cavalry division from the map, exchange it for a new unit of higher strength, and place that new unit ahead on the Production Spiral. The unit removed must be located on an unbesieged department at the time it's removed. No more than one division per department per Strategic Turn may be removed. In effect, this process simulates sending a veteran unit home to recruit and train replacements. In terms of personnel point costs, this is the cheapest way to gain strength.

Example: a Union 3‑3 infantry division could be withdrawn in this fashion, exchanged for a 10‑3, and returned as a new unit (10‑3) four cycles later, a gain in strength of seven points for the cost of seven personnel points. If the Union player had created a 7‑3 out of nothing, it would cost him 21 personnel points. Supply cost is 21 supply points in both cases.

21.5 MILITIA & GARRISON CONVERSION

During the New Unit Initiation Segment, existing militia and garrison units on an unbesieged department may be converted into infantry divisions. To do so, the player removes the militia or garrison unit, expends the proper amount of supply and personnel points for the conversion privilege, and in effect creates new infantry divisions of a strength equal to the militia or garrison points he removed, placing those divisions ahead in time on the Production Spiral. Militia and garrison units may not be both converted to infantry divisions and augmented to a stronger division in the same event.

21.6 WHERE NEWLY PRODUCED UNITS DEPLOY

[21.61] Union Deployment
Union ground combat units, supply trains, rail repair units and siege trains may only be placed on a hex containing a Union department from which the Union player is able to trace a continuous path of rail hexes (uncut and unoccupied by Confederate units) leading off the north edge of the map.

Union naval transport and naval flotillas are placed in hex C3901.

Union river transport and river flotillas may be placed in hex C3901 or in St. Louis, Cincinnati or Pittsburgh.

To allow deployment, the Union department must be unbesieged.

No Confederate naval Unit may ever occupy hex C3901.

[21.62] Confederate Deployment
Confederate ground combat units, supply trains and rail repair units may only be placed on a hex containing a Confederate department. The department must be unbesieged, and the Confederate player must be able to trace a path of rail and/or road hexes leading from it to one of the five major Confederate cities. That path must be free of Union units. The rail portion may be cut or uncut and, for purposes of this trace, the road portion is considered to cross rivers at ferry points. Confederate river transport and river flotillas may be placed on any Confederate city in a coastal hex or touching on a tidal river or on an existing base. Confederate ironclad units may only be placed on Norfolk, Charleston or New Orleans, or on an existing base.

[21.63] When deploying ground combat units, the player must spread the units of a given type as evenly as possible among the existing departments. For example, if he has seven infantry units to deploy among six eligible departments, he must deploy at least one unit on each department, with one department of his choice receiving two units. In so deploying, he need not concern himself with the strength of the units deployed, but only their number in terms of counters. (One of the seven could be a 10‑3, and the other six all 1‑3s.) Naval and river units may be deployed unevenly.

21.7 PRODUCTION OF IRONCLADS

[21.71] Confederate
When a Confederate ironclad comes off the Production Spiral it's placed as noted in rule 21.62; however, it's placed face down signifying construction is not finished. On every Strategic Turn thereafter, the Confederate player should roll the die once for each ironclad, until at some time he rolls a one. When he rolls a one, he may flip the subject ironclad face up, signifying it's completed and available for use. While facedown, an ironclad merely exists for the future. It has no value in the game. Uncompleted Ironclads are destroyed if the base or city in which they're being constructed is captured by Union ground troops.

[21.72] Union
The process is the same as for Confederate ironclads, except the die roll range for completion is one or two.

21.8 BASE DEPLOYMENT

[21.81] Union
Union naval bases are produced instantaneously (no time delay) upon expenditure of the necessary personnel and supply points. They may be immediately deployed on any coastal hex occupied by five or more Union infantry points (21.81). The Union player may also build naval bases on the Mississippi.

[21.82] Confederate
Confederate bases may be deployed in any Confederate seaport or in any city that touches on a navigable river hexside.

[21.83] A given base functions for a player as an aid to the embarkation and debarkation of units and, for the Confederate player, as an ironclad construction site. They have no other purposes.

21.9 PRODUCTION COSTS

[21.91] Union Production Cost Chart
(see separate sheet)

[21.92] Confederate Production Cost Chart
(see separate sheet)

[21.93] Union Production Spiral
(see separate sheet)

[21.94] Confederate Production Spiral
(see separate sheet)

[21.10] CAMPAIGN GAME ADDITIONAL RULES
(1) The Confederate Campaign set up includes Fort Morgan in hex B3627, and Fort Pulaski in hex C4511. Each fort also has a one strength point garrison. (2) The Confederate player may build a fortress in the city of Richmond free of supply point cost (other rules for fort construction must be followed). (3) The Union player may build a fortress in Washingto, DC, free of supply point cost (other rules for fort construction must be followed). (4) The Union player receives an additional 25 supply points per cycle from cycle 7/61 through cycle 1/62 to use as he sees fit.

22.0 ADDITIONAL PRODUCTION PHASE EVENTS

(Campaign Game)

22.1 MILITARY DEPARTMENTS

Military Departments are the administrative and logistical framework of the player's armed forces. They have zero strength and no normal movement ability. Instead, their position establishes the lines of supply to combat forces and regulates the arrival and departure of reinforcements, new units, conversions, etc. Each player begins the game with a limited number of departments in place on the map. Thereafter, during the Department Deployment Segment of the Strategic Turns of certain specified cycles, a player may deploy new departments, and/or relocate old departments, on the map. All things being equal, the more departments a player has the more flexibility he will have in play.

[22.11] Department Deployment
Whenever the Cycle Record Track signifies, the player may deploy one new department onto the map or relocate an existing department into a new hex.

[22.12] Restrictions on Union Departments
Union departments can only deploy in city hexes, which must also be in rail and/or water communications with the north edge of the map. (The path must be uncut and free of Confederate units). No more than one department may be located within the same state at the same time. Washington, DC, is a state for purposes of this rule. No department may deploy in a Confederate state unless every city in that state is occupied by Union ground units. St Louis is a special case for the Union. A Union military department may be placed for Missouri in St. Louis even if all other cities have not been occupied.

[22.13] Restrictions on Confederate Departments
A Confederate department may deploy in any Confederate city unoccupied by Union units. No more than one department may be located in any one state. No more than one department may be located west of the Mississippi River.

[22.14] As long as departments meet the criteria set down in
rules 22.12 and 22.13 for their respective deployments, they may
function to provide supply and to serve as a deployment site for units (see also rule 21.6 for additional deployment restrictions). If they fail to meet the criteria, or if they are besieged, they don't function. Departments can't be destroyed; rather, they are simply
neutralized by enemy occupation or restricting presence. A neutralized (non-functioning) department merely sits on the map doing no one any good or any harm until such time as the owning player relocates it to a site where it will function. Note that Union departments are more sensitive to Confederate presence than Confederate departments are to Union presence. Confederate departments provide supply as long as they are unbesieged or unoccupied.

22.2 CREATION OF HEADQUARTERS UNITS

Headquarters are created during the Headquarters Creation Segment of the Production Phase of Strategic Turns designated on the Cycle Record Track. During 1861, 1862, and part of 1863, this creation is subject to a luck factor. Starting with the 9/63 Cycle, players may freely create headquarters each Strategic Turn up to the counter mix limits.

[22.21] When created, headquarters are placed on any existing department at the player's option.

[22.22] The Cycle Turn Record Track states when a player may attempt to deploy army or corps headquarters. To deploy an army headquarters, a player rolls the die. If he rolls a one, he may deploy one army headquarters. To deploy corps headquarters, a player rolls the die. If he rolls a one, he rolls a second time and deploys the same number of corps headquarters as the second die roll. If he first rolls a two through six in either of the above attempts, he fails to deploy any HQs.

Starting with Production Cycle 4/62, the Union player may create headquarters on a die roll of one to four, instead of just one, and the Confederate player may create headquarters on a die roll of one to three, instead of just one.

Players' Note: Headquarters are a tremendous benefit to moving and fighting. Their random introduction into play is meant to simulate the historical evolution of the command structure on both sides.

22.3 BRIGADE MERGE

During this segment of the Production Phase, a player may merge one brigade with one division of the same type if they exist in the same hex. For example, say three Union 4‑3 infantry divisions are stacked in hex C2804 with four 2‑3 infantry brigades. The Union player could, if he wished, combine three of the brigades with the three divisions, yielding a force in the hex of three 6‑3‑divisions and one 2‑3 brigade. Note this is the only time in the course of a Cycle a brigade can be integrated or combined into an infantry division.

22.4 FORT CONSTRUCTION

Forts are created and deployed during the Fortification Segment of the Production Phase. Any hex may be fortified if it contains at least three friendly ground combat strength points and is not adjacent to or occupied by an enemy ground combat unit. The constructing player expends at least a minimum number of supply points in constructing the fort. The procedure is as follows.

  1. The player states where he is building the fort, states the number of supply points he is expending on the construction, and expends them.

  2. He rolls the die and consults the Fortification Construction Table, which tells him whether the construction succeeds. If it does, he may place a fort marker in the designated hex. If it fails, he may not place one. (He has in effect wasted the expended supply.)

[22.41] Where the Supply for Construction Originates
If the potential fort site is in a hex from which the occupying combat units could draw on general supply for their own supply (see section 12.0), the constructing player may expend supply points from his general supply to construct the fort. If, however, the hex doesn't lie on a path traceable to general supply, the supply points for construction must come from points existing on the potential fort site.

[22.42] Construction Restrictions
A player may attempt to construct any number of forts each Strategic Turn, up to his counter mix limit. The limit is one fort per hex.

[22.43] Fortress Construction
A fortress may be built on any hex containing a friendly occupied fort. The player expends supply as in rule 22.4 and rolls the die. If successful, he flips the existing fort marker over so its fortress side shows. A player may attempt to build one fortress per Strategic Turn.

[22.44] When a fort is constructed and deployed, the player may locate units existing in the hex outside or inside the fort at his option.

[22.45] Demolishing Fortifications
At the start of the Fortification Segment the owning player may remove existing fortifications from the map. Presumably, the only reasons to do so are: 1) to prevent their falling into hostile hands; and 2) to recover markers needed elsewhere. There is no other benefit.

[22.46] Fort/Fortress Construction Table
(see separate sheet)

22.5 LEADER PICK, PROMOTION, DEMOTION, PAROLE

On any given Strategic Turn, one player or the other blindly picks either one or two leaders from his leader pool (all unused leaders) according to the notation on the Cycle Record Track.

[22.51] Deployment of Newly Picked Leaders
A newly selected leader must: 1) be placed in command of an existing army or corps headquarters; or 2) be placed on a department.

Dead leaders, and leaders replaced by paroled leaders, are dumped back in the leader pool.

[22.52] Promotion/Demotion of Leaders
During this segment, a player may demote (remove) a leader from command of a corps via exercise of option one above, replacing an old commander with a newly selected leader. The replaced commander is immediately tossed back in the leader pool. The enemy player gains one political point for the demotion. During this segment a player may place a leader in command of an HQ (stack him on top), if the HQ is without a commander and the leader is stacked in the same hex. During this segment a player may replace an existing commander with another leader stacked in the same hex. The demoted leader is tossed into the leader pool and the enemy player receives two political points.

Note there are only four ways an existing commander can be effectively replaced as commander of a headquarters: 1) replacement by a newly picked leader; 2) replacement by an existing leader; 3) he is killed in combat, vacating command; or 4) he moves away from his command during the progress of the game, leaving the command vacant.

Players' Note: Obviously, method number four will be the most common way in which players replace inept commanders. Methods one and two are only safe when the player has a big political point bulge. Inept leaders usually have a low initiative (that's why they are poor); so it isn't always convenient to arrange for a bad leader to walk away from his command.

[22.53] Parole
An enemy player with a captured leader may intervene in the promotion process, substituting the captured leader for any leader the friendly player has just placed in command.

[22.56] HISTORIC LEADER POOLS
This is really optional, but if players agree to this rule, they add Leaders to the pool according to their historical availability.

CONFEDERATE POOL:
Initial Pool: Hardee, A.S. Johnston, Van Dorn, Stuart, Jackson, Longstreet, Bragg, Huger
Add to Pool 1/62: Lee, D. Hill, A. Hill, Floyd, Breckenridge, Hindman
Add to Pool 7/62: Buckner, Wheeler, Forrest, Holmes, Smith, Taylor
Add to Pool 1/63: Ewell, Pemberton, Gardner
Add to Pool 6/63: Hood, Walker
Add to Pool 11/63: S. D. Lee, Hampton, Stewart, Early
Add to Pool 6/64: Gordon, Cleburne, Cheatham

UNION POOL:
Initial Pool: Halleck, Buell, Burnside, Banks
Add to Pool 12/61: Grant, Sumner, Keyes, Curtis, Franklin, Porter, Pope, Heintzelman
Add to Pool 5/62: Rosecrans, Crittenden, Reynolds, Hooker, McCook, Pleasonton
Add to Pool 10/62: McClernand, Sherman, Sedgewick, McPherson, Meade, Thomas, Slocum, Couch, Stoneman Add to Pool 1/63: Sickles, Howard
Add to Pool 5/63: Ord, Granger, Hancock, Sykes
Add to Pool 8/63: Warren, Steale
Add to Pool 1/64: Smith, Wright, Schofield, Sheridan
Add to Pool 11 /64: Wilson

22.6 MILITIA DEMOBILIZATION

During any cycle marked with an MD, a player's militia force is exposed to demobilization. On a cycle so marked, the player rolls a die. If he rolls a one or two, he must immediately eliminate 50 percent of his militia on the map, losing any fraction as a full point. The player may choose where to eliminate points.

22.7 SPECIAL CONFEDERATE REPLACEMENT RULE

During this segment of the Production Phase, the Confederate player may merge garrison points with existing infantry divisions, at the maximum rate of two garrison points being added to each infantry division. The infantry divisions and the garrison points must be stacked in the same hex. For example, assume the Confederate player had four infantry divisions, each with a strength of three, in the same hex with 10 garrison points. He could, if he wished, exchange the four infantry 3 ‑3s for four 5‑3s and reduce the garrison strength to two points. Note that, unlike unit augmentation or conversion, there are no personnel or supply points expended in this process, and it occurs instantaneously. This rule may only be applied after 1862.

Players' Note: This rule simulates the more effective Confederate manpower allocation. Starting in 1863, they rarely created new regiments; instead, they used new recruits to strengthen existing units at or near the front. The Confederate player may, in effect, treat garrison points as replacement battalions.

23.0 PERSONNEL POINTS (Campaign Game)

GENERAL RULE:
Between the attack on Fort Sumter and the time this game begins, both the Confederate and Union governments called for hundreds of thousands of volunteers to enlist and fight the war. The response was enthusiastic, and most state quotas were over-fulfilled. The result of that initial call up is built into the starting forces available to both players, the forces in production, and the initial schedule of personnel points available to the players in the first few cycles. Once the call up dwindles to the minimum personnel point rate per cycle, a player must either live with that minimum or make another call up on his nation. The next call up can be either a volunteer call or a draft round. Either will produce a given number of personnel points over a period of cycles, but either choice gives the player's opponent political points.

23.1 THE PERSONNEL POINT DISPLAY

Each player has a Personnel Point Display composed of several tracks. The top track on the display is labeled the "Initial Volunteer Call," and is composed of a series of boxes, each containing a definite cycle date and a specific number. The tracks underneath this display are labeled in order: "Second Volunteer Call," "Third and successive Volunteer Calls," "First Draft," "Second Draft," "Third and Successive Drafts." The number in each box is the number of personnel points available to the player on the cycle in play for him to expend in unit production.

[23.11] Union Personnel Point Call Display
(see separate sheet)

[23.12] Confederate Personnel Point Call Display
(see separate sheet)

23.2 HOW THE DISPLAY WORKS

The top "Initial Call" track has specific dates in each box. The first box, labeled "0/7/61," contains the number of personnel points available to the player on the Strategic Turn of that cycle. In other words, the Union player has 100 points available to him at the beginning of the game with which to execute his first cycle's production. There are lesser amounts on each successive cycle until Cycle 0/13/61 is reached. That last box in the top track is labeled "minimum," and represents the number of personnel points the player receives on the 0/13/61 Cycle, and all succeeding cycles until such time as the player declares a new call or draft.

Example: assume the Union player refrains from a new call until 0/8/62, at which time he makes the second volunteer call (see 23.1). At that time he receives the stated number of personnel points in box number 1 of the second volunteer call track, with successively diminishing numbers of points given on succeeding boxes for the succeeding cycles until a new minimum is reached in box number 6 of the track. That minimum would apply for the sixth cycle of the second call and all succeeding cycles until such time as the player made either a third volunteer call or a first draft.

Players' Note: If they wish, players may use blank or unused counters to mark the progress and position of a call or draft.

23.3 USING PERSONNEL POINTS IN PRODUCTION

During the Production Phase of a given Strategic Turn, a player may use all, some or none of the personnel points available to him that cycle, expending them in the production, augmentation and conversion of units.

Example: assume the Union player has 40 personnel points available on 0/2/64, because it's the third month of the second draft call. He may use up to 100 points in producing some combination of units. Unlike supply points, which may be stored in the general supply point pool, unexpended personnel points are lost. If the Union player doesn't use all 100 points in the 0/2/64 Production Stage, he loses the unexpended portion. They don't carry over to the following cycles.

23.4 MANPOWER PROGRESSION

Once a player resorts to the draft (presumably because he needs that big shot of manpower offered in the first draft call), he may no longer resort to volunteer calls.

24.0 BLOCKADE (Campaign Game)

GENERAL RULE:
During the war, Confederate seaports were subjected to Union naval blockade. In its most basic form, that comprised stationing warships on patrol off the entrance of each port blockaded. The warships would stop and search each vessel entering or leaving port for contraband, the list of which grew to encompass every useful commodity or manufacture. All things being equal, the effectiveness of the blockade depended on the number of blockading ships, their ability to find and intercept vessels, the skill and quality of the blockade runners, and the nature of the port. In the early years of the war, the Union lacked numbers of suitable ships, and almost any kind of vessel stood a reasonable chance of running the blockade. As the war progressed and the number of seaports blockaded dwindled, the number of blockaders at any port increased as did their quality. Blockade running then became a chancy business. Still, in the days before radar, specially built speedy, shallow draft ships, taking advantage of night and bad weather, could usually slip through. The Union found the best answer to blockade running was: 1) seize the seaport; or 2) establish a fort the guns which could dominate the entrance to the port and support close-in small patrol boats.

24.1 CHARACTERISTICS OF SOUTHERN PORTS

Norfolk has access to the sea through hex C3118 and through the gap C3217/C3218. An occupied Union fort or fortress on hex C3118 means Norfolk is automatically blockaded and may not import supply. Since the Union player starts the war in occupation of Fortress Monroe (C3118), and is unlikely to abandon or lose that position, Norfolk is effectively blockaded from the start.

New Bern is automatically blockaded if the Union player occupies a fort at hex C3328 and has a naval flotilla at large in Pamlico Sound.

Morehead City may not be automatically blockaded by a nearby fort. The Union player must seize the port or take his chances on ship blockade.

Wilmington: a Union occupied fort at either hex C2434 or C2433 automatically blockades this port.

Charleston: Union occupation of Fort Sumter automatically blockades this port.

Savannah: a Union occupied fort at hex C1145 automatically blockades this port.

Brunswick: a Union occupied fort at hex C0850 automatically blockades this port.

Pensacola: as long as the Union player occupies Fort Pickens (which he does from the start), Pensacola is automatically blockaded.

Mobile: a Union occupied fort at hex B3627 automatically blockades this port.

New Orleans, Procterville and Brashear: these three ports lie in the delta of the Mississippi River, with dozens of possible routes of access. Only if the Union player can occupy forts on all land hexes adjacent to one of these parts can it be considered automatically blockaded.

24.2 SHIP BLOCKADE

A seaport is blockaded for a given Strategic Turn if: 1) the Union player meets the criteria for that port (see 24.1); or 2) if he successfully executes the ship blockade routine for the port.

[24.21] Blockade Routine
The Union player totals the number of naval flotilla units within two hexes of the port in question and rolls a die, consulting the Blockade Table. The result is either a successful blockade — meaning the Confederate player may not import supply points through that port during that Strategic Turn — or the result is "no blockade" — meaning the Confederate player can import. The presence of Confederate ironclads in the port in question can alter the value of the die roll.

[24.22] Blockade Table
(see separate sheet)

[24.23] The fact there is no notation for Union blockade in S/61 means the Union player may not exercise ship blockade during the summer cycles of 1861.

25.0 VICTORY (Campaign Game)

COMMENTARY:
By the conventional standards of the day, the Union won the Civil War and won it decisively, By the end of April 1865, every organized Confederate force had either surrendered unconditionally or simply disappeared; the Confederate civil authority had ceased to exist, and its leaders were in jail. The Confederate States of America were no more. The United States was once again intact. The two central (and somewhat interwoven) issues of the war — the limit of state sovereignty and slavery — were decided; however, the fact that the war had lasted as long as it had, and cost so much in money and blood, meant the victory obtained in 1865 was not the same victory sought in 1861. The North went to war to restore the Union, not necessarily to destroy slavery, not to kill hundreds of thousands of young men, not to impoverish a whole region of the country, and definitely not to create a strong federal government that could reach out and tap the individual citizen with income taxes, direct conscription and a host of other new impositions. In short, the North didn't go to war to create and set in place a new future for America. That those things and more came to pass were a defeat of sorts for the North of 1861.

GENERAL RULE:
There are two types of victory: "Player Victory" and "Historical Victory." Either one concludes the game. A player victory is won by a player successfully appealing to the Political Events Matrix. Historical Victory is determined by one criterion.

25.1 HISTORICAL VICTORY

If, at any time, the Union player occupies all five major Confederate cities simultaneously and prior to the conclusion of the Game Turn 200, he wins. If such a condition is not met, the Southern player wins the war, provided victory hasn't already been determined on the Political Events Matrix.

25.2 PLAYER VICTORY

Generally, the chance of a player succeeding in a political events appeal increases with the number of political points he has in relation to the number his opponent has.

25.3 POLITICAL POINT AWARDS

[25.31] Union Player
The Union player receives political points for achieving the following results:

The following awards are made only once per game:

The first time the Union destroys or captures a Confederate fort: one point

Occupy the following cities:
Nashville: 1 Point
Memphis: 2 Points
New Orleans: 3 Points
Atlanta: 4 Points
Richmond: 10 Points

The following awards are made as they occur.

The Union player receives one political point on each Strategic Turn there are no Confederate fortifications, river flotillas and ironclads on the Mississippi River, and all cities touching on the Mississippi River are Union occupied.

The Union player receives one political point each time he wins a major battle (see 25.34).

The Union player also receives political points as per rules 22.5, 23.0 and 25.4.

[25.32] Confederate Player
The Confederate Player receives political points for achieving the following results:

The following awards are made only once per game:

The first time the Confederacy destroys or captures a Union fort: one point

Occupy the following cities:
Washington: 50 Points
Baltimore: 10 Points
Cincinnati: 10 Points
St. Louis: 10 Points

The following awards are made as they occur.

The Confederate player also receives one political point on each Strategic Turn any one or more of the above named cities is unable to trace a path of rail hexes free from Confederate units leading off the north edge of the map.

The Confederate player receives one political point each time he wins a major battle (see 25.34).

The Confederate player also receives political points as per rules 22.5, 23.0 and 25.4.

[25.33] Destruction or Capture of Fort
To be eligible for the one point award, a fort must be captured or destroyed involuntarily and removed from the map.

[25.34] Winning a Major Battle
Winning a major battle is defined as:

  1. The battle must be resolved using CRT #3 or CRT #4
  2. Each side must commit at least one army or corps HQ involved.
  3. One side has a result of 20 or more inflicted on it, and the other side has a lower numerical result.
  4. The side with the lower numerical result is declared the winner for purposes of this rule.
  5. Numerical results are evaluated at their printed value; ignore any multiplication for this purpose. If a city or fort is captured as a result of the battle, the winner also gets those points.

25.4 APPEALING FOR PLAYER VICTORY

[25.41] Each player may make one free appeal to the Political Events Matrix, attempting thereby to win the game with a player victory. Such an appeal takes place during the Victory Determination Phase of any Strategic Turn. If the free appeal fails, the player may make further appeals on subsequent Strategic Turns, but if such appeals fail, he must concede increasing numbers of political points to his opponent according to the following schedule:

Number of Failing Appeal — Points Conceded

Second 1 Point
Third 2 Points
Fourth 4 Points
Fifth 8 Points
Sixth and Subsequent — 16 Points

[25.42] Political Events Matrix
(see separate sheet)

[25.43] Foreign Intervention
The Confederate player may achieve a secondary result by appeal to the Political Events Matrix, and that result is foreign intervention. If such a result occurs, the Confederacy is deemed to have received official recognition as a nation by Great Britain and France. In game terms that result means: 1) henceforth all Confederate supply imports are doubled; 2) the game ends in exactly 26 more cycles. If the Union player does not win either a historical or player victory in that time, the Confederate player wins a player victory. Note: an "F" result is still a failure within the meaning of rule 25.41.

[25.44] Kentucky Neutrality
Kentucky is neutral at the start of the war. Thereafter it remains neutral until: 1) its neutrality is violated by either player; or 2) an appeal to the Political Matrix yields a result placing Kentucky on one side. Neutrality is violated whenever a player moves the first ground combat unit into Kentucky. The state immediately becomes friendly to the other player, who thereby garners a one‑time award of 50 personnel points on the following Strategic Turn. If a player acquires Kentucky as a result of political appeal, he henceforth may deploy one 2‑2 militia unit on any friendly occupied Kentucky city on all following Strategic Turns. The Confederate player has certain Kentucky cities listed as supply sources. He may only consider them for supply generation if Kentucky is friendly.

Either Player may sail up and down Kentucky rivers without violating Kentucky neutrality. That includes ground troops aboard transport. Violation occurs only when players put ground troops on terra firma inside Kentucky.

[25.45] Missouri Neutrality
Missouri remains neutral until an appeal to the Political Matrix yields a result placing Missouri on one side. If and when a player acquires Missouri, he may henceforth deploy one 1‑2 militia unit on any friendly occupied Missouri city on all following Strategic Turns.

25.5 EMANCIPATION PROCLAMATION

Whenever he has more political points than his opponent, the Union player may issue the "Emancipation Proclamation." He simply says: "I free the slaves." There are two results to such an event: 1) the Union player gains five political points; and 2) any foreign Intervention is eliminated if in effect, and is forbidden in the future.

25.6 NOVEMBER '64 ELECTION

As a variant of the historical victory, the players may adopt the following criteria: if the Union player holds four of the five major Confederate cities on 0/I 1 /64, he wins a historical victory; if he holds two or less, the Confederate player wins a historical victory, and if he holds three of the five, continue the game.

26.0 OPTIONAL RULES

GENERAL RULE:
These rules reflect further refinements to the basic play of the game. The optional rules may be used individually or in any combination at the players' option. In some cases these rules may precipitate a degree of imbalance in the scenarios or Campaign Game. The players' should feel free to experiment with them, applying them in various combinations to strike whatever balance of play they feel is proper.

26.1 RETREAT AFTER COMBAT OPTION

When forced to retreat after combat, units can't move to a hex occupied by enemy units (that is, they must move to some adjacent vacant hex or one occupied by friendly units). If no such hex exists (because the retreating unit is totally surrounded by enemy units or prohibitive terrain), the retreating units may make an attack from march on any of the surrounding hexes. That attack must succeed in clearing the hex of enemy units, thus permitting the retreat into the vacated hex, or the retreating units are destroyed. Only units under a leader's command are permitted this option.

Units in a hex containing a friendly fort, but which are outside that fort, may retreat into (under) the fort in lieu of entering an adjacent hex.

26.2 LEADER EFFECT ON COMBAT

Leaders affect combat by initiating it. They may also directly affect the die roll at the option of the owning player. The player states, just prior to the combat die roll, he is personally involving the commander of the attacking force or one of his on-scene subordinates, or the commander of the force being attacked or one of his on-scene subordinates, in the battle. He then applies the combat rating of the committed leader to the die roll result in any direction.

Example: assume a leader with a combat rating of two is involved in a battle. The die roll result is three. The player owning the leader could then inspect the CRT and select any result in the column on the one line, two line, three line, four line or five line, and pick any of those five possible results as the result for the battle.

[26.21] Multi‑Leaders
If a player has more than one leader who could affect the die roll; that is, two separate forces commanded by separate leaders are attacking, he may select only one (his choice) to affect the die roll.

[26.22] Opposing Leaders
If both players have leaders present, the player with the higher combat rated leader is allowed to alter the die roll by the numerical difference between his leader and the enemy leader.

[26.23] Risk of Leader Death or Capture
Any time a combat occurs and there is a leader or leaders in any of the hexes involved in the combat, roll once for each leader in each hex involved and apply the results from the Leader Loss Table. When a leader is wounded, roll again to see how many Strategic Turns he is out of action and place him ahead on the Cycle Turn Record Track the number of Strategic Turns equal to the die roll. The leader becomes available for re-entry into the game on that Strategic Turn. When a leader re-enters play, he may either: 1) be placed in command of an existing army or corps headquarters; or 2) be placed on a department, following the rules for leader pick, promotion, demotion and parole (22.5).

Example: a leader is wounded on the third game turn of the 4/62 cycle. A die roll of six indicates he is out of action for six Strategic Turns. Place the leader on the 10/62 turn on the Cycle Turn Record Track. The leader becomes available to return to play on the 10/62 Strategic Turn.

If the death or wounding of a leader results in a headquarters becoming leaderless, the player affected may immediately place any leader in the same hex who isn't currently in command of a headquarters in temporary command of that headquarters to prevent it from becoming leaderless. The player must state he is doing so at the time this occurs. The player then has four game turns to move another leader to the headquarters to take permanent command of it. If the player has not moved another leader to take command of the headquarters within four turns, the leader in temporary command becomes the permanent commander of the headquarters and all rules for leader pick, promotion, demotion and parole (22.5) apply.

[26.24] CAPTURED LEADERS
Leaders can become captured in one of two ways. First, they can be captured as a lone leader, per rule 10.33. Second, they can be captured as part of a surrendering force in a besieged fort or fortress, or as part of an eliminated force that is completely surrounded by enemy units or prohibitive terrain (see 26.1). A leader who is first wounded in combat while in these circumstances is still considered captured when the force is eliminated, and he is placed on the enemy player's Cycle Turn Record Track. The enemy player may parole the leader at any time according to the rules for leader parole (22.53), except the leader isn't available to return to play until the Strategic Turn he is available to return from being wounded.

[26.25] Naval Leaders
Naval leaders function in all respects as other leaders, with the following exceptions: 1) they may never command land units; 2) they have a combat rating that may be used only when stacked with naval units involved in combat against enemy naval units, or when attacking enemy fortifications (see 11.23). That is done in the same manner as 26.2; and 3) if a naval leader is involved in a naval combat, and all naval units in the hex with him are eliminated, the naval leader is also eliminated.

[26.26] LEADER PICK, PROMOTION, DEMOTION, PAROLE

This rule is really optional:
Instead of one large leader pool, historical leader pools have been created to reflect when leaders came into prominence. The leaders have been placed at various points on each players Cycle Turn Record Chart. When the turn reaches a cycle that has leaders on it, the leaders are added to that player's leader pool and are then available to be picked in the Leader Pick Segment of the Strategic Turn. That ensures leaders will appear in the game in a time frame similar to when they appeared historically.

26.3 CONFEDERATE INITIATIVE PICK

One number in any given initiative pool composition series is shown as boldface and parenthesized. If he so desires, the Confederate player may select that numbered chit automatically, rather than risk a blind pick.

26.4 LEE STAYS EAST

Confederate Gen. R. E. Lee is prohibited from leaving map C or deploying any place but map C for the entire game.

26.5 GRANT STAYS WEST

Gen. Grant may not command an army until after 9/62. He may not enter into or deploy on map A until 1864. If Halleck is picked prior to 1864, he must be employed in the west (maps A and B), and Grant must remain stacked with Halleck for 15 continuous game turns, receiving initiative only from Halleck. Halleck may be transferred after Grant serves under him.

26.6 ENTRENCHMENTS

[26.61] Beginning in 1864, an infantry force of at least 10 strength points that occupies a hex for one friendly Movement Phase without moving may entrench. The friendly player places an entrenched marker in the hex. If on the following friendly Movement Phase the force remains in place, the entrenched marker is flipped over to the second side. The hex is said to be "first game turn entrenched" or "second game turn entrenched."

[26.62] Effect of Entrenchments

1st Game-Turn Entrenched: units are tripled in defense. Defenders are not required to retreat.

2nd Game-Turn Entrenched: units are quadrupled on defense. Defenders are not required to retreat. Any attacker's loss is doubled.

Note: each player has four entrenchment markers. That is deliberate, as it represents the maximum number of entrenched hexes the player can have in play at any one point.

26.7 PARTISANS

During the Production Phase of any Strategic Turn of 1862 and thereafter, the Confederate player may place one partisan cadre in any clear terrain hex of a Confederate or neutral state that isn't occupied by Union units. The cadre has a parenthesized strength of (5) and may not move. On all following cycles, whenever the Cycle Track calls for the Confederate to demobilize militia, he may concurrently attempt to create one partisan unit from some existing partisan cadre. He must roll a one on the die. That permits him to flip the cadre over on to its 1‑2 face.

There are two types of partisan units: infantry and cavalry. The player picks a cadre at random and places it without examining what type it is (that is, place it cadre side up initially, and the Confederate player may not examine it until he flips it over).

[26.71] Effect of Partisan Cadre
There is none. Cadres may be ignored by both players for every purpose and event in the game. They just exist waiting to give birth to a partisan unit. The Union player may attack a cadre, but only a "Defender Eliminated" result kills them.

[26.72] Effect of Partisan Unit

  1. The partisan is a real unit. Without a leader it may fight and move. It has no zone of control. Union units may enter its hex and it may do the same in a hex occupied by a Union unit, except it may not enter a city hex. The partisan unit automatically destroys any supply points in a hex it enters, and it automatically destroys any supply that attempts to move through the hex it occupies (either by supply train or broadcast). The presence of Union forces in a non-city hex in no way inhibits the ability of Confederate partisans to destroy Union supply points in that hex.

  2. Partisan units don't need supply if operating in a Confederate state. If a force has only partisan strength points, it may only choose a battle intensity chit of zero or one. Partisans are otherwise treated as infantry and cavalry, respectively.

26.8 SPECIAL INITIATIVE RESTRICTION

In a very general way, leaders who don't lie on a chain of supply (as defined in section 17.0), could be thought of as being out of communication with the high command. Isolated in that way, they should be even less able to do the bidding of their player than their initiative rating shows. Therefore, we will say that: 1) an isolated leader may not be given a free movement command; and 2) the initiative limit value of an isolated leader is reduced by one.

Note: we recommend that if players choose to use any of the rules in the section above, this particular rule should then no longer be considered optional. It must be used. 27.0

27.0 Further Optional Rules for Historical Leader Entry and Promotion

The following rules are meant to take the place of the Leader Pool rules of the original WBtS. When using these rules, Leader Pools and picks will no longer be used; rather, leaders will enter at a time when they historically attained a status equal to their entry date. Entry dates are equal to corresponding cycles in the Cycle/Turn Record Track.

Along with these rules, players should reduce the number of large divisions available to them in the counter mix to force the armies to operate at more historic sizes. Most infantry divisions in the Civil War were 7,000 men or less. It’s suggested each player reduce the number of 10-3 and 9-3 infantry divisions available to four of each, and the number of 8-3 and 7-3 infantry divisions to eight of each. By doing that and using the rules given below, armies will be forced to operate at more historic sizes, as opposed to having players be able to create 60-70,000-man corps and 300,000-man armies.

Below are the leaders, their entry dates, rank at entry, their promotion dates and values for each rank. Note there a few special cases, such as Van Dorn for the CSA, who (may) be demoted to cavalry command; Sheridan for the USA, who starts as an infantry commander and is promoted to cavalry command; and Hooker, who gets demoted from a four-star leader to a three-star leader. There are also a few extra leaders for each side who were not included in the original game.

Two-star leaders may command one division plus one brigade. Two-star leaders may not normally command corps headquarters. Should a three-star leader in command of a corps headquarters become a casualty and there are no other three-star leaders in the hex to take command of the headquarters, then a two-star leader who is in that hex may take temporary command of the headquarters until the owning player can move a new three-star leader to take command of it. The owning player must move a new three-star leader to take command of the headquarters as soon as possible.

Three-star leaders may command corps headquarters. Three-star leaders not in command of a headquarters may command up to two divisions. Three-star leaders in command of headquarters may command up to four divisions (three with the headquarters plus one additional). Exception: Longstreet and Jackson for the CSA may command up to five divisions (three with the headquarters plus two additional). Three-star leaders may command an army headquarters at a reduction in effectiveness. Should a three-star leader be placed in command of an army headquarters, reduce both his initiative and combat values by one. The span of command of a three-star leader in command of an army headquarters is one. Also, only cavalry leaders may command cavalry headquarters, just as same as in the original game.

Four-star leaders may command either army or corps headquarters. Four-star leaders in command of corps headquarters operate the same as three-star leaders in command of corps headquarters. Four-star leaders in command of army headquarters may command, in addition to the units attached directly to that headquarters, a number of subordinate units equal to their command span (the center number). Those subordinate units may be two-star leaders, three-star leaders (in command or not in command of corps headquarters), or additional divisions or brigades not directly commanded by other leaders. Four-star leaders not in command of a headquarters may command a number of divisions equal to their command span (the center number), but may not command other leaders.

Five-star leaders command in the same manner as in the original rules.

LEADERS RATINGS

Two- and three-Star Leaders: The first number is the initiative limit value, and the second number is the combat value.

Four- and five-Star Leaders: The first number is the initiative limit value; the second number is the command span, and the third number is the combat calue.

CSA

STARTING LEADERS:

J. Johnston — 4 Star (3-3-1)
Beauregard — 4 Star (3-3-1)
Magruder — 2 Star (3-1)
Polk — 3 Star (2-1)
Price — 3 Star (2-1)

REINFORCEMENTS:

8/61

A. S. Johnston — 4 Star (2-3-1)

9/61

Bragg — 3 Star (2-0) Promote to 4 Star (2-3-0) 4/62
Huger — 2 Star (1-0)
(Stuart) — 2 Star (3-2) Promote to 3 Star (3-2) 7/62

10/61

Longstreet — 3 Star (3-2)
Buckner — 2 Star (2-1) Promote to 3 Star (2-1) 5/63
Van Dorn — 2 Star (2-1) Promote to 4 Star 3/62 (2-2-1). Allow optional
demotion to 3 Star Cavalry Comm. (3-1) anytime after 10/62.
May not be Re-promoted after demotion.
Smith — 2 Star (2-1)
Hardee — 2 Star (3-1) Promote to 3 Star (3-1) 4/62

11/61

Jackson — 3 Star (4-2)

1/62

Floyd — 2 Star (1-0)

2/62

Ewell — 2 Star (3-1) Promote to 3 Star (2-1) 6/63

3/62

Cheatham — 2 Star (3-1) Promote to 3 Star (3-1) 10/64
D. H. Hill — 2 Star (3-1) Promote to 3 Star (3-1) 7/63
Pemberton — 2 Star (2-1) Promote to 3 Star (3-1) 10/62

4/62

Breckenridge — 2 Star (2-1)
Hindman — 2 Star (3-1)

5/62

A. P. Hill — 2 Star (3-2) Promote to 3 Star (3-1) 6/63

6/62

Holmes — 2 Star (1-0)
R. E. Lee — 5 Star (4-5-3)

6/62

Hood — 2 Star (4-2) Promote to 3 Star (3-1) 9/63
Promote to 4 Star (3-2-0) 6/64

7/62

(Forrest) — 2 Star (4-2) Promote to 3 Star (4-2) 6/63
Taylor — 2 Star (3-2) Promote to 3 Star (3-2) 4/64

9/62

Early — 2 Star (3-1) Promote to 3 Star (3-1) 5/64

10/62

(Wheeler) — 2 Star (3-2) Promote to 3 Star (3-2) 12/62

12/62

Cleburne — 2 Star (4-2)
Gardner — 2 Star (2-1)

5/63

Walker — 2 Star (2-1) Promote to 3 Star (2-1) 9/63

9/63

Stewart — 2 Star (3-1) Promote to 3 Star (3-1) 6/64

5/64

Gordon — 2 Star (3-1) Promote to 3 Star (3-1) 12/64
(Hampton) — 3 Star (3-1)

6/64

S. D. Lee — 3 Star (3-1)

USA

AT START LEADERS:

Butler — 4 Star (0-1-0)
Lyon — 2 Star (4-2)
McClellan — 5 Star (1-5-2)
McDowell — 3 Star (2-0)

REINFORCEMENTS:

7/61

Heintzelman — 2 Star (2-1) Promote to 3 Star (2-1) 3/62

8/61

Banks — 2 Star (1-1) Promoted to 3 Star (1-1) 3/62
Promote to 4 Star (1-2-0) 12/62
Halleck — 5 Star (1-2-0)
(Stoneman) — 2 Star (2-1) Promote to 3 Star (2-1) 11/62

10/61

Hooker — 2 Star (3-1) Promote to 3 star (3-1) 9/62
Promote to 4 Star (3-3-0) 1/63. Demote back to 3 Star 7/63
Pope — 2 Star (2-1) Promote to 3 Star (1-0) 2/62
Promote to 4 Star (1-2-0) 6/62.

11/61

Buell — 4 Star (1-3-1)

12/61

Burnside — 3 Star (2-1)
Thomas — 2 Star (3-2) Promote to 3 Star (3-2) 11/62
Promote to 4 Star (3-3-2) 9/64

1/62

Curtis — 3 Star (2-1)

2/62

Grant — 4 Star (4-5-2) Promote to 5 Star (4-5-2) 3/64
McClernand — 2 Star (2-1) Promote to 3 star (2-1) 12/62
Sedgewick — 2 Star (3-1) Promote to 3 Star (3-1) 12/62

3/62

Keyes — 3 Star (2-1)
Sherman — 2 Star (3-1) Promote to 3 Star (3-2) 12/62
Promote to 4 Star (4-5-2) 10/63
Sumner — 3 Star (1-1)
Sykes — 2 Star (2-1) Promote to 3 Star (2-1) 6/63
Smith — 2 Star (2-1) Promote to 3 Star (2-1) 11/62

4/62

Couch — 2 Star (3-1) Promote to 3 Star (3-1) 11/62
Crittenden — 2 Star (2-1) Promote to 3 Star (2-1) 7/62)
McCook — 2 Star (2-1) Promote to 3 Star 7/62
Porter — 3 Star (3-1)

5/62

Franklin — 3 Star (2-0)
Ord — 2 Star (2-1) Promote to 3 Star (2-1) 6/63
Rosecrans — 4 Star (1-3-1)

7/62

(Pleasonton) — 3 Star (1-1)
Slocum — 2 Star (3-1) Promote to 3 Star (2-1) 10/62

9/62

Hancock — 2 Star (3-2) Promote to 3 Star (3-2) 5/63
Meade — 2 Star (3-1) Promote to 3 Star (3-1) 12/62
Promote to 4 star (3-4-1) 7/63
Reynolds — 3 Star (3-1)
(Sheridan) — 2 Star Infantry Commander (3-2)
Promote to 3 Star Cavalry Commander (4-2) 4/64
Sickles — 2 Star (2-0) Promote to 3 Star (2-0) 2/63

11/62

Howard — 2 Star (2-1) Promote to 3 Star (2-1) 1/63

12/62

McPherson — 3 Star (3-2)
Steele — 2 Star (2-1) Promote to 3 Star (2-1) 8/63

3/63

Wright — 2 Star (3-1) Promote to 3 Star (3-1) 5/64

6/63

Granger — 3 Star (3-1)

8/63

Warren — 3 Star (2-1)

2/64

Schofield — 3 Star (2-1)

5/64

(Wilson) — 2 Star (3-2) Promote to 3 Star (3-2) 12/64

28.0 FURTHER OPTIONAL LEADER EFFECT & LOSS VARIANT RULES

For those who never liked the way the rules are set up to have leaders affect combat, or the leader casualty rules, we offer the following. A player will usually not put a good leader in combat because the risks are too high he may be killed or captured. And there were actually few high-ranking leaders (army or corps) who were captured during the war, except in cases where the leader was in command of a fort that surrendered, such as Vicksburg. Further, there are no rules for leaders being wounded.

We’ve put together some leader rules we feel will be more historically accurate than those included above. To explain how I came up with the Leader Loss Table, I found how many of the leaders in the game became casualties as a corps or army Leader. The Union and Confederate army each only had one leader killed during the war while acting as an army commander. Each side also only had one army commander wounded. To reflect that, the Leader Loss Table gives small chances for army commanders to become casualties, about 1.5 percent overall each time they are involved in combat. Corps commanders were about five times more likely to become casualties than were army commanders, with the ratio of those wounded being slightly higher than those killed. The table reflects those differences.

LEADER EFFECT ON COMBAT
Leaders affect combat by initiating it. They also affect the combat resolution die roll. The player owning the leader or leaders involved in a combat applies the combat rating of the leader in command of the attacking or defending force to the die roll in any direction.

Example: Assume a leader with a combat rating of two is involved in a combat. The die roll is three. The player owning the leader may then inspect the CRT and select any result in the column one line, two line, three line, four line or five line, and pick any of those five possible results as the result for the battle.

If a player has more than one leader who could affect the die roll (that is, two separate forces commanded by separate leaders are attacking), he may select only one (his choice) to affect the die roll.

If both players have leaders present, the player with the higher combat rated leader is allowed to alter the die roll by the numerical difference between his leader and the enemy leader.

LEADER LOSSES
Any time a combat occurs and there is a leader or leaders in any of the hexes involved in that combat, roll once for each leader in each hex involved and apply the results from the following table. When a leader is wounded, roll again to see how many Strategic Turns he is out of action, and place him ahead on the Cycle Turn Record Track the number of Strategic Turns equal to the dice roll. The leader becomes available for re-entry into the game on that Strategic Turn. When a leader re-enters play, he may either: 1) be placed in command of an existing army or corps headquarters; or 2) be placed on a department, following the rules for leader pick, promotion, demotion and parole (22.5).

Example: A leader is wounded on the third game turn of the 4/62 cycle. A die roll of six indicates he is out of action for six Strategic Turns. Place the leader on the 10/62 turn on the Cycle Turn Record Track. The leader becomes available to return to play on the 10/62 Strategic Turn.

If the death or wounding of a leader results in an headquarters becoming leaderless, the player affected may immediately place in temporary command of that headquarters any leader (and who is not currently in command of another headquarters) to prevent it from becoming leaderless. The player must state he is doing so at the time that occurs. The player then has four game turns to move another leader to the headquarters to take permanent command of it. If the player has not moved another leader to take command of the headquarters within four turns, the leader in temporary command becomes the permanent commander of the headquarters, and all rules for leader pick, promotion, demotion and parole (22.5) apply.

LEADER LOSS TABLE
Dice — Result

(The dice numbers below are the table's list numbering as printed.)

2 — Four- or five-star leader, or any leader in command of an army headquarters: roll again. On a roll of 2-5, the leader is killed. On a roll of 9-12, the leader is wounded. On a roll of 6-8, there is no effect. If the leader is wounded, roll again to see how many Strategic Turns the leader is out of action.

3 — Three-star leader, or any leader in command of a corps headquarters: roll again. On a roll of 2-7 or 12, the leader is killed. On a roll of 8-11, there is no effect.

4 — Three-star leader, or any leader in command of a corps headquarters: roll again. On a roll of 2-6 or 8, the leader is wounded. On a roll of 7 or 9-12, there is no effect. If the leader is wounded, roll again to see how many Strategic Turns the leader is out of action.

5-12 — No effect.

CAPTURED LEADERS
Leaders can become captured in two ways. First, they can be captured as a lonely leader, per rule 10.33. Second, they can be captured as part of a surrendering force in a besieged fort or fortress, or as part of an eliminated force that is completely surrounded by enemy units or prohibitive terrain (see 26.1). A leader who is first wounded in combat while in those circumstances is still considered captured when the force is eliminated, and he is placed on the enemy player’s Cycle Turn Record Track. The enemy player may parole the leader at any time according to the rules for leader parole (22.53), except the leader is not available to return to play until the Strategic Turn he is available to return from being wounded.

29.0 Further Optional/Experimental Rules Expanding the Political Sub-System

The following variant Political Point rules are an attempt to enhance the political aspects of War Between the States. One of the major complaints has been that the game's political system is tied too much around the capture of the five major southern cities and that it does not expand into other areas.

The following rules give each of the players several options for obtaining political points besides those already included in the game. Several additional Southern cities have been given political point values, and the Northern player has been given a schedule for capturing political point cities, or he risks war weariness do to the fact he’s not keeping up with the historic rate of advance. If the Union fails to gain control of the Mississippi River in a timely manner, the Confederate player is now awarded political points, also due to war weariness. There is now also a political point rationale for each player to fight for the Trans-Mississippi Theater. The Union player may gain political points by occupying and/or destroying certain assets of the Confederacy, and the Confederate player may gain political points for capturing northern cities other than those listed in the original rules. Last, each side can gain political points for winning major battles, capturing or destroying enemy army headquarters, and inflicting casualties on the enemy. Here are the variant Political Point Awards.

25.3 POLITICAL POINT AWARDS

[25.31] Union Player

The Union Player receives Political Points for achieving the following results:

Condition Number of Points

Destroy or capture a
Confederate fort — 1

Occupy the following cities:

Charleston, SC 1
Chattanooga 1
Corinth, MS 1
Knoxville 1
Mobile 1
Nashville — 1
Vicksburg 1
Memphis — 2
New Orleans — 3
Atlanta 4
Richmond 10

The above awards are made only once per game. Exception: if the Union player loses control of a previously occupied city, he loses the political point value of that city. On re-occupying said city he will regain its political point value.

Occupy all of the following cities simultaneously:

Alexandria, LA
Brashear, LA
Galveston, TX 2
Little Rock, AK
Sabine City, TX
Shreveport, LA

The above award is made only once per game. Exception: if the Union player loses control of one or more of the above cities, after having previously and simultaneously occupied all of them, he loses two political points. On re-occupying all of the cities, he will regain those two political points.

The Union player also receives one political point for occupying both the town of Saltville, VA, and hex C0819. The Union player is not required to continue to occupying those two locations; however, he must end a turn of movement in each of them to fulfill the requirements for occupying them. Those locations represent the Confederate lead and salt mines of southwest Virginia, and ending a turn of movement on each of them represents the time necessary to destroy them.

The Union player also receives one political point on each Strategic Turn the Mississippi River is free of Confederate fortifications, river flotillas and Ironclads, and all cities touching on the Mississippi River are in Union control.

The Union player also receives one political points if he cuts and/or occupies the rail line that runs from Lynchburg, VA, through Bristol and Knoxville and into Cleveland, TN, anywhere between Lynchburg and Cleveland. Should the Confederate Player restore rail service along the entire route, the political point gained by the Union player for cutting and/or occupying it will be lost until such time as the Union player once again cuts and/or occupies the route.

The Union player also receives a political point each time he forces a Confederate force containing an army or corps headquarters to retreat via combat and that Confederate force suffers 20 percent or more casualties.

The Union player also receives a political point for every 75 strength points of Confederate ground combat units eliminated (by any methods).

The Union player also receives a political point for each Confederate army headquarters captured or eliminated from 1861 through 1864.

The Union Player also receives political points as per rules 22.5, 23.0 and 25.4.

[25.32] Confederate Player
The Confederate Player receives political points for achieving the following results:

Condition — Number of Points

Destroy or capture — 1
a Union fort

Occupy the following
cities:
Washington — 50
Baltimore — 10
Cincinnati 10
St. Louis — 10

The above awards are made only once per game.

The Confederate Player also receives a political point on each Strategic Turn any one or more of the above named cities is unable to trace a path of rail hexes free from Union units leading off the north edge of the map.

Beginning with the 1/62 Strategic Turn, the Confederate player also receives a political point on each Strategic Turn that he has ground combat units occupying any at-start Union city other than those listed above. The Confederate player must be able to trace a path via roads and/or Confederate controlled railroads free of Union units from the city to a Confederate department. The Confederate player receives only a political point each Strategic Turn, no matter how many Union cities he currently occupies.

Beginning with the 8/62 Strategic Turn, the Confederate player also receives a political point on each Strategic Turn the Union player has not captured at least four Confederate political point cities east of the Mississippi River. Beginning with the 10/63 Strategic Turn, the Confederate player also receives a political point on each Strategic Turn the Union player has not captured at least seven Confederate political point cities east of the Mississippi River. Beginning with the 10/64 Strategic Turn, the Confederate player also receives a political point on each Strategic Turn the Union player has not captured at least eight Confederate political point cities east of the Mississippi River.

The Confederate Player also receives two political points if the Union player fails to simultaneously occupy all the Confederate political point cities west of the Mississippi River by the 6/64 Strategic Turn.

The Confederate player also receives a political point each time he causes a Union force containing an army or corps headquarters to retreat via combat and that Union force receives 20 percent or more casualties.

The Confederate player also receives a political point for every 75 strength points of Union ground combat units eliminated (by any methods).

The Confederate player also receives a political point for each Union army headquarters captured or eliminated.

The Confederate player also receives five political points anytime the Union player issues an Emancipation Proclamation.

The Confederate Player also receives political points according to rules 22.5, 23.0 and 25.4.

[25.33] Destruction or Capture of A Fort
To be eligible for the one point award, a fort must be captured or destroyed involuntarily and removed from the map. A player receives one point for capturing one fort -- presumably he will take the point when he captures his first fort -- and that's all, regardless of how many additional forts he takes.

30.0 Further Optional/Experimental Rules for Naval/Fort Combat

The purposes of the following rules are threefold. First, they are an attempt to make the naval combat rules more detailed. Second, they are intended to simulate the likelihood that, early in the war, naval units were more likely to engage forts and fortresses in combat rather than attempting to run past them. And third, they are meant to take make better use of the bluffs and naval leaders being introduced in this redesign of WBtS.

In the original WBtS, naval units that entered a hex or hex side controlled by a fort or fortress could sit under the guns of that installation for an indefinite period without having to fear any kind of adverse effect, at least until the naval unit moved away from the place, at which time it would have to undergo a naval transit attack. That doesn’t seem realistic. Further, the original game allowed naval units to attack the garrison inside the fort or fortress, instead of the fort or fortress itself, and made forts and fortresses themselves completely invulnerable to naval attack.

Here are the rules I have devised to address this issue along with other changes I'm suggesting to accomplish the goals listed above, along with the accompanying charts. I think these changes would have only a minor effect on play balance, since I tried to maintain a balance similar to that of the original game, while at the same time adding more detail to it. The rules still allow for running forts with little change in the odds of success, and also allow for engaging forts in combat with the possibility of suppressing or destroying the fort’s guns instead of engaging the garrison within. Again, I tried to keep the odds similar to those of naval transit combat, except for the addition of the possibility of damaging or destroying the fort’s guns.

11.22 - Change to the following:

[11.22] A naval unit entering a hex or hex side on which an enemy fortification lies (see 11.21) must either immediately attack it using the Naval/Fort Combat Results Table, or attempt to pass the fortification undergoing a naval transit attack on the Naval Transit Combat Results Table. A naval unit entering a hex or hex side on which an enemy fortification lies may only stop in there if that installation’s guns have been suppressed or destroyed, or to engage an enemy naval unit in the same hex or hex side after having successfully engaged the fortification via naval/fort combat, or successfully passing the fortification via naval transit combat. Naval units stopping to engage enemy naval units in this manner, assuming they survive the naval combat, may freely move out of the hex or hex side controlled by the fortification on the next game turn as long as the naval unit continues in the same direction it was originally traveling. Should the naval unit return in the direction from which it came, it would again have to engage the fortification in naval/fort or naval transit combat. That simulates the naval unit again passing the fortification’s guns in the opposite direction.

Naval units may not attempt to pass fortifications using the Naval Transit Combat Results Table until the 5/62 cycle, and must use the Naval/Fort Combat Results Table prior to that time. Beginning with the 5/62 cycle, naval units may use either table at the owning player's option. Note: this restriction simulates the Union's fear of attempting to pass forts early in the war.

11.23 - This rule would be completely changed since, under these rules, naval units would attack the fortification and not the garrison within. Change to the following:

[11.23] Fortifications that have had their guns suppressed or destroyed as a result of naval/fort combat still provide a strength modifier to garrisons within when attacked by other ground combat units. Only the ability of the fortification to control the water portion of the hex/hexside is affected. The player owning a fortification whose guns have been destroyed may repair the destroyed guns in any Strategic Turn following that destruction by expending 10 supply points during the Fort Construction Phase.

NAVAL TRANSIT COMBAT RESULTS TABLE

              Fort vs:                          Fortress vs:
Naval/River Transport  Naval/Gunboat      Die  Naval/River Transport  Naval/Gunboat
Flotilla               Flotilla, Ironclad      Flotilla               Flotilla, Ironclad

M                      M                   1   M                      M
M                      M                   2   M                      M
M                      M                   3   M                      M
M                      M                   4   M                      M
M                      M                   5   W                      M
D                      M                   6   D                      W
D                      D                   7   D                      D

KEY:
M = Naval unit may continue to move in the direction it was traveling and leave the hex or hex side controlled by the fort or fortress. W = Naval unit must withdraw one hex or hex side in the direction from which it came and may not move any farther that turn. D = Naval unit (and any passengers) are destroyed.

Die Roll Modifiers:
+1 Fort/Fortress is on a bluff.
+1 Naval unit is traveling up-stream.

NAVAL/FORT COMBAT RESULTS TABLE

Fort vs:               Die   Fortress vs:
Naval/Gunboat                Naval/Gunboat
Flotilla, Ironclad           Flotilla, Ironclad

A                      0     A
A                      1     A
W                      2     W
M                      3     W
M                      4     M
S                      5     M
X                      6     S
X                      7     X

KEY:
A = Attacking naval unit is destroyed.
W = Attacking naval unit must withdraw one hex or hex side in the direction from which it came and may not move any farther that turn. M = No damage to either naval unit or fort/fortress. Attacking naval unit may continue to move in the direction desired by owning player. S = Fort/fortress guns are suppressed for the remainder of the game turn. Additional naval units may freely move past the fort/fortress without engaging it in combat for the remainder of the game turn. X = Fort/fortress guns are destroyed. Naval units may freely move past it, without having to engage it in combat, until repaired.

Die Roll Modifiers:
-1 Fort/Fortress is on a bluff.
+1 Naval leader stacked with naval unit

NOTE: If there is a naval unit friendly to the fort/fortress in the hex or hex side protected by the fort at the time an enemy naval unit attacks the fort, the enemy naval unit must first attack the fort/fortress. If the attacking naval unit survives the attack on the fort/fortress, it may then attack the friendly naval unit in the hex/hex side using naval combat (see 11.11). The friendly naval unit is, in effect, pulling back behind the fort/fortress, forcing the attacker to first attack the fort/fortress in the hope the fort/fortress stops the attacking naval unit.

31.0 MORE DESIGNER COMMENT by Ira B. Hardy

Secrecy
The rules don't address the problem of player intelligence (that is, how much information a player is allowed to have about his opponent's dispositions). Obviously, a player derives certain information from observing the map, but does he have the right to examine the composition of his opponent's unit stacks? May he observe his opponent's HQ and supply displays? May he examine his opponent's Production Spiral? The answers to those questions are left to the players themselves to decide. I believe it a better simulation if the players remain in relative ignorance of one another's force deployment. Whether it makes for a better game is a matter of personal preference.

Winter/Summer
The general effects of the seasons are contained on the Blockade Table and built into the Confederate supply per city per cycle. The time of the year has no direct effect on combat. Winter means supply trains have to remain on roads, and units can only cross rivers by road or ferry, and that's about it. I realize that isn't much for the devotees of Pluvius, but it's all I wanted. You can get into such things as ice on the northern rivers, lack of forage for cavalry in the early spring, fever in the coastal swamps in summer, etc., but not me.