Atlanta Is Ours
Atlanta Is Ours Rulebook
Table of Contents
Table of Contents
- GCACW Standard Basic Game Rules
- 1.0 Introduction
- 2.0 Basic Game Concepts
- 2.3 The Map
- 2.4 Zones of Control
- 2.5 Command Radius
- 2.6 Abbreviations
- 3.0 Basic Game Sequence Of Play
- 4.0 The Action Cycle
- 5.0 Actions
- 6.0 March And Movement
- 7.0 Combat
- 8.0 Recovery
- 9.0 Entrenchments
- 10.0 Bridges, Dams, And Ferries
- 11.0 Demoralization
- 12.0 Rain
- Limited Intelligence (Optional Rule)
- Reference: Entrenchment Table
- Atlanta Is Ours
- Basic Game Rules
- Basic Game Scenarios
- Scenario 1: The Opportunity Of A Lifetime
- Scenario 2: The Gap Is Blocked
- Scenario 3: The Battle Of Resaca
- Scenario 4: From The Oostanaula To The Etowah
- Scenario 5: Advance And Retreat
- Scenario 6: The Hell Hole
- Scenario 7: Kennesaw Mountain
- Scenario 8: Crossing The Chattahoochee
- Scenario 9: The Battle of Atlanta
- Scenario 10: Ezra Church
- Scenario 11: Wheeler's Raid
- Scenario 12: Kilpatrick's Raid
- Scenario 13: Marching On Tara
- Scenario 14: Last Stand At Tara
- Advanced Game Rules
GCACW Standard Basic Game Rules
1.0 Introduction
The purpose of this manual is to serve as a guide to playing Basic Game scenarios for any of the games that have been published to date in the Great Campaigns of the American Civil War (GCACW) series. The games published so far in the series are listed below (in order of publication), along with the three-letter abbreviation for each game. These abbreviations are used throughout this manual.
- Stonewall Jackson's Way (SJW) [Original Publication]
- Here Come The Rebels! (HCR)
- Roads to Gettysburg (RTG)
- Stonewall in the Valley (SIV)
- Stonewall's Last Battle (SLB)
- On to Richmond! (OTR)
- Grant Takes Command (GTC)
- Battle Above the Clouds (BAC)
- All Green Alike (AGA)
- Stonewall Jackson's Way (SJW) [redesign republication]
- Atlanta Is Ours (AIO)
- Here Come the Rebels! (HCR) [redesign publication]
- Roads to Gettysburg (RTG) [redesign publication]
- Rebels in the White House (RWH) [redesign publication]
Two modules were also published in the Skirmisher #2 magazine:
- Burnside Takes Command (BTC)
- Rebels in the White House (RWH)
The first six games in the series were each published with their own rule booklet that contained minor changes in Basic Game rules from one game to the next. The Basic Game rules for the series were then standardized with the publication of the Standard Series Rules Upgrade Kit in Issue #1 of the GCACW Gamer's Guide, The Skirmisher. This kit itemized the changes required to bring each game in line with the official common set of rules. Since the Basic Game rules have been standardized, each subsequent game in the series has included a Standard Basic Game rule book (such as this manual) and a separate set of rules that are unique to that campaign.
The first version of the Standard Basic Game rules appeared in Grant Takes Command. These rules have only had minor revisions in games published since then. The new designation for the standard rules that are included herein are the GCACW Standard Basic Game Rules, Version 1.3. The rules that have been added or modified for Version 1.3 are shown in blue text for ease of identification.
Since these rule sections are the most recent version of the Standard Series Rules ("Standard Rules"), they should also be used to update the rules in Sections 2.0 to 12.0 for the first six games in the series. Please note that the special rules and setups for each scenario still must be referenced from the rule booklet that was originally published with each game. The Upgrade Kit in The Skirmisher also contained 130 updated counters that are needed to convert the first five games in the series to the Standard Rules. Note: the various notes and leader counters for SJW, HCR, and RTG contained in Skirmisher 1 should not be used when playing the republished version of SJW, HCR, and RTG; these items are already included in the republication.
Although these Standard Rules enhance the realism and enjoyment of the series, particularly the early volumes, their use slightly increases the complexity of play. Although this manual's rules are considered "official", it is entirely understandable that some players may prefer to play the games strictly as originally written. Before starting play of any GCACW game, players must agree whether or not these Standard Rules will be employed. It is recommended that if these rules are used, they be used in their entirety, not selectively. However, rules listed as "optional" may be used selectively.
2.0 Basic Game Concepts
One person is chosen as the Union player and the other as the Confederate player. However, playing the game solitaire presents no special difficulties.
2.1 Game Components
The components differ from one game to the next in the Great Campaigns series. Consult the original rule booklet for each game to find the list of components for that title in the series.
2.2 Playing Pieces
The following types of playing pieces (or counters) are used in the game: military units, leaders and informational markers.
Military Units
Each player controls a set of military units. These are usually identified by their commanding officer, who is listed by name on the counter (e.g., "Ward"). Some small units, however, are simply identified by regiment (e.g., "10 GA"—the 10th Georgia Infantry). Units also have designations on each side of the organizational symbol (the colored rectangle in the middle of the counter) identifying the corps and/or the division to which the unit belongs. For example, the Union "XX" designation means the unit belongs to the Twentieth Corps; the Confederate "M-W" designation means the unit belongs to Wheeler's Corps, Morgan's Division. Union infantry units also have a numerical division designation on the right side of the organizational symbol, which is used for informational purposes only. For example in the counter for Ward above means this is the 3rd division in his corps.
Military units come in five different sizes:
- II = Squadron (Union only)
- III = Regiment
- X = Brigade
- XX = Division
- X+ = Demi-Division (Confederate only)
The demi-division was not a true military organization, although several Confederate reports from early 1862 used that term. It is an aggregation of 2 to 4 brigades from the same division and is appropriate for the early period of the war, when Confederate leaders could not easily control divisions with up to 16,000 men.
Military units are divided into three types: Cavalry, Infantry, and Artillery.
Military units have two values printed on their counters: the Tactical value, representing the military competence of the unit's commander and troops; and the Artillery value, representing the number of artillery batteries attached to that unit.
Military units have two sides: the front ("normal") side and the reverse ("exhausted") side. The exhausted side is marked by a white stripe across the top of the unit.
Leaders
There are four types of leaders in the GCACW series. A leader may never occupy a hex by itself. It must always be stacked with a friendly, subordinate military unit. The unique characteristics of each leader (and the proper way to identify their counters) are described in the sections below.
- Army Leaders: Army leaders have only a single number on their counters, which is their Command value. Army leaders are used to initiate grand assaults, and in Advanced Game scenarios of some games in the series they can perform the Activate Army Leader action. They must be attached to a subordinate infantry (not cavalry or artillery) unit at all times. Army leaders are present for both players in every game except SIV and AGA.
- District Leaders: District leaders are distinguished by the presence of a colored star on their counter. Like corps and division leaders, district leader counters contain two numbers: a Tactical value and a Command value. District leaders are hybrid units that are used to both activate units for movement and assault (like corps and division leaders) and initiate grand assaults (like army leaders). District leaders may not perform the Activate Army Leader action. They must be attached to a subordinate infantry (not cavalry or artillery) unit at all times. District leaders are found leading the forces in a side theater that was not large enough historically to warrant the deployment of an entire army (such as SIV or the GTC side theaters). Note: Not all games have District Leaders.
- Corps and Division Leaders: Corps and division leader counters contain two numbers: a Tactical value and a Command value, but no red star. Players must check the "Size" column in the scenario setup to determine which leaders with these two numbers are corps leaders and which are division leaders. Corps and division leaders are used to both activate units for movement and to initiate assaults. Corps and division leaders must be attached to a subordinate unit belonging to the same corps or division at all times. This subordinate unit can be of any type (infantry, cavalry, or artillery), depending on the composition of the units in that corps or division. Some combination of corps and/or division leaders are present for both players in every game in the series. Some corps may even have both corps and division leaders present; in this case some units may be activated by either the corps or division leader at the player's discretion.
Informational Markers
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Strength Markers: A military unit must always possess a single Strength marker. A Strength marker has a front (organized) and a reverse (disorganized) side. The organized side has a single number from 1 to 21, which is both its "Manpower value" and "Combat value." The disorganized side has two numbers: a smaller number in value (1/2 to 14), which is its Combat value; and a larger number in value (1 to 21), which is its Manpower value. Strength markers never function by themselves; they must always be assigned to a military unit. At the start of a scenario, a Strength marker of the correct Manpower value is placed underneath a unit on its organized side. Wherever a unit goes, its Strength marker accompanies it. A maximum of one Strength marker may be assigned to a unit at a time. As a unit suffers losses, its marker changes. A player may examine his opponent's Strength markers at any time. Leaders never possess Strength markers.
Although Strength markers can have numbers from 1 to 21, in most games in the series, players are limited to a maximum Manpower value that is less than 21.
Game Maximum Manpower Value RTG 17 SIV 8 OTR 21 BAC 14 AGA 7 AIO 16 All others 18 -
Fatigue Markers: As military units move and fight, they become "fatigued." Fatigue is represented in five "Fatigue levels" from 0 to 4. Military units must always be at one of these levels. Fatigue markers are placed underneath a unit's Strength marker. As the unit's Fatigue level changes, its Fatigue marker is adjusted. A unit at Fatigue level 0 does not possess a Fatigue marker—the lack of such a marker indicates Level 0. Leaders never possess Fatigue markers.
Sample Units
The sample units depicted in the rulebook are for the game AIO; similar graphics are used in HCR, RTG, and RWH. For previous games in the series, refer to the rules included with a particular game for the unit style used in that game.
Each counter shows a Name and, for leaders, a Command value (Army Leader) or a Command value and Tactical value (Corps or Division Leader), plus a portrait. Each military unit counter (infantry, cavalry, or artillery) shows its Size, Name, Organization Symbol, Tactical value, and Artillery value on the front, with an Exhaustion Indicator on the back (exhausted side). A Strength marker shows the Manpower and Combat value on its organized (front) side, and separate Combat and Manpower values on its disorganized (back) side.
2.3 The Map
Major Terrain
Each land hex on the map is classified as one of nine major terrain types: clear, rolling, rough, woods, city, swamp, provisional swamp, hill, or mountain. Each terrain type has its own Movement Point cost, listed on the Terrain Chart, which military units pay to enter the hex. Clear, rolling and hill hexes have distinctive base colors: light yellow for clear, light green for rolling, and orange for hills. Other hexes can be recognized by special symbology:
- a green "brush" pattern for rough
- a dark green "forest" pattern for woods
- a gray "grid" pattern for city
- a light green "marsh" pattern for provisional swamps
- a highlight to the provisional swamp for permanent swamp hexes (in OTR and GTC this highlight is given by making the swamps a darker green; in all other games the permanent swamp hexes have a silvery-blue highlight applied)
- a brown "elevated land" pattern for mountain, and
- a tan pattern for hills.
A hex is rough even if its green "brush" pattern is sparse. Likewise a hex does not have to be fully covered with a forest pattern to be woods or a grid pattern to be city.
If a hex has more than one of the major terrain types listed above, for all game purposes the hex is treated as if it only has the terrain type listed last in the list. For example, a hex with both mountain and woods is treated as a mountain hex since mountain is after woods in the list order.
Only whole hexes are playable. Partial hexes are not playable for any game purpose, they are considered off-map.
Special Hex/Hexside Features
A number of terrain types appear along hexsides, such as rivers, creeks, ridges, fords, bridges, ferries, dams, and county borders. Several types of special terrain appear within a hex, such as villages, RR stations, pikes, roads, landings and redoubts, but these have no effect on a hex's major terrain classification. Woods Hexside: A "woods hexside" is a hexside between a woods hex and any other hex (including another woods hex). The hexside itself does not have to be covered with a forest pattern to be considered a woods hexside.
2.4 Zones of Control
A military unit, regardless of its status, exerts a Zone of Control (ZOC) into each of the six adjacent hexes surrounding it. Exceptions: ZOC extend across major or minor river hexsides only at fords, dams, ferries, or bridges. Also, ZOC extend into and out of swamp and mountain hexes only across hexsides crossed by a road, pike, RR or trail. Finally, ZOC do not extend across all-water hexsides.
Restricted ZOC: If a unit exerts a ZOC across a woods hexside (see definition above), and no road, pike, RR or trail traverses that hexside, the hex into which that ZOC is exerted is referred to as a "restricted ZOC." Non-restricted ZOC are sometimes referred to as "normal" ZOC. Unless otherwise specified, restricted ZOC hexes function like normal ZOC.
2.5 Command Radius
Sometimes a leader must trace a "command radius" between itself and subordinate units or another leader. A command radius is a path of three or fewer contiguous hexes between a leader's hex (exclusive) to a unit's hex (inclusive). Terrain is irrelevant when a leader traces a command radius— the three-hex path may enter any type of hex or cross any hexside. A command radius may not enter an enemy-occupied hex or an enemy ZOC. (It may enter an enemy ZOC hex if that hex is occupied by a friendly unit.) The hex occupied by a leader is considered within its own command radius.
2.6 Abbreviations
Art: Artillery. Brig: Brigade. Cav: Cavalry. Cmd: Command. Disorg: Disorganized. Div: Division. Dmorlze: Demoralized. Inf: Infantry. MP: Movement Points. Org: Organized. Regt: Regiment. RR: Railroad. Sub: Substitute. VP: Victory Points. ZOC: Zone of Control.
3.0 Basic Game Sequence Of Play
Each turn is performed according to a Sequence of Play:
1. Random Events Phase
Two dice are rolled; the players consult the Random Events Table. (Random events are only used in a Basic Game scenario if the scenario specifically calls for it.)
2. Leader Transfer Phase
Leaders may be transferred from one subordinate unit to another.
3. The Action Cycle
- A. Initiative Segment: Both players roll a die. The player with the higher roll wins. The winner must take initiative or pass (see 4.2). If both players roll the same number, special considerations apply.
- In BAC and AIO, either the Union or Confederate player may win initiative depending on the specific number rolled. Insubordination may also occur in BAC. Check the BAC or AIO Basic Game Rules for more details.
- In all other games, the Confederate Player wins initiative.
- B. Activation Segment: The player who has taken initiative must perform a single action with an eligible leader or unit. At the end of an Activation Segment, the players return to the Initiative Segment and a new Action Phase begins. Players continue to perform Action Phases indefinitely until both players pass in the same Action Phase (see 4.4).
4. Recovery Phase
Eligible units may entrench, build bridges, repair bridges and ferries, and recover from fatigue, disorganization, exhaustion, and demoralization.
5. Turn Indication Phase
The Turn marker is advanced one box on the Turn Record Track and the players begin a new turn.
Exceptions: Occasionally, an individual Basic Game scenario might draw on one or more rules sections from the Advanced Game rules for that volume. In these situations, additional phases may be added to the sequence of play after the Random Events Phase.
4.0 The Action Cycle
Every turn has a single Action Cycle of indefinite length.
4.1 The Action Phase
An Action Cycle consists of a variable number of Action Phases. Each Action Phase is composed of an Initiative Segment and an Activation Segment. As soon as a player completes an action in the Activation Segment, a new Action Phase begins. Action Phases continue indefinitely until conditions for ending the Action Cycle are fulfilled.
4.2 The Initiative Segment
During this segment, both players roll a die. The player with the highest roll wins. If both players roll the same number, special considerations may apply:
- In BAC and AIO, either the Union or Confederate player may win initiative depending on the specific number rolled. Insubordination may also occur in BAC. Check the BAC or AIO Basic Game Rules for more details.
- In all other games, the Confederate Player wins initiative.
In some games, such as all OTR scenarios and the GTC Grand Campaign game, players must note the number on the winning die. In such games, this number is used to determine which units are eligible for activation with that initiative; see 5.2 for an example. If one player has no units eligible for activation in an Initiative Segment, his opponent automatically wins, and the dice are not rolled. (Exception: In some scenarios, the turn may end early or Insubordination may occur on certain tied initiative rolls. In these scenarios, both players must roll the dice in each Initiative Segment, even if one player has no units eligible for activation. If the player who has no eligible units wins the roll, he must pass.) The winning player must choose one of the following two options:
- Take Initiative: He may take the initiative, thereby obligating him to perform an action in the subsequent Activation Segment;
- Pass: He may "pass," automatically yielding initiative to his opponent.
A player who lost the initiative roll but who has initiative yielded to him by a "pass" must choose one of the following two options:
- Take Initiative: He may take the initiative, thereby obligating him to perform an action in the subsequent Activation Segment;
- Pass: He may "pass," automatically ending the Action Cycle.
Passing
If the player who wins the initiative roll passes, he does nothing. His opponent must then either take the initiative or pass. If the opponent also passes, the Action Cycle ends.
4.3 Activation Segment
The player who takes initiative must perform a single action with an eligible unit or leader in the Activation Segment. The counter selected for this action is called the "active unit" or "active leader." The player controlling this unit/leader is called the "active player."
4.4 Ending the Action Cycle
As soon as a player completes an action in an Activation Segment, a new Action Phase begins. Action Phases repeat indefinitely in an Action Cycle until both players pass in the same Action Phase. Thus, an Action Cycle ends when the player who wins the initiative roll passes, and his opponent—who is given the choice of taking initiative or passing—also passes. The Action Cycle also ends when both players have no units eligible for activation; or if a player passes when his opponent has no units eligible for activation. When an Action Cycle ends, proceed to the Recovery Phase.
5.0 Actions
The player who takes initiative must perform a single action in the Activation Segment with one of his units or leaders. There are five types of actions:
- March
- Activate Leader
- Assault
- Burn RR Station (not in SIV or OTR)
- Entrenchment (1863 or later)
5.1 March
Only a single unit (not a leader) may be chosen to perform a March action. A unit is eligible to march only if it is currently at a Fatigue Level of 3 or less—it may not march if it is at Fatigue Level 4. The unit's Strength marker may be organized or disorganized. A unit may march more than once per turn, but never more than once per Action Phase. A March is performed as follows:
- The player with initiative selects one eligible unit anywhere on the map. The unit's Movement Allowance is calculated as follows:
- Union Infantry or Artillery Unit: The Union player rolls one die. The result is the unit's Movement Allowance.
- Confederate Infantry or Artillery Unit: The Confederate Player rolls one die. The die roll is increased by 1. The modified die roll is the unit's Movement Allowance. Exception: In OTR and AGA, the Confederate Player rolls one die (but does not increase the roll by 1). The result is the unit's Movement Allowance, although the unit's minimum Movement Allowance is 2, even if the roll is 1.
- Union Cavalry Unit: The Union player rolls two dice. The sum of the dice is the unit's Movement Allowance.
- Confederate Cavalry Unit: The Confederate player rolls two dice. The sum of the dice is increased by 1. The modified dice roll is the unit's Movement Allowance.
- The chosen unit's Fatigue Level is increased by one. The unit gains a new Fatigue marker (or has an existing marker flipped over) to reflect the change. If this march brings a unit on its normal side to a new Fatigue Level of 3 or 4, or a unit on its exhausted side to a new Fatigue Level of 2, 3 or 4, it is an "extended march," and the player must consult the Extended March Table. Note: Before proceeding to Step 3, enemy cavalry units in the active unit's ZOC may perform a cavalry retreat (see 7.7).
- An eligible unit may enhance its Movement Allowance by making a "force march." The Movement Points (MP) gained by a force march are added to the Movement Allowance calculated in Step 1 to determine a final Movement Allowance. If no force march is performed, the unit's final Movement Allowance is the number determined in Step 1.
- Place the "Active Movement Allowance" marker on the Movement Track in the box corresponding to the unit's final Movement Allowance.
- The unit performs its march. As it expends MP, the Active Movement Allowance marker is adjusted downward. The march ends when the marker reaches 0 or the active player states that the action is over. If the marker reaches 0 due to an attack, the action does not end until the attack is resolved.
(Optional) A unit at Fatigue Level 4 may be selected in Step 1 of a March action if its Strength marker is organized. If a unit at Fatigue Level 4 marches, its Strength marker is automatically flipped to its disorganized side. (It retains its Fatigue Level 4 marker.) The player does not consult the Extended March Table. If a unit at Fatigue Level 4 marches, it may not also force march.
Extended March
If a unit on its normal side marches and its fatigue increase brings it to Fatigue Level 3 or 4, the action is an "extended march." If a unit on its exhausted side marches and its fatigue increase brings it to Fatigue Level 2, 3 or 4, the action is also an "extended march." Before proceeding to Step 3 of the march procedure, the active player rolls a die and consults the Extended March Table (see Charts & Tables handout). This roll may be modified. If the unit's Strength marker is organized, the modified roll is cross-referenced with the "Organized" column. If the unit's Strength marker is disorganized, the modified roll is cross-referenced with the "Disorganized" column corresponding to its current Manpower value. There are three possible results:
- NE: No effect; the extended march has no effect on the active unit.
- D: Disorganized; the unit's Strength marker is flipped to its disorganized side.
- 1/2/3: The unit's Manpower value is reduced by 1, 2, or 3. The unit's new Strength marker is placed on its disorganized side.
As long as it is not eliminated by the result, the active unit resumes its march after determining the effects of its extended march.
Example: If, in RTG, a Union unit on its exhausted side that does not belong to the Army of the Potomac performs a march, and that march brings the unit to a new Fatigue Level of 3, that march is an extended march. The Union player consults the Extended March Table, adding 3 to his die roll. (+2 because the unit does not belong to the Army of the Potomac; +1 because the march increased the exhausted unit's Fatigue Level from 2 to 3.)
Force March
A player may enhance his active unit's Movement Allowance by declaring a "Force March." A force march may only be declared in Step 3 of the March procedure. An active unit may force march only if its Strength marker is currently on its organized side. Artillery units can never force march. To conduct a force march, follow this procedure:
- Flip the unit's Strength marker to its disorganized side.
- If an infantry unit force marches, roll one die and subtract 1 from the roll. If a cavalry unit force marches, roll two dice and subtract 1 from the dice sum. The result is the number of MP added to the active unit's Movement Allowance as determined in Step 1 of the March procedure. The minimum MP bonus gained by an infantry unit's force march is 2, even if the modified roll is 0 or 1. The minimum MP bonus gained by a cavalry unit's force march is 4, even if the modified roll is 1, 2, or 3.
- If the unmodified roll in Step 2 is 6 (for infantry), the active unit's Manpower Value is reduced by two; if the unmodified roll in Step 2 is from 2 to 5 (for infantry) or 8 or more (for cavalry), the active unit's Manpower Value is reduced by one. New Strength markers are placed on their disorganized sides. If the unmodified roll in Step 2 is 1 (for infantry) or 7 or less (for cavalry), the active unit's Manpower Value is unaffected.
March Example: The Union player takes initiative and declares a march with Newton's division, which currently is exhausted at Fatigue Level 1 with an organized Strength marker (Manpower/Combat value of 7). The Union player rolls a die to determine Newton's Movement Allowance, obtaining a 3. Newton's Fatigue Level is increased to 2, indicating that an extended march is in effect because of his exhaustion. The Union player rolls a die, obtaining a 4, and consults the Extended March Table, cross-referencing 4 with the "Organized" column. One is added to the roll because Newton is a Union unit. The result is "NE," so Newton is unaffected by the extended march. (Had Newton's march brought his Fatigue Level to 3 instead of 2, the Union player's die roll of 4 would have been further modified to 6, and the result would have been "D" [Disorganized].) In this case Newton's organized Strength marker would have been flipped to its disorganized side. The Union player decides to force march Newton, which is permissible because of his organized Strength marker. He flips Newton's Strength marker to its disorganized side and rolls a die, obtaining a 1. This is reduced by 1 to 0, but the minimum MP bonus in an infantry force march is 2. Thus, Newton's final Movement Allowance is 5 (3 + 2). The Active Movement Allowance marker is placed in the "5" box on the Movement Track. Newton does not suffer Manpower value loss due to the force march because the unmodified force march die roll was 1.
5.2 Activate Leader
The "activate leader" action enables a player to perform one or more consecutive march actions with eligible military units in the same Action Phase. The following actions may not be performed in an Activate Leader action: Assault, Burn RR Station, and (in Advanced Game scenarios) RR or amphibious embarking and movement. Only one district, division, or corps leader at a time may be chosen for activation. A leader is eligible for activation only if one or more units within his command radius belonging to his command are at a Fatigue Level of 3 or less. A leader activation is performed as follows:
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The player with initiative selects an eligible leader anywhere on the map.
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The player with initiative must select one or more units belonging to the active leader's command that are situated within the leader's command radius (other than the leader itself). All of the units selected to participate in an activate leader action must be at a Fatigue Level of 3 or less. Place a Union or Confederate "Leader Activation" marker on top of each unit selected. The player is not obligated to select every eligible unit within the leader's command radius, although he may do so. He must select at least one. In all games there will be units that do not belong to any leader's command. (Example: Union cavalry units in SIV, OTR, SJW, HCR, SLB and AGA do not belong to a command since there are no Union cavalry leaders in those games). These units may not be selected to join an activate leader action. They may only perform march and entrenchment actions individually. The following are special exceptions to this rule:
Exceptions:
- Artillery units in all games may be selected to join in an Activate Leader action of any non-cavalry leader, even though they do not belong to the active leader's command.
In 1864, or in 1863 if playing with the "Entrenchment" action optional rule, the player must declare whether each unit selected will march or entrench. This designation must occur in Step 2 of this procedure, prior to the calculation of the Movement Allowance. The player is free to have some units march and others entrench during a single Activate Leader action.
(Optional) A unit at Fatigue Level 4 may be selected to march (not entrench) in Step 2 of an Activate Leader action if its Strength marker is organized. If a unit at Fatigue Level 4 marches, its Strength marker is automatically flipped to its disorganized side. (It retains its Fatigue Level 4 marker.) The player does not consult the Extended March Table. If a unit at Fatigue Level 4 marches, it may not also force march.
Special Rule For On To Richmond: In OTR, if the Union player is performing the Activate Leader action, he is limited in the number of units he may select by the number he rolled during the just-completed Initiative Segment of the current Action Phase:
Union Die Roll Result 1 to 4 Union player may select only 1 eligible unit 5 Union player may select 2 eligible units 6 Union player may select any number of eligible units Note: If the Confederate player won the initiative roll in the current Action Phase but passed, the Union player may select any number of eligible units in a leader activation regardless of the number he rolled in the Initiative Segment. Also, if the Union player has taken initiative in the current Action Phase without an initiative dice roll (which is possible if the Confederate player has no units eligible for activation), the Union player may select any number of eligible units in a leader activation.
Units activated by cavalry division leaders are limited by the following rule. Only the first cavalry unit to march as part of an Activate Leader action initiated by a cavalry division leader may conduct an attack. The second or any subsequent cavalry unit to march in an Activate Leader action may not attack. Thus, a maximum of one cavalry unit may attack in an Activate Leader action initiated by a cavalry division leader. There is no such limitation in an Activate Leader action initiated by a cavalry corps leader.
- The active player now repeats Steps 6, 7, and 8 for each unit chosen to participate in the leader activation in Step 2. The player must perform Steps 6, 7, and 8 for each unit selected in Step 2; units may not withdraw from the action (although they are not obligated to move or attack). Each unit must perform Steps 6, 7, and 8 a maximum of once per leader activation. A unit must complete its march or entrenchment before another unit begins its action. The leader activation ends when each unit with a Leader Activation marker has completed Steps 6, 7, and 8.
Leader Activation Example: The Union player takes initiative and declares an "Activate Leader" action with Logan. Four divisions are situated within Logan's command radius: Osterhaus (Fatigue Level 4), ML Smith (FL 0), Harrow (FL 1), and Veatch (part of XVI Corps). All four divisions are on their normal sides. Osterhaus is not eligible to participate because he is at FL4; Veatch may not participate because he is part of XVI Corps. Thus, only ML Smith and Harrow are eligible to participate and the Union player chooses them both. He places a Leader Activation marker on both units. The Union player rolls a die, obtaining a 4. Since the movement allowance is one die plus one, the Leader Movement Allowance marker is placed in the "5" box of the Movement Track, where it remains for the duration of the action. Logan, who is currently stacked with ML Smith, now transfers to Harrow's hex. The Union Player performs a march action with Harrow, whose Leader Activation marker is removed. Harrow's FL is increased to 2, so an extended march is not in effect. No force march is performed, so the Active Movement Allowance is placed in the "5" box in the Movement Track. Harrow's march ends when the Active Movement Allowance marker reaches 0. Next, the Union Player performs a march action with ML Smith. He repeats the procedure that he followed for Harrow (remove the Leader Activation marker, increase FL, place the Active Movement Allowance marker, and perform the march). The Leader Activation now ends and a new Action Phase begins.
5.3 Assault
An "assault" action enables a district, division, or corps leader to attack a single, adjacent, enemy-occupied hex with a group of subordinate units rather than attacking with each individually. Only one leader at a time may be chosen for an assault. A leader is eligible for an assault only if one or more subordinate units in the leader's hex have a Fatigue Level of 3 or less. MP are not used in an assault, and the active player does not roll a die to determine a Movement Allowance. Assaults are explained in detail in the combat section (see 7.1).
5.4 Burn RR Station
Who May Burn RR Stations
Only a single military unit (not a leader) may be chosen to perform a burn RR station action. A unit is eligible for this action if it occupies a RR station hex and is at a Fatigue Level of 3 or less; it may not be chosen if it is at Fatigue Level 4. The unit's Strength marker may be organized or disorganized, but it must have a Combat Value (not Manpower Value) of 2 or more. Units in SIV and OTR may not burn RR stations.
Procedure
The player with initiative selects a single eligible unit anywhere on the map. The chosen unit's Fatigue Level is immediately increased by one. The units gains a new Fatigue marker (or has an existing marker flipped over) to reflect the change. An extended march never occurs as a result of a burn RR station action, even if the unit goes to a new Fatigue Level of 2, 3, or 4.
If the unit's Combat Value is 2, 3, or 4, place a Damage marker in the RR station hex; if the unit's Combat Value is 5 or more, place a Destroy marker in the hex. The presence of other friendly units in the hex has no effect on the type of marker placed in the RR station hex. The action is now over and a new Action Phase begins.
Damage/Destroy markers remain in place for the duration of the game. (Exception: Damage/Destroy markers may be removed in the Advanced Game in some of the volumes in the series). However, an existing Damage marker is flipped over to its Destroy side at the moment a unit with a Combat Value of 5 or more performs a burn RR station action in that hex. An existing Damage marker is unaffected if a unit with a Combat Value of 2, 3, or 4 performs a burn RR station action in that hex. A Destroy marker is unaffected if other units later perform a burn RR station action in that hex.
5.5 Entrenchment
Who May Entrench
In any 1864 or later scenario, or in a 1863 scenario if this Entrenchment Action optional rule is used by mutual consent of the players, players may add an "Entrenchment" action to the menu of actions available to active units. Entrenchment actions may be performed by units marching individually or as part of an Activate Leader action. Entrenching during the Action Cycle is always in addition to normal entrenchment rules. Eligible units may still entrench in Step 1 of the Recovery Phase.
Entrenchment Action Restrictions: The unit must meet all the following conditions to be selected for an Entrenchment action:
- It must be a military unit (not a leader)
- It must be at a Fatigue Level of 0, 1, or 2 if the year is 1863 (Fatigue Level 0, 1, 2, or 3 in 1864). Units may not perform entrenchment actions if the year is 1862 or earlier.
- It must not be demoralized. (It may be exhausted, and its Strength marker may be disorganized.)
- It must not already possess a completed Fort marker.
Note: A unit may perform more than one Entrenchment Action per turn, assuming it is eligible.
Entrenchment Action Procedure:
If an entrenchment action is declared, the active player follows one of the following two procedures, depending on the year of the game.
(Optional) 1863 Procedure:
- The active unit's Fatigue Level is increased by two. (An extended march never occurs as a result of an Entrenchment action.)
- The player places an Entrenchment marker on the active unit (or adjusts an existing Entrenchment marker) as follows:
- If the active unit does not currently possess an Entrenchment marker, place a Breastwork–Build marker atop the unit.
- If the active unit already possesses a Breastwork–Build marker, flip the marker to its Complete side (or, if using an RTG Breastwork marker, change it from a sideways to a normal alignment).
- If the active unit already possesses a completed Breastwork marker, place a Fort–Build marker atop the unit.
- If the active unit already possesses a Fort–Build marker, flip the marker to its Complete side.
- The Entrenchment action ends, and a new Action Phase (or the next action in an Activate Leader action) begins.
1864 Procedure:
- The active unit's Fatigue Level is increased by one. (An extended march never occurs as a result of an Entrenchment action).
- The player places an Entrenchment marker on the active unit (or adjusts an existing Entrenchment marker) as follows:
- If the active unit does not currently possess an Entrenchment marker, place an Abatis marker atop the unit. Exception: If an active unit is in a redoubt hex (that it is eligible to benefit from – see 9.0), place a Breastwork-Build marker atop the unit.
- If the active unit already possesses an Abatis marker, flip the marker to its Breastwork-Build side.
- If the active unit already possesses a Breastwork-Build marker, place a Breastworks marker atop the unit.
- If the active unit already possesses a Breastworks marker, flip the marker to its Fort-Build-1 side.
- If the active unit already possesses a Fort-Build-1 marker, place a Fort-Build-2 marker atop the unit.
- If the active unit already possesses a Fort-Build-2 marker, flip the marker to its Fort-Complete side.
- The Entrenchment Action ends, and a new Action Phase (or the next action in an Activate Leader action) begins.
6.0 March And Movement
6.1 Rules of Marching
A marching unit may move and/or attack.
Movement
A unit moves from hex to adjacent hex, expending a number of Movement Points (MP) equal to the cost of the major terrain in the hex entered (see the Terrain Chart). A marching unit can expend some, all, or none of its MP (unused MP may not be saved from march to march, nor may they be transferred between units). As a unit expends MPs, the Active Movement Allowance marker is adjusted downward on the Movement Track. The unit may no longer move when the marker reaches 0.
Attack
Attacks (except for assaults) are part of the march procedure. A marching unit may attack any single adjacent hex occupied by enemy units. There are four types of attacks, each of which expends a different number of MP. (The MP cost also varies for infantry and cavalry units.) A unit may not attack if it does not possess the requisite MP. The four attacks and their MP costs are:
- Column of Route: 0 MP (for both infantry and cavalry)*
- Hasty: 1 MP for infantry; 2 MP for cavalry
- Normal: 2 MP for infantry; 4 MP for cavalry
- Prepared: 4 MP for infantry; 8 MP for cavalry
* A column of route attack may not be declared if a unit's Movement Allowance is 0; it may only be used if the unit has a Movement Allowance of 1 or more at the moment of declaration.
Note: The defender's terrain does not affect an attack's MP cost. The four types of attacks listed above are used only for units attacking in a march—they are not used in an assault.
6.2 Rules of Movement
Roads, Pikes, Railroads: If a unit enters a hex through a hexside crossed by a road, pike, or railroad (RR), it ignores the cost of the hex's major terrain and instead pays 1 MP. Unfinished railroads are treated as roads (not railroads) for all game purposes.
Trails: If a unit enters a mountain hex through a hexside crossed by a trail, it expends 2 MP. If a unit enters a non-mountain hex through a hexside crossed by a trail, it expends 1 MP.
Mountains: A unit may never enter or exit a mountain hex unless this move is performed across a hexside crossed by a road, pike, trail, or railroad.
Ridge: If a unit enters a hex across a ridge hexside, it must expend an additional 1 MP above the normal cost for entering the hex. This applies even if the hexside is crossed by a road, pike, trail, or RR, and regardless of the direction of movement (i.e. there is a penalty both when moving up and when moving down the ridge).
Swamps: A unit may never enter or exit a swamp hex unless this move is performed across a hexside crossed by a road, pike, or RR. Provisional swamp hexes function in all respects as rough hexes except in rain turns, when they convert to normal swamp hexes (see 12.0).
Rivers: A unit may not cross a major or minor river hexside except at a bridge, dam, ferry, or ford. A unit crossing a bridge, dam, or ford pays no MP penalty. (The MP cost of the major terrain in the hex entered is negated if the bridge, dam, or ford is crossed by a road, pike, or RR—and the road, pike, or RR MP cost is used instead.)
Dams: Dams are considered indestructible bridges in all GCACW games. A unit may cross a dam over a major or minor river with no movement point penalty, even in a rain turn, just as if it were a bridge. Unlike bridges, dams may not be destroyed. In SLB, dams were not official terrain features although they were labeled on the maps. When using the GCACW Standard Rules in SLB, any ford over major or minor rivers labeled on the map as a "dam" is now considered a dam instead of a ford. The following are the only dams in SLB:
- Occoquan Dam (SLB S5304)
- Scott's Dam Ford (SLB S3526)
Note: Strider's Dam (SIV N4322) is not a dam.
Ferries: A unit may cross a ferry over a minor river in non–rain turns with no MP penalty, just as if it were a ford. However, at a major river ferry on any turn (regardless of weather), or at a minor river ferry in a rain turn or while unfordable, the unit must pay a MP penalty (simulating the use of boats to cross). The unit's Manpower value is divided by 3 (drop fractions). The result is the MP penalty to cross the ferry. This penalty is in addition to the normal MP cost to enter the hex on the far side of the ferry (typically road movement cost).
In SIV and SLB ferries were not official terrain features although they were labeled on the maps. When using the GCACW Standard Rules in those two games, only Berry's Ferry (SIV M5608) is now considered a ferry.
Note: All fords labeled as ferries on the Potomac River are NOT considered ferries. They remain fords in the GCACW Standard Rules.
Creeks: Creek hexsides do not affect movement. Units may cross them at no special MP cost.
Water: Units may not enter water hexes.
Enemy-Occupied Hexes: A unit may not enter a hex occupied by enemy units (but see 7.6).
Enter Enemy Zone of Control: A unit must stop its movement at the moment it enters an enemy normal ZOC hex from a hex that is not in an enemy normal ZOC. The unit must then either attack or end its march. If the unit attacks successfully (i.e., it does not receive a "D," "F," "f," or "E" combat result), it is allowed to continue its march by moving and/or attacking. (However, if after a successful attack it still occupies an enemy normal ZOC, it again must either attack or end the march.) A unit must stop upon entering an enemy normal ZOC even if that ZOC is occupied by a friendly unit. If a unit enters an enemy cavalry unit's normal ZOC and the enemy unit performs a cavalry retreat, the unit may continue its march. A unit may not refuse flanks (7.8) when entering an enemy normal ZOC; however, it may refuse flanks if it marches in place in an enemy normal ZOC. In scenarios allowing Detachment (Advanced Game scenarios and Basic Game scenarios that specifically allow Detachment), a unit may detach a substitute when entering an enemy normal ZOC.
Exit Enemy Zone of Control: An active unit may not exit an enemy normal ZOC hex unless it starts its march in an enemy normal ZOC hex and its first activity is to exit that ZOC:
- ZOC to non-ZOC: If it moves from an enemy normal ZOC hex directly to a hex that is not in an enemy normal ZOC, it pays normal MP costs plus 1 MP to enter that hex. Assuming the unit has MP remaining, it may continue its march.
- ZOC to ZOC: If it moves directly from one enemy normal ZOC hex to another, it ignores the hex's MP cost and instead pays a cost equal to the unit's entire Movement Allowance. This penalty applies even if the enemy normal ZOC hex entered is occupied by a friendly unit and even if the two enemy ZOC emanate from different enemy units not in the same hex. Since the unit then has 0 MP left, its march is over and it may not attack. (Even though a hex's normal MP cost is ignored, a unit may still not enter or exit a mountain or swamp hex—except by road, pike, RR or trail—or cross a major/minor river hexside, except by ford, bridge, dam, or ferry.) If a unit moves directly from one enemy normal ZOC hex to another and the two hexes are not connected by a road, pike, RR or trail, the unit's Strength marker is flipped to its disorganized side. (If it is already disorganized, reduce the Strength marker's Manpower value by 1.) Disorganization or loss is not applied if the unit moves from one enemy normal ZOC hex to another and the two hexes are connected by a road, pike, RR or trail. A unit may neither attack nor refuse flanks (7.8) when moving directly from one enemy normal ZOC to another enemy normal ZOC.
Restricted ZOC: "Restricted" ZOC hexes—those into which a ZOC is exerted across a woods hexside not containing a road, pike, RR or trail (see 2.4)—do not affect movement in any way.
Enter Friendly-Occupied Hex: An active infantry or artillery unit must pay a penalty of 1 or more additional MP to enter a hex occupied by one or more friendly infantry and/or artillery units with a combined Combat value of 3 or more. The penalty is based on the terrain and the combined Combat value (ignoring the effects of any entrenchments) in the hex entered:
| Combined Combat Value | Clear, Rolling, Rough, Hill, City | Swamp, Woods, Mountain |
|---|---|---|
| 2 or less | No Effect | No Effect |
| 3 to 11 | +1 MP | +3 MP |
| 12 or more | +2 MP | +4 MP |
A cavalry unit never pays these MP penalties and does not trigger them if a friendly infantry/artillery unit marches into its hex.
Note: The combined Combat value may fall exactly between two rows of the chart above (e.g., 11.5). If so, round the value up.
Cavalry Retreat: When an active infantry unit moves into the normal ZOC of an enemy cavalry unit—before the active player declares an attack—the cavalry unit may make a cavalry retreat (see 7.7).
Minimum 1 Hex Movement: As long as a unit does not attack during its march, it may always move at least one hex—even if its Movement Allowance is not sufficient for it to enter an adjacent hex. Exception: A unit may still not enter or exit a mountain or swamp hex (except by road, pike, RR or trail), or cross a major or minor river hexside (except at a bridge, dam, ford, or ferry). If an enemy cavalry retreat reduces an active unit's Movement Allowance to 0 before it has moved in its march, it may still move one hex. If a unit begins a march adjacent to a ferry hexside and does not have enough MP to cross due to the ferry MP penalty, it may cross that ferry hexside anyway using all of its available MP.
6.3 Leader Movement
A leader may never occupy a hex by itself; it must always be stacked with a subordinate unit. A leader is considered "attached" to a unit with which it is stacked and must move with that unit wherever it goes during a march—including retreat and advance after combat. More than one leader may be attached to the same unit if they represent different levels within an organization (e.g. a division and corps leader or a corps and army leader). However, if a leader is stacked in the same hex with more than one subordinate unit and one of those units leaves the hex, the leader may accompany the departing unit or it may stay in the hex attached to one of the remaining units (and if one of the remaining units is already activated, it may then move and bring the leader(s) along). But, a unit may never drop a leader off onto other units and then continue its march or retreat. A leader may not move or activate by itself, although it may "transfer."
Leader Transfer
A leader may transfer from unit-to-unit in two ways:
Leader Transfer Phase: During the Leader Transfer Phase, the owning player may transfer some, none, or all of his leaders from one subordinate unit to another. To perform a transfer, the owning player must trace a path of contiguous hexes no more than 10 hexes in length from the leader's hex (exclusive) to the hex occupied by the unit to which the leader wishes to transfer (inclusive). This path may not enter enemy-occupied hexes, but it may enter enemy ZOC. It may transit any terrain type, including swamps, mountains, and rivers. The Union player must perform all desired transfers in the Leader Transfer Phase before the Confederate player executes any leader transfers.
Activate Leader Action: Leaders may transfer during an "activate leader" action (see 5.2). Such a transfer may only be performed once per action, and only before units march.
Army and District Leaders: Army and district leaders are subject to the following restrictions:
-
They may transfer in the Leader Transfer Phase, but they may not attach to a cavalry/artillery unit or cavalry leader.
-
If a District Leader is the Active Leader then he can leader transfer per section 5.2 step 5.
-
If they are situated in the same hex as an active leader performing an Activate Leader action, they may transfer with the active leader in Step 5 of the Activate Leader procedure, although they are not obligated to do so. If an army/district leader transfers, it must transfer and attach to the same unit as the active leader.
Exception: If the active leader is a cavalry leader, an army/district leader may not transfer in Step 5 of the Activate Leader procedure.
-
If an army/district leader is stacked in the same hex as more than one infantry unit and one of those units leaves the hex (including an advance after combat), the army/district leader may accompany and attach to the departing infantry unit or it may stay in the hex attached to one of the remaining infantry units.
-
An army/district leader is not obligated to be attached to an infantry unit to which a non-army leader is also attached. The army/district leader may be attached to an infantry unit by itself.
6.4 Stacking
An unlimited number of friendly units and leaders may occupy the same hex at a given time.
Force Markers
Since stacks of counters are unwieldy, players should use substitute counters called "Force markers" when they have more than two units per hex. Each player has his own set of Force markers and a corresponding Force Display. Each Force marker is identified by number and has a corresponding box on the display. A player may remove an unwieldy stack of counters from the map at any time and place the units, leaders, and markers comprising this stack in an empty box of the display. (Place units and markers in separate piles so they may be viewed at a glance.) Then the Force marker corresponding to this box is placed on the map in the hex formerly occupied by the stack. All units and leaders comprising a force are considered to occupy the hex in which the Force marker is situated, and they exert ZOC normally. Subject to normal marching rules, units and leaders may leave the force and be placed back on the map at any time the owning player wishes. Units may freely join a force if they end a march in the same hex as the marker. Force markers have no effect on play. Players are not obligated to use them.
6.5 Fatigue Levels
A unit's Fatigue Level is increased when it performs an action. It may also be increased due to combat. A unit at Fatigue Level 4 may not perform an action, although it may defend and retreat due to combat. Players may wish to turn units sideways when they reach Fatigue Level 4 so that they can see at a glance which units are no longer eligible for activation. (Exception: If playing with the optional rule in Sections 5.1 and 5.2, units at Fatigue Level 4 may activate if their strength marker is organized).
7.0 Combat
7.1 Attacks
Only a unit performing a march or units participating in an assault action may attack.
Targets Of Attacks
An attacking unit (or group of units in an assault) may attack any single, adjacent hex occupied by one or more enemy units. If the attacking unit is adjacent to more than one enemy-occupied hex, it may attack only one hex of the active player's choice.
Participation In Attacks
Attacks are never mandatory. In a march, only the active unit may attack. All other friendly units, even those stacked in the same hex as the active unit, never participate in the attack. A unit may attack more than once per march as long as it has the requisite MP and does not suffer a prohibitive result on the Combat Results Table. In an assault action, only subordinate units stacked in the same hex as the active leader may participate in the attack. (Exception: see "grand assault.") A maximum of one attack may take place per assault action.
Participation In Defense
All units in a hex being attacked must participate in that combat. The attacker may not single out a unit in the hex as a target, and the defender may not withhold units in the hex from combat.
Attack Restrictions
Rivers: An attack may not take place across a major or minor river hexside unless a bridge, dam, ferry, or ford connects the attacker's and defender's hexes.
Mountains and Swamps: An attack may not take place against a unit in a mountain or swamp hex unless the attacker's and defender's hexes are connected by a road, pike, RR or trail. A unit in a mountain or swamp hex may not attack an enemy unit unless the two hexes are connected by a road, pike, RR or trail.
Artillery: Artillery units performing march actions may not attack.
Woods Hexsides: A unit may only attack across a "woods hexside" (see 2.3) if it meets either of the following conditions:
- It starts the action in the hex from which the attack is made.
- There is a road, pike, RR or trail connecting the attacker's and defender's hexes. In this case it is permissible for the active unit to have marched one or more hexes before initiating the attack across the woods hexside.
Attack Procedure (Marching Unit Only)
A unit performing a march may attack as follows:
- Select Target: The active player states the attack's target.
- Select Attack Type: The active player states his type of attack: column of route, hasty, normal, or prepared (see 6.1). Adjust the Active Movement Allowance marker downward on the Movement Track by the attack's MP cost.
- Determine Combat Values: The players determine their Combat values and calculate the "ratio modifier" to the attacker's die roll in Step 5.
- Determine Die Roll Modifiers: The players determine the "tactical" and "artillery" modifiers and any other modifiers applying to the combat (see 7.4).
- Roll Dice: The attacker and defender each roll a die, modifying their rolls as required. The defender's modified roll is subtracted from the attacker's modified roll. The players consult the Combat Chart and apply the results (see 7.5).
- Continue Action: If the marching unit has remaining MP and the combat result does not require it to end the action, it may continue to perform its march. If the unit has no more MP or the result calls for the march to end, the action is over and a new Action Phase begins.
Attack Procedure (Assault Action Only)
A corps, division or district leader may be selected for an assault only if one or more subordinate units at Fatigue Level 3 or less are stacked with that leader. A Movement Allowance is not calculated in an assault and MP are not used—thus, the active player does not specify a type of attack (column of route, hasty, normal, prepared). An assault is performed as follows:
-
Select Participants: The active player selects an eligible leader. Next he chooses one or more units in the active leader's hex belonging to the same command as that leader. Each unit selected to participate in the action must be at Fatigue Level 3 or less.
Exception: A player may select one or more artillery units occupying the same hex as the active leader to participate in an assault even though the artillery units do not belong to the leader's command. Note: an artillery unit may never be the only unit in an assault.
-
Increase Fatigue: Each unit selected to participate in the assault in Step 1 has its Fatigue Level increased by one. Note: An "extended march" never occurs as a result of an assault action, even if the unit goes to a new Fatigue Level of 2, 3 or 4.
-
Select Target: The active player states the target of the attack, which must be a single, adjacent, enemy-occupied hex.
-
Cavalry Retreat: The enemy player may conduct a cavalry retreat with eligible units (see 7.7).
-
Roll for Command: The active player rolls a die. This roll may be modified.
- If he rolls a 6 (before modification), the assault automatically ends. Begin a new Action Phase—do not proceed to Step 6.
- If the roll is 5 or less, apply any appropriate modifier to this roll (see below), and subtract the modified number from the active leader's Command value. The result is the "Assault Number." If the Assault Number is less than 0, the assault ends. Begin a new Action Phase—do not proceed to Step 6. However, if the Assault Number is 0 or greater, the assault takes place—continue the assault procedure. The Assault Number is the maximum number of attacking units that may participate in the assault. (If the Assault Number is 0, one unit must participate.) If the Assault Number is equal to or greater than the number of units selected in Step 1, all the units selected in Step 1 (and no more) must participate in the assault. If the Assault Number is less than the number of units selected in Step 1, the active player must choose (from among the units selected in Step 1) a number of units to employ which equals the assault number. (The assault must proceed, even if the number of units actually employed is less than the number selected in Step 1.) Regardless of whether or not an assault takes place, all units selected to participate in Step 1, even if they ultimately are dropped from the assault, gain one Fatigue Level in Step 2.
-
Attempt Grand Assault: The active player may attempt a "grand assault" (see below). A successful grand assault allows additional units to participate in the attack. Even if a grand assault attempt fails, the assault must proceed to Step 7. The active player cannot back out of the action.
-
Determine Combat Values: The players determine their Combat values and calculate the "ratio modifier" to the attacker's die roll in Step 9.
Example: Corps leader Palmer (XIV Corps, Command value, 5) is performing an assault. He is stacked with two XIV Corps subordinate divisions (Johnson and Baird). Both divisions are selected to participate in the assault in Step 1. The Union player rolls a die, obtaining a 5. Subtracting 5 from Palmer's Command value (5) yields 0, indicating that the assault takes place—but with only one unit. The Union player retains Johnson and drops Baird from the assault. But both divisions have their Fatigue Levels increased by one.
Assault Die Roll Modifier: The following modifier applies to the active player's assault die roll in Step 5 of the assault procedure of any game with district leaders:
- -2: If the active leader is a district (not a corps or division) leader, subtract 2 from the assault die roll.
Note: Advanced Game assault die roll modifiers, such as SLB's "Hooker Loses Confidence" (SLB, 16.0) and OTR's Union "Passive" Command Posture (OTR, 18.0) are in effect in all applicable scenarios.
Grand Assault
A player may attempt a "grand assault" in Step 6 of the assault procedure only if all of the following conditions are in effect:
- Army or District Leader: A friendly army or district leader is situated within the command radius of the active leader's hex.
- Eligible Hexes: One or more of the six hexes adjacent to the defender is eligible to join a grand assault. A hex is eligible to join a grand assault if both of the following conditions are met:
- It is adjacent to the defender (including the hex in which the assault action was initiated).
- It must be occupied by one or more of the attacker's units which were not selected to participate in the active leader's assault, and at least one of those units is at Fatigue Level 3 or less.
- Non-Cavalry Leader: The active leader initiating the current assault must not be a cavalry leader.
A maximum of one grand assault may be attempted per action, although an unlimited number may be attempted per turn. A grand assault is attempted as follows:
-
Roll for Command: The active player rolls a die. In the Basic Game of all GCACW games, this roll is never modified. In some Advanced Games, however, it may be modified (see below).
- If the modified roll is 6 or more, the grand assault does not take place. The grand assault ends—return to Step 7 of the assault procedure.
- If the modified roll is 5 or less, subtract the number rolled from the army (or district) leader's Command value. The result is the "Grand Assault Number." If the Grand Assault Number is 0 or less, the grand assault does not take place. Return to Step 7 of the assault procedure. If, however, the Grand Assault Number is 1 or more, the grand assault must take place. Proceed to Step 2.
Note: Advanced Game grand assault die roll modifiers, such as SLB's "Hooker Loses Confidence" (SLB, 16.0), and OTR's Union "Passive" Command Posture (OTR, 18.0) are in effect in all applicable scenarios.
-
Select Eligible Hexes: From among the six hexes adjacent to the defender, the attacker must select a number of eligible hexes (not units) equal to or less than the Grand Assault Number which he wishes to use in the grand assault. He must select at least one hex. An "eligible hex" is defined above.
-
Select Participants: In each hex selected in Step 2, the active player must select one or more eligible friendly units to join the grand assault. A unit is eligible to join a grand assault if it meets all the following conditions:
- It has a Fatigue Level of 3 or less.
- It must be eligible to participate in an attack as described in the "Attack Restrictions" rules.
- It must not have already been selected (successfully or unsuccessfully) in Step 1 of the assault procedure.
A unit's command affiliation is irrelevant in this step. Any eligible unit, regardless of its command (including all cavalry and artillery units) may join in a grand assault. Note: The attacker may not back out of a grand assault once the grand assault procedure goes beyond Step 1. Each hex chosen by the attacker in Step 2 must contribute at least one eligible unit to the grand assault.
-
Increase Fatigue: Each unit selected in Step 3 of the grand assault procedure has its Fatigue Level increased by one. An "extended march" never occurs as a result of a grand assault, even if a unit goes to a Fatigue Level of 2, 3, or 4.
-
Return to Assault Procedure: Return to Step 7 of the assault procedure. Each unit selected in Step 3 of the grand assault contributes its Combat and Artillery values to the attacker's totals in Steps 7 and 8 of the assault.
Example: Hardee, in hex W3014, successfully initiates an assault on hex W2914. Army leader Johnston (Command value 4) is in hex W3117, within Hardee's command radius. A non-active Confederate unit is in hex W3013 and another in W2813, both at Fatigue Level 2. Thus the Confederate player may attempt a grand assault. He rolls a die, obtaining a 1. Thus, the Grand Assault Number is 3 (Johnston's Command value [4] minus die roll [1] is 3). The grand assault must take place. The Confederate player selects two eligible hexes, W3013 and W2813. The non-active unit in each hex must be chosen to join the grand assault, and each unit's Fatigue Level is increased to 3. Both units contribute their Combat and Artillery values to Hardee's assault.
7.2 Combat Values
Every military unit has a Combat value shown on its accompanying Strength marker. A unit's Combat value varies depending on whether its Strength marker is organized or disorganized. If a unit's Strength marker is organized, its Combat value is simply the number shown on the marker. If a unit's Strength marker is disorganized, its Combat value is the smaller number in value. A unit with a disorganized Strength marker may have a Combat value of 1/2. If so, this fraction is retained in combat—it is not rounded up or down. A unit's Fatigue Level has no effect on its Combat value.
In combat, the attacker and defender combine the Combat values of all their participating units. Players cannot withhold any part of their units' Combat values. To determine the Combat value of an attacking unit in a march action, simply use that unit's Combat value alone (no other units may join the attack). To determine the final Combat value in an assault, combine the Combat values of all units participating in that assault, and add in the Combat values of those units joining in a grand assault (if any). To determine the final Combat value of defending units, combine the Combat values of all units in the defending hex.
Maximum Values: The maximum combined Combat Value of attacking and defending units is limited as shown in the table below (note that there are different limits in OTR). In a grand assault, the limit shown below applies to each hex containing attacking units, so the overall total from all hexes may exceed the number listed in the "Attacking" row below.
| Situation | OTR | Other Games |
|---|---|---|
| Attacking | 70 | 80 |
| Defending | 60 | 70 |
| At least one-half defending units entrenched | 100 | 120 |
| All defending units entrenched | 130 | 160 |
If in a grand assault, the total Combat value of attacking units is 80 or more, the attacker's Manpower value loss in that combat is increased as follows:
- If the attacker's Combat value is 80 to 89, his Manpower value loss number is increased by 1.
- If the attacker's Combat value is 90 to 99, his Manpower value loss number is increased by 2.
- If the attacker's Combat value is 100 or more, his Manpower value loss number is increased by 3.
7.3 Artillery Values
A unit's Artillery value is shown directly on the unit itself. A unit's Fatigue Level or Strength marker (organized or disorganized) has no effect on its Artillery value. Artillery values are used to determine the "artillery modifier" in combat (see 7.4).
7.4 Combat Die Roll Modifiers
Several factors modify combat die rolls. Modifiers are cumulative.
Ratio Modifier
The attacker's die roll must be modified by the ratio modifier. To calculate this modifier, compare the attacker's Combat value sum to the defender's Combat value sum and round this ratio down in favor of the defender to conform to one of the simplified ratios listed on the Ratio Chart. A modifier from –12 to +13 is listed next to each ratio. This is the ratio modifier.
Tactical Modifier
The attacker's die roll is modified by the tactical modifier. To calculate this modifier, the defender determines the highest Tactical value among the units and leaders in the defending hex. Meanwhile, the attacker makes the same determination among his units and leaders participating in the attack. A leader may contribute its Tactical value to an attack only if it is stacked in the same hex as a subordinate attacking unit. The defender's Tactical value is subtracted from the attacker's Tactical value. The result is the tactical modifier, which is added to (or, if a negative number, subtracted from) the attacker's die roll.
Some units have a split tactical, which consists of a number before and after a slash in the tactical position on the counter. The number before the slash is the tactical modifier to use when the unit attacks; the number after the slash is the tactical modifier to use when the unit defends.
In a March or Activate Leader action, a leader may contribute its Tactical value to any attack made by a subordinate active unit in the leader's hex, even if the attack is not being made by the unit to which the leader is attached.
However in an assault action, the tactical value of the leader initiating the assault is always used, never the tactical value of a military unit or other leader.
Artillery Modifier
The attacker's die roll may be modified by the artillery modifier. (Note: If the defender occupies a woods, city, mountain, or swamp hex, it is not necessary to determine an artillery value differential because no artillery modifier can possibly apply in that circumstance.) The attacker adds the Artillery values of all attacking units and subtracts the combined Artillery values of all defending units from this sum. The result is the "Artillery Value Differential." On the Artillery Modifier Summary, cross-index the appropriate Differential column with the line corresponding to the terrain in the defender's hex. The result (a positive or negative number, or no effect) is the artillery modifier that is applied to the attacker's die roll. Some results call for the attacker to roll the die to determine the final artillery modifier.
Special Cases:
- If neither the attacker nor defender have Artillery values, no artillery modifier applies.
- If the defender's Artillery value is 0, a negative artillery modifier is converted to "no effect."
- If the defender's Artillery value is 1, a modifier of –2 is converted to –1.
Artillery Modifier Summary — Artillery Value Differential (Attacker's Artillery Value Minus Defender's Artillery Value)
| Defender's Terrain | –4 or Less | –3 to +1 | +2 to +4 | +5 to +7 | +8 or more |
|---|---|---|---|---|---|
| Clear | -3 | -2 | NE | +1 | +2† |
| Rolling | -2 | -1 | NE | +1* | +1 |
| Rough/Hill• | -1 | -1* | NE | NE | +1* |
| Woods/City/Mtn | NE | NE | NE | NE | NE |
| Swamp§ | NE | NE | NE | NE | NE |
* Just prior to combat, roll a die. If roll is even, indicated modifier is used; if roll is odd, no modifier is used.
† Just prior to combat, roll a die. If roll is even, +2 modifier is used; if roll is odd, +1 modifier is used instead.
• Also applies to provisional swamp hexes in non-rain turns.
§ Also applies to provisional swamp hexes in rain turns.
NE: No effect
Terrain
The defender's die roll may be modified by terrain:
Bridge/Dam/Ferry/Ford: If an attack takes place across a bridge, dam, ferry, or ford hexside, the defender adds 2 to his roll.
Creek: If an attack takes place across a creek (even across a road, pike, RR, or trail hexside), the defender adds 1 to his roll.
Note: If, in a grand assault, more than one hex adjacent to the defender's hex has attacking units, the above modifiers apply only if the defender's hex is separated from the active leader by a bridge, dam, ferry, or ford—or a creek hexside.
Hill: If the defender occupies a hill hex, he adds 1 to his roll. However, if the active attacking unit occupies a hill or mountain hex, or if the active attacking unit is attacking down a ridge hexside, the defender's roll is not modified.
Mountain: If the defender occupies a mountain hex, he adds 2 to his roll. However, if the active attacking unit also occupies a mountain hex, or if the active attacking unit is attacking down a ridge hexside, the defender adds only 1 to his roll.
Ridge: If an attack takes place across a ridge hexside, and the active attacking unit is attacking up a ridge hexside, the defender adds 2 to his roll. If the active attacking unit is attacking down a ridge hexside the defender adds 1 to his roll if the defender is in a mountain hex and 0 to his roll if the defender is in any other type of hex.
Note: A unit is attacking up a ridge hexside if the ridge between his hex and the defender's hex is within the defender's hex. If it is within the attacker's hex, the unit is attacking down.
Ridge Combat Example: Geary's Union division occupies Dougherty (W0533), and Cleburne's Confederate division occupies W0532. If Cleburne attacks Geary, Geary adds 2 to his roll (Cleburne is attacking up a ridge hexside). If Geary attacks Cleburne, Cleburne adds 1 to his roll (Geary is attacking down a ridge hexside into a mountain hex).
Lee (Not In RTG)
If a Confederate district, corps, or division leader successfully undertakes an assault action and the army leader Lee is currently stacked in the same hex as the active leader, the Confederate player adds 1 to his attack die roll. This bonus is in addition to the +1 modifier due to assault, and is applied regardless of whether or not a "grand assault" takes place. The Lee bonus may never be applied to defending units.
The Lee bonus can not be applied in any RTG scenario. Other army leaders cannot provide such a bonus.
Longstreet
In any scenario occurring in 1864 or later, the Confederate player adds 1 to his attack roll if the corps leader Longstreet successfully undertakes an assault action. This bonus is in addition to the +1 modifier due to assault, and is applied regardless of whether or not a "grand assault" takes place. The Longstreet bonus can never be combined with the Lee bonus.
Jackson
In the games SJW, HCR, and SLB the Confederate player adds 1 to his attack roll if the corps leader Jackson successfully undertakes an assault action. This bonus is in addition to the +1 modifier due to assault, and is applied regardless of whether or not a "grand assault" takes place. The Jackson bonus can never be combined with the Lee bonus. Note: in SLB Stonewall Jackson is treated as a leader with a 4 tactical for offense and defense, despite the 5/4 printed on his counter.
Types Of Attacks
In a march, the type of attack chosen by the active player may modify the attacker's die roll:
- Column of Route: –3 to attacker's roll
- Hasty: –1 to attacker's roll
- Normal: No modifier to attacker's roll
- Prepared: +1 to attacker's roll
Assault Action
In an assault action, modifiers for column of route, hasty, normal, and prepared attacks never apply. Instead, an assault action always provides a +1 modifier to the attacker's die roll.
Rain
The attacker subtracts 1 from all his die rolls in rain turns (see 12.0).
Demoralization–2
If a unit with a Demoralize-2 marker is alone in a hex and is attacked by an enemy unit, the defending player subtracts 1 from his combat die roll. If the demoralized-2 unit is in a stack of friendly units that is attacked, the –1 die roll modifier only applies if more than one-half of the total Combat value in the hex is contributed by units with Demoralize-2 markers.
Flank Attacks
If, at the moment of combat, defending units are partially or completely surrounded by active and inactive enemy units or their ZOC (or impassable terrain), the attacker's die roll is enhanced. This bonus, called a "flank attack," applies even if some of the enemy units surrounding a defender do not participate in the attack. The flank attack bonus is computed as follows:
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"Covered" Hexes: The active player determines the number of "covered" hexes among the six hexes adjacent to the defender. A covered hex is one meeting any of the following conditions: a. It is occupied by an undemoralized unit friendly to the attacker (including the attacking unit itself). b. It is in the ZOC of the attacking unit itself or any undemoralized unit friendly to the attacker (including "restricted" ZOC; see 2.4). c. It is a mountain or swamp hex (including provisional swamps in a rain turn) or the defender's hex is a mountain or swamp hex. The two hexes are not connected to each other by a road, pike, RR or trail. d. It is separated from the defender's hex by a major or minor river hexside not containing a bridge, dam, ferry, or ford. (Exceptions: In a turn when a river is unfordable, a hex is covered if it is separated from the defender by a ford hexside over such a river. In a rain turn, a hex is covered if it is separated from the defender by a creek hexside untraversed by a road, pike, trail or RR.) e. It is a hypothetical hex just off the map that would be adjacent to a map edge hex occupied by the defender.
Note: Each of the six hexes adjacent to the defender may be counted only once in this step even if it fulfills more than one definition of "covered."
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Basic Flank Bonus:
- Six Covered Hexes: If all six hexes adjacent to the defender are covered, the "basic flank bonus" is +4. Proceed to Step 3.
- Five Covered Hexes: If five of the six hexes adjacent to the defender are covered, the "basic flank bonus" is +2. Proceed to Step 3.
- ≤ Four Covered Hexes: If four or less of the six hexes are covered, there is no flank bonus. Skip the rest of this procedure.
-
Final Flank Bonus: The basic flank bonus from Step 2 may be reduced to determine the "final flank bonus." The basic flank bonus is reduced by one for each covered hex meeting at least one of the following conditions: a. It is occupied by an undemoralized unit friendly to the defender. b. It is unoccupied and is separated from all adjacent units friendly to the attacker (including the attacking unit itself) by woods hexsides (see 2.3) untraversed by a road, pike, trail, or RR.
Exception: In SLB only, if the Confederate player is attacking, he ignores Step 3b of the flank bonus procedure. The basic flank bonus is not reduced by one for each unoccupied covered hex separated from adjacent Confederate units by woods hexsides untraversed by a road, pike, or RR. Step 3b does apply to the Union player in SLB.
c. It is a mountain or swamp hex (including provisional swamps in a rain turn) or the defender's hex is a mountain or swamp hex. The two hexes are not connected to each other by a road, pike, trail, or RR. d. It is separated from the defender's hex by a major or minor river hexside not containing a bridge, dam, ferry, or ford. (This case also includes: 1) a turn when a river is unfordable, if a hex is separated from the defender by a ford hexside over such a river, and 2) a rain turn, if a hex is separated from the defender by a creek hexside untraversed by a road, pike, trail or RR.) e. It is a hypothetical hex just off the map that would be adjacent to a map edge hex occupied by the defender.
Note: Each of the six hexes adjacent to the defender may be counted only once in this step even if it fulfills more than one of the above conditions.
Maximum Reduction: The maximum reduction that may be applied to the basic flank bonus in this step is –3, even if a greater reduction would normally apply. Also, the final flank bonus may never be less than 0. Thus, if all six hexes adjacent to a defender are covered (yielding a basic flank bonus of +4 in Step 2), there will always be a final flank bonus of at least +1.
- Apply Modifier: The final flank bonus from Step 3 is applied to the attacker's combat die roll, in addition to other modifiers.
Flank Bonus Reductions: The final flank bonus from Step 3 may be reduced in either of the following circumstances:
- Flanks Refused: Flank attack bonuses may be modified by "Flanks Refused" markers. (Flanks Refused markers are no longer optional. They are used in all GCACW games; see 7.8.)
- Cavalry: Flank attack bonuses may be modified if both the attacker and defender possess cavalry units (see "Cavalry and Flank Attacks," below).
Flank Bonus Conditions: The status of the attacker's units may modify a flank bonus. If one or more of the attacker's units occupy or exert a ZOC into a hex adjacent to the defender, and all of those units together have a combined Combat value less than one-fourth the defender's Combat value (including the defender's entrenchments and possibly capped by the Maximum Value from Section 7.2), that hex is not considered "covered" in Step 1a or 1b of the flank attack procedure. (Attacking units in different hexes can combine their Combat values to reach the one-fourth the defender's Combat value total, as long as all of the units are adjacent to the same "covered" hex). Inactive demoralized units belonging to the attacker may not contribute in any way to the achievement of a flank attack bonus. A unit helping to provide a flank attack bonus which does not participate in the attack may not contribute its Tactical value to a combat, nor does it trigger terrain modifiers.
Cavalry and Flank Attacks: The final flank bonus may be reduced if both of the following conditions are in effect:
- The active attacking unit is a cavalry unit (or the active leader making an assault is a cavalry leader).
- More than one-half of the total Combat value in the defender's hex is contributed by cavalry units.
If both of these conditions are fulfilled in a combat in which a flank bonus applies, that combat's final flank bonus may be modified as follows:
- A final flank bonus of +4 is reduced to a +2 bonus instead.
- A final flank bonus of +3 or +2 is reduced to a +1 bonus instead.
- A final flank bonus of +1 is ignored (no bonus is awarded).
Note: Non-flank attacks under these conditions do not provide the attacker with a +1 die roll bonus, as is the case with Flanks Refused markers (see 7.8). Also, if a Flanks Refused marker is already situated in the defender's hex, or if the defending units occupy a redoubt hex, normal flanks refused/redoubt rules apply instead of the above cavalry rules.
7.5 Combat Results
The Combat Chart is used to resolve combat. A combat produces two results: one for the attacker, one for the defender. To resolve a combat, the defender's modified die roll is subtracted from the attacker's modified roll. On the Combat Chart, the attacker cross-references the result with the column corresponding to his combined Combat value; the defender cross-references the result with the column corresponding to his combined Defense value (prior to applying entrenchment benefits). Both players' results, which are applied immediately, may consist of a number and/or one or two letters. A dash indicates that the player's units are unaffected.
Note: A Combat value may fall between two columns on the Combat Chart (e.g. 3½). If so, round the value up by ½ and use the right column of the two possible choices.
Note: Union panic is triggered in the SJW advanced game by any italicized result on the GCACW Standard Combat Chart (see SJW Advanced Rule 6.0).
Letter Results
There are eight possible letter results:
D (Disorganize/Fatigue): The unit's Strength marker is flipped to its disorganized side. (If it is already disorganized it remains so.) The unit's Fatigue Level is also increased by 3 (to a maximum of 4). If the unit is already at Fatigue Level 4, it remains so. Finally, an active unit obtaining a "D" may not expend any more MP; its
Combat Example
Leggett-B's Union division (Combat/Manpower value, 9; Artillery value, 2; Tactical value, 2) is in hex AIO W5617 (Wood Station), a rough hex, stacked with its XVII Corps leader, Blair (Tactical value, 3). Stevenson-A's Confederate division (Combat/Manpower value, 12; Artillery value, 3; Tactical value, 2) is performing a march action, attached to its division leader, Hood (Attack Tactical value, 4; Defense Tactical value, 3). Finley's Confederate brigade (Combat/Manpower value, 3; Artillery value, 0) is currently situated in AIO W5618 (Roland, southwest of Leggett). All units' Strength markers are organized; all units are at Fatigue Level 1. Stevenson moves into AIO W5717 (southeast of Leggett) and the Confederate player declares a hasty attack against Leggett, expending 1 MP. The Confederate player compares Stevenson's Combat value (12) to Leggett's Combat value (9) to obtain a combat ratio of 12-9. The Confederate player would need 6 more Combat value points for 2-1 odds: 12–9 is rounded down to a 1-1 ratio. Finley is not involved in the march, so he may not contribute to the attack. (He will shortly help to provide a flank attack bonus since his own Combat value of 3 is at least one-fourth of Leggett's Combat value). There is no ratio modifier for a 1–1 attack.
The Confederate player compares Stevenson's Artillery value (3) to Leggett's Artillery value (2). Since Stevenson's Artillery Value is 1 higher than Leggett's, the Artillery Value Differential is +1. Consulting the Artillery Modifier Summary on the "–3 to +1" column and cross-referencing it with the "Rough" terrain line corresponding to Leggett's hex, there is a –1* artillery modifier applicable to the Confederate player's die roll. The "*" means that a die must be rolled to determine whether the modifier is used. The Confederate player rolls a die and obtains a 3, so the modifier is not used.
To determine the tactical modifier, the Union player's highest Tactical value (Blair's 3) is subtracted from the Confederate player's highest Tactical value (Hood's 4). (The slash between Hood's two tactical values (4 and 3) means that the 4 is used in attack, and the 3 in defense. If Hood had been the defender, his tactical value would have been 3.) The result is 1, so there is a +1 modifier to the Confederate player's die roll.
The Confederate player must subtract 1 from his roll due to the hasty attack. For flank attack purposes, the presence of Finley's brigade in AIO W5618 means that five hexes adjacent to Leggett are "covered" because they are either enemy-occupied or enemy ZOC hexes. Five covered hexes yields a basic flank attack bonus of +2. This is also the final flank bonus since there are no conditions present reducing the basic flank bonus.
The final modifier to the Confederate roll is therefore +2: 0 (ratio) +1 (tactical) – 1 (hasty attack) + 2 (flank) = +2 (final). The Union roll is not modified.
Both players roll a die: the Confederate player obtains a 4 (modified by +2 to 6), and the Union player obtains a 2. The Union roll is subtracted from the Confederate roll, yielding a result of +4 (6 – 2 = +4). The Union player cross-references the +4 line with the "7-11" Combat Value column on the Combat Chart (Leggett's Combat value is 9). The result is "1DR". Leggett's Strength marker is removed and is replaced with a new one showing a Manpower value of 8 (9 – 1 = 8). The new marker is placed on its disorganized side due to the "D". Leggett's Fatigue 1 marker is increased by 3 to Fatigue Level 4.
Leggett, accompanied by Blair, routs four hexes to AIO W5217 (Cartersville), using Retreat Chart 1 for all four hexes entered in the retreat. In all cases, a retreat path hex existed with a Priority Number of 1, so the Union player had to retreat into such hexes. The Union player could have retreated two additional hexes past W5217 (using Retreat Chart 2) but declined to do so. There is no additional manpower loss due to the retreat. Finally, a Demoralize-1 marker is placed on Leggett due to the "R" result.
The Confederate player cross-references the +4 line with the "12-18" Attack Value column on the Combat Chart. (Stevenson's Combat value was 12.) The result is "1fa". Stevenson suffers a Manpower loss of one, reducing it to 11. His new Strength marker remains organized because he did not suffer a "D" result, and his Fatigue Level is increased by 1 to Fatigue Level 2 due to the "f" result. Stevenson's march must now end due to the "f" result, but the "a" allows him to advance into the hex vacated by Leggett. He does so, accompanied by Hood, ending the action. Finley may not advance because he did not participate in the attack. A new Action Phase now begins.
march action is over and a new Action Phase begins.
F (Fatigue-2): The unit's Fatigue Level is increased by two (to a maximum of 4). An active unit may not spend any more MPs; its march is over and a new Action Phase begins.
f (Fatigue-1): The unit's Fatigue Level is increased by one (to a maximum of 4). An active unit may not spend any more MP; its march is over and a new Action Phase begins.
E (End Action): An active unit may not spend any more MP; its march is over and a new Action Phase begins. This result has no effect on an assault action, since an assault automatically ends after the combat has been resolved.
r (Retreat): The unit must retreat (see 7.6).
R (Rout/Demoralize-1): The unit is routed (see 7.6). Also, the unit gains a Demoralize-1 marker. If it already has such a marker, it is flipped to its Demoralize-2 side. If it is already at Demoralize-2, there is no further effect.
R* (Rout/Demoralize-2): The unit is routed (see 7.6). Also, the unit gains a Demoralize-2 marker. If it is already at Demoralize-1, flip the marker to its Demoralize-2 side and there is no further effect. If it is already at Demoralize-2, its Manpower value is reduced by one in addition to its normal manpower loss result.
a (Advance): The unit may advance after combat (see 7.6).
NOTE: An "extended march" never takes place due to a combat result, even if a unit goes to a new Fatigue Level of 2, 3 or 4.
Number Results
Number results, which precede letter results, indicate a reduction of the unit's Manpower (not Artillery) value. Remove the unit's Strength marker and replace it with another one showing its reduced Manpower value (i.e., the unit's Manpower value before the combat minus the number result). The new Strength marker may assume a new status (organized or disorganized):
- If the original Strength marker was disorganized before the combat, the new Strength marker is also disorganized.
- If the original Strength marker was organized prior to the combat, the new Strength marker is disorganized if the combat result contains a "D" (Disorganized/Fatigue), or organized if the combat result does not contain a "D."
Exception: If in a grand assault, the total Combat value of attacking units is 80 or more, the attacker's Manpower value loss in that combat is increased (see 7.2).
Applying Results
Attacker: In a march, the attacker's letter and number results apply only to the active unit, even if other friendly units occupy the same hex. In an assault, the attacker's letter result applies to each participating unit, including those joining in a grand assault. The attacker's number result applies to the attacking force as a whole—not to each individual unit. As long as the number result is fully applied, the attacker may divide it among any of his attacking units as he wishes. Units providing flank attack bonuses which do not participate in the attack are unaffected by combat results.
Defender: The defender's letter result applies to each defending unit. The defender's number result applies to the defending force as a whole—not to each individual unit. As long as the number result is fully applied, the defender may divide it among any of his defending units as he wishes.
Combat results are always applied to the defending unit(s) before they are applied to the attacking unit(s).
Entrenchments And Combat Values
Defending units' Combat values may be enhanced by entrenchments (see 9.0). However, when determining the defender's combat result, the Combat Chart columns represent the defender's Combat value prior to the application of entrenchment benefits.
Example: If Hindman's division defends with a Combat value of 8, its combat result is determined in the "7 to 11" column of the Combat Chart. If Hindman's division defends under a completed Breastwork marker, its Combat value is 16 (8 x 2). Although Hindman's Combat value of 16 would be used to calculate the ratio in that combat, its combat result is determined in the "7 to 11" column of the Combat Chart.
Unit And Leader Elimination
A unit is eliminated at the moment its Manpower value is reduced to 0. If, due to the elimination of a unit, a leader remains in that hex with no subordinate units, the leader is placed in the nearest hex occupied by a subordinate. A leader is eliminated at the moment no units subordinate to that leader exist.
7.6 Retreats, Routs, and Advances
There are three types of retreats: normal ("r"), rout ("R"), and cavalry retreat. In a normal retreat, a player must retreat all his defending units a minimum of two hexes and a maximum of four hexes. In a rout, a player must retreat all his defending units a minimum of four hexes and a maximum of six hexes. See 7.7 for cavalry retreats. The choice of retreat distance and path is left to the defender, as long as the path adheres to the following rules. Retreating units must move as a stack and cannot separate. Leaders must accompany retreating units with which they are attached. MP are not expended in retreats and, with the following exceptions, terrain is irrelevant.
Retreat Restrictions
Retreating units are subject to the following restrictions:
- Mountains and Swamps: A retreating unit may only enter or exit a mountain or swamp hex (including a provisional swamp hex in a rain turn) across a road, pike, trail, or RR hexside.
- Rivers: A retreating unit may cross a major or minor river hexside only at a bridge, dam, ferry, or ford. In a rain turn, a unit may not retreat across a ford hexside or a creek hexside untraversed by a road, pike, trail, or RR.
- Off-Map: A unit may not retreat off the map.
- Start Hex: A retreating unit may not enter the hex where a retreat began.
- Same Hex: A retreating unit may not enter the same hex twice.
- Adjacent Hex: A retreating unit may not end a retreat in a hex adjacent to the hex where the retreat began. (Exception: The retreating unit may end up adjacent in a one-hex voluntary retreat, see "Defender's Retreat Option")
- Closer to Attacker: A retreating unit may not enter a hex that is closer to the active enemy unit triggering the retreat than the hex retreated out of, counting by the shortest possible path. If there is a Grand Assault, the active enemy unit is the one initiating the corps assault. A unit may not retreat into the hex occupied by the active enemy unit.
Surrender: If there is no hex to retreat into that does not violate any of the aforementioned restrictions, a retreating unit surrenders, and is eliminated from play. VP are awarded for this occurrence.
Retreat Priorities
In addition to adhering to "retreat restrictions," a retreating player must follow "retreat priorities," which are listed on Retreat Charts 1 and 2. A retreating unit must adhere to retreat priorities in each hex entered in that retreat. Furthermore, the appropriate chart to use may change from hex-to-hex in that retreat.
Retreat Chart 1: A player must use Retreat Chart 1 in any of the following cases:
- For the first hex entered in a normal retreat.
- For each of the first four hexes entered in a rout/cavalry retreat.
- If in a retreat, rout, or cavalry retreat, a unit exits an enemy ZOC (including "restricted" ZOC; see 2.4).
Retreat Chart 2: A player must use Retreat Chart 2 in any of the following cases:
- For the second, third, or fourth hexes entered in a normal retreat, assuming the unit is not exiting an enemy ZOC.
- For the fifth or sixth hexes entered in a rout/cavalry retreat, assuming the unit is not exiting an enemy ZOC.
Using the Retreat Charts: Prior to entering each hex in a retreat, a player checks the appropriate chart and follows this procedure:
- Check Legal Retreat Hexes: The player determines how many of the six hexes adjacent to the retreating unit may be legally retreated into according to the "retreat restrictions" rules.
- Retreat Description: For each of the legal retreat hexes determined in Step 1, the player determines the "Retreat Description" from the appropriate Retreat Chart corresponding to a retreat into that hex.
- Priority: Each Retreat Description consulted in Step 2 has a corresponding "Priority Number." The player must retreat his unit into a hex using the Retreat Description from Step 2 with the lowest Priority Number. (Exception: see "Overriding Retreat Priorities.") If more than one hex fulfills this requirement, the player may retreat his unit into any of those hexes. Also, if two different Retreat Descriptions have the same Priority Number, the player may choose either description when retreating into a hex.
- Complete Retreat: The player repeats Steps 1, 2, and 3 for each hex entered in that retreat. When he fulfills retreat requirements (at least two and up to four hexes in a normal retreat; at least four and up to six hexes in a rout or cavalry retreat), the retreat is over.
Overriding Retreat Priorities
If, by adhering to retreat rules, there is no possibility of avoiding surrender of a retreating unit due to "retreat restrictions," a player may "override" retreat priorities no more than once in that retreat. To override, a player may retreat a unit into a hex by choosing any Retreat Description on the appropriate chart, regardless of its Priority Number. He is not obligated to choose the lowest Priority Number. If the unit cannot avoid surrender due to a single override, it is eliminated.
The player can make this override at any point in the retreat path, it does not have to be at the exact point that destruction would occur; thus the player may look ahead to avoid destruction. For example, if in a retreat path by following the retreat priorities a unit would get destroyed in the 3rd hex, the unit is allowed to do its override in the 1st or 2nd or 3rd retreat hex.
Manpower Loss
If a unit retreats into a hex using a Retreat Description with an accompanying Manpower loss, the retreating unit's Manpower value is reduced by the indicated number. Replace its Strength marker with a new one on its disorganized side reflecting the loss. If a stack of more than one unit retreats into a hex calling for Manpower loss, the loss number is applied to each unit in the stack—not just one.
Note: Manpower losses in retreats may vary depending on whether a unit retreats into a hex across a road, pike, trail, or RR hexside, or if the hex retreated into is friendly-occupied (see Retreat Charts). In a retreat, entering or exiting a city hex is the equivalent of crossing a road hexside, even if no road actually crosses that hexside.
Basic Retreat Principles
At first it may seem difficult to consult the Retreat Charts for every hex entered in a retreat. However, players will find them easy to use after a few games. To help the players become more familiar with the Retreat Charts, some of their basic principles are outlined below.
Retreat Chart 1: On Retreat Chart 1, the highest priority retreat is to move one hex more distant from the active enemy unit by crossing a road, pike, trail, or RR hexside into a nonenemy-occupied/non-enemy-ZOC hex. If that cannot be achieved, the next-highest priority is to attempt to do the same thing by crossing a non-road/pike/trail/RR hexside. If that in turn cannot be achieved, the next-highest priority is to retreat into any hex that is not enemy-occupied, nor in an enemy-ZOC. (This may incur manpower loss.) If that in turn cannot be achieved, the next-highest priority is to avoid retreating into an enemy-occupied hex. (This may incur manpower loss.)
Retreat Chart 2: On Retreat Chart 2, the highest priority retreat is to move into any hex that is not enemy-occupied, nor in an enemy-ZOC. If that cannot be achieved, the next-highest priority is to avoid retreating into an enemy-occupied hex. (This may incur manpower loss.)
Retreats Into Enemy-Occupied Hexes
Some Retreat Descriptions allow retreats into an enemy-occupied hex, an occurrence which causes a Manpower value loss of three to the retreating unit. (However, a unit may never retreat into the hex occupied by the active enemy unit.) A unit may not end its retreat in an enemy-occupied hex. If there is no alternative except to do so, its retreat may be extended by a sufficient number of hexes so that it ends the retreat in a hex unoccupied by an enemy unit.
Defender's Retreat Option
On any combat result applying to the defender not containing an "r" or "R", the defender may voluntarily retreat one or more of his units from one to four hexes subject to retreat rules. This is considered a retreat, not a rout. In this case the defender may end the retreat in a hex adjacent to the hex where the retreat began. There is no Fatigue cost to do this. (Exception: If the defender receives a "—" result [no effect], all units participating in the defender's retreat option gain one Fatigue Level, to a maximum of level 4.) Even units at Fatigue Level 4 may join in this retreat. The defender must execute a voluntary retreat immediately, before the enemy player performs further actions.
Advance After Combat
If the attacker receives an "a" result, none, some, or all of the attacking units may advance into the hex vacated by the defender. An advance is not considered movement and does not expend MP. A unit may enter or exit an enemy ZOC, or advance from one enemy ZOC to another, without penalty. Regardless of whether or not a unit obtaining an "a" advances, its march may continue as long as it did not also suffer a "D", "F", "f", or "E" result. However, it may not continue to move if it advances into an enemy ZOC. In this case, the unit must either attack again or end its march. Leaders (including army/district leaders) may advance with subordinate units (and must advance if no subordinate units remain in the leader's hex). A leader may advance with a subordinate unit to which it had not been attached prior to the attack, although if it does so the active player must specify its new attachment. A leader may not advance with and attach to a non-subordinate unit.
7.7 Cavalry Retreat
A cavalry unit may use "cavalry retreat" to avoid attack by an enemy infantry or artillery (not cavalry) unit. A cavalry unit may perform a cavalry retreat more than once per action. The player owning a cavalry unit may declare a retreat in any of the following circumstances:
Enemy Movement: An enemy infantry/artillery unit performing a march moves into a normal (not restricted) ZOC exerted by a cavalry unit.
Starts Adjacent: An enemy infantry/artillery unit begins a march in a normal (not restricted) ZOC belonging to a cavalry unit. Exception: If an enemy infantry unit begins a march in a restricted ZOC belonging to a cavalry unit and selects the cavalry unit as the target of his attack in Step 1 of the Attack Procedure, then the cavalry unit may perform a cavalry retreat.
Advance After Combat: An enemy infantry/artillery unit advances after combat into a cavalry unit's normal (not restricted) ZOC.
Assault: The enemy player declares an assault action against a hex containing at least one cavalry unit (unless the assault is declared by a cavalry leader—in which case a cavalry retreat is not possible).
A player wishing to declare a cavalry retreat must make his declaration as soon as any of the above circumstances occur— before the enemy player declares an attack (or, in the case of an assault action, before the enemy player rolls a die to determine whether or not the assault takes place). If he does not make the declaration at this moment, he forfeits his ability to perform a cavalry retreat in the hex occupied by his cavalry unit for the duration of the enemy unit's march.
Performing A Cavalry Retreat
A cavalry retreat is voluntary. A cavalry unit may perform a retreat regardless of its status—even if it is demoralized, disorganized, exhausted, or at Fatigue Level 4. A player wishing to perform a cavalry retreat states this fact as soon as his opponent has performed one of the aforementioned actions. The enemy unit's march (or assault) is temporarily suspended while the retreat takes place. A cavalry retreat is performed as follows:
- Roll Die: The cavalry player rolls a die. This roll may be modified (see Cavalry Retreat table in Charts & Tables handout). The modified roll is halved (round fractions down to a whole number). The result is the number by which the enemy unit's Active Movement Allowance marker is reduced on the Movement Track. In assault actions, this roll has no effect since no Movement Allowance is determined. However, the roll still takes place to see if the cavalry unit suffers loss in Step 2.
- Manpower Loss: If the Step 1 roll (before modifications and halving) is 1, the cavalry unit's Manpower value is reduced by one. Place the new Strength marker on its disorganized side. On a roll of 2 to 6, no loss occurs.
- Retreat 4–6 Hexes: The cavalry unit must retreat from four to six hexes. The retreating player must adhere to retreat restrictions, using Retreat Charts 1 and/or 2 to fulfill this retreat. However, a cavalry unit does not suffer any Manpower value loss in a cavalry retreat, even if it retreats into a hex calling for a loss on a Retreat Chart. Exception: If a cavalry unit retreats into an enemy-occupied hex, it is automatically eliminated.
- Fatigue: After executing its retreat, the cavalry unit's Fatigue Level is increased by 1 (to a maximum of 4). Note: An extended march is never triggered by a cavalry retreat.
- Disorganization: The cavalry unit's Strength marker is flipped to its disorganized side. If it is already disorganized, there is no further effect.
- Resume Action: The active enemy unit or leader resumes its activities from the point of interruption. If a unit's Movement Allowance has been reduced to 0, its march ends. (Exception: If the unit has not yet moved, it is permitted to move one hex; see 6.2. It may not refuse flanks.) In an assault action, if the hex the active leader is assaulting is completely vacated by the cavalry retreat, the units participating in the assault may advance into the hex vacated by the cavalry unit. No attack occurs and the assault action ends. (Exception: If the active player's command die roll in Step 5 of the assault procedure is unsuccessful, the units participating in the assault may not advance into the hex vacated by the cavalry unit.)
Cavalry Stacked With Other Units
With Cavalry Unit: If two or more cavalry units are stacked in the same hex, they must perform a cavalry retreat together. Only one die roll is made in Step 1, and all units must end the retreat in the same hex. If a 1 is rolled for the cavalry retreat, only 1 cavalry unit suffers a manpower loss.
With Infantry Units: A cavalry unit stacked with an infantry unit may perform a cavalry retreat, but the infantry unit may not.
Multiple Cavalry Retreats
Same Unit: A cavalry unit may perform a cavalry retreat more than once per action.
Cavalry Units—Separate Hexes: If two or more cavalry units occupying separate hexes are eligible to perform a cavalry retreat and all of them wish to retreat, each performs the retreat separately. The enemy unit's Movement Allowance reduction, if any, is cumulative.
7.8 Refusing Flanks
At a cost of one MP, the active player may place a "Flanks Refused" marker of the appropriate side on top of a unit performing a march. (Exception: A Flanks Refused marker may not be placed on a unit in a mountain or swamp hex; also, it may not be placed on top of a unit performing an assault.) As soon as a unit gains a Flanks Refused marker, its march ends. (It may perform actions later.) Since a unit must stop moving upon entering an enemy normal ZOC, it may not refuse flanks when entering an enemy normal ZOC. A unit may refuse flanks if it marches in place in a hex with an enemy normal ZOC (an extended march must be done if required per 5.1).
A maximum of one Flanks Refused marker may exist in a hex at a time; its effects apply to all units in the hex. A unit does not have to spend one MP to enter a hex in which a Flanks Refused marker is already situated; it may enter the hex at no extra MP cost and receive the marker's benefits—and may continue its march.
A Flanks Refused marker never accompanies a unit when it leaves a hex. A marker may not be placed on a unit after it performs a retreat, rout, or advance after combat. The players are not limited to the number of markers provided in the game.
Effects Of Flanks Refused Markers
Units in a hex with a Flanks Refused marker may perform all actions normally (although they may be forced to remove the marker after the action is over; see below). Units occupying a hex containing a Flanks Refused marker defend against enemy flank attacks more effectively, but less effectively against normal attacks:
- Flank attacks fulfilling the requirements for a +4 attacker die roll bonus are reduced to a +2 bonus instead.
- Flank attacks fulfilling the requirements for a +3 or +2 attacker die roll bonus are reduced to a +1 bonus instead.
- Flank attacks fulfilling the requirements for a +1 attacker die roll bonus are unchanged (the bonus remains +1).
- All non-flank attacks always provide the attacker with a +1 die roll bonus (in addition to other modifiers), even though requirements for flank attacks have not been fulfilled.
Removal Of Flanks Refused Markers
A Flanks Refused marker may be voluntarily removed from a stack of units at no MP cost if one of the units in the hex initiates a march. (The active unit does not actually have to leave the hex.) The marker must be removed if all the units in the hex participate in an assault action. It also must be removed if only one unit is in a hex and it moves or attacks. (This does not preclude the owning player from placing another marker on the unit later in its march at a cost of one MP.)
8.0 Recovery
In the Recovery Phase, the following actions are performed strictly in the listed order:
- Units at Fatigue Level 0 may entrench, build bridges, or repair bridges/ferries. A unit may not perform more than one of the aforementioned activities per Recovery Phase and may not perform any at all in a rain turn. In RTG, Confederate infantry units may impose a "levy" on Pennsylvania towns in this step (see RTG 19.0).
- In the Advanced Game, units at Fatigue Level 0, 1, or 2 may forage (see each GCACW game's "Forage" rules), but not if they undertook any activities in Step 1 of the Recovery procedure. Note: Units in RTG and SLB may not forage.
- Units at Fatigue Level 0 or 1 may be affected as follows: a. Units at Fatigue Level 0 or 1 with disorganized Strength markers have their Strength markers flipped to their organized sides. Exceptions: If a unit has a Demoralize-2 marker at the start of this step, its Strength marker remains disorganized. Also, in each GCACW volume's Advanced Game, out of supply units with disorganized Strength markers remain disorganized. Note that there is no "out of supply" status in SLB and RTG. b. Units at Fatigue Level 0 or 1 which are on their exhausted sides are flipped to their normal sides. Exception: If an exhausted unit has a Demoralize-2 marker at the start of this step, it remains on its exhausted side. c. Units at Fatigue Level 0 or 1 with Demoralize-1 markers have these markers removed; units at Fatigue Level 0 or 1 with Demoralize-2 markers have these markers flipped to their Demoralize-1 sides.
- Units at Fatigue Level 3 or 4 are flipped to their exhausted (reverse) sides. If they are already on their exhausted sides, they remain so and there is no further effect.
- All units at Fatigue Level 1 or more lose three Fatigue Levels (to a minimum Fatigue Level of 0). Replace each unit's Fatigue marker with a new marker three less than the one being removed. (Units at Fatigue Level 0 do not have markers.)
- In the Advanced Game Scenarios of HCR, SIV (Union units only), OTR, GTC, BAC, RWH (Confederate units only), SJW, AGA, and AIO, out of supply units with organized Strength markers have their Strength markers flipped to their disorganized sides. Note: Step 6 of the Recovery Phase is skipped in SLB and RTG because units are never out of supply in those games.
9.0 Entrenchments
Entrenchments enhance a unit's defensive capabilities. Units may construct entrenchments in the Recovery Phase, and in games taking place in 1863 or later, in the Action Phase. Players may also gain entrenchment benefits from a hex feature called "redoubts."
Building Entrenchments
There are four types of entrenchments: redoubts, abatis, breastworks, and forts. Redoubts, which are printed on the map and represent permanent fortifications, may not be built. However, abatis, breastworks, and forts may be built in either the Action Cycle (see 5.5) or the Recovery Phase. Units building entrenchments in the Recovery Phase must be at Fatigue Level 0. A unit building a bridge or repairing a bridge/ferry may not also entrench in the same Recovery Phase. Units may not entrench in rain turns.
The procedure for building entrenchments in the Action Phase (for games in 1864 or games in 1863 if the Entrenchment Action optional rule is being used) is described in Section 5.5. The procedure for building entrenchments in the Recovery Phase is described below. Depending on the year depicted in the game being played, players use one of three different procedures. Please select the appropriate procedure for the time frame of the game:
- 1861: games occurring within the year 1861
- 1862: games occurring within the year 1862
- 1863: games occurring within the year 1863
- 1864: games occurring in 1864 or later
Entrenchments (1861): AGA
1861 Entrenchment Procedure:
- If a unit entrenches, place a Abatis-Build marker atop the unit. Exception: if a Confederate unit entrenches in a redoubt hex, place a BW-Complete marker atop the unit.
- If a unit already possessing a Abatis-Build marker entrenches, place an Abatis marker atop the unit.
- If a unit already possessing an Abatis marker entrenches, place a BW-Complete marker atop the unit.
- Forts: the only units that may be entrenched above the BW-Complete level are those that start a scenario in a fort marker. If those units leave the fort marker they may not re-entrench beyond the BW-Complete level.
Entrenchments (1862): SJW, HCR, SIV, And OTR
1862 Entrenchment Procedure:
- If a unit entrenches, place a Breastwork–Build marker atop the unit. Exception: If a unit is in a redoubt hex that it is eligible to benefit from, place a Breastwork-Complete marker atop the unit.
- If a unit already possessing a Breastwork–Build marker entrenches, flip the marker to its Complete side.
- If a unit already possessing a Breastwork–Complete marker entrenches, place a Fort–Build marker atop the unit.
- If a unit already possessing a Fort–Build marker entrenches, flip the marker to its Complete side.
Entrenchments (1863): SLB, RTG And BAC
1863 Entrenchment Procedure:
- If a unit without an entrenchment marker (or possessing a Breastworks-Build) entrenches, place a Breastwork marker atop the unit. This is the equivalent of the 1862 "Breastwork–Complete," and in SLB, the Complete side of the Breastwork marker is used. Note: if a unit is in a redoubt hex (that it is eligible to benefit from), this same procedure is still used.
- If a unit already possessing a Breastwork marker entrenches, place a Fort–Build marker atop the unit.
- If a unit already possessing a Fort–Build marker entrenches, flip the marker to its Complete side.
Entrenchments (1864): GTC, AIO, RWH
1864 Entrenchment Procedure:
- If a unit without an entrenchment marker entrenches, place a Breastwork marker atop the unit. Exception: if a unit is in a redoubt hex that it is eligible to benefit from, place a Fort-Build-1 marker atop the unit.
- If a unit already possessing an Abatis marker entrenches, place a Fort-Build-1 marker atop the unit.
- If a unit already possessing a Breastworks-Build marker entrenches, place a Fort-Build-2 marker atop the unit.
- If a unit already possessing a Breastworks, Fort-Build-1, or Fort-Build 2 marker entrenches, place a Fort Complete marker atop the unit.
Removing Entrenchments
A unit's Abatis, Breastwork or Fort marker is removed at the moment the unit leaves the hex. If a unit with an Abatis, Breastwork or Fort marker exits a redoubt hex, its marker is removed but there is no effect on the permanent redoubt.
Effects Of Entrenchments
Entrenchments may enhance the Combat and Artillery values of defending (not attacking) units:
- Redoubts in Virginia only provide benefits when the Confederate player has units in that hex. The redoubts in Tennessee and Alabama in BAC provide benefits for either the Union or Confederate player, depending on which player has units in that redoubt hex. The redoubts in Georgia in AIO (they are all near Dalton on the west map) provide benefits only for the Confederate player. The redoubts in Maryland on the HCR East map provide benefits for only the Union player and only for scenarios in or after 1863 (RWH). Exception: the Centreville (SJW N4318) redoubt also provides the Union player with redoubt benefits if he has units in that hex (this redoubt exists in all games except those in 1861).
- Units in a redoubt hex (that they are eligible to benefit from) with no other entrenchments have their Combat and Artillery values multiplied by 1.5 when defending. (For Combat values, retain fractions; for Artillery values, multiply the sum of all the Artillery values in the hex by 1.5 and round fractions up to the nearest whole number.)
- Units directly under an Abatis marker (or a Breastworks-Build marker if the year is 1864 or later) have their Combat and Artillery values multiplied by 1.5 when defending.
- Units directly under a completed Breastwork, a Fort-Build marker (1863 or earlier), or a Fort-Build-1 marker (1864 or later) have their Combat and Artillery values doubled when defending.
- Units directly under a Fort-Build-2 marker (1864 or later) have their Combat and Artillery values multiplied by 2.5 when defending.
- Units directly under a completed Fort marker have their Combat and Artillery values tripled when defending.
- Units directly under a Breastworks-Build marker do not have their Combat and Artillery values modified if the year is 1863 or earlier.
Abatis, Breastwork, and Fort effects apply individually by unit, not by hex. In a stack of units, some may possess markers while others do not. Only units which actually entrenched in an earlier Action or Recovery Phase receive the Combat/Artillery value multiple provided by an entrenchment marker. Units without markers in the same hex use unenhanced values.
Exception: Units in a redoubt hex belonging to a player eligible to receive redoubt benefits gain the defensive benefit of the redoubt. However, only those units which entrench further in a Action or Recovery Phase gain defensive enhancements beyond those provided by the redoubt.
Entrenchments do not enhance the combat value of units for the purposes of determining if they have enough Combat value to contribute to the achievement of a flank bonus (see "Flank Bonus Conditions", 7.4). Entrenchments also do not boost a unit's Combat value for the purpose of determining the additional MP cost to enter that unit's hex (see "Enter Friendly-Occupied Hex", 6.2).
Flank Attacks Against Redoubt Hexes
If a unit occupies a redoubt and is eligible to receive defensive benefits from that hex, its defensive capabilities against some flank attacks are enhanced (see 7.4).
+4 Bonus: If the attacking player fulfills requirements for a +4 final flank bonus in an attack against one or more units in a redoubt hex, that bonus is reduced to +2.
+3/+2 Bonus: If the attacking player fulfills requirements for a +3 or +2 final flank bonus in an attack against one or more units in a redoubt hex, that bonus is reduced to +1.
+1 Bonus: If the attacking player fulfills requirements for a +1 final flank bonus in an attack against one or more units in a redoubt hex, he receives no flank bonus at all.
Unlike Flanks Refused markers, non-flank attacks against redoubt hexes do not provide the attacking player a +1 die roll bonus. Defending units situated under Breastwork or Fort markers in redoubt hexes retain the redoubts' capabilities against flank attacks. However, Breastwork or Fort markers situated in non-redoubt hexes do not provide these capabilities.
10.0 Bridges, Dams, And Ferries
Units may cross major and minor rivers only at bridges, dams, ferries, and fords. A unit entering a hex across a bridge, dam, or ford ignores the cost of the major terrain in that hex and instead pays 1 MP as long as a road, pike, or RR crosses that bridge, dam, or ford. A unit also pays 1 MP if a pontoon bridge is constructed over that river (as long as both hexes connected by the pontoon bridge have a road, pike, trail, or RR in them). Units entering a hex across a bridge or ford which is not traversed by a road, pike or RR must pay that hex's major terrain MP cost. (See 6.2 for ferry MP penalties.) Roads crossing creek hexsides are not considered bridges, dams, ferries, or fords.
10.1 Pontoon Bridges
In the GCACW Standard Rules, bridges built during the game are known as "pontoon" bridges to differentiate them from "permanent" bridges which are printed on the map. Also, in all GCACW games except SLB (see below), a player must make a die roll if he wishes to build a bridge, rather than building it automatically.
Note: In SLB, all original bridge building rules (see SLB 10.0) are in effect, including major river bridges. These rules are unmodified by the GCACW Standard Rules.
Building Pontoon Bridges
Eligible infantry units may attempt to build pontoon bridges. Note: In some GCACW games, units had formerly been prohibited from building bridges over major rivers, but this is now permissible in the Standard Rules. Also, in the Standard Rules, bridges may always be built at fords.
An infantry unit is eligible to build a pontoon bridge only if it meets all of the following conditions in Step 1 of the Recovery Phase:
- It is at Fatigue Level 0.
- It has a Combat value of 5 or more. Exception: In SIV, it must have a Combat value of 3 or more.
- It occupies a hex containing at least one unbridged/undammed major or minor river hexside. Exception: Confederate units may only attempt to build a bridge over a major river in OTR, GTC, and AIO. Union units may attempt to build a bridge over a major river in all GCACW games except SIV.
- It must not have entrenched or repaired a bridge or ferry in the same Recovery Phase.
- If the bridge is to be built over a minor river, the player must have an unused minor river Bridge marker. Exception: In SJW, HCR, RTG, and SIV, the number of minor river Bridge markers in the game is not a limit. Players may build as many minor river bridges as they wish.
- If the bridge is to be built over a major river, the player must have an unused major river Bridge marker.
In OTR and GTC, the Union and Confederate players are limited to eight and four minor river Bridge markers, respectively. In games in which either or both players may build major river bridges, they are limited to one major river Bridge marker each, except in AIO the Union may build 3 major river bridges. Note: In SLB, the original bridge rules limit the Union player to two major river Bridge markers, and these SLB limits remain in effect.
If a game limits the number of Bridge markers that may be employed, and all the Bridge markers of that type are in use, a player may not build a pontoon bridge of that type until one or more markers become available for use again due to dismantling or destruction (see 10.2).
Pontoon Bridge Restrictions
- Cavalry/artillery units and leaders may not build bridges.
- Bridges may not be built across creek hexsides.
- A bridge may not be built between two hexes if one of the hexes contains an enemy unit (or units) with a combined Combat value of 5 or more. It may be built into a hex if the enemy unit(s) in that hex have a combined Combat value of less than 5. Entrenchments are not taken into account in determining the Combat value that prevents a bridge from being built. Exception: In SIV, a bridge may not be built between two hexes if one of the hexes contains an enemy unit (or units) with a combined Combat value of 3 or more. It may be built into a hex if the enemy unit(s) in that hex have a combined Combat value of less than 3.
- An eligible unit may attempt to build a maximum of one bridge per Recovery Phase, although it may attempt to build more than one bridge per game—even in the same hex.
- A maximum of one infantry unit per hex may make a bridge-building attempt in Step 1 of each Recovery Phase.
- A maximum of one bridge (of any kind) may be situated on each hexside at any time.
- Units may not build bridges in rain turns.
Pontoon Bridge Construction
For each eligible unit attempting to build a bridge in Step 1 of the Recovery Phase, the owning player follows this procedure:
Exception: In SLB, bridges are not built according to this procedure. The original SLB bridge rules are in effect.
- He specifies the hexside over which the bridge will be built.
- He rolls a die, modifying this roll if necessary (see below).
- 5 or Less: If the modified roll is 5 or less, the bridge is successfully built. Place an appropriate Bridge marker (minor or major) belonging to the building player directly on the hexside, with one end of the bridge symbol pointing to the unit's hex and the other end pointing to the hex directly across the river.
- 6 or More: If the modified roll is 6 or more, the bridge is not built. No action is taken. Another attempt to build a bridge across that hexside may not be made until the following turn.
Construction Die Roll Modifiers
A player's pontoon bridge construction die roll is modified if any of the following conditions are in effect (modifiers are cumulative):
- –3: If the Confederate player attempts to build a major river bridge within 10 hexes of the Confederate Capitol (OTR N0627/GTC S3626).
- +1: If the river being bridged is currently unfordable (see 12.0).
- +1: If the bridge is being built between hexes OTR S3409 and OTR S3509 (Barrett's Ferry).
- +2: If the river being bridged is a major river.
- +1: If there is no ford or ferry (or destroyed permanent bridge or ferry) across the hexside being bridged—but there is a road, pike, trail, or RR in both of the hexes to be connected.
- +2: If there is a road, pike, trail, or RR in only one of the two hexes to be connected.
- +3: If there is no road, pike, trail, or RR in either of the two hexes to be connected.
Note: If a pontoon bridge is successfully built, it is considered to have a road (not pike) running across it as long as both hexes connected by the bridge have roads, pikes, trails, or RR in them. Otherwise the bridge is not considered to be traversed by a road.
Chatham Bridge in SJW/SLB: In SJW, Chatham Bridge (S4328-S4427) is considered a Union pontoon bridge, even though it is printed on the map. It is subject to all GCACW Standard Rules applying to dismantling and destruction (see 10.2), and it may be rebuilt if it is destroyed or dismantled. Chatham Bridge does not count against the Union player's limit of one major river bridge in SJW. In SLB, Chatham Bridge is considered destroyed at the start of the game.
10.2 Destroying Bridges and Ferries
In the GCACW Standard Rules, rules for bridge/ferry destruction and dismantling supercede the pertinent rules sections in all GCACW games, including the SIV Advanced Game (see SIV, 23.1). (The following rules are identical to the OTR model.) In all games, permanent bridges, pontoon bridges, and ferries may be destroyed, although permanent bridges/ferries are more difficult to destroy than pontoon bridges. Bridges and ferries may be destroyed in rain turns and while rivers are unfordable.
Destroying Pontoon Bridges
When a player builds a pontoon bridge, he "owns" it. Enemy units may not cross that bridge in a march, retreat, or advance after combat; nor may they attack across it. The bridge remains on the map until an enemy unit with a Combat value of 5 or more (or, in SIV, 3 or more) ends a march, retreat, or advance after combat in one of the two hexes connected by the bridge. At that time the Bridge marker is immediately removed. A pontoon bridge is automatically destroyed at the end of the Attachment Phase if the previous turn's Recovery Phase or the current turn's Attachment Phase has caused an enemy unit to have a combat value of 5 or more (or, in SIV, 3 or more) in one of the two hexes connected by the bridge. ZOC extend across undestroyed bridges normally, even a pontoon bridge constructed by the enemy player.
Dismantling
If at any time during a march, an active unit occupies one of the two hexes connected by a friendly pontoon bridge, the active player may "dismantle" that bridge. If so, the Bridge marker is removed. This does not cost any MP, and the active unit may continue its march afterwards.
Destroying Permanent Bridges And Ferries
If an infantry unit with a Combat value of 5 or more (or, in SIV, 3 or more) ends a march in either of the two hexes connected by a permanent bridge, or if an infantry or cavalry unit of any Combat value ends a march in either of the two hexes connected by a ferry, the active player may attempt to destroy that bridge/ferry. A unit may make a maximum of one attempt to destroy bridges/ferries per turn. However, a player may make more than one attempt to destroy the same bridge/ferry in a turn, as long as the attempts are made by different units.
Exceptions: If an enemy unit occupies one of the two hexes connected by a bridge/ferry, the active player may not attempt to destroy it. Also, if one of the two hexes connected by a bridge/ferry is an enemy ZOC—including restricted ZOC— and that ZOC is not occupied by a friendly unit, the active player may not attempt to destroy it. Finally, some permanent bridges are indestructible (see below).
Dams and Fords: Dams and fords may not be destroyed.
Permanent Bridge/Ferry Destruction Procedure: To attempt to destroy a permanent bridge or ferry, a player rolls a die. (This roll may be modified; see below.)
- Bridge: If the modified roll is 2 or less, a permanent bridge is "destroyed." If the modified roll is 3 or more, the attempt to destroy the permanent bridge has failed.
- Ferry: If the modified roll is 1 or less, a ferry is "destroyed." If the modified roll is 2 or more, the attempt to destroy the ferry fails.
If a permanent bridge/ferry is destroyed, place a "Destroyed" marker directly on the hexside. If a destroy attempt fails, the player may attempt to destroy the bridge/ferry again, as many times as he wishes, as long as a given unit makes no more than one attempt per turn.
Note: SLB does not have Destroyed markers. Players may use Destroyed markers from other games, if available, or they may make their own markers.
Destruction Die Roll Modifiers: If a player attempts to destroy a permanent bridge or ferry, his die roll is modified if any of the following conditions are in effect (modifiers are cumulative):
- –2: If the Confederate player is attempting to destroy a ferry.
- –1: If neither hex connected by the bridge/ferry is an enemy ZOC hex (including restricted ZOC).
- –1: If the active unit attempting the destruction spent its entire march in the hex connected by the bridge or ferry, and the unit neither moved nor attacked during its march.
- +2: If the active player is attempting to destroy the C&O Canal Aqueduct (HCR W4126).
Indestructible Bridges: The following permanent bridges may not be destroyed:
- Chain Bridge (SJW N5809; HCR E0537)
- Aqueduct Bridge (HCR E0739)
- Patterson Viaduct (HCR E2317)
- Thomas Viaduct (HCR E2519)
- Frederick Junction RR Bridge (HCR W4317; RTG S2428)
- Long Bridge (HCR E0941)
- Hunting Creek Bridge (HCR E0845)
C&O Canal Aqueduct: This aqueduct at HCR W4126 is not a terrain feature that affects unit movement (it cannot be used as a bridge). Its only effect is destroying it gives the Confederates VPs in some scenarios. It is treated as a permanent bridge across hexside HCR W4126-W4226 for rules on how to destroy it. Note the +2 Destruction Die Roll Modifier for the Aqueduct.
Destroyed Permanent Bridge/Ferry Effects
If a permanent bridge or a ferry over a minor river is destroyed, a ford is considered to cross the hexside formerly occupied by the bridge/ferry. (ZOC do not extend across destroyed bridge/ferry hexsides when the river they are on is unfordable.) If a permanent bridge or ferry over a major river is destroyed, no ford is considered to exist at that location.
Exception: If Snicker's Ferry or Berry's Ferry, both on the Shenandoah River, are destroyed, a ford is considered to exist across that hexside.
10.3 Repairing Permanent Bridges and Ferries
The following GCACW Standard Rules for permanent bridge and ferry repair (identical to those in OTR) apply to all GCACW games.
Note: These rules supercede the pertinent repair rules in SIV (see SIV 23.2). In SIV, both Union and Confederate units may attempt to repair bridges and ferries according to the GCACW Standard Rules procedure.
An infantry unit is eligible to repair a permanent bridge/ferry only if it meets all of the following conditions in Step 1 of the Recovery Phase:
- It is at Fatigue Level 0.
- It has a Combat value of 5 or more. Exception: In SIV, it must have a Combat value of 2 or more.
- It occupies a hex containing at least one destroyed permanent bridge or ferry hexside.
- It must not have entrenched or built a pontoon bridge in the same Recovery Phase.
- In SIV, the Union player may only attempt to repair a bridge or ferry if at least one of the hexes connected by the bridge is situated in a county that is currently controlled by the Union player (see SIV, 22.1).
Repair Restrictions
- Cavalry/artillery units and leaders may not repair bridges or ferries.
- A permanent bridge or ferry may not be repaired if one of the hexes connected by the bridge/ferry contains an enemy unit or units with a combined Combat value of 5 or more (or, in SIV, 2 or more). It may be repaired if the enemy unit(s) in the connecting hex have a combined Combat value of less than 5 (or, in SIV, a Combat value of less than 2).
- Each player may make a maximum of one repair attempt per Recovery Phase.
- Units may not repair in rain turns.
Repair Procedure
If an eligible unit attempts to repair a permanent bridge/ferry in the Recovery Phase, the owning player follows this procedure:
-
He specifies the hexside on which the repair will be attempted.
-
He rolls a die, modifying this roll if necessary (see below).
- Permanent Bridge: If the modified roll is 3 or less, the bridge is repaired. Remove the Destroyed marker: the bridge is functional again. If the modified roll is 4 or more, the repair attempt fails.
- Ferry: If the modified roll is 5 or less, the ferry is repaired. Remove the Destroyed marker; the ferry is functional again. If the modified roll is 6 or more, the repair attempt fails.
Exception: In AIO, a roll of "1" for a major river bridge repair is always successful, regardless of the modifiers.
Repair Die Roll Modifiers: A player's repair die roll is modified if any of the following conditions are in effect (modifiers are cumulative):
- +1: If the river on which a permanent bridge or ferry is situated is currently unfordable (see 12.0).
- +2: If the river on which a permanent bridge or ferry is situated is a major river.
- +1: If the attempt is for the Etowah RR bridge (across hexsides AIO W5417-W5517)
- +1: If the attempt is for the Chattahoochee RR bridge (across hexsides AIO E2514-E2614)
Chatham Bridge in SLB: In SLB, Chatham Bridge (4328–4427) may not be repaired, although the Union player may build a bridge at that hexside according to normal SLB bridge rules (see SLB 10.0).
11.0 Demoralization
A unit is assigned a Demoralize-1 marker (or has an existing Demoralize-1 marker flipped to its Demoralize-2 side) if it suffers an "R" result in combat. A unit is assigned a Demoralize-2 marker if it suffers an "R*" result in combat.
Leaders are never demoralized. Demoralized units may be chosen to perform actions normally, although their attack capabilities are less than normal.
Effects Of Demoralization –1
A unit with a Demoralize-1 marker is affected as follows:
- Its Combat value when attacking is halved. Round fractions down to a whole number. (Exception: A demoralize-1 unit with a Combat value of 1 or ½ has a Combat value of ½ when attacking.) The unit's Combat value when defending is normal.
- Its Artillery value is 0 in both attack and defense.
- If inactive, it may not contribute in any way to the achievement of a flank attack bonus.
- It may not be selected to participate in a grand assault.
Effects Of Demoralization –2
A unit with a Demoralize-2 marker is affected as follows:
- Its Combat value when attacking is 1. (Exception: A demoralize-2 unit with a Combat value of 1 or ½ has a Combat value of ½ when attacking.) The unit's Combat value when defending is normal.
- Its Artillery value is 0 in both attack and defense.
- If inactive, it may not contribute in any way to the achievement of a flank attack bonus.
- It may not be selected to participate in a grand assault.
- If a hex being attacked contains any units with Demoralize-2 markers, the defender may have to subtract 1 from his combat die roll (see 7.4).
Removal Of Demoralization Markers
A Demoralized marker remains on top of the unit to which it is assigned wherever that unit moves. However, a unit's Demoralize-1 marker may be removed (or a Demoralize-2 marker flipped to its Demoralize-1 side) during Step 3c of the Recovery Phase if that unit has a Fatigue Level of 0 or 1 (see 8.0).
12.0 Rain
Rain is a random event in all GCACW games. The GCACW Standard Rules do not change the fact that rain effects apply only in the Advanced Game in some games (SJW, AGA, HCR, RTG, SLB, and BAC), and in both Basic and Advanced Games in others (SIV, OTR and GTC). Furthermore, the GCACW Standard Rules do not modify how players determine whether or not rain occurs. Each GCACW game uses its original Random Events Table according to that game's specific rules, without modification. Also, note that in rain turns, units may not perform Entrenching actions, nor may they entrench in the Recovery Phase.
Rain
The Random Events Table has four possible "Rain" results:
- Rain (Current): Rain rules are in effect throughout the current turn only. Place a Rain marker on the Turn Track in the box corresponding to the current turn.
- Rain (Current+1): Rain rules are in effect throughout the current turn and the following turn. Place Rain markers on the Turn Track in the boxes corresponding to the current and immediately succeeding turns.
- Rain (Current+2): Rain rules are in effect throughout the current turn and the following two turns. Place Rain markers on the Turn Track in the boxes corresponding to the current and immediately succeeding two turns.
- Rain (Current+3): Rain rules are in effect throughout the current turn and the following three turns. Place Rain markers on the Turn Track in the boxes corresponding to the current and immediately succeeding three turns.
Note: If a multiple turn Rain result occurs when there are already one or more Rain markers on the Turn Track, additional markers are placed on the track only if the new Rain result extends the rain time period into turns which did not previously possess a Rain marker. For example, if a "Rain (Current +2)" result occurs on Turn 6, Rain markers are placed in the Turns 6, 7, and 8 boxes on the Turn Track. If on Turn 7 a "Rain (Current +1)" result occurs, no additional Rain markers are placed on the track because the new result does not extend the rain period. However, if on Turn 7 a "Rain (Current +2)" result had occurred, a Rain marker should be added to the Turn 9 box due to the extension of the rain period.
Rain Effects
Provisional Swamps: Provisional swamp hexes function as full swamp hexes in rain turns. If a Rain event occurs while a unit is in a provisional swamp hex with no road, pike, or RR, the unit gains one Fatigue Level and its Strength marker is disorganized. (If it is already disorganized, it is not further affected.) It also must be immediately moved into an adjacent, non-enemy occupied hex. This special movement does not require activation and does not expend MP. It may not be into an enemy ZOC unless there are no non-enemy ZOC present. It also may not be into another swamp hex or across a major/minor river hexside without a bridge or ferry. If no legal hex is available to move into, the unit is eliminated, and VP are awarded for its loss.
Zones of Control: ZOC do not extend across ford or destroyed bridge/ferry hexsides in rain turns. They also do not extend across creek hexsides untraversed by roads, pikes, RR or trail (unless at least one of the two hexes joined by that creek hexside is a city hex).
Attacks: The attacker subtracts 1 from all combat die rolls in rain turns. Attacks cannot be made across ford or destroyed bridge/ferry hexsides in rain turns. Attacks cannot be made across creek hexsides in rain turns unless the hexside is crossed by a road, pike, trails, or RR (or at least one of the two hexes joined by the creek hexside is a city hex). In an attack across a permissible creek hexside in a rain turn, the defender gains a +2 combat die roll modifier (instead of the normal +1).
Movement: If a unit enters a hex across a road or RR hexside in a rain turn, it expends 2 (not 1) MP. A unit entering a hex across a pike hexside expends 1½ (not 1) MP in a rain turn. If a unit enters a mountain hex through a hexside crossed by a trail in a rain turn, it expends 3 MP instead of 2; if a unit enters a non-mountain hex through a hexside crossed by a trail in a rain turn, it expends 2 MP instead of 1. In rain turns, the cost to enter all types of major terrain without benefit of roads, pikes, trails, or RR is increased (see Terrain Chart).
Rivers and Creeks: In rain turns, units may cross minor and major rivers only at bridge, dam, and ferry hexsides—never at fords or destroyed bridges/ferries. Units may cross creeks only across road, pike, RR or trail hexsides in rain turns. Exception: Units may always cross a creek hexside if at least one of the two hexes joined by that hexside is a city hex.
Bridges: Units may not build or repair bridges or ferries in rain turns but may destroy them.
Entrenching: Units may not entrench in rain turns.
River Fordability
In rain turns, units may not use fords to cross major or minor river hexsides. Furthermore, Rain results on the Random Events Table may cause fords to be unusable for an extended period of time after rain turns. Each time a Rain result occurs, the players must place a "Major Rivers Unfordable" and a "Minor Rivers Unfordable" marker on the Turn Track. (If they are already on the Track, they must be advanced a variable number of boxes.)
Note: If the game being played does not have either or both of these markers, players may use OTR or GTC markers, or they may make their own.
The placement and movement of these two markers on the Turn Track is governed by the type of Rain result that has occurred and the game being played. When a Rain result occurs in any game, consult the chart below to get a Rain Number for minor rivers.
Minor River Rain Number Table
| Rain Event | OTR/AIO | SIV | All Others |
|---|---|---|---|
| Rain (Current) | 1 | 0 | 0 |
| Rain (Current +1) | 2 | 1 | 1 |
| Rain (Current +2) | 4 | 3 | 2 |
| Rain (Current +3) | 6 | n/a | 3 |
Place the Minor Rivers Unfordable marker on the Turn Track a number of boxes ahead of the current turn equal to the Minor River Rain Number. If the Minor Rivers Unfordable marker is already on the Turn Track, advance it by a number of turns equal to the Rain Number. Do not place the Minor Rivers Unfordable marker on the Track if the Rain Number is 0.
Next, consult the chart below to get a Rain Number for major rivers.
Major River Rain Number Table
| Rain Event | OTR/AIO | SIV | All Others |
|---|---|---|---|
| Rain (Current) | 1 | 1 | 1 |
| Rain (Current +1) | 3 | 3 | 2 |
| Rain (Current +2) | 6 | 5 | 3 |
| Rain (Current +3) | 9 | n/a | 4 |
Place the Major Rivers Unfordable marker on the Turn Track a number of boxes ahead of the current turn equal to the Major River Rain Number. If the Major Rivers Unfordable marker is already on the Turn Track, advance it by a number of turns equal to the Rain Number. For example, in any of the games, for a Rain Current result on turn 3, if the Major Rivers Unfordable Marker is not already on the Turn Track, place it on turn 4.
Unfordability Effects
If the Major Rivers Unfordable marker is on the Turn Track, units may not move, retreat, or advance across major rivers at fords in the current turn and all succeeding turns up to and including the box occupied by the marker. If the Minor Rivers Unfordable marker is on the Turn Track, units may not move, retreat, or advance across minor rivers at fords or destroyed bridges/ferries in the current turn and all succeeding turns up to and including the box occupied by the marker. If a unit cannot cross a hexside due to unfordability effects then its ZOC does not extend across that hexside. If a unit uses a ferry to move across a minor river that is currently unfordable, that unit must pay the normal ferry movement point penalty (Manpower value divided by 3, see Section 6.2). Remove a marker from the Turn Track at the end of the turn corresponding to the box it occupies on the Track.
Limited Intelligence (Optional Rule)
This optional rule can be used with any game in the series to better reflect the uncertainties of Civil War era command. It does significantly increase the time required to complete a scenario. This rule requires mutual trust between the players and should not be used for competitive play.
The Force Display
As described in Section 6.4, each player may remove stacks of counters and replace them with a Force Marker. Normally, forces kept off-map on the Force Display may be examined by either player at any time. When using these rules, each player's Force Display is kept secret from the enemy player. Hide each player's Force Display behind a screen or under a spare game box lid.
Placing Force Markers
Each player is allowed to utilize up to ten force markers at a time. Not all games in the Great Campaigns series include ten force markers for each player; players should substitute additional counters as necessary.
A player may place one or more force markers during the Action Cycle whenever he possesses the initiative. (He is not required to activate the units being replaced with force markers during this action; he is free to take the action elsewhere). As described in Section 6.4, the units are removed from the map and placed on the force display. Two or more force markers may be simultaneously placed in the same hex (or one or more force markers may be added to a hex that already has a force marker in it) to confuse the enemy about the direction in which a force will move. When more than one force marker is in a hex, the player is free to divide the units in that hex between those forces as he sees fit. A player is permitted to assign no actual units to a force marker; a phantom force of this type is referred to below as a "dummy marker". Dummy markers may be activated and moved (see below), but may not be used to reveal enemy forces, collect VP, or trigger any other action pursuant to the rules that requires the presence of an actual unit.
Placement of force markers must adhere to the following restrictions:
- A force marker may not be placed adjacent to an enemy unit (unless impassable terrain makes it impossible to move between the two hexes).
- A force marker may not be placed within two hexes of an enemy cavalry unit.
Exception: A force marker may be placed within two hexes of enemy cavalry if all two-hex paths between the units are blocked by either: impassable terrain; woods hexsides not crossed by a road, pike, trail, or RR; or a friendly unit in the hex between the force marker and the enemy cavalry unit.
Moving Force Markers
Units on the Force Display must move according to the published rules. A player moving a hidden force still rolls for that force's movement in view of the enemy player. Thus, the enemy player will have a good idea whether or not a friendly force marker contains infantry or cavalry based on the number of dice rolled for the movement. Dummy markers can be moved as either infantry or cavalry (with or without a leader) at the discretion of the owning player. The player's choice of how to move dummy markers should be based on which type of unit he is trying to trick the enemy player into thinking is present in that force. Any extended march rolls should be rolled in view of the enemy player; however, the moving player may make fake extended march rolls for hidden forces to confuse the enemy.
Movement of dummy markers normally requires the player to win initiative and spend an activation. The only exception occurs when more than one force marker starts an activation in the same hex. In that case, one or more dummy markers may be moved from that hex at the same time as the force markers with actual units without requiring a separate activation.
Revealing Enemy Forces
Players replace friendly forces markers with the units they represent (or remove them if they are dummies) in the following cases:
- If an enemy unit or force marker is adjacent to the friendly force marker (unless impassable terrain makes it impossible to move between the two hexes).
- If an enemy cavalry unit is within two hexes of the marker.
Exception: A force marker may remain on the map within two hexes of enemy cavalry if all two-hex paths between the units are blocked by either: impassable terrain; woods hexsides not crossed by a road, pike, trail, or RR; or a friendly unit in the hex between the force marker and the enemy cavalry unit.
Note: This case requires actual cavalry units to be present on the map within two hexes of the force marker; cavalry units under force markers can never reveal the composition of an enemy force.
Besides removing force markers in the cases listed above, force markers can be voluntarily removed at any time by the owning player (usually when he would rather use them elsewhere on the map).
Great Campaigns on the Internet
On-line support for rule questions and clarifications. Send email to: [email protected]
Web Sites: http://www.multimanpublishing.com or http://www.gcacw.com
Email Mailing List: instructions on joining are found at: http://www.gcacw.com/mailist.htm
Discussion Forums:
- Consimworld: http://forums.consimworld.com (search for the Great Campaigns folder)
- Board Game Geek: http://www.boardgamegeek.com (find the specific game entry for any of the GCACW modules)
Reference: Entrenchment Table
| Year | 1861 | 1862 | 1863 (Action) | 1863 (Recovery) | 1864 (Action) | 1864 (Recovery) |
|---|---|---|---|---|---|---|
| Entrenching Phase | Recovery | Recovery | Action | Recovery | Action | Recovery |
Combat Multiplier and Resulting Level of Entrenchment, by Current Level of Entrenchment:
| Current Level of Entrenchment | Combat Multiplier* | 1861 | 1862 | 1863 (Action) | 1863 (Recovery) | 1864 (Action) | 1864 (Recovery) |
|---|---|---|---|---|---|---|---|
| None (see rules if in Redoubt) | — | Abatis-Build | Breastwork–Build | Breastwork–Build | Breastwork–Complete | Abatis | Breastwork–Complete |
| Abatis-Build | 1.0 | Abatis | N/A | N/A | N/A | N/A | N/A |
| Abatis | 1.5 | Breastwork–Complete | N/A | N/A | N/A | Breastwork–Build | Fort Build–1 |
| Breastwork–Build | 1.5 (1864 only) | N/A | Breastwork–Complete | Breastwork–Complete | Breastwork–Complete | Breastwork–Complete | Fort Build–2 |
| Breastwork–Complete | 2 | N/A | Fort Build | Fort Build | Fort Build | Fort Build–1 | Fort–Complete |
| Fort Build | 2 | N/A | Fort–Complete | Fort–Complete | Fort–Complete | N/A | N/A |
| Fort Build–1 | 2 | N/A | N/A | N/A | N/A | Fort Build–2 | Fort–Complete |
| Fort Build–2 | 2.5 | N/A | N/A | N/A | N/A | Fort–Complete | Fort–Complete |
* Once units reach Fort-Complete, their combat multiplier is 3 in all games.
Recovery Phase Summary
- Units at Fatigue Level 0 may entrench, build bridges, or repair bridges and ferries. (They may only perform one of these activities per phase.)
- Units at Fatigue Level 0, 1, or 2 may forage in the Advanced game.
- Units at Fatigue Level 0 or 1 may be affected as follows (also see 8.0): a. Units at Fatigue Level 0 or 1 with disorganized Strength markers have these markers flipped to their organized sides. Exception: In the Advanced Game, out of supply units with disorganized Strength markers are unaffected; their markers remain disorganized (except SLB/RTG). b. Units at Fatigue Level 0 or 1 which are on their exhausted sides are flipped to their normal sides. c. Units at Fatigue Level 0 or 1 with Demoralize-1 markers have those markers removed. Units at Fatigue Level 0 or 1 with Demoralize-2 markers have these markers flipped to their Demoralize-1 sides.
- Units at Fatigue Level 3 or 4 are flipped to their exhausted sides. If they are already exhausted there is no further effect.
- Units at Fatigue Level 1 or more lose 3 Fatigue Levels (to a minimum of 0).
- Out of supply units with organized Strength markers in the Advanced Game have these markers flipped to their disorganized sides (except RTG/SLB).
Games of the Great Campaigns of the American Civil War Series
- Volume 1: Stonewall Jackson's Way (1992)
- Volume 2: Here Come the Rebels! (1993)
- Volume 3: Roads to Gettysburg (1994)
- Volume 4: Stonewall in the Valley (1995)
- Volume 5: Stonewall's Last Battle (1996)
- Volume 6: On to Richmond (1998)
- Volume 7: Grant Takes Command (2001)
- Skirmisher Module 1: Burnside Takes Command (2003)
- Skirmisher Module 2: Rebels in the White House (2003)
- Volume 8: Battle Above The Clouds (2009)
- Volume 9: Stonewall Jackson's Way II: Battles of Bull Run (2013, contains redesign of SJW and All Green Alike)
- Volume 10: Atlanta Is Ours (2018)
- Volume 11: Roads to Gettysburg II: Lee Strikes North (2018, contains redesigns of HCR, RTG, & RWH)
Woods Hexside (Restricted ZOC) Summary of Effects
- MOVEMENT: Restricted ZOC do not restrict movement in any way (Section 6.2). A unit can move through a restricted ZOC without having to stop and can leave a restricted ZOC without having to pay a +1 movement penalty.
- ATTACKS: Units may only attack across a woods hexside in certain conditions. Refer to Section 7.0, Combat, Attack Restrictions.
- FLANK ATTACKS: Restricted ZOC count as covered hexes when computing the basic flank bonus. However, the final flank bonus is reduced by one for each hex covered by a restricted ZOC. Refer to Section 7.4, Flank Attacks.
- RETREAT AND ROUT: Restricted ZOC affect retreats and routs just like normal ZOC.
- COMMAND RADIUS: Restricted ZOC block an enemy leader's command radius just like normal ZOC.
MMP grants permission to photocopy charts and tables on this page for personal use only.
Atlanta Is Ours
The Atlanta Campaign: May To October, 1864
Basic Game Rules
1.0 Introduction
Atlanta Is Ours (AIO) simulates the Civil War campaign in northern Georgia in 1864 between the Confederate and Union armies. The fall of Atlanta was a significant loss to the Confederacy and was instrumental in Lincoln's re-election a few months later.
In the game, the players control Union and Confederate military forces in turns representing one day of real time. The map is a detailed representation of northern Georgia as it was in 1864, drawn almost exclusively from Civil War period maps. All geographical features affecting military operations, such as roads, mountains, fords, and railroads, are portrayed. A hexagonal grid has been superimposed over the map and each hex equals about 2,000 yards (1.15 miles) from side-to-side. Military units from regiments to divisions are represented along with each side's corps and army leaders. Military units consist of a varying number of points, each of which represents about 500 infantry men or 700 cavalrymen.
The AIO rules are similar to those of the previous nine games in the Great Campaigns of the American Civil War (GCACW) series. Minor differences in the game system from one game to the next existed in this series prior to the 1999 publication of the Standard Series Rules Upgrade Kit in Issue No. 1 of The Skirmisher. These Standard Series Rules now form the basis for all games in the series. Atlanta Is Ours includes these Standard Rules in the separate rule booklet entitled: GCACW Standard Basic Game Rules, Version 1.3. This standard rule booklet forms a comprehensive guide to the common rules shared between all games in the series. The primary copy of Basic Game rule sections 2.0 through 12.0 appear in this separate booklet.
You will also find some significant additions to the Standard Rules that need to be used just when playing AIO scenarios. These new items are delineated over these first two pages of the AIO rulebook. For clarification, a few rules below are repeated from the Standard Rules and are noted that they are reminders.
Game Components
A complete game of Atlanta Is Ours contains the following:
- Two Rules Booklets
- Two 22" by 32" Mapsheets
- Three 280-piece Countersheets
- Two Charts and Tables Cards
- One Terrain Chart
- Two Force Displays
- One Off-Map Display
- Two 6-sided Dice
Abbreviations
AC: Army of the Cumberland. AIO: Atlanta Is Ours. AO: Army of the Ohio. AR: Arkansas. Art: Artillery. AT: Army of Tennessee (Confederate) or Army of the Tennessee (Union). Brig: Brigade. Cav: Cavalry. Cmd: Command. Disorg: Disorganized. Div: Division. DM: Military Division of the Mississippi. Dmorize: Demoralized. Dr: Doctor. F: Forrest's corps. H: Humes' division. GA: Georgia. HD: Hood's corps. HE: Hardee's corps. K: Kelly's division. J: Jackson's division. IA: Iowa. IL: Illinois. Inf: Infantry. Ldr: Leader. M: Martin's division. MO: Missouri. MN: Minnesota. MP: Movement Points. Mt: Mount. Mtn: Mountain. NE: No Effect. OH: Ohio. Org: Organized. P: Polk's corps. PL: Pillow's division. P.O.: Post Office. Regt: Regiment. RR: Railroad. Sub: Substitute unit. USCT: United States Colored Troops. VC: Victory Condition. VP: Victory Points. W: Wheeler's corps. ZOC: Zone of Control.
2.2 Playing Pieces
The Union player has three armies:
- The Army of the Cumberland (AC) is led by Thomas. This army consists of three infantry corps (IV, XIV, and XX) and four cavalry divisions. It also contains four units not belonging to a corps or division leader (Steedman, Milroy, 44 USCT, and the Siege Artillery). The tactical value (command value for the army leader) of Union units and leaders belonging to the AC are enclosed in a blue box.
- The Army of the Tennessee (AT) is led by McPherson and by Howard after McPherson's death. This army consists of three infantry corps (XV, XVI, and XVII) and two units not belonging to a corps or division leader (9 IL cavalry and McArthur). The tactical value (command value for the army leader) of Union units and leaders belonging to the AT are enclosed in a red box.
- The Army of the Ohio (AO) is led by Schofield (and later by Cox). This army is actually a "district" in game terms. Therefore Schofield (later Cox) is a District Leader, so he gets a +2 to his command value for corps assaults. His only corps is the XXIII corps which has no corps leader so only Schofield (later Cox) may activate these units in an Activate Leader Action. This army/district also contains Stoneman's cavalry division. The tactical value of Union units and leaders belonging to the AO are enclosed in a green box.
Sherman
Sherman is an Army leader in command of all the Union armies and his command value is enclosed in a purple box.
Thomas
Thomas is an Army Leader and the "+1D" on his counter indicates his special ability to help in defense. Whatever hex he is in gets an additional +1 to the defender's combat roll.
Army Leaders and Grand Assaults
Army leaders Thomas and McPherson (or his replacement, Howard) and District Leader Schofield (or his replacement Cox) may only select units for Grand assaults that are part of their army (or district). Sherman may stack with an infantry unit from any army and select units for Grand assaults that are part of any army.
Union Siege Artillery
The Union Siege Artillery unit may not join in a corps assault except by corps leaders in its army (AC).
4.1 Initiative Segment
Reminder: If both players roll the same initiative die roll, the Union player wins ties of double 1s, 2s, 3s, and the Confederate wins ties of double 4-6.
5.1 March
Extended March Table Modifiers
Reminder: The +1 modifier for Union units does not apply to Union cavalry in AIO.
9.0 Entrenchments
Effects of Redoubts
Reminder: The hexes with redoubts in AIO provide benefits for only the Confederate player. The redoubts are located on the west map near Dalton. These redoubts did not exist prior to 1864; therefore, if the West map is used in a pre-1864 scenario (e.g. a BAC 1863 Grand Campaign) then they should be ignored.
10.1 Pontoon Bridges
Reminder: The Union player is limited to 5 Minor River and 3 Major River bridges. The Confederate player is limited to 4 Minor River and 1 Major River bridge.
10.3 Repairing Bridges and Ferries
Repair Die Roll Modifiers
Reminder: The following repair die roll modifiers have been added to the table for AIO only:
- +1 If the attempt is for the Etowah RR bridge (across hexsides AIO W5417-W5517)
- +1 If the attempt is for the Chattahoochee RR bridge (across hexsides AIO E2514-E2614)
AIO Bridge Repair Special Rule
In AIO, a roll of "1" for a major river bridge repair is always successful, regardless of the modifiers.
10.0 Rain
Unfordability
Reminder: AIO uses the OTR/AIO column in the river fordability tables.
13.0 Scenarios And Control Markers
Some scenarios specify which side controls certain "objective hexes" at the start of the game and the VPs given for control of an objective hex. Players may wish to place Union or Confederate "Control" markers on objective hexes to denote which side controls them. A player gains control of an enemy-controlled objective hex at the moment one of his undemoralized infantry (not cavalry) units enter that hex. A player maintains control of an objective hex even if he does not have an infantry unit occupying it, assuming the enemy does not gain control of that hex. Note: if a player's infantry unit has its "Demoralize-1" marker removed while it occupies an enemy-controlled objective hex, the player immediately gains control of that hex.
Some scenarios specify that Victory Points are given for occupation by infantry of certain objective hexes. Players should take care to note when Victory Conditions require occupation or just control of an objective hex.
Basic Game Scenarios
There are fourteen Basic Game scenarios of varying degrees of length and complexity. Unless otherwise noted in the following instructions, all units begin the game with their front (normal) sides face-up at Fatigue Level 0 with organized Strength markers. Before starting, place the Turn marker on the Turn Track in the box corresponding to the date on which the scenario begins. This is Turn one. At the end of the game, calculate Victory Points (VP) and determine a winner. Since combat losses cause VP gain or loss, the players should keep track of Manpower value losses on a piece of paper. In scenarios where combat retreat results count as VP (dependent on the combat power of the defending infantry prior to the combat), players should keep track of these VP on a piece of paper.
Map
The AIO map is divided into a west and east section. In set-up instructions, hexes are listed by four-digit numbers preceded by "W" (west map) or "E" (east map). For example, "W2211" means hex 2211 on the west map.
To join the two map sections together, on the east map cut away the gray border and the partial hexes on the west edge with scissors so the maps fit together evenly. Do not cut away the gray border on the east edge of the west map.
To place the two maps together, lay them so that the west edge of the east map lies on the top of the west map at the east edge of the west map. The result will be whole hexes in each column where the maps join together.
"NEAR LOVEJOY'S STATION, Twenty-six miles south of Atlanta, Ga., September 3, 1864--6 a.m. (Received 5.30 p.m. 4th.) Maj. Gen. H. W. HALLECK, Washington, D.C.: We made a general attack on the enemy at Jonesboro, on the first of September, the Fourteenth Corps, Gen. Jeff C. Davis, carrying the works handsomely, with ten guns and about a thousand prisoners. In the night the enemy retreated south, and we have followed him to another of his hastily constructed lines near Lovejoy's Station. Hood, at Atlanta, finding me on his road, the only one that could supply him, and between him and a considerable part of his army, blew up his magazines in Atlanta, and left in the night-time, when the Twentieth Corps, Gen. Slocum, took possession of the place. So Atlanta is ours, and fairly won. W. T. SHERMAN, Major-General." — Telegraph from Sherman to War Department, Sept 4, 1864
Scenario 1: The Opportunity Of A Lifetime
NOTES: This scenario is recommended for a person's first game as a teaching scenario. It is especially appropriate for a player learning the system solitaire, and the player should focus on playing the Union side. The scenario covers McPherson's advance through Snake Creek Gap on May 9th to Resaca. His goal was to cut off Johnston's army (near Dalton to the north) from Atlanta. Concerned about being cut off himself by Confederates moving south, McPherson lost "the opportunity of a lifetime" [quote from Sherman to McPherson on May 12th] and called off his attack on Resaca and retreated back to Sugar Valley.
MAP: Only the northwest quarter of the West map is used, bounded by columns 13XX to 26XX and rows XX11 to XX17 inclusive.
GAME LENGTH: 1 turn, May 9, 1864.
SPECIAL RULES:
- Restricted Areas: Units may not move or retreat into row WXX11 except for hex W2211 (Resaca). Units may not move into hex W1413. Units forced to retreat into these areas are removed from play.
- River Crossings: Units may not cross rivers except at the bridge at Resaca (W2211-W2312).
- Confederate Reinforcements: When the Confederate player wins the initiative on a doubles (e.g. double 6s), he may bring on one of the two reinforcements listed in the setup (both may eventually be brought on). If he brings on a reinforcement, it consumes his entire move for this Activation Segment. A reinforcement is placed in Resaca (W2211), but the Confederate player must already occupy this hex to place the unit.
- Hood may stack with and activate any Confederate infantry unit in this scenario.
- Reynolds is placed at fatigue level 2 on his normal side.
Victory Conditions: At the end of the game, the Union player wins if he occupies Resaca (W2211) with an infantry unit. Otherwise the Confederate player wins.
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Cantey | Div | P | Inf | 3+ | W2211 (Resaca) |
| 26/66 GA | Regt | HE | Inf | 3* | W2211 (Resaca) |
| Grigsby | Brig | H-W | Cav | 1# | W1615 (Strand) |
| Reynolds | Brig | P | Inf | 1 | See special reinforcement rule |
| Hood | Corps | HD | Ldr | – | See special reinforcement rule |
* Indicated unit begins the game under a Fort marker
+ Indicated unit begins the game under a Breastworks-Complete marker
# Indicated unit begins the game on its exhausted side
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| 9 IL | Regt | Cav-AT | Cav | 1 | W1515 |
| Sweeny-A | Div | XVI | Inf | 9# | W1515 |
| McPherson | Army | AT | Ldr | – | W1414 |
| Dodge | Corps | XVI | Ldr | – | W1414 |
| Veatch | Div | XVI | Inf | 10# | W1414 |
| Logan | Corps | XV | Ldr | – | W1314 |
| Osterhaus | Div | XV | Inf | 8 | W1314 |
| ML Smith | Div | XV | Inf | 7 | W1314 |
| Harrow | Div | XV | Inf | 8 | W1314 |
# Indicated units begin the game on their exhausted side
Scenario 2: The Gap Is Blocked
NOTES: This is a hypothetical scenario; it assumes that Johnston had blocked Snake Creek Gap, instead of leaving it open, which allowed McPherson to come through. In this situation, Sherman would have had to come up with a different strategy, and could have sent McPherson around Johnston's right flank.
MAP: Only the west map is used.
GAME LENGTH: 3 turns, May 8-10, 1864.
SPECIAL RULES:
- First Initiative: The Union player wins the first initiative of Turn 1. In this initiative, he may only activate units and/or leaders of the Army of the Tennessee (McPherson, Logan, Osterhaus, ML Smith, Harrow, Dodge, Sweeney, Veatch, and 9 IL). After this, initiative is determined normally.
- Confederate Corps Leaders: The three Confederate corps leaders (Hardee, Hood, and Polk) may activate, be attached to, and transfer to any Confederate infantry unit. However, these leaders may activate a maximum of three units in any Action Phase.
- Confederate Movement Restriction: Confederate infantry units may not move into row xx03, or any row northeast (above) this. However, they may attack Union units in these hexes. If forced to retreat into one of these hexes, the unit must attempt to move into row xx04 if activated again.
- Oostanaula Rivers: All bridges and ferries across the Oostanaula River from Calhoun (W2614-W2515) to Rome (W3631-W3532), both inclusive, are destroyed.
- Alternate Snake Creek Gap Route: Union units may not move or retreat into W1415. This restriction is removed if a Union unit enters W1314.
- Snake Creek Gap: Union units may not enter or attack into W1314 on Turn 1. This restriction is removed on Turn 2.
- Southern Passes: Union units may not enter hexes W1817 or W2620 (Nicholson) for the duration of the game.
- Confederate Reinforcements: On Turn 3, the Confederate player receives a reinforcement. To place the reinforcement, the Confederate player must have won the initiative. He then places it as described below. This is the only action he may perform during this initiative. The reinforcement is Polk and Scott (placed together). Scott is placed at Fatigue Level 4 on his exhausted side. The reinforcement may be placed in any RR hex from W1809 to W4322 (Kingston) (inclusive). When the reinforcement is placed, none of the RR hexes from the reinforcement's placement hex to W3631 (Rome) may contain damaged or destroyed RR stations, or Union units or their ZOC, and there may not be a destroyed bridge along the RR path.
Victory Conditions: The Union player gains and loses VPs for the following occurrences:
| VP | Reason |
|---|---|
| +35 | If an undemoralized Union infantry unit occupies Tilton (W1710) at the end of the game |
| +30 | If an undemoralized Union infantry unit occupies Dalton (W1007) at the end of the game |
| +20 | If an undemoralized Union infantry unit occupies any RR hex from W1108 (Hermit Spring) to W1610 (Brownlow Church) at the end of the game |
| Note: The Union player may only gain VP for one of the above three victory conditions (the one with the highest VP award). | |
| -2 | For each point of Union Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another). |
| +3 | For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another). |
At the end of the game, the Union VP total is calculated and the players consult the chart below to determine the winner.
| Union VP | Winner |
|---|---|
| 45 or more | Union Decisive Victory |
| 30 to 44 | Union Substantive Victory |
| 15 to 29 | Union Marginal Victory |
| 0 to 14 | Confederate Marginal Victory |
| -15 to -1 | Confederate Substantive Victory |
| -16 or less | Confederate Decisive Victory |
(Illustrations: Battle of Dug Gap; Attack at Rocky Face Ridge)
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Dibrell | Brig | K-W | Cav | 1 | W1102 |
| Kelly | Div | K-W | Ldr | – | W1002 (Dawsonville) |
| Allen-K | Brig | K-W | Cav | 2 | W1002 (Dawsonville) |
| Hannon | Brig | K-W | Cav | 1 | W0904 (Fillmore) |
| Joe Wheeler | Corps | W | Ldr | – | W0804 |
| James Wheeler | Brig | H-W | Cav | 2 | W0804 |
| Cleburne-A | Div | HE | Inf | 6* | W0906 |
| Govan | Brig | HE | Inf | 6* | W0806 (Tobacco Factory) |
| Hindman | Div | HD | Inf | 14* | W0706 (Long's Tanyard) |
| Stevenson-A | Div | HD | Inf | 14* | W0606 |
| Cheatham | Div | HE | Inf | 10* | W0607 |
| Johnston | Army | AT | Ldr | – | W0708 (Buzzard Roost) |
| Hardee | Corps | HE | Ldr | – | W0708 (Buzzard Roost) |
| Hood | Corps | HD | Ldr | – | W0708 (Buzzard Roost) |
| Stewart | Div | HD | Inf | 13* | W0708 (Buzzard Roost) |
| Walker | Div | HE | Inf | 13 | W0807 |
| Bate-A | Div | HE | Inf | 5* | W0809 (Baylor's Mill Gap) |
| Humes | Div | H-W | Ldr | – |
^ Indicated units begin the game on their exhausted sides.
* Indicated units begin the game under Fort-Complete markers.
% Indicated units begin the game under Breastworks-Complete markers.
+ Indicated units begin the game under Abatis markers on their exhausted sides.
# Reynolds begins the game at Fatigue Level 4 on his exhausted side
(Illustration: Beginning of the Atlanta Campaign, May 10, 1864. The First Shell - Crossing Chickamauga Creek. Watercolor by Adolph Metzner.)
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| McPherson | Army | AT | Ldr | – | W0401 (Prater's Mill) |
| Logan | Corps | XV | Ldr | – | W0401 (Prater's Mill) |
| Osterhaus | Div | XV | Inf | 8 | W0401 (Prater's Mill) |
| ML Smith | Div | XV | Inf | 7 | W0401 (Prater's Mill) |
| Harrow | Div | XV | Inf | 12 | W0401 (Prater's Mill) |
| Dodge | Corps | XVI | Ldr | – | W0402 |
| Sweeny-A | Div | XVI | Inf | 12 | W0402 |
| Veatch | Div | XVI | Inf | 10 | W0402 |
| 9 IL | Regt | Cav-AT | Cav | 1 | W0402 |
| McCook | Div | 1-Cav-AC | Ldr | – | W0502 (Derman) |
| Dorr | Brig | 1-Cav-AC | Cav | 2 | W0502 (Derman) |
| Lamson | Brig | 1-Cav-AC | Cav | 2 | W0502 (Derman) |
| Hovey | Div | XXIII-AO | Inf | 9 | W0403 |
| Schofield-A | District | AO | Ldr | – | W0504 |
| Judah | Div | XXIII-AO | Inf | 7 | W0504 |
| Cox-A | Div | XXIII-AO | Inf | 7 | W0504 |
| Newton | Div | IV | Inf | 10+ | W0404 (Burke Spring) |
| Howard | Corps | IV | Ldr | – | W0405 (Vacant) |
+ Indicated units begin the game on their exhausted sides.
^ K. Garrard, Minty, and Miller may not activate or entrench until Turn 3. Minty and Miller begin the game on their exhausted sides and may not recover until the end of Turn 3.
Scenario 3: The Battle Of Resaca
NOTES: The battle of Resaca was from May 13-15, 1864. The Union tried to surround the Confederates and achieve a crossing down-river, while simultaneously attacking the Confederate line of battle. The Confederates first attempted to flank the Union forces to cut them off from Snake Creek Gap, and when that failed they just tried to hold their line and prevent their retreat from getting cut off. This scenario focuses on the critical second day of the battle and players will find it full of possibilities.
MAP: Only the northwest quarter of the West map is used, bounded by columns 01XX to 29XX and rows XX01 to XX17 inclusive.
GAME LENGTH: 1 turn, May 14, 1864.
SPECIAL RULES:
- Scenario Start: The Leader Transfer Phase is skipped and play starts with the Union player automatically winning the first two initiatives without the need for a die roll. After this, initiative is determined normally.
- Hood: Hood may be attached to any Confederate infantry unit, may activate any Confederate infantry unit for movement, and may select any Confederate infantry or artillery unit for assault. However, he may select no more than three units during an "Activate Leader" action.
- River Crossings: Units may not cross rivers except as follows:
- Both sides may cross at the bridge at Resaca (W2211-W2312).
- The Union may cross at Lay's Ferry (W2215-W2316) if they have a pontoon bridge there and subject to the Lay's Ferry Pontoon Bridge rule.
- Confederate units may retreat across Fite's Ferry (W2310), Ballon's Ferry (W2110), and Hogan's Ferry (W2008); however units that do so are removed from play. The Confederates lose VP for infantry units that retreat across these ferries. During a retreat, the Confederate may elect to consider any of these ferries impassable and alter the retreat accordingly.
- Lay's Ferry Pontoon Bridge: The Union player may build a pontoon bridge across Lay's Ferry (W2215-W2316) taking a shortcut from the usual procedure. One time only, the Union player may build this pontoon bridge by activating any Union infantry brigade for a march action while already in W2215. This special bridge construction may occur as part of an Activate Leader action. The unit gains one fatigue level as usual and a pontoon bridge is placed across Lay's Ferry. The unit does not have to cross the river on this move, but if it elects to then its move must end immediately after crossing (no attack is allowed in this move once the unit is in the hex on the opposite side of the river). The pontoon may not be built if W2316 contains an enemy unit(s) with total Combat value of 5 or more (entrenchments are not taken into account). If W2316 contains an enemy unit(s) with less manpower than this, then an attack across the pontoon hexside must occur (with a normal +2 on the defender die roll for an attack across a bridge). If the Union player gets an "a" result in the attack, then for the pontoon to be considered completed the Union unit must advance (but must end its move after crossing). If the unit does not advance for any reason then the Union unit returns to its start hex and the pontoon is removed. Only one unit may cross the river using this pontoon bridge in this Activation Segment (whether there was an attack or not in crossing the pontoon).
- The Union player may only cross the pontoon bridge with brigade or regimental level units from the XVI corps and only one unit may cross or attack across per Action Phase (it may move as far as able). As many units as desired may retreat across the pontoon bridge due to combat.
- Circumvallation Victory Condition: The Union player can gain VP (at the end of the game) if an unbroken line of a combination of Union units and river hex-sides surrounds the town of Resaca (W2211). The rivers complete half the circumvallation; therefore players should focus only on an unbroken chain of hexes containing Union units.
Victory Conditions: The Union player gains and loses Victory Points (VP) for the following occurrences at the end of the game (control/occupation is if the player controls/occupies the hex at the end of the game):
| VP | Reason |
|---|---|
| +24 | If an undemoralized Union infantry unit occupies W2211 (Resaca) |
| +15 | If an undemoralized Union infantry unit occupies W2111 (Poole) |
| +9 | For each of the following hexes the Union player controls: W2011; W2010 (Wood Station) |
| +9 | If the Union player has a pontoon bridge across Lay's Ferry (W2215-W2316) and if the Union player occupies W2316 with an undemoralized infantry unit |
| +9 | If any undemoralized Union unit occupies W2614 (Calhoun). However, the Union player must also fulfill the Lay's Ferry VC to be eligible for these VP |
| +18 | If the Union player has a circumvallation of Resaca at the end of the game (see special rule) |
| -9 | For each of the following hexes occupied by an undemoralized Confederate infantry unit: W2112 (Camp Creek); W2212 |
| -6 | If an undemoralized Confederate infantry unit occupies W1710 (Tilton). However, the Confederates must prevent the circumvallation VC to be eligible for these VP |
| -12 | If an undemoralized Confederate infantry unit occupies W2015 (Sugar Valley) or any adjacent hex. However, the Confederates must prevent the circumvallation VC to be eligible for these VP |
| +4 | For each Confederate infantry unit that retreats across a ferry |
| -2 | For each point of Union Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another) |
| +3 | For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another). |
At the end of the game, the Union VP total is calculated and the players consult the chart below to determine the winner.
| Union VP | Winner |
|---|---|
| 35 or more | Union Decisive Victory |
| 26 to 34 | Union Substantive Victory |
| 17 to 25 | Union Marginal Victory |
| 8 to 16 | Confederate Marginal Victory |
| -1 to 7 | Confederate Substantive Victory |
| -2 or less | Confederate Decisive Victory |
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Johnston | Army | AT | Ldr | – | W2211 (Resaca) |
| Polk | Corps | P | Ldr | – | W2211 (Resaca) |
| Cantey | Div | P | Inf | 6^ | W2211 (Resaca) |
| Loring-B | Div | P | Inf | 6+ | W2211 (Resaca) |
| Scott | Brig | P | Inf | 3+ | W2211 (Resaca) |
| Vaughan | Brig | HE | Inf | 2+ | W2211 (Resaca) |
| Hood | Corps | HD | Ldr | – | W2010 (Wood Station) |
| Stevenson-A | Div | HD | Inf | 14 | W2010 (Wood Station) |
| Stewart | Div | HD | Inf | 13 | W2010 (Wood Station) |
| Hindman | Div | HD | Inf | 14 | W2011 |
| Bate-A | Div | HE | Inf | 8* | W2011 |
| Hardee | Corps | HE | Ldr | – | W2111 (Poole) |
| Cheatham | Div | HE | Inf | 8* | W2111 (Poole) |
| Cleburne-A | Div | HE | Inf | 9* | W2111 (Poole) |
| Govan | Brig | HE | Inf | 3* | W2111 (Poole) |
| Walker | Div | HE | Inf | 16 | W2614 (Calhoun) |
| Joe Wheeler | Corps | W | Ldr | – | W2010 (Wood Station) |
| Kelly | Div | K-W | Ldr | – | W2010 (Wood Station) |
* Indicated units begin the game under Abatis markers
+ Indicated units begin the game under Breastworks-Complete markers
^ Indicated unit begins the game under a fort marker
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Howard | Corps | IV | Ldr | – | W1410 |
| Stanley | Div | IV | Inf | 15 | W1410 |
| Newton | Div | IV | Inf | 9 | W1410 |
| Wood | Div | IV | Inf | 15 | W1410 |
| Sherman | Army | DM | Ldr | – | W2012 (Moore) |
| Thomas | Army | AC | Ldr | – | W2012 (Moore) |
| Palmer | Corps | XIV | Ldr | – | W2012 (Moore) |
| Johnson | Div | XIV | Inf | 16 | W2012 (Moore) |
| Davis | Div | XIV | Inf | 15 | W2012 (Moore) |
| Baird | Div | XIV | Inf | 16 | W1913 |
| Hooker | Corps | XX | Ldr | – | W2112 |
| Williams | Div | XX | Inf | 14 | W2112 |
| Geary | Div | XX | Inf | 13 | W2112 |
| Butterfield | Div | XX | Inf | 15 | W2112 |
| McCook | Div | 1-Cav-AC | Ldr | – | W1610 (Brownlow Church) |
| Dorr | Brig | 1-Cav-AC | Cav | 2 | W1610 (Brownlow Church) |
| Lamson | Brig | 1-Cav-AC | Cav | 2 | W1610 (Brownlow Church) |
| McPherson | Army | AT | Ldr | – | W2212 |
| Logan |
* Indicated units begin the game under Abatis markers
^ Indicated units begin the game at Fatigue Level 1 on their normal (not exhausted) sides
Scenario 4: From The Oostanaula To The Etowah
NOTES: After the battle of Resaca the Confederates slipped away in a night march, something they would repeat several times in their retreat to the Etowah River. Three times during this retreat, Johnston halted his army to delay or give battle, but each time only an engagement resulted and the retreat was resumed. The Union kept losing contact with the Confederates and had to advance on a broad front due to the nature of the road network and the large Union army. Thus, the Union was susceptible to a surprise counterattack. The Confederates failed to pull off a planned ambush at Cassville and retreated across the Etowah to end the first phase of the campaign.
MAP: Only the West map is used.
GAME LENGTH: 7 turns, May 17-23, 1864.
SPECIAL RULES:
- Bridges and Ferries: Place destroyed markers at all bridges and ferries on the river from Calhoun Bridge (W2515-W2614) to White's Ferry (W3329-W3429), inclusive of both. At Lay's Ferry (W2215-W2316) the ferry is destroyed, but place a Union pontoon bridge across this hexside. Reminder: players may construct bridges, repair bridges and ferries, etc. as per the Standard Rules.
- Johnston's Night March: The Confederate player may conduct a Johnston's Night March once in this scenario (ref. Advanced Rule 12.1). Neither player may conduct any other Activate Army Leader actions. Note: The Confederate player may open the game with this action.
- Confederate RR Movement: The Confederate units French and Cockrell may each make a single RR move (reference Advanced Game rule 9.0; however, ignore the county control requirement and rules relating to the Union railhead marker). No other units may move by rail.
- Confederate Reinforcement: The Confederate unit Cockrell is a reinforcement that may enter the map on any Confederate initiative on turn 1 (if he does not enter on turn 1 then he cannot enter on later turns). To enter, the Confederates conduct a March action with Cockrell (no other Confederate units may move in this action). Cockrell enters by being placed in any hex on the west edge of the map, from W3833 (inclusive) or south. The entry hex does not cost any movement points to enter, but may not be occupied by a Union unit, and then Cockrell may move normally according to his movement roll for this action. Cockrell starts the game at Fatigue Level 2 (on his normal side), and this March action brings him to Fatigue Level 3.
- Attachment: The Confederate player may attach Sears and Cockrell to any divisions in Polk's corps (see Advanced Game rule 10.2).
- Hex Control: At the beginning of the game, the Confederate player controls all objectives requiring control.
- Random Events: After determining sides, one die is rolled and the random events below that correspond to that roll are used:
- Effective Cavalry & Log Barricades: Union cavalry leaders add 2 to movement die rolls instead of 1. Confederate cavalry get an additional +1 modifier to cavalry retreat die rolls; however a roll of 1 still causes a manpower loss.
- (Cross)Fire & Water: The total Union artillery value in a Grand Assault with artillery crossfire on clear or rolling terrain is increased by 33%. To obtain artillery crossfire, there must be units contributing artillery to the attack that are not in the same hex. If Polk and Johnston end the turn in the same hex, then Polk baptizes Johnston; and for the rest of the game Polk gets a +1 on defense if Johnston is in the same hex.
- Effective Retreat & Pursuit: The Confederates may conduct a total of 2 Night Marches (must be on different turns but may be on successive turns) and the minimum movement roll for these is a 4. Any turn that the Confederates conduct a Night March, the Union gets an additional -1 modifier on all infantry extended march rolls.
Victory Conditions: The Union player gains and loses Victory Points (VP) for the following occurrences at the end of the game (control/occupation is if the player controls/occupies the hex at the end of the game):
| VP | Reason |
|---|---|
| +45 | If an undemoralized Union infantry division occupies W5517 |
| +30 | If the Union controls Etowah Station (W5417) |
| +25 | If the Union controls Cartersville (W5217) |
| +20 | If the Union controls New Hope Church (W4918) |
| +18 | If the Union controls Cass Station (W4719) |
| +15 | If the Union controls Cassville (W4518) |
| +15 | If the Union controls Kingston (W4322) |
| +15 | If the Union controls Rome (W3631) |
| +3 | For each of the following RR stations with a Damage or Destroy marker. However, if a station is controlled by the Union then they do not also get that particular burn VP: Cartersville (W5217); Etowah Station (W5417) |
| +9 | For each Confederate infantry division that cannot trace a "line of communication" (LOC) at the end of the game. If a division is destroyed it is counted as not having a LOC. A LOC is a path of continuous hexes from the unit's hex to the south edge of the map. The first five hexes of the path (from the unit's hex to an adjacent hex) must be across any hexside the unit could move across; all other hexes after this must be across road or RR hexsides. The last hexside in the path must be across a road or RR hexside going off map. This path may not enter a hex containing an enemy unit or enemy ZOC (unless that ZOC is occupied by a friendly unit) |
| -? | For each "Dr" result obtained in combat against Union infantry units. If the total Combat Value (prior to the combat) of the infantry and artillery units in the retreated stack is between 1-11 (inclusive) it is -2 VP; if it is more than 11 it is -3 VP. Cavalry is ignored for these VP |
| -? | For each "DR" result obtained in combat against Union infantry units. If the total Combat Value (prior to the combat) of the infantry and artillery units in the routed stack is between 1-11 (inclusive) it is -4 VP; if it is more than 11 it is -6 VP. Cavalry is ignored for these VP |
| -2 | For each point of Union Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another) |
| +3 | For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another) |
Note: some random events above change or add VP conditions.
At the end of the game, the Union VP total is calculated and the players consult the chart below to determine the winner.
| Union VP | Winner |
|---|---|
| 70 or more | Union Decisive Victory |
| 60 to 69 | Union Substantive Victory |
| 50 to 59 | Union Marginal Victory |
| 40 to 49 | Confederate Marginal Victory |
| 30 to 39 | Confederate Substantive Victory |
| 29 or less | Confederate Decisive Victory |
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Johnston | Army | AT | Ldr | – | W2614 (Calhoun) |
| Hood | Corps | HD | Ldr | – | W2614 (Calhoun) |
| Stevenson-A | Div | HD | Inf | 13 | W2614 (Calhoun) |
| Stewart | Div | HD | Inf | 12* | W2614 (Calhoun) |
| Hindman | Div | HD | Inf | 14 | W2614 (Calhoun) |
| Polk | Corps | P | Ldr | – | W2614 (Calhoun) |
| Loring-B | Div | P | Inf | 9 | W2614 (Calhoun) |
| Cantey | Div | P | Inf | 5 | W2614 (Calhoun) |
| French | Div | P | Inf | 3* | W3631 (Rome) |
| Sears | Brig | P | Inf | 3^ | W4322 (Kingston) |
| Cockrell | Brig | P | Inf | 3% | See Special Rule |
| Hardee | Corps | HE | Ldr | – | W2716 |
| Bate-A | Div | HE | Inf | 8 | W2716 |
| Cheatham | Div | HE | Inf | 10 | W2716 |
| Cleburne-A | Div | HE | Inf | 12 | W2616 (Ware) |
| Walker | Div | HE | Inf | 15 | W2615 (Oothcalaga Mill) |
| Joe Wheeler | Corps | W | Ldr | – | W2715 |
| Kelly | Div | K-W | Ldr | – | W2715 |
* Indicated units begin the game at Fatigue Level 0 on their exhausted sides
^ Indicated units begin the game at Fatigue Level 1 on their exhausted sides
% Cockrell is a reinforcement that enters the map per the special rule; he begins the game at Fatigue Level 2 on his normal side
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Howard | Corps | IV | Ldr | – | W2513 (Thomas) |
| Stanley | Div | IV | Inf | 15 | W2513 (Thomas) |
| Newton | Div | IV | Inf | 9 | W2513 (Thomas) |
| Wood | Div | IV | Inf | 15 | W2514 |
| Siege Artillery | Brig | AC | Art | 3 | W2211 (Resaca) |
| Sherman | Army | DM | Ldr | – | W2211 (Resaca) |
| Thomas | Army | AC | Ldr | – | W2211 (Resaca) |
| Palmer | Corps | XIV | Ldr | – | W2211 (Resaca) |
| Johnson | Div | XIV | Inf | 16 | W2211 (Resaca) |
| Baird | Div | XIV | Inf | 16 | W2211 (Resaca) |
| Davis | Div | XIV | Inf | 15 | W2526 (Floyd's Springs) |
| Hooker | Corps | XX | Ldr | – | W2509 |
| Geary | Div | XX | Inf | 13 | W2509 |
| Williams | Div | XX | Inf | 13 | W2408 |
| Butterfield | Div | XX | Inf | 13 | W2607 |
| McCook | Div | 1-Cav-AC | Ldr | – | W2708 |
| Dorr | Brig | 1-Cav-AC | Cav | 2 | W2708 |
| Lamson | Brig | 1-Cav-AC | Cav | 2 | W2708 |
| K. Garrard |
* Indicated units begin the game at Fatigue Level 0 on their exhausted sides
Scenario 5: Advance And Retreat
NOTES: After the battle of Resaca, the Confederates retreated towards the Etowah River. The Union lost contact with the Confederates who setup an ambush at Cassville. Hood advanced to conduct a surprise attack the morning of the 19th but aborted the action after Union cavalry suddenly appeared on his flank. The Confederates then retreated back into a defensive position which the Union started shelling. (Note: the title of this scenario is the same as Hood's movements on the 19th and is also the title of his memoir). Meanwhile a strong Union force had outflanked the Confederates by crossing the Etowah south of Kingston at Wooley's Bridge. The night of the 19th, Johnston conducted his 4th Night March of the campaign and retreated across the Etowah.
Note: The title of Hood's autobiography is "Advance and Retreat."
MAP: only the West map is used.
GAME LENGTH: 4 turns, May 19-22, 1864.
SPECIAL RULES:
- Confederate Movement Restrictions: Confederate infantry may not move into or adjacent to Kingston (W4322) on turn 1.
- Turn 1 Start: The following applies to turn 1:
- The Leader Transfer Phase is skipped.
- The Confederate player automatically wins the first initiative, but he must conduct an Activate Leader action (not an assault action) with Hood. He may not pass.
- Hex Control: At the beginning of the game, the Confederate player controls all objectives requiring control.
Victory Conditions: The Union player gains and loses Victory Points (VP) for the following occurrences at the end of the game (control/occupation is if the player controls/occupies the hex at the end of the game):
| VP | Reason |
|---|---|
| +45 | If an undemoralized Union infantry division occupies W5517 |
| +30 | If the Union controls Etowah Station (W5417) |
| +25 | If the Union controls Cartersville (W5217) |
| +20 | If the Union controls New Hope Church (W4918) |
| +18 | If the Union controls Cass Station (W4719) |
| +15 | If the Union controls Cassville (W4518) |
| +9 | For each Confederate infantry division that cannot trace a "line of communication" (LOC) at the end of the game. If a division is destroyed it is counted as not having a LOC. A LOC is a path of continuous hexes from the unit's hex to the south edge of the map. The first five hexes of the path (from the unit's hex to an adjacent hex) must be across any hexside the unit could move across; all other hexes after this must be across road or RR hexsides. The last hexside in the path must be across a road or RR hexside going off map. This path may not enter a hex containing an enemy unit or enemy ZOC (unless that ZOC is occupied by a friendly unit) |
| +3 | For each of the following RR stations with a Damage or Destroy marker. However, if a station is controlled by the Union then they do not also get that particular burn VP: Cartersville (W5217); Etowah Station (W5417) |
| -? | For each "Dr" result obtained in combat against Union infantry units. If the total Combat Value (prior to the combat) of the infantry and artillery units in the retreated stack is between 1-11 (inclusive) it is -2 VP; if it is more than 11 it is -3 VP. Cavalry is ignored for these VP |
| -? | For each "DR" result obtained in combat against Union infantry units. If the total Combat Value (prior to the combat) of the infantry and artillery units in the routed stack is between 1-11 (inclusive) it is -4 VP; if it is more than 11 it is -6 VP. Cavalry is ignored for these VP |
| -2 | For each point of Union Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another) |
| +3 | For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another) |
At the end of the game, the Union VP total is calculated and the players consult the chart below to determine the winner.
| Union VP | Winner |
|---|---|
| 38 or more | Union Decisive Victory |
| 28 to 37 | Union Substantive Victory |
| 18 to 27 | Union Marginal Victory |
| 8 to 17 | Confederate Marginal Victory |
| -8 to 7 | Confederate Substantive Victory |
| -9 or less | Confederate Decisive Victory |
(Illustration: Headquarters of General Thomas, near Cassville, Ga., May 21, 1864)
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Johnston | Army | AT | Ldr | – | W4518 (Cassville) |
| Polk | Corps | P | Ldr | – | W4518 (Cassville) |
| Loring-B | Div | P | Inf | 9 | W4518 (Cassville) |
| French | Div | P | Inf | 9* | W4518 (Cassville) |
| Cantey | Div | P | Inf | 5 | W4518 (Cassville) |
| Armstrong | Brig | J | Cav | 2 | W4518 (Cassville) |
| Jackson | Div | J | Ldr | – | W4322 (Kingston) |
| Ross | Brig | J | Cav | 2 | W4322 (Kingston) |
| Ferguson | Brig | J | Cav | 2 | W4322 (Kingston) |
| Stevenson-A | Div | HD | Inf | 13 | W4417 |
| Hood | Corps | HD | Ldr | – | W4317 |
| Stewart | Div | HD | Inf | 12 | W4317 |
| Hindman | Div | HD | Inf | 14 | W4317 |
| Joe Wheeler | Corps | W | Ldr | – | W4317 |
| Kelly | Div | K-W | Ldr | – | W4317 |
| Allen-K | Brig | K-W | Cav | 2 | W4317 |
| Dibrell | Brig | K-W | Cav | 1 | W4317 |
| Hannon | Brig | K-W | Cav | 1 | W4317 |
| Humes | Div |
* Indicated units begin the game at Fatigue Level 0 on their exhausted sides
+ Indicated units begin the game under Abatis markers
(Illustrations: J.B. Hood; "Old Tecumseh" Himself, wartime photograph)
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Howard | Corps | IV | Ldr | – | W4222 |
| Stanley | Div | IV | Inf | 15 | W4222 |
| Newton | Div | IV | Inf | 9 | W4222 |
| Wood | Div | IV | Inf | 15 | W4222 |
| Sherman | Army | DM | Ldr | – | W4122 (Connesene Church) |
| Thomas | Army | AC | Ldr | – | W4122 (Connesene Church) |
| Siege Artillery | Brig | AC | Art | 3 | W4122 (Connesene Church) |
| Palmer | Corps | XIV | Ldr | – | W4122 (Connesene Church) |
| Johnson | Div | XIV | Inf | 16 | W4122 (Connesene Church) |
| Baird | Div | XIV | Inf | 16 | W4122 (Connesene Church) |
| Hooker | Corps | XX | Ldr | – | W3818 (McDow) |
| Williams | Div | XX | Inf | 13* | W3818 (McDow) |
| Geary | Div | XX | Inf | 13^ | W4118 |
| Butterfield | Div | XX | Inf | 13^ | W4318 |
| Lowe | Div | 3-Cav-AC | Ldr | – | W3618 (Adairsville) |
| Klein | Brig | 3-Cav-AC | Cav | 1 | W3618 (Adairsville) |
| 10 OH | Regt | 3-Cav-AC | Cav | 1 | W3618 (Adairsville) |
| Murray | Brig | 3-Cav-AC | Cav |
* Indicated units begin the game at Fatigue Level 0 on their exhausted sides
^ Indicated units begin the game at Fatigue Level 1 on their exhausted sides
# Indicated units begin the game at Fatigue Level 1 on their normal sides
Scenario 6: The Hell Hole
NOTES: The Union crossed the Etowah River on May 23, moving away from their rail supply line to avoid the natural defenses at Allatoona. The Union objectives were key crossroads that led back to Marietta on the rail line. The Confederate forces beat the Union to the key Dallas-New Hope line and a series of battles ensued. Troops called this area "The Hell Hole" due to the closely entrenched lines and the constant fighting. Losses were approximately 2645 Union and 2050 Confederate, and the Union only occupied Dallas on the 28th, with the Confederates adjacent.
MAP: Only the East map is used.
GAME LENGTH: 4 turns, May 25-28, 1864.
SPECIAL RULES:
- Turn 1: The Confederate player automatically wins the first three initiatives of turn 1. After this, initiatives are determined normally.
- No military unit may activate in more than two of these initial initiatives. However, a leader may perform multiple Activate Leader Actions in these three initiatives (provided he does not activate the same unit more than twice).
- Confederate units may not enter Union ZOC in these initiatives.
- The Confederates may elect to end their automatic free initiative wins before having used all three.
- Union Turn 1 Unit Restrictions: The following units may neither move nor recover on turn 1: Davis, 9 IL, and all units in the XVI corps.
- Quarles: Quarles' brigade may not move on turn 1.
- Restricted Movement Areas: Units that move or retreat into the following indicated areas are immediately removed from play (a retreat is without any VP penalty other than normally would occur from a retreat into the area if it was unrestricted). Note that units are allowed to deliberately move into a restricted area (presumably to escape an attack), but then are removed from play. However, leaders that move or retreat off map may immediately return to the closest unit in their command that is in the normal play area. Retreating units may treat these areas as off-map for retreat chart purposes so they are not forced to retreat into them if not desired. These areas are not treated as off-map for flank modifier purposes; they are treated as having whatever ZOC would normally be there.
- Restricted areas for the Confederate player:
- Any hex in row xx20 and any row northeast of xx20 (i.e. xx19, xx18, etc).
- Any hex in columns 03xx, 02xx, and 01xx.
- Restricted areas for the Union player:
- Any hex in row xx20 and any row northeast of xx20.
- Any hex in column 12xx and any column southeast of 12xx (i.e. 13xx, 14xx, etc).
- Restricted areas for the Confederate player:
- Confederate Reinforcements: On turn 2 (only), all the military units and leaders in Wheeler's cavalry corps (see Setup) may enter the game. In any one Confederate Activation Segment, place the desired leaders and military units (at fatigue level 1) in any "legal entry hex or hexes". Units may be placed in more than one hex, but they must all enter in the same Activation Segment. This placement takes up the Confederate Activation Segment. "Legal entry hexes" are any of the following hexes that are not Union occupied: E0521, E0821, E1021, E1221, E1321, E1521, and E1621.
- Hex Control: At the beginning of the game, the Confederate player controls all objectives.
Victory Conditions: The Union player gains and loses Victory Points (VP) for the following occurrences at the end of the game (control/occupation is if the player controls/occupies the hex at the end of the game):
| VP | Reason |
|---|---|
| +35 | If the Union controls Dallas (E0827) and no Confederate infantry division occupies any adjacent hex |
| +20 | If an undemoralized Union infantry unit occupies Dallas (E0827) and a Confederate infantry division occupies any adjacent hex |
| +35 | If the Union controls Pickett's Mill (E0822) and no Confederate infantry division occupies any adjacent hex |
| +20 | If an undemoralized Union infantry unit occupies Pickett's Mill (E0822) and a Confederate infantry division occupies any adjacent hex |
| +35 | If the Union controls New Hope Church (E0724) and no Confederate infantry division occupies any adjacent hex |
| +20 | If an undemoralized Union infantry unit occupies New Hope Church (E0724) and a Confederate infantry division occupies any adjacent hex |
| +3 | For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another) |
| -2 | For each point of Union Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another) |
At the end of the game, the Union VP total is calculated and the players consult the chart below to determine the winner.
| Union VP | Winner |
|---|---|
| 60 or more | Union Decisive Victory |
| 45 to 59 | Union Substantive Victory |
| 30 to 44 | Union Marginal Victory |
| 15 to 29 | Confederate Marginal Victory |
| 0 to 14 | Confederate Substantive Victory |
| -1 or less | Confederate Decisive Victory |
(Illustration: Wartime photograph of New Hope Church, Ga.)
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Hood | Corps | HD | Ldr | – | E0521 (Crossroads Church) |
| Hindman | Div | HD | Inf | 14 | E0521 (Crossroads Church) |
| Stewart | Div | HD | Inf | 12 | E0521 (Crossroads Church) |
| Stevenson-A | Div | HD | Inf | 13& | E0521 (Crossroads Church) |
| Johnston | Army | AT | Ldr | – | E1024 (California Court Ground) |
| Polk | Corps | P | Ldr | – | E1024 (California Court Ground) |
| Loring-B | Div | P | Inf | 9 | E1024 (California Court Ground) |
| Cantey | Div | P | Inf | 5 | E1024 (California Court Ground) |
| French | Div | P | Inf | 9 | E1024 (California Court Ground) |
| Quarles | Brig | P | Inf | 4# | E2022 (Salt Springs) |
| Cleburne-A | Div | HE | Inf | 12 | E1422 |
| Hardee | Corps | HE | Ldr | – | E1423 (Callaway) |
| Cheatham | Div | HE | Inf | 10 | E1423 (Callaway) |
| Walker | Div | HE | Inf | 16 | E1324 |
| Bate-A | Div | HE | Inf | 6 | E1224 (Poplar Springs Church) |
| Finley | Brig | HE | Inf | 2 | E0827 (Dallas) |
| Jackson | Div | J | Ldr | – | E0827 (Dallas) |
# Quarles may not move on turn 1
& Indicated unit begins the game at Fatigue Level 1 on its normal side
* Indicated units are reinforcements (see special rule)
(Illustrations: Battlefield of New Hope Church, wartime photograph by George Barnard; The Hell Hole, wartime photograph by George Barnard)
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Stoneman | Div | Cav-AO | Ldr | – | E0121 |
| Biddle | Brig | Cav-AO | Cav | 2 | E0121 |
| Holeman | Brig | Cav-AO | Cav | 2 | E0121 |
| Hascall-A | Div | XXIII-AO | Inf | 6 | E0121 |
| Schofield-A | District | AO | Ldr | – | E0123 (Sligh) |
| Hovey | Div | XXIII-AO | Inf | 9 | E0123 (Sligh) |
| Cox-A | Div | XXIII-AO | Inf | 6 | E0123 (Sligh) |
| McCook | Div | 1-Cav-AC | Ldr | – | E0124 |
| Dorr | Brig | 1-Cav-AC | Cav | 2 | E0124 |
| Lamson | Brig | 1-Cav-AC | Cav | 2 | E0124 |
| Sherman | Army | DM | Ldr | – | E0225 (Burnt Hickory) |
| Thomas | Army | AC | Ldr | – | E0225 (Burnt Hickory) |
| Hooker | Corps | XX | Ldr | – | E0225 (Burnt Hickory) |
| Geary | Div | XX | Inf | 12 | E0225 (Burnt Hickory) |
| Williams | Div | XX | Inf | 13 | E0225 (Burnt Hickory) |
| Butterfield | Div | XX | Inf | 12 | E0225 (Burnt Hickory) |
| Siege Artillery | Brig | AC | Art | 3 | E0225 (Burnt Hickory) |
| Howard | Corps | IV | Ldr |
* Indicated units may not move on turn 1
^ Indicated units begin the game at Fatigue Level 0 on their exhausted sides
Scenario 7: Kennesaw Mountain
NOTES: On June 19, the Confederates retreated into the Kennesaw Mountain line. The Union advanced to the base of the mountain and slowly extended their south flank (the right of their line). To counter this, Johnston swung Hood's corps from the Confederate right flank to their left flank, and had Wheeler's and Polk's corps (now commanded by Stewart) fill the prepared position left by Hood. On June 22, the Union and Confederate movements collided in the Battle of Kolb's Farm, which halted the Union advance but with high Confederate casualties. Stymied on the flank, the Union slowly assembled their forces for a frontal assault on Kennesaw Mountain which took place on the 27th. The assaults on the mountain took heavy losses; but on the south flank, Schofield pushed the Confederates back from Oley's Creek on the Old Sandtown Road, thus creating the opportunity for a much broader and stronger flanking action. On the end of the 27th, the Union had taken none of the objectives in this scenario and losses in the battles of Kolb's Farm and Kennesaw Mountain were approximately 2000 Confederate and 3,350 Union; therefore the "historical" VPs are -2 for a Confederate victory.
MAP: only the East map is used.
GAME LENGTH: 6 turns (note: all turns end early so this plays like a 2-3 turn scenario time-wise), June 22-27, 1864.
SPECIAL RULES:
- Turn 1: The player that wins the first initiative of turn 1 automatically loses the second initiative without need for a die roll. After this, initiative is determined normally.
- Random End of Action Cycle: In every turn, the Action Cycle might end early each time there is a tied initiative die roll. After a tied initiative die roll, either player rolls another die. If this modified die roll is 5 or higher then the Action Cycle continues normally (with whichever player won the tied initiative die roll continuing play). Otherwise, the Action Cycle immediately ends and play continues with the Recovery Phase. Exception: the Action Cycle automatically continues if in the current turn both players have not either won at least one initiative or conducted an action (the 2nd case could happen from a player not winning an initiative yet but having moved after the other player passed). The die roll may be modified as follows:
- +3 on turn 6.
- +1 on turns 2-5 if any Confederate unit has had a Dr or DR result on the current turn.
- +? On turn 1 depending on a marker. For the marker use a fatigue marker and place it at F4 at the start of the game. The first tied initiative on turn 1 the modifier is +4, so the turn continues automatically, but the F4 marker is replaced by a F2 marker. Then the 2nd tied initiative the modifier is again the value of the fatigue marker so +2 to the continuation check die roll. If the turn continues, remove the F2 marker. For all the following tied initiatives on turn 1 the modifier is 0.
- Restricted Movement Areas: Units that move or retreat (combat retreat or cavalry retreat) into the following indicated areas are immediately removed from play (a retreat is without any VP penalty other than normally would occur from a retreat into the area if it was unrestricted). Note that units are allowed to deliberately move into a restricted area (presumably to escape an attack), but then are removed from play. However, leaders that move or retreat off map may immediately return to the closest unit in their command that is in the normal play area. Retreating units may treat these areas as off-map for retreat chart purposes so they are not forced to retreat into them if not desired. These areas are not treated as off-map for flank modifier purposes; they are treated as having whatever ZOC would normally be there.
- Any hex in row xx10 and any row east of xx10 (i.e. xx09, xx08, etc).
- Any hex in row xx20 and any row west of xx20 (i.e. xx21, xx22, etc).
- Hex Control: At the beginning of the game, the Confederate player controls all objectives requiring control.
Victory Conditions: The Union player gains and loses Victory Points (VP) for the following occurrences at the end of the game (control/occupation is if the player controls/occupies the hex at the end of the game):
| VP | Reason |
|---|---|
| +50 | If an undemoralized Union infantry unit occupies Smyrna Station (E2014) and no undemoralized Confederate infantry unit is adjacent to Smyrna Station |
| +40 | If an undemoralized Union infantry unit occupies Smyrna Station (E2014) and an undemoralized Confederate infantry unit is adjacent to Smyrna Station |
| +15 | If an undemoralized Union infantry unit is adjacent to Smyrna Station (E2014) and no undemoralized Union infantry unit occupies Smyrna Station (a Confederate unit may occupy Smyrna Station) |
| +50 | If an undemoralized Union infantry unit occupies Marietta (E1413) and no undemoralized Confederate infantry unit is adjacent to Marietta |
| +40 | If an undemoralized Union infantry unit occupies Marietta (E1413) and an undemoralized Confederate infantry unit is adjacent to Marietta |
| +15 | If an undemoralized Union infantry unit is adjacent to Marietta (E1413) and no undemoralized Union infantry unit occupies Marietta (a Confederate unit may occupy Marietta) |
| +20 | If the Union controls Kennesaw Mountain (E1213) |
| +15 | If the Union controls Little Kennesaw Mountain (E1214) |
| +10 | If the Union controls Mt Zion Church (E1516) |
| +10 | If an undemoralized Union infantry unit occupies Gann (E2018) |
| -15 | If the RR station at Big Shanty (E0914) is destroyed or damaged |
| -2 | For each point of Union Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another) |
| +3 | For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another) |
At the end of the game, the Union VP total is calculated and the players consult the chart below to determine the winner.
| Union VP | Winner |
|---|---|
| 50 or more | Union Decisive Victory |
| 35 to 49 | Union Substantive Victory |
| 20 to 34 | Union Marginal Victory |
| 5 to 19 | Confederate Marginal Victory |
| -10 to 4 | Confederate Substantive Victory |
| -11 or less | Confederate Decisive Victory |
(Illustration: Brush Mountain (hex E1112) from foot of Kennesaw (~E1113), showing position of federal batteries against Kennesaw. Drawing by Alfred Waud, ~June 27, 1864.)
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Loring-B | Div | P | Inf | 12* | E1212 |
| Walthall-A | Div | P | Inf | 9# | E1213 (Kennesaw Mountain) |
| Stewart | Corps | P | Ldr | – | E1214 (Little Kennesaw Mountain) |
| French | Div | P | Inf | 9# | E1214 (Little Kennesaw Mountain) |
| Walker | Div | HE | Inf | 14* | E1215 |
| Johnston | Army | AT | Ldr | – | E1316 |
| Hardee | Corps | HE | Ldr | – | E1316 |
| Bate-A | Div | HE | Inf | 6* | E1316 |
| Cleburne-A | Div | HE | Inf | 10* | E1316 |
| Cheatham | Div | HE | Inf | 9* | E1416 |
| Hood | Corps | HD | Ldr | – | E1516 (Mt. Zion Church) |
| Hindman | Div | HD | Inf | 12 | E1516 (Mt. Zion Church) |
| Stevenson-A | Div | HD | Inf | 11+ | E1516 (Mt. Zion Church) |
| Clayton-A | Div | HD | Inf | 10 | E1514 (Ga. Military Inst.) |
| Joe Wheeler | Corps | W | Ldr | – | E1312 (Mitchell) |
| Kelly | Div | K-W | Ldr | – | E1312 (Mitchell) |
| Allen-K | Brig | K-W | Cav | 2+ | E1312 (Mitchell) |
| Dibrell | Brig | K-W | Cav |
+ Indicated units begin the game under Abatis markers
* Indicated units begin the game under Breastworks-Complete markers
# Indicated units begin the game under Fort markers
(Illustration: View of Kennesaw Mountain from Big Shanty. Inscribed upper left: On this ridge Sherman's batteries operated against Kenesaw.)
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| K. Garrard | Div | 2-Cav-AC | Ldr | – | E1011 |
| Minty | Brig | 2-Cav-AC | Cav | 2 | E1011 |
| Long | Brig | 2-Cav-AC | Cav | 2 | E1011 |
| Miller | Brig | 2-Cav-AC | Cav | 2 | E1011 |
| Blair | Corps | XVII | Ldr | – | E1112 (Brush Mountain) |
| Leggett-A | Div | XVII | Inf | 9* | E1112 (Brush Mountain) |
| Gresham-B | Div | XVII | Inf | 6* | E1112 (Brush Mountain) |
| Harrow | Div | XV | Inf | 10+ | E1014 |
| ML Smith | Div | XV | Inf | 8* | E1113 (Kennesaw Station) |
| McPherson | Army | AT | Ldr | – | E1114 |
| Logan | Corps | XV | Ldr | – | E1114 (Kearns) |
| Osterhaus | Div | XV | Inf | 7* | E1114 (Kearns) |
| Dodge | Corps | XVI | Ldr | – | E1114 (Kearns) |
| Fuller-A | Div | XVI | Inf | 9* | E1114 (Kearns) |
| Sherman | Army | DM | Ldr | – | E0914 (Big Shanty) |
| Sweeny-B | Div | XVI | Inf | 7 | E0914 (Big Shanty) |
| Siege Artillery | Brig | AC | Art | 3 | E0914 (Big Shanty) |
| 9 IL | Regt | Cav-AT | Cav |
+ Indicated units begin the game under Abatis markers
* Indicated units begin the game under Breastworks-Complete markers
Scenario 8: Crossing The Chattahoochee
NOTES: Repulsed with heavy losses from frontal assaults at the battle of Kennesaw Mountain on June 27, Sherman reverted to an outflanking strategy. In the ensuing days the Union extended their right flank, and by the evening of July 2nd they had pushed far enough to cause a Confederate retreat from their Kennesaw Mountain line. This scenario picks up with the Confederate night march in the early morning hours of July 3rd when they retreated to a compact interim line at Symrna Station. This line was only held two days before Union attacks pressured the Confederates to pull back. Another night march (the night of July 4th) of just a few miles brought the Confederates to a previously prepared position in a line of special redoubts (these became known as Shoupades) on the west side of the Chattahoochee River protecting the key railroad bridge. The line of Shoupades was outflanked when the Union crossed the river in multiple locations to the north (at Grogan's Ferry, Fish Dam, and Cavalry Ford) on July 8th and 9th; and the Confederates retreated once again at dusk on the 9th.
MAP: only the East map is used.
GAME LENGTH: 6 turns (note: all turns may end early so this plays about like a 4 turn scenario time-wise), July 3-8, 1864.
SPECIAL RULES:
- Random End of Action Cycle: In turns 1-5, the Action Cycle may immediately end each time there is a tied initiative die roll where both players roll a 1 or both players roll a 6. The player who has won this initiative may elect to attempt to continue the turn; this player rolls a single die and the turn continues if the roll is less than their top army leader's command value. For example, if the initiative roll is double ones, then the Union player may elect to continue the turn and it continues with the Union Activation Segment if he rolls a 1-3. If the roll fails or if the player does not elect to continue the turn, the Action Cycle immediately ends and play continues with the Recovery Phase. Exception: the Action Cycle automatically continues if in the current turn both players have not won at least one initiative die roll.
- Initial Ferry Destruction: In the Random Events phase of turn 1, the Confederates may attempt to destroy any ferries. To do this, the Confederates select a ferry one at a time, and then roll a die, and the selected ferry is destroyed on a roll of 1-5. Only one attempt per ferry is allowed in this opening Phase, but it can be on as many ferries as desired. Note: There are not enough counters provided to place "Destroyed" markers on each ferry. Instead, players should use the "All Crossings Destroyed" counters, placing two counters (pointing at each other) on either end of a section of river along which all crossings are destroyed.
- Turn 1: The Confederate player automatically wins the first four initiatives of turn 1. After this, initiatives are determined normally.
- No military unit may activate in more than two of these initial initiatives. However, a leader may perform multiple Activate Leader Actions in these four initiatives (provided he does not activate the same unit more than twice).
- Confederate units may neither enter Union ZOC nor attack Union units in these initiatives.
- The Confederates may elect to end their automatic initiative wins before having used all four.
- Shoupades: While this is not an Advanced Game scenario, it uses Shoupades. At the start of the game place a Shoupade on its complete side in each of the following hexes: E2412, E2514, E2414, E2415, E2416, E2517, E2518, and E2617. Refer to Advanced Game rule 17.0, but just the section on "Effects of Shoupades" applies to this scenario.
- River Fordability: Major and Minor rivers are unfordable for all turns.
- Confederate Pontoon Bridges: Place a Confederate pontoon bridge across both of the following hexsides: Mason and Turner's Ferry (E2518-E2617) and Pace's Ferry (E2412-E2313).
- Pontoon Bridges: Both players may build pontoon bridges in the Recovery Phase per the Standard Rules. Also, once in the game, the Union player may attempt to build a pontoon bridge across any ferry (destroyed or not), ford, or destroyed bridge hexside taking a shortcut from the usual procedure. The Union player builds this special pontoon bridge by activating any infantry unit for a march or as part of an Activate Leader action (not an assault), but the infantry unit must already be adjacent to the intended pontoon bridge hexside. The unit gains one fatigue level as usual and a pontoon bridge is automatically (without a die roll attempt) placed across the hexside. The unit does not have to cross the river on this move (the unit might already be on the Atlanta side for example), but if it elects to cross then its move must end immediately after crossing (no attack is allowed in this move once the unit is in the hex on the opposite side of the river). The pontoon may not be built if the hex across the river contains an enemy unit(s) with total Combat value of 5 or more (entrenchments are not taken into account). If the hex across the river contains an enemy unit(s) with less combat power than this, then an attack across the pontoon hexside must occur (with a normal +2 on the defender die roll for an attack across a bridge); the Confederate player may cavalry retreat if cavalry are in the hex across the river. If the Union player gets an "a" result in the attack (or if the hex becomes empty due to cavalry retreat), then for the pontoon to be considered completed the Union unit must advance (but must end its move after crossing). If the unit does not advance for any reason then the Union unit returns to its start hex and the pontoon is removed. Only one unit may cross the river using this pontoon bridge in this Activation Segment (whether there was an attack or not in crossing the pontoon). The Union may not attempt to build a pontoon bridge from this same start hex in the Recovery Phase of the same turn as this special pontoon bridge action.
Victory Conditions: The Union player gains and loses Victory Points (VP) for the following occurrences at the end of the game (control/occupation is if the player controls/occupies the hex at the end of the game):
| VP | Reason |
|---|---|
| +30 | If an undemoralized Union infantry unit occupies Defoor (E2614). Exception: if the bridge into this hex is destroyed, then these VPs are reduced to +25 if there is a Union pontoon bridge across the destroyed bridge hexside or +20 if there is no Union pontoon bridge across the destroyed bridge hexside. |
| +10 | If an undemoralized Union infantry unit is adjacent to Defoor (E2613), but no Union infantry unit occupies Defoor. |
| +10 | If an undemoralized Union unit occupies Thompson (E1603). Exception: if the bridge into this hex is destroyed, then these VPs are reduced to +8 if there is a Union pontoon bridge into the hex (from any river hexside) or +3 if there is no Union pontoon bridge into the hex. |
| +? | For each Chattahoochee River crossing hex occupied on the southeast side of the river (i.e. the side closer to Atlanta) by any undemoralized Union unit. A river crossing is defined as an undestroyed ferry, a Union pontoon bridge, an undestroyed bridge, or a dam. If a hex has two eligible crossings into it, the VP are not given twice since the VP are per hex. For example, if the Union occupies E2009, even if there are pontoon bridges across some of the hexsides into this hex, the Union only receives the VP for the hex once. Exception: hexes E2614 and E1603 are excluded from this Victory Condition, they are covered separately above. Crossings not listed in the exceptions and not listed in the hex ranges below are not worth any VP. The VPs for each river crossing hex are as follows: +10 if it is between E2009 and E2720, inclusive; +3 if it is between E2001 and E2008 or between E2721 and E3028, both inclusive. The maximum VP that may be obtained from this VC is 30 (the VPs for the Defoor and Thompson bridges listed above are not part of the 30 VP maximum). Also, the maximum portion of this 30 VP that may be obtained from the 3 VP crossings is 9 (e.g. if the Union meets the conditions for 4 of the 3 VP crossings, only 9 VP are awarded for these). |
| +15 | If an undemoralized Union infantry unit occupies Vinings Station (E2313) |
| +2 | If the Union controls Sandtown (E2821). These VPs are in addition to the VP the Union may get for a crossing at Sandtown (a crossing at this location is not a requirement for these control VPs) |
| +1 | For each Shoupade that the Union controls |
| +3 | For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another) |
| -2 | For each point of Union Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another) |
At the end of the game, the Union VP total is calculated and the players consult the chart below to determine the winner.
| Union VP | Winner |
|---|---|
| 55 or more | Union Decisive Victory |
| 45 to 54 | Union Substantive Victory |
| 35 to 44 | Union Marginal Victory |
| 25 to 34 | Confederate Marginal Victory |
| 15 to 24 | Confederate Substantive Victory |
| 14 or less | Confederate Decisive Victory |
Key Standard Rule Reminders: The key items of Standard Rules section 10 (Bridges, Dams, and Ferries) and section 12 (Unfordability Effects portion at end) that impact this scenario are discussed here. Note that the Chattahoochee River is a minor river, and hexside E1909-E2009 is a dam.
The Confederate player opens this scenario with trying to destroy most (or all) ferries. Once a ferry is destroyed, it cannot be crossed since rivers are unfordable in this scenario (see the end of section 12). Therefore, the Confederate player may want to keep some ferries open for later withdrawal paths, and then try to destroy these after crossing the river (using ferry destruction rules in section 10.2). This can be an excellent Rebel strategy, to do a slow withdrawal northwest of the river, with a few crossing routes open so units do not get trapped, and then destroy them after crossing. Of course, leaving ferries undestroyed has risks. The Confederates could fail their later ferry destruction roll(s), or the Union player might get to these open ferries first by slipping by or running around the Confederates. A not so obvious method the Union could use to take an undestroyed ferry is as the Confederate withdraws, the ferry crossing movement penalty (see section 6.2) could prevent their unit(s) from crossing the ferry unless starting adjacent to it; the Union could attack the Confederate unit(s) while still on the northwest side of the river and retreat them away from the hex on the opposite side of the river and then later cross at the uncontested and open ferry.
There are a few existing fords where units will be moving, and because rivers are unfordable, players may not move across these hexsides. The Confederate player could try to destroy permanent bridges, such as the key bridge at E1603 near Roswell; and if destroyed, a ford replaces the bridge, and then players may no longer cross the hexside. Permanent bridges are slightly more difficult for the Confederates to destroy than ferries, per the procedure and die roll modifiers in section 10.2.
The Union player has his own engineering weapons he can utilize. He can repair destroyed ferries and permanent bridges, and he can build pontoon bridges (see sections 10.3 and 10.1 respectively). All of these methods require an infantry unit at fatigue level 0 at the start of the Recovery Phase, so the Union player must plan ahead – except for the scenario special rule that allows the Union player to one time build a pontoon bridge in the Action Phase. Note that if the Union player builds a pontoon or repairs a ferry in the Recovery Phase of turn 6, he will not get VPs for this crossing unless he has a unit on the southeast river side hex of the crossing, so the Union must plan far in advance.
A pontoon can be built on a die roll of 1-4 if it is intended across a ford or ferry (destroyed or not) hexside - the only modifier in this case is the +1 from river unfordability. The Union player has 5 pontoons available as per section 10.1 of Atlanta Is Ours Basic Rules. A permanent bridge can be repaired only on a die roll of 1-2 after modifiers, and a ferry can be repaired on a die roll of 1-3 after modifiers. While it is easier for the Union player to build pontoon bridges than repair bridges or ferries, the downside of pontoons vs. repairing permanent bridges and ferries is that pontoons can be easier to destroy. Pontoon bridges are automatically destroyed if an enemy unit of combat value 5 or more ends a march in one of the hexes connected by the pontoon bridge (even if a Union unit is in the other hex connected by the bridge). Contrast that with the relative difficulty in destroying a permanent bridge (see section 10.2). Repaired ferries are not too difficult to re-destroy as noted in section 10.2.
Players will discover that there is no perfect strategy or tactic to use in their implementation of these key river crossing rules in this scenario, there are just pros and cons to each decision. With the opening ferry destruction die rolls, the indeterminate turn lengths, and the various strategies to employ on where to defend (Rebels) or advance (Union) to be able to win, players should find this to be a highly replay-able scenario with significant depth of decision making required.
(Illustration: Water tanks at Big Shanty (hex E0914))
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Loring-B | Div | P | Inf | 10* | E1212 |
| Walthall-A | Div | P | Inf | 8* | E1213 (Kennesaw Mountain) |
| Stewart | Corps | P | Ldr | – | E1214 (Little Kennesaw Mountain) |
| French | Div | P | Inf | 6* | E1214 (Little Kennesaw Mountain) |
| Walker | Div | HE | Inf | 9* | E1215 |
| Johnston | Army | AT | Ldr | – | E1316 |
| Hardee | Corps | HE | Ldr | – | E1316 |
| Cleburne-A | Div | HE | Inf | 9* | E1316 |
| Bate-A | Div | HE | Inf | 5* | E1316 |
| Cheatham | Div | HE | Inf | 8* | E1416 |
| Hood | Corps | HD | Ldr | – | E1516 (Mt. Zion Church) |
| Hindman | Div | HD | Inf | 11* | E1516 (Mt. Zion Church) |
| Stevenson-A | Div | HD | Inf | 9* | E1615 |
| Clayton-A | Div | HD | Inf | 9* | E1716 |
| Wheeler | Corps | W | Ldr | – | E1312 (Mitchell) |
| Martin | Div | M-W | Ldr | – | E1312 (Mitchell) |
| Iverson | Brig | M-W | Cav | 2* | E1312 (Mitchell) |
| Allen-M | Brig | M-W | Cav | 1* | E1312 (Mitchell) |
+ Indicated units begin the game under Abatis markers
* Indicated units begin the game under Fort markers
(Illustrations: Chattahoochee river, south bank, wartime photograph; Union artillery and infantry cross the Chattahoochee River in a canvas pontoon boat)
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| K. Garrard | Div | 2-Cav-AC | Ldr | – | E1011 |
| Minty | Brig | 2-Cav-AC | Cav | 2+ | E1011 |
| Long | Brig | 2-Cav-AC | Cav | 2+ | E1011 |
| Miller | Brig | 2-Cav-AC | Cav | 2+ | E1011 |
| Blair | Corps | XVII | Ldr | – | E1112 (Brush Mountain) |
| Leggett-A | Div | XVII | Inf | 7# | E1112 (Brush Mountain) |
| Gresham-B | Div | XVII | Inf | 7# | E1112 (Brush Mountain) |
| Dodge | Corps | XVI | Ldr | – | E1113 (Kennesaw Station) |
| Sweeny-B | Div | XVI | Inf | 6# | E1113 (Kennesaw Station) |
| Fuller-A | Div | XVI | Inf | 9# | E1113 (Kennesaw Station) |
| 9 IL | Regt | Cav-AT | Cav | 1# | E1113 (Kennesaw Station) |
| Sherman | Army | DM | Ldr | – | E1114 (Kearns) |
| McPherson | Army | AT | Ldr | – | E1114 (Kearns) |
| Logan | Corps | XV | Ldr | – | E1114 (Kearns) |
| Harrow | Div | XV | Inf | 9# | E1114 (Kearns) |
| Osterhaus | Div | XV | Inf | 7# | E1115 |
| ML Smith | Div | XV | Inf | 7% | E2018 (Gann) |
| Thomas | Army | AC |
+ Indicated units begin the game under Abatis markers
# Indicated units begin the game under Breastworks-Complete markers
% Indicated unit begins the game at Fatigue Level 0 on its exhausted side
Scenario 9: The Battle of Atlanta
NOTES: As the Union advanced within miles of Atlanta, Hood replaced Johnston in command of the Confederate forces, with expectations of counterattacking to gain a decisive victory and save the city. Hood's first attack on July 20, the Battle of Peachtree Creek, has its plan immediately fall apart on contact with the enemy when Hood shifts his entire force to the east to block the Union advance from Decatur. The eventual Confederate attack is poorly coordinated and unable to roll the Union line into the creek and river. On the following day, the Confederates regroup and prepare to attack again, while the Union continues its advance from Decatur and takes Bald Hill on the outskirts east of Atlanta. The night of the 21st, Hardee and Wheeler conduct an overly ambitious night march around the Union left, and Hardee is unable to get behind the Union flank. Wheeler attacks the Union wagon train at Decatur while Hardee attacks the Union flank, later joined by Cheatham's corps assaulting from the Atlanta forts. The Confederates gain some battlefield success, but casualties in the three days are about 8,000 Confederate to 5,600 Union - too heavy a price to pay without gaining a decisive victory.
MAP: only the East map is used.
GAME LENGTH: 3 turns, July 20 – July 22, 1864.
SPECIAL RULES:
- Turn 1 Leader Transfer Phase: Only the Confederate player may transfer leaders in the turn 1 Leader Transfer Phase.
- Turn 1: At the beginning of Turn 1, the Confederate player automatically wins the first initiative. However, during this initiative, he may not attack or move any of his units into Union ZOC (units already in Union ZOC may entrench). After this, initiative is determined normally. If the Confederate player does not wish to move under these restrictions in this free initiative then play proceeds to normal initiative rolls (instead of the Union player effectively getting a free initiative). Note that the Confederate player could decline this first free initiative from this special rule but then use the Hood's Attack (see next special rule) to still get the first turn one initiative (and be able to move into Union ZOC and attack).
- Hood's Attacks: The "Hood's Attacks" rule (see section 13.0 in the Advanced Game rules) is in effect for this scenario. All aspects of the rule (including possible Confederate command paralysis) are included except the notations about random events and early turn end (which do not apply). The marker on the Hood's Attack Track is placed in the "0" space at the start of the game.
- Confederate Forts: While this is not an Advanced Game scenario, it uses Confederate forts (refer to Advanced Game section 16.0). Reminder: Confederate units in fort hexes get a defense multiplier (see the subsection on Entrenchment In Fort Hexes).
- Confederate Movement Restrictions: Confederate units may not cross the Chattahoochee River.
- Dorr: The Union unit Dorr may not activate or entrench unless a Confederate unit moves adjacent to it. If this occurs, this unit no longer has any restrictions.
- Ferguson: Wheeler may activate Ferguson.
- Attachment: Both players may attach units per Advanced Game rule 10.2. Players may not detach units. Play note: the sequence of play allows players to attach units at the start of turn 1 in the Attachment Phase (see Advanced Game section 1.0) before the first Action Cycle.
- Chattahoochee River: All bridges and ferries on the Chattahoochee River are destroyed, except for McAfee Bridge (E1901-E2001) and Roswell Bridge (E1503-E1603).
- Union Bridges: The Union player has pontoon bridges at Cavalry Ford (E1910-E2009), Power's Ferry (E2010-E2110), and Pace's Ferry (E2313-E2412). The Union may not build or repair bridges or repair ferries west of E2614, inclusive.
- River Fordability: Major and Minor rivers are unfordable for all turns.
- Shoupades: While this is not an Advanced Game scenario, it uses Shoupades. At the start of the game place a Shoupade on its complete side in E2412 and E2617 (the Shoupades on the north side of the river are out of play in this scenario so do not need to be setup). Refer to Advanced Game rule 17.0, but just the section on "Effects of Shoupades" applies to this scenario.
Victory Conditions: The Union player gains and loses Victory Points (VP) for the following occurrences at the end of the game (control/occupation is if the player controls/occupies the hex at the end of the game):
| VP | Reason |
|---|---|
| +30 | For each Atlanta city hex occupied by an undemoralized Union infantry division |
| +20 | For each hex containing a destroyed Confederate fort occupied by an undemoralized Union infantry division |
| +8 | For each hex adjacent to a Confederate fort (destroyed or not) occupied by an undemoralized Union infantry division. Restrictions: The maximum number of hexes that the Union can get VPs for this condition is 5 (and thus 40 VPs is the maximum for this VC). The hex may not be an Atlanta city hex or a hex with a destroyed fort (these hexes have their own VP conditions; for example, the Union does not get 38 VPs for an undemoralized infantry unit in an Atlanta city hex, they just get the 30 VPs for that city hex). |
| +3 | For each Confederate fort destroyed. These VPs are in addition to any VPs the Union can get for fort occupation |
| +10 | If all Confederate infantry divisions occupy Atlanta city hexes or fort hexes (destroyed or not). For example, if all Confederate infantry divisions are in fort hexes, but one division is outside the fort perimeter in Bald Hill (E3312) then the Union receives no VP for this VC |
| -4 | If the RR station at E3309 (Decatur) is destroyed or damaged |
| -8 | If any undemoralized Confederate unit (infantry or cavalry) occupies E3309 (Decatur) |
| -12 | If any undemoralized Confederate unit (infantry or cavalry) occupies E2412 |
| -2 | For each Union infantry unit that cannot trace a "line of supply" (LOS) to one of the following hexes (at the end of the game). A LOS is a path of 5 or less continuous hexes from the unit's hex to one of the listed hexes (not including the hex the unit is in, but including the supply source hex). This path may not enter a hex containing an enemy unit or enemy ZOC (unless that ZOC is occupied by a friendly unit). The LOS does not have to be across road hexsides, but it must be across hexsides that the unit itself could move: E3309 (Decatur); E2412; E2710 (Buckhead) |
| -? | For each "Dr" result obtained in combat against Union infantry units. If the total Combat Value (prior to the combat) of the infantry units in the retreated stack is between 1-11 (inclusive) it is -2 VP; if it is more than 11 it is -3 VP. Cavalry is ignored for these VP |
| -? | For each "DR" result obtained in combat against Union infantry units. If the total Combat Value (prior to the combat) of the infantry units in the routed stack is between 1-11 (inclusive) it is -4 VP; if it is more than 11 it is -6 VP. Cavalry is ignored for these VP |
At the end of the game, the Union VP total is calculated and the players consult the chart below to determine the winner.
| Union VP | Winner |
|---|---|
| 50 or more | Union Decisive Victory |
| 40 to 49 | Union Substantive Victory |
| 30 to 39 | Union Marginal Victory |
| 20 to 29 | Confederate Marginal Victory |
| 10 to 19 | Confederate Substantive Victory |
| 9 or less | Confederate Decisive Victory |
(Illustration: Confederate palisades on north side of city)
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| French | Div | P | Inf | 4* | E2614 |
| Sears | Brig | P | Inf | 2* | E2614 |
| Walthall-A | Div | P | Inf | 6* | E2614 |
| Reynolds | Brig | P | Inf | 2* | E2614 |
| Stewart | Corps | P | Ldr | – | E2714 (Montgomery Church) |
| Loring-B | Div | P | Inf | 7* | E2714 (Montgomery Church) |
| Scott | Brig | P | Inf | 3* | E2714 (Montgomery Church) |
| Cleburne-A | Div | HE | Inf | 9* | E2813 |
| Maney-A | Div | HE | Inf | 6* | E2813 |
| Vaughan | Brig | HE | Inf | 2* | E2813 |
| Hood | Army | AT | Ldr | – | E2913 (Starch Factory) |
| Hardee | Corps | HE | Ldr | – | E2913 (Starch Factory) |
| Walker | Div | HE | Inf | 9* | E2913 (Starch Factory) |
| Bate-A | Div | HE | Inf | 5* | E2913 (Starch Factory) |
| Cheatham | Corps | HD | Ldr | – | E3012 |
| Stevenson-A | Div | HD | Inf | 9* | E3012 |
| Clayton-A | Div | HD | Inf | 9* | E3011 |
| Brown-B | Div | HD | Inf | 11* | E3111 (Lewis' Saw Mill) |
* Indicated units begin the game under Breastworks-Complete markers
+ Indicated units begin the game under Abatis markers
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Dodge | Corps | XVI | Ldr | – | E3409 |
| Sweeny-B | Div | XVI | Inf | 6 | E3409 |
| Fuller-B | Div | XVI | Inf | 6 | E3409 |
| Sprague | Brig | XVI | Inf | 3 | E3409 |
| 9 IL | Regt | Cav-AT | Cav | 1 | E3409 |
| McPherson | Army | AT | Ldr | – | E3309 (Decatur) |
| Logan | Corps | XV | Ldr | – | E3309 (Decatur) |
| Woods | Div | XV | Inf | 7 | E3309 (Decatur) |
| ML Smith | Div | XV | Inf | 7 | E3309 (Decatur) |
| Harrow | Div | XV | Inf | 7 | E3309 (Decatur) |
| Blair | Corps | XVII | Ldr | – | E3108 (Mason's Mill) |
| Leggett-A | Div | XVII | Inf | 7 | E3108 (Mason's Mill) |
| Gresham-B | Div | XVII | Inf | 7 | E3108 (Mason's Mill) |
| Sherman | Army | DM | Ldr | – | E3008 |
| Schofield-B | District | AO | Ldr | – | E3008 |
| Hascall-B | Div | XXIII-AO | Inf | 11 | E3008 |
| Cox-B | Div | XXIII-AO | Inf | 10+ | E3009 (Peach Tree) |
| Thomas | Army | AC | Ldr | – | E2810 |
+ Indicated units begin the game under Abatis markers
^ Indicated unit begins the game at Fatigue Level 0 on its exhausted side
(Illustrations: Where General McPherson was killed, 1864 picture; "This is one of the picket posts on the Union lines before Atlanta, a few days before the battle of July 22, 1864. This is what is called the 'reserve post'. Slightly advanced from this position is the outside line of our pickets.")
Scenario 10: Ezra Church
NOTES: The Union Army of the Tennessee (AoT), now commanded by Howard, marched on July 27th from the Union left on the east side of Atlanta, to the west side of Atlanta. Its eventual goal was East Point, to cut the rail line into Atlanta, and make Hood choose between defending Atlanta or the rail line. Hood's counter-plan was to block the Union advance, and after flanking the right of their line to crush it. The result was the AoT and portions of two Confederate corps clashed at Ezra Church. While the Confederates blocked the Union from East Point, their heavy 3000 losses to only 632 Union casualties made it a pyrrhic victory.
MAP: only the East map is used.
GAME LENGTH: 1 turn, July 28, 1864.
SPECIAL RULES:
- First Initiative: The Union player automatically wins the first initiative without the need for a die roll. After this, initiative is determined normally.
- Hood's Attacks: Before picking sides, players should decide whether they want to use the beginner's version of this rule of the advanced version.
- Beginner's rule: The first time a Confederate infantry unit attacks (in either a marching or assault action), the Confederate player receives a special +1 "surprise" modifier on his combat die roll, in addition to whatever normal modifiers apply. Also, the Confederate player wins all tied initiative die rolls (so on double ones to threes in addition to the normal double fours to sixes).
- Advanced rule: The "Hood's Attacks" rule (see section 13.0 in the Advanced Game rules) is in effect. All aspects of the rule (including possible Confederate command paralysis) are included except the notations about random events and early turn end (which do not apply). Also, the Confederates may not begin the Action Cycle with a Hood's Attack (and thus they may not take the first free initiative from the Union player). The marker on the Hood's Attack Track is placed in the "2" space at the start of the game.
- French: French may not activate or participate in an assault until all Confederate infantry units are at fatigue level 1 or higher.
- Palmer, Baird, & Johnson: These Union units and leader may not activate or leader transfer. An individual unit is immediately individually released from this restriction, for the rest of the game, the instant a Confederate unit moves adjacent to it.
- Confederate Forts: Union units may not enter or attack Confederate fort hexes. Union leaders may not transfer or exert a command radius into or through a fort hex. Confederate forts do not exert ZOC (unless a Confederate unit occupies its hex). A Confederate fort hex adjacent to a defending Union unit is considered "covered" for flank attack determination. Also, a Confederate fort is treated as occupied by a Confederate unit when determining the effects of Union ZOC. Confederate units in fort hexes function normally and may attack from these hexes.
- General Movement Restrictions: Both players' units may not move or retreat into any hex in row XX12 or east of there (XX11, XX10, etc). If forced to retreat into this area, a unit is removed from play with no additional retreat loss (retreating into this area is not treated as off map for retreat loss purposes but other retreat losses up to that area apply).
- Confederate Movement Restrictions: Confederate units may not cross the Chattahoochee River.
Victory Conditions: The Union player gains and loses Victory Points (VP) for the following occurrences at the end of the game (occupation is if the player occupies the hex at the end of the game):
| VP | Reason |
|---|---|
| +15 | If an undemoralized Union unit occupies E3117 |
| +10 | If an undemoralized Union unit occupies E3015 (Ezra Church) |
| +3 | For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another) |
| -2 | For each point of Union Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another) |
At the end of the game, the Union VP total is calculated and the players consult the chart below to determine the winner.
| Union VP | Winner |
|---|---|
| 33 or more | Union Decisive Victory |
| 26 to 32 | Union Substantive Victory |
| 19 to 25 | Union Marginal Victory |
| 12 to 18 | Confederate Marginal Victory |
| 5 to 11 | Confederate Substantive Victory |
| 4 or less | Confederate Decisive Victory |
(Illustration: Engraving of the Battle of Ezra Church for Harpers Weekly)
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Ross | Brig | J | Cav | 2 | E3015 (Ezra Church) |
| Lee | Corps | HD | Ldr | – | E3215 (White Hall) |
| Brown-B | Div | HD | Inf | 9+ | E3215 (White Hall) |
| Clayton-A | Div | HD | Inf | 6 | E3214 |
| Stewart | Corps | P | Ldr | – | E3114 |
| Loring-B | Div | P | Inf | 8 | E3114 |
| Walthall-A | Div | P | Inf | 8 | E3114 |
| French | Div | P | Inf | 6 | E3115 |
+ Indicated unit begins the game under a Breastworks Complete marker
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Howard | Army | AT | Ldr | – | E2717 (Mason's Church) |
| Logan | Corps | XV | Ldr | – | E2717 (Mason's Church) |
| Woods | Div | XV | Inf | 7* | E2717 (Mason's Church) |
| ML Smith | Div | XV | Inf | 6* | E2717 (Mason's Church) |
| Harrow | Div | XV | Inf | 6* | E2717 (Mason's Church) |
| Blair | Corps | XVII | Ldr | – | E2816 (Higgins) |
| G.A. Smith | Div | XVII | Inf | 4* | E2816 (Higgins) |
| Leggett-A | Div | XVII | Inf | 5* | E2816 (Higgins) |
| Dodge | Corps | XVI | Ldr | – | E2815 |
| Corse-A | Div | XVI | Inf | 5^ | E2815 |
| Fuller-A | Div | XVI | Inf | 8*^ | E2815 |
| Davis | Div | XIV | Inf | 10% | E2617 |
| Baird | Div | XIV | Inf | 11+ | E2814 |
| Palmer | Corps | XIV | Ldr | – | E2813 |
| Johnson | Div | XIV | Inf | 13+ | E2813 |
^ Indicated units begin the game under Abatis markers
+ Indicated units begin the game under Breastworks Complete markers
* Indicated units begin the game on their exhausted side at fatigue level 0
% Davis begins the game at fatigue level 2 on his normal side
(Illustrations: Battle of Ezra Church, historical marker; Civil War Atlas, Plate 56, Map 7 (Ezra Church battlefield))
Scenario 11: Wheeler's Raid
NOTES: After Stoneman's disastrous cavalry raid decimated the Union cavalry, Hood decided Wheeler could be spared to move north to disrupt the Union supply line. Wheeler tore up some track in various spots and destroyed some supplies, but the raid had little effect on the Union supply by rail.
MAP: Both maps are used.
GAME LENGTH: 6 turns, August 10-15, 1864.
SPECIAL RULES:
- Solitaire: This is a solitaire scenario and the player only controls the Confederates. Union units are not allowed to activate or move. Therefore, there are no initiative die rolls; the Confederate player conducts Activation Segments each turn as long as he is willing or able. Union units that receive a retreat or route combat result are removed from the game without any VP effect.
- Steedman: This unit may not further entrench the entire game. Note: historically, after Wheeler attacked Dalton, Steedman railed to Tunnel Hill and then marched up to assist the Dalton garrison. In this solitaire scenario, the simplest way to show Steedman's benefit is to pre-place him nearby.
- Burn RR Station: In addition to the Standard Rules for the Burn RR Station action, the Confederates may employ a special multiple unit Burn RR Station action. To do this the Confederates use any leader to activate multiple units in its command (within leader range) in the same Activation Segment, they must total 2 Combat Power, they all gain a fatigue, and a damage marker is placed. For example, one unit with 1 combat power could be combined with two units with ½ combat power to do this.
- Exiting the Map: Confederate units must exit the map to gain exiting VP. To do this a Confederate unit moves into a full hex map edge hex and then spends one extra movement point to exit.
- Union Depots: To destroy a Union depot, a Confederate unit must enter the depot's hex and it is immediately destroyed.
Victory Conditions: The Confederate player gains and loses Victory Points (VP) for the following occurrences at the end of the game:
| VP | Reason |
|---|---|
| +3 | For each Union depot destroyed |
| +1 | For each RR station north of Marietta (E1413), inclusive, with a Damage marker |
| +3 | For each Confederate cavalry brigade that exits the map between W0109 and W0101, or W0201 and W1501 (all 4 hexes are inclusive) |
Note: there are no VPs for combat or retreat manpower losses.
At the end of the game, the Confederate VP total is calculated and the players consult the chart below to determine the winner.
| Confederate VP | Winner |
|---|---|
| 36 or more | Confederate Decisive Victory |
| 33 to 35 | Confederate Substantive Victory |
| 30 to 32 | Confederate Marginal Victory |
| 27 to 29 | Union Marginal Victory |
| 24 to 26 | Union Substantive Victory |
| 23 or less | Union Decisive Victory |
(Illustration: Allatoona Pass, looking south, wartime photograph)
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Joe Wheeler | Corps | W | Ldr | – | E1603 (Thompson) |
| Martin | Div | M-W | Ldr | – | E1603 (Thompson) |
| Iverson | Brig | M-W | Cav | 1 | E1603 (Thompson) |
| Allen-M | Brig | M-W | Cav | 1 | E1603 (Thompson) |
| Kelly | Div | K-W | Ldr | – | E1603 (Thompson) |
| R. Anderson | Brig | K-W | Cav | 1 | E1603 (Thompson) |
| Hannon | Brig | K-W | Cav | 1 | E1603 (Thompson) |
| Dibrell | Brig | K-W | Cav | 1 | E1603 (Thompson) |
| Williams | Brig | K-W | Cav | 1 | E1603 (Thompson) |
| Humes | Div | H-W | Ldr | – | E1603 (Thompson) |
| Ashby | Brig | H-W | Cav | 1 | E1603 (Thompson) |
| Harrison | Brig | H-W | Cav | 1 | E1603 (Thompson) |
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Steedman | Div | AC | Inf | 3+ | W0907 |
| 2 MO | Regt | IV | Inf | 1* | W1007 (Dalton) |
| 17 IA | Regt | XV | Inf | 1* | E1710 (Tilton) |
| Raum | Brig | XV | Inf | 1* | W2211 (Resaca) |
| 56 IL | Regt | XV | Inf | 1* | W2614 (Calhoun) |
| JE Smith | Div | XV | Inf | 3* | W4322 (Kingston) |
| Alexander | Brig | XV | Inf | 2* | W5217 (Cartersville) |
| 45 IL | Regt | XVII | Inf | 1* | W5417 (Etowah Station) |
| 4 MN/93 IL | Regt | XV | Inf | 1* | W5816 (Allatoona) |
| Depot | – | – | – | – | W5816 (Allatoona) |
| 14/15 IL | Regt | XVII | Inf | 1* | E0415 (Acworth) |
| Pugh | Brig | XVII | Inf | 2* | E1113 (Kennesaw Station) |
| McArthur | Brig | AT | Inf | 2* | E1413 (Marietta) |
| Depot | – | – | – | – | E1413 (Marietta) |
* Indicated units begin the game under Fort-Complete markers and Flanks Refused markers
+ Steedman begins the game under an abatis marker
Scenario 12: Kilpatrick's Raid
NOTES: With Wheeler and much of the Confederate cavalry north on a raid, Sherman used the opportunity to send most of his own cavalry on a raid against Confederate supply. If the force commanded by Kilpatrick could cut the rail supply line south from Macon then Hood would have to either abandon Atlanta or leave its fortifications and fight. Kilpatrick's force somewhat damages Jonesboro, and then tries to damage Lovejoy's Station but is surrounded by Confederates. The Union forces charge their way out, abort the raid and safely return north to Decatur. Strategically the raid is not a success because the Confederates quickly repair the damage and re-open the supply line to Atlanta.
MAP: only the East map is used.
GAME LENGTH: 5 turns, August 18-22, 1864.
SPECIAL RULES:
- Turn 1: The only Confederate unit that may activate on turn 1 is Ross.
- Kilpatrick: Kilpatrick may activate any and all Union units.
- Union Movement Restrictions: Union units may not enter any hex within 3 hexes of any of the following hexes: an Atlanta city hex, East Point (E3417), or Rough and Ready (E3917). These regions are considered off-map to Union units for all game purposes.
- Confederate Movement Restrictions: Confederate units may not enter any hex in column 29xx or move within 2 hexes of Decatur (E3309) or Sandtown (E2821). These regions are considered off-map to Confederate units for all game purposes.
- Burn RR Station: In addition to the Standard Rules for the Burn RR Station action, the Union may employ a special multiple unit Burn RR Station action. To do this the Union uses Kilpatrick to activate multiple units in the same RR station hex (within leader range) in the same Activation Segment, and they must total 2 Combat value; they all gain a fatigue, and a damage marker is placed. For example, one unit with 1 Combat value could be combined with two units with ½ Combat value to do this.
- Confederate RR Movement: The Confederate unit Reynolds may move by rail, but only in Fulton, Clayton, and Henry counties. Reference Advanced Game rule 9.0, ignoring rules related to county control and the Union railhead marker.
- Late Rain: Any one turn in the game can have late rain. All turns start out clear weather. If both players roll a 1 or both roll a 6 when determining initiative, and if both players have already won an initiative in the current turn, then rain takes immediate effect (including the current Activation Segment). If it does start raining in a turn, it only lasts for the current turn. Late rain can only occur once in the game. For the effects of rain, refer to the Standard Rules section 12.0.
Victory Conditions: The Union player gains and loses Victory Points (VP) for the following occurrences at the end of the game:
| VP | Reason |
|---|---|
| +? | For each of the following RR stations with a Damage marker, the indicated VPs are gained: +9 Jonesboro (E4719); +9 Lovejoy's Station (E5420); +9 Bear Creek Station (E5820); +4 Morrow's Station (E4416); +2 Fairburn (E3826) |
| -6 | If the Union player does not damage a RR station on the Macon & Western RR that is south of row 43xx |
| -? | For each Union cavalry brigade (not the leader Kilpatrick) which does not end the game in any of the following locations: Decatur (E3309); Sandtown (E2821); Any hex north of the Chattahoochee River. The VP lost are -3 for the 1st brigade, -4 for the 2nd brigade, -5 for the 3rd, -6 for the 4th, and -7 for the 5th. For example, if two brigades do not end the game in the above locations then it is -7 VP. Note: if a unit cavalry brigade is eliminated, the Union player automatically loses these VP for that unit at the end of the game for this victory condition. This VP loss is in addition to any VPs lost due to the loss of the unit's manpower value. |
| +3 | For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another) |
| -2 | For each point of Union Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another) |
At the end of the game, the Union VP total is calculated and the players consult the chart below to determine the winner.
| Union VP | Winner |
|---|---|
| 18 or more | Union Decisive Victory |
| 12 to 17 | Union Substantive Victory |
| 6 to 11 | Union Marginal Victory |
| 0 to 5 | Confederate Marginal Victory |
| -6 to -1 | Confederate Substantive Victory |
| -7 or less | Confederate Decisive Victory |
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Reynolds | Brig | P | Inf | 1 | E3113 (W&A Depot) |
| Ferguson | Brig | J | Cav | 2 | E3213 |
| Jackson | Div | J | Ldr | – | E3417 (East Point) |
| Armstrong | Brig | J | Cav | 2 | E3417 (East Point) |
| Ross | Brig | J | Cav | 1 | E3424 (Sewell) |
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Kilpatrick | Div | 3-Cav-AC | Ldr | – | E2821 (Sandtown) |
| Klein | Brig | 3-Cav-AC | Cav | 1 | E2821 (Sandtown) |
| Jones | Brig | 3-Cav-AC | Cav | 1 | E2821 (Sandtown) |
| Murray | Brig | 3-Cav-AC | Cav | 2 | E2821 (Sandtown) |
| Minty | Brig | 2-Cav-AC | Cav | 1 | E2821 (Sandtown) |
| Long | Brig | 2-Cav-AC | Cav | 2 | E2821 (Sandtown) |
Scenario 13: Marching On Tara
NOTES: The bulk of the Union army has left their entrenchments near Atlanta and is in the initial phase of marching around the Confederate west flank towards Jonesboro. The Union objective is to cut the rail supply line to Atlanta - to either force the Confederates to abandon the city or fight outside the strong fort perimeter. The Confederates want to save both Atlanta and the fighting ability of their army. This scenario lets players explore alternatives to the historical action where the Confederates did not contest the Union advance to Jonesboro and instead just unsuccessfully defended that RR station and the rail line north of it. For the Union, they did force the Confederates to abandon Atlanta, but they missed an opportunity to decisively defeat the separated Confederate forces in battle.
Film Footnote: Tara is the fictional plantation in the movie "Gone With The Wind" and it is about 5 miles east of Jonesboro.
MAP: only the East map is used.
GAME LENGTH: 5 turns, August 28 – September 1, 1864.
SPECIAL RULES:
- First Initiatives: The Confederate player automatically wins the first two initiatives on turn one without the need for a die roll. After this, initiative is determined normally. However, a Confederate unit that moves in these initiatives may neither enter a Union ZOC (they may exit ZOC) nor attack a Union unit. If the Confederate player does not want to use an initiative in this manner, then initiative and play immediately proceeds in the normal manner.
- Hood's Attacks: The "Hood's Attacks" rule (see section 13.0 in the Advanced Game rules) is in effect for this scenario. All aspects of the rule (including possible Confederate command paralysis) are included except the notations about random events and early turn end (which do not apply). The marker on the Hood's Attack Track is placed in the "3" space at the start of the game.
- Confederate Forts: While this is not an Advanced Game scenario, it uses Confederate forts (refer to Advanced Game section 16.0). Reminder: Confederate units in fort hexes get a defense multiplier (see the subsection on Entrenchment In Fort Hexes).
- Confederate Movement Restriction: Confederate units may not cross the Chattahoochee River.
- Union Turn 1 Restriction: On turn 1 no Union unit may perform an extended march or a forced march. They may participate in an assault, grand assault, entrenchment, or burn RR station action without restriction.
- Union Movement Restriction: No Union unit may move, attack, or retreat into row XX11 or east of there (i.e. XX10, etc). Although this region is not treated as off-map, if forced to retreat into this area a Union combat unit is removed from play, but with no extra retreat loss. However, a Union leader that retreats into this area may immediately redeploy to the closest unit in the in-play area in its organization.
- Union Bridge Crossing Restrictions: No Union unit may move or attack across the bridges across hexsides 5023-5123, 5325-5424 and 5727-5726; however, they may retreat from combat across these hexsides. Also, the Union player may not build a bridge south of column 49XX, inclusive.
- Union Bridges: The Union player has a pontoon bridge at Pace's Ferry (E2313-E2412).
- Shoupades: At the start of the game place a Shoupade on its complete side in E2412 and E2617 (the Shoupades on the north side of the river are out of play so do not need to be setup). Refer to Advanced Game rule 17.0, but just the section on "Effects of Shoupades" applies to this scenario.
- Confederate RR Movement: Only the Confederate player may move by rail (reference Advanced Game rule 9.0; however, ignore the county control requirement and rules relating to the Union railhead marker). Rail movement is only allowed in-between W&A Depot (E3113) and Bear Creek Station (E5820). Once any one RR station has been destroyed in a county, RR movement may no longer be performed in that county for the remainder of the game.
- Confederate Retreat Off-Map: Confederate units may retreat or rout off the south map edge, scoring no additional VP's for the Union. Confederate combat units that retreat or rout off-map are out of play for the rest game. However, a leader that retreats off map may immediately redeploy to the closest unit on map in its organization. Units may not voluntarily "run-away" off-map in a March action. Units that retreat or rout off-map do not score VPs for the Union for the LOC VPs. Note: Confederate units may move freely in and out of the Union movement restricted region.
Victory Conditions: The Union player gains and loses Victory Points (VP) for the following occurrences at the end of the game (control/occupation is if the player controls/occupies the hex at the end of the game):
| VP | Reason |
|---|---|
| +18 | For each Atlanta city hex, to a maximum of 2, occupied by an undemoralized Union infantry division (the maximum VPs the Union may gain from this condition is 36) |
| +24 | If an undemoralized Union infantry division occupies Jonesboro (E4719) |
| +12 | If an undemoralized Union infantry division occupies Lovejoy's Station (E5420) |
| +12 | If an undemoralized Union unit (infantry or cavalry) occupies East Point (E3417) |
| +12 | If at least one Confederate infantry unit does not end the game occupying or adjacent to at least one of the following hexes: any Atlanta city hex, East Point (E3417), Jonesboro (E4719), or Lovejoy's Station (E5420) |
| -12 | If at least one undemoralized Union infantry division does not end the game occupying or adjacent to at least one of the following hexes: Jonesboro (E4719), Lovejoy's Station (E5420), Bear Creek Station (E5820), or McDonough (E5813) |
| +6 | If the RR station at Fairburn (E3826) has a destroy marker at the end of the game |
| +3 | For each of the following RR stations with a destroy marker at the end of the game. However, the Union may only gain VPs for a maximum of 4 destroy markers in these stations: Bear Creek Station (E5820); Lovejoy's Station (E5420); Jonesboro (E4719); Morrow's Station (E4416); Quick Station (E4117); Rough and Ready (E3917); East Point (E3417) |
| -12 | If an undemoralized Confederate unit (infantry or cavalry) occupies Defoor (E2614) |
| -12 | If the bridge from E2514 to E2614 (Defoor) is destroyed |
| +4 | For each Confederate infantry division that is either destroyed or cannot trace a "line of communication" (LOC) to any hex on the south map edge at the end of the game. A LOC is a path of continuous hexes from the unit's hex to any south map edge hex. This path may not enter a hex containing an enemy unit or enemy ZOC (unless that ZOC is occupied by a friendly unit). The LOC does not have to be across road hexsides, but it must be across hexsides that the unit itself could move. Exception: divisions in and north of column 41xx are automatically considered to not have a LOC if any RR station has a destroyed marker that is both south of the unit itself (excluding its hex) and on the RR line from W&A Depot (E3113) to Bear Creek Station (E5820). For example, a unit in Atlanta or Pooleville (E3615) has no LOC if Rough and Ready (E3917) has a destroy marker. |
| +3 | For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another) |
At the end of the game, the Union VP total is calculated and the players consult the chart below to determine the winner.
| Union VP | Winner |
|---|---|
| 100 or more | Union Decisive Victory |
| 90 to 99 | Union Substantive Victory |
| 80 to 89 | Union Marginal Victory |
| 70 to 79 | Confederate Marginal Victory |
| 60 to 69 | Confederate Substantive Victory |
| 59 or less | Confederate Decisive Victory |
(Illustration: Sherman's men destroying the railroad, before the evacuation of Atlanta)
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Hood | Army | AT | Ldr | – | E3013 (Niles) |
| Stewart | Corps | P | Ldr | – | E3013 (Niles) |
| Walthall-A | Div | P | Inf | 6* | E3013 (Niles) |
| Loring-B | Div | P | Inf | 8* | E3014 |
| French | Div | P | Inf | 7* | E3115 |
| Smith | Brig | GA | Inf | 2* | E3215 |
| Militia Reserve 1 | Brig | GA | Inf | 2* | E3215 |
| Militia Reserve 2 | Brig | GA | Inf | 2* | E3215 |
| P. Anderson | Div | HD | Inf | 7+ | E3216 (Utoy Church) |
| Lee | Corps | HD | Ldr | – | E3217 (Willis' Mill) |
| Stevenson-A | Div | HD | Inf | 9+ | E3217 (Willis' Mill) |
| Clayton-A | Div | HD | Inf | 6+ | E3318 (Henderson) |
| Hardee | Corps | HE | Ldr | – | E3418 |
| Bate-B | Div | HE | Inf | 7+ | E3418 |
| Maney-A | Div | HE | Inf | 8+ | E3519 |
| Cleburne-B | Div | HE | Inf | 10+ | E3618 (Hornsby) |
| Jackson | Div | J | Ldr | – | E3720 (Shields) |
| Armstrong | Brig | J | Cav | 2 | E3720 (Shields) |
+ Indicated units begin the game under Breastwork markers
* Indicated units begin the game under Fort markers
(Illustrations: Buildings of the Western & Atlantic (state) R.R. at Atlanta, Ga., Nov. 1864. These were all destroyed a few days afterwards; Last Train Out of Atlanta (boxcars with refugees at railroad depot))
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Kilpatrick | Div | 3-Cav-AC | Ldr | – | E3424 (Sewell) |
| Klein | Brig | 3-Cav-AC | Cav | 2 | E3424 (Sewell) |
| Jones | Brig | 3-Cav-AC | Cav | 1 | E3424 (Sewell) |
| Murray | Brig | 3-Cav-AC | Cav | 2 | E3325 (Bethel Church) |
| Logan | Corps | XV | Ldr | – | E3422 |
| Osterhaus | Div | XV | Inf | 6 | E3422 |
| Hazen | Div | XV | Inf | 4 | E3422 |
| Harrow | Div | XV | Inf | 7 | E3422 |
| Howard | Army | AT | Ldr | – | E3222 (Campbell) |
| Ransom-A | Corps | XVI | Ldr | – | E3222 (Campbell) |
| Corse-A | Div | XVI | Inf | 4 | E3222 (Campbell) |
| Fuller-A | Div | XVI | Inf | 7 | E3222 (Campbell) |
| 9 IL | Regt | Cav-AT | Cav | 1 | E3222 (Campbell) |
| Blair | Corps | XVII | Ldr | – | E3222 (Campbell) |
| Leggett-A | Div | XVII | Inf | 4 | E3222 (Campbell) |
| G.A. Smith | Div | XVII | Inf | 4 | E3222 (Campbell) |
| I. Garrard | Brig | Cav-AO | Cav | 2 | E3322 |
| Sherman | Army | DM | Ldr | – | E3321 (Mt. Gilead Church) |
+ Indicated units begin the game under Breastwork markers
# Place a Union Flanks Refused maker in hex E3319
Scenario 14: Last Stand At Tara
NOTES: The bulk of the Union army has left their entrenchments near Atlanta and marched around the Confederate west flank towards Jonesboro. The Union objective is to cut the rail supply line to Atlanta - to either force the Confederates to abandon the city or fight outside the strong fort perimeter. Hood responds by sending 2 corps in a night march to beat the Union to Jonesboro. Hardee attempts to push the Union away from the rail at Jonesboro but fails. The Union counterattacks Hardee at Jonesboro and then pursues south but declines to attack at Lovejoy's Station- with Atlanta taken, Sherman decides the campaign is over.
Film Footnote: Tara is the fictional plantation in the movie "Gone With The Wind" and it is about 5 miles east of Jonesboro.
MAP: only the East map is used.
GAME LENGTH: 3 turns, August 31 – September 2, 1864.
SPECIAL RULES:
- First Initiatives: The Confederate player automatically wins the first initiative on turn one without the need for a die roll. After this, initiative is determined normally.
- Union Movement Restrictions: These are as follows:
- No Union unit may move, attack, or retreat into row XX11 or east of there (i.e. XX10, etc). Although this region is not treated as off-map, if forced to retreat into this area a Union combat unit is removed from play, but with no extra retreat loss. However, a Union leader that retreats into this area may immediately redeploy to the closest unit in the in-play area in its organization.
- No Union unit may move or attack across the bridges across hexsides 5023-5123, 5325-5424 and 5727-5726; however, they may retreat from combat across these hexsides. Also, the Union player may not build a bridge south of column 49XX, inclusive.
- Confederate Retreat Off-Map: Confederate units may retreat or rout off the south map edge, scoring no additional VP's for the Union. Confederate combat units that retreat or rout off-map are out of play for the rest game. However, a leader that retreats off map may immediately redeploy to the closest unit on map in its organization. They may not voluntarily "run-away" off-map in a March action. Units that retreat or rout off-map do not score VPs for the Union for the LOC VPs. Note: Confederate units may move freely in and out of the Union movement restricted regions.
- Hood's Attacks: The "Hood's Attacks" rule (see section 13.0 in the Advanced Game rules) is in effect for this scenario (even though the leader Hood is not present in the scenario). All aspects of the rule (including possible Confederate command paralysis) are included except the notations about random events and early turn end (which do not apply). The marker on the Hood's Attack Track is placed in the "3" space at the start of the game.
Victory Conditions: The Union player gains and loses Victory Points (VP) for the following occurrences at the end of the game (control/occupation is if the player controls/occupies the hex at the end of the game):
| VP | Reason |
|---|---|
| +18 | If an undemoralized Union infantry division occupies Jonesboro (E4719) |
| +12 | If an undemoralized Union infantry division occupies Lovejoy's Station (E5420) |
| +4 | If an undemoralized Union infantry division occupies any hex adjacent to Lovejoy's Station (E5420) but no undemoralized Union infantry division occupies Lovejoy's Station (a Confederate unit may occupy Lovejoy's Station) |
| +3 | For each of the following RR stations with a destroy marker at the end of the game. However, the Union may only gain VPs for a maximum of 4 destroy markers: Bear Creek Station (E5820); Lovejoy's Station (E5420); Jonesboro (E4719); Morrow's Station (E4416); Quick Station (E4117); Rough and Ready (E3917); East Point (E3417) |
| +? | For each Confederate infantry unit that is either destroyed or cannot trace a "line of communication" (LOC) to any hex on the south map edge at the end of the game. A LOC is a path of continuous hexes from the unit's hex to any south map edge hex. This path may not enter a hex containing an enemy unit or enemy ZOC (unless that ZOC is occupied by a friendly unit). The LOC does not have to be across road hexsides, but it must be across hexsides that the unit itself could move. 4 VPs per infantry unit if the unit occupies Jonesboro or Lovejoy's Station or if the unit is destroyed; 2 VPs per infantry unit if not occupying one of the above two hexes |
| +3 | For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another) |
| -2 | For each point of Union Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another) |
At the end of the game, the Union VP total is calculated and the players consult the chart below to determine the winner.
| Union VP | Winner |
|---|---|
| 44 or more | Union Decisive Victory |
| 34 to 43 | Union Substantive Victory |
| 24 to 33 | Union Marginal Victory |
| 14 to 23 | Confederate Marginal Victory |
| 4 to 13 | Confederate Substantive Victory |
| 3 or less | Confederate Decisive Victory |
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Lee | Corps | HD | Ldr | – | E4517 (Fuller) |
| P. Anderson | Div | HD | Inf | 7 | E4517 (Fuller) |
| Stevenson-A | Div | HD | Inf | 9 | E4416 (Morrow's Station) |
| Clayton-A | Div | HD | Inf | 5 | E4316 |
| Hardee | Corps | HE | Ldr | – | E4719 (Jonesboro) |
| Maney-A | Div | HE | Inf | 8* | E4719 (Jonesboro) |
| Cleburne-B | Div | HE | Inf | 10* | E4719 (Jonesboro) |
| Bate-B | Div | HE | Inf | 7* | E4719 (Jonesboro) |
| Jackson | Div | J | Ldr | – | E4819 |
| Armstrong | Brig | J | Cav | 2+ | E4819 |
| Ross | Brig | J | Cav | 2+ | E4618 |
| Ferguson | Brig | J | Cav | 2+ | E4117 (Quick Station) |
* Indicated unit begins the game at Fatigue Level 0 on its exhausted side
+ Indicated units begin the game under Abatis markers
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Howard | Army | AT | Ldr | – | E4619# |
| Logan | Corps | XV | Ldr | – | E4619# |
| Osterhaus | Div | XV | Inf | 6*+ | E4619# |
| Hazen | Div | XV | Inf | 4*+ | E4619# |
| Harrow | Div | XV | Inf | 7*+ | E4619# |
| Kilpatrick | Div | 3-Cav-AC | Ldr | – | E4619# |
| Klein | Brig | 3-Cav-AC | Cav | 2 | E4619# |
| Jones | Brig | 3-Cav-AC | Cav | 1 | E4619# |
| Murray | Brig | 3-Cav-AC | Cav | 2 | E4619# |
| Ransom-A | Corps | XVI | Ldr | – | E4520# |
| Corse-A | Div | XVI | Inf | 4* | E4520# |
| Fuller-A | Div | XVI | Inf | 7* | E4520# |
| Blair | Corps | XVII | Ldr | – | E4321 (Renfroes) |
| Leggett-A | Div | XVII | Inf | 4 | E4321 (Renfroes) |
| G.A. Smith | Div | XVII | Inf | 4 | E4321 (Renfroes) |
| Stanley | Corps | IV | Ldr | – | E3920 |
| Kimball | Div | IV | Inf | 9 | E3920 |
| Newton | Div | IV | Inf | 6 | E3920 |
| Wood | Div |
* Indicated units begin the game at Fatigue Level 0 on their exhausted sides
+ Indicated units begin the game under Abatis markers
# Place a Union Flanks Refused maker in hexes E4619 and E4520
Advanced Game Rules
Introduction
The following rules are used only in Scenarios 15-19, unless they are specifically called for in the special rules of the Basic Game scenarios. Rules colored blue below are Standard Advanced Game Rules. Where these rules are used in other games in the GCACW series, they will not be changed. However, text which is not colored blue may change in other games.
Text which is colored green is off-map rules, which are optional (see 14.0). Players may omit these rules for a simpler game.
Text which is colored magenta and in [brackets] is a replacement for the off-map rules, where replacement rules are required.
1.0 Advanced Game Sequence Of Play
Each turn in the Advanced Game is performed according to the following "sequence of play:"
1. Random Events Phase
Two dice are rolled; the players consult the Random Events Table.
2. Reinforcement Phase
Both players determine if they are due reinforcements, per the scenario setups, or want to return wagon trains to the map. (See section 14.6 for reinforcement entry rules.) The Union player performs these actions first, and the Confederate player second. After this, the Union player may move the Railhead marker (see 11.2.1).
3. Off-Map Transfer Phase
Units may transfer by road to or from some off-map boxes, and may RR transfer to, from or within the off-map boxes (see section 14.6).
4. Leader Transfer Phase
Leaders may be transferred from one subordinate unit to another.
5. County Control Phase
The players determine whether control of a county has changed from one player to another since the last turn.
6. Attachment Phase
Substitute units may be reattached to other units.
7. The Action Cycle
Action Phase:
A. Initiative Segment: Both players roll a die. The player with the higher roll wins. The winner must take initiative or pass. If both players roll the same number, several different things can happen:
- If both players roll 1's, the Action Cycle may end (see 6.0).
- If both players roll 2's or 3's, the Union player wins the initiative.
- If both players roll 4's, 5's, or 6's, the Confederate player wins the initiative.
B. Activation Segment: The player who has taken initiative must perform a single action with an eligible leader or unit. At the end of an Activation Segment, the players return to the Initiative Segment and a new Action Phase begins. Players continue to perform Action Phases indefinitely until both players pass in the same Action Phase or a tied initiative dice roll leads to the end of the Action Cycle.
8. Recovery Phase
Eligible units may forage, entrench, build bridges, repair bridges and ferries, and recover from fatigue, disorganization, exhaustion and demoralization.
Empty wagon trains may be removed from the map to return during a future Reinforcement Phase or Supply Segment. Emergency supply may be provided to out-of-supply units.
9. The Strategic Cycle (Only on turns divisible 4)
A. Strategic Segment: Two dice are rolled and the players consult the Strategic Table.
B. Off-Map Segment: The players undertake activities in the off-map theater.
C. VP Segment: County control is determined again. The players may be awarded VP.
D. Supply Segment: Players repair damaged or destroyed RR stations, the Union player may attempt to repair RR bridges, players construct new depots, and place new supply points they are due to receive. After this, the Union player may bombard Atlanta (see 22.0). Then, players determine the supply status of all of their units. Empty wagon trains may be removed from the map to return during a future Reinforcement Phase. (Note: This segment is not skipped on the very last turn of a scenario, as it is in other GCACW games.)
E. Union Command Segment: The Union player determines whether he receives a "command point", and then determines his "posture" for the next four turns: "active" or "passive".
F. Attrition Segment: Players deduct or add manpower from their units due to attrition (see 18.0).
10. Turn Indication Phase
The Turn marker is advanced one box on the Turn Record Track and the players begin a new turn.
2.0 Random Events
Either player rolls two dice in each Random Events Phase. Consult the Random Events Table for the scenario being played (located below, and on the Charts & Tables card), checking the result corresponding to that dice roll sum.
Standard Random Events Table
| Roll | Result |
|---|---|
| 2 | Rain (Current +1) * |
| 3 | Rain (Current) ^ |
| 4 | Heat (Current +1) # |
| 5 | Heat (Current) |
| 6 | Heat (Current +1) # |
| 7 | Command Paralysis |
| 8 | No Effect |
| 9 | Late Rain |
| 10 | Accelerate Reinforcements |
| 11 | Delay Reinforcements |
| 12 | Delay Reinforcements |
* If this result occurs in any month except May, the Rainy Period may begin (see below).
^ If this result occurs in June or July, the Rainy Period may begin (see below).
# If this result occurs in May or September, it is converted to "No Effect".
Rainy Period Random Events Table
| Roll | Result |
|---|---|
| 2 | Rain (Current +1) |
| 3 | Rain (Current +1) |
| 4 | Rain (Current +1) |
| 5 | Rain (Current +1) |
| 6 | Rain (Current +1) |
| 7 | Command Paralysis |
| 8 | Late Rain |
| 9 | Late Rain |
| 10 | Accelerate Reinforcements |
| 11 | Delay Reinforcements |
| 12 | Delay Reinforcements |
Scenario 19 Random Events Table
| Roll | Result |
|---|---|
| 2 | Rain (Current +1) |
| 3 | Rain (Current) |
| 4 | Union Reinforcement |
| 5 | Confederate Reinforcement |
| 6 | Confederate Reinforcement |
| 7 | Command Paralysis |
| 8 | No Effect * |
| 9 | Late Rain |
| 10 | Extended Confederate Supply |
| 11 | Extended Union Supply |
| 12 | No Effect |
* If this result occurs in turns 3-10, it is converted to "Rain (Current +1)".
At the beginning of scenarios 15-18, the "Standard Random Events Table" is used. If the "Rainy Period" starts, the "Rainy Period Random Events Table" is used during the Rainy Period (see below).
The "Scenario 19 Random Events Table" is used in Scenario 19.
The effects of results from the random events tables are listed below:
Late Rain: If this result occurs, it is clear weather at the start of the turn. Rain does not take effect in the turn until later in the turn, depending on Union Command Posture (see 4.0):
- If Union posture is Active, rain takes effect if both players roll a 1 when determining initiative and a player successfully extends the Action Cycle (see 6.0).
- If Union posture is Passive, rain takes effect if the Union player rolls a 1 when determining initiative.
In these situations, rain begins immediately on the just-rolled initiative and continues for the rest of the current turn. When the rain begins, place a Rain marker on the Turn Track in the box corresponding to the current turn. Both the Minor River Rain Number and the Major River Rain Number is 0 for a Late Rain event.
Notes regarding Late Rain:
- If Union posture is Active, and both players have not won at least one initiative when a double 1's occurs, then there is no subsequent "Random End of Action Cycle" roll, so clear weather continues. So, in Late Rain turns, a double 1's initiative can either be: of no special effect because both players have not won an initiative yet, or it can end the turn, or it can cause rain to start immediately.
- When a Late Rain event occurs, entrenchment is permitted in the Action Cycle before the rain begins. Entrenchment, bridge building, and bridge and ferry repair are also permitted in the Recovery Phase (unlike during a standard Rain event). However, entrenchment during the Action Cycle is not permitted once the rain has begun.
- If there is already a Rain marker on the Turn Track for the current turn, and a Late Rain result occurs, it is converted to "No Effect". Rain rules are in effect for the entire turn.
Heat (Current): If this result occurs, both players add one to all Extended March die rolls throughout the current turn only. Place a Heat marker on the Turn Track in the box corresponding to the current turn.
Heat (Current +1): If this result occurs, both players add one to all Extended March die rolls throughout the current turn and the following turn. Place Heat markers on the Turn Track in the boxes corresponding to the current and immediately succeeding turns. (Note: If a Heat marker already occupies the Turn Track on the current turn, only one Heat marker is added (to the immediately succeeding turn.)
Notes regarding Heat:
- If a Rain (Current) or Rain (Current +1) event occurs on the second turn of a Heat (Current +1) event, remove the Heat marker on that turn. It is replaced by the Rain marker. Rain rules are in effect on this turn instead of Heat.
- If a Late Rain event occurs on the second turn of a Heat (Current +1) event, remove the Heat marker on that turn only when the Rain begins. The Heat marker is replaced by the Rain marker. Rain rules are in effect for the rest of this turn instead of Heat.
- If a Heat (Current) or Heat (Current +1) occurs on the second turn of a Rain (Current +1) event, convert that day's random event to "No Effect". Rain rules are in effect throughout this turn as normal.
Command Paralysis: If this result occurs, the player who loses the first initiative die roll has Command Paralysis.
A player who has Command Paralysis subtracts 1 from the Movement Allowance of each of his infantry/artillery/wagon train units and 2 from the Movement Allowance of each of his cavalry units in the current turn. Place the Command Paralysis counter on the Turn Track on the current day, on its appropriate side. (Note: If a unit is reduced to a Movement Allowance of 0, it may still move 1 hex (see 6.2 of the GCACW Standard Basic Game Rules).
If the Confederate player performs a "Johnston's Night March" (see 12.1), then the player who loses the initiative die roll in the second initiative after the Johnston's Night March has Command Paralysis. (This will be the first initiative die roll of the turn, since the Union player automatically wins the next initiative after a Johnston's Night March.)
Accelerate/Delay Reinforcements: If this result occurs, a player checks to see which reinforcements are due to arrive next (not including reinforcements set to arrive this turn which are not affected by this result). If the result is "Accelerate Reinforcements", these reinforcements are moved one space toward the current turn. If it is "Delay Reinforcements", they are moved one space away from the current turn. If both Union and Confederate reinforcements are due to arrive next (on the same space on the Turn Track), one side (Union or Confederate) is selected randomly, and that side's reinforcements are moved. (Note: Treat units from JE Smith's division (JE Smith, Alexander, 4 MN / 93 IL, Raum, 56 IL, and 17 IA) as a group. If any of these unit have not yet arrived, and one of them is accelerated or delayed, this entire group of units is accelerated or delayed (all of these units are shifted one day forward or back).)
Rainy Period: In scenarios 15, 17, or 18, if a "2" result is rolled in any month except May, or if a "3" result is rolled in June or July, a player rolls another die, and consults the "Rainy Period Start Table" (below).
Rainy Period Start Table:
| Roll | Result |
|---|---|
| 1-3 | Rainy Period does not start |
| 4-6 | Rainy Period starts |
If a "Rainy Period does not start" result occurs, no further action is taken (although the listed Rain (Current +1) or Rain (Current) event still happens). However, if a "Rainy Period starts" result occurs, the "Rainy Period" has begun. The listed Rain (Current +1) or Rain (Current) event happens normally, but in addition, place the Rainy Period marker on the Turn Track, 20 turns ahead of the current turn.
While the Rainy Period marker is on the Turn Track, the "Rainy Period" is in effect. During the Rainy Period, there are two effects:
- The "Rainy Period Random Events Table" is used, instead of the "Standard Random Events Table". (On the "Rainy Period Random Events Table", rain is much more likely to occur.)
- When a Rain (Current +1) event occurs during the Rainy Period, both the "Major Rivers Unfordable" and "Minor Rivers Unfordable" markers are advanced by 6 boxes. If they are not on the Turn Track, they are placed there 6 turns ahead of the current turn. (Note: This also applies to the initial Rain (Current +1) or Rain (Current) event which starts the Rainy Period.) (Note: Since this occurs for each Rain (Current +1) event during the Rainy Period, the "unfordable" markers will probably be advanced around 50 turns during this time.)
When the Turn Marker moves past the Rainy Period marker, the Rainy Period ends. When the Rainy Period ends, remove the Rainy Period marker from the Turn Track. After the Rainy Period, the "Standard Random Events Table" is used. Only one Rainy Period can occur per game.
Random Events Occurring Only In Scenario 19:
Union Reinforcement: The first time this result occurs, the Union player receives JE Smith as a reinforcement. He may replace the counter for 17 IA, Raum, 56 IL, 26 MO / 10 IA, McCown, or 4 MN / 93 IL with JE Smith. JE Smith is placed on the same side (exhausted on unexhausted) as the unit he replaces. No artillery points should be lost, so if the unit that JE Smith is replacing has an artillery value greater than 0, place an artillery marker under JE Smith. The second and any further times this result occurs, it is ignored.
Confederate Reinforcement: The first time this result occurs, the Confederate player places Joe Wheeler, Allen-M, and Harrison in a hex containing a Confederate infantry division. (They are returning from a long raid on the Union supply lines north of Chattanooga.) The infantry division may not be surrounded by Union units or their ZOC, but may be performing mapedge movement (see 26.0).
The second time this result occurs, the Confederate player places Dibrell, with the same placement rules as for Joe Wheeler, Allen-M, and Harrison.
The third time this result occurs, the Confederate player increases Cleburne's division by 1 manpower. If Cleburne is surrounded by Union units or their ZOC, the Confederate player may increase another un-surrounded Confederate infantry unit.
The fourth and any further times this result occurs, it is ignored.
All reinforcements are placed on their normal sides with organized strength markers (Cleburne's counter is unaffected by the increase in strength).
Extended Confederate Supply: If this result occurs, the Confederate player may remove an "Out of Supply" marker from any single Confederate unit.
Extended Union Supply: If this result occurs, the Union player may remove an "Out of Supply" marker from any single Union unit.
3.0 Strategic Events
Either player rolls two dice in the Strategic Segment of the Strategic Cycle. The Strategic Cycle takes place only in turns divisible by 4. The players consult the Strategic Events Table, checking the result corresponding to that dice roll sum.
Strategic Events Table
| Roll | Result |
|---|---|
| 2 | E Johnson |
| 3 | Palmer/Dodge |
| 4 | Georgia Militia |
| 5 | Strong Confederate Logistics |
| 6 | Strong Union Logistics |
| 7 | XXIII Corps |
| 8 | Weak Union Logistics |
| 9 | Confederate Brigade Transfer |
| 10 | Weak Confederate Logistics |
| 11 | Pillow |
| 12 | Forrest |
The effects of results from the Strategic Events Table are listed below:
E Johnson
If this result occurs, replace the Hindman or Brown division counter (whichever is on the map) with E Johnson.
Palmer/Dodge
The first time this result occurs, the Union player replaces Palmer with Davis (flip the counter over). In addition, he replaces the Davis division counter with the Morgan division counter.
The second time this result occurs, the Union player replaces Dodge with Ransom-A (flip the counter over).
The third and any further times this result occurs, it is ignored.
Strong Union Logistics
If this result occurs, the Union player receives 30 supply points in the upcoming Supply Segment, not 26.
Weak Union Logistics
If this result occurs, the Union player receives 22 supply points in the upcoming Supply Segment, not 26.
Strong Confederate Logistics
If this result occurs, the Confederate player receives 18 supply points in the upcoming Supply Segment, not 16.
Weak Confederate Logistics
If this result occurs, the Confederate player receives 14 supply points in the upcoming Supply Segment, not 16.
Georgia Militia
If this result occurs on July 28 or earlier, it is ignored.
The first time this result occurs on August 1 or later, the Confederate player may increase any GA unit(s) by a total of 4 manpower (for example, he may add 3 manpower to 1 unit, and 1 manpower to another).
If Off-Map rules are being used, the Confederate player removes Winder from the Off-Map Display (in the Andersonville Box) at this point. The Union player cannot liberate prisoners from either Andersonville or Macon from this point on.
The second time this result occurs on August 1 or later, it is ignored.
If Fulton County is controlled by the Union player for 8 consecutive Recovery Phases, the Confederate player removes all Georgia Militia units (Smith, Militia Reserve 1, and Militia Reserve 2) from the game during the 8th Recovery Phase. If a "Georgia Militia" result occurs after this, the Confederate player places Smith, with 4 manpower, as if he had just transferred by rail from the Macon Off-Map Box. However, any "Georgia Militia" results after this are ignored.
XXIII Corps
The first time this result occurs, the Union player replaces the Judah division counter with the Hascall-A division counter. If Judah has had his artillery value changed due to attachment or detachment, the Union player should ensure that he gains 1 artillery point.
The second time this result occurs, the Union player replaces the Cox-A division counter with the Cox-B division counter, and the Hascall-A division counter with the Hascall-B division counter. In addition, he replaces the Hovey division counter with a Union substitute infantry brigade counter. (Note: This substitute brigade may have a manpower value of more than 6, which is the normal limit. If it has a manpower value of more than 6, other units may not attach to it, but it may detach further substitute brigades.) If Cox, Hascall, and/or Hovey have had their artillery values changed due to attachment or detachment, the Union player should ensure that the overall result is no gain or loss of artillery points (normally, it should be a loss of 2 from Hovey, a gain of 1 by Cox, and a gain of 1 by Hascall).
The third time this result occurs, the Union player flips Schofield's counter from its –A side to its –B side (Schofield's tactical value improves from 2 to 3).
The fourth and any further times this result occurs, it is ignored.
Confederate Brigade Transfer
If this result occurs, a Confederate brigade has been transferred to another part of the Confederacy. Reduce any one Confederate infantry unit (except a Georgia Militia unit) by one manpower.
The Confederate player can lose a maximum of four manpower in this way. The fifth and any further times this result occurs, it is ignored.
Pillow
The first time this result occurs, the Confederate player places the cavalry leader Pillow, with his brigades Armistead and Neely, as if they had just transferred by road from the Jacksonville Off-Map Box (see 14.6). Armistead and Neely are each placed with 1 manpower. In the Supply Segment just after these units are placed, they are automatically "In Supply".
These units must transfer back off the map, as if they were transferring to the Jacksonville Off-Map Box, within 8 turns. When they transfer off-map, they are removed from the game permanently. If either Armistead or Neely remains on the map in the Strategic Cycle 8 turns later, they are removed from the map, and the Union player gains 2 VP. If either Armistead or Neely is completely surrounded by Union units, Union ZOC, or impassable hexsides at that point, that unit is considered "lost in combat" and the Union player gains 3 VP for it.
The second and any further times this result occurs, it is ignored.
Forrest
If this result occurs, and Fulton County has not yet been controlled by the Union player at the end of any turn, and Forrest is not on the Turn Track, the Confederate player places Forrest on the Turn Track 8 turns ahead of the current turn. Forrest is placed with 6 manpower. At the start of the Off-Map Segment in the turn corresponding to the box occupied by Forrest, the player places him in the Tullahoma Off-Map Box. He may engage in RR Damage and Combat in that Off-Map Segment. (He may not detach substitute units.) At the end of the Off-Map Segment, Forrest is placed back on the Turn Track, 17 turns ahead of the current turn. (Note: The Confederate player may choose not to place Forrest in the Tullahoma Off-Map Box; if so, he is just moved forward on the Turn Track 17 turns.) At the start of the turn corresponding to the box occupied by Forrest, the player removes him from the Turn Track (but he may return to the game later, if another "Forrest" result occurs, or if the Confederate player calls Forrest in (see 20.0)).
If a "Forrest" result occurs and Forrest is already on the Turn Track, this result is ignored.
If a "Forrest" result occurs and Fulton County has already been controlled by the Union player at the end of a turn, this result is ignored (but Forrest may be called in by the Confederate player (see 20.0).
The Mississippi Occupation marker is not affected if a "Forrest" strategic event occurs (see 20.0). (Historical Note: If this occurs, it is assumed that Forrest has taken advantage of a lull in the Union offensives into Mississippi to engage in a raid on Sherman's communications.)
If Forrest is eliminated while in play, he may not return to the game.
[If this result occurs, and Forrest is not on the Turn Track, the Confederate player places Forrest on the Turn Track 8 turns ahead of the current turn. (Forrest is not placed with any manpower; only his counter is placed.) At the end of the Strategic Segment in the turn corresponding to the box occupied by Forrest, the Confederate player rolls one die, and consults the "Forrest" table below:
Forrest Table
| Roll | Result |
|---|---|
| 1 or less | No effect |
| 2-3 | No Supply Points for 1 Supply Segment |
| 4-5 | No Supply Points for 2 Supply Segments |
| 6 | No Supply Points for 4 Supply Segments |
Modifiers:
- -2: For each Union infantry division of at least 8 manpower which exits the map by rail during the 3 days following the Forrest event (see below)
If the result is "No Supply Points for X Supply Segments", the Union player does not receive any Supply Points during the Supply Segment for 1, 2, or 4 Supply Segments. The first Supply Segment in which the Union player does not receive Supply Points is the one in the current Strategic Cycle.
After the Confederate player has consulted the Forrest Table, Forrest is placed back on the Turn Track, 17 turns ahead of the current turn. At the start of the turn corresponding to the box occupied by Forrest, the player removes him from the Turn Track (but he may return to the game later, if another "Forrest" result occurs).
The Union player may exit infantry divisions in the following way: He moves the division by rail to W0102 or W0109, and then removes it from the map (note that division must be able to move at least 1 more hex by rail if it is to be removed). He then places it on the Turn Track, 10 turns ahead of the current turn. At the start of the Reinforcement Phase in the turn corresponding to the box occupied by the division, he places it back on the map as if it had just arrived as a reinforcement by rail from Tullahoma. In the Supply Segment of the Strategic Cycle directly after the division is placed back on the map, he reduces the number of Supply Points he receives by 14 for each division that is placed.
If a "Forrest" result occurs and Forrest is already on the Turn Track, this result is ignored. A "Forrest" result can occur a maximum of two times per game. The third and any further times this result occurs, it is ignored. (Note: If a "Forrest" result occurs and Forrest is already on the Turn Track, this does not count as one of the two "Forrest" results.)]
4.0 Union Command Posture
The Union player must always be in one of two "postures" in the Advanced Game: "active" or "passive".
The Union player may receive a Command Point at the beginning of the Union Command Segment. To declare an active posture, the Union player must expend at least 2 Command Points.
Historical Note: A similar rule to this is used in the "On To Richmond" module, covering McClellan's Peninsular Campaign. In OTR, this represented (among other things) McClellan's lack of "drive". Sherman was not lacking in drive; but he was slowed down for other reasons. At times, he was forced to let his army rest. In addition, he was unwilling to use the flanking maneuvers which characterized his campaign unless other options had been exhausted. Some of these options (such as cavalry raids, the bombardment of Atlanta, and assaults) are represented directly in the game, while other (such as extended rest for troops, planning, or waiting to find out the results of cavalry raids) are represented only by the "passive" posture.
Receiving Union Command Points
At the beginning of the Union Command Segment, the Union player must perform a Cohesion Check (see 5.0). If he passes this Cohesion Check, he receives 1 Command Point. However, if he fails the Cohesion Check, he does not receive a Command Point. If he receives a Command Point, he adjusts the Command marker on the Union Command Track upwards by 1 point.
The Union player may never have more than 12 Command Points at any point in time. If the Union player has 12 Command Points at the beginning of a Union Command Segment, he does not receive a Command Point.
Determining Union Command Posture
The Union player must declare his command posture in the Union Command Segment of each Strategic Cycle. In some circumstances he may change his posture during the Action Cycle.
Union Command Segment: In the Union Command Segment of each Strategic Cycle, after determining whether he receives a Command Point, the Union player declares his command posture.
Active Posture
If the Union Command marker occupies a box numbered "2" or higher on the Command Track, the Union player may be able to declare an active posture by expending two or more "Command Points". To determine whether or not he can do this, he rolls two dice and consults the Active Command Posture Table (below):
Active Command Posture Table:
| Roll | Result |
|---|---|
| 2-7 | 2 Command Points required |
| 8-11 | 3 Command Points required |
| 12-15 | 4 Command Points required |
| 16-19 | 5 Command Points required |
| 20-23 | 6 Command Points required |
| 24-27 | 7 Command Points required |
| 28 or greater | Active Posture not possible this Strategic Cycle (must be Passive Posture) |
Modifiers:
- +2: For each Union infantry division with an "Out of Supply" marker
- +2: For each Union infantry division with a "Demoralize-1" or "Demoralize-2" marker
- +4: For each Union infantry division which is not within 8 hexes of Sherman (tracing a path like those used in the Cohesion Check rules, see 5.0). Exception: This modifier does not apply to units that are within 3 hexes of an RR hex, if that RR hex is between a Union supply source and the Railhead marker (inclusive), or to units which were received as reinforcements in the last 4 turns, or to units in off-map boxes.
- +2: For each 3 Union brigades or regiments (infantry, cavalry, and/or artillery) with "Out of Supply" markers (Note: No modifier is applied for 1 or 2 brigades or regiments.)
- +2: For each 3 Union brigades or regiments (infantry, cavalry, and/or artillery) with "Demoralize-1" or "Demoralize-2" markers (Note: No modifier is applied for 1 or 2 brigades or regiments.)
- +4: For each 3 Union brigades or regiments (infantry, cavalry, and/or artillery) which are not within 8 hexes of Sherman (tracing a path like those used in the Cohesion Check rules, see 5.0). Exception: This modifier does not apply to units that are within 3 hexes of an RR hex, if that RR hex is between a Union supply source and the Railhead marker (inclusive), or to units which were received as reinforcements in the last 4 turns, or to units in off-map boxes. (Note: No modifier is applied for 1 or 2 brigades or regiments.)
- +1: For every 2 turns that the current turn is past the "Four Turns Passive" marker (see below), rounded up. (Example: If the "Four Turns Passive" marker is on May 21 (Turn 12), and the current turn is June 6 (Turn 28), the modifier would be +8.) Note that if the "Four Turns Passive" marker is on the current turn, the modifier is 0.
(Note: These modifiers are cumulative. Therefore, the Union player may receive a +8 modifier for a single infantry division if it is, Out of Supply, Demoralized, and more than 8 hexes from Sherman.)
After rolling the dice, if the Union player has enough Command Points to declare an active posture, and he chooses to do so, the Command marker is reduced on the Command Track by the number of Command Points required. The Posture marker is placed in the "Active" box on the Union Posture Track.
"Four Turns Passive" Marker: At the beginning of each scenario, this marker is placed on the Turn Track on a specific turn. It indicates the last time the Union army had a period of "rest" for at least four full days. After the Union player has been in a passive posture for four consecutive Action Cycles during the scenario, he moves the marker up to the current turn at the end of the Action Cycle of the fourth turn on which he was passive. If he remains in a passive posture, he may continue to move the marker up at the end of later Action Cycles. However, once he changes to active posture, it remains where it was until the Union player again is in a passive posture for four consecutive Action Cycles.
Passive Posture
If the Union player wishes to declare a passive posture, he does not expend Command Points. The Command marker remains in the box it occupies. If the Posture marker is in the "Active" box, it is moved to the "Passive" box. If it is already on the "Passive" box, it remains where it is. The Union player must declare a passive posture if the Command marker occupies the "0" or "1" boxes, or if he receives a result of 28 or greater on the Active Command Posture Table (above).
If the Union player declares an active posture, it must remain in effect until the next Union Command Segment. If he declares a passive posture, it remains in effect until the next Union Command Segment unless changed during an Action Cycle (see below).
Changing Posture in an Action Cycle
If the Union Command marker occupies a box number "2" or higher on the Command Track, the Union player may be able to change from a passive to an active posture in an Action Cycle. The Union player may change his command posture to active at the beginning of any Activation Segment of an Action Cycle as long as he holds the initiative. To do this, he must reduce the Command marker by the number of Command Points which would have been required for Active Posture in the previous Union Command Segment. If he changes his command posture to active after determining the result, the Command marker is reduced by the number of Command Points required, and the Posture marker is moved to the "Active" box. If the Union player changes to an active posture, passive posture penalties (see below) are no longer in effect. The Union player posture must remain active until the next Union Command Segment, when he must declare his posture again. (Depending on when the Union player changes to an active posture, the next Union Command Segment could occur in the current turn or up to 3 turns later.)
Active Command Posture
If Union posture is active, play proceeds normally.
Passive Command Posture
If Union posture is passive, play proceeds normally but the following rules are in effect:
-
The Union player is under the following restrictions at all times:
- The Union player subtracts 1 from the Movement Allowance of each of his infantry and artillery (but not wagon train) units. Notes: This is in addition to the effects of Command Paralysis, if it is in effect for the current turn. If a unit is reduced to a Movement Allowance of 0, it may still move 1 hex (see 6.2 of the Basic Rules). Cavalry units are not affected. Units performing Strategic Movement (see 8.0) are not affected.
- The Union player may not perform an assault action unless
- the Corps Leader performing the assault is within the command radius of both the Army Leader who is his superior and Sherman,
- the District Leader performing the assault is within the command radius of Sherman, or
- the leader performing the assault is within 3 hexes of any RR hex, and that RR hex is between a Union supply source and the Railhead marker (inclusive) (see 11.2.1).
-
The Union player must perform a Cohesion Check (see 5.0) at the end of the Leader Transfer Phase.
-
The first time that players roll the same number (including "1's") in an Initiative segment, the restrictions below are immediately applied to the Union player for the remainder of the current Action Cycle, even if both players have not performed at least one action in the current cycle:
- An infantry or artillery unit may be activated freely only if it is within 3 hexes of any RR hex, and that RR hex is between a Union supply source and the Railhead marker (inclusive).
- An infantry or artillery unit which does not meet the description above is under the following restrictions:
- It may not attack a hex containing a Confederate unit (either in a march action, an assault, or a grand assault). Confederate cavalry units may perform cavalry retreats, but they may not be attacked by these Union infantry/artillery units if they do not retreat.
- If activated for movement, it may not enter the ZOC of a Confederate unit (even if there is no other hex it could enter). In addition, it must end its move closer to the Railhead marker than where it began. It may move farther away during its movement, as long as it ends closer than where it began. It may not end its move at the same distance as where it began – it must move closer.
The restrictions above are removed immediately if one of the following occurs:
- A Confederate infantry unit attacks a Union infantry or artillery unit.
- A Confederate infantry unit moves into the ZOC of a Union infantry or artillery unit which is not already occupied by a Confederate unit. (Confederate infantry units may enter ZOC which are already occupied by Confederate units, may leave Union ZOC, and may entrench without removing the restrictions, but may not enter un-occupied Union ZOC.)
5.0 Cohesion Check
At certain times during the game (see the list at the end of this section), the Union player must check to see whether his army is close together. This is called a "Cohesion Check". If the Union player fails a Cohesion Check, there are penalties, depending on when the Cohesion Check takes place.
A Cohesion Check is performed as follows: The Union player must trace paths of contiguous hexes no more than 8 hexes in length from Sherman's hex (exclusive) to the hex occupied by each infantry leader (inclusive). (Infantry leaders are corps, district, and army leaders.) These paths may not enter enemy-occupied hexes, but they may enter enemy ZOC. They may transit any terrain type, including swamps, mountains, and rivers. If the Union player can trace paths from Sherman to each infantry leader, the Union player passes the Cohesion Check; if he cannot trace a path for all infantry leaders, the Union player fails the Cohesion Check.
Exception: The Union player does not need to trace a path for an infantry leader if:
- The infantry leader has been received as a reinforcement within the last 4 turns,
- The infantry leader is within 3 hexes of any RR hex, and that RR hex is between a Union supply source and the Railhead marker (inclusive), or
- The infantry leader occupies an off-map box.
A Cohesion Check takes place at the following times during the game, with the effects described after:
- When a double "1" initiative occurs (see 6.0) (Effect: The Union player may not be able to extend the Action Cycle.)
- At the beginning of the Union Command Segment (see 4.0) of the Strategic Cycle (Effect: The Union player may not receive a Command Point.)
- When Union posture is Passive, at the end of the Leader Transfer Phase (see 4.0) (Effect: Some Union leaders may receive or lose "Out of Cohesion" markers.)
Note: In the middle of the Union Command Segment (see 4.0), when the Union player determines how many command points he must spend for Active Posture, his die roll modifier is determined in a similar way to a Cohesion Check. However, when determining his die roll modifier at this time, the Union player must check the distance of all units from Sherman, not infantry leaders.
"Out Of Cohesion" Markers (Passive Posture Only)
When Union posture is Passive, and the Union player performs a Cohesion Check, if he cannot trace a path from Sherman to an infantry leader as described above, and the infantry leader is not included in one of the "Exceptions" noted above, an "Out of Cohesion" marker is placed on that infantry leader.
Similarly, when Union posture is Passive, and the Union player performs a Cohesion Check, if an infantry leader already has an "Out of Cohesion" marker, and he can trace a path from Sherman to the infantry leader as described above, or the infantry leader is included in one of the "Exceptions" noted above, the infantry leader's "Out of Cohesion" marker is removed.
When Union posture changes to Active, any "Out of Cohesion" markers are removed immediately.
The effects of an "Out of Cohesion" marker are as follows: the infantry leader cannot be selected to perform an "Activate Leader" action, to perform an Assault, or to bring additional units in in a Grand Assault.
6.0 Random End Of Action Cycle
Initiative
In the Basic Game, if one player has no units eligible for activation in an Initiative Segment, his opponent automatically wins initiative, and the dice are not rolled. If the Advanced Game, however, both players must roll the dice in each Initiative Segment, even if one player has no units eligible for activation. If the player who has no eligible units wins the roll, he must pass.
Double "1" Initiative Rolls
If both players roll a "1" in an Initiative Segment, the Action Cycle might end. The players follow this procedure:
- The Union player must perform a Cohesion Check (see 5.0).
- If the Union player passes the Cohesion Check, he may elect to keep the Action Cycle going. If he chooses to try and extend it, he rolls a die trying to roll equal to or less than the Union Army leader's current Command value minus 1 (e.g. 3 or less since Sherman has a command value of "4"). If this roll succeeds, the Action Cycle continues with a Union initiative. If the Union player fails the Cohesion Check, if the die roll fails, or if the Union player decides not to extend the Action Cycle, proceed to Step 3.
- The Confederate player now has an opportunity to extend the Action Cycle. If he chooses to try and extend it, he must roll equal to or less than the Confederate Army leader's current Command value minus 1 (e.g. 3 or less since both Confederate Army leaders have command values of "4"). If this roll succeeds, the Action Cycle continues with a Confederate initiative. If it fails or the Confederate player decides not to extend the Action Cycle, play proceeds to the Recovery Phase.
(Exception: If both players have not performed at least one action or passed in the current Action Cycle, this rule is ignored, whether Union posture is Active or Passive. In this case, the Union player wins the double "1" initiative roll and play proceeds normally.)
(Exception: The Action Cycle may not end during a "Hood's Attack" (see 13.0). If a "Hood's Attack" is in progress, this rule is ignored, whether Union posture is Active or Passive.)
(Exception: In Scenario 19, the Union player perform does not need to perform a Cohesion Check before attempting to keep the Action Cycle going.)
Note: If Union posture is Passive, double "1" initiative rolls have additional effects, as do other tied initiative rolls (see "Passive Command Posture" in 4.0). However, all of the rules in this section (6.0) continue to apply even when Union posture is Passive.
7.0 County Control
Checking For County Control
In the County Control Phase of each turn, and during each Strategic Cycle, the players must check to see which counties they each control.
Each Turn (County Control Phase): Each turn, during the County Control Phase, the players check to see which player controls each of the counties on the map. Control is important for determining where strategic movement (8.0) and RR movement (9.0) is possible during the remainder of the turn.
During the Strategic Cycle (VP Segment): During the VP Segment of each Strategic Cycle, players again determine which player controls each county. Players may be awarded VP if they control certain counties during this segment.
Permanent County Control
Some counties are always considered to be under control of one of the players. These counties may never be controlled by the opposing player.
The counties listed below are permanently controlled by the Union player in this game:
- Catoosa
- Dade
The counties listed below are permanently controlled by the Confederate player in this game:
- Pickens
- Milton
- Coweta
How A Player Controls Counties
If a county is not controlled permanently, it may be controlled by either player. It may be controlled in one of two ways:
By "Occupation": Either player controls a county by "Occupation" if one of their infantry or artillery (not cavalry) units with a Manpower value of 1 or more occupies the control seat. In addition, a cavalry unit with a Manpower value of 1 or more must be within the county, and that player must also have a combined Manpower value among all his units (including cavalry) in that county of at least 4. (Note: These units do not need to be "in supply".)
By "Default": If the Union player does not fulfill the Occupation requirements listed above for a particular county, the Confederate player controls the county by "Default". (Exception: If neither player fulfills the Occupation requirement for Walker or Chattooga counties, the Union player controls the county by "Default".)
Effects Of County Control
The effects of county control are listed below:
- A player may gain VP for controlling counties at the end of a turn, during the VP Segment of a Strategic Cycle, or at the end of a game.
- Strategic movement is prohibited in counties that are enemy-controlled.
- A RR Supply Path may not exit an enemy-controlled county (see 11.2).
Control Seats
Control seats for each of the counties which may be controlled by "Occupation" are listed below:
- Walker: W0422 (Lafayette)
- Whitfield: W1007 (Dalton)
- Murray: W1501 (Spring Place)
- Chattooga: W1632 (Summerville)
- Gordon: W2614 (Calhoun)
- Floyd: W3631 (Rome)
- Bartow: W4322 (Kingston)
- Cherokee: W5602 (Canton)
- Polk: W5734 (Van Wert)
- Paulding: E0827 (Dallas)
- Cobb: E1413 (Marietta)
- Campbell: E3028 (Campbelltown)
- Fulton: E3113 (W&A Depot)
- DeKalb: E3403 (Stone Mount)
- Clayton: E4719 (Jonesboro)
- Newton: E4801 (Conyers)
- Fayette: E4926 (Fayetteville)
- Henry: E5813 (McDonough)
8.0 Strategic Movement
"Strategic Movement" is a special type of march enabling units to increase their Movement Allowance under some conditions.
Strategic Movement Eligibility
Only a unit meeting all of the following requirements may be selected to perform strategic movement:
- It must be at Fatigue Level 0.
- It must be 8 or more hexes away from any enemy unit.
- It must not occupy an enemy-controlled county (see 7.0).
How Strategic Movement Is Performed
When a player declares a "march" or "activate leader" action, he may declare that the action will use "strategic movement" as long as all units selected to march in that action meet strategic movement eligibility requirements. None of the units participating may perform entrench actions. If strategic movement is declared, the active player follows this procedure for all selected units:
- Fatigue: He declares how many Fatigue Levels he wishes his unit to expend. It must expend a minimum of two and a maximum of four levels. The number of levels expended is added to the unit's current Fatigue Level and the unit gains a new Fatigue marker. The number of levels expended by a player may not bring a unit to a Fatigue Level greater than four.
- Movement Allowance: The player determines the unit's Movement Allowance based on the "Strategic Movement Allowance Table". Its allowance depends on how many Fatigue Levels it expends, its type, and whether the unit is Union or Confederate. Its allowance is not enhanced if it is participating in a leader activation.
- Normal extended march rules are altered: a unit reaching Fatigue Level 3 in strategic movement (Level 2 if exhausted) does not consult the Extended March Table. Instead, an extended march occurs only if the unit's new Fatigue Level is 4 (Level 3 or 4 if exhausted). In strategic movement, extended march die roll modifiers are normal.
- The unit performs its march, expending MP normally. However, the marching unit is subject to several restrictions (see below).
- If an "activate leader" action is in progress, the player repeats Steps 1 to 4 for each participating unit. Units in a single activate leader action are not required to expend the same number of fatigue levels when performing strategic movement.
Strategic Movement Restrictions
A unit undertaking strategic movement is restricted as follows:
- It may not force march.
- It must remain at least 8 hexes away from any enemy unit throughout its movement.
- It may not enter an enemy-controlled county (see 7.0).
Strategic Movement Allowance Table
Confederate Units:
| Fatigue Levels Expended | Inf/Art Movement Allowance | Cavalry Movement Allowance | Wagon Train Movement Allowance |
|---|---|---|---|
| 2 | 14 (12) | 24 (20) | 12 (10) |
| 3 | 21 (18) | 36 (30) | 18 (15) |
| 4 | 28 (24) | 48 (40) | 24 (20) |
Union Units:
| Fatigue Levels Expended | Inf/Art Movement Allowance | Cavalry Movement Allowance | Wagon Train Movement Allowance |
|---|---|---|---|
| 2 | 12 (10) | 22 (18) | 10 (8) |
| 3 | 18 (15) | 33 (27) | 15 (12) |
| 4 | 24 (20) | 44 (36) | 20 (16) |
Note: Parenthesized numbers are Movement Allowances if the player is suffering from "command paralysis" (see 2.0).
9.0 Railroad Movement
"Railroad Movement" is a special type of movement enabling units to move long distances without marching.
Embarkation
Only "embarked" units may perform RR movement. A player may embark a unit for RR movement if it meets all of the following requirements:
- It must occupy a RR station. The RR station can not be damaged or destroyed.
- It must be an infantry (not cavalry or artillery) unit.
- It must have a Fatigue Level of 0 or 1. (It may be exhausted).
- It must not occupy an enemy ZOC.
- A maximum of one Confederate unit may embark each turn.
- If a Confederate unit is attempting to embark, the Confederate player must be able to trace a path of RR hexes to E3934 (Palmetto), E5820 (Bear Creek Station), or E4901. This path may not enter the hex occupied by the Railhead marker (see 11.2.1).
- A maximum of one Union unit may embark each turn.
- If a Union unit is attempting to embark, the Union player must be able to trace a path of RR hexes to W0102 or W0109. This path may not go past the hex occupied by the Railhead marker (see 11.2.1).
To embark an eligible unit, the player must select that unit for a march, and the unit gains one Fatigue Level. An extended march never occurs due to RR embarkation. Instead of performing a march, the player places a "RR Movement" marker on the unit. The action ends, and a new Action Phase begins. An embarked unit may only move by rail; it may not move normally or entrench. A unit selected to participate in a leader activation may not embark. A leader stacked in the same hex as an embarking subordinate unit may also embark.
Disembarking
The player may "disembark" a unit, removing its RR Movement marker, any time he holds the initiative. There is no cost in Fatigue Levels to disembark. It is not an action. A unit must disembark under any of the following circumstances:
- The Action Cycle ends.
- An enemy unit moves into an adjacent hex.
- It finishes a rail move of 1 or more hexes.
How RR Movement Is Performed
To move an embarked unit by rail, the player activates that unit for a march action. (It may not move by rail as part of an activate leader action). The player determines the unit's Movement Allowance based on the "RR Movement Allowance Table" below. Its allowance depends on how many Fatigue Levels it expends, and whether the unit is Union or Confederate. Subject to RR Movement Limitations, he may then move the embarked unit up to its entire movement allowance, regardless of terrain, as long as the unit moves only across RR hexsides. As soon as the unit finishes its movement, it disembarks and its RR Movement marker is removed. The unit may end its move in any RR hex, not just in a RR station.
If a rail move would increase a unit's Fatigue Level above 4, a move of that distance is prohibited. An extended march never occurs due to RR movement. Leaders may accompany units moving by rail. RR movement may take place in rain turns with no detrimental effect.
RR Movement Limitations
A unit moving by rail is subject to the following limitations:
- It may not cross a hexside containing a destroyed bridge. (Note: This rule applies even if a friendly pontoon bridge has been built across the hexside).
- It may not enter a hex containing a damaged or destroyed RR station.
- It may not enter an enemy ZOC.
- (Confederate) It may not enter the hex occupied by the Railhead marker.
- (Union) It may not move past the hex occupied by the Railhead marker.
- If a Union unit performs RR movement, it may reduce the number of supply points which the Union player receives in the next Strategic Cycle (see 11.2).
- Reinforcements by rail (see 14.6) do not limit RR movement.
RR Movement Allowance Table
Confederate Units:
| Hex(es) Moved | Fatigue Level Gain |
|---|---|
| 1 to 13 | 1 |
| 14 to 26 | 2 |
| 27 to 40 | 3 |
Union Units:
| Hex(es) Moved | Fatigue Level Gain |
|---|---|
| 1 to 20 | 1 |
| 21 to 40 | 2 |
| 41 to 60 | 3 |
10.0 Substitute Units
The Confederate player has six "substitute" infantry brigades and two "substitute" cavalry regiments. The Union player has seven "substitute" infantry brigades and two "substitute" cavalry regiments.
10.1 Detachment
Either player may detach one or more substitute infantry brigades from a marching infantry unit as long as the unit has a Manpower value of 2 or more. Either player may detach one or more substitute cavalry regiments from a marching cavalry unit as long as the unit has a manpower of 2 or more.
How To Detach
To detach, a player places a substitute in the same hex as the unit from which it detaches and assigns it a Manpower value. A Strength marker equal to the Manpower value assigned to the substitute is placed under it. The substitute's Manpower value is subtracted from the parent unit's Manpower value, and the parent unit is assigned a new Strength marker, on the same side as the one it replaces, reflecting its reduced value.
Placement Of Detached Units
A detached substitute may be placed in the hex in which an active infantry unit begins its march or in any hex entered by the active unit during its march. After a substitute is placed on the map, the active unit may continue its march (but the substitute may not move further during this action). After placement, substitutes function normally.
Special Detachment
Both players' non-substitute infantry regiments and brigades which are included in the counter set (even those not included in the scenario being played) may be detached from a friendly infantry unit of the same corps, as long as detachment rules are adhered to. Similarly, non-substitute cavalry regiments may detach from any friendly cavalry unit of the same division. (Exception: A regiment or brigade cannot be detached if it is due to be received as a reinforcement later in the scenario. Apart from this, all regiments and brigades can be used.) (Note: Artillery cannot be gained due to special detachment. If a detached unit has an Artillery value greater than 0, the player must place an Artillery marker with a value of 0 under the detached unit, unless he chooses to assign Artillery valley points from the parent unit to it.)
Detachment Restrictions
Counter Limits: The number of substitutes provided in the game is a strict limit. If all substitutes are currently in use, no more may be used However, if substitutes reattach to other units, they are removed from the map and again become available for use.
(Note: Non-substitute regiments and brigades may still be detached, as described in "Special Detachment" above, even if all substitutes have been detached.)
Size: After detaching a parent unit must have a minimum Manpower value of 1. The manpower value of a substitute is limited.
- Substitute infantry brigades must be assigned a Manpower Value of 6 or less.
- Substitute cavalry regiments must be assigned a Manpower Value of 1.
Determining Status Of Detachments
Fatigue: If a substitute is placed in the hex in which an active unit begins a march, the substitute is assigned a Fatigue marker equal to the active unit's Fatigue Level before it was selected to march. If a substitute is placed in any hex except the one in which the active unit begins a march, the substitute is assigned a Fatigue marker equal to the active unit's Fatigue Level at that moment.
Entrenchment: If an entrenched active units detaches a substitute in the hex in which it begins a march, the substitute is assigned the same kind of entrenchment marker possessed by the active unit.
Disorganized, Demoralized, Exhausted, Supply: If an active unit has a disorganized Strength marker, is on its exhausted side, possesses a Demoralized marker, or possesses an Out of Supply marker, any substitute detached by this unit must possess the same characteristics.
Command: The owning player should note on a piece of paper the number of each substitute placed on the map and the command to which it belongs. (It belongs to the same command as the unit from which it detaches, but it may eventually attach to a unit of a different command.)
10.2 Attachment
In the Attachment Phase, a substitute (or a normal infantry regiment or brigade, or cavalry regiment—see "Special Attachment") stacked in the same hex as a friendly unit of the same type may "attach" to that unit. As long as one of these allowable units attaches to a unit of the same type (infantry or cavalry), it may attach to any friendly unit regardless of size or affiliation. Artillery units, cavalry brigades, and infantry divisions may not attach.
How To Attach
Remove attaching units and all accompanying markers from the map. The Manpower value of an attaching unit is added to the Manpower value of the unit to which it attaches; this unit receives a new Strength marker with an enhanced Manpower value.
Attachment Restrictions
Unity: A unit may not attach a portion of its strength to another unit. The whole unit must be attached (and the unit removed from the map).
Size: A unit may not attach to another unit if the addition of its Manpower value would raise the Manpower value of the unit remaining on the map above the following strengths:
- Infantry divisions may not be raised above a Manpower Value of 16.
- Infantry brigades may not be raised above a Manpower Value of 6.
- Infantry regiments may not be raised above a Manpower Value of 2.
- Cavalry brigades may not be raised above a Manpower Value of 3.
- Cavalry regiments may not be raised above a Manpower Value of 1.
Union Armies (Union player only): A unit that detaches from one of the three Union armies (the Army of the Cumberland, the Army of the Tennessee, or the Army of the Ohio), or a unit of one of those three armies, may only attach to a unit of that same army, or to a substitute unit detached from that army. For example, a substitute detached from the Army of the Cumberland may only attach to an Army of the Cumberland unit.
Georgia Militia (Confederate player only): No unit that detaches from the Confederate Georgia militia units (Smith, Militia Reserve 1 and Militia Reserve 2), or any of these three units, may attach to any other unit except for these units, or to a substitute unit detached from one of them.
Determining Status After Attachment
Strength Marker: The unit to which a unit attached is assigned a new Strength marker on the same side (organized or disorganized) as the one it replaces. (Exception: If the Manpower value of an attaching unit is greater than the Manpower value of the unit to which it attaches, the new Strength marker of the unit remaining on the map is placed on the same side as the attaching unit's Strength marker.)
Fatigue, Exhaustion: If a unit attaches to a unit and the two units have different Fatigue Levels, the unit remaining on the map after attachment receives a Fatigue Level equal to the higher of the two levels. If a unit attaches to a unit and one of the units is exhausted and the other is on its normal side, the unit remaining on the map is flipped to (or remains on) its exhausted side.
Entrenchments: If an entrenched unit attaches to an unentrenched unit, the unit remaining on the map remains unentrenched. However, if an entrenched unit or unentrenched unit attaches to an entrenched unit, the unit remaining on the map remains entrenched.
Demoralized: If a unit attaches to a unit and at least one of the units is demoralized, the unit remaining on the map is assigned a demoralization level equal to the most severe level possessed by one of the units prior to attachment.
Supply: Supply status is determined by the supply status of the unit with the larger manpower. Thus the unit remaining on the map is out of supply if either:
- the unit being attached to was out of supply and possessed a manpower value at least equal to the attaching unit, or
- the attaching unit was out of supply and was greater in manpower than the unit to which it is attaching.
In all other cases, the unit remaining on the map is in supply.
Special Attachment
Both players' non-substitute infantry regiments and brigades may attach to any friendly infantry unit as long as attachment rules are adhered to. Similarly, non-substitute cavalry regiments may attach to any friendly cavalry unit.
10.3 Substitutes and Artillery Values
If the players wish, they may transfer Artillery value points to or from detaching and attaching units. Artillery markers are provided in AIO to ease the tracking of these changes to Artillery values.
Detachment: If a substitute detaches from a unit, it may be assigned some or all of the Artillery value points of the parent unit. If so, an Artillery marker equal to the Artillery value assigned to the substitute is placed under it. The substitute's Artillery value is subtracted from the parent unit's Artillery value, and the parent unit is assigned a new Artillery marker, reflecting its reduced value.
Attachment: If a unit attaches to another unit, assign the attaching unit's entire Artillery value to the unit to which it attaches. This unit receives a new Artillery marker with an enhanced Artillery value.
11.0 Supply
During the Supply Segment of each Strategic Cycle, players must check whether their units on the map are "in supply" or "out of supply". Units in off-map boxes are automatically in supply. Units may be in supply by using "supply points", or by "foraging". Supply points are received through a player's "supply source" (connected to a box on the Off-Map Display) and placed in a "depot" on a rail line. They are then transferred either directly from a depot or indirectly by "wagon trains" to the player's units. If a unit cannot achieve in supply status in this way, it may also attempt to forage from the area around it. Units always begin the game in supply unless noted otherwise.
11.1 The Supply Segment
The Supply Segment happens during each Strategic Cycle. During the Supply Segment, players perform the steps in the order listed below. During each step, when both players perform an action, the Union player performs the action first, followed by the Confederate player.
- Players may repair damaged or destroyed RR stations, the Union player may attempt to repair RR bridges, and players may dismantle any of their pontoon bridges (see 11.8).
- Players may transfer supply point between depots (see 11.9).
- Players place their new supply points (see 11.2), and may use some of these supply points to place new depots. Then the Union player may bombard Atlanta (see 23.0), if he is able to.
- Players may redeploy their wagon trains to the map (see 11.4).
- Players determine the supply status of all of their units on the map (see 11.5). Once this is complete, empty wagon trains may be removed from the map, and wagon trains which have been used for Depot Supply Paths must be removed from the map, to return during a future Reinforcement Phase or Supply Segment.
11.2 Supply Points & Supply Sources
Both players receive supply points in each Supply Segment. These supply points enter through certain off-map boxes on the Off-Map Display (see 14.0).
The numbers received and the entry locations are given below:
Union: 26 supply points (Tullahoma off-map box)
(Note: This may be changed if the Union player has performed RR movement or RR transfer since the last Supply Segment (see below), and due to a Strong or Weak Union Logistics strategic event (see 3.0).)
Confederate: 16 supply points (Greensborough, Macon, Opelika, and/or Jacksonville off-map boxes)
(Note: This may be changed, depending on where the Mississippi Occupation marker is on its track (see 20.0), and due to a Strong or Weak Confederate Logistics strategic event (see 3.0).)
Supply points are received based on the steps listed below:
- The Union player may place his arriving supply points in a depot (see 11.3) on the map which can trace a RR Supply Path (see below) from a Supply Source (see below). He may not place them past the hex occupied by the Railhead marker (see 11.2.1). He may receive them through multiple supply sources (for example, 16 through one supply source and 10 through another), and he may place them in multiple depots. If the Tullahoma Off-Map Box contains "Damaged" or "Destroyed" markers (see 14.8), or if the Union player chooses not to place these supply points, they are permanently lost.
- The Confederate player may place his arriving supply points in a depot in the off-map box in which they enter, or he may place them in a depot on the map which can trace a RR Supply Path (see below) from a Supply Source (see below). He may not trace the RR Supply Path to place these supply points into or through the hex occupied by the Railhead marker. He may receive them through multiple off-map boxes (for example, 10 through one off-map box and 6 through another), and he may place them in multiple depots (on-map and/or off-map). He may not place them in a box which contains "Damaged" or "Destroyed" markers (see 14.4), and he may not place them on the map in a depot whose RR Supply Path (see below) is connected to a Supply Source which is connected to a box which contains "Damaged" or "Destroyed" markers. If all four off-map boxes (Greensborough, Macon, Opelika, and Jacksonville) contain "Damaged" or "Destroyed" markers, or if the Confederate player chooses not to place these supply points, they are permanently lost.
[Both players receive supply points in each Supply Segment. These supply points enter through Supply Sources (see below). The numbers received are given below:
Union: 26 supply points
(Note: This may be changed if the Union player has performed RR movement since the last Supply Segment (see below), and due to a Strong or Weak Union Logistics strategic event (see 3.0).)
Confederate: 16 supply points
(Note: This may be changed due to a Strong or Weak Confederate Logistics strategic event (see 3.0).)
Supply points are received based on the steps listed below:
- The Union player may place his arriving supply points in a depot on the map which can trace a RR Supply Path (see below) from a Supply Source (see below). He may not place them past the hex occupied by the Railhead marker (see 11.2.1). He may receive them through multiple supply sources (for example, 16 through one supply source and 10 through another), and he may place them in multiple depots. If the Union player chooses not to place these supply points, they are permanently lost.
- The Confederate player may place his arriving supply points, in exactly the same way as the Union player (above), except that he may not trace the RR Supply Path to place these supply points into or through the hex occupied by the Railhead marker.]
Supply Source: Both players have one or more supply sources at hexes where a rail line enters the map. Each player's supply points enter the map through one of his supply sources. Each of these supply sources is connected to an off-map box. Both players' supply sources are listed below, with the off-map box which they are connected to:
Union:
- W0102 & W0109 – Tullahoma
Confederate:
- E4901 – Greensborough
- E5820 (Bear Creek Station) – Macon
- E3934 (Palmetto) – Opelika
(Note: There is no Supply Source for the Jacksonville Off-Map Box. Supply points in this box must be transferred to the map by wagon train (see 11.10).
RR Supply Path: A "RR Supply Path" is a path of RR hexes from a player's supply source to a RR station. This path may not enter a hex that:
- is occupied by an undemoralized enemy infantry or artillery with a Breastworks-Complete marker or stronger,
- is occupied by an undemoralized enemy cavalry unit with a Fort-Complete marker,
- contains a damaged or destroyed RR station.
No permanent bridge along the path may be destroyed, even if a pontoon bridge is across the hexside. Note that ZOC of enemy units, and enemy units which are entrenched to a level less than the levels noted above, or unentrenched, have no effect on a RR Supply Path.
The path may not exit an enemy-controlled county (see 7.0), although it may enter an enemy-controlled county.
Union RR Movement/RR Transfer: If a Union unit performs RR movement and/or RR transfer, the number of supply points which the Union player will receive in the next Supply Segment may be reduced as described below:
- If the Union player performs RR movement, and the unit moves away from a Union Supply Source, he reduces the number of supply points he will receive in the next Supply Segment by 7.
- If the Union player performs RR transfer, and the unit moves to the map, he reduces the number of supply points he will receive in the next Supply Segment by 14.
If the Union player performs RR movement and/or RR transfer as described above more than once between Supply Segments, he reduces the number of supply points he will receive in the next Supply Segment for each time he does this. Thus, if he performs RR movement three times, he reduces the number of supply points he will receive in the next Supply Segment by 21.
This rule only applies to the Supply Segment immediately after the RR movement (on the map) and/or RR transfer (on the Off-Map Display) takes place. It does not apply to any succeeding Supply Segments. This rule does not apply to units performing RR movement toward a Union Supply Source, or to units performing RR transfer to the Tullahoma Off-Map Box.
This rule does not apply to Union reinforcements by rail. This rule does not apply in any way to the Confederate player.
11.2.1 Railhead Marker: The Railhead marker is placed on the map in a specific hex at the beginning of each scenario. During any Reinforcement Phase, the Union player can move this marker to any point to which he can trace a RR Supply Path. (Exception: He may not move it forward into a hex occupied by a Confederate unit or a Confederate ZOC, unless that ZOC is Union-occupied.) If the Confederate player destroys the RR station which the Railhead marker occupies, the Union player must move it back along the rail line toward a Union supply source, placing it in the nearest RR station from which he can trace a RR path to the mapedge which does not pass through any further destroyed RR stations (Note: Usually this will be the next RR station to the rear). If no such RR station exists, he must remove it from the map. Note that damaged RR stations have no effect in this case, only destroyed RR stations. No VP are lost for this occurrence. The marker can be moved or placed again in the next Reinforcement Phase. (Note: The Railhead marker cannot be moved in the Supply Segment; it can only be moved in the Reinforcement Phase.)
This marker is used when units embark or move by rail, and when depots and supply points are placed, to determine what sections of the railroads are Union-controlled and which are Confederate-controlled.
The Union player must place this maker in a hex between one of his supply sources and E3113 (W&A Depot). He may not place it beyond E3113.
11.3 Depots
Both players begin the game with at least one depot. In addition, players can create additional depots during the Supply Segment. (Exception: In Scenario 18, the Union player does not begin the game with a depot, but he will probably create one in the first Supply Segment.) Depots are used to store supply points. When a player places supply points in a depot, he places a supply point counter under the depot counter equal to the number of points he is placing in the depot. If the depot already has supply points in it, he may replace the existing supply point counter with a new one representing the total number of points now in the depot.
Players may create additional depots during the game up to a limit of 5 depots for the Union player and 3 depots for the Confederate player at any one time.
New depots are created as follows:
From Arriving Supply Points: Instead of placing all of the supply points that he would normally receive during that Supply Segment in an existing depot, a player may reduce the number received by 2, and place one new depot on the map, or in an off-map box, before placing any supply points. A depot created by this method must be placed in a RR station to which the player can receive or transfer supply points at that time.
From a Wagon Train: A depot may also be created in a hex occupied by a wagon train with 2 or more supply points, when a player is placing his supply points (as described above). Simply reduce the number of supply points held by the wagon by 2 and add a depot marker to the hex. A depot created in this way can be in any hex a wagon train can move to; it does not have to be in a RR station hex.
Destroying Depots and Supply Points: Depots have no Combat value and may not move or retreat. A unit may enter a hex occupied by an enemy depot as long as no enemy military units are situated there. If so, the depot and any supply points in it are destroyed and are removed from the map. (Depots in off-map boxes may be destroyed in the Off-Map Segment; see 14.4.)
During the Recovery Phase, a player may voluntarily destroy friendly depots and supply points (whether in a depot or on a wagon train). He may voluntarily destroy a maximum of four supply points per depot per turn. He may not destroy the depot itself unless it has no supply points remaining in it at the end of this Recovery Phase. If supply points or depots are destroyed, they are removed from the map. A player may not voluntarily destroy his own wagon trains.
11.4 Wagon Trains
Both players have multiple wagon train units. Wagon trains function as infantry, with several differences, as described below:
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Manpower and Combat Values: A wagon train has no associated Manpower Value counter and can never be disorganized. If defending in combat, its Combat Value is always 1 (which is added to the Combat Value of any other units in the hex).
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Zone of Control and Flanking: One or more wagon train units alone in a hex do exert a zone of control that inhibits enemy movement and retreat. However, wagon trains can never contribute to flank bonuses in any way. Any hexes covered solely by wagon trains are not considered to be covered for the purposes of computing flank bonuses.
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Carrying Supply Points: A supply point counter is placed under a wagon train's counter to represent the number of supply points the wagon is carrying. A wagon train may carry a maximum of four supply points. Wagon trains receive supply points at depots and these points are later expended as military units are marked as being in supply. Players may transfer supply points between depots and wagons (in either direction) at any time if they occupy the same hex, or the same off-map box. Simply replace the supply point counter for both the depot and wagon with new counters that represent the updated supply point levels. Supply points may not be transferred between two wagon trains unless they occupy the same hex as a depot. (Note: A wagon train in an off-map box with a depot may have its supply point counter increased to a maximum of two.)
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Movement: A wagon train's Movement Allowance is determined in the same way as that player's infantry. Wagon trains may never use RR Movement. They may not force march. If a wagon train makes an extended march, the player adds 1 to his extended march die roll in addition to other modifiers. If a "D" result occurs while a wagon train is performing an extended march, reduce its supply point total by 1 (this loss of a supply point does incur a VP penalty as well). If the wagon was carrying 0 supply points, it is unaffected, but the player incurs a VP penalty as if he had just lost a supply point.
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Leader Activation: A player may activate a wagon train individually or during an infantry leader's "Activate Leader" action. Units activated during an Activate Leader action must be within the command radius of the infantry leader. Compute the Movement Allowance as normal for wagon trains (as that player's infantry) for an Activate Leader action, without the leader's movement bonus. Wagon trains may not be included if the leader is activating units for strategic movement.
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"Chain" Activation: Even without a leader, a player may also move multiple units that include wagon trains in a single action. In this "chain" activation, the player may include:
- any number of wagon trains, and
- 1 non-wagon train unit (of any type)
All units chosen must start the activation in a contiguous chain of adjacent hexes (including units stacked in the same hex). The Movement Allowance for all chosen units is determined by a single die and is computed in the same way as that player's infantry, with no leader bonus. Wagon trains may use chain activations as part of a strategic movement. If a non-wagon train unit is included in this chain activation, it moves the same number of MP as the wagon trains.
Wagon Train Redeployment: If a wagon train is carrying 0 supply points at the end of the Recovery Phase or at the end of the Supply Segment, the owning player may remove it from the map (although he may leave it on-map if he wants to). If a wagon train is used for a "Depot Supply Path" (see 11.5), the owning player must remove it from the map. In either case, place the wagon train on the Turn Track one turn ahead of the current turn. It may reenter play during the Reinforcement Phase of that turn, any subsequent turn, or during the Supply Segment of any subsequent Strategic Cycle (provided that the Strategic Cycle occurs on or past the turn that the wagon train is placed on the Turn Track). However, when it is placed on the map, it must be placed at Fatigue Level 4, on its exhausted side. (Example: If a wagon is removed in the Strategic Cycle at the end of Turn 4, it may be placed back on the map on Turn 5.) It may be placed at any friendly depot from which the player can trace a path of RR hexes to a friendly supply source. The path may not go past the hex occupied by the Railhead marker (for Union depots), or enter the hex occupied by the Railhead marker (for Confederate depots). (Note: Unlike a RR supply path, this path to the mapedge may enter hexes with destroyed or damaged RR stations & enemy units, and may cross destroyed bridges.) The player does not have to bring it in immediately if he prefers to hold its entry until a future Reinforcement Phase or Supply Segment. It may also be placed in a friendly depot in an off-map box.
Wagon Train Replacement: If a wagon train is eliminated, place it on the Turn Track eight turns ahead of the current turn. It may reenter play during the Reinforcement Phase of that turn, any subsequent turn, or during the Supply Segment of any subsequent Strategic Cycle. It may be placed at any friendly depot from which the player can trace a path of RR hexes to a friendly supply source. The path may not go past the hex occupied by the Railhead marker (for Union depots), or enter the hex occupied by the Railhead marker (for Confederate depots). The player does not have to bring it in immediately if he prefers to hold its entry until a future Reinforcement Phase or Supply Segment. It may also be placed in a friendly depot in an off-map box.
11.5 Supply Status
During the Supply Segment of each Strategic Cycle, both players must determine whether each of their units are in supply or out of supply.
A unit is in supply if any of the following conditions are fulfilled during a Supply Segment:
- It is a wagon train unit.
- It is within Wagon Supply Path range of a wagon train. A supply point must be immediately expended from this wagon to supply the unit.
- It is within Depot Supply Path range of a depot. A supply point must be immediately expended from this depot to supply the unit. (Note: Several conditions, including a wagon occupying the depot, must be met for this to occur; see "Depot Supply Path" below.)
- It is in or adjacent to a friendly depot or an eligible RR station (see Depot & RR Station Adjacency below). A supply point must be immediately expended from the depot to supply the unit.
- It arrived as a reinforcement in the last 4 turns, it is in a friendly-controlled county, and it is at least 8 hexes from all enemy units.
- It is in an off-map box.
If none of these conditions are satisfied, then the unit is out of supply. Players may voluntarily withhold supply points from units, deliberately letting them go out of supply (this tactic is often used when a player believes he will have a chance to forage for supply for these units).
In Supply: If a unit is in supply, it functions at full effectiveness and remains in supply until the next Supply Segment, at which time its supply status is checked again.
Out of Supply: Place an "Out of Supply" marker on a unit that is out of supply (if it already has an "Out of Supply" marker, the marker remains on the unit).
This marker accompanies the unit wherever it goes until the unit regains "in supply" status in a Supply Segment or due to "emergency supply" (see 11.6) or foraging (see 11.7) during a Recovery Phase, at which time the marker is removed.
Out of supply units function normally in terms of movement and combat. However, per 8.0 in the GCACW Standard Basic Game Rules, during the Recovery Phase, out of supply units with organized Strength markers have their Strength Markers flipped to their disorganized sides. Also, they may suffer Manpower value loss in an upcoming Supply Segment.
Manpower Value Loss: If, during a Supply Segment, a unit which is already out of supply cannot achieve "in supply" status, its Manpower value is reduced by one. If the unit is not eliminated, its new Strength marker is placed on its disorganized side.
Expending Supply Points: Units gaining supply from wagons or depots cause supply points to be expended. As each supply point is expended, replace the supply point counter for the wagon or depot with a new counter with a value one lower than before. Supply points are expended as follows:
- Expend 1 supply point to resupply 1 division.
- Expend 1 supply point to resupply up to 3 brigades or regiments all gaining supply at this time. (Note: Two units of 1 manpower each may count as a single brigade/regiment.)
Wagon Supply Path: A "Wagon Supply Path" is a path of hexes from a hex containing a wagon train to a unit. This path may not be more than five hexes long (not including the hex the wagon train is in, but including the unit's hex). This path may not enter a hex occupied by an enemy unit or an enemy ZOC, with the following exceptions:
- The hex that the wagon train is in may be in an enemy ZOC.
- The final hex that the unit occupies may be in enemy ZOC.
- The second-to-last hex (just before the hex that the unit occupies) may be in an enemy ZOC, if that hex is occupied by a friendly unit.
The path may not cross hexsides which the unit being supplied could not itself currently cross.
A wagon train which has been used for a "Wagon Supply Path" during a Supply Segment may be removed from the map for "Wagon Train Redeployment" (see 11.4), but the player may leave it on-map if he wants to.
Depot Supply Path: A "Depot Supply Path" is a path of hexes from a depot to a unit. This path may not be more than 15 hexes long (not including the hex the depot is in, but including the unit's hex). The first section of this path (up to 10 hexes) may not enter a hex occupied by an enemy unit or an enemy ZOC (except the hex the depot occupies may be in an enemy ZOC), and may only cross hexsides which a wagon train can cross. The last 5 hexes of this path are then traced as a "Wagon Supply Path" (see above).
There are 2 conditions for tracing a "Depot Supply Path":
- A wagon train must occupy the depot. If the wagon train does not contain any supply points, the player transfers them to the wagon train, and then expends them using the "Depot Supply Path". (Note: A wagon train which occupies a depot may not be used to expend more than 4 supply points per Supply Segment. These points may be expended by any combination of "Wagon Supply Paths" and "Depot Supply Paths".)
- A "Depot Supply Path" may only be traced from a depot if the depot is in a RR station, and the player can trace a path of RR hexes from the depot's hex to a friendly supply source. The path may not go past the hex occupied by the Railhead marker (for Union depots), or enter the hex occupied by the Railhead marker (for Confederate depots). (Note: Unlike a RR supply path, this path to the mapedge may enter hexes with destroyed or damaged RR stations & enemy units, and may cross destroyed bridges.)
If a player cannot accomplish these conditions, he may not trace a "Depot Supply Path" from the depot for that supply point.
A wagon train which has been used for a "Depot Supply Path" during a Supply Segment must be removed from the map for "Wagon Train Redeployment" (see 11.4).
Depot & RR Station Adjacency: A unit can achieve "in supply" status if:
- It is in or adjacent to a friendly depot, or
- It is in or adjacent to a RR station, and the player can trace a "RR Supply Path" (see 11.2) to both the RR station and to a friendly depot. These paths may not go past the hex occupied by the Railhead marker (for the Union player) or enter the hex occupied by the Railhead marker (for the Confederate player).
If the unit is adjacent to a depot, a supply point must be expended from this depot to supply the unit. If the unit is adjacent to a RR station, a supply point may be expended from a depot to which the player can trace a "RR Supply Path".
Notes on Supply Rules & Concepts: The supply rules for this game are built around a "2 days out, 2 days in" concept for the wagon trains – 2 turns' travel from the depot to the unit, and then 2 turns back to the depot. 2 turns before a Strategic Cycle, a player's wagons leave his depot, and during that Strategic Cycle, they supply his units. The next turn, they are returned to a depot, but are placed at Fatigue Level 4 (losing 2 turns of movement), beginning the cycle again.
When a player expects that some or all of his units will be within 15 hexes by road of his depot (which will be most of the time), he can leave the wagons which would supply those units in this depot, using "Depot Supply Paths" for those units. Note that he must have enough wagon "carrying capacity" in the wagons in this depot to supply each unit – by itself, the depot can only supply units in or adjacent to its hex.
For the Union player, an additional incentive to keep his infantry divisions "In Supply" is that each "Out of Supply" infantry division increases the chance of having to spend additional Command Points to maintain Active Posture (see 4.0), or being forced into Passive Posture.
11.6 Emergency Supply
Units which are out of supply may regain in supply status if they are near supply points in a subsequent Recovery Phase. A unit may draw on emergency supply at the beginning of Step 2 of the Recovery Phase if it is out of supply and one of the following conditions is met:
- It is within Wagon Supply Path range of a wagon train. A supply point must be immediately expended from this wagon to supply the unit.
- It is within Depot Supply Path range of a depot. A supply point must be immediately expended from this depot to supply the unit, and a wagon in the depot must be removed from the map for "Wagon Train Redeployment" (see 11.4). (Note: If multiple units are receiving Emergency Supply in the same turn from the same depot, a single wagon train may be used to supply all of them, provided that no more than 4 supply points are expended.)
- It is in or adjacent to a friendly depot or an eligible RR station (see Depot & RR Station Adjacency below). A supply point must be immediately expended from a depot to supply the unit.
- Note: When a supply point is expended for Emergency Supply, it may be used to supply multiple units (see "Expending Supply Points" in 11.5 above).
A player must issue Emergency Supply before he makes any forage attempts in Step 2 of the Recovery Phase. Once he has made one forage roll, he may not issue Emergency Supply until the following turn. Units that entrenched, built pontoons or repaired ferries in Step 1 of the Recovery Phase may receive Emergency Supply.
11.7 Foraging
In Step 2 of the Recovery Phase, both players may "Forage" with any of their units which are "out of supply" and at Fatigue Level 0, 1, or 2. A unit may not forage at Fatigue Level 3 or 4, nor may it forage if it built a bridge, repaired a bridge or ferry, or entrenched in Step 1 of that phase. An exhausted unit may forage. Leaders may not forage.
If a unit forages, the player rolls one die (modifying this role if necessary, see below), and consults the Forage Table. If the result is "In Supply", the Out of Supply marker is removed from the unit. This unit remains in supply until the next Supply Segment, at which time its supply status is determined normally.
Forage Table:
| Roll | Result |
|---|---|
| 1-2 | In Supply |
| 3 or greater | No Effect |
Modifiers:
- +X: The unit's current fatigue level
- +1: If all six hexes adjacent to the foraging unit are enemy-occupied, in enemy ZOC (even if occupied by a friendly unit), hexes into which the foraging unit cannot move due to terrain restrictions, or hypothetical hexes just off the map
- -1: If the current turn is in July or August
- -2: If the current turn is in September or October
- -1: If the unit is a Confederate unit
11.8 RR Station Repair / RR Bridge Repair / Pontoon Bridge Dismantling
During the Supply Segment, players may perform several engineering actions.
RR Station Repair: Players may repair RR stations on the map or in off-map boxes. To repair RR stations on the map, the player may perform one of the options below:
- Union player:
- Remove up to 3 "Damaged" markers from RR stations, or
- Remove a single "Destroyed" marker from a RR station.
- Confederate player:
- Remove up to 3 "Damaged" markers from RR stations, or
- Replace a single "Destroyed" marker with 2 "Damaged" markers on a RR station.
The RR station cannot be repaired if its hex is enemy occupied or in an enemy ZOC. (Note: In addition, the Union player may not repair a RR station if that RR station is between the Railhead marker and a Confederate supply source, and at least one of the RR hexes on the path between the Railhead marker and that RR station is occupied by a Confederate unit, or a Confederate ZOC that is not occupied by a Union unit.) (Note: Remember that the Confederate player may not destroy a RR station unless it is between the Railhead marker and a Union supply source (see 19.0).)
Fairburn RR Station: The Fairburn RR station (E3826) represents a much longer stretch of track. Therefore, a player may perform a "Burn RR Station" action in the hex even if a single "Damaged" or "Destroyed" marker occupies the hex. He then places a second "Damaged" or "Destroyed" marker in the hex.
Players may also remove "Damaged" or "Destroyed" markers in friendly off-map boxes, in addition to markers removed on-map:
- The Union player may remove up to 3 "Damaged" markers, or remove a single "Destroyed" marker.
- The Confederate player may remove up to 3 "Damaged" markers, or replace a single "Destroyed" marker with 2 "Damaged" markers.
A player may remove markers in off-map boxes which contain enemy units.
Union Repair of Destroyed RR Bridges: If the Union player does not repair any Damaged or Destroyed RR stations in a Supply Segment, he may attempt to repair a single destroyed RR bridge. (Note: There are only 3 of these on the maps: W2211 (Resaca) – W2312, W5417 (Etowah Station) – W5517 (McGuire), and E2514 – E2614 (Defoor).) If he attempts to repair a destroyed bridge, neither hex connected by the bridge may be occupied by a Confederate unit or in a Confederate ZOC. In addition, one hex connected by the bridge must be occupied by a Union infantry unit with a Combat value of 5 or more which is at Fatigue Level 0. However, this attempt may be made during a rain turn, and regardless of the presence of "unfordable" markers on the Turn Track. To attempt to repair a bridge, the Union player rolls one die, and consults the "Union RR Bridge Repair Table" below:
Union Bridge Repair Table:
| Roll | Result |
|---|---|
| 2 or less | Success |
| 3 or greater | Failure |
Modifiers:
- -3: If the Union player attempted to repair the same bridge in the previous Supply Segment
If the result is "Success", the bridge is repaired. Remove the Destroyed marker: the bridge is functional again. If the result is "Failure", the repair attempt fails.
The Union player may make a maximum of one repair attempt per Supply Segment. This repair attempt is in addition to the normal repair attempt that may be done during the Recovery Phase. (Note: This gives the Union player a better chance of repairing RR bridges; Sherman gave extra attention to these, since they were part of his supply line.)
Pontoon Bridge Dismantling: Players may dismantle any friendly pontoon bridges on the map. (This may be useful when a bridge is no longer near any friendly units which can dismantle it.) This is in addition to the normal dismantling that may be done during the Action Cycle.
11.9 Transferring supply points between depots
During the Supply Segment, each player may transfer supply points from one depot to another if the two depots are connected by rail. Each player may transfer up to 10 supply points in this way during each Supply Segment. To do this, the player reduces the quantity of supply points in one depot and increases the quantity in the other. At the time the supply points are transferred, he must be able to trace a path of RR hexes between the two depots, similar to a "RR Supply Path", except that the path is traced between two RR stations.
Supply points may only be transferred from a single depot to another single depot during any Supply Segment.
11.10 Transferring off-map supply points to the map with wagon trains
The Confederate player may transfer supply points from depots in some off-map boxes to the edge of the map using wagon trains. He may use the Jacksonville, Opelika, Macon, or Greensborough off-map boxes for this purpose.
During the Supply Segment, for every wagon train in the off-map box, the Confederate player may place 2 supply points in any single hex to which a friendly unit could currently transfer from the off-map box, or in a wagon train in one of these hexes (although the wagon train still may not carry more than 4 supply points).
The Confederate player may use 2 of these supply points to build a depot in the hex the supply points are placed in, per 11.3.
If a wagon transfers from an off-map box to the map, and there is a depot in the off-map box with supply points already in it, the Confederate player may transfer up to 2 supply points to the wagon train before it begins the transfer.
12.0 Activate Army Leader
The "Activate Army Leader" action is an Advanced Game rule enabling players to user their army leaders to activate units as normal leaders do in an "Activate Leader" action. In all Advanced Game Scenarios, the Activate Army Leader action is added to the menu of actions available to the player who takes initiative in each Action Phase.
The active player may only choose an Activate Army Leader action if all of the following conditions are fulfilled:
- A player's army leader must be stacked in the same hex as another friendly, non-cavalry leader.
- At least one friendly infantry unit at a Fatigue Level of 3 or less must be situated within the command radius of the army leader.
- If a player successfully executed an Activate Army Leader action in the previous turn, he may not choose an Activate Army Leader action in the current turn.
- Each player may execute an Activate Army Leader action a maximum of once per turn. If an attempt at an Activate Army Leader fails (see below), a player may make a second attempt to perform it in a later Action Phase, but no more than two attempts are permitted per turn.
- The Union player may only choose Sherman to perform an Activate Army Leader action. Other Union army leaders may not be chosen.
An Activate Army Leader action is attempted as follows:
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The active player selects an eligible army leader anywhere on the map and rolls a die.
- If the roll is 4 or more, the Activate Army Leader action fails.
- If the roll is 3 or less, the Activate Army Leader action succeeds.
Failure: If an Activate Army Leader die roll fails, the action is over – do not proceed to Step 2 of this procedure. No units gain Fatigue Levels. The player may attempt one more Activate Army Leader action in the current turn, but it may only be attempted in a later Action Phase. A new Action Phase begins, and initiative is determined normally.
Success: If an Activate Army Leader die roll succeeds, the action continues. Proceed to Step 2.
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The active player must select from 1 to 10 eligible friendly military units. Unlike an Activate Leader action, in which participating units must belong to the active leader's command, the units selected in an Activate Army Leader action may be of any command affiliation. Furthermore, the selected units may be any combination of infantry, cavalry, or artillery (but not wagon trains). Selected units must be situated within the army leader's command radius and must be at a Fatigue Level of 3 or less. (Exception: A unit may be at Fatigue Level 4 if the pertinent optional rule in Basic Rule 5.2 is in use.)
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The active player, rolling one die, determines the army leader's Movement Allowance in exactly the same way a normal (non-cavalry) leader determines its Movement Allowance in an Activate Leader action (see Step 3, Basic Rule 5.2). However if the die roll is a 1, add 1 to the Movement Allowance (so the minimum die roll is a 2).
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The army leader's Movement Allowance determined in Step 3 applies to each infantry and artillery unit selected in Step 2. The army leader's Movement Allowance determined in Step 3 multiplied by two applies to each cavalry unit selected in Step 2. Place markers on the Movement Track in the boxes corresponding to these numbers.
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The active player performs Steps 5 to 9 of the normal Activate Leader procedure (see Basic Rule 5.2). The Activate Army Leader action ends when this procedure is completed, and the next Action Phase begins.
Note: The opposing player automatically wins initiative in the next Action Phase (see "Initiative Penalty", below).
The player may not attempt another Activate Army Leader action for the rest of the current turn and throughout the entire following turn. He may attempt an Activate Army Leader action again in the second turn following the current turn.
Activate Army Leader Restrictions
In an Activate Army Leader action, all units selected in Step 2 are restricted in their activities as follows:
- A marching unit may not attack during its march. Attacks of all kinds are prohibited in an Activate Army Leader action.
- A marching unit may not enter an enemy ZOC (including restricted ZOC) during its march. (Exception: If, in order to exit a given hex, a unit has no choice but to enter an enemy ZOC, it may do so.) A unit may exit an enemy ZOC during an Activate Army Leader action, subject to normal movement penalties.
- Units selected to participate in an Activate Army Leader action may not perform Burn RR Station or Entrench actions.
Initiative Penalty
If a player's Activate Army Leader action die roll succeeds, the opposing player automatically wins initiative in the Action Phase following the Activate Army Leader action, regardless of the die rolls in the Initiative Segment of that phase.
12.1 Johnston's Night Marches
If the army leader Johnston is in command, the Confederate player can perform a "Johnston's Night March". This is performed exactly as an "Activate Army Leader" action, except as modified below:
- If the Confederate player wishes to do this, he declares it at the beginning of the Action Cycle of the given turn, before the dice are rolled for initiative. He automatically wins the first initiative of the Action Cycle. However, he must use this free initiative to perform a "Johnston's Night March".
- The Confederate player does not need to roll a die to attempt the activation. Instead, it happens automatically.
- The minimum die roll for movement allowance is 3, not 2.
- Once the Confederate player has performed a "Johnston's Night March", he may not perform another until after the next Strategic Cycle.
- For the purpose of attempting another "Activate Army Leader" action, a "Johnston's Night March" counts as a standard "Activate Army Leader" action. Therefore, the Confederate player may not perform a "Johnston's Night March" if he has performed an "Activate Army Leader" action in the previous turn; and he may not attempt an "Activate Army Leader" action if he has performed a "Johnston's Night March" in the previous turn.
13.0 Hood's Attacks
If the army leader Hood is in command, the Confederate player can perform a "Hood's Attack". This is performed as described below. Briefly, the Confederate player will add 2 or 1 to his initiative die rolls for a short time, and may receive a +1 "Surprise" combat modifier during this time.
Initiative Bonus
At the beginning of the Action Cycle of any turn (before the first initiative die roll takes place), or in any Action Phase when the Confederate player has taken the initiative (but before he performs an action), he may declare a "Hood's Attack". If the Confederate player declares a "Hood's Attack" at the beginning of an Action Cycle, he automatically wins the first initiative of that turn. (Note: If the Random Event for that turn is "Command Paralysis", the Union player has command paralysis for that turn.)
Once he declares a "Hood's Attack", he rolls a die. He adds the number under the marker on the Hood's Attack Track. If the modified die roll is 5 or less, he will add 2 to future initiative die rolls; if it is 6 or more, he will add 1 to future initiative die rolls. The Confederate player receives this initiative die roll bonus until the end of the "Hood's Attack".
Tied initiative dice rolls are determined after the Confederate player adds 1 or 2 to his die roll (as above). Therefore, if the Confederate player is adding 2 to his die roll, and he rolls a 3 while the Union player rolls a 5, the Confederate player wins the initiative (the Confederate player wins double 5's). But if the Confederate player rolls a 1 while the Union player rolls a 3, the Union player wins the initiative (the Union player wins double 3's). (Notes: The effects of tied initiative dice rolls in Passive Posture (see 4.0) apply normally during a Hood's Attack. Also, note that the Action Cycle may not end due to double 1's during a Hood's Attack (see 6.0).)
Surprise Attack
While a "Hood's Attack" is in progress, the Confederate player may receive a +1 "Surprise" combat modifier. Before each attack during a "Hood's Attack", the Confederate player rolls a die. This die roll is made during the "Determine Die Roll Modifiers" step of an attack (step 4 for a marching unit, step 8 for an assault action). If the result is from 1-5, the surprise is successful, and the Confederate player receives the +1 combat modifier for this attack. If the result is a 6, the surprise has failed, and he does not receive it.
After the Confederate player has failed to gain the +1 surprise modifier in any attack, he may not attempt to gain it any other attack during this "Hood's Attack". He may attempt to gain it in a "Hood's Attack" in a later turn, however.
End Of Attack
After the Confederate player has had at least 3 initiatives (including the initiative in which he starts the "Hood's Attack"), the "Hood's Attack" ends when the first Union initiative occurs. The Confederate player may have more than 3 initiatives in a "Hood's Attack"; but after he wins the 3rd initiative, the "Hood's Attack" only lasts as long as he continues to win the initiative. After that point, once the Union player wins the initiative, the "Hood's Attack" is over.
When the "Hood's Attack" is over, the Confederate player moves the "Hood's Attack" marker 1 space further on the track.
(Note: The Action Cycle may not end (see 6.0) during a "Hood's Attack".)
Restrictions & Penalties
- The Confederate player may not perform a "Hood's Attack" if he has performed an attack with any unit earlier in the turn.
- The Confederate player may not perform a "Hood's Attack" if a Confederate infantry unit has received a Dr or DR result in combat earlier in the turn (however, cavalry units may have received a Dr or DR result).
- The Confederate player may not perform a "Hood's Attack" if the marker on the Hood's Attack Track is in the "6" space.
- The Confederate player may only perform one "Hood's Attack" in any turn, and he may not perform a "Hood's Attack" on the turn directly after a turn in which he performed one.
- During the "Hood's Attack", the Confederate player must perform an attack (or attacks) with a combined total of 2 infantry divisions (this may be 1 attack with 2 divisions, or 2 attacks with 1 division each). These attacks must be against a hex or hexes that contain at least 1 Union infantry division each. These attacks may be made during a march action, or by an assault or grand assault action.
If the Confederate player fails to do this before the end of the "Hood's Attack", he suffers command paralysis (per 2.0) for the rest of the turn, and the turn following this one. If the Random Event for that day or the following day is Command Paralysis, and the Confederate player is affected, he is not penalized further.
If the Confederate player selects division(s) to participate in an assault action and they are unable to participate due to the command die roll (step 5 of the assault procedure), they are counted as having attacked for the purposes of this rule. However, if the Confederate player attempts to perform a grand assault, and units in hexes adjacent to the defending unit are unable to participate, they are not counted as having attacked.
14.0 Off-Map Theaters
Events in areas surrounding the game maps may influence the game. An Off-Map Theater Display is provided that contains a series of boxes surrounded the game maps. These boxes are used to represent key locales around the area through which the main armies campaigned. The railroads in these locations were the frequent target of cavalry raids as one side or the other tried to cut off their opponent's supply.
Each box in the Off-Map Theater Display is color-coded to represent the side it belongs to (Union or Confederate). Friendly units of any type may enter a box of their own side; but only cavalry units may enter an enemy box.
Players may start with units in these boxes and may receive reinforcements into these boxes during the game. The players may also transfer units from these boxes to the game map (or vice versa). This transfer to and from the game map always occurs in the Off-Map Transfer Phase at the beginning of each turn. It may not occur during the Off-Map Segment of the Strategic Cycle, which resolves activities within the off-map theater.
[Optional rule note: Although both sides tried repeatedly to cut each others' communications, and such raids had been successful in other campaigns, the net result in this campaign was only to deprive them of much of their cavalry for large periods of time – none of the raids had any substantial effect. Therefore, for players who want a simpler game, the off-map rules can be omitted. Off-map rules are colored green; replacement rules (where required) are colored magenta and are in brackets.]
14.1 Off-Map Box Connections
Each box in the Off-Map Theater Display is linked to one or more other boxes (or to the game maps) through either a road connection or a railroad connection. (Note: Chattanooga is marked for reference only. It has no impact on game play.)
For the purposes of movement during the Off-Map Segment of the Strategic Cycle, both road and railroad of connections function identically. However, rail connections allow the Confederate player to rapidly transfer units between off-map boxes and to and from the game maps during the Off-Map Transfer Phase at the start of each turn. In addition, rail connections are required for players to receive supply points (see 11.2).
Note: Units moving between the Tullahoma Off-Map Box and a connected off-map box move differently (see the note at the end of section 14.3).
14.2 Off-Map Movement Restrictions
A unit is not eligible to move between off-map boxes if:
- The unit transferred into this off-map box some time since the last Strategic Cycle. (Exception: Cavalry units can still move in steps 3 & 4, below.)
- It arrived as a reinforcement after the last Off-Map Segment. (Exception: Cavalry units can still move in steps 3 & 4, below.)
- It performed RR transfer after the last Off-Map Segment.
14.3 The Off-Map Segment
During the Off-Map Segment of every Strategic Cycle, the players perform the following sequence of activities with units in the off-map boxes. In all steps, Union units are moved first, followed by Confederate units.
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Enemy Box 1st Movement: Both players may move eligible cavalry units which occupy enemy boxes into an adjacent off-map box connected by a road or railroad connection.
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Friendly Box 1st Movement: Both players may move eligible units which occupy friendly boxes into an adjacent off-map box connected by a road or railroad connection. However, any infantry or artillery units (not cavalry or wagon train) which move during this phase must perform an Off-Map Extended March (see 14.3.1 below). Cavalry units which moved in Step 1 may not move in this step. (Note: This is the only step in which non-cavalry units may move.)
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Enemy Box 2nd Movement: If any eligible cavalry units occupy enemy boxes, the owning player may move these units into an adjacent off-map box connected by a road or railroad connection, if two conditions below are met:
- The box the unit starts in may not contain enemy units which were there at the end of the previous Off-Map Segment (four turns ago).
- The box the unit starts in may not contain enemy units which entered the box as reinforcements after the previous Off-Map Segment.
(Exception: If the total combat value of all of the units listed above under both points is less than ¼ of the total combat value of the cavalry units, the cavalry units may still move.)
Cavalry units may therefore move two boxes during each Off-Map Segment. However, any units which move during this phase must perform an Off-Map Extended March.
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Friendly Box 2nd Movement: If any eligible cavalry units occupy friendly boxes, the owning player may move these units into an adjacent off-map box connected by a road or railroad connection, if the conditions listed in Step 3 are met (although, note that enemy reinforcements will never occupy a friendly box). However, any units which move during this phase must perform an Off-Map Extended March. Units which moved in Step 3 may not move in this step.
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RR Damage: Enemy units which occupy a box containing a railroad may attempt to damage it (see 14.4).
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Combat: Combat occurs in each box that contains both Union and Confederate units (see 14.5).
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Recovery: Any units which remained in a friendly off-map box since the beginning of the Off-Map Segment and did not engage in combat have their Demoralize markers removed and their strength markers are flipped to their organized sides.
14.3.1: Off-Map Extended March: If a unit must perform an Off-Map Extended March, roll once on the Extended March Table as if the unit was on its exhausted side, increasing its Fatigue Level from 3 to 4. All results are applied normally.
Substitute Units: Substitute units can be created in any of the steps of the Off-Map Segment involving movement (1-4), or during the Off-Map Transfer Phase, before any units move. All restrictions listed in section 10.0 apply. However, after detachment, either unit (the parent unit or the substitute) may move.
Movement to and from the Tullahoma Off-Map Box: Only cavalry units may move between the Tullahoma Off-Map Box and a connected off-map box (Athens, Clarkesville, or Jacksonville). If a unit moves between the Tullahoma Off-Map Box and one of these boxes, it is not placed directly in the box it is moving to. Instead, it is placed on the Turn Track, 8 turns ahead of the current turn (if it is moving to or from Athens), 12 turns ahead of the current turn (if it is moving to or from Clarkesville), or 16 turns ahead of the current turn (if it is moving to or from Jacksonville). In step 1 or 2 of the Off-Map Segment (depending on which box the unit moved from) in the turn corresponding to the box occupied by his unit, the player places the unit at the location it moved to. It may move again in step 3 or 4.
When a Confederate unit has transferred to the Tullahoma Off-Map Box, and it is about to be placed in the box, the Confederate player may choose not to place the unit. Instead, he may move it back to the box it came from. He places it on the turn track as described above; in the turn corresponding to the box occupied by his unit, he places it back in the box it came from.
14.4 RR Damage
In Step 5 of the Off-Map Segment, undemoralized enemy cavalry unit(s) occupying a box containing a railroad may attempt to damage it. Damage is resolved completely in one box before proceeding to resolve damage in another box. The Union player chooses the order in which the damage attempts are resolved.
Only 1 damage attempt may be made per box per segment; all units are grouped together when performing the action.
Damage is resolved according to the following procedure. When units are described below, "enemy" units are always those opposed to the side (Union or Confederate) of the off-map box occupied. "Friendly" units are those units which are of the same side as the off-map box occupied. The player controlling the enemy units is considered the "Attacker" in this step.
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Combine the Combat values of all of the undemoralized enemy units in the box. This is the "Attack Value". Combine the Combat values of all of the friendly units in the box, and halve them, to a minimum of 1. This is the "Defense Value". Compare the Attack Value to the Defense Value and round this ratio down in favor of the defender to conform to one of the simplified ratios listed on the Ratio Chart. A modifier from -12 to +13 is listed next to each ratio. This is the ratio modifier.
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Each player rolls a die. The attacker's roll may be modified as follows (modifiers are cumulative):
- +/-#: Add or subtract the ratio modifier determined in Step 1.
- +/-#: Compute the tactical modifier (see the Basic Rules, 7.4) normally for the combat using the highest Tactical value among the units and leaders in the box for each player.
- -1: If Thomas occupies the off-map box.
Note: If no defending units occupy the box, the modifier used is the sum of the attacker's combat value and highest tactical value. No other modifiers, including artillery and rain modifiers, are ever taken into account in off-map damage.
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The defending player's roll is subtracted from the attacking player's modified roll, and a number result is obtained. If the result is 0 or less, there is no effect. However, if the result is a positive number, then damage has occurred. The attacker selects the same amount of "Damaged" markers as the number result, and places them in the box.
Example: Rousseau's cavalry division (Patrick and Harrison, 3 manpower) performs RR damage in the Opelika Off-Map Box. No Confederate units occupy the box. Therefore, the Union player adds 3 (for 3 Union manpower), plus 1 for Rousseau's tactical value of 1. Both players roll the same number, so the Union player places 4 damage markers in Opelika.
Additional damage:
- Forrest: If Forrest is the only Confederate unit in the off-map box, the Confederate player subtracts the Union die roll (from Step 3) from his unmodified die roll, and then subtracts 2 more. If the result is still a positive number, the attacker may replace that number of "Damaged" markers with "Destroyed" markers. (He may never add markers as a result of this step, even if this number is greater than the number of "Damaged" markers he was originally placing.) For example, if he had rolled a 6, and the defender had rolled a 3, the attacker would be able to replace 1 "Damaged" marker with a "Destroyed" marker. If Forrest occupies the off-map box with other Confederate unit(s), this rule is ignored.
- Wagon Trains: If wagon trains occupy the box, the player halves the number result from the modified die roll (rounding down) and removes that number of wagon trains from the off-map box. These wagon trains have been eliminated, and are placed on the Turn Track 8 turns ahead of the current turn, as described in section 11.4.
- Depot: If the number result from the modified die roll is 4 or greater, and a depot occupies the box, the depot is destroyed.
- Prisoners: If the number result from the modified die roll is 4 or greater, and the Union player is attempting to damage the RR in either the Macon or Andersonville boxes, he has successfully liberated prisoners, and gains VP. (Note: The Union player cannot liberate prisoners in Scenario 19, and in other scenarios after a Georgia Militia strategic event has occurred (see 3.0).)
Note: The total number of "Damaged" and "Destroyed" markers which may occupy a single off-map box is 12. If a player would be allowed to place "Damaged" or "Destroyed" markers when a box is already at its limit, he may flip that number of "Damaged" markers to their "Destroyed" side. If all markers are already on their "Destroyed" side, no further action is taken.
14.5 Combat
In Step 6 of the Off-Map Segment, off-map combat may occur in each box that contains both undemoralized units friendly to the box, and units opposed to the box (demoralized or not). Combat is resolved completely in one box before proceeding to resolve the combat in another box. The Union player chooses the order in which the combats are resolved.
Only 1 combat may occur per box per segment; all units are grouped together when performing the combat.
Combat is resolved according to the following procedure. When units are described below, "enemy" units are always those opposed to the side (Union or Confederate) of the off-map box occupied. "Friendly" units are those units which are of the same side as the off-map box occupied. The player controlling the friendly units is considered the "Attacker" in this step. (Note: Combat need not occur if the player controlling the "friendly" units does not want it to. In this case, this step is skipped for this box, and combat is determined for the next box.)
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Combine the Combat values of all of the undemoralized friendly units in the box. This is the "Attack Value". Do the same for all enemy units (undemoralized and demoralized) in the box. This is the "Defense Value". Compare the Attack Value to the Defense Value and round this ratio down in favor of the defender to conform to one of the simplified ratios listed on the Ratio Chart. A modifier from -12 to +13 is listed next to each ratio. This is the ratio modifier.
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Each player rolls a die. The attacker's roll may be modified as follows (modifiers are cumulative):
- +/-#: Add or subtract the ratio modifier determined in Step 1.
- +/-#: Compute the tactical modifier (see the Basic Rules, 7.4) normally for the combat using the highest Tactical value among the units and leaders in the box for each player.
- +1: If at least half of the defender's units have a Demoralize-1 marker.
- +2: If at least half of the defender's units have a Demoralize-2 marker.
- +1: Friendly box bonus (applies to all off-map combat)
Note: No other modifiers, including artillery and rain modifiers, are ever taken into account in off-map combat.
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The defending player's roll is subtracted from the attacking player's modified roll. The players cross-reference this result on the Combat Chart with the columns corresponding to their Attack or Defense Values determined in Step 1. Both players obtain a combat result.
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Combat results are read slightly differently than normal combat:
Letter Results: Both players ignore all letter results except for "D", "R", and "R*".
- If either player's result contains a "D", that player must flip all of his units' strength markers to their disorganized sides. If they are already disorganized, they remain so.
- If the defender's result contains an "R", that player must place Demoralize-1 markers on all of his units. If they already have such a marker, it is flipped to its Demoralize-2 side. If it is already at Demoralize-2, there is no further effect. (Note: If a player receives an "R" result, he will also suffer "Additional Manpower Loss" (see below, under "Number Results").)
- If the defender's result contains an "R*", that player must place Demoralize-2 markers on all of his units. If they already have Demoralize-1, flip the marker to its Demoralize-2 side and there is no further effect. If it is already at Demoralize-2, its Manpower value is reduced by one in addition to its normal manpower loss result. (Note: If a player receives an "R*" result, he will also suffer "Additional Manpower Loss" (see below, under "Number Results").)
Number Results: Number results are applied to both players as in normal combat (see the Basic Rules, 7.5). Both players apply losses by replacing their units' Strength markers with new ones reflecting their reduced Manpower values. New Strength markers are placed on the same side (organized or disorganized) as the marker that was replaced.
14.6 Transfer/Reinforcement Entry
During the Off-Map Transfer Phase of each turn (but not during the Strategic Cycle), players may transfer units from certain off-map boxes to the map (or vice versa). Units transferring to or from an enemy off-map box transfer first; units transferring to or from a friendly off-map box transfer second. If a unit transfers to an off-map box, its Fatigue or Out of Supply markers (if any) are removed, and if exhausted it is flipped to its normal side. However, if its manpower counter is disorganized, it remains disorganized. In addition, if a unit transfers to the map, it is placed on its exhausted side. A unit transferring on to the map can not be placed in an enemy-occupied hex, although it may be placed in an enemy ZOC. Leaders may be transferred, but they must be attached to a subordinate unit. There are different rules and restrictions for each box and each type of transfer, which are listed below.
A unit may not transfer if enemy units are already transferring along this off-map connection in the opposite direction (toward the box or mapedge location that the units would be transferring from), and the combat value of the units that would transfer is less than double the combat value of the already-transferring enemy units. (Example: If a unit with a combat value of 2 is transferring from an off-map box to the map, unit(s) of the opposing side may not transfer from the map to this off-map box unless they have a combined combat value of at least 4.)
Some Union reinforcements enter the map as if transferring from an off-map box, but from a location which is not part of the off-map display. This location (Huntsville) is listed in the rules as "(Union reinforcement entry area only)".
Units which enter the map as reinforcements may not transfer to an off-map box on the turn in which they arrive.
[Although transfer is part of the off-map rules, the transfer locations are still used even when off-map rules are not, as entry areas for reinforcements. In the scenario setups, reinforcements are listed as coming through one of these entry areas, either arriving by road or by rail. When a unit arrives as a reinforcement, it is placed on its exhausted side. A unit arriving as a reinforcement can not be placed in an enemy-occupied hex, although it may be placed in an enemy ZOC. (Note: Where the rules read "transfers a unit", replace this with "places a unit as a reinforcement" when the off-map rules are not used.)]
Transfer By Road
A unit may transfer by road over any off-map connection (road or rail). (Note: Units move by road between off-map boxes during the Off-Map Segment of the Strategic Cycle, but may only transfer between an off-map box and the map during the Off-Map Transfer Phase of each turn.) Units transferring to or from an enemy off-map box transfer and are placed on the map first; units transferring to or from a friendly off-map box transfer and are placed on the map second.
Any infantry or artillery units (not cavalry or wagon train) which transfer by road must perform an Off-Map Extended March (see 14.3.1) when they are placed at their destination.
Any cavalry units which transfer by road to an off-map box of the opposite side may be intercepted by cavalry units which are friendly to that box on the turn that they transfer (see 14.7). Therefore, during the recovery phase, if a cavalry unit will be transferring by road to an off-map box in the following turn, it recovers normally, but its original fatigue marker is kept beside the unit. This fatigue marker may be used for interception.
Note: If an active unit occupies a hex from which it could transfer to an off-map box, and it has at least 1 movement point remaining, the owning player may remove it from the map. Place it adjacent to the hex that it moved out of. In the Off-Map Transfer Phase of the following turn, the unit must transfer to an off-map from the hex that it moved out of. (If the unit is a cavalry unit, its fatigue level is kept for possible interception, as described above.)
Transfer locations:
The hexes listed below are the transfer locations to and from off-map boxes which have connections to the map. If a unit occupies one of these hexes at the start of an Off-Map Transfer Phase, it may transfer to the appropriate box. If a unit transfers from an off-map box, place it in one of the appropriate hexes.
Note: Several of the transfer areas overlap (that is, a unit could move into two different boxes from one hex). The player must declare which box the unit is transferring to when it transfers.
Jacksonville: Any hex from W1134 – E0734 containing a road leading off the southwest (bottom) edge of the map
- Units may also be placed in W3631 (Rome), if they can trace a hex path from Rome to W3334, W3633, or W3833, of no more than 5 hexes in length (including Rome). This path may not enter an enemy-occupied hex, an enemy ZOC, or cross a destroyed bridge hexside (unless a pontoon bridge is in place over the hexside).
- If an enemy unit occupies W3631 (Rome), and a player transfers a unit to a hex within 15 hexes of Rome, that unit must be placed at Fatigue Level 4 (in addition to being placed on its exhausted side).
Opelika: Any hex from E1334 – E5134 containing a road leading off the southwest (bottom) edge of the map
Macon: Any hex from E5831 (White Water) – E5805 containing a road leading off the southeast (right) edge of the map, or any hex from E4901 – E5601 containing a road leading off the northeast (top) edge of the map
Greensborough: Any hex from E2001 (Kirkland) – E5601 containing a road leading off the northeast (top) edge of the map
Clarkesville: Any hex from W2801 – E1101 containing a road leading off the northeast (top) edge of the map
Athens: Any hex from W0101 - W1501 (Spring Place) containing a road leading off the northeast (top) edge of the map, or any hex from W0101 – W0109 containing a road leading off the northwest (left) edge of the map
Tullahoma (Union only): Any hex from W0101 – W0132 containing a road leading off the northwest (left) edge of the map
Huntsville (Union reinforcement entry area only): Any hex from W0122 – W0132 containing a road leading off the northwest (left) edge of the map, or any hex from W0334 – W3633 containing a road leading off the southwest (bottom) edge of the map
Length of time to transfer by road:
Infantry, artillery, or wagon train units: If an infantry, artillery, or wagon train unit transfers from an off-map box to the map, or vice versa, the player removes the selected unit and places it on the Turn Track four turns ahead of the current turn. At the start of the Off-Map Transfer Phase in the turn corresponding to the box occupied by his unit, the player places the unit at the location it transferred to.
Cavalry units: If a cavalry unit transfers from an off-map box to the map, or vice versa, the player removes the selected unit and places it on the Turn Track two turns ahead of the current turn. At the start of the Off-Map Transfer Phase in the turn corresponding to the box occupied by his unit, the player places the unit at the location it transferred to.
Transfer By Rail
Only infantry units may transfer by rail. A unit may transfer by rail over any off-map rail connection. Units may transfer from off-map boxes to the map, and vice versa, and between off-map boxes, during the Off-Map Transfer Phase of each turn. Units may not transfer to an enemy box. (Note: Units may not transfer by rail during the Off-Map Segment of the Strategic Cycle.) The Union player performs all off-map rail transfers first, and the Confederate player second. A maximum of one unit may perform RR transfer per turn. If a unit is performing RR transfer, a second unit may not start to perform RR transfer until the first unit's transfer is complete.
A unit may not RR transfer to or from a box which currently contains at least 1 "Damaged" or "Destroyed" marker.
If a Union unit transfers by rail, it may reduce the number of supply points which the Union player receives in the next Strategic Cycle (see 11.2).
RR Transfer to and from the Map
The hexes listed below are the transfer locations to and from off-map boxes which have rail connections to the map. If an infantry unit occupies one of these hexes at the start of an Off-Map Transfer Phase, it may transfer to the appropriate box. If an infantry unit occupies an off-map box, it may transfer to one of the appropriate hexes. The player removes the selected unit and places it on the Turn Track two turns ahead of the current turn. At the start of the Off-Map Transfer Phase in the turn corresponding to the box occupied by his unit, the player places the unit at the location it transferred to.
If the unit cannot enter the map (usually, because its entry hex is blocked by an enemy unit or enemy ZOC), it is placed on the Turn Track, 1 turn ahead of the current turn. At the start of the Off-Map Transfer Phase of that turn, the player places the unit as if it had just transferred from the same box by road.
Tullahoma (to the map - Union): Any RR hex from W0109 – W3618 (Adairsville), or from W0102 – W0806 (Tobacco Factory). However, the Union player must be able to trace a path of RR hexes from the hex the unit is placed in to W0102 or W0109. This path may not enter a hex occupied by a Confederate unit, Confederate ZOC, or a destroyed or damaged RR station or cross a destroyed bridge.
Tullahoma (from the map - Union): W0308 (Tunnel Hill), W1007 (Dalton), W1710 (Tilton), W2211 (Resaca), W2614 (Calhoun), W3618 (Adairsville), or W0303 (Varnell Station). However, the Union player must be able to trace a path of RR hexes from the unit's hex to W0102 or W0109. This path may not enter a hex occupied by a Confederate unit, Confederate ZOC, or a destroyed or damaged RR station, or cross a destroyed bridge.
Opelika (to the map - Confederate): Any RR hex from E3113 (W&A Depot) – E3934 (Palmetto). However, the Confederate player must be able to trace a path of RR hexes from the hex the unit is placed in to E3934 (Palmetto). This path may not enter a hex occupied by a Union unit, Union ZOC, or a destroyed or damaged RR station.
Opelika (from the map - Confederate): E3113 (W&A Depot), E3417 (East Point), E3826 (Fairburn), or E3934 (Palmetto). However, the Confederate player must be able to trace a path of RR hexes from the unit's hex to E3934 (Palmetto). This path may not enter a hex occupied by a Union unit, Union ZOC, or a destroyed or damaged RR station.
Macon (to the map - Confederate): Any RR hex from E3113 (W&A Depot) – E5820 (Bear Creek Station). However, the Confederate player must be able to trace a path of RR hexes from the hex the unit is placed in to E5820 (Bear Creek Station). This path may not enter a hex occupied by a Union unit, Union ZOC, or a destroyed or damaged RR station.
Macon (from the map - Confederate): E3113 (W&A Depot), E3417 (East Point), E3917 (Rough and Ready), E4117 (Quick Station), E4416 (Morrow's Station), E4917 (Jonesboro), E5420 (Lovejoy's Station), or E5820 (Bear Creek Station). However, the Confederate player must be able to trace a path of RR hexes from the unit's hex to E5820 (Bear Creek Station). This path may not enter a hex occupied by a Union unit, Union ZOC, or a destroyed or damaged RR station.
Greensborough (to the map - Confederate): Any RR hex from E3113 (W&A Depot) – E4901. However, the Confederate player must be able to trace a path of RR hexes from the hex the unit is placed in to E4901. This path may not enter a hex occupied by a Union unit, Union ZOC, or a destroyed or damaged RR station.
Greensborough (from the map - Confederate): E3113 (W&A Depot), E3309 (Decatur), E3403 (Stone Mountain), E4203 (Lithonia), or E4801 (Conyers). However, the Confederate player must be able to trace a path of RR hexes from the unit's hex to E4901. This path may not enter a hex occupied by a Union unit, Union ZOC, or a destroyed or damaged RR station.
RR Transfer Between Off-Map Boxes (Confederate only):
If a Confederate infantry unit occupies a friendly off-map box with a RR connection to an adjacent friendly box, the unit may perform a RR transfer. The Confederate player leaves the selected unit in the off-map box, but places a fatigue marker under the unit. He also places a corresponding fatigue marker on the Turn Track two turns ahead of the current turn. At the start of the Off-Map Transfer Phase in the turn corresponding to the box occupied by his fatigue marker, he places the unit at the location it transferred to. (Note: The fatigue marker does not represent fatigue in this case; it is just a marker to indicate the time required to transfer.)
14.7 Interception
Any cavalry units which transfer by road to an off-map box of the opposite side (Union or Confederate) may be intercepted by cavalry units which are friendly to that box on the turn that they transfer. (Note: In the text below, "friendly" units are those of the same side as the box being transferred to; "enemy" units are of the side opposed to the box.) When cavalry units transfer by road to an off-map box, their fatigue marker from the previous turn should be kept next to the unit (see 14.6, "Transfer by Road"). In addition, the unit should remain on the mapedge, adjacent to the hex from which it transferred. After all units have transferred, if enemy cavalry units have begun their transfer to a box this turn, and friendly cavalry units have begun their transfer to the same box this turn, the friendly player may compare the fatigue levels and locations of all of these units. He finds the highest fatigue level of the enemy units. Any of his friendly units which are at the same or lower fatigue level, and within 10 hexes of any of the enemy units (tracing a path of mapedge hexes only) may intercept all of the enemy units.
To intercept, the friendly player follows the procedure below. He separates out his friendly units which can intercept, and the enemy units which are transferring. Any of his friendly units which cannot intercept will continue to transfer, and are placed on the turn track. (Fatigue markers may be removed at this point.) However, mark the hexes from which the two farthest-separated units which participated in this interception (friendly or enemy) exited the map; these hexes will be used if units return to the map.
During the Off-Map Transfer Phase of the following turn, Off-Map Combat (see 14.5) is performed between the intercepting friendly units and all of the enemy units. This combat is performed exactly as in section 14.5, and all results are applied normally. After the combat, one of two further results will happen:
- If the combat result was +1 or lower, all units continue to transfer to the off-map box. However, in the Off-Map Segment after the units are placed in the box which they transferred to, the friendly units which participated in the combat may not participate in steps 4, 5, or 6 (Friendly Box 2nd Movement, RR Damage, or Combat). They are placed in the box which they transferred into, but have no effect in this Off-Map Segment. After this Off-Map Segment they function normally.
- If the combat result was +2 or higher, all units (including friendly units which were transferring but did not participate in the combat) are placed on the Turn Track, 1 turn ahead of the current turn. In the Off-Map Transfer Phase of the following turn, they are placed back on the map, as if they had transferred from the off-map box which they were transferring to. They must be placed between (or in) the two hexes that were occupied by the farthest-separated units which participated in this interception. (Note: Refer to section 14.6 for rules on transfer. All rules in this section apply to the returning units. Also, since the units will not have had an opportunity to recover, all results of combat (disorganization, and possibly demoralization) are retained.)
15.0 Leader Wounding And Death
Several leaders, and the commander of one unit, can be killed or wounded during the game in combat. These are: Polk (Confederate), Walker (Confederate), McPherson (Union), Dodge (Union), and Kilpatrick (Union). (For simplicity, these commanders are all described as "leaders" in the section below.)
Combat
In any combat in which one or more of the leaders listed above occupy either the defending hex or any hex containing subordinate attacking units, one or more of those leaders may be wounded or killed. If in the combat procedure both players roll a 1 before any modifiers are taken into account, combat resolution is temporarily halted while the owning player checks for leader death. The owning player rolls a die for each such leader.
- On a roll of 1 or 2, there is no effect.
- On a roll of 3 or 4, the leader is wounded. Roll one die, and multiply the result by 12. The result is the number of turns that the leader is wounded. Place a counter representing him on the turn track that number of turns ahead of the current turn. On that turn, he may return to the game. (If there are less than that many turns remaining in the game, remove his counter from the game permanently.)
- On a roll of 5 or 6, the leader is killed. Remove his counter from the game permanently.
If a leader is wounded or killed, proceed as specified below:
Polk: Polk is succeeded by Stewart (flip Polk's counter over). In addition, replace the Stewart division counter with the Clayton-A division counter.
Walker: Walker is replaced with a substitute infantry brigade. An Artillery marker is placed with the substitute brigade, of the same value as Walker's artillery (in other words, the unit should keep the same Artillery value). (Note: This substitute brigade may have a manpower value of more than 6, which is the normal limit. If it has a manpower value of more than 6, other units may not attach to it, but it may detach further substitute brigades.)
Walker is never wounded. If the Confederate player rolls a 3 or 4 after the combat, Walker is killed instead of being wounded. However, a roll of 1 or 2 still means that there is no effect.
McPherson: McPherson is succeeded by Howard (flip McPherson's counter over). In addition, flip Howard's counter (IV corps commander) over to Stanley, and replace the Stanley division counter with the Kimball division counter.
In each Recovery Phase after McPherson has been killed or wounded, the Union player rolls a die. On a roll of 2-6, there is no effect. On a roll of 1, Hooker resigns and is replaced by Williams (flip Hooker's counter over); also, replace the Williams division counter with the Knipe division counter. In addition, if Hooker resigns, the Union player places the Slocum counter on the turn track, 30 turns ahead of the current turn. On that turn, Williams is replaced by Slocum (and Williams resumes command of his division; Knipe is replaced).
The Union player stops rolling for Hooker's resignation if either Hooker resigns, or if McPherson returns to command after being wounded, and Hooker has not yet resigned.
Dodge: Dodge is succeeded by Ransom-A (flip Dodge's counter over).
Kilpatrick: Kilpatrick is succeeded by Lowe (flip Kilpatrick's counter over).
Note that when counters are replaced above, artillery is neither gained nor lost. If the artillery value of a counter being replaced is different from the counter which is replacing it, note this on a scrap of paper (or use an artillery marker).
16.0 Confederate Forts
Several Confederate forts are printed on the map. These forts are Confederate controlled and undestroyed at the start of all scenarios unless otherwise indicated. Confederate forts printed on the map are not the same as entrenchment fort marker counters that both players may build on their units per section 9 on Entrenchments in the Standard Basic Rules.
Effects Of Confederate Forts
- Union units may not enter or retreat into a hex containing an undestroyed Confederate fort. Similarly, Union leaders may not transfer or exert a command radius into or through an undestroyed fort hex.
- Union units adjacent to an undestroyed Confederate fort do exert a ZOC into the fort; however an undestroyed fort is always treated as occupied by a Confederate unit when determining the effects of Union ZOC.
- Confederate forts do not exert ZOC (unless a Confederate unit occupies its hex).
- A Confederate fort hex adjacent to a defending Union unit is considered "covered" for flank attack determination.
- Confederate units may enter fort hexes without restriction.
- Forts themselves may not activate or entrench.
Confederate Forts And Combat
Confederate forts in AIO have an intrinsic Combat Value of 1 and an intrinsic Artillery Value of 1. This intrinsic Combat Value may only be used in defense; a fort may never join in a Confederate attack (although Confederate units in fort hexes may attack).
Union units may attack an adjacent fort hex. If no Confederate units occupy the fort hex, the fort's intrinsic Combat and Artillery values are used to resolve the combat. If one or more Confederate units occupy the fort hex, the Confederate player's Combat and Artillery values are calculated by adding the fort's intrinsic values to the Combat and Artillery values of the Confederate units defending in the fort hex.
In Union attacks against forts, there can never be a tactical modifier in favor of the Union player. If the Union player has a higher tactical value than the Confederate player, or if no Confederate units occupy the fort hex, no tactical modifier is used. If the Confederate player has a higher tactical value, that combat die roll modifier is applied normally.
In Union attacks against fort hexes, the Union player may never gain a flank attack bonus. All other combat modifiers are applied normally.
How Confederate Forts Are Destroyed
If the Confederate player suffers a combat result containing an "r" (retreat) or "R" (rout) in any Union attack against a Confederate fort hex, the fort is permanently destroyed. Any Confederate units in the fort hex must also retreat or rout. Place a "Destroyed" marker in the hex – a Confederate fort is no longer considered to occupy that hex.
When calculating the Defender's Combat Value to determine the proper column on the Combat Chart, do not include the intrinsic Combat value of the fort. Combat results containing Manpower Value losses, "f" (fatigue-1), "F" (fatigue-2), and "D" (disorganize) results have no effect on forts; however, these results do affect Confederate units defending in the fort hex. A manpower value loss may not be taken by the fort; if there are any units in the fort, they take the full manpower loss. The destruction of a fort does not count as a Manpower value loss for Victory Point purposes in the scenarios.
A destroyed fort is considered to be a Confederate redoubt hex (see Standard Rules section 9.0) for the rest of the scenario, unless it is rebuilt (see 17.0). If it is not rebuilt, and Confederate units re-enter the hex, they gain all the normal benefits of a redoubt hex.
If the Union player controls Fulton County and no Confederate infantry units are within 3 hexes of any Confederate forts for 4 consecutive Recovery Phases, all Confederate forts are destroyed during the 4th Recovery Phase.
Entrenchment In Fort Hexes
Confederate units in a fort hex are treated as if they occupied a redoubt hex for entrenchment purposes. Thus, in a fort hex, Confederate units with no other entrenchments have their Combat and Artillery values multiplied by 1.5 when defending. Units in fort hexes may continue to entrench normally until they are under a completed Fort marker (which should not be confused with a printed fort hex).
17.0 Shoupades
When Sherman was nearing the Chattahoochee River, Francis Shoup (Johnston's chief of artillery) had a series of entrenchments (called "Shoupades") built covering the railroad bridge across the river, and several of its fords. This is represented in the game by the rules below.
Building Shoupades
If a supplied Union infantry division is within 12 hexes of a hex adjacent to the Chattahoochee River during the Recovery Phase of any turn, the Confederate player may begin to construct Shoupades. To do this, he places up to 8 Shoupade markers (on their "Build" side) in hexes adjacent to the Chattahoochee River, or within 1 hex of it. He may place as many of them as he wishes on the northwest side of the river, but only up to 2 on the southeast side of the river. In addition, at least 6 of these Shoupades must be placed in adjacent hexes (so that all 6 are connected in a line).
After he has placed the Shoupades, he rolls one die during each Recovery Phase after this. On a roll of 6 he may flip 1 Shoupade to its complete side. After he has flipped 1 Shoupade to its "Complete" side, he does not roll a die during later Recovery Phases; instead, he may automatically flip 1 Shoupade to its "Complete" side. Once all Shoupades are flipped to their "Complete" side, no further action is taken.
The Confederate player may also place Shoupade markers on their "Build" side in destroyed fort hexes (see 16.0), if at least 1 Confederate fort has been destroyed when the Confederate player places Shoupades. These Shoupades are completed in the same manner as described above, except that when a Shoupade in a destroyed fort hex is completed, the Shoupade marker and the "Destroyed" marker in the fort hex are removed. At this point, the fort has been repaired and functions normally, including having intrinsic Combat and Artillery values.
The Confederate player may only place Shoupades on the map once during the game.
Effects Of Shoupades
A Shoupade on its "Build" side has no effect on movement or combat. If a Union unit of any type enters its hex, the Shoupade is removed from the game permanently.
A Shoupade on its "Complete" side functions as a redoubt. It may not be destroyed, and may be used by either player.
18.0 Attrition
In the attrition segment of each Strategic Cycle, each player rolls a die and consults his respective attrition table (below). Depending on the result, he deducts or adds the amount of manpower to friendly infantry unit(s) which he selects which are on the map (not in off-map boxes). (Note: The number represents the total manpower addition to or reduction from the entire army, not per unit. For example, if the Union player receives a "Lose 2 manpower" result, he may reduce 2 units by 1 manpower, or reduce 1 unit by 2 manpower.)
The Confederate player may not deduct or add manpower to Georgia Militia units.
Historical Note: Among other factors, the Union army was reduced during this campaign by the expiration of the terms of many of its regiments, which had enlisted for 3 years at the beginning of the war. The Confederate army suffered from desertion at this point in the war, but this was balanced by the return of furloughed men & recruitment.
Union attrition table:
| Roll | Result |
|---|---|
| 1 | NE |
| 2-4 | Lose 1 manpower |
| 5-6 | Lose 2 manpower |
Confederate attrition table:
| Roll | Result |
|---|---|
| 1-2 | Gain 1 manpower |
| 3-4 | NE |
| 5-6 | Lose 1 manpower |
19.0 Confederate RR Destruction
The Confederate player may not destroy a RR station unless it is between the Railhead marker (see 11.2.1) and a Union supply source (see 11.2). (Note: The RR station which the Railhead marker occupies may be destroyed.) If a Confederate unit with a Combat Value of 5 or more performs a "Burn RR Station" action in a RR station which is not between the Railhead marker and a Union supply source, a "Damaged" marker is placed instead of a "Destroyed" marker. If a "Damaged" marker is already in the hex, it is unaffected.
This rule does not apply if the Union player controls Fulton County.
Historical Note: Johnston did little to destroy the Western & Atlantic RR as he retreated, other than to destroy the RR bridges. As Sherman took control of it, most sections were intact, and the damage on the other sections was light.
20.0 Forrest
The Confederate player may receive Forrest as a strategic event (see 14.0), but he may also call him in, as described below. However, he may be penalized due to the Union occupation of Mississippi.
At the beginning of any Off-Map Segment in which Forrest is not on the Turn Track, the Confederate player may attempt to call Forrest in. To do this, he rolls a die; if the result is 4 or less, Forrest is placed on the Turn Track 8 turns ahead of the current turn, as if a "Forrest" strategic event had occurred. If the result is 5 or 6, no action is taken.
If the Confederate player attempts to call Forrest in in an Off-Map Segment and fails, and attempts to do so in the next Off-Map Segment also, he succeeds automatically (he need not roll a die).
Mississippi Occupation:
If Forrest is called in by the Confederate player, and Fulton County has not yet been controlled by the Union player at the end of any turn, place the "Forrest Absent" marker on the Turn Track 25 turns ahead of the current turn. Remove it from the Turn Track when the turn marker moves past it. If the "Forrest Absent" marker is on the Turn Track, and the number rolled on the Strategic Events Table is 8 or greater, the Union has successfully occupied part of Mississippi (this was the area Forrest was assigned to protect). Move the Mississippi Occupation marker one space further on the track (to the next highest number). If it already occupies the "12" space, it is not moved further. (Exception: The Mississippi Occupation marker cannot be moved forward in two consecutive strategic cycles. If a roll of 8 or greater occurs in a Strategic Segment four turns after a previous roll of 8 or greater, the Mississippi Occupation marker remains in the space it currently is in.)
During the Supply Segment, the Confederate player must reduce the number of supply points he receives by the number of the space which the Mississippi Occupation marker is in (for example, if it is in the "5" space, the Confederate player must reduce the number of supply points he receives from 16 to 11).
If the Mississippi Occupation marker is in the "9" or "12" spaces, Confederate supply points may not enter through the Jacksonville or Opelika off-map boxes.
If the Mississippi Occupation marker is in a space higher than "0", and the "Forrest Absent" marker is not on the Turn Track, and the number rolled on the Strategic Events Table is 10 or greater, Forrest has pushed back the Union occupation. Move the Mississippi Occupation marker one space back on the track (to the next lowest number). If it already occupies the "0" space, it is not moved further. (Exception: If the Mississippi Occupation marker occupies the "9" space at any time, it cannot be moved below this point. If it moves up to the "12" space, it can be moved back down to the "9" space, but not below this point.)
If Fulton County has already been controlled by the Union player at the end of a turn, the "Forrest Absent" marker is not placed on the Turn Track; Forrest can be called in without any penalty.
The Mississippi Occupation marker is placed on the "0" space at the beginning of all scenarios.
21.0 Rousseau's Raid
At the beginning of any Off-Map Segment, the Union player may place Rousseau, Harrison, and Patrick in the Jacksonville Off-Map Box. Harrison is placed with 2 manpower, and Patrick is placed with 1 manpower. In the Off-Map Segment in which these units are placed, in Step 1 (Enemy Box Movement), the Union player may not move these units. However, he may move them during Step 3 if Confederate units in the Jacksonville Box do not prevent him.
If these units occupy a Union off-map box at the end of any Off-Map Segment, Rousseau is removed from the game (after the raid, Rousseau returned to Nashville).
If these units are transferred to the map, the Union player must perform the following actions at the end of the 2nd, 3rd, or 4th turn after the units are transferred:
- He removes Rousseau from the game.
- He replaces one of the cavalry brigades with the "Jones" (3-Cav-AC) counter.
- He replaces the other cavalry brigade (if it has not been eliminated) with a substitute cavalry regiment counter. If both substitute cavalry regiments are in use, this brigade is treated as a regiment (that is, it may attach to any cavalry brigade).
Rousseau's raid may only happen once during the game.
[If off-map rules are not being used, then during the July 24 Reinforcement Phase, the Union player places the cavalry brigade "Jones" (3-Cav-AC) on the map in any RR station hex with a Union depot. Jones is placed with 3 manpower, on his normal side. In addition, in the Supply Segment of the July 20 Strategic Cycle, the Confederate player may not use E3934 (Palmetto) as a Supply Source.]
When the Union player replaces one of Rousseau's brigades with Jones, he may assign Jones to another AC cavalry division (either McCook's or K. Garrard's). If he chooses to do this, he makes a note of it. This may only be done at the time that Jones is placed. The substitute cavalry regiment is assigned to the same division that Jones is.
22.0 Steedman
If a Confederate unit occupies Murray, Whitfield, Catoosa, or Walker counties during a Reinforcement Phase, the Union player may immediately place Steedman as a reinforcement by road or rail from Tullahoma. However, if no Confederate units occupy these counties during a Recovery Phase, the Union player must remove Steedman from the map.
The Union player may not place Steedman on the map, and must remove him from the map during a Recovery Phase, if Confederate infantry unit(s) of at least 10 manpower total occupy these counties. (Exception: If a Confederate unit occupies one of the counties listed above, the Confederate player may force Steedman to remain on the map if he desires (usually, this would be because he has trapped him).) (Historical Note: Steedman was part of the force responsible for the defense of Chattanooga and so would have been kept back for this if a large Confederate force had threatened.)
The Union player may place Steedman on the map any number of times. (Exception: The Union player may not place Steedman on the map on the turn just after he removes him.) Steedman is always placed with 3 manpower, regardless of whether he lost manpower previously. However, if Steedman is eliminated, he may not be placed again.
23.0 Bombardment Of Atlanta
If the Union "Siege Artillery" unit is in or adjacent to any fort hex around Atlanta, the Union player's command posture was "Passive" (see 4.0) during the last four turns, and the Union player does not control Fulton County, the Union player may bombard Atlanta in step 2 of the Supply Segment (see 11.1). To do this, he rolls two dice, and consults the "Bombardment Table" below:
Bombardment Table:
| Roll | Result |
|---|---|
| 2-8 | No Effect |
| 9 | 1 Supply Point lost |
| 10 | 2 Supply Points lost |
| 11 | 4 Supply Points lost |
| 12 | 6 Supply Points lost, and RR station damaged / destroyed |
If the result indicates a number of Supply Points lost, and a Confederate depot occupies an Atlanta city hex, that number of Supply Points are removed from the depot (they are destroyed). If the depot contains less Supply Points than the result, all Supply Points are removed from the depot. (If the depot is reduced to zero Supply Points, it is not removed from the map.) If no depot occupies an Atlanta city hex, there is no effect.
If a "12" result is rolled, place a "Damaged" marker in E3113 (W&A Depot). If a "Damaged" marker is already in the hex, replace it with a "Destroyed" marker. (Note: A Confederate depot in the hex is not destroyed.)
If the Union "Siege Artillery" unit is eliminated, the Union player may replace it with 2 manpower during any Recovery Phase, by placing it in a hex with an infantry unit which has at least 3 manpower and 2 artillery points. He must reduce the manpower of the infantry unit by 2 and reduce its Artillery Value by 2. He may only do this once during the game.
24.0 Union Prepared Pontoon Bridges (Scenarios 15-18 Only)
Both players may build pontoon bridges in the Recovery Phase per the Standard Rules. In addition, the Union player may attempt to build a pontoon bridge across a river hexside (of any type) during the Action Cycle. The Union player attempts this special pontoon bridge by activating any infantry unit for a march or as part of an Activate Leader action (not an assault), but the infantry unit must already be adjacent to the intended pontoon bridge hexside. (The unit does not have to be at Fatigue Level 0.) The unit gains one fatigue level as usual, and the Union player rolls one die to attempt to build a pontoon bridge as he would normally, using section 10.0 of the basic rules. However, the Union player receives a -2 die roll modifier in addition to all other modifiers when attempting this bridge. If the bridge is not built, the unit's activation ends. However, if it is successfully built, a pontoon bridge is placed across the hexside. The unit does not have to cross the river on this move, but if it elects to cross then its move must end immediately after crossing (no attack is allowed in this move once the unit is in the hex on the opposite side of the river). In addition, any other units which cross this pontoon bridge in the same Activation Segment must also stop immediately after crossing.
The pontoon may not be built if the hex across the river contains an enemy unit(s) with total Combat value of 5 or more (entrenchments are not taken into account). If the hex across the river contains an enemy unit(s) with less combat power than this, then an attack across the pontoon hexside may occur (with a normal +2 on the defender die roll for an attack across a bridge); the Confederate player may cavalry retreat if cavalry are in the hex across the river. If the Union player gets an "a" result in the attack (or if the hex becomes empty due to cavalry retreat), then the Union unit may advance (but must end its move after crossing).
The Union player may not attempt to build a pontoon bridge from this same start hex in the Recovery Phase of the same turn as this special pontoon bridge action.
The Union player may only attempt to build 1 pontoon bridge during the Action Cycle of any turn.
If the Union player successfully builds a pontoon bridge during the Action Cycle, he may not attempt to build another pontoon bridge during the Action Cycle until after the next Strategic Cycle.
Historical Note: When crossing rivers, Sherman was able to have pontoon bridges built, and cross troops on them, before the Confederates were able to respond.
25.0 Confederate Army "Lost" By Union Army (Scenario 19 Only)
(Note: This rule applies to Scenario 19 only, not any other advanced game scenarios.) If, at the beginning of a turn or at some time during the Action Cycle, all Confederate units are more than 8 hexes from any hex on the Western & Atlantic RR which is northwest of the Chattahoochee River, more than 8 hexes from Rome (W3631), more than 12 hexes from an Atlanta city hex, no Union infantry divisions are adjacent to Confederate infantry divisions, and the current turn is Turn 12 or earlier, the Union army may lose track of the Confederate army. (Note: Confederate units performing mapedge movement (see 26.0) are considered "off-map" and are never within any of the areas described above, regardless of their location on the map.)
If this situation occurs, the Confederate player may roll one die. If the result is from 1 to 3, there is no effect; but if the result is from 4 to 6, the Union army has lost track of the Confederate army. The Confederate player may only make this check once per turn (either at the beginning of the turn, or once during the Action Cycle).
If the Union army loses track of the Confederate army, the following restrictions apply during this turn:
- If the players roll the same number (except for "1's") in an Initiative segment, the Confederate player may end the current Action Cycle. If he chooses to do so, play proceeds immediately to the Recovery Phase.
- If all Confederate units are performing mapedge movement (see 26.0), and the Confederate player wins the initiative and passes, the Union player may not take the initiative. Instead, a new initiative must be rolled.
If at any later time during this turn a Confederate unit ends a move within 8 hexes of any hex on the Western & Atlantic RR which is northwest of the Chattahoochee River, within 8 hexes of Rome (W3631), or within 12 hexes of an Atlanta city hex, or if a Confederate infantry division ends a move adjacent to a Union infantry division, or attacks a Union infantry division, all of these restrictions are removed for the rest of the turn. (Note: These restrictions are not removed if a Union infantry division ends a move adjacent to a Confederate infantry division, or attacks a Confederate infantry division.)
The Union army may lose track of the Confederate army on multiple days, not just one.
This situation will probably occur on Turn 4, and at the beginning of Turn 5, since the Confederate army begins the game away from the Union army.
26.0 Confederate Mapedge Movement (Scenario 19 Only)
(Note: This rule applies to Scenario 19 only, not any other advanced game scenarios.) If a Confederate unit occupies a hex from which it could transfer by road to the Jacksonville or Opelika off-map boxes (see 14.6), it may begin mapedge movement during the Reinforcement Phase.
To begin mapedge movement, the Confederate player places a "Mapedge Movement" marker on the unit, but it remains on the map. All fatigue, out of supply, demoralized, and other markers remain, along with exhaustion and disorganization. The unit may then perform Mapedge Movement, as described below.
If a unit began mapedge movement in a previous turn (and therefore has a "Mapedge Movement" marker on it), the Confederate player has three options:
- During the Reinforcement Phase, he may perform Mapedge Movement with the unit again, as described below, and keep the unit off-map at the end of the Mapedge Movement.
- During the Reinforcement Phase, he may perform Mapedge Movement with the unit again, as described below, and re-enter the unit onto the map at the end of the Mapedge Movement. To do this, he must move the unit to a hex by which it could enter if it were transferring by road from either the Jacksonville or Opelika off-map boxes. (The unit may remain in the hex it is in, if it is already in an acceptable hex; in this case, it gains 1 Fatigue Level.) Note that the restriction for transferring from the Jacksonville Off-Map Box to a hex near Rome when Rome is enemy-occupied (in which a unit must be placed at Fatigue Level 4) does not apply to mapedge movement. He then removes the "Mapedge Movement" marker.
- During the Off-Map Transfer Phase, he may transfer the unit to the Jacksonville or Opelika off-map boxes, depending on where the unit is on the mapedge (the unit must be within the range of hexes listed to transfer to that off-map box, but need not occupy a hex containing a road). If he does this, certain markers are removed (see 14.6).
Note that units which are performing Mapedge Movement recover normally during the Recovery Phase.
Mapedge Movement Description
Mapedge movement occurs as follows: The unit performs "Strategic Movement" (see 8.0). However, the rules for Strategic Movement are changed in several ways for Mapedge Movement:
- All of the requirements for "Strategic Movement Eligibility" are removed.
- The last 2 "Strategic Movement Restrictions" are removed (so units performing mapedge movement may move within 8 hexes of Union units, and may enter Union-controlled counties).
- If an infantry or wagon train unit did not begin Mapedge Movement this turn, and is not re-entering the map this turn, its movement allowance is reduced by 2 for each Fatigue Level expended; a cavalry unit under these conditions has its movement allowance reduced by 4 for each Fatigue Level expended. Therefore, if infantry, cavalry, or wagon train units moves 2 fatigue levels, and the Confederate player does not have command paralysis, their movement allowances would be 10, 16, or 8 movement points, respectively.
- If an infantry or wagon train unit did begin Mapedge Movement this turn, or is re-entering the map this turn, its movement allowance is reduced by 4 for each Fatigue Level expended; a cavalry unit under these conditions has its movement allowance reduced by 8 for each Fatigue Level expended. Therefore, if infantry, cavalry, or wagon train units moves 2 fatigue levels, and the Confederate player does not have command paralysis, their movement allowances would be 6, 8, or 4 movement points, respectively.
- The unit must move along the edge of the map (it must remain in column xx34).
- The unit expends 1 movement point for each hex it enters (Exception: It expends 2 movement points for each hex in a Rain turn).
- The unit ignores impassable hexes and hexsides, and Union units and their ZOC.
Although the unit remains on the map, it is not considered to occupy the hex; other units (Union and Confederate) may move adjacent to and/or enter the hex as if the unit did not exist. (Actually, the unit is somewhere between 5-15 hexes off-map.)
A unit may not re-enter the map in the same turn as it begins Mapedge Movement.
Supply In Mapedge Movement
A unit performing mapedge movement may forage, but the modifier for all six hexes adjacent to the foraging unit being in enemy ZOC is not used.
During a Supply Segment, the Confederate player may supply the unit in one of three ways:
- He may supply the unit from an on-map depot, as if the unit actually occupied the hex in which it is located. In this case, he may trace a Wagon Supply Path (or the last 5 hexes of a Depot Supply Path) over any hexsides and through Union units and Union ZOC.
- If off-map rules are not being used, he may supply the unit with a supply point on the Turn Track which he could currently place on the map (see special rule 30 in Scenario 19), if the unit occupies a hex within 5 hexes of where the supply point could be placed (note that the supply point does not need to be placed in a depot; it may be used to supply the unit directly).
- If off-map rules are being used, he may supply the unit with a supply point which is being transferred to the map from an off-map depot, if the unit occupies a hex within 5 hexes of where the supply point could be placed (note that the supply point does not need to be placed in a depot; it may be used to supply the unit directly).
(Illustration: A bomb-proof in front of Atlanta, Ga.)
Advanced Game Scenarios
Scenario 15: To The Chattahoochee
NOTES: This scenario covers Sherman's campaign from just after McPherson's failed move on Resaca to the Union crossing of the Chattahoochee River.
MAP: Both maps are used.
GAME LENGTH: 68 turns, May 10 – July 16, 1864.
SPECIAL RULES:
-
Union Command Points & Posture: The Union player begins the game with 6 command points. Union posture is automatically active for the first four turns of the game. Place the "4 Turns Passive" marker on May 6; the Union player has already been in an active posture for 3 turns (May 7-9) before the beginning of the scenario. (Note: This means that in the Union Command Segment (see 4.0 in the advanced game rules) of Turn 4, the Union player will receive a +4 modifier to his Active Command Posture die roll for this marker (7/2 = 3.5, rounded up to 4), in addition to other modifiers.)
-
Turn 1: The following rules apply on Turn 1 only:
- Beginning of Turn: Turn 1 begins with the County Control Phase. Other phases before the County Control Phase are skipped on Turn 1. (Note: The Confederate player cannot perform a "Johnston's Night March" on Turn 1, since Johnston is not stacked with a Confederate corps leader.) The random event for Turn 1 is "Late Rain".
- Dug Gap: The Union player may not attack into W1010 (Dug Gap) on Turn 1 (although he may move into the hex if no Confederate unit occupies it).
- Note – McPherson's location: Since McPherson's Army of the Tennessee is so far from Sherman at the beginning of Turn 1, the Union player will probably fail a cohesion check (see 5.0 in the advanced game rules) if a double "1" initiative occurs; and he may continue to fail cohesion checks on later turns until he is able to bring his army back together.
-
First Initiatives (Turn 1): At the beginning of the game, the Confederate player receives several free initiatives. However, during these initiatives he has several restrictions:
- Resaca units: During these initiatives, he may only activate several units and/or leaders around Resaca (Allen, Hindman, Cleburne, Hood, Walker, Cantey, 26/66 GA, Grigsby, and Reynolds).
- Attacking: During these initiatives, none of these units may attack (although they may enter Union ZOC).
- Column 13xx: During these initiatives, none of these units may move into column 13xx on the west map.
The Confederate player may activate units within these restrictions for as long as he wants. After he has finished, the Union player automatically wins the next initiative. After this, both players roll for initiative, and the game continues normally.
-
Union Crossing of the Oostanaula (Turns 1-3): The Union player may not attempt to build a pontoon bridge or repair a bridge or ferry over the Oostanaula River until Turn 4 (although he may do these things on other rivers before Turn 4). (Note: Remember that he may not attempt a prepared pontoon bridge (see special rule 9) until Turn 6.)
-
Confederate Corps Leaders (Turns 1-4): On turns 1-4, the three Confederate corps leaders (Hardee, Hood, and Polk) may activate, be attached to, and transfer to any Confederate infantry unit. However, these leaders may activate a maximum of three infantry units in any Action Phase on turns 1-4. (There is no limit to their activation of wagon train units.) At the beginning of Turn 5, if any of these leaders occupies a hex which does not contain one of his subordinate units, this leader is moved to the nearest hex which contains one of his subordinate units.
Victory Conditions: The Union player gains and loses VPs for the following occurrences:
| VP | Reason |
|---|---|
| +100 | If the Union player controls Fulton County at the end of the game. Note: If the Union player does not control Fulton County, he still gains these VP if the Confederate player is unable place at least 1 Supply Point in W&A Depot (E3113) in the Supply Segment of the last three Strategic Cycles of the game. To avoid this, the Confederate player need not place a Supply Point in E3113, but he must be able to do so in the Supply Segment of one of these three Strategic Cycles. |
| +40 | If at least 6 in-supply, undemoralized Union infantry divisions occupy either destroyed fort hexes around Atlanta, or Atlanta city hexes, at the end of the game |
| +20 | If at least 6 in-supply, undemoralized Union infantry divisions are southeast (to the right) of the Chattahoochee River and within 5 hexes of an Atlanta city hex at the end of the game |
| +12 | If at least 6 in-supply, undemoralized Union infantry divisions are southeast of the Chattahoochee River at the end of the game. Note: The Union player may only gain VP for one of the above four victory conditions (the one with the highest VP award). |
| +25 | In each VP Segment in which the Union player controls Fulton County. Note: If the Union player does not control Fulton County, he still gains these VP if the Confederate player is unable to place at least 1 Supply Point in W&A Depot (E3113) in the Supply Segment of the current Strategic Cycle. To avoid this, the Confederate player need not place a Supply Point in E3113, but he must be able to do so in the Supply Segment of the current Strategic Cycle. |
| +10 | In each VP Segment in which at least 6 in-supply, undemoralized Union infantry divisions occupy either destroyed fort hexes around Atlanta, or Atlanta city hexes |
| +5 | In each VP Segment in which at least 6 in-supply, undemoralized Union infantry divisions are southeast of the Chattahoochee River and within 5 hexes of an Atlanta city hex |
| +3 | In each VP Segment in which at least 6 in-supply, undemoralized Union infantry divisions are southeast of the Chattahoochee River. Note: The Union player may only gain VP for one of the above four victory conditions (the one with the highest VP award). |
| +2 | In each VP Segment in which the Union player controls Cobb County |
| +1 | In each VP Segment in which the Union player controls Bartow County |
| +1 | In each VP Segment in which the Union player controls Gordon County |
| +1 | In each VP Segment in which the Union player controls Whitfield County |
At the end of the game, the Union VP total is calculated and the players consult the chart below to determine the winner.
| Union VP | Winner |
|---|---|
| 85 or more | Union Decisive Victory |
| 75 to 84 | Union Substantive Victory |
| 65 to 74 | Union Marginal Victory |
| 55 to 64 | Confederate Marginal Victory |
| 45 to 54 | Confederate Substantive Victory |
| 44 or less | Confederate Decisive Victory |
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Depot | – | – | – | (8) | W1007 (Dalton) |
| Wagon Trains 1-3 | – | – | – | (0) | W1007 (Dalton) |
| Humes | Div | H-W | Ldr | – | W1006 |
| James Wheeler | Brig | H-W | Cav | 2+ | W1006 |
| Harrison | Brig | H-W | Cav | 1+ | W1006 |
| Joe Wheeler | Corps | W | Ldr | – | W0805 |
| Kelly | Div | K-W | Ldr | – | W0805 |
| Dibrell | Brig | K-W | Cav | 1+ | W0805 |
| Hannon | Brig | K-W | Cav | 1+ | W0805 |
| Hardee | Corps | HE | Ldr | – | W0706 (Long's Tanyard) |
| Govan | Brig | HE | Inf | 6* | W0706 (Long's Tanyard) |
| Stevenson-A | Div | HD | Inf | 6* | W0606 |
| Brown-A | Brig | HD | Inf | 7* | W0607 |
| Cheatham | Div | HE | Inf | 10* | W0607 |
| Johnston | Army | AT | Ldr | – | W0708 (Buzzard Roost) |
| Stewart | Div | HD | Inf | 13* | W0708 (Buzzard Roost) |
| Bate-A | Div | HE | Inf | 8* | W0809 (Baylor's Mill Gap) |
| 1/2 AR | Regt | P | Inf | 1* | W1010 (Dug Gap) |
Additional reinforcements / off-map units (if off-map rules are used):
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Jackson | Div | J | Ldr | – | Reinforcement (Jacksonville, May 12) |
| Armstrong | Brig | J | Cav | 2 | (as above) |
| Ross | Brig | J | Cav | 2 | (as above) |
| Ferguson | Brig | J | Cav | 2 | (as above) |
| Sears | Brig | P | Inf | 3 | Reinforcement (Jacksonville, May 12) |
| French | Div | P | Inf | 3 | Reinforcement (Jacksonville, May 13) |
| Cockrell | Brig | P | Inf | 3 | Reinforcement (Jacksonville, May 14) |
| Wagon Train 4 | – | – | – | (0) | Reinforcement (Jacksonville, May 14) |
| Quarles | Brig | P | Inf | 4 | Reinforcement (Opelika, May 23) |
| Clanton | Brig | – | Cav | 2% | Jacksonville Off-Map Box |
| Winder | Brig | – | Inf | 2% | Andersonville Off-Map Box |
Additional reinforcements (if off-map rules are not used):
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Jackson | Div | J | Ldr | – | Reinforcement by road from Jacksonville, May 14 |
| Armstrong | Brig | J | Cav | 2 | (as above) |
| Ross | Brig | J | Cav | 2 | (as above) |
| Ferguson | Brig | J | Cav | 2 | (as above) |
| Sears | Brig | P | Inf | 3@ | Reinforcement by road from Jacksonville, May 16 |
| French | Div | P | Inf | 3 | Reinforcement by road from Jacksonville, May 17 |
| Cockrell | Brig | P | Inf | 3 | Reinforcement by road from Jacksonville, May 18 |
| Wagon Train 4 | – | – | – | (0) | Reinforcement by road from Jacksonville, May 18 |
| Quarles | Brig | P | Inf | 4 | Reinforcement by rail from Opelika, May 25 |
* Indicated units begin the game under Fort-Complete markers.
^ Indicated units begin the game on their exhausted sides
+ Indicated units begin the game under Breastworks-Complete markers.
% Indicated units begin the game on their exhausted sides with disorganized strength markers.
# Indicated units begin the game at Fatigue Level 2.
$ Smith is placed in E3113 (W&A Depot). If this hex is occupied by a Union unit or in a Union ZOC, Smith is placed in the nearest hex which is not occupied by a Union unit or in a Union ZOC.
@ Sears is placed at Fatigue Level 2. On the turn he enters he may embark for RR Movement even though he is at Fatigue Level 2, if he is placed in W3631 (Rome).
() Numbers in parentheses are the number of supply points in the depot or wagon train(s).
% Clanton and Winder must remain in the off-map boxes in which they start for the entire game.
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Lamson | Brig | 1-Cav-AC | Cav | 2+ | W0303 (Varnell Station) |
| McCook | Div | 1-Cav-AC | Ldr | – | W0604 (Waring) |
| Dorr | Brig | 1-Cav-AC | Cav | 2+ | W0604 (Waring) |
| Cox-A | Div | XXIII-AO | Inf | 7+ | W0605 |
| Hovey | Div | XXIII-AO | Inf | 9 | W0505 |
| Schofield-A | District | AO | Ldr | – | W0506 |
| Judah | Div | XXIII-AO | Inf | 7+ | W0506 |
| Newton | Div | IV | Inf | 10+ | W0507 |
| Siege Artillery | Brig | AC | Art | 3$ | W0308 (Tunnel Hill) |
| Depot | – | – | – | (20) | W0308 (Tunnel Hill) |
| Wagon Trains 1-3 | – | – | – | (0) | W0308 (Tunnel Hill) |
| Sherman | Army | DM | Ldr | – | W0608 |
| Thomas | Army | AC | Ldr | – | W0608 |
| Howard | Corps | IV | Ldr | – | W0608 |
| Stanley | Div | IV | Inf | 15 | W0608 |
| Wood | Div | IV | Inf | 16 | W0608 |
| Palmer | Corps | XIV | Ldr | – | W0608 |
| Davis | Div | XIV | Inf | 15+ | W0608 |
| Baird |
Additional reinforcements / off-map units (if off-map rules are used):
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Capron | Brig | Cav-AO | Cav | 1 | Reinforcement (Athens, June 22) |
| Milroy | Brig | AC | Inf | 6% | Tullahoma Off-Map Box |
Additional reinforcements (if off-map rules are not used):
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Capron | Brig | Cav-AO | Cav | 1 | Reinforcement by road from Athens, June 24 |
+ Indicated units begin the game on their exhausted sides.
* Indicated units begin the game at Fatigue Level 1 on their exhausted sides.
$ Siege Artillery begins the game at Fatigue Level 3 on its normal side.
() Numbers in parentheses are the number of supply points in the depot or wagon train(s).
# See 11.4 in the advanced game rules for Wagon Train Redeployment.
% Milroy must remain in the Tullahoma Off-Map Box for the entire game.
(Illustration: Harpers Weekly wartime article and sketch on Snake Creek Gap engagement)
Scenario 16: "The Real Game For Atlanta"
NOTES: This scenario covers Sherman's campaign from his movement against Atlanta after crossing the Chattahoochee River to the fall of Atlanta.
On July 11, after crossing the Chattahoochee, Sherman telegraphed Washington: "We now commence the real game for Atlanta, and I expect pretty sharp practice, but I think we have the advantage, and propose to keep it."
MAP: Both maps are used. (Note: This scenario may be played with the west map only (see below).)
GAME LENGTH: 64 turns, July 17 – September 18, 1864.
SPECIAL RULES:
-
Union Command Points & Posture: The Union player begins the game with 2 Command Points. Union posture is automatically active for the first four turns of the game. Place the "4 Turns Passive" marker on July 16.
-
Turn 1: The units which may activate or entrench on Turn 1 are listed below:
- Union: All units of the Army of the Tennessee (except Pugh), K. Garrard's cavalry division, Schofield, Hascall-B, and Cox-B.
- Confederate: Wheeler, Kelly's cavalry division, Martin's cavalry division, and Ferguson. (See special rule 6 for Humes & Jackson.)
Units not listed above may not activate, entrench, or build or repair bridges or ferries on Turn 1. Confederate units listed above may activate and entrench freely, except that they may not move northwest (to the left) of the Chattahoochee River. However, Union units are under the restrictions listed below on Turn 1 (and on Turn 2, see below):
- No unit (except units of the XVII corps) may perform an extended march or a forced march. (However, they may participate in an assault or grand assault without restriction.)
- Units may not move within 2 hexes of a Confederate infantry unit, while the Union units are on the southeast (right) side of the Chattahoochee River. (However, they may attack Confederate cavalry units in this area.)
- Units may not move within 2 hexes of E3009 (Peachtree Church), or within 3 hexes of E3309 (Decatur). (However, they may attack Confederate cavalry units in this area.)
- Units may not move or attack into any hex which is in column E35xx, or any column southeast (to the right) of this.
-
Turn 2: The units which may activate or entrench on Turn 2 are listed below:
- Union: All units.
- Confederate: Wheeler, Kelly's cavalry division, Martin's cavalry division, and Ferguson. (See special rule 6 for Humes & Jackson.)
Units not listed above may not activate, entrench, or build or repair bridges or ferries on Turn 2. Confederate units listed above may activate and entrench freely, except that they may not move northwest of the Chattahoochee River. However, Union units remain under the same restrictions as listed above on Turn 1.
Historical Note: Turn 1 was Johnston's last day in command. In the evening of Turn 1, Johnston received notice from Jefferson Davis that he had been relieved. On Turn 2, Hood wrote to Davis that he didn't want command of the army, at least for now; Davis wrote back that to reverse what he had ordered would just make things worse. Hood accepted, and Turn 3 was his first real day in command of the army.
-
Turn 3: On Turn 3, all units for both players may activate and entrench freely. At the beginning of Turn 3, the Confederate player wins the first 2 initiatives. However, during these 2 initiatives, he may not attack or move any of his units into Union ZOC. He may not declare a "Hood's Attack" in either of these 2 initiatives (although he may declare one after the second initiative). He may not attempt at "Activate Army Leader" action in either of these 2 initiatives. After this, initiative is determined normally. Note: If the Random Event for Turn 3 is "Command Paralysis", the player who loses the initiative die roll in the third initiative of the turn has Command Paralysis. This will be the first initiative die roll of the turn.
Play Without The West Map
If players have limited space to play, and wish to play with only one map, the west map can be removed. This can only be done if off-map rules are not used. In this case, the changes below are made:
A. All counters (units, depots, etc.) in the setup which would be placed on the west map are not placed. B. During all Supply Segments, the Union player receives 3 supply points less than he normally would (so 23 during a standard Supply Segment, 27 if a "Strong Union Logistics" strategic event has occurred, and 19 if a "Weak Union Logistics" strategic event has occurred). C. The Union player places 20 supply points in the depot at Marietta (E1412). D. The Union player automatically gains 3 VP during each VP segment (for control of Bartow, Gordon, and Whitfield counties). E. The Confederate player can never gain VP for control of Walker or Chattooga counties. F. Cherokee and Polk counties are permanently controlled by the Confederate player; Bartow County is permanently controlled by the Union player. G. The Union supply source is changed to E0117. This is also the hex to which the Union player must trace a path to embark units for RR movement. H. If the Union player receives a reinforcement by rail from Tullahoma, that unit is delayed one day, and is then placed in any RR hex from E0117 – E2014 (Smyrna Station). However, the Union player must be able to trace a path of RR hexes from the hex the unit is placed in to E0117. This path may not enter a hex occupied by a Confederate unit, Confederate ZOC, or a destroyed or damaged RR station. I. If the Union player receives a reinforcement by road from Athens, that unit is delayed two days, and is then placed in any hex from E0102 – E0120 (Graves) containing a road leading off the northwest (left) edge of the map. J. Special Rule 7 ("Lowe / Kilpatrick") is ignored. K. 22.0 in the advanced rules (Steedman) is ignored. L. A "Forrest" strategic event is converted to "No Effect". M. The Union player is limited to 2 depots on the map at any time (reduced from 5 in 11.3 of the advanced rules).
Victory Conditions: The conditions by which the Union player gains and loses VP are identical to Scenario 15 (To the Chattahoochee). However, Scenario 16 has its own victory conditions.
At the end of the game, the Union VP total is calculated and the players consult the chart below to determine the winner
| Union VP | Winner |
|---|---|
| 500 or more | Union Decisive Victory |
| 450 to 499 | Union Substantive Victory |
| 400 to 449 | Union Marginal Victory |
| 350 to 399 | Confederate Marginal Victory |
| 300 to 349 | Confederate Substantive Victory |
| 299 or less | Confederate Decisive Victory |
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Jackson | Div | J | Ldr | –+ | E2821 (Sandtown) |
| Armstrong | Brig | J | Cav | 2+ | E2821 (Sandtown) |
| Ross | Brig | J | Cav | 2+ | E2720 |
| Humes | Div | H-W | Ldr | –+ | E2719 |
| Ashby | Brig | H-W | Cav | 2+ | E2719 |
| Harrison | Brig | H-W | Cav | 1+ | E2617 |
| French | Div | P | Inf | 6*+ | E2614 |
| Walthall-A | Div | P | Inf | 8*+ | E2614 |
| Stewart | Corps | P | Ldr | –+ | E2714 (Montgomery Church) |
| Loring-B | Div | P | Inf | 10*+ | E2714 (Montgomery Church) |
| Cleburne-A | Div | HE | Inf | 9*+ | E2813 |
| Maney-A | Div | HE | Inf | 8*+ | E2813 |
| Hood | Army | AT | Ldr | –+ | E2913 (Starch Factory) |
| Hardee | Corps | HE | Ldr | –+ | E2913 (Starch Factory) |
| Walker | Div | HE | Inf | 9*+ | E2913 (Starch Factory) |
| Bate-A | Div | HE | Inf | 5*+ | E2913 (Starch Factory) |
| Cheatham | Corps | HD | Ldr | –+ | E3012 |
| Stevenson-A | Div | HD | Inf | 9*+ | E3012 |
Reinforcements / off-map units (if off-map rules are used):
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Clanton | Brig | – | Cav | 2% | Jacksonville Off-Map Box |
| Winder | Brig | – | Inf | 2% | Andersonville Off-Map Box |
| Militia Reserve 1 | Brig | GA | Inf | 2 | Reinforcement (Macon, July 28) |
| Militia Reserve 2 | Brig | GA | Inf | 2 | Reinforcement (Macon, July 28) |
| Gholson | Brig | J | Cav | 1 | Reinforcement (Opelika, September 1) |
Reinforcements (if off-map rules are not used):
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Militia Reserve 1 | Brig | GA | Inf | 2 | Reinforcement by rail from Macon, July 30 |
| Militia Reserve 2 | Brig | GA | Inf | 2 | Reinforcement by rail from Macon, July 30 |
| Gholson | Brig | J | Cav | 1 | Reinforcement by road from Opelika, September 3 |
* Indicated units begin the game under Breastworks-Complete markers.
+ Indicated units cannot activate or entrench until Turn 3.
() Numbers in parentheses are the number of supply points in the depot or wagon train(s).
# See 11.4 in the advanced game rules for Wagon Train Redeployment.
% Clanton and Winder must remain in the off-map boxes in which they start for the entire game.
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Watkins | Brig | 1-Cav-AC | Cav | 1+ | W0515 (Gordon's Springs) |
| Vandever-A | Brig | XVI | Inf | 4*+ | W3631 (Rome) |
| 2 MO | Regt | IV | Inf | 1*+ | W1007 (Dalton) |
| 17 IA | Regt | XV | Inf | 2*+ | W1710 (Tilton) |
| Murray | Brig | 3-Cav-AC | Cav | 2+ | W2211 (Resaca) |
| Raum | Brig | XV | Inf | 1*+ | W2211 (Resaca) |
| Depot | – | – | – | (3) | W2211 (Resaca) |
| 56 IL | Regt | XV | Inf | 1*+ | W2614 (Calhoun) |
| JE Smith | Div | XV | Inf | 3*+ | W4322 (Kingston) |
| Depot | – | – | – | (3) | W4322 (Kingston) |
| Lowe | Div | 3-Cav-AC | Ldr | –+ | W5217 (Cartersville) |
| Klein | Brig | 3-Cav-AC | Cav | 1+ | W5217 (Cartersville) |
| 10 OH | Regt | 3-Cav-AC | Cav | 1+ | W5217 (Cartersville) |
| Alexander | Brig | XV | Inf | 1*+ | W5217 (Cartersville) |
| 45 IL | Regt | XVII | Inf | 1*+ | W5417 (Etowah Station) |
| 4 MN / 93 IL | Regt | XV | Inf | 1*+ | W5816 (Allatoona) |
| Depot | – | – | – | (70) | W5816 (Allatoona) |
| 14/15 IL | Regt |
Additional reinforcements / off-map units (if off-map rules are used):
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| I. Garrard | Brig | Cav-AO | Cav | 2 | Reinforcement (Athens, July 22) |
| Milroy | Brig | AC | Inf | 6% | Tullahoma Off-Map Box |
| Rousseau | Div | 4-Cav-AC | Ldr | – | Jacksonville Off-Map Box |
| Harrison | Brig | 4-Cav-AC | Cav | 2 | Jacksonville Off-Map Box |
| Patrick | Brig | 4-Cav-AC | Cav | 1 | Jacksonville Off-Map Box |
Additional reinforcements (if off-map rules are not used):
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| I. Garrard | Brig | Cav-AO | Cav | 2 | Reinforcement by road from Athens, July 24 |
| Jones | Brig | 3-Cav-AC | Cav | 3 | (See 21.0 in the advanced game rules) |
* Indicated units begin the game under Fort-Complete markers.
+ Indicated units cannot activate or entrench until Turn 2.
^ Indicated units begin the game on their exhausted sides.
() Numbers in parentheses are the number of supply points in the depot or wagon train(s).
# See 11.4 in the advanced game rules for Wagon Train Redeployment.
% Milroy must remain in the Tullahoma Off-Map Box for the entire game.
(Illustration: Street in Atlanta, Ga. The house next to the church was used as Sherman's headquarters.)
Scenario 17: The Atlanta Campaign
NOTES: This scenario covers the entire campaign for Atlanta, from just after McPherson's failed move on Resaca to the fall of Atlanta.
MAP: Both maps are used.
GAME LENGTH: 132 turns, May 10 – September 18, 1864.
SPECIAL RULES:
Special rules are the same as in Scenario 15, except that one rule is changed (#11), and one rule is added (#14), as noted below
- Rainy Period: The rule from Scenario 15 is not used in this scenario. A "Rainy Period" is not forced to start on June 19, and may not happen at all.
- Hood Replaces Johnston: At the beginning of any turn in which at least 6 in-supply, undemoralized Union infantry divisions are southeast (to the right) of the Chattahoochee River, the Confederate player rolls two dice. If the result is 4 or greater, there is no effect. If the result is a 2 or 3, Hood has replaced Johnston. Flip Johnston's counter over to its "Hood" side. Next, replace Hood's corps leader counter with the Cheatham corps leader counter. Then, replace the Cheatham division counter with the Maney division counter. Finally, place the Lee corps leader counter (the flip side of the Hood corps leader counter) on the Turn Track 8 turns ahead of the current turn. At the beginning of that turn, replace the Cheatham corps leader counter with the Lee corps leader counter. (Note: Maney is not replaced by Cheatham at this point.)
When Hood replaces Johnston, place the marker on the Hood's Attack Track (see 13.0 in the advanced game rules) in the "0" space.
If at least 6 in-supply, undemoralized Union infantry divisions are southeast of the Chattahoochee River and within 5 hexes of an Atlanta city hex, Johnston is replaced on a dice roll of 2-6, instead of 2 or 3.
Victory Conditions: The conditions by which the Union player gains and loses VP are identical to Scenario 15 (To the Chattahoochee). However, Scenario 17 has its own victory conditions.
At the end of the game, the Union VP total is calculated and the players consult the chart below to determine the winner.
| Union VP | Winner |
|---|---|
| 565 or more | Union Decisive Victory |
| 515 to 564 | Union Substantive Victory |
| 465 to 514 | Union Marginal Victory |
| 415 to 464 | Confederate Marginal Victory |
| 365 to 414 | Confederate Substantive Victory |
| 364 or less | Confederate Decisive Victory |
Confederate Set-Up
Confederate Set-Up is the same as Scenario 15, except that several reinforcements are added (listed below):
Additional reinforcements (if off-map rules are used):
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Militia Reserve 1 | Brig | GA | Inf | 2 | Reinforcement (Macon, July 28) |
| Militia Reserve 2 | Brig | GA | Inf | 2 | Reinforcement (Macon, July 28) |
| Gholson | Brig | J | Cav | 1 | Reinforcement (Opelika, September 1) |
Additional reinforcements (if off-map rules are not used):
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Militia Reserve 1 | Brig | GA | Inf | 2 | Reinforcement by rail from Macon, July 30 |
| Militia Reserve 2 | Brig | GA | Inf | 2 | Reinforcement by rail from Macon, July 30 |
| Gholson | Brig | J | Cav | 1 | Reinforcement by road from Opelika, September 3 |
Union Set-Up
Union Set-Up is the same as Scenario 15, except that several reinforcements are added (listed below):
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Grower | Brig | XVI | Inf | 2 | Reinforcement by rail from Tullahoma, August 6 |
Additional reinforcements (if off-map rules are used):
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| I. Garrard | Brig | Cav-AO | Cav | 2 | Reinforcement (Athens, July 22) |
Additional reinforcements (if off-map rules are not used):
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| I. Garrard | Brig | Cav-AO | Cav | 2 | Reinforcement by road from Athens, July 24 |
| Jones | Brig | 3-Cav-AC | Cav | 3 | (See 21.0 in the advanced game rules) |
Scenario 18: The Hardest Knocks
NOTES: This scenario is similar to Scenario 15, but starts a few days before, when the Union campaign began. It allows the Confederate player to block Snake Creek Gap (as Johnston failed to do), and thus encourages the Union player to do what Johnston was prepared for: attempt to either turn the Confederate right flank, or move on Rome.
Sherman's original plan was for McPherson to move on Rome; in his correspondence with McPherson, he stated, "You will have the longest marches, and it may be the hardest knocks, but you have the elements of the best army." (This was of course biased, since the Army of the Tennessee was Sherman's old army.). Sherman changed his plan, and instead decided to go through Snake Creek Gap, when four of McPherson's divisions (the two of the XVII corps, and two of the XVI corps) would not be available for the beginning of the campaign. The XVII corps came up in June, while the two XVI corps divisions never participated in the Atlanta campaign, engaging in operations further west.
MAP: Both maps are used.
GAME LENGTH: 79 turns, May 7 – July 24, 1864.
SPECIAL RULES:
-
Union Command Points & Posture: The Union player begins the game with 9 command points. Union posture is automatically active for the first three turns of the game. Place the "4 Turns Passive" marker on May 6.
-
Strategic Cycle: In this scenario, the first Strategic Cycle occurs on Turn 3 (May 9). After this, the Strategic Cycle occurs on turns which are a multiple of 4 after Turn 3 (so Turn 7 (May 13), Turn 11 (May 17), etc.).
-
Turn 1: The random event for Turn 1 is "No Effect".
-
Confederate Corps Leaders on Turns 1-7: On turns 1-7, the three Confederate corps leaders (Hardee, Hood, and Polk) may activate, be attached to, and transfer to any Confederate infantry unit. However, these leaders may activate a maximum of three infantry units in any Action Phase on turns 1-7. (There is no limit to their activation of wagon train units.) At the beginning of Turn 8, if any of these leaders occupies a hex which does not contain one of his subordinate units, this leader is moved to the nearest hex which contains one of his subordinate units.
-
Oostanaula River: All bridges and ferries across the Oostanaula River from Calhoun (W2614-W2515) to Rome (W3631-W3532) are destroyed.
-
Confederate Pontoon Bridge: The Confederate player has a pontoon bridge at Rome (W3631-W3532), over the same hexside as the destroyed bridge.
-
Railhead Marker: The Railhead marker is not placed on the map. It may be placed on the map at the end of Step 1 of the Supply Segment of Turn 3, or in any Reinforcement Phase starting with Turn 4. (Note: In this scenario, if the Union player has not taken Dalton (E1007), he may want to use another railhead marker, on the East Tennessee & Georgia RR He may use a spare counter to indicate this. However, once one of the railhead markers has been moved into or past Dalton, the second marker must be removed permanently.)
-
Union Prepared Pontoon Bridges: The Union player may not attempt a prepared pontoon bridge (see 24.0 in the advanced game rules) until Turn 9 or later.
-
Rainy Period: If the "Rainy Period" (see 2.0 in the advanced game rules) has not occurred in this game by June 27, no random event die roll takes place on that day. Instead, a Rain (Current +2) event occurs, and the "Rainy Period" begins.
-
Kilpatrick: In section 15.0 in the advanced game rules, Kilpatrick may be wounded or killed if both players roll a 1 in combat. However, in this scenario, if Kilpatrick has not been wounded or killed yet, he may be wounded or killed if the Union player rolls a 1, 2, or 3 in combat, regardless of the number that the Confederate player rolls. If Kilpatrick is wounded and returns to play, he may only be wounded or killed in the standard way (if both players roll a 1 in combat.)
-
"Damaged" Markers: Place "Damaged" markers in W0303 (Varnell Station) and W0308 (Tunnel Hill).
Victory Conditions: The conditions by which the Union player gains and loses VP, and the victory conditions, are identical to Scenario 15 (To the Chattahoochee).
Extended Scenario:
Players may extend this scenario to cover the full campaign, as in Scenario 17 (The Atlanta Campaign). If this is done, Special Rule 11 from Scenario 17 (Rainy Period) replaces Special Rule 9 in this scenario, and Special Rule 14 from Scenario 17 (Hood Replaces Johnston) is added (it does not replace any special rule in this scenario). In addition, the game length is extended to September 26, not September 18. Victory Conditions are the same as in Scenario 17, and the added reinforcements in Scenario 17 are used.
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Hannon | Brig | K-W | Cav | 1+ | W0502 |
| Kelly | Div | K-W | Ldr | – | W0504 |
| Allen-K | Brig | K-W | Cav | 2+ | W0504 |
| Dibrell | Brig | K-W | Cav | 1+ | W0405 (Vacant) |
| Joe Wheeler | Corps | W | Ldr | – | W0308 (Tunnel Hill) |
| Humes | Div | H-W | Ldr | – | W0308 (Tunnel Hill) |
| James Wheeler | Brig | H-W | Cav | 2+ | W0308 (Tunnel Hill) |
| Harrison | Brig | H-W | Cav | 1+ | W0309 (Dunn's Mill) |
| Grigsby | Brig | H-W | Cav | 1+ | W0511 |
| Cleburne-A | Div | HE | Inf | 6* | W0906 |
| Govan | Brig | HE | Inf | 6* | W0806 (Tobacco Factory) |
| Hindman | Div | HD | Inf | 14* | W0706 (Long's Tanyard) |
| Stevenson-A | Div | HD | Inf | 7* | W0606 |
| Brown-A | Brig | HD | Inf | 7* | W0606 |
| Cheatham | Div | HE | Inf | 5* | W0607 |
| Vaughan | Brig | HE | Inf | 5* | W0607 |
| Johnston | Army | AT | Ldr | – | W0708 (Buzzard Roost) |
| Hardee | Corps | HE | Ldr | – | W0708 (Buzzard Roost) |
Additional reinforcements / off-map units (if off-map rules are used):
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Polk | Corps | P | Ldr | – | Reinforcement (Jacksonville, May 8) |
| Scott | Brig | P | Inf | 3 | Reinforcement (Jacksonville, May 8) |
| Loring-A | Div | P | Inf | 3 | Reinforcement (Jacksonville, May 9) |
| Featherston | Brig | P | Inf | 3 | Reinforcement (Jacksonville, May 10) |
| Jackson | Div | J | Ldr | – | Reinforcement (Jacksonville, May 12) |
| Armstrong | Brig | J | Cav | 2 | (as above) |
| Ross | Brig | J | Cav | 2 | (as above) |
| Ferguson | Brig | J | Cav | 2 | (as above) |
| Sears | Brig | P | Inf | 3 | Reinforcement (Jacksonville, May 12) |
| French | Div | P | Inf | 3 | Reinforcement (Jacksonville, May 13) |
| Cockrell | Brig | P | Inf | 3 | Reinforcement (Jacksonville, May 14) |
| Wagon Train 4 | – | – | – | (0) | Reinforcement (Jacksonville, May 14) |
| Quarles | Brig | P | Inf | 4 | Reinforcement (Opelika, May 23) |
| Clanton | Brig | – | Cav | 2% | Jacksonville Off-Map Box |
| Winder | Brig | – | Inf | 2% | Andersonville Off-Map Box |
Additional reinforcements (if off-map rules are not used):
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Polk | Corps | P | Ldr | –~ | Reinforcement by road from Jacksonville, May 10 |
| Scott | Brig | P | Inf | 3~ | Reinforcement by road from Jacksonville, May 10 |
| Loring-A | Div | P | Inf | 3~ | Reinforcement by road from Jacksonville, May 11 |
| Featherston | Brig | P | Inf | 3~ | Reinforcement by road from Jacksonville, May 12 |
| Jackson | Div | J | Ldr | –~ | Reinforcement by road from Jacksonville, May 14 |
| Armstrong | Brig | J | Cav | 2~ | (as above) |
| Ross | Brig | J | Cav | 2~ | (as above) |
| Ferguson | Brig | J | Cav | 2~ | (as above) |
| Sears | Brig | P | Inf | 3@~ | Reinforcement by road from Jacksonville, May 16 |
| French | Div | P | Inf | 3~ | Reinforcement by road from Jacksonville, May 17 |
| Cockrell | Brig | P | Inf | 3~ | Reinforcement by road from Jacksonville, May 18 |
| Wagon Train 4 | – | – | – | (0)~ | Reinforcement by road from Jacksonville, May 18 |
| Quarles | Brig | P | Inf | 4 | Reinforcement by rail from Opelika, May 25 |
* Indicated units begin the game under Fort-Complete markers.
+ Indicated units begin the game under Abatis markers.
^ Indicated units begin the game on their exhausted sides.
$ Smith is placed in E3113 (W&A Depot). If this hex is occupied by a Union unit or in a Union ZOC, Smith is placed in the nearest hex which is not occupied by a Union unit or in a Union ZOC.
@ Sears is placed at Fatigue Level 2. On the turn he enters he may embark for RR Movement even though he is at Fatigue Level 2, if he is placed in W3631 (Rome).
~ If the Confederate player cannot place these units due to the presence of Union units, or if he does not wish to place them in the entry hexes available to him on the current turn, he may delay their entry until the following turn. He may continue to do this in later turns. In addition, he may place them on the Turn Track, 4 turns ahead of the current turn, and place them on that turn as if they were arriving by road from Opelika.
() Numbers in parentheses are the number of supply points in the depot or wagon train(s).
% Clanton and Winder must remain in the off-map boxes in which they start for the entire game.
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Schofield-A | District | AO | Ldr | – | W0102 |
| Cox-A | Div | XXIII-AO | Inf | 7 | W0102 |
| Hovey | Div | XXIII-AO | Inf | 9 | W0102 |
| Judah | Div | XXIII-AO | Inf | 7 | W0102 |
| Wagon Train 1 | – | – | – | (4) | W0102 |
| Newton | Div | IV | Inf | 10+ | W0104 |
| McCook | Div | 1-Cav-AC | Ldr | – | W0105 |
| Dorr | Brig | 1-Cav-AC | Cav | 2 | W0105 |
| Lamson | Brig | 1-Cav-AC | Cav | 2 | W0105 |
| Howard | Corps | IV | Ldr | – | W0106 |
| Stanley | Div | IV | Inf | 15 | W0106 |
| Wood | Div | IV | Inf | 16 | W0106 |
| Wagon Train 2 | – | – | – | (4) | W0106 |
| Sherman | Army | DM | Ldr | – | W0108 |
| Thomas | Army | AC | Ldr | – | W0108 |
| Palmer | Corps | XIV | Ldr | – | W0108 |
| Johnson | Div | XIV | Inf | 16 | W0108 |
| Baird | Div | XIV | Inf | 16 | W0108 |
| Davis | Div | XIV | Inf | 15 |
Additional reinforcements / off-map units (if off-map rules are used):
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Capron | Brig | Cav-AO | Cav | 1 | Reinforcement (Athens, June 22) |
| Milroy | Brig | AC | Inf | 6% | Tullahoma Off-Map Box |
Additional reinforcements (if off-map rules are not used):
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Capron | Brig | Cav-AO | Cav | 1 | Reinforcement by road from Athens, June 24 |
+ Indicated units begin the game at Fatigue Level 1.
* K. Garrard's cavalry division is placed with the Army of the Tennessee if Option 1 of Special Rule 12 is chosen.
() Numbers in parentheses are the number of supply points in the depot or wagon train(s).
% Milroy must remain in the Tullahoma Off-Map Box for the entire game.
(Illustration: Atlanta, before being burnt: by order of Gen'l. Sherman, from the cupola of the Female Seminary)
Scenario 19: "Without Home Or Habitation"
NOTES: After the fall of Atlanta, Hood headed north to cut Sherman's rail line, hoping to draw Sherman into a battle that Hood could win. Hood's campaign led Sherman to write back to Grant, "It will be a physical impossibility to protect the roads, now that Hood, Forrest, and Wheeler, and the whole batch of devils, are turned loose without home or habitation."
MAP: Both maps are used.
GAME LENGTH: 22 turns, September 29 – October 20, 1864.
SPECIAL RULES:
(Note: Since this scenario represents a raid, not a campaign of occupation as the other advanced game scenarios do, it has many special rules. These have been grouped below for clarity. In addition, advanced game rules 25.0 and 26.0 are used in Scenario 19 only. Also note that advanced game rule 24.0 is not used.)
Section A: Setup
-
Destroyed Bridges and Ferries: The bridges and ferries listed below are destroyed:
- All bridges and ferries on the Oostanaula River from Calhoun (W2614-W2515) to Rome (W3631-W3532).
- All bridges and ferries on the Etowah River, except for the RR bridge (W5417-W5517).
- All bridges and ferries on the Chattahoochee River, except for the RR bridge (E2514-E2614).
- Both bridges on Sweetwater Creek (E2323-E2322, and E2423-E2523).
Note: There are not enough counters provided to place "Destroyed" markers on each bridge / ferry. Instead, players should use the "All Crossings Destroyed" counters, placing two counters (pointing at each other) on either end of a section of river along which all crossings are destroyed.
-
Union Pontoon Bridges: The Union player has 4 pontoon bridges:
- Sandtown Ferry (E2722-E2821)
- Reeves (E2322-E2323)
- Rome – Etowah River (W3631-W3732)
- Rome – Oostanaula River (W3532-W3631)
-
Confederate Pontoon Bridge: The Confederate player has a pontoon bridge at Rivertown (E2932-E3032).
-
Shoupades: Place Shoupade counters on their "Complete" side in the following hexes: E2412, E2514, E2414, E2415, E2416, E2517, E2518, and E2617.
-
Destroyed RR Stations: Place "RR Station Destroyed" markers in the following RR stations:
- E3826 (Fairburn) and E3934 (Palmetto)
- All RR stations from E4117 (Quick Station) to E5820 (Bear Creek Station)
- All RR stations from E3403 (Stone Mount) to E4801 (Conyers)
-
Railhead Marker: The Railhead marker is placed in E3113 (W&A Depot).
-
Unfordable Markers: Place the "Minor Rivers Unfordable" marker on October 8, and the "Major Rivers Unfordable" marker on October 10.
-
Hood's Attacks: The marker on the Hood's Attack Track (see 13.0 in the advanced game rules) is placed in the "4" space.
Section B: Advanced Game Rule Changes
- Forts/Atlanta: Confederate units may not move, retreat, or attack into any fort hex around Atlanta at any time during the game. All rules regarding forts (section 16.0 of the advanced game rules) are ignored in this scenario. The Union player controls Fulton County (Atlanta) even if no Union units occupy the county. (Historical Note: Sherman left the XX corps in Atlanta during this campaign.)
- Strategic Segment: The Strategic Segment (see 3.0 in the advanced rules) does not occur in this scenario (Strategic Events do not occur).
- Union Command Posture/Cohesion Check: In this scenario, the Union player's command posture (see 4.0 in the advanced rules) is always "active". All rules regarding command posture are ignored. In addition, the Union player does not need to perform a "Cohesion Check" (see 5.0 in the advanced rules) under any circumstances.
- Strategic Movement: Strategic movement (see 8.0 in the advanced rules) is not allowed in this scenario.
- Union RR Movement: A Union unit may not perform RR movement (see 9.0 in the advanced rules) unless it has a manpower value of 2 or less, and an artillery value of 0. However, the Union player does not need to trace a RR hex path to W0102 or W0109 for the unit to embark; units may embark regardless of their location on the map.
- Union and Confederate Supply: The Union player may not receive any supply points (see 11.2 in the advanced rules) during the game. (Historical Note: First Forrest's raid in late September, then the bridges destroyed by high water, and finally Hood's destruction of the railroad and the presence of Confederate units around the railroad prevented Union supply from being sent south of Chattanooga.) Confederate supply is not affected; the Confederate player receives 16 supply points in each Supply Segment.
- Union Transfer of Supply Points Between Depots: The Union player may transfer no more than 2 supply points between depots in a Supply Segment (see 11.9 in the advanced rules).
- Attrition: Attrition (see 19.0 in the advanced rules) is performed normally in this scenario.
- Confederate RR Destruction: Confederate RR destruction (see 19.0 in the advanced rules) does not apply in this scenario. The Confederate player may destroy RR stations without restriction.
Section C: Movement Restrictions
- Releasing of Union units: Union units may not activate or entrench until they are released. After they are released, Union units may activate and entrench freely.
- Turns 1-3: On turns 1-3 (September 29 – October 1), no Union units are released. Only Confederate units may move, within certain restrictions (see Special Rule 20). (Exception: If Union units are released by Confederate movement during these turns, they may move.) Note that a "Command Paralysis" random event during these turns is converted to "No Effect".
- Turn 4: On Turn 4 (October 2), K. Garrard, Miller, and Eggleston are released.
- Turn 5: On Turn 5 (October 3), all units of the Army of the Cumberland which are southeast (right) of the Chattahoochee River, Kilpatrick's cavalry division, Jennings, and Wagon Trains 1-3, are released.
- Turn 6: On Turn 6 (October 4), all units of the Army of the Ohio and the Army of the Tennessee which are southeast (to the right) of the Chattahoochee River, Corse and the 9 IL, and Wagon Trains 4 & 5, are released.
- Western & Atlantic RR, Rome, and Atlanta: If a Confederate infantry unit ends a move within 8 hexes of any hex on the Western & Atlantic RR which is northwest (to the left) of the Chattahoochee River, within 8 hexes of Rome (W3631), or within 12 hexes of an Atlanta city hex, all Union units listed above are automatically released (regardless of the turn), if they have not been already released. (Exception: Units of the Army of the Ohio and the Army of the Tennessee which are southeast of the Chattahoochee River, Corse and the 9 IL, and Wagon Trains 4 & 5, (those in the "Turn 6" restriction above) are not released until the following turn.)
- 8 hexes: An individual Union unit is also released (regardless of the turn) if a Confederate unit ends a move within 8 hexes of it. (Exception: Units of Kilpatrick's cavalry division, and Jennings, are not released unless a Confederate unit ends a move within 6 hexes of the unit.)
- Supply Status, Supply Points, and Depots: Units which are not released are automatically "In Supply" during a Supply Segment. The Union player may not destroy supply points or depots which are in a hex with a unit that is not released.
- FC Smith: FC Smith may not move into any hex on the northwest (left) side of the Chattahoochee River which is not adjacent to the river at any time during the game. (He may move into hexes on the northwest side which are adjacent to the river.) If forced to retreat out of this area, he must attempt to move back into it if activated to march again.
- Confederate Movement During Turns 1-5: Confederate units move somewhat differently in the early turns of the game:
- During turns 1-3, only Confederate units may move. The Confederate player need not roll for initiative, and "Random End of Action Cycle" may not occur during these turns. However, if the Confederate player releases any Union units during these turns, he must begin to roll for initiative, and "Random End of Action Cycle" may occur from this point on.
Section D: Rules Affecting the Beginning of the Scenario
- Strategic Cycle: In this scenario, the first Strategic Cycle occurs on Turn 2 (September 30). After this, the Strategic Cycle occurs on turns which are a multiple of 4 after Turn 2 (so Turn 6 (October 4), Turn 10 (October 8), etc.).
- Random Events: The Random Event for turns 1 & 2 is "No Effect".
- Rain in Early Turns: In early October, a large storm system passed through the area. Although there were only a few days of rain around Atlanta, it was much more severe around Chattanooga. The heavy rain caused the rivers to flood (see Special Rule 25, "High Water"). This rain is represented in the rules below:
- During the Random Events Phase of turns 3-10, a roll of 8 is converted to "Rain (Current +1)".
- During turns 3-10, if a rain event of any type occurs, both rain numbers (the numbers that move or place the unfordable markers) are increased by 1. For example, a Rain (Current +1) event during this time would result in a Minor River Rain Number of 3 (2+1) and a Major River Rain Number of 4 (3+1).
- High Water: At the beginning of a Recovery Phase, if the current turn is Turn 15 or earlier, a "Rain" marker is on the turn track for the current turn (including a "Rain" marker placed by a "Late Rain" random event), and either the "Minor Rivers Unfordable" or the "Major Rivers Unfordable" markers were already on the turn track at the beginning of the turn (before the Random Events Phase), a player rolls a die for each pontoon bridge, or railroad bridge of the Western & Atlantic RR (of which there are 3), which are on rivers which were unfordable at the beginning of the turn. If the result is from 1-3, the bridge is destroyed, and either the pontoon bridge is removed, or a "Destroyed" marker is placed on the map. If the result is from 4-6, there is no effect. (Note: The "High Water" marker should be placed on the turn track at the beginning of the turn to remind players that this check should be done at the end of the turn.)
- Confederate Army "Lost" by Union Army: If the current turn is Turn 12 or earlier, and all Confederate units are far enough from the Western & Atlantic RR and other Union units, the Action Cycle may be much faster. See 25.0 in the advanced rules.
Section E: Rules Affecting the Entire Scenario
-
Confederate Mapedge Movement: The Confederate player may move his units along the southwest (bottom) mapedge (actually, they are moving 5-15 hexes off-map). See 26.0 in the advanced rules.
-
Confederate Panic: If at least 3 Confederate infantry divisions receive "R" or "r" results on the Combat Chart during the same turn, the Confederate army immediately panics. Effects of panic are listed below, and apply for the rest of the game:
- If at least half of the combat value of the Confederate units in a combat are disorganized (whether attacking or defending), the Confederate player subtracts 1 from his combat die roll. This is in addition to other modifiers.
- Confederate units do not recover from disorganization, exhaustion, or demoralization unless they are at Fatigue Level 0 (not Fatigue Level 1).
If at least 3 Union infantry divisions receive "R" or "r" results on the Combat Chart during the same turn, and the Confederate army has not panicked yet, then this rule is ignored for the rest of this game. The Confederate army may not panic during this game. (Note that the Union army never panics.)
-
Pontoon Bridges: Players receive several benefits to pontoon bridge construction in this scenario:
- Both players may attempt to build pontoon bridges during rain turns, but receive a +2 construction die roll modifier.
- Both players receive a -2 construction die roll modifier if they attempt to build a pontoon bridge and there is no enemy unit or enemy ZOC in the hex across the river (the hex that the bridge will be built into).
- A Union infantry unit of any Combat Value may attempt to build a pontoon bridge over any of the 3 Western & Atlantic RR bridges (W2211-W2312, W5417-W5517, or E2514-E2614), if the permanent bridge across the hexside has been destroyed.
These rules do not apply in any way to the repair of permanent bridges or ferries.
-
Confederate Off-Map Supply: Hood planned to supply his army from the Alabama & Tennessee River RR, which terminated near Jacksonville, Alabama, about 40 miles from the southwest (bottom) mapedge. Wagons would have been able to bring forward a limited amount of supplies from this depot. Therefore, if off-map rules are not being used, the following rule must be used.
The Confederate player may create a depot off-map and transfer supply points from it to the edge of the map using wagon trains. To do this, he performs two actions:
a) He takes some (or all) of the supply points he receives during a Supply Segment and places them on the turn track on the current turn. (Realistically, they are off-map in Jacksonville.) b) He exits wagon trains from the map, as follows: During a Reinforcement Phase, if a Confederate wagon train occupies a hex from which it could be received as a reinforcement from Jacksonville, the Confederate player removes it from the map and places it on the Turn Track on the current turn.
Section F: Off-Map Special Rules
- Forrest: Forrest (see 20.0 in the advanced game rules) cannot be called in in this game; since the Union player cannot receive supply points, he would have no purpose.
- Rousseau's Raid: Rousseau's raid (see 21.0 in the advanced game rules) has already occurred (in July). It cannot occur in this game.
- Jacksonville and Opelika Off-Map Boxes: Union units may not enter the Jacksonville or Opelika off-map boxes in the Off-Map Segment of turns 2 or 6, and may not transfer from the map into these boxes until the Off-Map Transfer Phase of Turn 7.
Victory Conditions: The Confederate player gains and loses VPs for the following occurrences:
| VP | Reason |
|---|---|
| +50 | If the Confederate player controls Cobb, Bartow, Gordon, or Whitfield counties at the end of the game, at least 20 Confederate manpower occupy the county, and the unit in the county control hex can trace a LOC (see below) |
| +30 | If the Confederate player controls Floyd County at the end of the game, a Confederate unit occupies either W3223 (McGuire) or W4126 (Eve's Station), at least 20 Confederate manpower occupy the county, and both the unit in the county control hex and the unit in W3223 or W4126 can trace a LOC (see below) |
| +20 | If the Confederate player controls Floyd County at the end of the game, a Confederate unit occupies either W3528 (Friendship Church) or W3929 (Yarborough P.O.), at least 20 Confederate manpower occupy the county, and both the unit in the county control hex and the unit in W3528 or W3929 can trace a LOC (see below) |
| +20 | If the Confederate player controls Paulding County at the end of the game, at least 20 Confederate manpower occupy the county, and the unit in the county control hex can trace a LOC (see below) |
| +10 | If the Confederate player controls Walker County at the end of the game, at least 20 Confederate manpower occupy the county, and the unit in the county control hex can trace a LOC (see below) |
| +10 | If the Confederate player controls Chattooga County at the end of the game, a Confederate unit occupies W1329 (Trion Factory), at least 20 Confederate manpower occupy the county, and both the unit in the county control hex and the unit in W1329 can trace a LOC (see below). (Note: The Confederate player gains VP for only one county, even if he controls more than one.) |
| LOC: A LOC (line of communication) is a path of hexes from a mapedge hex from which a unit could transfer to the Jacksonville, Opelika, Macon, or Greensborough off-map boxes (see 14.6 in the advanced game rules) to a Confederate unit. This path may not be more than forty hexes long (not including the hex the path starts in, but including the unit's hex). The first section of this path (up to thirty-five hexes) may not enter a hex occupied by a Union infantry unit or a Union infantry ZOC, and may only cross hexsides which a wagon train can cross (therefore, it may only cross a river at a bridge, dam, or ferry). The last five hexes of this path may not enter a hex occupied by a Union unit (of any type) or a Union ZOC (of any unit type) (except the final hex that the unit occupies may be in an enemy ZOC). The path may not cross hexsides which the unit could not itself cross. | |
| -10 | If the Confederate player controls one of the counties listed above, and a Union infantry division can trace a 1 or 2 hex path from its hex to the county control hex (not including the hex the path starts in, but including the county control hex). This path may not cross an impassable hexside. |
At the end of the game, the Confederate VP total is calculated and the players consult the chart below to determine the winner.
| Confederate VP | Winner |
|---|---|
| 120 or more | Confederate Decisive Victory |
| 100 to 119 | Confederate Substantive Victory |
| 80 to 99 | Confederate Marginal Victory |
| 60 to 79 | Union Marginal Victory |
| 40 to 59 | Union Substantive Victory |
| 39 or less | Union Decisive Victory |
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Cheatham | Corps | HE | Ldr | – | E2334 (Pray's Church) |
| Cleburne-A | Div | HE | Inf | 7* | E2334 (Pray's Church) |
| Bate-C | Div | HE | Inf | 5* | E2334 (Pray's Church) |
| Maney-B | Div | HE | Inf | 9* | E2334 (Pray's Church) |
| Gholson | Brig | J | Cav | 1* | E2334 (Pray's Church) |
| Armistead | Brig | PL | Cav | 1*+ | E2334 (Pray's Church) |
| Wagon Train 1 | – | – | – | (4)* | E2334 (Pray's Church) |
| Wagon Train 2 | – | – | – | (4)* | E2334 (Pray's Church) |
| Wagon Train 3 | – | – | – | (4)* | E2334 (Pray's Church) |
| Wagon Train 4 | – | – | – | (4)* | E2334 (Pray's Church) |
| Ferguson | Brig | J | Cav | 1 | E2829 (Rice's Mill) |
| Jackson | Div | J | Ldr | – | E3228 (Old Mill) |
| Ross | Brig | J | Cav | 2 | E3228 (Old Mill) |
| Armstrong | Brig | J | Cav | 2 | E3529 |
| French | Div | P | Inf | 7 | E3131 |
| Hood | Army | AT | Ldr | – | E3331 |
| Stewart | Corps | P | Ldr | – | E3331 |
| Loring-C | Div | P | Inf |
Off-map units (if off-map rules are used):
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Clanton | Brig | – | Cav | 2% | Jacksonville Off-Map Box |
| Depot | – | – | – | (0) | Jacksonville Off-Map Box |
| Depot | – | – | – | (0) | Opelika Off-Map Box |
* Indicated units begin the game at Fatigue Level 4 on their exhausted sides.
+ Armistead is under Jackson's command in this scenario.
() Numbers in parentheses are the number of supply points in the depot or wagon train(s).
% Clanton must remain in the Jacksonville Off-Map Box for the entire game.
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| 44 USCT | Regt | AC | Inf | 1* | W1007 (Dalton) |
| 17 IA | Regt | XV | Inf | 1* | W1710 (Tilton) |
| Raum | Brig | XV | Inf | 1* | W2211 (Resaca) |
| Depot | – | – | – | (3) | W2211 (Resaca) |
| 56 IL | Regt | XV | Inf | 1* | W2614 (Calhoun) |
| Watkins | Regt | 1-Cav-AC | Cav | 1 | W2614 (Calhoun) |
| Wagon Train 4 | – | – | – | (12)+ | W3618 (Adairsville) |
| Wagon Train 5 | – | – | – | (12)+ | W3618 (Adairsville) |
| 26 MO / 10 IA | Regt | XV | Inf | 2* | W4322 (Kingston) |
| Depot | – | – | – | (3) | W4322 (Kingston) |
| Corse-B | Div | XV | Inf | 9 | W3631 (Rome) |
| 9 IL | Regt | Cav-AT | Cav | 1 | W3631 (Rome) |
| McCown | Brig | XV | Inf | 2* | W5217 (Cartersville) |
| McCook | Div | 1-Cav-AC | Ldr | – | W5217 (Cartersville) |
| Lamson | Brig | 1-Cav-AC | Cav | 1 | W5217 (Cartersville) |
| 45 IL | Regt | XVII | Inf | 1* | W5417 (Etowah Station) |
| 4 MN / 93 IL | Brig | XV | Inf | 2* | W5816 (Allatoona) |
| Depot | – | – |
* Indicated units begin the game under Fort-Complete markers.
+ See Special Rule 21 regarding Union wagon trains 4 & 5.
() Numbers in parentheses are the number of supply points in the depot or wagon train(s).
The Game As History
By Mike Belles
Background
It is 138 miles by rail from Chattanooga to Atlanta, by way of the Western & Atlantic Railroad. In April of 1864, it is this route that Union general William Tecumseh Sherman is planning to gain control of. In September of the previous year, the Union had gained control of Chattanooga (off-map, 30 miles northwest of Dalton (W1007)), and after losing the battle of Chickamauga and enduring a month-long siege, had routed the Confederate army outside the city at the battle of Missionary Ridge. Since then, preparations have been underway for the move south toward Atlanta. As the second city of the South (behind only Richmond in population), the junction of four rail lines, and a major logistical center of the Confederacy, Atlanta is the logical target for the next campaign. To gain control of Atlanta, Sherman plans to use three armies: the Army of the Cumberland, the Army of the Ohio, and the Army of the Tennessee. The Army of the Cumberland, under George Thomas, is Sherman's largest army, with 80,000 men. It is currently around Chattanooga, which it had captured in the previous year. The Army of the Ohio is Sherman's smallest army, with 15,000 men; realistically, is only a single corps. Under John Schofield, it is around Knoxville, 100 miles to the northwest, and will soon start moving towards Chattanooga. It had gained control of Knoxville the previous year, and (like the Army of the Cumberland) had gone through a Confederate siege afterwards. Lastly, much of the Army of the Tennessee, 25,000 men, is en route from the Mississippi River to Chattanooga. Under the command of U.S. Grant, it had taken Vicksburg in the previous year. After the battle of Chickamauga, Grant had been promoted to command all three of the armies, and Sherman had taken his place in command of the Army of the Tennessee. With Grant going east to Virginia to lead the Army of the Potomac, Sherman has been placed in Grant's position, and James McPherson, Sherman's protégé, is now in command of the Army of the Tennessee.
Thus, approximately 120,000 men are either in or converging on Chattanooga. To supply this massive army will be a tremendous logistical undertaking, and Sherman is preparing for this. Nashville, 150 miles to the northwest by rail, houses the main supply depots for Sherman's army; but the rail line is not delivering enough to Chattanooga. So in early April, Sherman takes the rail line under military control, greatly restricting civilian traffic in order to bring as many supplies to Chattanooga as possible. Although the increase is not as much as Sherman wants, it is enough to adequately supply the army. However, should the rail line be cut, there is only a few days' extra supply in Chattanooga to feed the army.
While Sherman is preparing for his offensive, Confederate general Joseph E. Johnston is in Dalton, waiting for the Union advance. Under his command is the Army of Tennessee, with around 55,000 men. Johnston has been in command since December, replacing Braxton Bragg after the Confederate rout in the battle of Missionary Ridge. Johnston is popular with his men, but not with his president, Jefferson Davis. Davis believes Johnston is too cautious, and Johnston believes Davis has unrealistic expectations. Johnston has been in army command since 1861, and few doubt his skill in military matters; but his reluctance to attack means that his selection by Davis was only because Davis believed his other choices were worse. Their relationship will have a large impact on the upcoming campaign. But in late April, as McPherson's Army of the Tennessee nears Chattanooga, Johnston requests reinforcements – specifically, from Leonidas Polk's Army of Mississippi. Seeing the threat developing against Johnston, Davis authorizes Polk to move with a part of his army to Johnston's aid. Polk orders nearly all of his army, around 15,000 men, to move towards Dalton. While all may not arrive before the Union offensive begins, at least some should be there.
Although some reinforcements are reaching Johnston, these are due to the fact that Sherman is concentrating three armies around Chattanooga. At least Sherman will not have to contend with the type of reinforcements which were sent to aid Braxton Bragg, Johnston's predecessor, before the battle of Chickamauga. William S. Rosecrans, then in command of the Army of the Cumberland, had undertaken an offensive while the other Union armies were at rest, allowing Robert E. Lee the opportunity to detach a corps from his Army of Northern Virginia (Longstreet's); the arrival of this corps led directly to the Union rout at the battle of Chickamauga. Instead, Grant, in command of the Army of the Potomac, will be moving against Lee at the same time that Sherman moves against Johnston, with the intent of stretching the limited resources of the Confederacy to their greatest extent.
May 2-15, 1864
On May 2, Thomas sets the Army of the Cumberland in motion towards Dalton; Schofield's and McPherson's armies are already on the way. On May 7, Davis' division encounters the first significant resistance at Tunnel Hill (W0308), but the Confederates (cavalry of Wheeler's corps) are quickly driven back and the Union troops move forward. In the timetables for the Western & Atlantic Railroad, the mileage from Atlanta is indicated for each station along the route; Tunnel Hill, at 107 miles from Atlanta, is 31 miles closer than Chattanooga. However, from here on the going will be much more difficult. A few miles further on, they encounter the main Confederate line, posted on Rocky Face Ridge, in front of Dalton (W1007). Here Johnston has been preparing to meet Sherman's army. Most of the Army of Tennessee is dug in on the gaps in Rocky Face Ridge around Dalton, and on a line curving around Dalton to the east. To attempt an assault into the gap through which the railroad passes, known as "Buzzard Roost" (W0708), would be suicidal; to move around the Confederate right flank would be difficult. However, Sherman has another plan. While the armies of Thomas and Schofield remain in Johnston's front, Sherman will send McPherson well to the south through a (hopefully) undefended gap – Snake Creek Gap (W1414). If successful, McPherson will emerge from the gap in Johnston's rear, destroy the railroad, forcing Johnston to fall back with two Union armies in his front and one in his rear, resulting in the near-certain destruction of his army.
McPherson's army is just arriving from northern Alabama (it is a few days behind the other two armies). On the evening of May 7, he reports to Sherman that his army is around Gordon's Gap (W0415); the next day, it will move through Villanow (W1116) and from there into Snake Creek Gap. Therefore, on the 8th, Sherman orders Thomas and Schofield to demonstrate against Johnston's army, to hold it in place. Geary's division assaults Dug Gap (W1010), coming close to taking the gap; but the arrival of Confederate reinforcements (Cleburne's division) prevents this. Newton's division moves along the crest of Rocky Face Ridge to a position near the Confederate defenses, but cannot proceed further. Meanwhile, Johnston has received reports that something is probably happening on his left flank. He dispatches Grigsby's cavalry brigade (which had just participated in the defense of Dug Gap) to ride south to Snake Creek Gap. In the early morning of the 9th, they reach the eastern end of the gap, and encounter McPherson's troops just exiting it, having entered it the previous night. Heavily outnumbered, all they can do is slow the Union advance. McPherson moves forward toward Resaca (W2211), arriving in front of it by early afternoon. If he can take it, and destroy the railroad bridge across the Oostanaula River, it will be a major blow to Johnston. At Resaca is a force of around 4,000 men, composed of Cantey's brigade (one of the first units of Polk's Army of Mississippi to arrive), and several other smaller units (including Grigsby's brigade). Outside it, McPherson has around 25,000, in two corps. But McPherson hesitates – he does not know what force he is facing, and separated from the other two armies, he is concerned about being attacked himself, and cut off from his route to Snake Creek Gap. So after some skirmishing, he falls back into the mouth of the gap. That evening, Johnston, now alerted to the danger he is facing, sends Walker's, Hindman's, and Cleburne's divisions to Resaca, with Hood in command, only to find that McPherson has pulled back.
Sherman is disappointed – his reaction, upon hearing that McPherson had possession of the gap, was "I've got Joe Johnston dead!" Now the Confederates are strongly posted around Resaca, preventing the railroad from being cut. But at least the gap is in Union hands. Over the next few days, Sherman gradually shifts his army south through Snake Creek Gap, leaving only Howard's corps and Stoneman's cavalry division in front of Rocky Face Ridge. Sherman is shielded from Johnston by Rocky Face Ridge, but on the 12th, a reconnaissance by Wheeler reveals that most of the Federals have left. That evening, Johnston performs the first of what will be several highly successful withdrawals over the course of the campaign. That night, the Army of Tennessee leaves Dalton, and moves toward Resaca. On the morning of the 13th, Sherman moves his army, now concentrated at the eastern end of Snake Creek Gap, out towards Resaca also. However, Confederate delaying tactics ensure that by the time Sherman's army arrives in front of Resaca, Johnston's entire army is already around it.
Sherman does not expect Johnston to make a serious stand a Resaca, only a brief action, long enough to retreat across the bridge south. Therefore, on the 14th, his plan is to hold Johnston's army in place – or disrupt its retreat – while McPherson bridges the Oostanaula River to the west of Resaca. However, Johnston is fully prepared to defend Resaca. With 2 of Polk's 3 infantry divisions having arrived, he now has over 60,000 men. An assault by Schofield's and part of Palmer's corps in the center of Johnston's line encounters a well dug-in and prepared enemy, and is repulsed. When Johnston finds that the Union left is not anchored to the Conasauga River, he orders Hood to attack, hoping to drive towards Snake Creek Gap and separate the Union army from its supply path north, but Hood fails also, after the timely arrival of Williams' division supports Stanley's. Finally, Sweeny's division is preparing to bridge the Oostanaula at Lay's Ferry (W2215-W2316). However, hearing (falsely, it turns out) that the Confederates at Calhoun (W2614) are building a bridge of their own, he pulls his men back. Thus very little has been accomplished by either side on May 14th – but from Johnston's point of view, no movement achieves his objective of keeping Sherman at bay.
On the 15th, Howard's corps, followed by Hooker's corps, assaults the northern end of Johnston's line, without success; with their failure, Johnston orders Hood to attack again, hoping as before to roll up the Union left. But again it is unsuccessful, and now news reaches Johnston that Union troops are across the river at Lay's Ferry – Sweeny has at last gotten his bridge in place, his division across the river, and has held out against a small Confederate counterattack. With this, Johnston again issues orders for a night withdrawal. In spite of his army's successful defense, he has been flanked again. But even with his army in such close contact with the Federals, the withdrawal is uneventful, and the railroad bridge is burnt as the last Confederates cross. The Battle of Resaca has cost the Union around 4,000 men, and the Confederates 3,000.
May 16-20, 1864
On May 16th, Sherman takes possession of Resaca (84 miles from Atlanta on the W&A). Johnston falls back to Calhoun, preparing to make a stand there; but finding that the Oothcaloga Creek divides his position, he decides to pull back further, to Adairsville (W3618). Reaching there on the 17th, he finds the valley so wide that his army "could obtain no advantage of ground", and gives orders to continue the retreat to Cassville (W4518), which it occupies by the morning of the 19th. Sherman, meanwhile, has had his army in pursuit, believing that Johnston may retreat beyond the Etowah River. Thus his army is becoming spread out. The bulk of the Army of the Cumberland has advanced along the road to Adairsville, but Davis' division is on its way to take Rome (W3631). Schofield's army is further east, passing through Sallacoa (W3713), and the Army of the Tennessee has moved west through Hermitage (W3425). Reaching Adairsville on the morning of the 18th, Sherman is confronted with a question. While the railroad continues south to Kingston (W4322), a shorter route goes towards Cassville. Sherman splits the Army of the Cumberland, sending Howard's and Palmer's corps to Kingston, while Hooker's corps is to go straight to Cassville.
Sherman's army is thus prepared to catch Johnston by whatever path he retreats. However, Johnston has stopped retreating, and is in fact preparing to attack. Before retreating from Adairsville, he had put together a plan with his commanders. Expecting that Sherman might split his army to follow the two roads leading out of Adairsville, he has deployed his army just south of Two Run Creek, with Hardee's corps to the west (at W4520) and Hood's and Polk's corps just in front of Cassville (W4518). While Hardee holds off the Union force advancing from Kingston, Hood and Polk can fall on Hooker and Schofield, who are coming in from Adairsville and Sallacoa, respectively. Even more helpful from Johnston's viewpoint, Sherman has directed the Army of the Tennessee, which has arrived in Kingston, to move to the fords south of the town, so it will not be near Cassville. With all of Polk's corps and Jackson's cavalry division having arrived (Polk's last brigades have come through Rome just before Davis took the town), Johnston now has around 70,000 men in and around Cassville on the morning of the 19th. Then Union troops appear – but from the wrong direction. They come from the east, along the Canton road (W4516), appearing on Hood's right. Hood, rather than be flanked, sends Hindman's division to block their path, and halts any plans to attack. These are Stoneman's and McCook's cavalry divisions, under orders from Sherman to attempt to cut the rail line between Cass Station (W4719) and the Etowah River. While they have failed in this, their presence has foiled a Confederate attack on a spread-out Union army. Initially Johnston only falls back in front of Cass Station (W4719), but the line laid out there exposes the Confederates to flanking and plunging fire from the Union artillery. During the evening they pull out again, reaching Cartersville (W5217) by the morning of the 20th, and crossing the Etowah that day.
May 21-31, 1864
Sherman now has control of the W&A up to Etowah Station (W5417), 43 railroad miles from Atlanta. Over the last 15 days (since May 7), he has pushed the Confederates back 64 miles into Georgia, and he is still moving forward. So far his campaign has been highly successful. On the opposing side, Johnston's retreats have only increased the distrust and dissatisfaction with which Jefferson Davis views the commander of the Army of Tennessee. Johnston's new position, however, is a strong one. It is centered on Allatoona (W5816), where the railroad passes through a gap in the mountains. But since Sherman had been stationed in Georgia 20 years before as an artillery lieutenant, he knows the terrain. Instead of attacking it head on, he is planning yet another flanking maneuver.
First he decides to give his army a well-needed rest. When they move, it will be Sherman's largest flanking move to date. With the railroad bridge at Resaca repaired, Sherman has established his forward supply base at Kingston, and given orders that the troops carry 20 days' supplies with them. Now he will separate his army from the rail line and move around Johnston's left flank. On the 23rd, his army crosses the Etowah, McPherson at Wooley's Bridge (W4324), Howard and Palmer at Gillem's Bridge (W4823), and Hooker and Schofield on a pontoon bridge near Milam's Bridge (W5124). Sherman's overall objective is to reach the railroad again at Marietta (E1413); but to do this, his interim objective is Dallas (E0827). He expects that Johnston will not give battle until he reaches the Chattahoochee River; he has only done so once (at Resaca) in the campaign so far.
Johnston will not be caught unawares this time. When Jackson's cavalry division gives Johnston notice on the 23rd that the Union army is crossing the Etowah, he gives orders for his army to move towards Dallas also. Therefore, when Geary's division, with Hooker and Thomas present, comes near New Hope Church (E0724) around midday on the 25th, they hear that Hood's corps is in their front, and Hardee's nearby. Hooker's other two divisions arrive by the afternoon, and on Sherman's orders, Hooker launches an attack with all three divisions – Sherman doubts whether there is any serious opposition in the area. In reality, Hood's corps is indeed at New Hope Church, and Hooker's attack is stopped by Stewart's division (700 Union losses to 400 Confederate). Sherman's advance has at least temporarily been checked.
On the 26th, Sherman brings up the rest of his army, with McPherson occupying Dallas. Then on the 27th, he orders Howard to take Wood's division, and Johnson's division of Palmer's corps, and attempt to go around the Confederate right flank. Howard comes close to doing it, but Johnston sends troops to bolster his right, and Howard's attack at Pickett's Mill (E0822) is halted by Cleburne's division; this time the Union casualties are more severe, at 1,600, compared to 500 Confederate. Although McPherson occupies Dallas, there are well dug-in Confederate troops in his front, and Sherman acknowledges that his flanking move has not succeeded. Instead, he will now attempt to disengage and move his army back to the rail line. A further incentive to do this is that his supply situation is becoming difficult. There are few roads, and with his supply base 20 miles to the rear now, his men are having to subsist on less than full rations.
Sherman will not be able to put his plan into operation right away. On the 28th, in the belief that McPherson has already pulled out or is pulling out of Dallas, Johnston orders Hardee to have Bate attack the retreating Federals. Bate's attack runs into Logan's corps, which is still there and strongly entrenched, and is easily beaten back; the Confederate attack costs between 1,000 and 1,500 men, against 400 Union. However, the attack, and further skirmishing throughout the next few days, prevents McPherson's withdrawal until the evening of the 31st.