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Chickamauga: The Last Victory, 20 September 1863 thumbnail

Chickamauga: The Last Victory, 20 September 1863

Chickamauga: The Last Victory, 20 September 1863 Rulebook

Table of Contents

Table of Contents

  • SYSTEM RULES
  • 1.0 Introduction
  • 2.0 Game Equipment
    • 2.1 The Game Map
    • 2.2 Visual Aids
    • 2.3 The Playing Pieces
    • 2.4 How to Read the Units
    • 2.5 Game Scale
  • 3.0 Setting Up the Game
  • 4.0 Sequence of Play
    • 4.1 Sequence Outline
  • 5.0 Movement
    • 5.1 Prohibitions
    • 5.2 Effects of Terrain
    • 5.3 Effects of Friendly Units
  • 6.0 Zones of Control
  • 7.0 Combat
    • 7.1 Which Units Attack
    • 7.2 Multiple Unit & Multi-Hex Combat
    • 7.3 Combat Strength Unity
    • 7.4 Effects of Terrain
    • 7.5 Diversionary Attacks
    • 7.6 Explanation of Combat Results
    • 7.7 Retreating & Advancing as a Result of Combat
    • 7.8 Displacement
    • 7.9 Voluntary Reduction of Combat Odds
  • 8.0 Artillery
    • 8.1 Bombardment Attacks
    • 8.2 Combined Attacks
    • 8.3 Line of Sight
    • 8.4 Adjacent Attacks
    • 8.5 Defense
  • 9.0 Terrain Effects Chart
  • 10.0 Night Game Turns
    • 10.1 Effect on Combat
    • 10.2 Effect on Movement
  • 11.0 Optional Rule: Attack Effectiveness
    • 11.1 How Effectiveness is Lost
    • 11.2 Results of Loss
    • 11.3 Enemy Zone of Control (EZOC)
    • 11.4 Recovery of Attack Effectiveness
  • 12.0 Designer's Notes
  • 18.0 Chickamauga: The Last Victory, 20 September 1863
    • 18.0 Introduction
    • 18.1 Initial Deployment
      • 18.1.1 Player Sequence
    • 18.2 Reinforcements
      • 18.2.1 Reinforcement Charts
    • 18.3 Exiting the Map
    • 18.4 Victory Conditions
      • 18.4.1 Victory Point Schedule
      • 18.4.2 Occupation
      • 18.4.3 Line of Communication
  • 21.0 Optional Rules
    • 21.1 Artillery Advance Restriction (BG/DG)
    • 21.2 Artillery Attack Restriction (BG/DG)
    • 21.3 Artillery Bombardment & Ar Results (BG/DG)
    • 21.4 Artillery Bombardment & Hexside Terrain (TAC/DG)
    • 21.5 Artillery Stacking & Bombardment (BG/TSR)
    • 21.6 Artillery Stacking & Combat (SDB/DG)
    • 21.7 Attack Effectiveness Recovery (NEW)
    • 21.8 Cavalry Movement (BG/DG)
    • 21.9 Cavalry Road Movement (BG/TSR)
    • 21.10 Cavalry Retreat (BG/DG)
    • 21.11 Friendly Stacking & Combat (BG/DG)

SYSTEM RULES

Note: These rules use the following color system: Red for important notes such as exceptions or errata, Blue for examples of play, Italic with gray background for designer notes. Check for e-rules updates to this game at decisiongames.com

1.0 Introduction

This Blue & Gray Deluxe edition offers players the opportunity to revisit the original SPI American Civil War QuadriGames with updated map graphics, mounted maps, enlarged counters, optional rules, and several variants with additional counters and markers.

The eight original SPI QuadriGames, first published in 1975, included in this edition are: (Blue & Gray I) Antietam, Cemetery Hill, Chickamauga, Shiloh, and (Blue & Gray II) Battle of the Wilderness, Chattanooga, Fredericksburg, Hooker & Lee.

Later editions of Blue & Gray were published by TSR in 1984 and by Decision Games in 1995.

These rules are based the original SPI Blue & Gray rules, reformatted and including official errata and clarifications. Our intent is to provide players with the original experience of playing those first eight SPI American Civil War games. Many of the optional rules and variants come from Moves magazine, Strategy & Tactics magazine, and later editions of the game system. Enjoy!

The Blue & Gray game system is a simulation of warfare during the American Civil War era. Each game in the system represents one of the great battles in the period. The playing pieces represent the actual units which participated in the battles, and the Map represents the terrain over which those units fought.

The rules are divided into four parts. The first part consists of the Standard Rules (1.0–12.0), common to all the games in the Blue & Gray game system. The second part consists of Exclusive Rules (13.0–20.0) for each specific game, which include Initial Deployment, Reinforcements, and special rules, along with player and designer notes. The third and fourth parts consist of Optional Rules (21.0) and Variants Rules (22.0).

These games were originally designed to ensure maximum playability and maximum reality (in that order). To achieve these goals, the physical components, as well as the game rules, were designed to make the game easier to understand and play. The components include smaller, more compact playing maps, never more than a hundred playing pieces per game, and the standardized rules.

The standardization makes it easier for the Players to go from one game to another within the series. It also enabled the games' designers to concentrate on the realism aspect of the games. (The standardization generally takes care of any playability problems.)

2.0 Game Equipment

This Deluxe edition has four double-sided mounted map boards, each side providing a map for one of the eight games included in this package.

2.1 The Game Map

Each mounted game map is 17×22-inch and includes all the significant terrain in the given battle. Maps also display a variety of visual aids which assist play (see below).

A hexagonal grid is superimposed over the terrain features printed on the map sheet to regularize movement and positioning of the playing pieces. Each hex is assigned a unique 4-digit identification number, the first 2 digits defining the column and the second two the row (Example: 0102 means the second hex in the first row). The numbering allows rapid placement of units, and enables players to record their games.

2.2 Visual Aids

Various visual aids are provided for the players to simplify and illustrate certain game functions. Some are contained on the maps while others are on a Player Aid Card (PAC). These include the following:

Game Charts & Tables

  • Combat Results Table (CRT) (on PAC #1 & some Maps)
  • Deployment & Reinforcement Charts (on PACs #2–5)
  • Eliminated & Exited Units Displays (on PACs #6–7)
  • Grand Chancellorsville Turn Record Track (on PAC #8)
  • Terrain Effects Chart (on PAC #1 and on the Shiloh Map)
  • Terrain Key (on Maps)
  • Turn Record Track (on Maps)
  • Victory Point Tracks (on PACs #6–7)

Map symbols

  • Union Reinforcement Entry
  • Confederate Reinforcement Entry
  • Special Rule Hexes (see scenario rules): Marked with thicker outline.
  • Historical Landmarks: No effect on play.

Spaces on the turn record tracks are color-coded (Day, Fog, Night) when non-day turns are present.

2.3 The Playing Pieces

The cardboard pieces represent the actual military units that took part in the original battle. The blue colored pieces represent Union forces; the gray colored pieces represent Confederate forces. The numbers and symbols on the pieces represent the strength, movement capability, and type of unit represented by that piece. These playing pieces will hereafter be referred to as "units."

2.4 How to Read the Units

Each unit shows (front): Size Symbol, Designation, Type Symbol, Combat Strength and Ineffective Combat Strength; (back): Game Code.

Unit Designations

Confederate units are identified by their commander's name. Union units are identified by numerals in this sequence: brigade/division/corps (roman numeral).

Example: "2/1/IV" is the 2nd Brigade of the 1st Division, 4th Corps.

Unit Types: Infantry, Cavalry, Artillery

Unit Sizes: III: Regiment; X: Brigade; XX: Division; XXX: Corps

Combat Strength: The relative strength of a unit when attacking and defending, expressed in terms of Combat Strength Points (CSP).

Ineffective Combat Strength is shown in parentheses to reflect a unit's loss of Attack Effectiveness and inability to attack (see Optional Rule 11.0). Attack Ineffective units still defend normally.

Movement Allowance (not shown on units): The maximum number of Clear terrain hexes which a unit may be moved in a single Movement Phase.

  • The Movement Allowance for all units is six Movement Points (MP).
  • More than one MP may be expended for each hex entered with certain terrain.

Game Code Designations:

Each counter has a lettered Game Code on its back side, designating the game for which that counter is used. These game codes also mark the scenario rules and PACs.

  • A: Antietam
  • C: Cemetery Hill
  • F: Fredericksburg
  • H: Hooker & Lee
  • K: Chickamauga
  • S: Shiloh
  • T: Chattanooga
  • W: Battle of the Wilderness
  • V: Variant Counters

Game Markers:

The following additional markers are included to enhance game play: Game Turn (GT) marker, Victory Point (VP) markers (x1 and x10), and Control markers (Union and Confederate).

Other Markers

The following markers are for variants (22.0). Some are printed on the front of the markers and others on the backs.

2.5 Game Scale

  • Each hexagon on the map represents 400 meters of real terrain from side to side.
  • Each Strength Point represents between 250 and 350 men.

3.0 Setting Up the Game

Determine which game is to be played. The map board should be selected and unfolded. Players should determine who will be the Confederate Player and who will be the Union Player.

The Players then consult their respective Deployment & Reinforcement Charts (PACs). These charts show the hex number, strength, and Designation of each unit which is in play (on the map) during the first Game Turn. Players should simultaneously place each of these units in its proper position on the map. All remaining units should be placed aside and brought into play according to the Reinforcement Charts (PAC). In setting up units, Players may disregard historical designations, so long as the unit type and strength are correct. Once the units are set up, Players are ready to commence Game Turn One. Place the Game Turn Marker in the first position on the Turn Record Track.

The Exclusive Rules (13.0) of the selected game specify which player is the First Player and which the Second Player for each Turn, as well as rules for bringing in the reinforcements listed on the Reinforcement Charts.

4.0 Sequence of Play

The game is played in successive Game Turns (GT) composed of alternate Player Turns. During each Player Turn, the Player maneuvers his units and resolves combat in sequence, according to the rules which follow. At the conclusion of the final Game Turn, the Victory Conditions are consulted, and the winner is determined according to the victory conditions specified for each game.

4.1 Sequence Outline

The Game Turn is divided into a First Player Turn and a Second Player Turn. The Player whose Player Turn is currently in progress is termed the Phasing Player. The activity which may take place during each Phase is outlined below:

1. First Player Turn

A. Movement Phase: The Phasing Player may move all, some, or none or his units as he desires within the limits and restrictions of the rules of Movement (5.0) and Zones of Control (6.0), and the Exclusive Rules of the game being played (13.0–20.0). The Phasing Player may bring reinforcements onto the map as allowed by his Reinforcement schedule and the Reinforcement rules (13.0–20.0). The non-Phasing Player's units may not move.

B. Combat Phase: The Phasing Player uses his units to attack the non-Phasing Player's units according to the rules of Combat (7.0) and Artillery (8.0). During this Phase neither Player may move his units except when required to by the Combat Resolution procedure.

2. Second Player Turn

The Second Player now becomes the Phasing Player and conducts movement and combat in the manner described above.

3. Game Turn Record Interphase

The Game Turn marker should be advanced one space on the Game Turn Record Track to mark the passage of one Game Turn and signal the start of another.

5.0 Movement

During the Movement Phase, the Phasing Player may move as many or as few of his units as he desires. They may be moved in any direction or combination of directions.

Important: All units have a Movement Allowance of 6 MP.

Units are moved one at a time tracing a path of contiguous hexes through the hex grid. As a unit enters each hex, it must pay one or more Movement Points (MP) from its Movement Allowance. Thus, a unit can move through six Clear terrain hexes in a single Movement Phase.

5.1 Prohibitions

Movement may never take place out of sequence. A Player's units are moved during his own Movement Phase. During the Combat Phase, a unit which is either attacking or defending may be called upon to advance or retreat after its combat is resolved. Friendly units must not be moved during the Enemy Player's Movement Phase or during either Player's Combat Phase, except when advancing or retreating as a result of combat.

  • A unit may never enter a hex containing an enemy unit.
  • A unit may never exit an Enemy-Controlled hex during any Movement Phase (see 6.0). An Enemy-Controlled hex may be exited only during a retreat or advance as a result of combat (see 7.7).
  • No combat takes place during the Movement Phase. Once a Player has begun to resolve combat, and has thrown the die, he has irreversibly initiated the Combat Phase.
  • The number of MP expended by a unit during a single Movement Phase may not exceed the unit's Movement Allowance. A unit may expend any portion of the Movement Allowance, but unused MP may not be accumulated for another Movement Phase nor transferred to another unit.
  • Movement from hex to hex must be consecutive; that is to say, a unit may not skip hexes.
  • Once a unit has been moved, and the Player's hand is taken from the piece, it may not be moved any further during that Movement Phase, nor may it change its move without the consent of the opposing Player.

5.2 Effects of Terrain

A unit must expend 1 MP to enter a Clear terrain hex. To enter other types of terrain, a unit must often expend up to 6 MP. And some hexes are prohibited to movement entirely.

Important: See the Terrain Effects Chart (PAC).

  • A unit which moves from one Road hex directly into an adjacent Road hex through a Road hexside expends only 1 MP, regardless of other terrain in the hex.
  • A unit which moves from one Trail hex directly into an adjacent Trail hex through a Trail hexside expends 2 MP if the hex being entered contains Forest and/or Rough terrain. If the hex being entered contains Clear terrain, the unit expends 1 MP.
  • Units may never enter River hexes. They may cross Rivers only by moving through River Ferry hexes.
  • Units may never end their movement in a River Ferry hex. They may enter a River Ferry hex only if they retain sufficient MP to enter the River Ferry hex and the hex on the opposite bank in the same Movement Phase and may only enter and exit through the hexsides to which the arrow indicators point.
  • Units may never cross Creek hexsides. They may cross Creeks only by moving through Bridge or Ford hexsides. There is no additional cost for moving through a Bridge hexside.
  • Movement through a Ford hexside costs one additional MP.
  • Units may move across Stream hexsides at an additional cost of 1 MP.
  • Terrain effects on movement are cumulative. If a unit does not have sufficient MP to enter a hex, then that unit may not enter the hex (e.g., a unit may not enter a Forest-Rough hex by crossing a Stream hexside as this would require more than 6 MP).

Example: If a unit moves through a Ford hexside (+1 MP) into a Forest hex (3 MP), the total cost is 4 MP.

5.3 Effects of Friendly Units

A Friendly unit may move through a hexes occupied by other Friendly units. There is no additional cost for entering a Friendly-occupied hex.

  • A Friendly unit may end any Phase stacked in the same hex with one other Friendly unit. Important: A maximum of two units (regardless of strength or unit type) may be stacked in a single hex.
  • There is no limit to the number of Friendly units which may pass through a single hex in one Movement Phase.
  • Friendly-Controlled hexes never inhibit the movement of Friendly units.

6.0 Zones of Control

The six hexagons immediately surrounding a hex constitute the Zone of Control (ZOC) of any units in that hex. Hexes upon which a unit exerts a ZOC are called Enemy-Controlled hexes and inhibit the movement of Enemy units.

Important: All units must cease movement when they enter an Enemy-Controlled hex.

  • All units exert a ZOC throughout the Game Turn, regardless of the Phase or Player Turn. The presence of ZOCs is never negated by units, Enemy or Friendly.
  • Units do not pay any additional MP to enter an Enemy-Controlled hex.
  • There are only two ways to exit a hex in an Enemy ZOC (EZOC)—either by retreat or advance as a result of combat, or by removal of the Enemy unit exerting the EZOC as a result of combat.
  • If a Friendly unit is in an Enemy-Controlled hex, the Enemy unit is also in that Friendly unit's controlled hex. The two units are equally and mutually affected.
  • If there is an Enemy and Friendly ZOC exerted over the same hex, both ZOCs co-exist, and that hex is mutually controlled by both Players. There is no additional effect from having more than one unit exerting a ZOC onto a single hex.
  • ZOCs usually extend into all six hexes adjacent to the controlling unit's hex.

Exception: ZOCs never extend through non-Bridge and non-Ford Creek hexsides or into River Ferry hexes. ZOCs do extend across Stream hexsides. See the example below and the Terrain Effects Chart (PAC).

(Example illustration: a unit adjacent to a Creek hexside and River Ferry hexes; the hexes beyond the Creek and the Ferry hexes are marked "No ZOC".)

7.0 Combat

Combat between adjacent opposing units is mandatory. The Phasing Player is termed the Attacker; the other Player is the Defender, regardless of the overall situation.

Important: Artillery units (8.0) are the only units which may attack units to which they are not adjacent.

The Attacker totals the Combat Strengths of all the units attacking a given hex and compares the total to the total Combat Strengths of the defending units in the hex under attack. The comparison is expressed as a ratio between attacking and defending Strength Points (attacking Strength Points divided by defending Strength Points) and is simplified by rounding down to one of the odds ratios on the Combat Results Table.

Example: If thirteen CSPs were attacking four, the combat odds ratio would be 3.25 to 1, rounded off (always in favor of the defender) to 3-1.

Having determined the actual combat odds, the attacker rolls the die. The result indicates a line on the Combat Results Table (PAC), which is cross indexed with the column representing the combat odds. The intersection of line and column yields a combat result (see 7.6). This should be immediately applied to the involved units, prior to resolving any other combat. Separate combats may be resolved in any order that the Attacker wishes, so long as all combats are resolved during that Combat Phase.

7.1 Which Units Attack

All Enemy units that have Friendly units in their ZOCs must be attacked by the Friendly (Phasing) Player's units in the Combat Phase. He may resolve these attacks in any fashion desired, as long as all adjacent units are attacked, within the requirements of 7.2 below.

  • All of the Phasing Player's units which end the Movement Phase in an Enemy-Controlled hex must attack some Enemy unit during the ensuing Combat Phase. The Phasing Player may choose which attacking units will attack each defending unit, as long as all Friendly units adjacent to an enemy unit participate in an attack.
  • An Enemy-occupied hex may be attacked by as many units as can be brought to bear in the six adjacent hexes, and by as many artillery units as are within range (see 8.0).
  • No unit may attack more than once per Combat Phase, and no Enemy unit may be attacked more than once per Combat Phase.
  • Units may only attack when adjacent to the defending unit (Exception: Artillery, see 8.0).

7.2 Multiple Unit & Multi-Hex Combat

All units defending in a given hex must be attacked as a single strength. The Defender may not withhold a unit in a hex under attack. The Attacker must attack all the units in a stack together. The Combat Strengths of all the units in the defending hex are totaled, and this total Combat Strength is attacked.

  • Different defending units in the same hex may not be attacked separately.
  • Attacking units in the same hex must be used as a combined and unified Combat Strength. They may not be used in separate attacks.
  • If a Phasing Player's unit is in the ZOC of more than one Enemy unit, it must attack all those adjacent Enemy units which are not attacked by some other attacking unit.
  • Units in two or more different hexes may combine their Combat Strengths and attack a single hex, if all the attacking units are adjacent to (or are Artillery units within range of) the Enemy occupied hex.
  • Attacks may involve any number of attacking or defending units in different hexes. For the attacks to be resolved as a single combat, however, all the attacking units must be adjacent to all the defending units, except Bombarding Artillery units, which need not be adjacent.

7.3 Combat Strength Unity

A given unit's Combat Strength is always unitary; it may not be divided among different combats either in attacking or defending.

7.4 Effects of Terrain

Units defending in certain types of terrain may have their Combat Strength increased. This increase is always a multiple of the original Combat Strength.

Example: A unit with a Combat Strength of 5 would defend in a Rough terrain hex to an effective Combat Strength of 10.

Important: Terrain effects on combat are not cumulative. If a defending unit might possibly benefit from two different types of terrain, only the effect most beneficial to the defender would be used.

Example: A unit in Rough terrain being attacked across Stream hexsides would be doubled for defense, not quadrupled.

Important: See the Terrain Effects Chart (PAC) for a complete summary of terrain effects on combat.

7.5 Diversionary Attacks

A unit may make attacks at poor odds in order that adjacent attacks against other defenders may be made at higher odds (by allotting most of the attacking force to the major objective). These attacks are known as "Diversionary" or "Holding Attacks".

7.6 Explanation of Combat Results

Important: See the Combat Result Table (PAC).

Ae (Attacker Eliminated): All Attacking units are eliminated (remove from the map).

De (Defender Eliminated): All Defending units are eliminated.

Ex (Exchange): All Defending units are eliminated. The Attacking Player must eliminate Attacking units with a total printed (face value) Combat Strength at least equal to the total printed Combat Strengths of the eliminated Defending units. Only units which participated in a particular attack may be so eliminated.

Ar (Attacker Retreats): All Attacking units must retreat one hex (see 7.7).

Dr (Defender Retreats): All Defending units must retreat one hex (see 7.7).

7.7 Retreating & Advancing as a Result of Combat

When the Combat Result requires that a Player's units be retreated, the owning Player must immediately move those units one hex so that they are no longer in an Enemy-Controlled hex. The owning Player may decide the direction that each of his retreating units moves. Two units in the same hex may retreat in two different directions.

  • A retreating unit may not retreat into a prohibited hex, cross a prohibited hexside, or enter an Enemy-Controlled hex. If no hex is open to retreat into, the unit is eliminated.
  • A retreating unit may enter a vacant hex (within the restrictions noted in this section) or it may stack with some other Friendly unit (see 5.3) so long as the unit it stacks with is not in an Enemy-Controlled hex. If there is no other alternative, it may displace an adjacent Friendly unit (see 7.8).
  • If a unit is retreated into a Friendly hex which is subsequently attacked by Artillery Bombardment in the same Combat Phase, the already retreated unit does not contribute its Combat Strength to the defense (see 7.1), but it does suffer the result of the attack.

Whenever a hex is vacated as a result of Combat, one victorious unit which participated in that combat may advance into the vacated hex. This advance may be made regardless of any EZOC present.

  • The option to advance must be exercised immediately, before any other combat resolution. A unit is never forced to advance.
  • A unit may never advance more than one hex as a result of combat.
  • After advancing, units may neither attack nor be attacked that Phase (see 7.1), even if their advance places them next to Enemy units whose battles are yet to be resolved, or who were not involved in combat.

Note: Advances are useful in cutting off the retreat of Enemy units whose combat has not yet been resolved.

Important: Only one victorious unit may advance into a vacated hex. If two hexes are vacated as a result of a single combat, the victorious Player may still advance only one unit.

7.8 Displacement

If the only hex available to the retreating unit is one which the unit could not normally move into because of stacking restrictions (5.3), then one of the units in the hex must be displaced. The displaced unit is moved back by the owning Player (as if it were retreating as a result of combat) and its position is taken by the retreating unit. The displaced unit itself may not be forced into Enemy-Controlled hexes or other prohibited hexes. One retreating unit displaces only one unit in a stack; two retreating units displace two.

  • If the displacement would cause any of the displaced units to be eliminated, the retreating unit is eliminated instead.
  • Displaced units can themselves displace other Friendly units in a sort of chain reaction of displacement, if that is the only permitted path of displacement open to them.
  • A unit may be displaced more than once per Combat Phase, if that is the only alternative.
  • Displaced Artillery units which have not yet engaged in combat, may not fire during that Combat Phase.
  • Units may not displace other Friendly units if they have other paths of retreat open to them.

7.9 Voluntary Reduction of Combat Odds

Prior to the resolution of any attack, the attacking Player may announce that he wishes to reduce the combat odds of that attack. He incurs no responsibility or penalty by doing this, but he may not change his mind after the die roll.

Example: Attack is computed to be a 5-1 attack. The attacking Player announces that he desires a 3-1 attack and resolves it using that column. Players may wish to do this to avoid excess casualties through exchanges, or to attempt to retreat Friendly units.

8.0 Artillery

Unlike infantry and cavalry units, artillery units may participate in two types of attack depending on whether they are adjacent to enemy units or not. Besides attacking adjacent enemy units using normal combat rules (7.0), artillery units may alternatively "bombard" non-adjacent defending enemy units if the artillery is located two or three hexes distant from the enemy unit being attacked.

  • Artillery units must participate in combat when adjacent to opposing units.
  • Unlike other units, artillery units are never destroyed or forced to retreat when bombarding a non-adjacent unit, although they are affected by all combat results when they are adjacent to the unit they are attacking.

Determine the odds of the attack in the same fashion as any other attack. All results are applied in the same fashion, except that bombarding artillery units (units firing from a non-adjacent hex) are not affected by combat results.

Example: If an "Exchange" were the result in an attack solely by bombarding artillery, the defending unit would be eliminated, but the bombarding units would not be affected.

Other units cooperating with the bombarding artillery units from an adjacent position (including adjacent artillery units) would be affected by combat results, and they would suffer the effects of an "Exchange" result.

8.1 Bombardment Attacks

Artillery units may attack non-adjacent Enemy units, up to three hexes distant, but they are never forced to attack an Enemy unit merely because it is in range.

  • Range from the bombarding artillery unit to the target hex is counted by including the target hex, but not the bombarding unit's hex.
  • Artillery units may only attack a single Enemy-occupied hex when bombarding, except when making a combined attack with infantry or cavalry (see 8.2).
  • If two artillery units in the same hex are bombarding, they must both bombard the same hex.
  • Artillery attacking from a non-adjacent hex (that is, bombarding) suffer no Combat Results effects. They are never required to be destroyed or retreated as a result of their own bombardment attacks.

Important: Bombarding artillery may voluntarily elect to suffer an "Attacker Retreats" if Ar is the Combat Result.

8.2 Combined Attacks

Artillery units may attack alone, in concert with other bombarding artillery units, or in concert with any Friendly units which are adjacent to Enemy units within range, adding their bombarding Combat Strength to the attack.

  • If, in a combined attack, Friendly units are attacking Enemy units in more than one hex, the artillery units need only be within range of one of the defending hexes to add their Combat Strength to the attack.
  • When making a combined attack with bombarding artillery units, infantry and cavalry units always suffer all Combat Results, though bombarding artillery units do not.

8.3 Line of Sight

To determine if an artillery unit may bombard a given hex, lay a straight edge from the center of the hex of the bombarding artillery unit to the center of the target hex. This straight line is the Line of Sight. If any of the hexes intervening between the bombarding hex and the target hex is blocking terrain, the target hex may not be bombarded by that artillery unit.

  • If the Line of Sight is congruent to a hexside (that is, falling exactly between two hexes) it is blocked only if both hexes adjacent to that hexside are blocking terrain.
  • Hexes containing Forest (with or without Rough) and Town terrain are the only blocking hexes. Rough terrain by itself does not block Line of Sight.
  • The terrain in the target hex and in the hex of the bombarding artillery do not block the Line of Sight.
  • Artillery units may fire over other units, Enemy and/or Friendly.

8.4 Adjacent Attacks

When in the ZOC of an Enemy unit, artillery units must participate in an attack against adjacent Enemy unit(s). When an Artillery unit is in an Enemy-Controlled hex, it is treated like an infantry or cavalry unit, and may not bombard.

  • When attacking from an Enemy-Controlled hex, artillery units may attack as many units as they are adjacent to but may not attack non-adjacent units.
  • Artillery units attacking from an Enemy-Controlled hex must suffer all the Combat Results of their attacks.
  • Terrain does not prohibit artillery attacks into adjacent hexes.
  • An artillery unit may make a bombardment attack when across a Creek hexside from the only adjacent Enemy unit (since ZOCs do not extend across Creek hexsides). Any Enemy unit within range could be bombarded, even the adjacent unit across the Creek hexside.

8.5 Defense

Artillery units may never add their Combat Strength to another unit's Defensive value by bombardment. They may only bombard during their own Combat Phase.

When artillery units are themselves attacked, they suffer all Combat Results in the same manner as other units, even when bombarded by Enemy artillery units.

9.0 Terrain Effects Chart

See the Terrain Effects Chart (PAC) for all the effects of terrain on movement and combat.

Clarification:

  • A unit is doubled on defense as long as all adjacent attacking units attack across Ford, Bridge, or Stream hexsides. Similarly, units behind Redoubts are tripled. The participation of non-adjacent units has no effect on this.
  • A unit being attacked solely by artillery is doubled as long as the line of sight of the artillery fire crosses a Ford, Bridge, or Stream hexside, a Creek hexside, or an impassible hex (units behind Redoubts are tripled).

Note: The above SPI clarifications may surprise some people regarding bombarding artillery. Players can choose to use Optional Rule 21.4 in its place.

10.0 Night Game Turns

The shaded Game Turns on the Turn Record Track are Night GTs and have a different Sequence of Play than Day GTs. During Night GTs the Combat Phase is omitted.

10.1 Effect on Combat

There is no Combat Phase during a Night GT, and no combat is allowed. Opposing adjacent units do not engage in combat; they simply remain in place. Artillery units may not bombard during Night GTs.

10.2 Effect on Movement

Movement restrictions during Night GTs are identical to Day GT Movement restrictions, with one addition. Units may not enter Enemy-Controlled hexes during a Night GT, nor may units already in Enemy-Controlled hexes exit them.

11.0 Optional Rule: Attack Effectiveness

Whenever a unit receives an Attacker Retreat (Ar) result due to combat, its unit counter is inverted (turned face-down), and it becomes Ineffective.

  • It remains Ineffective until a Night Game Turn or, if no Night Game Turn ensues, until the end of the game.
  • When units are face-down on the map, such units have lost Attack Effectiveness and may only defend.
  • The backs of combat units show the unit's combat factor in parentheses, reflecting a unit's Ineffective status and inability to attack.

11.1 How Effectiveness is Lost

Attack Effectiveness is lost by attacking units only when they suffer a Combat Result of Attacker Retreat. Units only lose Attack Effectiveness when they attack from an Enemy-Controlled hex. They lose it regardless of whether they moved into the adjacent position, or the Enemy did.

11.2 Results of Loss

Ineffective units may not attack. nor may they enter an Enemy-Controlled hex, until they have recovered their Attack Effectiveness. They may continue to move and defend in a normal manner and retain a ZOC.

11.3 Enemy Zone of Control (EZOC)

If, at the beginning of any Friendly Combat Phase, a Friendly Ineffective unit is in an Enemy-Controlled hex, either all the Enemy units must be retreated in combat so that no EZOC is in the Ineffective unit's hex, or the Friendly Ineffective unit must retreat according to the rules of Retreat After Combat (see 7.7).

  • This does not allow an Optional Advance by an opposing unit.
  • An Ineffective unit which does not begin the Combat Phase in an Enemy-Controlled hex is not required to retreat as outlined above, even if (due to advance of Enemy units after combat) the unit is in an Enemy-Controlled hex at the end of the Combat Phase.

11.4 Recovery of Attack Effectiveness

The loss of Attack Effectiveness continues for a given unit until the end of any Night Game Turn. At the end of any Night Game Turn, all units are immediately flipped face-up and resume, in the following Game Turn, at full Attack Effectiveness.

12.0 Designer's Notes

In designing the Blue & Gray game series, we started with the premise that the Civil War battles were similar in scale and intensity to the Napoleonic battles of 50 years before and that we could thus lift intact most of the design structure from the already existing Napoleon at Waterloo generation of games. We felt that the Napoleon at Waterloo game system as it stood combined the elements of playability and realism we were seeking in this game series. Thus, the scale of the Napoleonic games (400 meters per hex, 1–2 hours per Game Turn) and certain salient play features, such as rigid ZOCs, retreat and advance after combat, and sequential Player Turns, were retained in the present games.

Yet the Civil War games could not be an exact copy of the Napoleonic designs. The Civil War battles did differ from Napoleonic battles in several important respects. First, and foremost, they were not decisive battles in the sense that Waterloo was.

The fact that a decisive Battle of the Waterloo ilk did not happen was a tactical consequence of the general usage of the muzzle-loading, percussion capped rifle, which had been invented and refined in the decades prior to the war. This weapon was much more effective than the Napoleonic flintlock musket, extending the firepower of the infantry in range and reliability. The first consequence was that cavalry or, rather, the traditional massed cavalry charge, was reduced to a battlefield relic. Whereas before a cavalry charge could usually break a deployed infantry line, now anything except the most tenuous skirmish line was proof against cavalry. This meant that infantry could deploy in lines and mixed columns and lines, ignoring the presence of cavalry as a mounted threat. The second consequence of the rifle was to reduce the effectiveness of artillery as an offensive weapon. Napoleon had used artillery aggressively, massing it just beyond musket range of the enemy's infantry and using cannister to literally blow holes in enemy positions which could then be exploited by cavalry and reserves.

We incorporated one major innovation in the combat mechanics. That is Attack Effectiveness, which is presented as an optional rule. It was originally an organic part of the game but was moved to an optional rule in the pursuit of simplicity. Players who use it will find that they have to deal with a new and very realistic element in their battle management: That of proper and timely employment of reserves. in the regular games, a Player can afford to commit his forces to broad frontal assaults, putting pressure all along the line in hopes that he will get lucky with a series of 1-1 and 2-1 attacks, which could yield him a geographical advantage to exploit. Attack Effectiveness reduces the utility of this tactic. A Player who fails to keep an uncommitted fresh reserve available will find himself, toward the end of a day of battle, with most of his army intact, but unable to attack and at the mercy of an opponent who has fresh troops.

At the same time, we changed the bombardment rules so that a Player could no longer use bombardment to allow his artillery to escape the consequences of being adjacent to an enemy unit.

We considered, for a while, switching artillery from bombarding on attack to bombarding in defensive support (adding its strength to some friendly defending unit) but decided not to, since we felt the defending player should rely not on the passive defense strength of his units, but on well conducted counterattacks to preserve a given line or position (for which bombarding artillery is invaluable).

18.0 Chickamauga: The Last Victory, 20 September 1863

18.0 Introduction

Chickamauga is a simulation on a Grand Tactical level of the battle which took place between the Union Army of the Cumberland and the Confederate Army of the Tennessee in September 1863. The battle occurred around Chickamauga Creek, a tributary of the Tennessee River, in Northern Georgia.

18.1 Initial Deployment

Union Army: See PAC #5.

Confederate Army: See PAC #3.

18.1.1 Player Sequence

  • The Union Player is the first Player. His Player Turn is first in every GT.
  • Chickamauga consists of 15 GTs (GT 9 is Night).

18.2 Reinforcements

Both Players receive Reinforcements according to their Reinforcement Chart. These enter (are physically placed) on the southern edge of the map in the appropriate hex. The reinforcements arrive in a column formation (one unit behind the other) during the Player's Movement Phase of the GT indicated. The owning Player may determine the exact order of arrival at the point at which he moves the reinforcements onto the map.

The Player should visualize the reinforcements as a column of units entering the map from a chain of hexes off-map, so that the first unit brought onto the map expends 1 MP entering the reinforcement hex, the second unit expends 2 MP, the third 3 MP.

  • The owning Player may enter his reinforcements on the map at any point during his Movement Phase.
  • Once a unit has entered the map, it may move and attack freely, just as any other unit already present.
  • If there are more reinforcements scheduled to arrive than can physically be entered onto the map during a given GT, the unentered balance of units is simply brought into play on the following GTs.
  • Reinforcements may not arrive stacked. They arrive in an unstacked column.

Reinforcements may enter an Enemy-Controlled hex. They may not enter if both entry hexes are physically occupied. Instead, they are delayed until the hexes are vacant or until the end of the game.

18.2.1 Reinforcement Charts

Union Army: See PAC #5.

Confederate Army: See PAC #3.

18.3 Exiting the Map

Either Player may exit his units from the map via hexes 0101 and 0111. The units are presumed to move along the Roads leading off the map.

  • Exiting the map consumes 1 MP.
  • An exited unit is removed from play and may never return to the game.
  • Units exited off the map count toward the owning Player's Victory Point total. They are not considered eliminated units for Victory Point purposes.
  • No unit may exit from the map except at either of the two hexes listed above.
  • No unit may exit from the map in fulfillment of a retreat as a result of combat. If a unit is forced to retreat due to combat, it may not exit the map; it is eliminated instead.
  • A unit may exit from a hex regardless of the number of Enemy or Friendly units which exited from the same hex previously.

18.4 Victory Conditions

Victory is awarded to the Player who has amassed the greatest number of Victory Points (VP) at the end of the game. Each Player starts with 0 VP. VP are awarded as play progresses for the elimination of Enemy Combat Strength Points (CSP) and at the end of the game for the occupation of certain hexes on the map. VP are also awarded for the exiting of units from the map at specific exit hexes. See the Victory Point Schedule for the specific VP Awards.

Each Player keeps track of the VP that he has scored on his respective Victory Point Track. These VP are awarded for a variety of actions as detailed on the Victory Point Schedule (18.4.1).

At the end of the game, the number of VP is totaled for each Player, and the Player with the higher number of VP is awarded a victory.

Players should track Enemy units eliminated, and Friendly units exited, if applicable, to double-check their computations at the end of the game.

18.4.1 Victory Point Schedule

VP Awarded During Play

  • Each Player: 1 VP for every Enemy CSP eliminated (see 18.3).
  • Union Player: 1 VP for every Union CSP exited from the map.
  • Confederate Player: 10 VP for every Confederate CSP exited from the map (see 18.3).
  • Confederate Player: 10 VP if the Union Train unit fails to exit from the map.

VP Awarded for Occupation of Hexes at the End of the Game:

Union Player:

  • 10 VP for hex 1920
  • 20 VP for hex 2311

Confederate Player:

  • 20 VP for hex 0211
  • 20 VP for hex 0502

Either Player:

  • 5 VP for hex 0822
  • 5 VP for hex 1115
  • 5 VP for hex 1108

18.4.2 Occupation

Occupation is defined as having a Friendly unit physically on the hex in question or having been the last to have moved a Friendly unit onto the hex in question.

  • The occupation definition can be met by moving a Friendly unit through the hex in question. Players should use Control markers of the appropriate side to keep track of which Player occupies which hexes.
  • While it is practically impossible to conduct the game without one Player or the other establishing occupation of the hexes in question, just in case play takes a strange turn, the hexes are considered to be occupied at the start of play as follows:
    • Union Player: 0211, 0502, 0822, 1108, and 1115.
    • Confederate Player: 1920, 2311.

18.4.3 Line of Communication

  • The Confederate Player must be able to trace a Road from hex 0101 or 0111 off the eastern edge of the map in order to garner the VP for exiting units toward Chattanooga. This Road must be free of Union units at the end of the game. Note that it can pass through Union ZOCs so long as it is not physically blocked. The Road must be a continuous chain of connected Road hexes.
  • Any Union units, including blocked reinforcements, which cannot trace a path ten hexes, at most, in length, to a Road which then in turn exits off the map at 0101 or 0111, at the end of the game, are considered destroyed for purposes of Victory Conditions. Again, this path may pass through EZOCs, but not Enemy units.

18.5 The Union Train Unit

The Union "Train" unit is a symbolic unit representative of the various hospital units, supply dumps, reserve ammunition trains, and other rear echelon tail organizations which were endangered by the Confederate advance.

18.5.1 Effect on Combat

The Train unit may never attack. If circumstances result in it being adjacent to a Confederate unit during the Union Player Combat Phase, it must automatically retreat. (In this instance the Confederate unit may not advance into the vacated hex.)

  • The Train unit has a Defense Strength of one Combat Point.

18.5.2 Effect on Stacking

The Train unit may not stack with any other unit nor may any other unit stack with the Train unit.

  • No unit may move through the Train unit's hex. (This is an exception to the normal rules of Movement.) Nor may the Train unit move through the other units' hexes.
  • The Train unit has a normal Movement Allowance of 6 MP, but it may only move along Roads or Trails. If, as a result of combat, it would be forced to retreat to some non-Road or non-Trail hex, it is destroyed.
  • The Train unit may displace and be displaced as a consequence of combat, and it may retreat due to combat.
  • The Train unit has no ZOC. Confederate units may move adjacent to it or past it without stopping. Confederate units are not required to attack the Train in their Turn.

18.6 Player's Notes

18.6.1 Tactical Appreciation

On defense, a Player is advised to keep his units on alternating hexes, A line of units which abut together on adjacent hexes gives the Attacking Player (who has the initiative-in deciding what order to execute combats) the ability to penetrate the line with units advancing after combat, thereby enveloping other defending units.

Each Player is given only three artillery units. To belabor the obvious, these must be conserved for bombardment roles and should never be placed in positions where Enemy units can force them into normal combat. The Union Player particularly should stack each of his artillery units with an infantry unit when he places them in a bombarding position to prevent the Confederate Player from bombarding in concentration at 3-1 or 4-1.

The Union Player has fewer, but on average, stronger units. He should look for situations where his 4 and 5 strength units can attack Confederate 3 and 4 strength units at 1-1, hoping to force the Confederate units in their turn to attack at 1-2,

The Confederate Player can use his weaker units to advance after combat, hoping to precipitate a profitable exchange.

18.6.2 Grand Tactical Appreciation

The Union Player is the First Player. He moves first and may set the early tempo of the game by attacking the Confederates on Game Turn One. The Confederates are compacted against Chickamauga Creek and, with any luck, the Union can lock up large Confederate forces, preventing them from deploying freely in the early going. Implementation of this plan requires the division at Kelly Field to be thrown at Alexander's Bridge. The Union Player should not expect to see it return.

The Confederate Player has two options open in the first turns. He can drive on Wither's and contain the Union 20th Corps. Or he can take everybody north of Reed's Bridge and drive hellbent for leather on Rossville Gap. This second option was one usually adopted by play testers. If executed in response to a first turn Union offense, it can produce utter chaos, with two isolated main battles raging. While the prospect of seizing Rossville Gap early in the game may seem inviting to the Confederate, it will backfire if he fails to hurt the Union Army before it has a chance to concentrate. Personally, I feel the Confederate Player must direct his main effort on the first day to force the Union Army to battle in the Withers, Viniard, and Poe Field area.

18.7 Designer's Notes

The Chickamauga map, as you see it, is the product of an analysis of several contradictory cartographic sources. While everyone can agree on the location of Chickamauga Creek, Lafayette Road, Rossville Gap, etc., the location of other Roads, Forest, Rough terrain, etc., particularly in areas of this map which were not historically fought over, represents the designer's deductions. When in doubt as to the nature of a hex it became woods, since all written descriptions of the battlefield picture it as a tree-to-tree fight, rivaled only by the Wilderness for its closeness.

The artillery units represented on each side are abstract units. Most of the artillery strength of each side has been factored into the respective infantry units, which is somewhat realistic, since artillery at Chickamauga fought in dispersed batteries due to the broken nature of the terrain. This illustrates a simple, but effective design technique to keep rules to a minimum; using the counter mix to influence play. It isn't necessary to have detailed and complex rules governing artillery's use and movement in order to restrict its use to a historically accurate and realistic level. Unlike many games, Chickamauga lends itself to an historical treatment of Victory Conditions, to determine which Player wins. That is, the game is a naturally balanced game if we simply adopt historical victory conditions. Of course, we have to decide what constituted victory. This leads us to an analysis of the campaign that led up to the battle, the battle itself, and its consequences. Briefly summarized, it is as follows:

In the middle of August 1863, the Union Army of the Ohio, under Rosecrans, crossed the Tennessee River Southwest of Chattanooga, fanned out into three corps columns, and drove east through a succession of mountain ridgelines in an enveloping maneuver which so threatened the communications of the Confederate Army under Bragg, massed around Chattanooga, that Bragg felt compelled to abandon Chattanooga and fall back toward Atlanta. The Confederates reinforced Bragg with Longstreet's Corps, sent in by rail from Virginia. And Bragg advanced to meet and crush the still strung-out and separated Union Corps. After frittering away several days, during which he could have easily destroyed the Union Army in detail, Bragg finally threw the mass of his army into contact with the partially concentrated Union Army at Chickamauga Creek on the evening of 18 September.

The main battle started early on the 19th of September, with Rosecrans fighting desperately to contain the Confederate Army and gain time for his 20th Corps to arrive. The Confederates mounted a series of uncoordinated attacks, which served to pin the Union Army on the field, but failed to either prevent the arrival of the 20th Corps or to seize the approaches to the gaps through Missionary Ridge. On the whole, the results of the 19th were favorable to Rosecrans and he decided to stand and offer battle on the following day rather than risk a night withdrawal through the mountain passes. He also thought he had a good chance of holding the Confederates on the following day and smashing them in turn with a counterattack when they were repulsed.

The 20th began with the Confederates attacking in echelon from north to south. The Union northern wing held, and Rosecrans looked like a winner until, through oversight, he weakened his center at the very moment that Longstreet's entire Corps attacked it. The Union southern flank dissolved and retreated in disorder up the Dry Valley Road, through Rossville and McFarland's Gap, carrying Rosecrans with them in flight. Thomas, in command of the remaining Union forces, bent the intact northern wing around to hold Snodgrass Hill and proceeded to stand off the entire Confederate Army with the help of the Union Reserve Corps, which came down from guarding Rossville, and the tactical ineptitude of Bragg, who could not get his army to make a general attack. When night fell, Thomas was able to get through the gaps to Chattanooga. Bragg followed the next day with a cautious advance allowing the Union Army to recover sufficiently to man the defenses of Chattanooga. Bragg contented himself with investing Chattanooga, fortifying the dominating heights of Missionary Ridge and Lookout Mountain, thus isolating the Union Army.

In terms of casualties (killed, wounded and missing) the battle was about even; the Confederates lost approximately 18,000 out of some 66,000 and the Union about 15,000 out of 60,000 participating. This doesn't reflect the fact that half of the surviving Union units were disorganized and effectively out of action immediately following the battle. (In game terms, they could be considered eliminated.)

Historically, the South won the battle, smashing the Army of the Ohio as an offensive threat and penning it up in Chattanooga. But it wasn't a decisive win. That would have required destroying the army outright, and recapturing Chattanooga, with consequent distortion of the whole course of the war in 1864. And what's more, except for a lucky break, Bragg could have dashed his army against the Union positions, failed to weaken it sufficiently and been forced to retreat on Atlanta. It was a near run thing. Thus, we felt the matter of Player victory depended on Combat Strength Point elimination, the possession of important geographical objectives, and the possibility of one Player or the other moving a significant force of his army into Chattanooga, while denying it to his opponent.

21.0 Optional Rules

The original SPI Blue & Gray Standard Rules have been retained for this Deluxe edition, though reformatted with light editing. This was done so that players could experience the original games as first presented. The following Optional Rules provide an opportunity to fine-tune the game to your liking. They will have tactical impacts on the game system and may significantly affect play-balance. Feel free to mix and match.

The following optional rules come from later editions of Blue & Gray, other associated games, and from players' suggestions:

  • TSR: TSR, Inc. (Publisher)
  • DG: Decision Games (Publisher)
  • BG: Blue & Gray (Game)
  • SDB: Seven Days Battles (Game)
  • TAC: The Atlanta Campaign (Game)

21.1 Artillery Advance Restriction (BG/DG)

Artillery may not advance after combat.

Note: The original SPI rules are silent on this, but players can choose to add this restriction.

21.2 Artillery Attack Restriction (BG/DG)

Attacks by artillery alone against non-adjacent units must be made at odds of 1:3 or greater.

Note: This seems to be a more realistic requirement.

21.3 Artillery Bombardment & Ar Results (BG/DG)

Artillery attacking non-adjacent units may not elect to retreat if Ar is the combat result rolled.

Note: The DG rules are silent on the electing to take an Ar result; players can decide not to allow this.

21.4 Artillery Bombardment & Hexside Terrain (TAC/DG)

Bombarding artillery is affected by Redoubt hexsides—defending units are tripled in defense. Bombarding artillery is not affected by River, Stream, Creek, Bridge, or Ford hexsides—defenders are not doubled.

Note: Derived from another game, this rule just makes more sense to some people, especially since many played the games this way over the years. Use it or not.

21.5 Artillery Stacking & Bombardment (BG/TSR)

Two artillery Units in the same hex need not bombard the same target.

21.6 Artillery Stacking & Combat (SDB/DG)

If two artillery units are in the same hex, they may attack different enemy units. If they are adjacent to any enemy units, they may attack enemy units that are not adjacent as long as all enemy in friendly ZOCs are attacked.

21.7 Attack Effectiveness Recovery (NEW)

Roll a die at the beginning of each Player Turn to attempt to recover Attack Effectiveness for friendly units. On a die roll of 1 the unit recovers Attack Effectiveness. Roll for each unit individually.

Note: This optional rule has been suggested by players. Like in the Antietam game, it allows Attack Effectiveness recovery outside of Night Turns, lessening the impact.

21.8 Cavalry Movement (BG/DG)

All cavalry units have a Movement Allowance of 8.

Note: This seems a logical rule change to give cavalry more range of movement.

21.9 Cavalry Road Movement (BG/TSR)

Artillery and infantry units pay 1 MP to enter a Road Hex. Cavalry units pay 1/2 MP to enter a Road Hex.

21.10 Cavalry Retreat (BG/DG)

Cavalry units attacked solely by enemy infantry or artillery may retreat two hexes (observing all retreat restrictions above) before combat is resolved. The attacking units may not attack other units, but one of them may advance into the vacated hex.

Note: This nicely represents the ability of cavalry to screen against unmounted forces.

21.11 Friendly Stacking & Combat (BG/DG)

Attacking units stacked together may not attack separate enemy-occupied hexes. The phasing player may attack with only one of the units if he chooses and not attack at all with the other.

21.12 Friendly Stacking & Combat (SDB/DG)

Attacking units in the same hex may attack different hexes.

21.13 Movement Restriction—Zones of Control (BG/TSR)

A Friendly Unit cannot move into the ZOC of more than one Enemy Unit if that unit is the only Friendly Unit within the Enemy Units' ZOC.

21.14 Minimum Movement (BG/DG)

A unit not in an EZOC may always move a minimum of one hex per Movement Phase, regardless of terrain costs.

21.15 Night Turns (SDB/DG)

During Night GTs, there are special rules that modify normal rules.

  • Units may leave EZOCs but may not reenter an EZOC on the same GT. Strategic movement is not allowed.
  • Artillery units may only attack adjacent units.
  • Before a combat is resolved, the attacker rolls one die and subtracts four (−4) from the die roll. The resulting number indicates the number of odds columns on the Combat Results Table (CRT) that must be shifted left from the original odds column to determine the combat result.

Example: The die roll is a 2. 2−4= −2, and the attack is shifted two columns to the left.

Note: This simulates the additional chaos introduced by darkness which may result in either surprising success or disaster.

21.16 Reinforcements in Column (BG/TSR)

Reinforcements cannot arrive stacked; they must arrive in a column formation (one unit behind the other).

  • Visualize the Reinforcements as a column of units entering the map from a chain of hexes off map; the first unit that enters the map pays 1 MP to enter the Reinforcement Hex; the second unit pays 2 MP; the third pays 3 MP.
  • Once a Reinforcement enters the map, it can move and attack freely.
  • If more Reinforcements are scheduled to arrive than can physically enter the map during a GT, as many as possible enter the game immediately; the rest are brought into play on the following GTs.
  • Reinforcements can enter a hex in an EZOC but must immediately stop moving.

Note: The original reinforcement rules vary between individual games. This optional rule standardizes how reinforcements enter the map.

21.17 Strategic Movement (BG/DG)

Units which begin their Movement Phase at least four hexes from the nearest enemy unit (three intervening hexes) may use strategic movement. Infantry and artillery units add three MPs to their Movement Allowance; cavalry units add four. Units using strategic movement may not move closer than four hexes to the nearest enemy unit during their Movement Phase and may not combine strategic movement with regular movement.

Note: A standard rule in the Decision Games edition, strategic movement was only used in the Grand Chancellorsville scenario among the original SPI games.

21.18 Antietam—Optional Rule Modifications Die Roll (BG/TSR)

If players decide to use one of the "what if" optional rule modifications (14.6) in Antietam and want a more random way to select one of the options, roll a die and find the result below. Apply the modifications to the rules as described in 14.6.

Die Roll Result:

  • 1: Greater Union Initiative
  • 2: Total Union Initiative
  • 3: Early Confederate Reinforcement
  • 4: Early Union Reinforcement
  • 5: Optional Reinforcement
  • 6: No Confederate Disorganization

21.19 Cemetery Hill—Gettysburg Town Defense (NEW)

Do not double defenders in the Gettysburg Town hexes. Units defend at their regular combat strength.

Note: This rule has been suggested as to avoid an ahistorical defense of the town. During the actual battle, Union forces chose better terrain South of town to defend.

21.20 Chickamauga—Supply Train & Optional Attack Effectiveness (BG/TSR)

If the optional Attack Effectiveness rule is in use when playing Chickamauga, Union units that begin and end the GT next to the Union Train unit, and did not move, regain Attack Effectiveness.

21.21 Suggested Clarification to Optional Attack Effectiveness Rules

These are clarifications on the Attack Effectiveness rules attributed to Richard Berg:

Due to a miscommunication, designers of the Blue & Gray series failed to specify in some Exclusive Rules whether the Attack Effectiveness rule should be used.

  1. These must not use Attack Effectiveness:
    • Cemetery Hill
    • Fredericksburg
    • Hooker & Lee
  2. These must use Attack Effectiveness:
    • Shiloh
    • Antietam
    • Chickamauga (In Chickamauga, without attack effectiveness to discourage them, CSA can "bury" the Union with repeated low odds attacks against key defensive terrain)
  3. Optional Attack Effectiveness
    • Chattanooga (But I suggest no—its use makes Union capture of Lookout Mountain very uncertain)
    • Battle of Wilderness (At players' option)
    • Road to Richmond (I strongly suggest no)

Important: Road to Richmond is not included in this edition.

Note: These clarifications have appeared in several places online. Feel free to disagree and apply the Attack Effectiveness rules as you like. They were optional in the original SPI rules and were required in the Decision Games rules. As it should be, it is up to you.

18.5 The Union Train Unit
  • 18.5.1 Effect on Combat
  • 18.5.2 Effect on Stacking
  • 18.6 Player's Notes
    • 18.6.1 Tactical Appreciation
    • 18.6.2 Grand Tactical Appreciation
  • 18.7 Designer's Notes
  • 21.12 Friendly Stacking & Combat (SDB/DG)
  • 21.13 Movement Restriction—Zones of Control (BG/TSR)
  • 21.14 Minimum Movement (BG/DG)
  • 21.15 Night Turns (SDB/DG)
  • 21.16 Reinforcements in Column (BG/TSR)
  • 21.17 Strategic Movement (BG/DG)
  • 21.18 Antietam—Optional Rule Modifications Die Roll (BG/TSR)
  • 21.19 Cemetery Hill—Gettysburg Town Defense (NEW)
  • 21.20 Chickamauga—Supply Train & Optional Attack Effectiveness (BG/TSR)
  • 21.21 Suggested Clarification to Optional Attack Effectiveness Rules