RulesPal
Chat
Rulebook
Forged in Fire: The 1862 Peninsula Campaign thumbnail

Forged in Fire: The 1862 Peninsula Campaign

Forged in Fire: The 1862 Peninsula Campaign Rulebook

Table of Contents

Table of Contents

  • 1. Introduction
  • 2. Map Board
    • 2.1. Special
  • 3. Game Units
    • 3.1. The game units are as follows
  • 4. Command Control
    • 4.1. Command Action Points (CAP)
    • 4.2. CAP Activation
    • 4.3. Command Control / Range
    • 4.4. Corps Commander and Unit Color Coding / Attachment
    • 4.5. Command Rating
  • 5. Sequence of Play
    • 5.1. The sequence of play phases are
  • 6. Supply
    • 6.1. Supply Range
    • 6.2. Supply for Replacements
    • 6.3.
  • 7. Replacements
  • 8. Weather Roll
  • 9. Union Siege Gun Fire
  • 10. Movement
    • 10.1. Road Movement
    • 10.2. Rail Movement
    • 10.3. Amphibious Movement
    • 10.4. River Control for Amphibious Movement
    • 10.5. Confederate Naval Response
    • 10.6. How to Conduct Naval Battles
    • 10.7. Movement to and from the Norfolk Area
  • 11. Battles
    • 11.1. Deploying Units on the Battle Board
    • 11.2. Battle Movement
    • 11.3. Fire Combat
    • 11.4. Flank Fire
    • 11.5. Forced Retreat
    • 11.6. Terrain Effects on Fire Combat
    • 11.7. Battle Rounds
  • 12. McClellan Confidence Track
  • 13. Cavalry Functions
    • 13.1. Cavalry Scouting
    • 13.2. Cavalry Screen
    • 13.3. Cavalry Battles
  • 14. Reinforcements
  • 15. Scenario Set Up and Victory Conditions
    • 15.1. Campaign Game Scenario
    • 15.2. McClellan's Gamble Scenario
    • 15.3. Fair Oaks Scenario
    • 15.4. Seven Days Battles Scenario
  • 16. Optional Rules
    • 16.1. Force March
    • 16.2.
    • 16.3.
    • 16.4.
    • 16.5.
    • 16.6. Supply for Battle Purposes
    • 16.7.
  • Designer Notes
  • Player Aid Charts
    • CAP Activation Cost
    • Weather Die Roll Results
    • Road Movement Rates by Unit Type
    • Fire Combat Hit Numbers
    • CSS Virginia - Confederate Naval Response

1. Introduction

Forged in Fire covers the 1862 Peninsula Campaign launched by Union General George B. McClellan against the Confederate capital of Richmond during the American Civil War. The game covers the time period from April to August, 1862.

Units have various values assigned to them. For combat units (infantry, artillery, cavalry, etc.) this is their strength points (referred to hereafter as SP). SP are the numbers located along the outside of the center square. The unit's current SP is the number currently upright over the top of the center square. The center square is color coded to match a unit's corps commander. In the top left corner of most units is their respective Corps commander's name or designation (I Corps, II Corps, etc.). Some units do not have a corps designation. In the lower right corner is the division commander's name which is used for set up purposes.

2. Map Board

The map board portrays eastern Virginia where the campaign occurred. The map stretches from Ft. Monroe, at the tip of the Peninsula, to Richmond in the west.

The corps holding boxes on the map may be used for placing units attached to corps leaders when crowding at a location occurs. Leave the corps leader at the location on board and place the units in the corps holding box. The reinforcement box is for holding units that enter the game under certain conditions, or are eligible for play but not yet on the Peninsula.

Movement in the game is from location to location following the important roads used during the campaign. The roads connecting locations are represented by light brown lines. Railroads are represented by black lines with rail ties. Ports are located along the rivers and are denoted by an anchor symbol next to the location name. The Union reinforcement box is also a port location. There are 3 river areas on the map board: Hampton Roads, James / Chickahominy River area, and the York / Pamunkey River area. The river areas are separated by a dashed line. Terrain features that affect play are rivers, Malvern Hill, entrenchments and fortresses. Entrenchments are represented by a thin red line with points. There are two fortresses, Fort Monroe and Yorktown.

Each turn, each side is allocated Command Action Points (CAP) which represents the function of the army commanders (McClellan, Johnston, Lee) in the game. CAP are used to activate Corps Commanders and individual units. Activation allows game units to conduct actions such as move, siege gun fire, etc.

2.1. Special

The Norfolk area of the map board is unique. Norfolk, in the southeast corner of the map, is a location that is an area to itself that can hold Confederate forces. The CSS Virginia is also placed here. Confederate units that start the game in Norfolk may move or retreat from Norfolk to Richmond, or to the corps commander to which they are attached. No Confederate unit may move into Norfolk after the initial set-up. The Union player may never move from Norfolk directly to Richmond.

3. Game Units

The Union units are blue blocks with blue labels and Confederate units are gray blocks with gray labels. One label is applied per block. Union labels have a United States flag in the upper right corner and are applied to the blue blocks. Confederate labels have a Confederate flag in the upper right corner and are applied to the gray blocks. There may be a few extra blue or gray blocks.

3.1. The game units are as follows

  1. Corps Commanders: The important field commanders are represented with individual units. The Union leaders are corps commanders. The Confederates had not formalized the corps structure at the time of this campaign. Confederate commander units represent "wing" and/or Division commanders with additional troops attached. All Confederate commanders from this point forward will be referred to as corps commanders. Corps commanders have a single value on their counter located in a white circle in the upper left corner. This is their command rating which determines their ability to reinforce battles, rally units, and conduct flank fire attempts. Each corps commander is color coded in the center square. This color corresponds to the infantry and artillery units that are attached to that corps commander. Corps commanders may only activate the units attached to their corps. These are the same color coded infantry / artillery units, or any attached white color coded units. Movement rate is 6 locations a turn.

  2. Infantry: Infantry units are designated by an infantry symbol in the center of a colored square. Each infantry unit represents roughly a division in the game. Some Confederate divisions were larger and are represented by two blocks. The label will show which corps the division belongs to with the corps number or name in the upper left corner. The center of the infantry division is also color coded to match their corps. AP Hill's Confederate infantry division does not have a corps designation as he may be attached to any corps. The background designation on AP Hill's Division is color coded white to show this. Movement rate is 3 locations a turn.

  3. Artillery: Artillery units are designated by an artillery symbol in the center of a colored square. These units represent the field artillery of each army. Artillery labels show which corps the unit belongs to with the corps number or name in the upper left corner. The center of the artillery is also color coded to match their corps. Reserve Artillery for each army does not have a corps designation as they may be attached to any corps. The background on the Reserve Artillery is color coded white to reflect this. Movement rate is 3 locations a turn.

  4. Cavalry: During the Peninsula Campaign, the major role of cavalry units was scouting and screening. Cavalry units are designated by a cavalry symbol in the center of a white colored square. There are two cavalry units apiece for the Union and Confederate players. Cavalry units are color coded white because they may be activated by any corps commander to which they are attached. If unattached (out of corps commander range), they may be activated by an army commander CAP. Cavalry movement is 6 locations a turn.

4. Command Control

Command control reflects the ability of army and corps commanders to manage the movement of their units. It is also related to their ability to control their units in battle. Many of these commanders were working together for the first time. This lack of experience would cause lost opportunities for both armies. In the game command control is accomplished by Command Action Points (CAP), command control/range, and corps commander ratings.

4.1. Command Action Points (CAP)

Command Action Points (CAP) determine how many actions a player can make during a game turn. Army commanders (McClellan, Johnston, and Lee) are represented in the game by the CAP. Each army commander has a CAP rating. McClellan's army commander CAP rating is a 13, modified by the current value on the MCCLELLAN CONFIDENCE TRACK. For the Confederate commanders, Johnston's army commander CAP rating is a 10. Lee's army commander CAP rating is a 7.

Each army commander automatically receives 3 CAP each turn. Each army commander may also receive 1 extra CAP per turn based on rolling 2 dice during the CAP roll at the beginning of its movement phase. One extra CAP is awarded for the turn if the die roll result is equal to or greater than his army commander CAP rating. If the die roll total is less than the army commander CAP rating, the army commander does not receive the extra CAP for the turn.

The Confederate CAP die roll is compared to his army commander CAP rating currently in the game.

The McClellan Confidence track has an impact on the Union player's ability to earn 1 additional CAP each turn. During the Union CAP roll, the Union player rolls 2 dice to determine if he receives an extra CAP. A modifier is applied to the die roll based on the current value on the MCCLELLAN CONFIDENCE TRACK. The die roll modifier is +/- the current value on the track. For example, in the campaign game McClellan's army commander's CAP rating is 13. Each turn the Union player would roll 2 dice, and if the result is equal or greater than 13 the Union player would receive an extra CAP. If the track value was at +4 then any roll of 9 or higher would give the Union player an extra CAP. (9 + 4 = 13).

CAP is used to activate single units and corps commanders. When CAP is used to activate corps commanders, they can activate units in their command control range.

4.2. CAP Activation

CAP is used to activate units. Activation allows corps and units to perform actions such as moving, establishing the supply depot, etc. No unit may be activated more than once per game turn. Corps commanders are activated by the current player spending 1 of his CAP. This allows a corps commander to move and initiate battles with the units in his corps (including attached units) that are in command range. Units that are out of command range of a corps commander may not be activated by the corps commander, but may be activated by the army commander for the expenditure of 1 CAP for each unit.

Below are the CAP costs for activation of units for actions:

CAP ACTIONCAP COST
Activate a corps commander1
Amphibious move of a corps or move a single infantry / infantry / cavalry unit (as printed in the rules text; the Player Aid Chart lists only "Amphibious move of a Corps")2
Amphibious move of supply depot2
Siege gun land or amphibious move (per unit)1
Siege gun fire (per unit)1
Move individual unit out of corps command control / range or supply train out of command control / range1

4.3. Command Control / Range

Activated corps commanders may only exercise command control over units attached to their corps and within command range. Command range for all corps commanders is the location they occupy and all locations immediately connected to their location by road and rail line, no more than 1 location away. Rail bonus does not apply when determining command range.

4.4. Corps Commander and Unit Color Coding / Attachment

Each corps is color coded, meaning that all of the infantry and artillery in a corps will have their center square color coded to match the color of the corps commander. When a Corps is activated, all units with that corps commander's color coding are eligible to move and participate in battles if in command range.

White color coded infantry, artillery, cavalry and supply train units may attach to a corps. If in command range of an activated corps commander, they may be activated by that corps commander and are treated as part of that corps during the activation. No matter how many corps commanders a unit is in range of, no unit may be activated more than once in a turn.

The Union siege guns and the supply depot may only be moved by army CAP expenditure. They may not be activated by a corps commander.

Example of corps commander control/range: D.H. Hill (unit A) is an activated corps commander. Units B, C, D, E and G are within one location of the corps commander, thus in command range. Units C and D may be activated because they both belong to D.H. Hill's Corps. Units B and G may be activated because they are white color coded units within an active corps commander's range. Unit E (part of Magruder's Corps) may not be activated because it is not part of D.H. Hill's Corps. Unit F, although part of D. H. Hills Corps, may not be activated because it is two locations away, thus out of command range.

4.5. Command Rating

Each corps commander has a number in a white circle in the upper left corner of the unit that represents his command rating. This is the ability of each corps commander to reinforce battles, rally units, and conduct flank fire movement during combat. Successful attempts at each of these actions are based on a die roll that is compared to the corps commanders rating.

5. Sequence of Play

The sequence of play lists the order that particular actions occur during a game turn. Unless otherwise stated the sequence is to be played in the exact order listed. Note that each unit can only be activated once per turn, but battles can involve more than one round. This depends on the willingness of each player to continue (see battle rules).

5.1. The sequence of play phases are

  1. Check for supply - Both players check to determine which of their units are in supply.
  2. Replacements - Players assign replacement points to eligible units in supply. Also eliminated units may be assigned replacement points and be brought back into the game.
  3. Weather Roll - The Union player rolls a die to determine the weather for the current turn.
  4. Confederate Movement - The Confederate player rolls 2 dice to determine if he receives an extra CAP. Using the CAP available, he activates and moves eligible corps and units.
  5. Confederate Initiates Battle - Any Confederate infantry or artillery units attempting to move into the same location that Union infantry or artillery units occupy must conduct a battle.
  6. Union Movement - The Union player rolls 2 dice to determine if he receives an extra CAP. Using the CAP available, he activates Siege Guns for fire or movement. Using the CAP available, he activates and moves eligible corps and units.
  7. Confederate Naval Response - If the Union player is conducting amphibious movement, the Confederate player may use the CSS Virginia to prevent the movement.
  8. Union Initiates Battle - Any Union infantry or artillery units attempting to move into the same location that Confederate infantry or artillery units occupy must conduct a battle.
  9. Check for Victory - Both players check victory conditions for the scenario being played to determine if either player has won. If neither player has won, and it is not the last turn of the scenario, proceed to the next turn. If either player has met the conditions for victory, or it is the last turn of the scenario, the game is over.

6. Supply

6.1. Supply Range

To be in supply a unit must be able to trace an uninterrupted supply line, along roads or rail to a supply location up to 4 locations away for the Union player and 8 locations for the Confederate player. This line must be free of enemy infantry or artillery. A supply path may include a combination of road and rail locations. Rail adds up to 2 additional locations on the supply range as long as a portion of the path includes the rail for the 2 additional locations. The Union supply train unit can act as a supply location to extend the Union supply line up to 4 more locations away as long as it can trace a path to the supply depot. This allows the Union supply line to extend 8 locations, 4 from the supply depot to the supply train plus 4 from the supply train to the units.

To determine if a unit is in supply, count from the unit backwards, not counting the location the unit is in, but counting the supply location. The supply locations for the Union player are Ft. Monroe and wherever they establish their supply depot, or supply train if it is in supply from the supply depot. If I Corps (McDowell) enters at Hanover C. H., it becomes an active supply location for the Union player. Supply locations for the Confederates are Yorktown, White House and Richmond.

6.2. Supply for Replacements

Units must be in supply range to receive replacements. Units out of supply are not eligible to receive replacements. Units that have been eliminated may be brought back on board in command range of their corps commander if their corps commander is in supply. If corps commanders are not in supply their eliminated units may be brought back on board at a supply location.

6.3.

Only infantry and artillery units are able to cut supply or retreat lines.

7. Replacements

Each turn both sides will receive 2 replacement points. These replacement points may only be used at the beginning of the turn to increase units that have reduced SP values or to replace units that have been eliminated. Replacement points are not cumulative. Either use the points in a turn or forfeit their use.

It costs 1 replacement point to replace a SP on infantry and cavalry units. Replacement points may all go to one unit or be split among 2 units at the owning player's discretion for damaged units on board. It costs 2 replacement points to replace an artillery SP. Siege artillery may not receive replacement points. The units receiving the replacement points must be in supply range at the moment they are to receive the replacements.

Eliminated infantry, artillery, or cavalry units may be placed in play by expending 2 replacement points. This brings the unit back at 1 SP. The eliminated unit is brought back on board at the supply location for each army or directly with its corps commander in the field as long as the corps commander is in supply range. An independent unit infantry, artillery unit, or cavalry (a unit with a white color coded center square) may be brought back with any corps commander that is in supply range of a supply point.

Combat losses to the CSS Virginia replace automatically at 1 SP per turn and are not counted against the 2 replacement points received each turn.

8. Weather Roll

The Union player rolls a die to determine weather for the turn. Based on the month and die roll, weather is as follows:

WEATHERApril-MayJuneJuly-August
Clear1-31-41-5
Rain4-556
Mud66-

The weather effects the movement of units as follows:

Clear - no effect on movement. All units move at their full movement rate.

Rain - all unit movement rates are reduced by 1. For example, this means that infantry and artillery can move 2 locations. Rain does not affect rail or amphibious movement for any unit.

Mud - all unit movement rates are reduced by 2. For example, this means that infantry and artillery can move 1 location. Mud does not affect rail or amphibious movement for any unit. For example, during a mud turn infantry and artillery could move up to 6 locations along a rail as long as they did not move off of the rail line.

9. Union Siege Gun Fire

The Union siege gun units have the unique ability to fire from location to location (This represents not the actual location to location distance, but the ability of the siege guns to be positioned near a location and to be effective). The location fired from and the location fired at must be connected by a road or rail. It cost the Union player 1 CAP to fire each siege gun unit. Siege guns must fire before movement begins. Weather does not affect siege gun unit's ability to fire.

Siege guns may not conduct siege gun fire if they are out of supply.

The Union siege gun unit may not move in the same game turn that it fires. Each siege gun unit may only fire ONCE in a turn and must be in supply to do so. To conduct siege gun fire the Union player expends 1 CAP per firing siege gun unit. The Union player rolls 1 die for each SP firing. The siege gun fire hits on rolls of 3, 4, 5, and 6. The Confederate player must reduce any unit or units in the location being fired at a number of SP equal to the number of hits scored by the siege gun unit's fire.

Siege gun units may not participate in or reinforce a battle. Siege gun units are automatically eliminated if attacked while alone in a location. If in a location with defending units, and the defending units retreat, each siege gun unit may retreat with them but they each automatically lose 1 SP permanently. For example, the siege guns are with friendly units in a battle location. The friendly units would fight the battle while the siege gun units do not participate in the battle. The friendly units are forced to retreat; the siege guns must also retreat and suffer a 1 SP loss per retreating siege gun unit.

10. Movement

Movement occurs after a player determines his CAP for a turn based on the CAP die role. Then the army commander initiates movement for his army by using his CAP to activate corps commanders or individual units.

Any number of units may be placed at one location. Any number of activated units may move from location to location.

There are 3 types of movement; road, rail, and amphibious.

10.1. Road Movement

This is the movement of units from location to connected locations along the light brown road network shown on the map board. Road movement is also allowed along the rail line. Each unit has a movement allowance based on its unit type. This may be reduced due to the affects of weather or enhanced by rail movement. Each movement point allows a unit to move one location by connected road. For example, an infantry unit, which has 3 movement points moving in clear weather, could move up to 3 locations. Locations may not be skipped while moving. Movement points not used are lost; they may not be accumulated or transferred to other units. Units may not exceed their movement allowance.

Road movement rates are as follows:

UNIT TYPECLEARRAINMUD
Commanders654
Infantry321
Artillery321
Cavalry654
Siege Guns100
Supply Train210

Infantry/artillery units must stop and initiate battle if moving into a location where enemy units are located. Cavalry must also stop for cavalry battles when moving into locations that have opposing cavalry units. (See cavalry rules).

10.2. Rail Movement

A rail movement bonus allows units to double their normal movement rate when using rail lines. Each location moved to using connecting rail locations count as 1/2 of a movement point. Rail and road movement may be combined in the same turn. Any time units use the rail movement bonus they may not move into a location that causes a battle. However, a unit could move along the rail without using the rail movement bonus and enter into a battle (using the rail line as a road). Units can reinforce a battle during the turn that a rail movement bonus was used.

There are 2 rail lines in the game that are initially controlled by the Confederates, and Richmond is a rail location for both rail lines. Union control over portions of the rail lines is established by having infantry units move through the locations with a rail line connecting them. Once a side controls 2 or more locations connected by rail line, they may use rail movement between the locations controlled.

Weather has no effect on the rail movement bonus. Therefore, any unit could use the rail movement bonus during a rain or mud turn without reducing its movement factors, For Example during mud or rain siege artillery could move 2 locations along a rail line, but could not move along roads. Infantry and artillery could move 6 spaces along the rail in the rain or mud. Using a rail/road combination move during a rain turn, an infantry or artillery unit could move 2 locations along a rail line (costing 1 movement point) and then move 1 location along a road connection (costing its other movement point).

10.3. Amphibious Movement

Only the Union player may use amphibious movement to move units along the waterways he controls. The Confederate player may attempt to disrupt Union amphibious movement during the Confederate Naval Response Phase with his CSS Virginia ship unit. Amphibious movement costs 2 CAP to move one Corps. The Union may only move amphibiously one Corps per turn. Siege gun units and the supply depot may move amphibiously during the same turn as a corps, but only one Corps with any attached units (such as reserve artillery or cavalry units) may move amphibiously per turn. The units moving amphibiously must start and end in a port. They must stop in the port and may move no further until the next turn. The amphibious movement may be any distance from one river area to another river area.

Corps units do not have to stay together when they move. They do not have to start the movement phase in the same location. They must be in range of their corps commander to start the movement. Corps units together in a port location may conduct a combination road movement and amphibious movement for the cost of 2 CAP (due to the amphibious movement portion). White color coded infantry, artillery, cavalry, and supply train units may be attached (not siege gun units or supply depot) to any Corps commander in range at the start of a turn, thus allowing them to be activated and move with that corps.

The Union reinforcement box is a port location. All other port locations are denoted by anchor icons. The Union supply depot can only move from port location to port location via amphibious movement. Moving a supply depot amphibiously costs 2 CAP.

Siege gun units cost 1 CAP per unit to be activated to move via land movement or amphibious movement. Siege gun units may not move in the same turn that they fire.

To conduct amphibious movement the Union player expends the CAP and states from which port the units will be moving from, to which port they will be moving to. At that time, if the CSS Virginia is available, the Confederate player may attempt to prevent the amphibious movement with the CSS Virginia unit. Play proceeds to the Confederate Naval Response phase. If the CSS Virginia is not available, then the amphibious movement proceeds without interruption. Units may also conduct an amphibious attack when using amphibious movement into a port where Confederate units are present. (See naval battle rules.)

Any time Union units retreat from a port they are defending, they must retreat to Ft. Monroe. When this occurs the Union player may not conduct any amphibious movement during his turn. Cavalry may make an amphibious move but may not conduct amphibious attacks.

10.4. River Control for Amphibious Movement

There are 3 river areas on the board. The Union may use amphibious movement or conduct amphibious attacks on any river area they control. To start the game the Union player controls the Hampton Roads river area by controlling Fort Monroe. This allows movement between Ft. Monroe and the Union reinforcement box, which is also a port. The Confederates initially control the York / Pamunkey River area because they control Yorktown. The Union player may not use amphibious movement on the York / Pamunkey River until he controls Yorktown. The Confederates also initially control the James / Chickahominy River area because they control Norfolk and have the CSS Virginia. The Union player may not use amphibious movement on the James River until they control Norfolk and eliminate the CSS Virginia. If Norfolk is captured by the Union player the CSS Virginia is automatically eliminated.

10.5. Confederate Naval Response

During any turn in which the Union player uses amphibious movement the Confederate player may attempt to disrupt the movement with the CSS Virginia. When this occurs a naval battle must be conducted before the amphibious move can be completed.

10.6. How to Conduct Naval Battles

Move the CSS Virginia to the river area where the battle is taking place. A naval battle is 3 rounds. During each naval battle round the Union player rolls 4 dice (representing the Union fleet), hitting the CSS Virginia on rolls of 5 and 6 if the amphibious move / naval battle is to attack Norfolk. If the amphibious move / naval battle is in Hampton Roads or the York / Pamunkey River, the Union player hits on rolls of 4, 5, and 6. During each naval battle round, the Confederate player rolls 3 dice, negating each Union hit with each roll of 6. If the CSS Virginia survives 3 full naval battle rounds, the Union amphibious movement is canceled and the units must return to the port they came from. The CAP spent for the amphibious movement is lost. If during the naval battle rounds the CSS Virginia is eliminated or withdrawn (the Confederate player may withdraw after any full round of naval combat), the Union player completes his amphibious movement.

Each time the CSS Virginia sorties out and prevents the Union amphibious movement, it is a Confederate naval victory and therefore reduces the McClellan Confidence Track by 1.

10.7. Movement to and from the Norfolk Area

The units in the Norfolk area may move during any Confederate movement phase from Norfolk to Richmond, or to the same location as the Longstreet Corps Commander unit for the expenditure of 1 CAP per unit. If the Longsteet Corps Commander unit is present in Norfolk and is activated, all units may move with Longstreet from Norfolk to Richmond for the expenditure of 1 CAP, but may move no further that turn. Once units move from Norfolk they may not move back. If Norfolk is evacuated (voluntarily or as the result of a retreat from a battle), the Virginia is eliminated and removed from the game. Norfolk, even if evacuated, is not considered Union controlled until at least one Union infantry division completes an amphibious move to that area.

11. Battles

Battles are initiated when the active player (the attacker) moves into locations occupied by the opposing player's infantry and/or artillery units (the defender). Battles are mandatory when this occurs. If more than one location is having a battle, the attacker determines the order in which the battles are fought. A unit may retreat from a battle into a location where another battle is occurring but may not take part in that battle. Each battle is resolved separately before any other battles are started.

Battles involve unit deployment on the Battle Board and are conducted in a series of battle rounds that continue until the units of one side are eliminated, voluntarily retreat, or are forced to retreat when a center battle position is vacated during fire combat.

11.1. Deploying Units on the Battle Board

The battle board has battlefield positions for each side in which units set up for battles. Each side has the following battlefield positions; Left Flank, Left Center, Right Center and Right Flank. The defending player sets up first followed by the attacking player. Units are deployed upright, so that the opposing players can not see their SP. Each player must place at least one infantry or artillery unit in each of the two center battle positions (left center and right center). Once both of the center battle positions are occupied by at least one infantry or artillery unit, the remaining units may be deployed as desired in the four battlefield positions. The flank positions are optional set up positions for both defender and attacker. Any number of units can occupy battle positions as long as the 2 center battle positions are occupied by at least one infantry or artillery unit.

Initial deployment on the battle board: The Union V Corps, with Hunt attached, has deployed first, placing units in each of his center battle positions. The Union player is the defender. The Confederate player deploys D. H. Hill with his entire corps in the left center position, attaching Pendleton's artillery. Longstreet has deployed with his entire corps in the right center position with A. P. Hill attached.

In battles where only one infantry or artillery unit is available during the initial set up, that unit must be placed in a center battle position. Decoy units may initially be set up in battle positions as long as they have at least one infantry or artillery unit with them. Once revealed, they are removed from the battle. Corps commanders may occupy any battle position. Cavalry may not participate in a battle.

The Union siege gun units, supply train unit and supply depot may not set up in any battlefield positions during a battle. Further, if in a location without Union infantry/artillery units, these units are destroyed if any Confederate infantry/artillery move into their location. Siege gun units are eliminated permanently. Destroyed Union supply depot and supply train units are placed in the Union reinforcement box. They may return the next Union turn with amphibious move CAP expenditure.

After both players have deployed their units on the battle board, they reveal their units in the center battle positions by laying them face up, their current SP at the top of the unit facing its owning player (see example above). Units deployed in the flank positions are only revealed if they have the opposing player's units across from them in the opposing flanks.

11.2. Battle Movement

Infantry and artillery units may move or fire once during each battle round. The only exception to this is flank fire movement for an infantry unit accompanied by a corps commander. If moving, the movement is from the position currently occupied to an adjacent battle position. The same applies to moving corps commander units.

For example, an infantry unit could move from the left center position to either the right center position or the left flank. As the right flank is not immediately adjacent to the left center, the unit could not move to that position.

The active player may only move within his battle positions. He may not move into an opponent's battle positions.

11.3. Fire Combat

Fire combat is from a battle position against an opposite battle position. For example, the right center fires on the opposing left center, the left flank fires on the opposing right flank. Units conduct fire combat by rolling a number of dice equal to their current SP. For example, a 4 SP unit rolls 4 dice. A 3 SP unit would roll 3 dice, etc. Hits are then allocated based on the type of unit (infantry or artillery) firing, against the numbers rolled. Artillery scores hits on die rolls of 5 or 6. Infantry score hits on die rolls of 6. Units may fire in any order the firing player chooses.

Losses are applied immediately. Allocation of losses are applied as follows:

  1. For firing artillery, the largest SP unit (infantry or artillery) in the battle position being fired upon is reduced by 1 SP for each hit scored. The owning player chooses which unit takes the hit in case of ties.

  2. For firing infantry, the largest SP infantry unit in the battle position being fired upon is reduced by 1 SP for each hit scored. If only artillery are present in a position where hits have occurred due to firing infantry, then the artillery takes the hits. The owning player chooses which unit takes the hit in case of ties. (Design note: Infantry protects its artillery against enemy infantry fire until it is no longer present.)

Reductions in SP are shown by rotating the block once for each hit inflicted from its current SP to the new, reduced SP. Units reduced below 1 SP are eliminated and removed from the board. They are eligible as replacements in future turns.

11.4. Flank Fire

Flank fire occurs during fire combat. This can only occur when the enemy player does not have units occupying the opposing flank position of the unit attempting to flank fire.

Flank fire is an attempt that allows an infantry unit accompanied by a corps commander to fire from their flank position into the diagonally opposite center position. For example, a flank fire from the right flank would fire into the opposing left center position. Flank fire allows infantry to hit enemy units on rolls of 5 and 6.

An infantry unit accompanied by a corps commander may attempt to conduct a flank fire in the same battle round as they move. Any one infantry unit accompanied by his corps commander, currently occupying a center position, may attempt to move to an adjacent flank position and fire in the same battle round. Also, an infantry unit with a corps commander occupying their flank position could attempt flank fire without moving.

To determine if a flank fire attempt is successful, the player rolls 1 die and compares to the corps commander's rating. If the roll is equal to or lower than the rating, the infantry unit may immediately conduct a flank fire into the diagonally opposite center position. If the roll is higher than the corps commander's rating, the flank fire attempt failed and the unit and leader must remain in their flank position and may not fire that battle round. They may try another flank fire attempt the next battle round or do regular move or fire.

For example, the Jackson corps commander unit is in the Confederate right center position with 2 infantry divisions from his corps. The Confederate player, during the infantry fire phase, wants to conduct a flank fire attempt with Jackson. Jackson and one infantry unit from his corps move into the Confederate right flank position. The Confederate player rolls 1 die and rolls a 3. This is equal to or less than Jackson's command rating so the attempt succeeds. The Confederate player then immediately conducts a fire combat against the Union left center position, scoring hits on all rolls of 5 and 6. If the Union left flank position was occupied by Union infantry or artillery units, the Confederate player could not have attempted to flank fire.

Once a flank fire attempt succeeds, the player keeps the infantry firing advantage in successive battle rounds until the opposing player moves units into the unoccupied opposing flank position. When this occurs, normal fire combat is conducted between the opposing flank positions.

Designer Note: The flank positions in the tactical battles represent commanders extending or guarding their flanks. By placing units in their flank position during deployment, players protect themselves from flank fire at the expense of moving strength from their center battle positions. Flank fire attempts represent the commitment of resources to gain an advantage against an unoccupied enemy flank. This is at the risk of taking the infantry unit and leader out of the battle on an unsuccessful attempt.

11.5. Forced Retreat

A forced retreat occurs when a player's left or right center position becomes unoccupied as a result of fire combat. The player must immediately retreat at the point this occurs. All retreat rules apply. The remainder of the battle round is forfeited for the player retreating. The nonretreating player concludes the battle round by rallying and reinforcing.

For example, the Union left center battle position becomes unoccupied during the battle round due to Confederate fire combat. The Union player removes all remaining units from the battle board and conducts a retreat with them. The Confederate player then concludes his portion of the battle round by rallying eligible units, and reinforcing.

11.6. Terrain Effects on Fire Combat

Certain terrain impacts the attacker during their attacks. In these cases the attacker reduces the number of die rolled per attacking unit during fire combat. Terrain effects are not cumulative; only the highest terrain effect is used.

11.61. Rivers - When attacking units must cross a river and the defender location is the next location, the attacker must reduce the number of dice rolled by 1 for each attacking unit during each battle round. For example, one 4 SP infantry unit and one 3 SP artillery unit are attacking across a river. During fire combat each unit would reduce the number of dice rolled by 1. The infantry unit would roll 3 dice (4 - 1 = 3), and the artillery unit would roll 2 dice (3 - 1 = 2). If in the same attack, some units attack across a river and other units are attacking without crossing the river, the attacking units coming across the river do not reduce the number of dice rolled.

11.62. Fortress - Yorktown and Fort Monroe are fortress locations. Each unit attacking fortress locations reduces the number of dice rolled by 2 in each battle round.

11.63. Entrenchments - There are 5 locations around Richmond that are entrenched. The locations are Morris, Johnston, Bickley's Mill, Hughes Tavern and Rocketts. Also, Fort Magruder on the Lower Peninsula is entrenched. Each attacking unit would reduce the number of dice rolled by 1 during each battle round when crossing entrenchments. Entrenchments face outward as shown by the direction the points are facing, meaning that they only work against attacking units directly coming across the points. If in the same attack, some units attack directly across entrenchments and other units are attacking without directly crossing entrenchments, the attacking units coming directly across the entrenchments do not reduce the number of dice rolled.

For example, units attacking directly from Barker, Roper or White's Tavern into Hughes Tavern would reduce by 1 the dice rolled per attacking unit. However, units attacking from Hughes Tavern into Barker, Roper or White's Tavern would not reduce the number of dice rolled per attacking unit. Also, units moving from Jennings to Bickley's Mill to attack into Hughes Tavern would not reduce the number of dice rolled because the attack is not directly across the entrenchments.

11.64. Malvern Hill - Each unit attacking Malvern Hill must reduce the number of dice rolled by 1 during each battle round.

11.65. Amphibious Attacks - Only the Union player may conduct amphibious movement with its units. If the port moved to is defended by Confederate units, an amphibious attack occurs. Each attacking unit must reduce the number of dice rolled by 2 on the first battle round and by 1 dice for any battle round after the first.

11.7. Battle Rounds

After the initial battle board deployment, a series of battle rounds are conducted. Each battle rounds is conducted in a series of phases followed in a strict order listed below:

  1. DEFENDER ARTILLERY PHASE - The defender's artillery may either move or fire during their turn.
  2. ATTACKER ARTILLERY PHASE - The attacker's artillery may either move or fire during their turn.
  3. DEFENDER INFANTRY PHASE - Defender infantry may either move or fire during their turn, or conduct flank fire attempts.
  4. ATTACKER INFANTRY PHASE - Attacker infantry may either move or fire during their turn, or conduct flank fire attempts.

Results of artillery fire phases: During the defender artillery phase, Hunt in the Union right center fires into the Confederate left center scoring 2 hits. Losses are immediately applied to Early and Rodes reducing both from 4 SP to 3 SP. Weed on the Union left center fires into the Confederate right center scoring no hits.

During the attacker artillery phase, Carter and Pendleton in the Confederate left center, fire into the Union right center scoring 3 hits. Sykes and Morrell are reduced from 4 SP to 3 SP. Hunt must take the third hit since he is the largest unit and it is artillery fire. Walton and Grimes fire from the Confederate right center into the Union left center and score no hits.

Infantry Phases: During the defender infantry phase, Sykes and Morrell in the Union right center fire into the Confederate left center scoring 1 hit on an infantry unit. Losses are immediately applied. McCall fires from the Union left center into the Confederate right center scoring no hits.

During the attacker infantry phase, Early in the Confederate left center fires into the Union right center scoring no hits. Rodes attempts a flank fire by moving with D. H. Hill to the Confederate left flank. For the flank fire attempt roll the result is a 6. Due to the die roll being higher than Hill's commander rating, Rodes may not flank fire.

Pickett, A. P. Hill, and Huger fire from the Confederate right center into the Union left center scoring 3 hits, which must be applied to the infantry unit. Anderson attempts a flank fire by moving into the Confederate right flank with Longstreet. For the flank fire attempt roll the result is a 2. Due to the die roll being less or equal to Longstreet's commander rating, Anderson gets to conduct flank fire against the Union left center position. Anderson rolls and scores hits on all 5 and 6's. 2 hits are scored on the die rolls. The first hit is applied to the infantry unit, eliminating it. The second hit is applied to the artillery since no infantry unit is present.

  1. RETREAT DETERMINATION PHASE - The retreat determination phase begins after fire combat is completed in a battle round for both sides. During the retreat determination phase players must decide if they want to conduct a voluntary retreat from the current battle. If they decide to retreat, all of their units are immediately removed from the battle board. The defender makes this determination first.

Retreat Rules:

If the defender is retreating, he must retreat to a connected location from the battle location that:

  1. Has no enemy infantry or artillery units located there.
  2. The enemy did not move from to attack the battle location.
  3. Union units defending a port location, may retreat amphibiously due to fire combat, but must retreat to Fort Monroe. Supply depots may not retreat amphibiously in this case they are destroyed.

If these conditions can't be met then all defender units are immediately eliminated and leaders are moved back to a supply location. If units other than opposing infantry or artillery (supply train, cavalry, etc.) are blocking a defender's retreat, they must retreat one location to allow the defender retreat to occur.

If the attacker retreats he must retreat to a location that:

  1. He marched at least 1 infantry / artillery unit from to conduct the attack.
  2. If retreating from an amphibious attack, retreat is to the port location the attack originated.

All units must retreat to the same location. There is no splitting of forces. If a side retreats they skip all other phases of the battle round. The side that does not retreat concludes the rally phase, and reinforcement phase for the current battle turn.

If a side retreats before the reinforcement phase, the nonretreating player still conducts his reinforcement phase. However, because of the retreat, all or any portion of the nonretreating player's units in connected locations may come in without a reinforcement roll if he chooses to reinforce.

Units retreat one location when retreating. Cavalry units may have to retreat multiple times based on enemy movement.

  1. RALLY PHASE - Each battle round each corps commander may rally one attached (those of his color code or white color coded units with his corps) infantry unit that has taken losses during the current battle. Units may not be rallied to a higher SP than they started the current battle with. Each corps commander, and the attached infantry unit selected to rally, must occupy the same battle position. Artillery units may not be rallied if they take losses.

Rally attempts are based on the corps commander rating. To rally a unit, the player rolls 1 die and compares it to the corps commander rating. If the roll is equal to or lower than the corps commander rating then the unit may recover 1 SP. Rotate the unit until 1 higher SP is showing at the top of the unit. If the roll is higher than the corps commander rating then the rally was unsuccessful. Each corps commander may only attempt to rally one infantry unit, 1 SP per battle round.

For example, during a battle round the Union player has the III Corps commander unit in the left center position with two III Corps infantry units that took 1 hit each. In the right center position he has the II Corps commander unit with one II Corps infantry unit that has taken 2 hits, and an infantry unit from the V Corps that has taken 1 hit. During the rally phase the Union player could attempt to rally one unit in the left center position. In the right center, the II Corps commander unit could attempt to rally the II Corps infantry unit but could not attempt to rally the V Corps infantry unit because it is not part of his corps.

  1. REINFORCEMENT PHASE - Each side may reinforce the battle with friendly units (infantry, artillery and corps commanders) that are in connected locations. This may include units that have won a battle at a different location during this game turn. Any number of units may attempt to reinforce a battle as long as they are adjacent to the battle location, within range of their corps commander, and the corps commander is adjacent to the combat location. Success in reinforcing the battle is determined by rolling a die and comparing the result to the corps commander rating.

The player rolls a die for each unit attempting to reinforce a battle. If the die roll is equal to or less than the corps commander rating then the unit enters the battle location. If the roll is greater than the corps commander rating then the unit may not reinforce the battle this battle round. He may attempt again during the reinforcement phase of the next battle round. When reinforcements enter the battle board, they may be set up in any friendly battlefield position.

Cavalry, siege guns, supply depots, and supply trains may not reinforce a battle.

12. McClellan Confidence Track

On the game board is a chart tracking McClellan's confidence in himself and the Union government's confidence in him. During the campaign game the starting value is zero. Each scenario will have its own starting value. Certain events drive movement on the track and certain values on the track create events. All effects on the chart are cumulative. For example, the Union is forced to retreat from a battle and lose 8 SP. The McClellan Confidence Track would be adjusted downward -4 (-3 for the forced retreat and -1 for the 8 SP lost).

The McClellan Confidence track has an impact on the Union player's ability to earn 1 additional CAP each turn.

The McClellan Confidence Track has an impact on campaign/scenario reinforcements and victory conditions. The set up section for the campaign game and each scenario define the specific conditions as related to the track.

The events and the impact on the track movement (up or down) are as follows:

EVENTTRACK EFFECT
Union crosses entrenchments around Richmond with infantry (1st time only)+3
Union takes Yorktown+2
Union takes Norfolk+2
Confederate forced retreat from a battle in which 3 or more Confederate infantry/artillery units participated+2
Confederate voluntary retreat from a battle in which 3 or more Confederate infantry/artillery units participated+1
Union sinks CSS Virginia+1
Eliminate 10 or more Confederate SP in a game turn+1
McDowell enters game+1
Jackson enters game-1
Confederate naval victory-1
Eliminate 8 or more Union SP in a game turn

13. Cavalry Functions

Cavalry's function in the game is to scout and screen. If they are in a location where a battle is occurring, they play no role in the battle.

13.1. Cavalry Scouting

Scouting is an attempt by cavalry units to reveal the opposing players unit type and SP in a location. If cavalry moves into an occupied location and no enemy cavalry are present, they may attempt to scout the units located there.

This is accomplished by rolling against the scouting cavalry units current SP. If the roll is equal to or less than his SP, then the enemy must reveal all units to his opponent. If the roll is higher than the cavalry SP, then the scout was unsuccessful and no units are revealed. Whether the roll is successful or unsuccessful the cavalry moves back to the location from which he entered the enemy location. The cavalry unit may continue moving if he has any movement points left, but may not conduct another scouting roll for the rest of that turn.

If cavalry moves into an enemy location that contains cavalry, the cavalry fight a battle. If the enemy cavalry wins the battle then the location may not be scouted and the scouting cavalry moves back to the location he came from and ends his move. If the moving cavalry player wins the battle then the scouting attempt occurs. Each cavalry unit may only conduct one scouting attempt per game turn.

For example, a Confederate 3 SP cavalry unit attempts to scout a location. If no enemy cavalry units are present, the Confederate cavalry unit would roll one die and on a roll of 3 or less the scout is successful and the enemy units must reveal their SP and unit type. Rolls of 4 or more would mean that the scout was unsuccessful and the enemy units would not reveal.

If two cavalry units attempt to scout a location, the cavalry SP are not totaled. Use the highest SP out of the two units for the scout roll attempt.

Cavalry may not scout fortress locations or when crossing entrenchments.

13.2. Cavalry Screen

Cavalry screens by blocking enemy movement through a location. This can only happen when a cavalry unit is operating alone or with other cavalry units. If friendly infantry or artillery are in the location with the cavalry units then a screening action could not occur because a battle would take place.

When screening actions happen, the screening cavalry unit rolls a die and compares it to its current SP. If the number rolled is equal or less than the cavalry SP, the screen is successful and the location the cavalry unit currently occupies is blocked for the remainder of the turn. Enemy units may move into but not through that location. The cavalry unit must move out of the location and may not screen any more in that turn. If the screen is unsuccessful (the die roll exceeds the cavalry SP) then the enemy units continue their move and the screening cavalry must retreat towards the nearest friendly unit. Cavalry units may only conduct one screen attempt per game turn.

If two cavalry units attempt to screen a location, the cavalry SP are not totaled. Use the highest SP out of the two units for the screen roll attempt.

For example, enemy infantry and artillery attempt to move through a location screened by Confederate cavalry. One of the Confederate cavalry is 2 SP and the other is 3 SP. The screening attempt is based on the highest SP of any single cavalry unit; in this case the 3 SP cavalry. The cavalry player would roll one die. If the result is equal to or less than the screening cavalry's SP then the moving infantry and artillery must stop in that location. The screening cavalry moves back one location, his choice as long as it is not into an enemy occupied area or the area from which the infantry and artillery moved.

13.3. Cavalry Battles

Cavalry may not participate in battles with infantry, artillery, siege guns, supply depots, and supply trains. Any time opposing cavalry units end a move in a location together, a cavalry battle occurs. Cavalry battles are separate and different than battles between infantry and artillery units. The battle board is not used. Cavalry battles are a series of battle rounds with simultaneous fire combat with each side hitting on 6's. Losses are applied immediately and simultaneously. Rounds continue until one side or the other is eliminated or decides to retreat.

For example, a Confederate 3 SP cavalry unit attempts to scout a location that has two Union cavalry present, 2 SP and 2 SP. A cavalry battle would occur before the scouting attempt is made. The Confederate player would roll 3 dice and the Union player would roll 4 dice. The Union player roll one 6 and the Confederate player roll two 6's. Hits are applied immediately. The Union player elects to retreat. The Confederates won the cavalry battle but lost one SP (making it a 2 SP) so the scout attempt die roll would be based on its current SP which is a 2.

Terrain effects apply to cavalry battles.

14. Reinforcements

During set up there are units placed in the reinforcement box based on campaign or scenario set up instructions. They are placed on the map board based on certain conditions being met during the campaign or scenario. Reinforcements may move their full movement allowance on the turn they enter (weather rules and rail movement apply). All movement rules apply.

15. Scenario Set Up and Victory Conditions

All units start the scenario's at their highest SP value.

15.1. Campaign Game Scenario

This represents the entire Peninsula Campaign from April to August, 1862. Starts on turn 1 and ends at the end of turn 26 (may be extended based on the McClellan Confidence Track).

The McClellan Confidence Track starts at 0.

Union Set Up

  • Fort Monroe - II Corps, III Corps, IV Corps, and V Corps, Stoneman (cavalry), Cooke (cavalry), Hunt (Reserve Artillery), Supply Train
  • Reinforcement Box - Both siege gun units, supply depot (siege gun units and the supply depot are available at the start of the game).

Union Reinforcements

  1. VI Corps (Franklin) is released for entry into the game on the turn after Yorktown is controlled by the Union player. VI Corps' (Franklins) first move must be an amphibious move to a port on a Union controlled river area and therefore cost 2 CAP.

  2. The entire I Corps (McDowell, including Shields and Williams) enters the game based on a die roll that begins 2 game turns after Jackson's Corps entry. Starting on the third Union turn after Jackson enters the game; the Union player rolls 1 die. On that turn I Corps (McDowell) enters on a roll of 1-2. If unsuccessful, on the next game turn I Corps (McDowell) enters on a roll of 1-4. If unsuccessful, on the next turn and each turn thereafter a roll of 1-5 brings I Corps (McDowell) on the map board. Once available, McDowell enters at the Union player's discretion. The entry is at Hanover C. H. for 1 CAP or any port on a Union controlled river area for 2 CAP. Hanover C. H. becomes a Union supply location if I Corps (McDowell) enters the game at Hanover C. H.

  3. I Corps (McDowell) is also released for entry into the game on any turn after the McClellan Confidence Track reaches +10 or higher. In this case, Williams and Shields are not released if Jackson's Corps has not entered the game. When Jackson's Corps enters the game, Williams and Shields would enter the game during the Union movement phase of that game turn. Their entry point would be the same location that the McDowell Corps commander unit was currently located and they could move that turn. I Corps entry point is at Hanover C. H. at the cost of 1 CAP.

Confederate Set Up

Johnston starts the game as the Confederate army commander.

  • Yorktown and / or Lee's Mill - Magruder's Corps, Pendleton (Reserve Artillery). These units may be split between or placed together at these locations at the Confederate player's discretion.
  • Norfolk - Huger, Grimes (Longstreet's Corps), CSS Virginia
  • Williamsburg or Norfolk - Remainder of Longstreet's Corps may be split or placed together in Williamsburg or Norfolk.
  • Richmond - Smith's Corps (minus Holmes), DH Hill Corps, AP Hill 1, AP Hill 2, Lee (Stuart), Hampton (Stuart)

Decoys may be placed in any location.

Confederate Reinforcements

  1. Jackson's Corps enters the game any time the Confederate player chooses. Jackson's entry may be into any location on the Virginia Central Railroad including Richmond. Jackson's Corps may move the maximum allowed movement rate. The first location entered counts as a movement point expended.

  2. Lee becomes the army commander the turn after a Union infantry unit moves into or attacks a location within 4 locations of Richmond. Lee also becomes the army commander when the McClellan Confidence Track reaches +9 or higher. Holmes division enters the game the same turn that Lee becomes commander. Holmes moves onto the board in Richmond or in the same location as Smith's Corps commander unit.

Special scenario rules

  1. If the MCCLELLAN CONFIDENCE TRACK is at +8 or greater at the end of game turn 26 the Union player has the option of extending the game an additional 5 turns.

Victory Conditions

  • Union - At any point they take Richmond with infantry or artillery by the end of turn 26, or turn 31 if the game is extended; Or at any point the McClellan Confidence Track is +15 or greater.
  • Confederate - Avoid Union victory conditions; Or at any point the McClellan Confidence Track is -8 or lower.

15.2. McClellan's Gamble Scenario

This scenario represents McClellan's dash to establish himself on the Peninsula and make a rapid movement towards Richmond. Starts on turn 1 and ends at the end of turn 12.

The McClellan Confidence track starts at 0.

Union and Confederate initial set up are the same as the campaign game scenario.

Special scenario rules

Jackson's Corps and I Corps (McDowell) are not available for play in this scenario as reinforcements. All other reinforcements from the campaign game scenario are available.

Scenario Victory Conditions

  • Union - At any point during the scenario the McClellan Confidence Track is at +10 or higher; Or at the end of turn 12, take and hold 3 of the following 4 locations Yorktown, Norfolk, White House, and Mechanicsville and have at least 4 infantry divisions south of the Chickahominy in a non-port location; Or at any point take Richmond with infantry or artillery.
  • Confederate - Avoid Union victory conditions; Or drive the McClellan Confidence track to -1 or lower any turn after turn 6.

15.3. Fair Oaks Scenario

This represents Johnston's attack on McClellan in front of Richmond at the end of May 1862. Starts on turn 12 and ends at the end of turn 17.

The McClellan Confidence Track starts at +6.

Union Set Up

  • White House - Supply depot, both siege gun units, Cooke (cavalry)
  • Higgins - Supply train, Stoneman (cavalry)
  • Grapevine Bridge - II Corps
  • Gaines Mill - VI Corps
  • Beaver Dam - V Corps, Hunt (Reserve Artillery)
  • Bottoms Bridge - Kearny (III Corps)
  • Savage Station - Remainder of III Corps
  • Seven Pines - IV Corps

Confederate Set-Up

Johnston is the Confederate army commander.

  • Morris - Smith's Corp, Pendleton (Reserve Artillery)
  • Meadow Bridge - AP Hill (both units)
  • Mechanicsville - Hampton (Stuart)
  • Mechanicsville Bridge - Jones (Magruder)
  • New Bridge - Remainder of Magruder's Corps
  • White's Tavern - Rodes (DH Hill), Lee (Stuart)
  • Hughes Tavern - Remainder of DH Hill's Corps
  • Richmond - Huger (Longstreet), Walton (Longstreet)
  • Johnston - Anderson (Longstreet)
  • Bickley's Mill - Remainder of Longstreet's Corps

Decoys may be placed in any location.

Special scenario rules

  1. Weather is clear on turn 12, roll each turn thereafter. On turn 12, each side receives only 2 CAP to start and does not conduct a CAP roll. Each turn after turn 12 each side starts with 3 CAP and rolls for an extra CAP.

  2. Jacksons Corps and I Corps (McDowell) are not available for play in this scenario. Lee and Holmes are not available for play in this scenario.

  3. Move the McClellan Confidence Track -3 at the end of any game turn the Union player does not have 4 infantry divisions south of the Chickahominy River. This is a one time event and can not be reversed.

  4. The Union controls the railroad from West Point to Savage Station.

Scenario Victory Conditions

  • Union - Take Richmond with infantry or artillery; Or avoid Confederate victory conditions.
  • Confederate - At any point, drive the McClellan Confidence Track to -1 by the end of turn 17.

15.4. Seven Days Battles Scenario

This represents where Lee takes command and starts his first major battle with the Army of Northern Virginia and drive McClellan from the gates of Richmond. Starts on turn 19 and ends at the end of turn 26.

The McClellan Confidence Track starts at +6.

Union Set Up

  • Fort Monroe - Siege Gun Unit (Tyler 2)
  • White House - Supply Depot, Siege Gun Unit (Tyler 1)
  • Richardson - Cooke (cavalry)
  • Beaver Dam - V Corps, Hunt (Reserve Artillery)
  • New Bridge - VI Corps
  • Fair Oaks - II Corps
  • Garthwright - IV Corps
  • Glendale - Stoneman (cavalry)
  • Seven Pines - III Corps
  • Trent - Supply Train

Confederate Set Up

Lee is the Confederate army commander.

  • Mechanicsville Bridge - Longstreet's Corps, DH Hill's Corps
  • Mechanicsville - Lee (Stuart)
  • Whites Tavern - Hampton (Stuart)
  • Hanover C.H - Jackson's Corps
  • Hughes Tavern, Bickleys Mill, and Johnston - Magruder's Corps and Smith's Corps (plus Holmes) may be set up as desired in these three locations.
  • AP Hill's division and the reserve artillery may be setup with any Confederate Corps.

Decoys may be placed in any location.

Scenario Victory Conditions

  • Union - Take Richmond with infantry or artillery; Or avoid Confederate victory conditions.
  • Confederate - At any point drive the McClellan Confidence Track to -2 by the end of turn 26.

Special scenario rules

  1. Weather is clear on turn 19, roll each turn thereafter.

  2. On turn 19 the Confederate player receives 4 CAP, the Union player receives 2 CAP, and neither player rolls for extra CAP. After turn 19 players start each turn with 3 CAP and roll for one extra CAP.

  3. Move the McClellan Confidence Track -2 if the Union player does not have 4 infantry divisions within 4 locations of Richmond at any point during the scenario. It is an additional -2 if the Union does not have 4 infantry divisions within 5 locations of Richmond at any point during the scenario. It is an additional -2 if the Union does not have 4 infantry divisions within 6 locations of Richmond at any point during the scenario. These point reductions are irreversible.

  4. When activated, Jackson's Corps may move 2 locations per normal rules, but to move a third location Jackson must roll against his corps command rating. If the roll is higher than his command rating, his corps may not move a third location. Jackson may not force march during this scenario.

  5. McDowell is not available for the Union in this scenario.

  6. The Union controls the railroad from West Point to Savage Station.

16. Optional Rules

Players may choose which optional rules to use at their discretion.

16.1. Force March

Units that start and end a turn in corps command range, and are in supply, may attempt a force march. Units may force march to gain 1 extra location in movement on clear and rain turns. Units may not force march on mud turns. To conduct a force march each unit that wishes to force march moves their complete movement and then rolls against his corps commanders rating to determine if he may move the extra location. If the roll is equal to or less than his commanders rating then the unit may move the extra location. If the roll is higher than his corps commander's rating then the unit may move no further during the movement portion of the turn. Units may not force march into combat but could reinforce a battle the same turn they force marched.

16.2.

One or both Confederate cavalry units may be activated with the expenditure of 1 CAP. They have the Stuart Corps name designation in the upper left corner to reflect this.

16.3.

Units may not cross a river into battle during a mud turn. They could cross a river, but not if the location immediately across a river was enemy occupied.

16.4.

Units can not reinforce a battle across a river during a mud turn.

16.5.

During rain turns, units subtract one for the reinforcement roll compared to the corps commander rating when reinforcing a battle across a river.

16.6. Supply for Battle Purposes

Units must be able to trace an uninterrupted supply line of any distance in order to conduct full strength attacks. If units can not, they are surrounded. In these cases fire combat attacks reduce each attacking unit's number of dice rolled by 1. (For example, a 4 SP Union infantry attacking would attack at 3 SP). Units defend full strength while surrounded, but are eliminated if forced to retreat.

16.7.

When activated, Jackson's Corps may move 2 locations per normal rules, but to move a third location Jackson must roll against his corps command rating. If the roll is higher than his command rating, his corps may not move a third location. Jackson may not force march during this scenario.

Designer Notes

Living in Hampton Roads, we have easy access to all the battlefields of the Peninsula Campaign, including the Richmond area. This is one of the most fascinating campaigns of the Civil War in that both sides had opportunities to end the war early. The reason this did not occur was because of the complexities of command control for new leaders. Also, the most interesting aspect of the campaign was McClellan's confidence from his government and in himself.

The map board and movement: Point to point for a strategic level game makes more sense than the conventional hex to hex movement. Armies in a strategic campaign during the war moved large distances by road, not cutting cross country mile after mile. During design and play testing it was quickly discovered why the strategies for each side played out the way they did. Once the Union army got through the Yorktown/Williamsburg bottleneck the routes opened up, both via the York River and road wise, causing the Confederate army the possibility of being trapped. The Union army did manage to make an amphibious landing at Eltham, but the operation was not pushed so the Confederates escaped. There were not many good defensible points between the Chickahominy River and Williamsburg so Johnston had no choice but to fall back particularly since his flanks were open to the James and York rivers.

The fall of Norfolk was a big blow to the Confederate army. It opened the James River to Union traffic which could easily outflank the Confederate army on the lower Peninsula.

We tried to depict this in the game by allowing the Union wide ranging amphibious movement once Yorktown and Norfolk fall. As we laid the game out we realized the dilemma Joe Johnston had once the rivers were open to Union movement. His army could easily be trapped on the lower Peninsula. Further, the Union could move quicker towards Richmond amphibiously on the rivers than Johnston could over the roads.

The CSS Virginia played a surprisingly strategic role in checking Union amphibious movement. While afloat it guarded Norfolk from amphibious attacks and effectively closed the James to the Union. We tried to illustrate this component of the campaign with the CSS Virginia unit and the Confederate naval response option.

Command Structure: During the course of the 4 month campaign both armies moved various divisions between various corps commanders. However, in essence the broad command structure remained relatively intact. We chose to depict the broad corps command structure to give the best feel for the command difficulties over the course of the campaign. Therefore, the corps commanders do represent the actual leadership structure of the campaign, but the individual divisions associated with each corps commander may vary historically but for game purposes are fixed in place.

Commanders and command control: During the Seven Days battle Robert E. Lee frustrations about McClellan escaping his trap were best defined in his statement, "Yes, he will get away because I cannot have my orders carried out!" Eight months later reflecting on the Seven Days battle Lee wrote, "Could the commands have cooperated in the action the result would have proved most disastrous to the enemy." Command control was the most significant factor in the success, or lack thereof, during the Peninsula campaign. Many of these commanders were commanding and moving large bodies of men for the first time in their careers. We tried to design the heart of the game around the concept of command control. The army commander's ability to issue orders is reflected in the 3 automatic CAP per turn. The ability of the army commander to have his orders carried out is reflected in the random CAP roll per turn. The command control concept continues to be highlighted by the corps commanders rating in the game. During the campaign various corps commanders were able to reinforce and manage battles to varying degrees of success. We also wanted to show the difficulty of commanding units spread out over a large area. That is why corps command range is limited to one location distance. Further, we wanted to show that army commanders at times needed to move men that were not responding to corps commanders by forcing the use of CAP to move individual units out of corps command range.

The McClellan Confidence Track is a mechanic used to gauge McClellan's success during the campaign. It determines how many corps he could move, and the release of certain units. McClellan was constantly counting on Lincoln to release his I Corps from the defense of Washington D. C. to march south and link up with the main army. This was nearly 40,000 men that McClellan had originally been counting on when he proposed his operation. As McClellan captures Yorktown, and Norfolk, as well as sinks the CSS Virginia his confidence grows and the government supports him. As he incurs losses and retreats his confidence diminishes which lessens his chances to seize the initiative. We have made losses and retreats more painful on the McClellan track for the Union than the Confederacy because of McClellan's reaction to these events. We believe the McClellan Confidence Track and the events that drive it illustrates these points during the game.

McClellan believed he was constantly outnumbered by the Confederates due to faulty intelligence. For this reason we have given the Confederate army 4 decoy units, the equivalent of a corps.

Cavalry: Cavalry's primary function during the Civil War was scouting and screening. Cavalry fighting with infantry during the war was meant more to delay than to actually fight. Because of this we don't allow the cavalry to fight the infantry or artillery. It may screen and tie up a location. Cavalry scouting goes without saying, one of the great cavalry scouting expeditions of the war occurred during this campaign with Stuarts ride around McClellan prior to the Seven Days Battles.

Supply: Supply was a concern for McClellan during the campaign. The supply train unit was included to extend the Union supply line while at the same time making it more vulnerable.

Replacements and reinforcements: During the game losses do not necessarily reflect men killed but more the ability of the troops to fight. The concept of replacements illustrates the recovery (mentally, physically, and support wise) of troops from the effects of combat.

We tried to leave as much as possible in the player's control. Once Lee took command, the Confederate strength was as high as it would ever be during the war. We let the Confederate player decide when to bring in Jackson, as the reality was he could have been recalled at any time prior to when he actually was. However, the earlier he comes back the better chance there is that the Union I Corps will get to play a role. We also tied a release of a portion of the I Corps to the McClellan Track to reflect the fact that if McClellan had been doing really well, there is the possibility that Lincoln may have released additional troops to him to try to finish the job. The arrival of Lee is tied to either McClellan doing too well quickly, causing Davis to pull Johnston. Also, the Union closing in on Richmond caused the government to lose confidence in Johnston.

Battles: The battles system was designed to reflect the tactical problems faced by both sides during the war. Artillery at close range was devastating, infantry fire only slightly less so. For the most part tactical battles in the Civil War were straight on attacks. The most creative tactic used by both sides during the campaign were flanking maneuvers on unguarded flanks. The flank fire concept in the battles illustrates this tactic for both sides. Either side may guard their flanks at the expense of weakening their army's center positions from head on attacks. Conversely, each side may attempt a flank fire maneuver against unguarded flanks to gain an advantage against his opponent (infantry hit on 5's and 6's). These attempts are at the risk (reflected by the roll against the corps commanders rating) of an infantry unit and leader not participating (unsuccessful attempt) in the battle. Effective use of commanders, either for flank march, or to stay in a battle position and rally damaged units is critical. It is also critical that your corps be within supporting range of each other when close to the enemy.

Player Aid Charts

CAP Activation Cost

CAP ACTIONCAP COST
Activate a corps commander1
Amphibious move of a Corps2
Siege gun land or amphibious move (per unit)1
Siege gun fire (per unit)1
Amphibious move of supply depot2
Move individual unit out of corps command control or supply train out of command control1

Weather Die Roll Results

WEATHERApril-MayJuneJuly-August
Clear1-31-41-5
Rain4-556
Mud66-

Road Movement Rates by Unit Type

UNIT TYPECLEARRAINMUD
Commanders654
Infantry321
Artillery321
Cavalry654
Siege Guns100
Supply Train210

Fire Combat Hit Numbers

Unit TypeHit Numbers
Infantry*6
Artillery5, 6
Cavalry**6
Siege Guns3, 4, 5, 6

*Successful flank fire hit on 5, 6. **Cavalry vs. Cavalry combat only.

CSS Virginia - Confederate Naval Response

River AreaUnion Hit Number
Hampton Roads4, 5, 6
York / Pamunkey4, 5, 6
Attack Norfolk5, 6

Confederate negates all Union hits on rolls of 6.

  • Siege Guns: The Union has 2 siege gun units. These were represented by the siege gun symbol in the center of a white colored square. Siege guns may not be attached to any corps. It cost 1 CAP to move each siege gun unit. These are huge and cumbersome guns. They move at the rate of 1 location a turn. Siege guns may not move on roads during rain or mud turns but may use rail or amphibious movement. Siege guns may not participate in or reinforce a battle. Siege guns are automatically eliminated if attacked while alone in a location. If in a location with defending units, and the defending units retreat, each siege gun unit may retreat with them, but they automatically lose 1 SP permanently. Siege gun units may never receive replacements.

  • CSS Virginia: This is a special unit that represents the Confederate ironclad Virginia. The Virginia does not actually move locations on the map. It may be used during the Confederate Naval Response Phase should the Union attempt amphibious movement. The CSS Virginia replaces naval combat losses at the rate of 1 SP per turn. This occurs during the replacement phase and is independent of standard replacements.

  • Supply Depot: This represents the Union supply base. Managing supply was critical as they advanced towards Richmond. The Union supply depot must be established at a port location. It cost 2 CAP to establish or move a supply depot. The supply depot may only be moved amphibiously. The supply depot enables Union units to be in supply up to 4 locations away. The supply line may increase by 2 locations if using rail for the extra 2 locations. The supply depot may not be attached to a corps.

  • Supply Train: This unit represents the supply trains used to move supplies from the supply depot. This extends the supply line for the Union by 4 locations if it can trace a supply line to the Union depot. The supply train moves 2 locations a turn. They may be activated and moved by any active corps commander to which attached and in corps command range. It may be activated individually and move at the cost of 1 CAP.

  • Confederate Decoy Units: There are 4 gray blocks which will not have a label attached. They act as decoys. These units represent the fog of war and faulty intelligence that the Union army operated under during this campaign. They may set up and move into a location by themselves. They may setup and move with other units. They may initially set up in a battle position with other units but must be removed from the battle once revealed. Decoy units may be moved freely without the expenditure of CAP or activation. They move at the same rate as infantry, artillery or cavalry. This depends on how the player wants to move the decoy units. If revealed and removed from the game, they may be brought back onto the board at the Confederate player's discretion during his next movement phase and placed with any Confederate units on the board.

  • -1
    Union voluntary retreat from a battle in which 3 or more Union infantry/artillery units participated-1
    Union supply train unit destroyed-2
    Union forced retreat from a battle in which 3 or more Union infantry/artillery units participated-3
    Union supply depot unit destroyed-4