Grant's Gamble: Wilderness Campaign of 1864
Grant's Gamble: Wilderness Campaign of 1864 Rulebook
Table of Contents
Table of Contents
- Blue & Gray Series Base Rules
- Grant's Gamble Game-Specific Rules
Blue & Gray Series Base Rules
1. Introduction
The Blue & Gray Campaign Series allows players to re-fight the great campaigns of the American Civil War in about 2 hours.
The series rules apply to all games in the series.
Each game in the series also has specific rules that change or override some series rules, as well as gives set ups and victory conditions.
2. Game Board
The board shows where the campaigns occurred. Named locations, fortress, rivers, ports, mountains, railroads, and roads are shown as they affect game play. There are two tracks on the game board. One for weather. The other is to keep track of the turn, VP, and CAP.
Locations: Locations are named points. Locations are considered adjacent if a road connects them to each other.
Roads and Railroads: Roads and railroads connect locations. They are used to move units between locations. They are both used for regular movement. Railroads are also available for rail movement.
Ports: Port locations have an anchor symbol next to their name. The Union player may make amphibious moves between port locations. Noted by a white center and a green outline.
Fortresses: Fortress locations allow a select number of units to roll two extra dice per unit when defending in that location. Washington DC (4 units), Richmond (3 units), Petersburg and Ft. Monroe (2 units).
Mountains and Rivers: Each unit moving on a road or railroad that crosses a mountain or river to attack a defended location roll one less die for the first round. NOTE: For terrain affect purposes ONLY the road/railroad that is immediately between the attacking and defending locations is used to determine a battle terrain effect.
3. Game Units
Union units are blue blocks with a blue label applied. Confederate units are gray blocks with a tan label applied.
Blank labels should not be applied to blocks. Apply one label per block. Extra blocks are for spares or markers. During game play units on board are stood upright with their label facing the controlling player which are only revealed to their opponent in battle.
Unit label:
- Morale: The star in the top left corner shows the unit's morale rating. This is used when units take hits in battles to determine if they stay in battle or withdraw from the battle.
- Battle dice rolled: The circle in the top right corner shows the number of dice the unit rolls in battle.
- Unit identifier: In the bottom right corner is the unit's identifier. In the center are unit type icons.
- Strength points (SP): The SP numbers are located around the center of the label. The unit's current SP is the number currently upright in the top center of the label. The red SP number is the lowest value for that block and signifies that after the next hit it is replaced with its next lower SP value block or eliminated.
- Full strength block, first block reduction, second block reduction: When a block needs to be replaced, replace it with the block with the next lowest SP by 1 and the same unit identifier. The unit is rotated as hits in battle occur or units add replacement SP.
The unit types and their icons are shown below. Any special rules for the units are also given.
- INFANTRY: Movement rate is 3 locations a turn. Only one of each unit identifier can be on the board at a time.
- GARRISONS: Movement rate is 2 locations a turn. Garrisons are denoted by a G unit identifier in the lower right corner.
- CAVALRY: Movement rate is 4 locations a turn. Cavalry by themselves may not enter a location that is only occupied by enemy units.
- LEADERS: Leader units have the choice of an icon or portrait, only one type can be used in a game. Movement rate is 4 locations a turn. Leaders must always end a move in a location with a friendly unit. Some leaders have game specific abilities that are defined in the rules. For units to use the ability the leader must be present at the location with those units.
- MARKERS: There are Turn, Weather, Move, CAP (for each player), and VP (for each player) markers. The Turn, VP, and CAP markers are placed on the game track. The Weather marker is placed on the Weather track.
4. Command Action Points
Command Action Points (CAP): CAP reflects an army commander's ability to motivate his army and move it effectively to battle. Each point of CAP activates ONE unit for movement.
Game specific rules tell how many CAP each player receives at the start of each turn. Each player may receive one additional CAP by rolling two dice and comparing to his army commander rating.
Army Commander Rating: Each army in a specific game has an Army Commander Rating. (NOTE: Army Commander rating has no tie to a leader block or its special ability).
For example; in LEE'S INVINCIBLES Hooker's Army Commander Rating is 9. Meade's Army Commander Rating is an 7. Lee's Army Commander Rating is a 7.
5. Supply
Supply is checked when the unit is activated. To be in supply a unit must be able to trace a line of connected locations, unoccupied by opposing infantry or garrison units to a supply location. Units out of supply lose 1 movement point. This is cumulative with weather affects. Units out of supply may not receive replacement points. Game specific rules will give the supply locations for each side.
6. Sequence of Play
The game specific rules will state which player is the first player as well as initial set ups. The player whose turn it is currently is the active player, his opponent is the inactive player. The sequence is to be played in the exact order listed below:
- WEATHER ROLL – The Union player rolls a die to determine the weather for the current turn.
- CHECK FOR REPLACEMENTS.
- CAP ROLL – Each player rolls 2 dice to check for extra CAP.
- FIRST PLAYER MOVEMENT – Check who is the first player in each game. Using the CAP available, he activates and moves eligible units.
- FIRST PLAYER INITIATES BATTLE – Any units that end the move in the same location that enemy units occupy must conduct a battle.
- CHECK FOR VICTORY FOR THE 2ND PLAYER.
- SECOND PLAYER MOVEMENT – Using the CAP available, he activates and moves eligible units.
- SECOND PLAYER INITIATES BATTLE – Any units that end the move in the same location that enemy units occupy must conduct a battle.
- CHECK FOR VICTORY FOR THE 1ST PLAYER.
- END TURN – If either player has met the conditions for victory, or it is the last turn of the scenario, the game is over. Otherwise, move the turn marker one ahead on the turn track and go to step 1.
7. Weather Roll
The Union player rolls one die to determine weather for the turn. Based on the die roll, weather is as follows:
| Weather | Die Roll |
|---|---|
| Clear | 1-5 |
| Rain | 6 |
Weather is marked using the track on the game board. The weather effects are given below:
- CLEAR: All units move at their full movement rate.
- RAIN: All unit movement rates are reduced by 1.
- RAIN 2 TURNS: If it rains for 2 consecutive turns all unit movement rates are reduced by 2.
8. Replacements
The game specific rules will state how replacement SP are received. Replacement SP may be added to any one reduced IN SUPPLY unit. An eliminated unit may be brought back at 1 SP for infantry and garrison, and a cavalry unit is just brought back, using the replacement SP. It is placed at the game designated replacement location(s) for the player. If all units are at their maximum SP the replacement points are lost. If replacement locations are occupied by opposing units, replacements may not be received at that location.
9. CAP Roll
During CAP ROLL of the turn sequence each player rolls 2 dice. If the total rolled on the 2 dice is equal to or greater than the Army Commander Rating for that side then the player receives one extra CAP.
A player may not spend more CAP than he receives in a turn, nor does he have to spend all CAP. CAP may not be saved from game turn to game turn.
10. Movement
All movement is regulated by the Command Action Points (CAP) allocated to each player per turn. CAP is used to activate a unit once for movement per game turn by the active player.
If a unit moves to a location where an opposing unit is, the moving unit must stop, unless the opposing unit is cavalry and the moving unit has movement points remaining. In that case a cavalry screening check should be made.
Unit activation for movement: The player whose turn it is activates units one at a time. Each activated unit costs 1 CAP. This unit is the active unit. No unit may be activated more than once during his player turn.
Unit movement: Each unit has a movement point allowance based on unit type. This may be affected cumulatively by weather and supply. This may mean that garrisons may not be able to move. Each movement point allows the active unit to move one adjacent location. An active unit is able to move from location to adjacent location along the roads/railroads. Locations may not be skipped while moving. Movement points not used are lost; they may not be transferred to other units. Units may not exceed their movement allowance. Any number of units may occupy a location. An active unit that enters an enemy occupied location stops its move. Roads and railroads are treated the same for normal movement.
For example: An infantry unit that has 3 MP moving in clear weather can move up to 3 locations. In rain, it could only move up to 2 locations.
Rail movement: Up to two units per player per turn may use rail movement. Each moving unit costs 2 CAP each to move unlimited distance along their CONTROLLED railroad. Each game defines railroad control. Movement must begin and end on a rail line. The unit can not attack a location, but can reinforce and defend a location during that turn. Cavalry blocks rail movement through any location they occupy. Weather and supply does not affect rail movement.
Amphibious movement: Only the Union player can conduct amphibious movement. The Union player can only move one unit per turn at the cost of 2 CAP. The unit must start the turn in a port location and then move to any port location unoccupied by enemy units. No further movement is allowed for that unit this turn.
Cavalry and leader movement: These unit types use CAP for movement like other units. They by themselves may not enter a location that is only occupied by enemy units. However they may enter a location that is being moved into by friendly infantry or garrison units, even if enemy units are present.
Cavalry and leader free movement: When friendly infantry or garrison units activate in a location where cavalry or leaders are present or in an adjacent location connected by road or railroad, they may move without spending CAP. The cavalry and leader units can move independent of the activated unit. (Note: In this exception, they are using the same CAP as the unit being activated. They may only move once per turn.)
Cavalry screening actions: Each cavalry unit has a single number in the lower left corner, normally 2 or 3. When a unit enters a location occupied only by enemy cavalry a screening check is made. The moving player rolls one die. If the number is equal to or less than the number on the cavalry unit then the moving unit ends its move in that location and ends it's move. Any additional moving units may enter the location but may not move through that location. The cavalry unit retreats one location.
If the die roll is higher than the number on the cavalry unit then the screening action fails and the cavalry unit retreats three locations. Opposing units can move into and through that location and the cavalry unit cannot screen locations for the remainder of the turn. In both instances all retreat rules are followed by the cavalry unit. If more than one cavalry unit is in a location that is being entered by enemy units a screening check must be made against each cavalry unit.
11. Battles
Battle occurs when opposing units end a move in the same location. The active player is the attacker. If more than one location is having a battle, the attacker determines the order in which the battles are fought. Each battle is resolved separately before any other battles are started.
After deploying units on the battle board, a series of battle rounds continue until the units of one side are eliminated, voluntarily retreat, or are forced to retreat.
Certain terrain affects the battle for the attacker or defender. Leaders may also affect battles, their effects will be given in the game specific rules.
11.1 Deploy Units on Battle Board
Units are moved from the battle location on the game board to the battle board. Units are deployed so the opposing player cannot see the SP.
The Battle Board is divided into two halves, the attacker half and the defender half.
On the attacker side is the Attacker Line Position and the River and Mountain Line Position areas for units that crossed a river or mountain for the attack. Firing units are placed in these Line Positions.
A Reserve and Failed Morale Position are at the back of the battle board and are not part of the Attacker Line Position. Units in these positions do not fire.
On the defender side of the battle board is the Defender Line Position and the Fortified City Line Position. The Fortified City Line Position is used to place a limited number of units (given for each city in the box) that add 2 dice to their dice number when firing. Firing units are placed in these Line Positions.
A Reserve and Failed Morale Position are at the back of the battle board and are not part of the Defender Line Positions. Units in these positions do not fire.
First, the defender places each of his infantry and garrison units in the Line Positions on the defender half of the battle board. All leader and cavalry units are placed in the reserve.
The attacker then places each of his infantry and garrison units in the Line Position on the attacker half of the battle board. Any attacking infantry or garrison that cross a river or mountain to enter the defending location are placed in those respective boxes on the attacker side of the battle board. Only units using a road/railroad crossing a mountain or river to enter the defending location are placed in those Line Positions. It is possible for some units to be in the Mountain/River Line Positions while those that did not cross a river or mountain to be in the non-terrain affected Line Position.
All leader and cavalry units are placed in the reserve and do not fire.
Once both players have placed their units on the battle board, each player reveals their units.
11.2 Battle Rounds
Each battle is conducted in a series of battle rounds that continue until the units of one side are eliminated or retreat.
Battle Round Sequence:
- Defender battle fire / apply hits to attacker units
- Attacker battle fire / apply hits to defender units
- Attacker checks morale for any units hit
- Defender checks morale for any units hit
- Attacker decides voluntary retreat
- Defender decides voluntary retreat
- Defender reinforces
- Attacker reinforces
In each battle round the defending player fires each of his units in the Line Positions. Any hits on the attacking player units are applied immediately. Then the attacking player fires each of his units in the Line Positions and any hits on the defending player units are applied immediately.
After both players have fired and both players have applied hits a morale check is made to see which units stay in the battle line and which units go to the failed morale position. The attacker checks his morale first, if the attacker is not forced to retreat then the defender conducts his morale check.
If either player's line position is vacant due to elimination of units OR failed morale checks a forced retreat occurs immediately. If a forced retreat has not occurred then at the end of the battle round players can decide if they want to voluntarily retreat instead of continuing more battle rounds. Attacker decides first, then the defender.
Battle fire: Only units in the Line Positions conduct battle fire. Units in Reserve or Failed Morale DO NOT FIRE. Units conduct battle fire by rolling a number of dice equal to the number shown in the circle on the right corner of the label, modified by terrain. Players score a hit against his opponent's units for each "6" rolled on a die. Losses are applied immediately.
For example: A 6 SP unit would roll 4 dice, etc. If attacking a location across a river, the unit would roll 3 dice in the first battle round, and 4 dice in following rounds. Hits are then allocated based on the 6's rolled. Units may fire in any order the firing player chooses.
Applying hits: Allocation of losses are decided by the owning player receiving the losses. Units in the Reserve or Failed Morale area do not take losses unless all units in the Line Positions are eliminated. Reductions in SP are shown by rotating the block once for each hit inflicted from its current SP to the new, reduced SP. Units with SP higher than 1 when reduced to the lowest SP for that block have their block replaced with the next lower SP block as hits occur. The replacement block must have the same unit identifier as the unit it is replacing. Any units reduced below 1 SP are eliminated and removed from the board.
Morale check: After all hits are applied, morale checks are made. First, the attacking units that took hits check morale, followed by the defending units.
A morale check is done by rolling one die for each hit a unit takes and comparing each individual die number to the unit's morale rating. If a roll is higher than the unit morale rating the unit withdraws to the Failed Morale Position and may not return to the Line or Reserve Position for that battle. If the attacking player's Line Position is left vacant due to a morale check failure, the defending player does not have to check his morale.
11.3 Battle Retreat
After each round of battle is completed players may voluntarily retreat from battle. The attacker makes this decision first, followed by the defender. All retreat rules apply. If neither player decides to voluntarily retreat then they begin another battle round.
Voluntary retreat: If a player decides to retreat, all of their units retreat from the battle location. The units of the player retreating (including any units in reserve and the failed morale column) are subject to one retreat battle fire round in which all infantry and garrison units of the opposing player in the battle location each roll one die per unit. A hit occurs for any 6's rolled. All hits are applied immediately to the retreating units. The retreating player decides which units to apply any hits. The retreating units do not return battle fire and must follow retreat rules. Units retreat one location on a voluntary retreat.
Forced retreat: Anytime during a battle round if a player's line position is vacant due to hits or failed morale checks a forced retreat occurs. The units of the player retreating (including any units in reserve and the failed morale column) are subject to one retreat battle fire round in which all infantry and garrison units of the opposing player in the battle location each roll a normal battle fire. All hits are applied immediately to the withdrawing units. The retreating player does not get to fire.
Units retreat two locations away due to a forced retreat. If all retreat locations are blocked, then all retreating units are eliminated.
11.4 Retreat Rules
If the defender is retreating, he must retreat all units to a connected location from the battle location that has no opponent's units located there and his opponent did not move from to attack the battle location. If none available he may retreat to another adjacent battle location, but be placed in the failed morale area. If the attacker retreats he must retreat all units to a connected location that he moved at least one unit from to conduct the attack. If these conditions cannot be met then all units cannot retreat and must continue to battle unless in a forced retreat situation, in which case they are all eliminated.
All units must retreat to the same location. There is no splitting of forces. Units retreat one location in voluntary retreat and two locations in forced retreats.
A player that retreats either by forced retreat or voluntary cannot reinforce other battles with those units during this player's turn. The non-retreating player completes reinforcement. A unit may retreat into a location where another battle is occurring but are placed in the failed morale position.
If all infantry and garrison units in a leader or cavalry unit's location are eliminated, they are retreated to the nearest friendly unit's location. If no retreat path is available, the unit is eliminated.
11.5 Battle Reinforcement
After each battle round players may reinforce the battle with units that are in adjacent locations that have not been in a battle this player's turn.
The player rolls 2 dice for each unit attempting to reinforce. If the die roll is equal to or greater than the current Army Commander Rating then the unit enters the battle location. If the roll is less than the Army Commander Rating 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, they are set up in the Line Position and may fire in the next battle round. If a side retreats, the non-retreating player may reinforce without a reinforcement roll.
12. Victory
Each game gives victory conditions that are based on terrain objectives or the elimination of enemy units.
13. Game Setup
See game specific rules.
14. Designer and Historical Notes
To start with a little on our design philosophy for the game series: We always loved Joe Balkoski's Great Campaigns series because it was a game of maneuver. But now days we do not have room for 3 maps and many hours of game time. The beauty of his system was it looked at the big picture with large maps and few units. That was the basis of this design. Fewer units on a grand scale using point-to-point movement to speed up game play, while retaining all the strategic decisions, were major goals of this series. To achieve this the primary unit of movement and combat is by corps.
During Civil War campaigns in the east the primary unit was by corps. The Confederate army was organized with fewer but larger corps or large divisions that were about the same size as some Union corps. The Union command had a bit more of an unwieldy corps structure with more but smaller corps. On both sides their corps tended to stay together more as a whole on the march and in battle.
While battle was important, and each side was looking for the opportunity to strike the other, it was always with the goal of catching a piece of the enemy army out of position and unsupported.
The game's combat system is about major elements of armies meeting at strategic locations based on coordinated movement and deception of your opponent. Have you maneuvered your army in such a way that you get there first with the most? And through command can you reinforce the battle to your advantage. And if not, can you conduct a fighting withdrawal while not taking too many losses so you can live to fight another day.
In 2005, we designed FORGED IN FIRE as a division level game that portrayed the fighting during the 1862 Peninsula Campaign. The Blue & Gray series described in one paragraph is a combination of the concepts from FORGED IN FIRE, and the Great Campaigns of the American Civil War series by Joseph Balkoski. Blocks reduced the number of units needed and added fog of war at a strategic level, simply and elegantly. And instead of using 4 strength point division blocks to cover every movement location on the board, we have more realistically made an 8 to 12 strength infantry corps or half corps that occupy one location.
For most of the battles, scale represents roughly 2 to 7 days depending on the amount of activity and battle. On the corps size units each SP represents roughly 1,500 men supplemented by artillery. Cavalry is abstracted to its function of blocking and screening along with smaller ad hoc units. Garrison units represent militia and detachments that could statically hold some locations. Clearly the large corps units pack the firepower for the combat system, including the artillery. Garrisons cannot fight much or very long without support. Cavalry was not used for the heavy-duty combat at this level and is not in this series.
Much like Forged in Fire we have kept the command action points and the overall commander rating which ties directly to any extra actions you receive. This makes command unpredictable at times. It is a realistic way of portraying strategic movement and combat as it will be rare that you will be able to do everything you need to do, and react to your opponent. However, the better the overall commander (Lee, Grant, Jackson) the better the chance you will be able to do most of what you need to do.
Different commanders in the different games also have differing abilities. In the Valley in 1862 Jackson can move with 2 units together in one move and an extra location a turn. This reflects Jackson's knowledge and excellent maps of the Valley as well as how he drove his men. During the month of May 1862 Jackson's Valley Army marched over 350 miles over a 30 day period and fought and won 5 battles. Of course he was doing this against 3 separate armies that combined outnumbered his over 3 to 1, but by speedy marches and a centralized command he was able to have tactical superiority at the battles.
In the battle system units in the battle line can fire at opposing units. The number of die rolled in battle is based on the size of the unit. How long a unit can sustain combat is affected by the unit's morale and size. Units may not fight to the last strength point, but instead may withdraw from the battle based on their morale if hit. Reinforcements can feed in from adjacent locations if they have a commander with a good command rating.
Replacements occur as well but not in all of the games. In LEE'S INVINCIBLES neither army receives replacement strength points as the terms of enlistments were expiring for many units and Lee was on the move so no sizable numbers of men were feeding in to either army. This makes for a game different than JACKSON & SHERIDAN, or GRANT'S GAMBLE where replacements are much more likely. The armies were both pulling in every available man, stripping fortifications around Washington, and the Atlantic seaboard.
Weather has effects as well. Rain reduces movement and continued rain almost brings it to a halt.
The American Civil War was the bloodiest war for America in its history. Battlefield losses were horrific. Units would just wear out and not be able to sustain combat. In the battles each side would fight until so exhausted their own losses would prevent follow up to victories.
This series will play very different than any you have played before. Maneuvering 3 to 5 units a turn on the board will feel odd, and small at first. As you play because you are moving so few pieces it will grow on you how important the moves become. Guarding flanks, or using your cavalry to confuse your opponent as to what units you have where will be critical. Each side must use the terrain to their advantage when at all possible.
Each of the games in the series plays different than the other. Different commanders, army morale, and manpower change the situation in each. The Grant and Lee games will play the most similar due to the army sizes and really they are the same armies facing off against each other a year apart with different commanders and different goals. You will find Jackson & Sheridan feel the most different than the other two games. With the much smaller armies you will find they are more brittle, losses will feel magnified. The importance of maneuver is more dramatic.
14.1 Play Tester Questions
What's the scale? It varies by game. In Lee's Invincibles and Grant's Gamble it is roughly 1500 men per SP (adjusted for corps artillery and corps leadership). For Jackson & Sheridan it is roughly 1000-1250 per SP.
Why no artillery? In a game of this scale portraying artillery even at a corps level did not make sense. Each corps historically had artillery to them, as well as an overall army artillery reserve. We decided the best way was to factor artillery into the corps infantry unit.
Why the abstraction with the cavalry? If you look seriously at civil war battles cavalry generally did not engage infantry in major battle other than to skirmish or slow infantry movement. We have given them what can be referred to as a screening value in their attempt to slow movement. Cavalry can also be used as decoys to confuse your opponent as to where infantry is versus cavalry.
Why doesn't each side roll die equal to their SP like other games? Very rarely would each side get all of their men into a battle. We based the number of die rolled on the sheer size reflecting a larger unit getting more guns into the fight. SP and morale are equal to lasting in a battle.
How did you rate the Commanders? We did an evaluation of each army commander's ability to move his army during the campaign. We looked at what they did well and did not do well and factor that into their commander rating and special abilities. For example, in the Wilderness Campaign, Lee maneuvered brilliantly, reacting and countering Grant's moves. So Lee was given a "reaction move" to reflect this. And despite horrible losses Grant kept up the drive south tenaciously. To show this Grant has the ability to sustain combat longer for his units when present.
Why is morale factored in the combat system? Units were limited in how many losses they could take and continue fighting. To show this morale was factored into each unit and as combat continues there is a greater chance the unit will break and not be able to continue in the battle. In the game the larger SP Union units can take more hits in battle, but the Confederate has slightly higher morale can have them withstand the fighting longer.
Why can't I eliminate units who are out of supply? Due to the time frame represented in the games this isn't possible. With each game representing from 30 to 60 days of actual campaign it would not happen. Other than isolated cases of armies getting trapped against rivers or in forts armies didn't dissolve due to being out of supply. Each army had supply wagons, and could forage. At this scale we did not want to get into the minutiae of stragglers and desertions. Even until 1865 Lee probably fielded an army of between 45,000 and 60,000 men and that was after a winter of near starvation. Sherman cut loose from his supply line totally in his famous March to the Sea and did not suffer at all.
Thank you for your interest in the Civil War and we hope you enjoy the Blue and Gray series.
Movement and Battle Example
The Union VI corps in Winchester spends 1 CAP and uses a road crossing a mountain and river to attack the Confederate unit in Snickersville. The Union VIII corps in Front Royal spends 1 CAP and crosses a mountain on its first movement point to Salem, on its second movement point it moves to attack the Confederate unit in Snickersville on a road that crosses no terrain. The Union XIX corps spends 1 CAP and moves to Salem, unable to enter Snickersville since it would exceed his movement rate.
The units are placed on the battle board with the Confederate EA unit placed in the Defender Line Position. The Union VI corps is placed in either the Mountain or River Attacker Line position signifying it is minus 1 die on its first battle round attack roll. The Union VIII corps is placed in the Attacker Line Position. The Confederate EA unit rolls 4 dice and scores a hit for each 6 rolled. The Confederate scores two hits. The Union chooses to take both hits on the VIII corps going from 4 to 2 SP and are applied immediately. The Union VIII rolls 3 dice. The Union VI corps rolls 3 dice instead of 4 because it is in the River/Mountain Attacker Line position and subtracts 1 die for the first round. Therefore the Union rolls a total of 6 dice in the first round. They score one hit on the Confederate player and he reduces the unit from 8 to 7 SP. Now both sides check morale on units that received hits in the first round. As the attacker the Union player checks first and rolls two dice for the hits applied to the VIII corps. He rolls a 5 and 2 and checks that to his morale number which is a 3. The 5 exceeds his morale number and therefore moves into the failed morale column. The Confederate now checks his morale and rolls one die and rolls a 3 passing the morale check. This concludes round one. Neither player decides to retreat. Round two begins. The Union XIX corps attempts to reinforce the battle from Salem. His roll against the commander rating is successful and moves into the attacker line position. The Union player moves the VI corps from the Mountain/River -1 die section of the Line Position to the Attacker Line Position. This round he will roll 4 dice.
Grant's Gamble Game-Specific Rules
1. Introduction
The campaign was a victory strategically and tactically for Lee. He held Grant out of Richmond and Petersburg, while inflicting massive casualties on the Union army. From the position occupied at the end of the campaign Grant was able to finish off Lee, but it would be 9 months later and at a great cost of life for both sides. If Sherman had not successfully taken Atlanta there is a great possibility that Lincoln would have lost the 1864 election to McClellan and the war would have ended with Southern Independence in some form.
2. Game Board
The road crossing between Charles City and City Point is not usable until the turn after a Union infantry unit ends its move in both locations.
3. Game Units
Trench markers: May not move. An active unit may spend 2 movement points to place a trench block with it. Only the unit who spent the movement points gain the terrain benefit from the trench block. A trench block is removed when the unit moves. Units with trench markers roll 1 extra die in each round of battle.
Units with trench markers are placed in the line position during battles with trench marker under the unit. Trench markers may not be placed in fortress locations.
4. Command Action Points
Each turn the Confederate player starts with 3 CAP, the Union starts each turn with 3 CAP. Both players can receive one extra CAP if successful during the CAP roll.
- Lee's Confederate Army Commander Rating is a 7.
- Grant's Union Army Commander Rating is 7.
5. Supply
The supply locations for the Union player are any occupied port and the following locations: Aquia Landing, Elk Tavern, and Sperryville. The supply locations for the Confederate player are Cumberland and Hicksford.
8. Replacements
The Union player receives 1 replacement point per turn. The Confederate receives 1 replacement point each even turn.
- Union replacement location: Aquia Landing
- Confederate replacement location: Richmond
10. Movement
Lee's special ability – Reaction Movement: Any and all units in a location with Lee can react to any Union moves in locations adjacent to them. This includes defended and undefended adjacent locations. The reactions can be one unit at a time or all at once or any combination the Confederate player chooses.
For example: Lee and three units are in Chancellorsville. One Confederate unit is defending Fredericksburg. The Union moves two units to attack Fredericksburg. The units with Lee could all move to Fredericksburg but the Confederate player only sends one unit in reaction, leaving two in Chancellorsville with Lee. The Union player moves three units to Orange CH which is open and undefended by Confederate units. Lee reacts and sends one unit to stop the Union movement and battle. He could have sent two units but decided to keep one in Chancellorsville to defend that location. Lee and units with him can only react once in a Union turn.
Rail control: Confederates control all railroad lines south of the Rappahanock River. Union cannot do rail movement.
11. Battle
Grant's special abilities: During battle if the Grant leader unit is present and in reserve, the player can re-roll one failed morale check for one unit each battle round.
12. Victory
Richmond is worth 10 VP and Petersburg is worth 5 VP to either side that occupies it at the end of the game.
Union infantry and/or garrison units can hold locations that cut Confederate rail lines and gain victory points by tracing a line from Richmond or Petersburg to Cumberland or Hicksford. Each game turn that ends with BOTH lines cut produces 2 VP for the Union player and eliminates Reinforcements for the Confederate player the next turn.
Winner of the game is most VP at game end.
Automatic victory:
- The Union player receives an automatic victory if they hold both Petersburg AND Richmond at the end of any game turn. Also if the Confederates total infantry SP falls below 14.
- The Confederate player receives an automatic victory at any time the Union total infantry SP falls below 28 SP.
13. Game Setup
The Union player sets up first. The Union player is the first player in the turn sequence. This game is 16 turns. See the setup table below for the opening layout of blocks.
| Union Units | Setup Locations |
|---|---|
| Grant (Leader), VI (10SP), V (12SP), II (12SP), IX (8SP), Cavalry (3), Cavalry (2) | Culpepper CH, Elk Tavern, Falmouth. Units may be at one or more of these locations. |
| X (8SP) | Yorktown |
| XVIII (8SP), Garrison (2SP) | City Point |
| Garrison (2SP) | Aquia Landing |
| Confederate Units | Setup Locations |
|---|---|
| Lee (Leader), I (8SP), II (12SP), III (12SP), Cavalry (3), Cavalry (2). Units may be at one or more of these locations. | Fredericksburg, Chancellorsville, Orange CH, Stannardsville, Gordonsville. |
| 2 Garrison (4SP and 2SP) | Richmond |
| 2 Garrisons (2SP) [1 in each location] | Chesterfield CH and Disputania |
| Garrison (4SP) | Petersburg |
| I-B (4SP) | Williamsburg |
14. Design and Historical Notes
In this game we wanted to portray Lee and Grant's respective leadership styles in the Wilderness Campaign. With Lee's reaction rule the Confederate player can with proper positioning block each move of the Union player as he drives on Richmond and Petersburg. As a counterpoint Grant was tenacious, despite taking horrendous losses he constantly pushed south trying to force Lee into an open field battle where his superior numbers and artillery could work to devastating effect.
The Union has superior mobility in the use of amphibious moves that could allow the Union army to try to replicate McClellan's 1862 campaign if desired. The Union units in Yorktown and City Point (Butler's army) can be an anvil that the Union Army of the Potomac hammer pins Lee's Army of Northern Virginia on to destroy. Grant's mobility was highlighted by his move across the James at Charles City when he withdrew from Cold Harbor leaving Lee in the dark as to his intentions as he marched on Petersburg.
The Confederates can utilize Lee's reaction capabilities to maintain efficient interior lines of defense. The defenses of Richmond, Petersburg, and lines of supply become paramount. Aggressive offensive action is only suggested in cases of overwhelming superiority of isolated Union units.
Historically, the Union lost close to 60,000 men in a 45 day period while the Confederates lost close to 45,000. Both sides were stripping troops from wherever they could to replace losses. The Union stripped the defenses of Washington DC and the Confederates troops from along the Atlantic seaboard. The Union pulled so many men from Washington DC that it almost allowed Jubal Early to take the capital in his 1864 Valley Campaign. Grant had to ship the VI corps by amphibious maneuver to Washington to block that maneuver.
15. Strategy
The Confederate player is on the defensive and must remember that. But where possible, he must take every opportunity to isolate and destroy a part of the Union army. He cannot afford to face a Union juggernaut and must delay it and divide it to gain advantage. He will have to use every unit he can to keep the Union player out of Richmond and Petersburg, as well as protecting the rail lines into those cities. And the longer he can keep Grant above the James the better his chances of denying the Union VP for cutting his rail lines. Entrenching at every opportunity and using the rivers when backing up will add valuable dice to his units and increase Union casualties.
The Union player is on the offensive and must drive relentlessly south towards Richmond and Petersburg. But be careful not to exhaust your army by excessive losses unless you are inflicting similar losses on the Confederates. You start with a slight numerical advantage and your replacements are greater than the Confederates. But dashing your army against strong defenses can bring parity quickly. Early on you must drive southeast or southwest. A drive to the west separates your main army from the Union forces around City Point, but it also divides the Confederate defense and puts the Confederate rail lines to the west at risk. A drive to the east gives you all of your armies concentrated and supply along the rivers as well as making you a direct threat to Richmond and Petersburg.
Order of Battle Breakdown of Infantry Replacement Blocks
The source page for this section is a graphic of unit block faces, not text. The block list below is read from that graphic; each entry is the full-strength block and any reduced blocks printed for it.
| Side | Unit | Full Strength Block | Reduced Strength Blocks |
|---|---|---|---|
| Confederate | I-A | 8 SP | 4 SP |
| Confederate | I-B | 4 SP | No reduced block |
| Confederate | II | 12 SP | 8 SP, 4 SP |
| Confederate | III | 12 SP | 8 SP, 4 SP |
| Union | II | 12 SP | 8 SP, 4 SP |
| Union | V | 12 SP | 8 SP, 4 SP |
| Union |
Other blocks shown on the page, for each side: the army leader (Lee for the Confederates, Grant for the Union), cavalry blocks (3) and (2), and garrison (G) blocks. Garrison block SP values are as shown in the setup table in section 13 above; the page graphic was not transcribed block by block for garrisons.