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Here Come the Rebels!

Here Come the Rebels Rulebook

Table of Contents

Table of Contents

  • Game Components
    • Abbreviations
  • Standard Basic Game Rules
    • 1.0 Introduction
    • 2.0 Basic Game Concepts
      • 2.1 Game Components
      • 2.2 Playing Pieces
      • 2.3 The Map
      • 2.4 Zones of Control
      • 2.5 Command Radius
      • 2.6 Abbreviations
    • 3.0 Basic Game Sequence Of Play
    • 4.0 The Action Cycle
      • 4.1 The Action Phase
      • 4.2 The Initiative Segment
      • 4.3 Activation Segment
      • 4.4 Ending the Action Cycle
    • 5.0 Actions
      • 5.1 March
      • 5.2 Activate Leader
      • 5.3 Assault
      • 5.4 Burn RR Station
      • 5.5 Entrenchment
    • 6.0 March And Movement
      • 6.1 Rules of Marching
      • 6.2 Rules of Movement
      • 6.3 Leader Movement
      • 6.4 Stacking
      • 6.5 Fatigue Levels
    • 7.0 Combat
      • 7.1 Attacks
      • 7.2 Combat Values
      • 7.3 Artillery Values
      • 7.4 Combat Die Roll Modifiers
      • 7.5 Combat Results
      • 7.6 Retreats, Routs, and Advances
      • 7.7 Cavalry Retreat
      • 7.8 Refusing Flanks
    • 8.0 Recovery
    • 9.0 Entrenchments
    • 10.0 Bridges, Dams, And Ferries
      • 10.1 Pontoon Bridges
      • 10.2 Destroying Bridges and Ferries
      • 10.3 Repairing Permanent Bridges and Ferries
    • 11.0 Demoralization
    • 12.0 Rain
    • Limited Intelligence (Optional Rule)
  • Here Come the Rebels Sequence of Play
  • Special Units and Commanders
  • Basic Game Scenarios
    • Scenario 1: South Mountain
    • Scenario 2: Harpers Ferry – Crampton's Gap
    • Scenario 3: McClellan's Opportunity
    • Scenario 4: The Baltimore Raid
    • Scenario 5: The Battle for Washington
  • Advanced Game Rules
    • Random Events
    • Random Action Cycle Ending
    • Pennsylvania Militia
    • Harpers Ferry
    • Union Forts
    • Death of a Confederate Commander
    • Supply
      • Depots
      • Repairing Damaged Stations
      • Supply Status
      • Foraging
      • Effects of Supply
    • Substitute Units
      • Detachment
      • Absorption
    • C&O Canal Aqueduct
    • Control of Maryland
    • Union Rail Movement
  • Advanced Game Scenarios
    • Scenario 6: From Frederick to Sharpsburg
    • Scenario 7: The Maryland Campaign
  • Designer's Notes
  • Revised Scenarios
    • Harpers Ferry – Crampton's Gap: Revised Scenario
    • McClellan's Opportunity: Revised Scenario
    • Maryland Campaign: Revised Victory Conditions
  • Translator's Notes
  • Random Events Table

Game Components

Here Come the Rebels! includes the following components:

  • 1 rulebook
  • 2 maps, 22" × 32" each
  • 2 counter sheets of 260 counters each
  • 2 Charts and Tables cards
  • 1 County Display
  • 1 Union Force Display
  • 1 Confederate Force Display
  • 2 six-sided dice
  • 1 counter tray

The Here Come the Rebels! map is split across two sheets, West and East. The Advanced Game's Scenario 7 uses both maps joined together; the five Basic Game scenarios and Advanced Game Scenario 6 use only the West map. In setup instructions, a hex is identified by "W" (West Map) or "E" (East Map) followed by a four-digit number — for example, "W4214" is hex 4214 of the West map (the town of Frederick, Maryland).

Note: Three Confederate divisions — D. H. Hill, McLaws, and Anderson — are represented by two different counters each (an "A" side and a "B" side). The scenario instructions specify which counter to use. These units have different Artillery values in different scenarios, hence the two counters.

Abbreviations

AbbreviationMeaningAbbreviationMeaning
ANVArmy of Northern VirginiaLLongstreet's Corps
APArmy of the PotomacLdrLeader (commander)
BaltBaltimore DefensesMPMovement Points
BrigBrigadeOrgOrganized
CavCavalryPHBPotomac Home Brigade
DCDistrict of Columbia DefensesRegtRegiment
DisorgDisorganizedRRRailroad (or Union "Railroad Brigade")
DivDivisionShenShenandoah
DmorizeDemoralizedSubSubstitute Commander
InfInfantryVPVictory Points
JJackson's CorpsZOCZone of Control
KWKanawha Division

The following commander or unit names are abbreviated on the counters:

AbbreviationFull NameAbbreviationFull Name
AbrcrmbieAbercrombieMnsfieldMansfield
AndersnAndersonRichrdsonRichardson
DoubledyDoubledaySedgwckSedgwick
HeintzlmnHeintzelmanSteinwhrSteinwehr
LngstreetLongstreetWdsworthWadsworth
McClellnMcClellan

Stop! Before proceeding, read the GCACW Standard Basic Game Rules (below).

Standard Basic Game Rules

The following section (through "Limited Intelligence") is the GCACW Standard Basic Game Rules, Version 1.6 — the common rulebook Multi-Man Publishing (MMP) currently publishes for every game in the Great Campaigns of the American Civil War series. It applies to Here Come the Rebels! (HCR) exactly as printed; other games it also governs are referred to below by their own three-letter abbreviations (SJW, RTG, SIV, SLB, OTR, GTC, BAC, AGA, AIO, RWH, HSN, TPC, TOM) purely for cross-reference and do not affect HCR play.

1.0 Introduction

The purpose of this manual is to serve as a guide to playing Basic Game scenarios for any of the games that have been published to date in the Great Campaigns of the American Civil War (GCACW) series. The games published so far in the series are listed below (in order of publication), along with the three-letter abbreviation for each game. These abbreviations are used throughout this manual.

  • Stonewall Jackson's Way (SJW) [Original Publication]
  • Here Come The Rebels! (HCR)
  • Roads to Gettysburg (RTG)
  • Stonewall in the Valley (SIV)
  • Stonewall's Last Battle (SLB)
  • On to Richmond! (OTR)
  • Grant Takes Command (GTC)
  • Battle Above the Clouds (BAC)
  • All Green Alike (AGA)
  • Stonewall Jackson's Way (SJW) [redesign republication]
  • Atlanta Is Ours (AIO)
  • Here Come the Rebels! (HCR) [redesign publication]
  • Roads to Gettysburg (RTG) [redesign publication]
  • Rebels in the White House (RWH) [redesign publication]
  • Hood Strikes North (HSN)
  • On To Richmond (OTR) [redesign publication]
  • Grant Takes Command (GTC) [redesign publication]
  • The Petersburg Campaign (TPC)
  • Thunder on the Mississippi (TOM)

Two modules were also published in the Skirmisher #2 magazine: Burnside Takes Command (BTC) and Rebels in the White House (RWH). One module was published in Skirmisher #4 magazine: Lee's Last Offensive (LLO).

The first six games in the series were each published with their own rule booklet that contained minor changes in Basic Game rules from one game to the next. The Basic Game rules for the series were then standardized with the publication of the Standard Series Rules Upgrade Kit in Issue #1 of the GCACW Gamer's Guide, The Skirmisher. This kit itemized the changes required to bring each game in line with the official common set of rules. Since the Basic Game rules have been standardized, each subsequent game in the series has included a Standard Basic Game rule book (such as this manual) and a separate set of rules that are unique to that campaign.

The first version of the Standard Basic Game rules appeared in Grant Takes Command. These rules have only had minor revisions in games published since then. The new designation for the standard rules that are included herein are the GCACW Standard Basic Game Rules, Version 1.6. The rules that have been added or modified for Version 1.6 are shown in blue text in the original document for ease of identification.

Since these rule sections are the most recent version of the Standard Series Rules ("Standard Rules"), they should also be used to update the rules in Sections 2.0 to 12.0 for the first six games in the series. Please note that the special rules and setups for each scenario still must be referenced from the rule booklet that was originally published with each game. The Upgrade Kit in The Skirmisher also contained 130 updated counters that are needed to convert the first five games in the series to the Standard Rules. Note: the various notes and leader counters for SJW, HCR, and RTG contained in Skirmisher 1 should not be used when playing the republished version of SJW, HCR, and RTG; these items are already included in the republication.

Although these Standard Rules enhance the realism and enjoyment of the series, particularly the early volumes, their use slightly increases the complexity of play. Although this manual's rules are considered "official," it is entirely understandable that some players may prefer to play the games strictly as originally written. Before starting play of any GCACW game, players must agree whether or not these Standard Rules will be employed. It is recommended that if these rules are used, they be used in their entirety, not selectively. However, rules listed as "optional" may be used selectively.

2.0 Basic Game Concepts

One person is chosen as the Union player and the other as the Confederate player. However, playing the game solitaire presents no special difficulties.

2.1 Game Components

The components differ from one game to the next in the Great Campaigns series. Consult the original rule booklet for each game to find the list of components for that title in the series. (For HCR, see "Game Components" above.)

2.2 Playing Pieces

The following types of playing pieces (or counters) are used in the game: military units, leaders, and informational markers.

Military Units. Each player controls a set of military units. These are usually identified by their commanding officer, who is listed by name on the counter (e.g., "Early-B"). Some small units, however, are simply identified by regiment (e.g., "10 GA" — the 10th Georgia Infantry). Units also have designations on each side of the organizational symbol (the colored rectangle in the middle of the counter) identifying the corps and/or the division to which the unit belongs. For example, the Union "XX" designation means the unit belongs to the Twentieth Corps; the Confederate "M-W" designation means the unit belongs to Wheeler's Corps, Morgan's Division. Union infantry units also have a numerical division designation on the right side of the organizational symbol, which is used for informational purposes only.

Military units come in five different sizes: II = Squadron (Union only), III = Regiment, X = Brigade, XX = Division, X+ = Demi-Division (Confederate only). The demi-division was not a true military organization, although several Confederate reports from early 1862 used that term. It is an aggregation of 2 to 4 brigades from the same division and is appropriate for the early period of the war, when Confederate leaders could not easily control divisions with up to 16,000 men.

Military units are divided into three types: Cavalry, Infantry, and Artillery. Military units have two values printed on their counters: the Tactical value, representing the military competence of the unit's commander and troops; and the Artillery value, representing the number of artillery batteries attached to that unit. Military units have two sides: the front ("normal") side and the reverse ("exhausted") side. The exhausted side is marked by a white stripe across the top of the unit.

Leaders. There are four types of leaders in the GCACW series. A leader may never occupy a hex by itself. It must always be stacked with a friendly, subordinate military unit.

  • Army Leaders: Army leaders have only a single number on their counters, which is their Command value. Army leaders are used to initiate grand assaults, and in Advanced Game scenarios of some games in the series they can perform the Activate Army Leader action. They must be attached to a subordinate infantry (not cavalry or artillery) unit at all times. Army leaders are present for both players in every game except SIV and AGA.
  • District Leaders: District leaders are distinguished by the presence of a colored star on their counter. Like corps and division leaders, district leader counters contain two numbers: a Tactical value and a Command value. District leaders are hybrid units that are used to both activate units for movement and assault (like corps and division leaders) and initiate grand assaults (like army leaders). District leaders may not perform the Activate Army Leader action. They must be attached to a subordinate infantry (not cavalry or artillery) unit at all times. District leaders are found leading the forces in a side theater that was not large enough historically to warrant the deployment of an entire army (such as SIV or the GTC side theaters). Note: Not all games have District Leaders.
  • Corps and Division Leaders: Corps and division leader counters contain two numbers: a Tactical value and a Command value, but no red star. Players must check the "Size" column in the scenario setup to determine which leaders with these two numbers are corps leaders and which are division leaders. Corps and division leaders are used to both activate units for movement and to initiate assaults. Corps and division leaders must be attached to a subordinate unit belonging to the same corps or division at all times. This subordinate unit can be of any type (infantry, cavalry, or artillery), depending on the composition of the units in that corps or division. Some combination of corps and/or division leaders are present for both players in every game in the series. Some corps may even have both corps and division leaders present; in this case some units may be activated by either the corps or division leader at the player's discretion.

Informational Markers.

  • Strength Markers: A military unit must always possess a single Strength marker. A Strength marker has a front (organized) and a reverse (disorganized) side. The organized side has a single number from 1 to 21, which is both its "Manpower value" and "Combat value." The disorganized side has two numbers: a smaller number in value (1/2 to 14), which is its Combat value; and a larger number in value (1 to 21), which is its Manpower value. Strength markers never function by themselves; they must always be assigned to a military unit. At the start of a scenario, a Strength marker of the correct Manpower value is placed underneath a unit on its organized side. Wherever a unit goes, its Strength marker accompanies it. A maximum of one Strength marker may be assigned to a unit at a time. As a unit suffers losses, its marker changes. A player may examine his opponent's Strength markers at any time. Leaders never possess Strength markers. Although Strength markers can have numbers from 1 to 21, in most games in the series, players are limited to a maximum Manpower value that is less than 21. The maximum manpower in a specific game is listed in the Advanced Game rules for that game, in the Attachment section.
  • Fatigue Markers: As military units move and fight, they become "fatigued." Fatigue is represented in five "Fatigue levels" from 0 to 4. Military units must always be at one of these levels. Fatigue markers are placed underneath a unit's Strength marker. As the unit's Fatigue level changes, its Fatigue marker is adjusted. A unit at Fatigue level 0 does not possess a Fatigue marker — the lack of such a marker indicates Level 0. Leaders never possess Fatigue markers.

Sample Units. Each unit counter shows: its name; its size and organizational symbol/corps-division designation; its Tactical value and Artillery value; and (on infantry and cavalry units) an exhaustion indicator on the reverse. Leader counters show a portrait, Command value, and (for corps/division leaders) Tactical value. A Strength marker shows its Manpower/Combat value on the organized side and separate Manpower and Combat values on the disorganized side. A parenthesized Tactical value means the unit may not be the only unit in an attack (marching or assault).

2.3 The Map

Major Terrain. Each land hex on the map is classified as one of ten major terrain types: clear, rolling, rough, woods, city, swamp, provisional swamp, hill, mountain, or loess. Each terrain type has its own Movement Point cost, listed on the Terrain Chart, which military units pay to enter the hex. Clear, rolling, and hill hexes have distinctive base colors: light yellow for clear, light green for rolling, and orange for hills. Other hexes can be recognized by special symbology: a green "brush" pattern for rough; a dark green "forest" pattern for woods; a gray "grid" pattern for city; a light green "marsh" pattern for provisional swamps; a highlight to the provisional swamp for permanent swamp hexes; a brown "elevated land" pattern for mountain; a tan pattern for hills; and a pattern of many small tan dots superimposed on an olive base color for loess (loess terrain does not appear in HCR).

A land hex is considered to be the terrain type of the predominant symbology in that hex. Only whole hexes are playable. Partial hexes are not playable for any game purpose; they are considered off-map.

Special Hex/Hexside Features. A number of terrain types appear along hexsides, such as rivers, creeks, ridges, bluffs, fords, bridges, ferries, dams, and county borders. Several types of special terrain appear within a hex, such as villages, RR stations, pikes, roads, landings and redoubts, but these have no effect on a hex's major terrain classification.

Woods Hexside: A "woods hexside" is a hexside between a woods hex and any other hex (including another woods hex). The hexside itself does not have to be covered with a forest pattern to be considered a woods hexside.

2.4 Zones of Control

A military unit, regardless of its status, exerts a Zone of Control (ZOC) into each of the six adjacent hexes surrounding it. Exceptions: ZOC extend across major or minor river hexsides only at fords, dams, ferries, or bridges. Also, ZOC extend into and out of swamp and mountain hexes only across hexsides crossed by a road, pike, RR, or trail. Finally, ZOC do not extend across all-water hexsides.

Restricted ZOC: If a unit exerts a ZOC across a woods or loess hexside (see definition above), and no road, pike, RR, or trail traverses that hexside, the hex into which that ZOC is exerted is referred to as a "restricted ZOC." Non-restricted ZOC are sometimes referred to as "normal" ZOC. Unless otherwise specified, restricted ZOC hexes function like normal ZOC.

2.5 Command Radius

Sometimes a leader must trace a "command radius" between itself and subordinate units or another leader. A command radius is a path of three or fewer contiguous hexes between a leader's hex (exclusive) to a unit's hex (inclusive). Terrain is irrelevant when a leader traces a command radius — the three-hex path may enter any type of hex or cross any hexside. A command radius may not enter an enemy occupied hex or an enemy ZOC, including restricted ZOCs. (It may enter an enemy ZOC hex if that hex is occupied by a friendly unit.) The hex occupied by a leader is considered within its own command radius.

2.6 Abbreviations

Art: Artillery · Brig: Brigade · Cav: Cavalry · Cmd: Command · Disorg: Disorganized · Div: Division · Dmorlze: Demoralized · Inf: Infantry · MP: Movement Points · Org: Organized · Regt: Regiment · RR: Railroad · Sub: Substitute · VP: Victory Points · ZOC: Zone of Control

3.0 Basic Game Sequence Of Play

Each turn is performed according to a Sequence of Play:

  1. Random Events Phase. Two dice are rolled; the players consult the Random Events Table. (Random events are only used in a Basic Game scenario if the scenario specifically calls for it.)
  2. Leader Transfer Phase. Leaders may be transferred from one subordinate unit to another (see 6.3).
  3. The Action Cycle.
    • Action Phase
      • A. Initiative Segment: Both players roll a die. The player with the higher roll wins. The winner must take initiative or pass (see 4.2). If both players roll the same number, special considerations apply (see 4.2). In HCR (and all games not listed as exceptions in 4.2), the Confederate Player wins initiative on a tie.
      • B. Activation Segment: The player who has taken initiative must perform a single action with an eligible leader or unit. At the end of an Activation Segment, the players return to the Initiative Segment and a new Action Phase begins. Players continue to perform Action Phases indefinitely until both players pass in the same Action Phase (see 4.4).
  4. Recovery Phase. Eligible units may entrench, build bridges, repair bridges and ferries, and recover from fatigue, disorganization, exhaustion, and demoralization.
  5. Turn Indication Phase. The Turn marker is advanced one box on the Turn Record Track and the players begin a new turn.

Exceptions: Occasionally an individual Basic Game scenario might draw on one or more rules sections from the Advanced Game rules for that volume. In these situations, additional phases may be added to the sequence of play after the Random Events Phase. (For HCR's own Advanced Game additions, see "Here Come the Rebels Sequence of Play" below.)

4.0 The Action Cycle

Every turn has a single Action Cycle of indefinite length.

4.1 The Action Phase

An Action Cycle consists of a variable number of Action Phases. Each Action Phase is composed of an Initiative Segment and an Activation Segment. As soon as a player completes an action in the Activation Segment, a new Action Phase begins. Action Phases continue indefinitely until conditions for ending the Action Cycle are fulfilled.

4.2 The Initiative Segment

During this segment, both players roll a die. The player with the highest roll wins. If both players roll the same number, special considerations may apply in certain other games in the series; in HCR, the Confederate player wins initiative on a tie. The winning player must choose one of the following two options:

  • Take Initiative: He may take the initiative, thereby obligating him to perform an action in the subsequent Activation Segment;
  • Pass: He may "pass," automatically yielding initiative to his opponent.

A player who lost the initiative roll but who has initiative yielded to him by a "pass" must choose one of the following two options:

  • Take Initiative: He may take the initiative, thereby obligating him to perform an action in the subsequent Activation Segment;
  • Pass: He may "pass," automatically ending the Action Cycle.

Passing. If the player who wins the initiative roll passes, he does nothing. His opponent must then either take the initiative or pass. If the opponent also passes, the Action Cycle ends.

4.3 Activation Segment

The player who takes initiative must perform a single action with an eligible unit or leader in the Activation Segment. The counter selected for this action is called the "active unit" or "active leader." The player controlling this unit/leader is called the "active player."

4.4 Ending the Action Cycle

As soon as a player completes an action in an Activation Segment, a new Action Phase begins. Action Phases repeat indefinitely in an Action Cycle until both players pass in the same Action Phase. Thus, an Action Cycle ends when the player who wins the initiative roll passes, and his opponent — who is given the choice of taking initiative or passing — also passes. The Action Cycle also ends when both players have no units eligible for activation; or if a player passes when his opponent has no units eligible for activation. When an Action Cycle ends, proceed to the Recovery Phase.

5.0 Actions

The player who takes initiative must perform a single action in the Activation Segment with one of his units or leaders. There are five types of actions: March; Activate Leader; Assault; Burn RR Station (not in SIV or OTR); Entrenchment (1863 or later).

5.1 March

Only a single unit (not a leader) may be chosen to perform a March action. A unit is eligible to march only if it is currently at a Fatigue Level of 3 or less — it may not march if it is at Fatigue Level 4. The unit's Strength marker may be organized or disorganized. A unit may march more than once per turn, but never more than once per Action Phase. A March is performed as follows:

  1. The player with initiative selects one eligible unit anywhere on the map. The unit's Movement Allowance is calculated as follows:
    • Union Infantry or Artillery Unit: The Union player rolls one die. The result is the unit's Movement Allowance.
    • Confederate Infantry or Artillery Unit: The Confederate player rolls one die. The die roll is increased by 1. The modified die roll is the unit's Movement Allowance.
    • Union Cavalry Unit: The Union player rolls two dice. The sum of the dice is the unit's Movement Allowance.
    • Confederate Cavalry Unit: The Confederate player rolls two dice. The sum of the dice is increased by 1. The modified dice roll is the unit's Movement Allowance.
  2. The chosen unit's Fatigue Level is increased by one. The unit gains a new Fatigue marker (or has an existing marker flipped over) to reflect the change. If this march brings a unit on its normal side to a new Fatigue Level of 3 or 4, or a unit on its exhausted side to a new Fatigue Level of 2, 3, or 4, it is an "extended march," and the player must consult the Extended March Table. Note: Before proceeding to Step 3, enemy cavalry units in the active unit's ZOC may perform a cavalry retreat (see 7.7).
  3. An eligible unit may enhance its Movement Allowance by making a "force march." The Movement Points (MP) gained by a force march are added to the Movement Allowance calculated in Step 1 to determine a final Movement Allowance. If no force march is performed, the unit's final Movement Allowance is the number determined in Step 1.
  4. Place the "Active Movement Allowance" marker on the Movement Track in the box corresponding to the unit's final Movement Allowance.
  5. The unit performs its march. As it expends MP, the Active Movement Allowance marker is adjusted downward. The march ends when the marker reaches 0 or the active player states that the action is over. If the marker reaches 0 due to an attack, the action does not end until the attack is resolved.

(Optional) A unit at Fatigue Level 4 may be selected in Step 1 of a March action if its Strength marker is organized. If a unit at Fatigue Level 4 marches, its Strength marker is automatically flipped to its disorganized side. (It retains its Fatigue Level 4 marker.) The player does not consult the Extended March Table. If a unit at Fatigue Level 4 marches, it may not also force march.

Extended March. If a unit on its normal side marches and its fatigue increase brings it to Fatigue Level 3 or 4, the action is an "extended march." If a unit on its exhausted side marches and its fatigue increase brings it to Fatigue Level 2, 3, or 4, the action is also an "extended march." Before proceeding to Step 3 of the march procedure, the active player rolls a die and consults the Extended March Table. This roll may be modified. If the unit's Strength marker is organized, the modified roll is cross-referenced with the "Organized" column. If the unit's Strength marker is disorganized, the modified roll is cross-referenced with the "Disorganized" column corresponding to its current Manpower value. There are three possible results:

  • NE: No effect; the extended march has no effect on the active unit.
  • D: Disorganized; the unit's Strength marker is flipped to its disorganized side.
  • 1/2/3: The unit's Manpower value is reduced by 1, 2, or 3. The unit's new Strength marker is placed on its disorganized side.

As long as it is not eliminated by the result, the active unit resumes its march after determining the effects of its extended march.

Force March. A player may enhance his active unit's Movement Allowance by declaring a "Force March." A force march may only be declared in Step 3 of the March procedure or Step 7 of the Activate Leader procedure. An active unit may force march only if its Strength marker is currently on its organized side. Artillery and wagon units can never force march. To conduct a force march, follow this procedure:

  1. Flip the unit's Strength marker to its disorganized side.
  2. If an infantry unit force marches, roll one die and subtract 1 from the roll. If a cavalry unit force marches, roll two dice and subtract 1 from the dice sum. The result is the number of MP added to the active unit's Movement Allowance as determined in Step 1 of the March procedure. The minimum MP bonus gained by an infantry unit's force march is 2, even if the modified roll is 0 or 1. The minimum MP bonus gained by a cavalry unit's force march is 4, even if the modified roll is 1, 2, or 3.
  3. If the unmodified roll in Step 2 is 6 (for infantry), the active unit's Manpower Value is reduced by two if its current Manpower Value is 6 or more; otherwise, its Manpower Value is reduced by 1. If the unmodified roll in Step 2 is from 2 to 5 (for infantry) or 8 or more (for cavalry), the active unit's Manpower Value is reduced by one. New Strength markers are placed on their disorganized sides. If the unmodified roll in Step 2 is 1 (for infantry) or 7 or less (for cavalry), the active unit's Manpower Value is unaffected.

5.2 Activate Leader

The "Activate Leader" action enables a player to perform one or more consecutive march actions with eligible military units in the same Action Phase. The following actions may not be performed in an Activate Leader action: Assault, Burn RR Station, and (in Advanced Game scenarios) RR or amphibious embarking and movement. Only one district, division, or corps leader at a time may be chosen for activation. A leader is eligible for activation only if one or more units within his command radius belonging to his command are at a Fatigue Level of 3 or less. A leader activation is performed as follows:

  1. The player with initiative selects an eligible leader anywhere on the map.

  2. The player with initiative must select one or more units belonging to the active leader's command that are situated within the leader's command radius (other than the leader itself). All of the units selected to participate in an Activate Leader action must be at a Fatigue Level of 3 or less. Place a Union or Confederate "Leader Activation" marker on top of each unit selected. The player is not obligated to select every eligible unit within the leader's command radius, although he may do so. He must select at least one. In HCR, Union cavalry units do not belong to any leader's command (there are no Union cavalry leaders in HCR); such units may not be selected to join an Activate Leader action. They may only perform march and entrenchment actions individually. (Artillery units in all games may be selected to join in an Activate Leader action of any non-cavalry leader, even though they do not belong to the active leader's command.)

    In 1864-1865, or in 1863 if playing with the "Entrenchment" action optional rule, the player must declare whether each unit selected will march or entrench. This designation must occur in Step 2 of this procedure, prior to the calculation of the Movement Allowance. The player is free to have some units march and others entrench during a single Activate Leader action.

    (Optional) A unit at Fatigue Level 4 may be selected to march (not entrench) in Step 2 of an Activate Leader action if its Strength marker is organized. If a unit at Fatigue Level 4 marches, its Strength marker is automatically flipped to its disorganized side. (It retains its Fatigue Level 4 marker.) The player does not consult the Extended March Table. If a unit at Fatigue Level 4 marches, it may not also force march.

  3. The active leader's Movement Allowance is calculated as follows:

    • Union Infantry Leaders: The Union player rolls one die. The result is increased by 1. The modified roll is the leader's Movement Allowance.
    • Union Cavalry Division Leaders: The Union player rolls two dice. The sum of the dice is increased by 1. The modified roll is the leader's Movement Allowance.
    • Union Cavalry Corps Leaders: The Union player rolls two dice. The sum of the dice is increased by 2. The modified roll is the leader's Movement Allowance.
    • Confederate Infantry Leaders: The Confederate player rolls one die. The result is increased by 2. The modified roll is the leader's Movement Allowance.
    • Confederate Cavalry Division Leaders: The Confederate player rolls two dice. The sum of the dice is increased by 2. The modified roll is the leader's Movement Allowance.
    • Confederate Cavalry Corps Leaders: The Confederate player rolls two dice. The sum of the dice is increased by 3. The modified roll is the leader's Movement Allowance.
  4. The leader's Movement Allowance determined in Step 3 is used by every unit selected for participation in the leader activation. Place the "Leader Movement Allowance" marker on the Movement Track in the box corresponding to this number. Do not move the marker from this box for the duration of the leader activation, as it serves to remind the players of the leader's Movement Allowance.

  5. The active leader may transfer to any hex occupied by a subordinate unit (including an artillery unit) selected in Step 2. This transfer is voluntary and may only take place before any units march. Place the leader in the hex to which it transfers. In the hex that the active leader occupies, the player must now designate a unit in the leader's command that the leader is "attached" to and that the leader must remain with for the entire Activate Leader action. This unit does not have to be a unit activated in the current action (in which case that unit cannot move since it has not been activated).

  6. The active player chooses a single unit to perform a march or entrenchment action. The chosen unit must have been selected in Step 2 (i.e., it must have a Leader Activation marker, which is now removed). The unit must choose the same action (march or entrenchment) that was designated for the unit in Step 2. The chosen unit's Fatigue Level is immediately increased by one. The unit gains a new Fatigue marker (or has an existing marker flipped over) to reflect the change.

    If the unit is entrenching, it follows the procedure outlined in Section 5.5. After following the entrenchment procedure, skip Steps 7 and 8 and pick up this procedure at Step 9.

    If the unit is marching, it uses the active leader's Movement Allowance calculated in Step 3. If this march brings a unit on its normal side to a new Fatigue Level of 3 or 4, or a unit on its exhausted side to a new Fatigue Level of 2, 3, or 4, it is an "extended march," and the player consults the Extended March Table. (Before proceeding to Step 7 but after rolling for extended march, enemy cavalry units in the marching unit's ZOC may perform a cavalry retreat; see 7.7.)

  7. An eligible unit may enhance its Movement Allowance by making a "force march" (see Force March rules). The MP gained by a force march are added to the leader's Movement Allowance calculated in Step 3 to determine the unit's final Movement Allowance. Place the "Active Movement Allowance" marker on the Movement Track in the box corresponding to this number. If no force march is performed, the Active Movement Allowance marker is placed in the same box as the active leader's Movement Allowance calculated in Step 3.

  8. The unit performs its march. As it expends MP, the Active Movement Allowance marker is adjusted downward. The march ends when the marker reaches 0 or the active player states that the march is over. If the marker reaches 0 due to an attack, the march does not end until the attack is resolved.

    Units activated by cavalry division leaders are limited by the following rule. Only the first cavalry unit to march as part of an Activate Leader action initiated by a cavalry division leader may conduct an attack. The second or any subsequent cavalry unit to march in an Activate Leader action may not attack. Thus, a maximum of one cavalry unit may attack in an Activate Leader action initiated by a cavalry division leader. There is no such limitation in an Activate Leader action initiated by a cavalry corps leader.

  9. The active player now repeats Steps 6, 7, and 8 for each unit chosen to participate in the leader activation in Step 2. The player must perform Steps 6, 7, and 8 for each unit selected in Step 2; units may not withdraw from the action (although they are not obligated to move or attack). Each unit must perform Steps 6, 7, and 8 a maximum of once per leader activation. A unit must complete its march or entrenchment before another unit begins its action. The leader activation ends when each unit with a Leader Activation marker has completed Steps 6, 7, and 8.

5.3 Assault

An "assault" action enables a district, division, or corps leader to attack a single, adjacent, enemy-occupied hex with a group of subordinate units rather than attacking with each individually. Only one leader at a time may be chosen for an assault. A leader is eligible for an assault only if one or more subordinate units in the leader's hex have a Fatigue Level of 3 or less. MP are not used in an assault, and the active player does not roll a die to determine a Movement Allowance. Assaults are explained in detail in the combat section (see 7.1).

5.4 Burn RR Station

Who May Burn RR Stations. Only a single military unit (not a leader) may be chosen to perform a Burn RR Station action. A unit is eligible for this action if it occupies a RR station hex and is at a Fatigue Level of 3 or less; it may not be chosen if it is at Fatigue Level 4. The unit's Strength marker may be organized or disorganized, but it must have a Combat Value (not Manpower Value) of 2 or more and cannot be demoralized.

Procedure. The player with initiative selects a single eligible unit anywhere on the map. The chosen unit's Fatigue Level is immediately increased by one. The unit gains a new Fatigue marker (or has an existing marker flipped over) to reflect the change. An extended march never occurs as a result of a Burn RR Station action, even if the unit goes to a new Fatigue Level of 2, 3, or 4.

If the unit's Combat Value is 2, 3, or 4, place a Damage marker in the RR station hex; if the unit's Combat Value is 5 or more, place a Destroy marker in the hex. The presence of other friendly units in the hex has no effect on the type of marker placed in the RR station hex. The action is now over and a new Action Phase begins. Damage/Destroy markers remain in place for the duration of the game. However, an existing Damage marker is flipped over to its Destroy side at the moment a unit with a Combat Value of 5 or more performs a Burn RR Station action in that hex. An existing Damage marker is unaffected if a unit with a Combat Value of 2, 3, or 4 performs a Burn RR Station action in that hex. A Destroy marker is unaffected if other units later perform a Burn RR Station action in that hex.

5.5 Entrenchment

Who May Entrench. In any 1864 or later scenario, or in a 1863 scenario if this Entrenchment Action optional rule is used by mutual consent of the players, players may add an "Entrenchment" action to the menu of actions available to active units. Entrenchment actions may be performed by units activated individually or as part of an Activate Leader action. Entrenching during the Action Cycle is always in addition to normal entrenchment rules. Eligible units may still entrench in Step 1 of the Recovery Phase.

Entrenchment Action Restrictions: the unit must meet all of the following conditions:

  • It must be a military unit (not a leader).
  • It must be at a Fatigue Level of 0, 1, or 2 if the year is 1863 (Fatigue Level 0, 1, 2, or 3 in 1864-1865). Units may not perform entrenchment actions if the year is 1862 or earlier — this rule does not apply to Basic Game scenarios of Here Come the Rebels!, all of which take place in 1862.
  • It must not be demoralized. (It may be exhausted, and its Strength marker may be disorganized.)
  • It must not already possess a completed Fort marker.

A unit may perform more than one Entrenchment Action per turn, assuming it is eligible.

Entrenchment Action Procedure. See "9.0 Entrenchments" below for the full building procedure (identical whether performed in the Action Phase or the Recovery Phase). If an entrenchment action is declared, the active unit's Fatigue Level is increased by two (1862 procedure) — since Here Come the Rebels! Basic Game scenarios take place in 1862, before this Entrenchment Action optional rule applies, this action is primarily relevant to house-ruled or Advanced Game use.

6.0 March And Movement

6.1 Rules of Marching

A marching unit may move and/or attack.

Movement. A unit moves from hex to adjacent hex, expending a number of Movement Points (MP) equal to the cost of the major terrain in the hex entered (see the Terrain Chart). A marching unit can expend some, all, or none of its MP (unused MP may not be saved from march to march, nor may they be transferred between units). As a unit expends MPs, the Active Movement Allowance marker is adjusted downward on the Movement Track. The unit may no longer move when the marker reaches 0.

Attack. Attacks (except for assaults) are part of the march procedure. A marching unit may attack any single adjacent hex occupied by enemy units. There are four types of attacks, each of which expends a different number of MP (the MP cost also varies for infantry and cavalry units). A unit may not attack if it does not possess the requisite MP. The four attacks and their MP costs are:

  • Column of Route: 0 MP (for both infantry and cavalry)* — may not be declared if a unit's Movement Allowance is 0; it may only be used if the unit has a Movement Allowance of 1 or more at the moment of declaration.
  • Hasty: 1 MP for infantry; 2 MP for cavalry
  • Normal: 2 MP for infantry; 4 MP for cavalry
  • Prepared: 4 MP for infantry; 8 MP for cavalry

Note: The defender's terrain does not affect an attack's MP cost. The four types of attacks listed above are used only for units attacking in a march — they are not used in an assault. Exception: If the defender is in loess terrain, a +1 MP penalty applies to the MP cost to undertake that attack (loess terrain does not appear in HCR).

6.2 Rules of Movement

Roads, Pikes, Railroads. If a unit enters a hex through a hexside crossed by a road, pike, or railroad (RR), it ignores the cost of the hex's major terrain and instead pays 1 MP. Unfinished railroads are treated as roads (not railroads) for all game purposes.

Trails. If a unit enters a mountain hex through a hexside crossed by a trail, it expends 2 MP. If a unit enters a non-mountain hex through a hexside crossed by a trail, it expends 1 MP.

Mountains. A unit may never enter or exit a mountain hex unless this move is performed across a hexside crossed by a road, pike, trail, or railroad.

Ridges. If a unit enters a hex across a ridge hexside, it must expend an additional 1 MP above the normal cost for entering the hex. This applies even if the hexside is crossed by a road, pike, trail, or RR, and regardless of the direction of movement.

Swamps. A unit may never enter or exit a swamp hex unless this move is performed across a hexside crossed by a road, pike, or RR. Provisional swamp hexes function in all respects as rough hexes except in rain turns, when they convert to normal swamp hexes (see 12.0).

Rivers. A unit may not cross a major or minor river hexside except at a bridge, dam, ferry, or ford. A unit crossing a bridge, dam, or ford pays no MP penalty. (The MP cost of the major terrain in the hex entered is negated if the bridge, dam, or ford is crossed by a road, pike, or RR — and the road, pike, or RR MP cost is used instead.)

Dams. Dams are considered indestructible bridges in all GCACW games. A unit may cross a dam over a major or minor river with no movement point penalty, even in a rain turn, just as if it were a bridge. Unlike bridges, dams may not be destroyed.

Ferries. A unit may cross a ferry over a minor river in non-rain turns with no MP penalty, just as if it were a ford. However, at a major river ferry on any turn (regardless of weather), or at a minor river ferry in a rain turn or while unfordable, the unit must pay a MP penalty (simulating the use of boats to cross). The unit's Manpower value is divided by 3 (drop fractions). The result is the MP penalty to cross the ferry. This penalty is in addition to the normal MP cost to enter the hex on the far side of the ferry (typically road movement cost). Note: All fords labeled as ferries on the Potomac River are NOT considered ferries. They remain fords in the GCACW Standard Rules.

Creeks. Creek hexsides do not affect movement. Units may cross them at no special MP cost.

Water. Units may not enter water hexes.

Enemy-Occupied Hexes. A unit may not enter a hex occupied by enemy units (but see 7.6).

Enter Enemy Zone of Control. A unit must stop its movement at the moment it enters an enemy normal ZOC hex from a hex that is not in an enemy normal ZOC. The unit must then either attack or end its march. If the unit attacks successfully (i.e., it does not receive a "D," "F," "f," or "E" combat result), it is allowed to continue its march by moving and/or attacking. (However, if after a successful attack it still occupies an enemy normal ZOC, it again must either attack or end the march.) A unit must stop upon entering an enemy normal ZOC even if that ZOC is occupied by a friendly unit. If a unit enters an enemy cavalry unit's normal ZOC and the enemy unit performs a cavalry retreat, the unit may continue its march. A unit may not refuse flanks (7.8) when entering an enemy normal ZOC; however, it may refuse flanks if it marches in place in an enemy normal ZOC.

Exit Enemy Zone of Control. An active unit may not exit an enemy normal ZOC hex unless it starts its march in an enemy normal ZOC hex and its first activity is to exit that ZOC:

  • ZOC to non-ZOC: If it moves from an enemy normal ZOC hex directly to a hex that is not in an enemy normal ZOC, it pays normal MP costs plus 1 MP to enter that hex. Assuming the unit has MP remaining, it may continue its march.
  • ZOC to ZOC: If it moves directly from one enemy normal ZOC hex to another, it ignores the hex's MP cost and instead pays a cost equal to the unit's entire Movement Allowance. This penalty applies even if the enemy normal ZOC hex entered is occupied by a friendly unit and even if the two enemy ZOC emanate from different enemy units not in the same hex. Since the unit then has 0 MP left, its march is over and it may not attack. If a unit moves directly from one enemy normal ZOC hex to another and the two hexes are not connected by a road, pike, RR, or trail, the unit's Strength marker is flipped to its disorganized side. (If it is already disorganized, reduce the Strength marker's Manpower value by 1.) Disorganization or loss is not applied if the unit moves from one enemy normal ZOC hex to another and the two hexes are connected by a road, pike, RR, or trail. A unit may neither attack nor refuse flanks (7.8) when moving directly from one enemy normal ZOC to another enemy normal ZOC.

Restricted ZOC: Do not affect movement in any way.

Enter Friendly-Occupied Hex. An active infantry, artillery, or wagon train unit must pay an MP penalty to enter a hex already occupied by one or more friendly infantry and/or artillery units with a combined Combat Value of 3 or more, or a hex occupied by a wagon train. The MP penalty depends on the major terrain in the hex entered; penalties are not cumulative: the highest MP penalty in city, clear, rough, rolling, and hill hexes is +2; the highest MP penalty in woods, swamp, and mountain hexes is +4. Cavalry units do not pay such MP penalties and do not trigger them if a friendly infantry, artillery, or wagon train unit enters their hex.

Combined Combat Value in HexCity/Clear/Rough/Rolling/HillWoods/Loess/Swamp/Mountain
Less than 3No effectNo effect
3 to 11+1 MP+3 MP
More than 11+2 MP+4 MP
Wagon Train+2 MP+4 MP

Cavalry Retreat. When an active infantry unit moves into the normal ZOC of an enemy cavalry unit — before the active player declares an attack — the cavalry unit may make a cavalry retreat (see 7.7).

Minimum 1 Hex Movement. As long as a unit does not attack during its march, it may always move at least one hex — even if its Movement Allowance is not sufficient for it to enter an adjacent hex. Exception: A unit may still not enter or exit a mountain or swamp hex (except by road, pike, RR, or trail), or cross a major or minor river hexside (except at a bridge, dam, ford, or ferry). If an enemy cavalry retreat reduces an active unit's Movement Allowance to 0 before it has moved in its march, it may still move one hex. If a unit begins a march adjacent to a ferry hexside and does not have enough MP to cross due to the ferry MP penalty, it may cross that ferry hexside anyway using all of its available MP.

6.3 Leader Movement

A leader may never occupy a hex by itself; it must always be stacked with a subordinate unit. A leader is considered "attached" to a unit with which it is stacked and must move with that unit wherever it goes during a March or Activate Leader action (exception: see "Leaders and Combat," below). More than one leader may be attached to the same unit if they represent different organizational levels (e.g., a division and corps leader). Once a unit with one or more attached leaders begins its movement in a March or Activate Leader action, it may not "drop off" a leader and attach it to a different unit in any hex entered during that action. A leader may neither move nor activate by itself, although it may "transfer" (see below).

Leaders and Combat. If a unit with one or more attached leaders is forced to retreat, the leaders must remain with that unit throughout the retreat. If, during its retreat, it enters a hex occupied by other units, it may not "drop off" a leader and attach it to another unit in that hex. If a unit with one or more attached leaders is eligible to advance after combat (see 7.6), the leaders accompany the unit during the advance.

Leader Transfer. A leader may transfer from unit-to-unit in two ways:

  • Leader Transfer Phase: During the Leader Transfer Phase, the owning player may transfer some, none, or all of his leaders from one subordinate unit to another. To perform a transfer, the owning player must trace a path of contiguous hexes no more than 10 hexes in length from the leader's hex (exclusive) to the hex occupied by the unit to which the leader wishes to transfer (inclusive). This path may not enter enemy-occupied hexes, but it may enter enemy ZOC. It may transit any terrain type, including swamps, mountains, and rivers. The Union player must perform all desired transfers in the Leader Transfer Phase before the Confederate player executes any leader transfers.
  • Activate Leader Action: Leaders may transfer during an "Activate Leader" action (see 5.2). Such a transfer may only be performed once per action, and only before units march.

Army and District Leaders are subject to the following restrictions: they may transfer in the Leader Transfer Phase, but they may not attach to a cavalry/artillery unit or cavalry leader. If they are situated in the same hex as an active leader performing an Activate Leader action, they may transfer with the active leader in Step 5 of the Activate Leader procedure, although they are not obligated to do so; if an army/district leader transfers, it must transfer and attach to the same unit as the active leader. (Exception: If the active leader is a cavalry leader, an army/district leader may not transfer in Step 5 of the Activate Leader procedure.) If an army/district leader occupies a hex with more than one subordinate infantry unit, and one of those units to which the army/district leader is not currently attached leaves the hex during a March or Activate Leader action (including an advance after combat), the leader may attach to the departing unit or it may remain in the hex and stay attached to its current unit. An army/district leader is not obligated to be attached to an infantry unit to which a non-army leader is also attached. The army/district leader may be attached to an infantry unit by itself.

6.4 Stacking

An unlimited number of friendly units and leaders may occupy the same hex at a given time.

Force Markers. Since stacks of counters are unwieldy, players should use substitute counters called "Force markers" when they have more than two units per hex. Each player has his own set of Force markers and a corresponding Force Display. Each Force marker is identified by number and has a corresponding box on the display. A player may remove an unwieldy stack of counters from the map at any time and place the units, leaders, and markers comprising this stack in an empty box of the display. Then the Force marker corresponding to this box is placed on the map in the hex formerly occupied by the stack. All units and leaders comprising a force are considered to occupy the hex in which the Force marker is situated, and they exert ZOC normally. Subject to normal marching rules, units and leaders may leave the force and be placed back on the map at any time the owning player wishes. Units may freely join a force if they end a march in the same hex as the marker. Force markers have no effect on play. Players are not obligated to use them.

6.5 Fatigue Levels

A unit's Fatigue Level is increased when it performs an action. It may also be increased due to combat. A unit at Fatigue Level 4 may not perform an action, although it may defend and retreat due to combat. Players may wish to turn units sideways when they reach Fatigue Level 4 so that they can see at a glance which units are no longer eligible for activation. (Exception: If playing with the optional rule in Sections 5.1 and 5.2, units at Fatigue Level 4 may activate if their strength marker is organized.)

7.0 Combat

7.1 Attacks

Only a unit performing a march or units participating in an assault action may attack.

Targets Of Attacks. An attacking unit (or group of units in an assault) may attack any single, adjacent hex occupied by one or more enemy units. If the attacking unit is adjacent to more than one enemy-occupied hex, it may attack only one hex of the active player's choice.

Participation In Attacks. Attacks are never mandatory. In a march, only the active unit may attack. All other friendly units, even those stacked in the same hex as the active unit, never participate in the attack. A unit may attack more than once per march as long as it has the requisite MP and does not suffer a prohibitive result on the Combat Results Table. In an assault action, only subordinate units stacked in the same hex as the active leader may participate in the attack (exception: see "Grand Assault"). A maximum of one attack may take place per assault action.

Participation In Defense. All units in a hex being attacked must participate in that combat. The attacker may not single out a unit in the hex as a target, and the defender may not withhold units in the hex from combat.

Attack Restrictions.

  • Rivers: An attack may not take place across a major or minor river hexside unless a bridge, dam, ferry, or ford connects the attacker's and defender's hexes.
  • Mountains and Swamps: An attack may not take place against a unit in a mountain or swamp hex unless the attacker's and defender's hexes are connected by a road, pike, RR, or trail. A unit in a mountain or swamp hex may not attack an enemy unit unless the two hexes are connected by a road, pike, RR, or trail.
  • Artillery: Artillery units may not be the only units in an attack (marching or assault).
  • Woods or Loess Hexsides: A unit may only attack across a "woods hexside" or "loess hexside" (see 2.3) if it starts the action in the hex from which the attack is made, or if there is a road, pike, RR, or trail connecting the attacker's and defender's hexes (in which case it is permissible for the active unit to have marched one or more hexes before initiating the attack across the woods or loess hexside).

Attack Procedure (Marching Unit Only).

  1. Select Target: The active player states the attack's target.
  2. Select Attack Type: The active player states his type of attack: column of route, hasty, normal, or prepared (see 6.1). Adjust the Active Movement Allowance marker downward on the Movement Track by the attack's MP cost.
  3. Determine Combat Values: The players determine their Combat values and calculate the "ratio modifier" to the attacker's die roll in Step 5.
  4. Determine Die Roll Modifiers: The players determine the "tactical" and "artillery" modifiers and any other modifiers applying to the combat (see 7.4).
  5. Roll Dice: The attacker and defender each roll a die, modifying their rolls as required. The defender's modified roll is subtracted from the attacker's modified roll. The players consult the Combat Chart and apply the results (see 7.5).
  6. Continue Action: If the marching unit has remaining MP and the combat result does not require it to end the action, it may continue to perform its march. If the unit has no more MP or the result calls for the march to end, the action is over and a new Action Phase begins.

Attack Procedure (Assault Action Only). A corps, division, or district leader may be selected for an assault only if one or more subordinate units at Fatigue Level 3 or less are stacked with that leader. A Movement Allowance is not calculated in an assault and MP are not used — thus, the active player does not specify a type of attack. An assault is performed as follows:

  1. Select Participants: The active player selects an eligible leader. Next he chooses one or more units in the active leader's hex belonging to the same command as that leader. Each unit selected to participate in the action must be at Fatigue Level 3 or less. (Exception: A player may select one or more artillery units occupying the same hex as the active leader to participate in an assault even though the artillery units do not belong to the leader's command. An artillery unit may never be the only unit in an assault.)
  2. Increase Fatigue: Each unit selected to participate in the assault in Step 1 has its Fatigue Level increased by one. An "extended march" never occurs as a result of an assault action, even if the unit goes to a new Fatigue Level of 2, 3, or 4.
  3. Select Target: The active player states the target of the attack, which must be a single, adjacent, enemy-occupied hex.
  4. Cavalry Retreat: The enemy player may conduct a cavalry retreat with eligible units (see 7.7).
  5. Roll for Command: The active player rolls a die. This roll may be modified.
    • If he rolls a 6 (before modification), the assault automatically ends. Begin a new Action Phase — do not proceed to Step 6.
    • If the roll is 5 or less, apply any appropriate modifier to this roll (see below), and subtract the modified number from the active leader's Command value. The result is the "Assault Number." If the Assault Number is less than 0, the assault ends. Begin a new Action Phase — do not proceed to Step 6. However, if the Assault Number is 0 or greater, the assault takes place — continue the assault procedure. The Assault Number is the maximum number of attacking units that may participate in the assault. (If the Assault Number is 0, one unit must participate.) If the Assault Number is equal to or greater than the number of units selected in Step 1, all the units selected in Step 1 (and no more) must participate in the assault. If the Assault Number is less than the number of units selected in Step 1, the active player must choose (from among the units selected in Step 1) a number of units to employ which equals the assault number. (The assault must proceed, even if the number of units actually employed is less than the number selected in Step 1.) Regardless of whether or not an assault takes place, all units selected to participate in Step 1, even if they ultimately are dropped from the assault, gain one Fatigue Level in Step 2.
  6. Attempt Grand Assault: The active player may attempt a "grand assault" (see below). A successful grand assault allows additional units to participate in the attack. Even if a grand assault attempt fails, the assault must proceed to Step 7. The active player cannot back out of the action.
  7. Determine Combat Values: The players determine their Combat values and calculate the "ratio modifier" to the attacker's die roll in Step 9.
  8. Determine Die Roll Modifiers: The players determine the "tactical" and "artillery" modifiers and any other modifiers applying to the combat (including the automatic +1 assault modifier; see 7.4).
  9. Roll Dice: The attacker and defender each roll a die, modifying their rolls as required. The defender's modified roll is subtracted from the attacker's modified roll. The players consult the Combat Chart and apply the results (see 7.5). The action is over and a new Action Phase begins.

Assault Die Roll Modifiers. The following modifier applies to the active player's assault die roll in Step 5 of the assault procedure of any game with district leaders: −2 if the active leader is a district (not a corps or division) leader; +1 if the defender occupies a loess hex.

Grand Assault. A player may attempt a "grand assault" in Step 6 of the assault procedure only if all of the following conditions are in effect:

  • Army or District Leader: A friendly army or district leader is situated within the command radius of the active leader's hex. A district leader who successfully initiated an assault may himself attempt a grand assault.
  • Eligible Hexes: One or more of the six hexes adjacent to the defender is eligible to join a grand assault. A hex is eligible if it is adjacent to the defender (including the hex in which the assault action was initiated) and it is occupied by one or more of the attacker's units which were not selected to participate in the active leader's assault, and at least one of those units is at Fatigue Level 3 or less.
  • Non-Cavalry Leader: The active leader initiating the current assault must not be a cavalry leader.
  • Combat Value: The total Combat value of the units committed to the Assault action is 3 or more.

A maximum of one grand assault may be attempted per action, although an unlimited number may be attempted per turn. A grand assault is attempted as follows:

  1. Roll for Command: The active player rolls a die. In the Basic Game of all GCACW games, this roll is never modified (except if the defender occupies a loess hex, add 1 to the die roll).
    • If the modified roll is 6 or more, the grand assault does not take place. The grand assault ends — return to Step 7 of the assault procedure.
    • If the modified roll is 5 or less, subtract the number rolled from the army (or district) leader's Command value. The result is the "Grand Assault Number." If the Grand Assault Number is 0 or less, the grand assault does not take place. Return to Step 7 of the assault procedure. If the Grand Assault Number is 1 or more, the grand assault must take place. Proceed to Step 2.
  2. Select Eligible Hexes: From among the six hexes adjacent to the defender, the attacker must select a number of eligible hexes (not units) equal to or less than the Grand Assault Number which he wishes to use in the grand assault. He must select at least one hex.
  3. Select Participants: In each hex selected in Step 2, the active player must select one or more eligible friendly units to join the grand assault. A unit is eligible if it has a Fatigue Level of 3 or less, it must be eligible to participate in an attack as described in the "Attack Restrictions" rules, and it must not have already been selected (successfully or unsuccessfully) in Step 1 of the assault procedure. A unit's command affiliation is irrelevant in this step. Each hex chosen by the attacker in Step 2 must contribute at least one eligible unit to the grand assault.
  4. Increase Fatigue: Each unit selected in Step 3 has its Fatigue Level increased by one. An "extended march" never occurs as a result of a grand assault, even if a unit goes to a Fatigue Level of 2, 3, or 4.
  5. Return to Assault Procedure: Return to Step 7 of the assault procedure. Each unit selected in Step 3 of the grand assault contributes its Combat and Artillery values to the attacker's totals in Steps 7 and 8 of the assault.

7.2 Combat Values

Every military unit has a Combat value shown on its accompanying Strength marker. A unit's Combat value varies depending on whether its Strength marker is organized or disorganized. If a unit's Strength marker is organized, its Combat value is simply the number shown on the marker. If a unit's Strength marker is disorganized, its Combat value is the smaller number in value. A unit with a disorganized Strength marker may have a Combat value of 1/2 — this fraction is retained in combat, not rounded. A unit's Fatigue Level has no effect on its Combat value.

In combat, the attacker and defender combine the Combat values of all their participating units. Players cannot withhold any part of their units' Combat values. To determine the Combat value of an attacking unit in a march action, simply use that unit's Combat value alone (no other units may join the attack). To determine the final Combat value in an assault, combine the Combat values of all units participating in that assault, and add in the Combat values of those units joining in a grand assault (if any). To determine the final Combat value of defending units, combine the Combat values of all units in the defending hex.

Maximum Values. The maximum combined Combat Value of attacking and defending units (in games other than OTR) is: Attacking, 80; Defending, 70; Defending with at least half the defending units entrenched, 120; Defending with all defending units entrenched, 160. In a grand assault, this limit applies to each hex containing attacking units, so the overall total from all hexes may exceed the number listed.

If in a grand assault, the total Combat value of attacking units is 80 or more, the attacker's Manpower value loss in that combat is increased as follows: Combat value 80–89, loss increased by 1; 90–99, loss increased by 2; 100 or more, loss increased by 3.

7.3 Artillery Values

A unit's Artillery value is shown directly on the unit itself. A unit's Fatigue Level or Strength marker (organized or disorganized) has no effect on its Artillery value. Artillery values are used to determine the "artillery modifier" in combat (see 7.4).

7.4 Combat Die Roll Modifiers

Several factors modify combat die rolls. Modifiers are cumulative.

Ratio Modifier. The attacker's die roll must be modified by the ratio modifier. To calculate this modifier, compare the attacker's Combat value sum to the defender's Combat value sum and round this ratio down in favor of the defender to conform to one of the simplified ratios listed on the Ratio Chart. A modifier from −12 to +13 is listed next to each ratio. This is the ratio modifier.

Tactical Modifier. The attacker's die roll is modified by the tactical modifier. To calculate this modifier, the defender determines the highest Tactical value among the units and leaders in the defending hex. Meanwhile, the attacker makes the same determination among his units and leaders participating in the attack. A leader may contribute its Tactical value to an attack only if it is stacked in the same hex as a subordinate attacking unit. The defender's Tactical value is subtracted from the attacker's Tactical value. The result is the tactical modifier, which is added to (or, if a negative number, subtracted from) the attacker's die roll.

Some units have a split tactical, which consists of a number before and after a slash in the tactical position on the counter. The number before the slash is the tactical modifier to use when the unit attacks; the number after the slash is the tactical modifier to use when the unit defends.

In a March or Activate Leader action, a leader may contribute its Tactical value to any attack made by a subordinate active unit in the leader's hex, even if the attack is not being made by the unit to which the leader is attached. However, in an assault action, the tactical value of the leader initiating the assault is always used, never the tactical value of a military unit or other leader.

Artillery Modifier. The attacker's die roll may be modified by the artillery modifier. (If the defender occupies a woods, city, mountain, or swamp hex, no artillery modifier can possibly apply.) The attacker adds the Artillery values of all attacking units and subtracts the combined Artillery values of all defending units from this sum. The result is the "Artillery Value Differential." Cross-index the appropriate Differential column on the Artillery Modifier Summary with the line corresponding to the terrain in the defender's hex; the final artillery value in the defender's hex is rounded up due to any entrenchments. Some results call for the attacker to roll the die to determine the final artillery modifier.

Special cases: If neither the attacker nor defender have Artillery values, no artillery modifier applies. If the defender's Artillery value is 0, a negative artillery modifier is converted to "no effect." If the total of the defenders' printed Artillery values (not counting entrenchments) in the hex is 1, a −2 modifier is converted to −1; if the total is 2, a −3 modifier is converted to −2.

Artillery Modifier Summary (Attacker's Artillery Value minus Defender's Artillery Value):

Defender's Terrain−4 or less−3 to +1+2 to +4+5 to +7+8 or more
Clear−3−2NE+1+2†
Rolling−2−1NE+1*+1
Rough/Hill/Loess−1−1*NENE+1*
Woods/City/MtnNENENENENE
SwampNENENENENE

* Just prior to combat, roll a die. If roll is even, indicated modifier is used; if odd, no modifier is used. † Just prior to combat, roll a die. If roll is even, +2 modifier is used; if odd, +1 modifier is used instead. (NE = No effect.)

Terrain. The defender's die roll may be modified by terrain:

  • Bridge/Dam/Ferry/Ford: If an attack takes place across such a hexside, the defender adds 2 to his roll.
  • Creek: If an attack takes place across a creek (even across a road, pike, RR, or trail hexside), the defender adds 1 to his roll.
  • Hill: If the defender occupies a hill hex, he adds 1 to his roll. However, if the active attacking unit occupies a hill or mountain hex, or is attacking down a ridge hexside, the defender's roll is not modified.
  • Mountain: If the defender occupies a mountain hex, he adds 2 to his roll. However, if the active attacking unit also occupies a mountain hex, or is attacking down a ridge hexside, the defender adds only 1.
  • Ridge: If an attack takes place across a ridge hexside and the active attacking unit is attacking up the ridge, the defender adds 2 to his roll. If attacking down the ridge, the defender adds 1 if in a mountain hex, 0 otherwise.

Lee (Not In RTG). If a Confederate district, corps, or division leader successfully undertakes an assault action and the army leader Lee is currently stacked in the same hex as the active leader, the Confederate player adds 1 to his attack die roll. This bonus is in addition to the +1 modifier due to assault, and is applied regardless of whether or not a grand assault takes place. The Lee bonus may never be applied to defending units. The Lee assault bonus may only be used with assaults started by leaders within one corps per turn; once used in a turn, it may only be used for the remainder of that turn with assaults initiated by leaders from that same corps. The Confederate player must state that the Lee bonus will be used immediately before the assault roll.

Longstreet. In any scenario occurring in 1864 or later, the Confederate player adds 1 to his attack roll if the corps leader Longstreet successfully undertakes an assault action. This bonus is applied the same way as the Lee bonus and can never be combined with it. (This does not apply to Here Come the Rebels!, which is set in 1862.)

Jackson. In the games SJW, HCR, and SLB, the Confederate player adds 1 to his attack roll if the corps leader Jackson successfully undertakes an assault action. This bonus is in addition to the +1 modifier due to assault, and is applied regardless of whether or not a grand assault takes place. The Jackson bonus can never be combined with the Lee bonus.

Types Of Attacks. In a march, the type of attack chosen by the active player may modify the attacker's die roll: Column of Route, −3; Hasty, −1; Normal, no modifier; Prepared, +1.

Assault Action. In an assault action, modifiers for column of route, hasty, normal, and prepared attacks never apply. Instead, an assault action always provides a +1 modifier to the attacker's die roll.

Rain. The attacker subtracts 1 from all his die rolls in rain turns (see 12.0).

Demoralization-2. If a unit with a Demoralize-2 marker is alone in a hex and is attacked by an enemy unit, the defending player subtracts 1 from his combat die roll. If the demoralized-2 unit is in a stack of friendly units that is attacked, the −1 die roll modifier only applies if at least one-half of the Combat Value in the hex is contributed by Demoralized-2 units.

Flank Attacks. If, at the moment of combat, defending units are partially or completely surrounded by active and inactive enemy units or their ZOC (or impassable terrain), the attacker's die roll is enhanced. This bonus, called a "flank attack," applies even if some of the enemy units surrounding a defender do not participate in the attack. The flank attack bonus is computed as follows:

  1. "Covered" Hexes: The active player determines the number of "covered" hexes among the six hexes adjacent to the defender. A covered hex is one meeting any of the following conditions: (a) it is occupied by an undemoralized unit friendly to the attacker (including the attacking unit itself); (b) it is in the ZOC of any undemoralized unit friendly to the attacker (including restricted ZOC); (c) it is a mountain or swamp hex (or the defender's hex is), and the two hexes are not connected by a road, pike, RR, or trail; (d) it is separated from the defender's hex by a major or minor river hexside not containing a bridge, dam, ferry, or ford (exceptions apply for unfordable rivers and rain-turn creek hexsides); (e) it is a hypothetical hex just off the map that would be adjacent to a map edge hex occupied by the defender. Each hex may be counted only once even if it fulfills more than one condition.
  2. Basic Flank Bonus: Six covered hexes: +4. Five covered hexes: +2. Four or fewer covered hexes: no flank bonus (skip the rest of the procedure).
  3. Final Flank Bonus: The basic flank bonus may be reduced by one for each covered hex meeting at least one of the following: (a) it is occupied by an undemoralized unit friendly to the defender; (b) it is unoccupied and separated from all adjacent friendly-to-the-attacker units by woods or loess hexsides untraversed by a road, pike, trail, or RR; (c)–(e) the same mountain/swamp, river, and off-map conditions as in Step 1, applied from the defender's perspective. The maximum reduction is −3, and the final flank bonus may never be less than 0 if a basic bonus applies — meaning six covered hexes always yields a final bonus of at least +1.
  4. Apply Modifier: The final flank bonus is applied to the attacker's combat die roll, in addition to other modifiers.

Flank Bonus Reductions. The final flank bonus may be reduced by Flanks Refused markers (see 7.8) or by cavalry conditions (see below).

Flank Bonus Conditions. If one or more of the attacker's units occupy or exert a ZOC into a hex adjacent to the defender, and all of those units together have a combined Combat Value (not including entrenchments) less than one-fourth the defender's Combat value (including entrenchments, possibly capped by the Maximum Value from 7.2), that hex is not considered "covered." Attacking units in different hexes can combine their Combat values to reach this one-fourth threshold, as long as all are adjacent to the same "covered" hex. Demoralized units belonging to the attacker may not contribute to a flank attack bonus. A unit helping to provide a flank attack bonus which does not participate in the attack may not contribute its Tactical value to combat, nor does it trigger terrain modifiers.

Cavalry and Flank Attacks. If the active attacking unit is a cavalry unit (or the active leader making an assault is a cavalry leader), and more than one-half of the total Combat value in the defender's hex is contributed by cavalry units, the final flank bonus is reduced: +4 becomes +2; +3 or +2 becomes +1; +1 is ignored entirely. Non-flank attacks under these conditions do not provide the attacker with the +1 bonus that Flanks Refused markers provide.

7.5 Combat Results

The Combat Chart is used to resolve combat. A combat produces two results: one for the attacker, one for the defender. To resolve a combat, the defender's modified die roll is subtracted from the attacker's modified roll. On the Combat Chart, the attacker cross-references the result with the column corresponding to his combined Combat value; the defender cross-references the result with the column corresponding to his combined Defense value (prior to applying entrenchment benefits). Both players' results, which are applied immediately, may consist of a number and/or one or two letters. A dash indicates that the player's units are unaffected. A Combat value falling between two columns (e.g., 3½) is rounded up by ½ and the right column of the two possible choices is used.

Letter Results. There are eight possible letter results:

  • D (Disorganize/Fatigue): The unit's Strength marker is flipped to its disorganized side (if already disorganized it remains so). The unit's Fatigue Level is also increased by 3 (to a maximum of 4). An active unit obtaining a "D" may not expend any more MP; its march action is over and a new Action Phase begins.
  • F (Fatigue-2): The unit's Fatigue Level is increased by two (maximum 4). An active unit may not spend any more MPs; its march is over.
  • f (Fatigue-1): The unit's Fatigue Level is increased by one (maximum 4). An active unit may not spend any more MP; its march is over.
  • E (End Action): An active unit may not spend any more MP; its march is over. This result has no effect on an assault action, since an assault automatically ends after combat is resolved.
  • r (Retreat): The unit must retreat (see 7.6).
  • R (Rout/Demoralize-1): The unit is routed (see 7.6). Also, the unit gains a Demoralize-1 marker (or is flipped to Demoralize-2 if it already has one; no further effect if already at Demoralize-2).
  • R* (Rout/Demoralize-2): The unit is routed. Also, the unit gains a Demoralize-2 marker (flip from Demoralize-1 with no further effect; if already at Demoralize-2, its Manpower value is reduced by one in addition to its normal manpower loss result).
  • a (Advance): The unit may advance after combat (see 7.6).

Note: An "extended march" never takes place due to a combat result, even if a unit goes to a new Fatigue Level of 2, 3, or 4.

Number Results. Number results, which precede letter results, indicate a reduction of the unit's Manpower (not Artillery) value. Remove the unit's Strength marker and replace it with another showing its reduced Manpower value. The new Strength marker may assume a new status: if the original marker was disorganized before combat, the new marker is also disorganized; if the original marker was organized, the new marker is disorganized if the combat result contains a "D," or organized if it does not.

Applying Results. Attacker: In a march, the attacker's letter and number results apply only to the active unit, even if other friendly units occupy the same hex. In an assault, the attacker's letter result applies to each participating unit, including those joining in a grand assault; the attacker's number result applies to the attacking force as a whole and may be divided among attacking units as the owner wishes. Units providing flank attack bonuses which do not participate in the attack are unaffected by combat results. Defender: The defender's letter result applies to each defending unit; the defender's number result applies to the defending force as a whole and may be divided among defending units as the owner wishes. Combat results are always applied to the defending unit(s) before they are applied to the attacking unit(s).

Entrenchments And Combat Values. Defending units' Combat values may be enhanced by entrenchments (see 9.0). However, when determining the defender's combat result, the Combat Chart columns represent the defender's Combat value prior to the application of entrenchment benefits.

Unit And Leader Elimination. A unit is eliminated at the moment its Manpower value is reduced to 0. If, due to the elimination of a unit, a leader remains in that hex with no subordinate units, the leader is placed in the nearest hex occupied by a subordinate. A leader is eliminated at the moment no units subordinate to that leader exist.

7.6 Retreats, Routs, and Advances

There are four types of retreats: normal ("r"), "Defender's Voluntary Retreat" (see below), rout ("R"), and cavalry retreat (see 7.7). In a normal retreat, a player must retreat all his defending units a minimum of two hexes and a maximum of four hexes. In a rout, a player must retreat all his defending units a minimum of four hexes and a maximum of six hexes. The choice of retreat distance and path is left to the defender, as long as the path adheres to the retreat rules below. Retreating units must move as a stack and cannot separate. Leaders must accompany retreating units with which they are attached. MP are not expended in retreats and, with the following exceptions, terrain is irrelevant.

Retreat Restrictions. Retreating units are subject to the following restrictions: Mountains and Swamps — a retreating unit may only enter or exit such a hex across a road, pike, trail, or RR hexside; Rivers — a retreating unit may cross a major or minor river hexside only at a bridge, dam, ferry, or ford (and, in a rain turn, may not retreat across a ford hexside or an untraversed creek hexside); Off-Map — a unit may not retreat off the map; Start Hex — a retreating unit may not enter the hex where a retreat began; Same Hex — a retreating unit may not enter the same hex twice; Adjacent Hex — a retreating unit may not end a retreat in a hex adjacent to the hex where the retreat began (except in a one-hex voluntary retreat); Closer to Attacker — a retreating unit may not enter a hex that is closer to the active enemy unit triggering the retreat than the hex retreated out of, counting by the shortest possible path (a unit may not retreat into the hex occupied by the active enemy unit).

Surrender. If there is no hex to retreat into that does not violate any of the aforementioned restrictions, a retreating unit surrenders and is eliminated from play. VP are awarded for this occurrence.

Retreat Priorities. In addition to the retreat restrictions, a retreating player must follow "retreat priorities," listed on Retreat Charts 1 and 2 (part of the Charts & Tables handout, not reproduced here). A retreating unit must adhere to retreat priorities in each hex entered in that retreat, and the appropriate chart to use may change from hex to hex.

  • Retreat Chart 1 is used for the first hex entered in a normal or voluntary retreat; for each of the first four hexes entered in a rout/cavalry retreat; and whenever, in any retreat, a unit exits an enemy ZOC (including restricted ZOC).
  • Retreat Chart 2 is used for the second, third, or fourth hexes entered in a normal or voluntary retreat (assuming the unit is not exiting an enemy ZOC), and for the fifth or sixth hexes entered in a rout/cavalry retreat (assuming the unit is not exiting an enemy ZOC).

Using the charts: the player determines how many of the six adjacent hexes may be legally retreated into per the retreat restrictions; determines the "Retreat Description" for each such hex from the appropriate chart; and must retreat into a hex using the description with the lowest Priority Number (if more than one hex or description ties for lowest priority, the player may choose). This repeats for each hex entered until the retreat's minimum/maximum distance is fulfilled.

Overriding Retreat Priorities. If, by adhering to retreat rules, there is no possibility of avoiding surrender of a retreating unit, a player may "override" retreat priorities no more than once in that retreat, choosing any Retreat Description on the appropriate chart regardless of priority number. If the unit cannot avoid surrender due to a single override, it is eliminated. The override may be applied at any point in the retreat path, not only at the exact point destruction would otherwise occur.

Manpower Loss. If a unit retreats into a hex using a Retreat Description with an accompanying Manpower loss, the retreating unit's Manpower value is reduced by the indicated number and its Strength marker is replaced on its disorganized side. If a stack retreats into such a hex, the loss applies to each unit in the stack, not just one.

Retreats Into Enemy-Occupied Hexes. Some Retreat Descriptions allow retreats into an enemy-occupied hex, causing a Manpower value loss of three to the retreating unit (a unit may never retreat into the hex occupied by the active enemy unit, and may not end its retreat in an enemy-occupied hex — if there is no alternative, the retreat is extended by enough hexes to end it unoccupied).

Defender's Voluntary Retreat Option. On any combat result applying to the defender not containing an "r" or "R," the defender may voluntarily retreat one or more of his units from one to four hexes subject to retreat rules. This is considered a retreat, not a rout, and the defender may end the retreat in a hex adjacent to where the retreat began. There is no Fatigue cost to do this (exception: if the defender receives a "—" [no effect] result, all units participating gain one Fatigue Level, to a maximum of level 4). Even units at Fatigue Level 4 may join. The defender must execute a voluntary retreat immediately, before the enemy player performs further actions.

Advance After Combat. If the attacker receives an "a" result, none, some, or all of the attacking units may advance into the hex vacated by the defender. An advance is not considered movement and does not expend MP. A unit may enter or exit an enemy ZOC, or advance from one enemy ZOC to another, without penalty. Regardless of whether or not a unit obtaining an "a" advances, its march may continue as long as it did not also suffer a "D," "F," "f," or "E" result — but it may not continue to move if it advances into an enemy ZOC, in which case it must either attack again or end its march. Leaders may advance with subordinate units (and must, if no subordinate units remain in the leader's hex).

7.7 Cavalry Retreat

A cavalry unit may use "cavalry retreat" to avoid attack by an enemy infantry or artillery (not cavalry) unit. A cavalry unit may perform a cavalry retreat more than once per action. The player owning a cavalry unit may declare a retreat in any of the following circumstances: an enemy infantry/artillery unit performing a march moves into a normal (not restricted) ZOC exerted by a cavalry unit; an enemy infantry/artillery unit begins a march in a normal ZOC belonging to a cavalry unit (or, if starting in a restricted ZOC and selecting the cavalry unit as its attack target, the cavalry unit may still retreat); an enemy infantry/artillery unit advances after combat into a cavalry unit's normal ZOC; or the enemy player declares an assault action against a hex containing at least one cavalry unit (unless the assault is declared by a cavalry leader, in which case a cavalry retreat is not possible).

A player wishing to declare a cavalry retreat must make his declaration as soon as any of the above circumstances occur — before the enemy player declares an attack (or, for an assault, before the command die roll). If he does not, he forfeits his ability to perform a cavalry retreat in that hex for the duration of the enemy unit's march.

Performing A Cavalry Retreat. A cavalry retreat is voluntary. A cavalry unit may perform a retreat regardless of its status — even if demoralized, disorganized, exhausted, or at Fatigue Level 4. The enemy unit's march (or assault) is temporarily suspended while the retreat takes place. A cavalry retreat is performed as follows:

  1. Roll Die: The cavalry player rolls a die. This roll may be modified (see the Cavalry Retreat table on the Charts & Tables handout). The modified roll is halved (round down). The result is the number by which the enemy unit's Active Movement Allowance marker is reduced on the Movement Track. In assault actions, this roll has no movement effect but still determines Step 2 loss.
  2. Manpower Loss: If the Step 1 roll (before modifications and halving) is 1, the cavalry unit's Manpower value is reduced by one and its Strength marker placed on its disorganized side. On a roll of 2 to 6, no loss occurs.
  3. Retreat 4-6 Hexes: The cavalry unit must retreat from four to six hexes, adhering to retreat restrictions and using Retreat Charts 1 and/or 2. A cavalry unit does not suffer any Manpower loss in a cavalry retreat even if the Retreat Chart calls for one — except if it retreats into an enemy-occupied hex (Retreat Priority #5), in which case it suffers a Manpower loss of 3.
  4. Fatigue: After executing its retreat, the cavalry unit's Fatigue Level is increased by 1 (maximum 4). (An extended march is never triggered by a cavalry retreat.)
  5. Disorganization: The cavalry unit's Strength marker is flipped to its disorganized side (no further effect if already disorganized).
  6. Resume Action: The active enemy unit or leader resumes its activities from the point of interruption. If a unit's Movement Allowance has been reduced to 0, its march ends (exception: if the unit has not yet moved, it is permitted to move one hex; it may not refuse flanks). In an assault action, if the hex being assaulted is completely vacated by the cavalry retreat, the participating units may advance into it with no attack, and the assault ends (unless the command die roll in Step 5 of the assault procedure was unsuccessful).

Cavalry Stacked With Other Units. If two or more cavalry units are stacked in the same hex, they must perform a cavalry retreat together — only one die roll is made, and if a 1 is rolled, only one cavalry unit suffers the manpower loss. A cavalry unit stacked with an infantry unit may perform a cavalry retreat, but the infantry unit may not.

Multiple Cavalry Retreats. A cavalry unit may perform a cavalry retreat more than once per action. If two or more cavalry units in separate hexes are eligible and wish to retreat, each performs the retreat separately; the enemy unit's Movement Allowance reduction, if any, is cumulative.

7.8 Refusing Flanks

At a cost of one MP, the active player may place a "Flanks Refused" marker of the appropriate side on top of a unit performing a march. (Exception: A Flanks Refused marker may not be placed on a unit in a mountain or swamp hex, nor on a unit performing an assault.) As soon as a unit gains a Flanks Refused marker, its march ends (it may perform actions later). Since a unit must stop moving upon entering an enemy normal ZOC, it may not refuse flanks when entering an enemy normal ZOC. A unit may refuse flanks if it marches in place in a hex with an enemy normal ZOC.

A maximum of one Flanks Refused marker may exist in a hex at a time; its effects apply to all units in the hex. A unit does not have to spend one MP to enter a hex in which a Flanks Refused marker is already situated. A Flanks Refused marker never accompanies a unit when it leaves a hex, and may not be placed on a unit after it performs a retreat, rout, or advance after combat.

Effects Of Flanks Refused Markers. Units in a hex with a Flanks Refused marker defend against enemy flank attacks more effectively, but less effectively against normal attacks: flank attacks fulfilling the requirements for a +4 bonus are reduced to +2; +3 or +2 flank attacks are reduced to +1; +1 flank attacks remain +1. All non-flank attacks always provide the attacker with a +1 die roll bonus (in addition to other modifiers), even though requirements for flank attacks have not been fulfilled.

Removal Of Flanks Refused Markers. A Flanks Refused marker may be voluntarily removed at no MP cost if one of the units in the hex initiates a march. It must be removed if all units in the hex participate in an assault action, and it is automatically removed if only one unit is in the hex and it moves or attacks.

8.0 Recovery

In the Recovery Phase, the following actions are performed strictly in the listed order:

  1. Units at Fatigue Level 0 may entrench, build bridges, or repair bridges/ferries. A unit may not perform more than one of these activities per Recovery Phase and may not perform any at all in a rain turn or if demoralized.
  2. In the Advanced Game, units at Fatigue Level 0, 1, or 2 may forage (see Here Come the Rebels' own "20.4 Foraging" below), but not if they undertook any activities in Step 1.
  3. Units at Fatigue Level 0 or 1 may be affected as follows: a. Units with disorganized Strength markers have their markers flipped to their organized sides. Exceptions: a unit with a Demoralize-2 marker remains disorganized; in the Advanced Game, out-of-supply units with disorganized Strength markers remain disorganized. b. Units on their exhausted sides are flipped to their normal sides (exception: a unit with a Demoralize-2 marker remains exhausted). c. Units with Demoralize-1 markers have those markers removed; units with Demoralize-2 markers have them flipped to Demoralize-1.
  4. Units at Fatigue Level 3 or 4 are flipped to their exhausted (reverse) sides. If already exhausted, no further effect.
  5. All units at Fatigue Level 1 or more lose three Fatigue Levels (to a minimum Fatigue Level of 0).
  6. In the Advanced Game Scenarios of HCR (among other games in the series), out of supply units with organized Strength markers have their Strength markers flipped to their disorganized sides.

9.0 Entrenchments

Entrenchments enhance a unit's defensive capabilities. Units may construct entrenchments in the Recovery Phase, and in games taking place in 1863 or later, in the Action Phase. Players may also gain entrenchment benefits from a hex feature called "redoubts." Another hex feature, a permanent Fort, provides even further defensive capabilities and is described in the Advanced Game Rules of any module in which it appears (for HCR, see "Union Forts" below). Permanent Forts typically provide the same entrenchment benefit as a Redoubt when units occupy those hexes.

Building Entrenchments. There are four types of entrenchments: redoubts, abatis, breastworks, and forts. Redoubts and permanent Forts, which are printed on the map, may not be built. However, abatis, breastworks, and forts may be built in either the Action Cycle (see 5.5) or the Recovery Phase. Units building entrenchments in the Recovery Phase must be at Fatigue Level 0. A unit building or repairing a bridge/ferry may not also entrench in the same Recovery Phase. Units may not entrench in rain turns or if demoralized.

Depending on the year depicted in the game being played, players use one of four different procedures. Here Come the Rebels! is set in 1862, so the following procedure applies (the 1861/1863/1864-1865 procedures, for other games in the series, are omitted here):

Entrenchments (1862): SJW, HCR, SIV, and OTR.

  • If a unit entrenches, place a Breastwork–Build marker atop the unit. Exception: If a unit is in a redoubt hex that it is eligible to benefit from, place a Breastwork-Complete marker atop the unit.
  • If a unit already possessing a Breastwork–Build marker entrenches, flip the marker to its Complete side.
  • If a unit already possessing a Breastwork–Complete marker entrenches, place a Fort–Build marker atop the unit.
  • If a unit already possessing a Fort–Build marker entrenches, flip the marker to its Complete side.

Removing Entrenchments. A unit's Abatis, Breastwork, or Fort marker is removed at the moment the unit leaves the hex. If a unit with such a marker exits a redoubt hex, its marker is removed but there is no effect on the permanent redoubt.

Effects Of Entrenchments. Entrenchments may enhance the Combat and Artillery values of defending (not attacking) units:

  • Units directly under a Breastwork-Build marker have their Combat and Artillery values multiplied by 1.5 when defending (this multiplier applies to 1864-or-later Breastworks-Build markers; a Breastworks-Build marker in 1863 or earlier does not modify values).
  • Units directly under a completed Breastwork or a Fort-Build marker have their Combat and Artillery values doubled when defending.

Abatis, Breastwork, and Fort effects apply individually by unit, not by hex. In a stack of units, some may possess markers while others do not; only units which actually entrenched receive the multiplier. Units without markers in the same hex use unenhanced values.

Entrenchments do not enhance a unit's combat value for the purposes of determining if it has enough Combat value to contribute to a flank bonus (see 7.4), nor do they boost a unit's Combat value for the purpose of determining the additional MP cost to enter that unit's hex (see 6.2).

Redoubts. Many of the games in the series have redoubts either printed on the map or added with special counters. The basic rules for each game define which player owns and gets the benefits for the redoubts in that game. The directional facing of a redoubt is solely artistic and has no effect on its benefits, which apply to the whole hex. All redoubts printed on the maps in Virginia are Confederate Redoubts.

Units in a redoubt hex (that they are eligible to benefit from) with no other entrenchments have their Combat and Artillery values multiplied by 1.5 when defending (for Combat values, retain fractions; for Artillery values, round up to the nearest whole number). All Naval Batteries printed on the maps are considered to also contain a Confederate redoubt (even if the counter is destroyed).

Flank Attacks Against Redoubt Hexes. If a unit occupies a redoubt and is eligible for its defensive benefits, its defensive capabilities against some flank attacks are enhanced: a +4 final flank bonus is reduced to +2; a +3 or +2 bonus is reduced to +1; a +1 bonus is eliminated entirely. Unlike Flanks Refused markers, non-flank attacks against redoubt hexes do not provide the attacker a +1 die roll bonus. Breastwork or Fort markers situated in non-redoubt hexes do not provide these capabilities.

10.0 Bridges, Dams, And Ferries

Units may cross major and minor rivers only at bridges, dams, ferries, and fords. A unit entering a hex across a bridge, dam, or ford ignores the cost of the major terrain in that hex and instead pays 1 MP as long as a road, pike, or RR crosses that bridge, dam, or ford. A unit also pays 1 MP if a pontoon bridge is constructed over that river (as long as both hexes connected by the pontoon bridge have a road, pike, trail, or RR in them). Units entering a hex across a bridge or ford which is not traversed by a road, pike, or RR must pay that hex's major terrain MP cost.

10.1 Pontoon Bridges

In the GCACW Standard Rules, bridges built during the game are known as "pontoon" bridges to differentiate them from "permanent" bridges printed on the map. A player must make a die roll if he wishes to build a bridge, rather than building it automatically.

Building Pontoon Bridges. Eligible infantry units may attempt to build pontoon bridges, always at fords too. An infantry unit is eligible only if it meets all of the following conditions in Step 1 of the Recovery Phase: it is at Fatigue Level 0 and is not demoralized; it has a Combat value of 5 or more (in SIV or TOM, 3 or more); it occupies a hex containing at least one major or minor river hexside (a unit may build across a hexside that already contains a permanent bridge, destroyed or not) — in HCR, Union units may attempt to build a bridge over a major river (all GCACW games except SIV permit this for the Union); it must not have entrenched or repaired a bridge or ferry in the same Recovery Phase; if the bridge is over a minor river, the player must have an unused minor river Bridge marker — Exception: in SJW, HCR, RTG, and SIV, the number of minor river Bridge markers in the game is not a limit; players may build as many minor river bridges as they wish; if over a major river, the player must have an unused major river Bridge marker (in games where major river bridges may be built by either side, players are generally limited to one such marker each, except as noted for specific other games).

Pontoon Bridge Restrictions. Cavalry/artillery units and leaders may not build bridges. Bridges may not be built across creek hexsides. A bridge may not be built between two hexes if one of them contains an enemy unit (or units) with a combined Combat value of 5 or more (in SIV or TOM, 3 or more); entrenchments are not taken into account. An eligible unit may attempt to build a maximum of one bridge per Recovery Phase, although it may attempt more than one bridge per game — even in the same hex. A maximum of one infantry unit per hex may make a bridge-building attempt in Step 1 of each Recovery Phase. A unit may not build a pontoon bridge across a hexside that already contains a pontoon bridge or a dam feature. Units may not build bridges in rain turns.

Pontoon Bridge Construction. For each eligible unit attempting to build a bridge, the owning player specifies the hexside, then rolls a die (modified per below). If the modified roll is 5 or less, the bridge is successfully built (place an appropriate Bridge marker on the hexside). Exception: on an unmodified roll of 6, the bridge is never built. If the modified roll is 6 or more, the bridge is not built, and no further attempt may be made across that hexside until the following turn.

Construction Die Roll Modifiers (cumulative): +1 if the river being bridged is currently unfordable (see 12.0); +2 if the river being bridged is a major river. Then apply the lowest of the following that applies (one must be used): +0 if a road/pike/trail/RR is in both hexes and a ford, ferry, or permanent bridge (destroyed or not) crosses the hexside; +1 if a road/pike/trail/RR is in both hexes but none of those features cross the hexside; +2 if a road/pike/trail/RR is in only one of the two hexes; +3 if neither hex has a road/pike/trail/RR.

Note: If a pontoon bridge is successfully built, it is considered to have a road (not pike) running across it as long as both connected hexes have roads, pikes, trails, or RR in them; otherwise it is not considered traversed by a road.

10.2 Destroying Bridges and Ferries

In the GCACW Standard Rules, rules for bridge/ferry destruction and dismantling supersede the pertinent rules sections printed in the individual game rulebooks. In all games, permanent bridges, pontoon bridges, and ferries may be destroyed, although permanent bridges/ferries are more difficult to destroy than pontoon bridges. Bridges and ferries may be destroyed in rain turns and while rivers are unfordable.

Destroying Pontoon Bridges. When a player builds a pontoon bridge, he "owns" it. Enemy units may not cross that bridge in a march, retreat, or advance after combat; nor may they attack across it. The bridge remains on the map until an undemoralized enemy unit with a Combat value of 5 or more (3 or more in SIV or TOM) ends a march, retreat, or advance after combat in one of the two hexes connected by the bridge, at which point the Bridge marker is immediately removed. Entrenchments are not taken into account. ZOC extend across undestroyed bridges normally, even a pontoon bridge constructed by the enemy player.

Dismantling. If at any time during a march, an active unit occupies one of the two hexes connected by a friendly pontoon bridge, the active player may "dismantle" that bridge at no MP cost, and continue the march afterward.

Destroying Permanent Bridges And Ferries. If an undemoralized infantry unit with a Combat value of 5 or more (3 or more in SIV or TOM) ends a march in either of the two hexes connected by a permanent bridge, or if an undemoralized infantry or cavalry unit of any Combat value ends a march in either of the two hexes connected by a ferry, the active player may attempt to destroy that bridge/ferry. A unit may make a maximum of one attempt per turn, though different units may each make an attempt at the same bridge/ferry in the same turn. If an enemy unit occupies one of the two connected hexes, or if one of the connected hexes is an unoccupied enemy ZOC hex, the attempt may not be made. Dams and fords may not be destroyed.

Indestructible Bridges in HCR: Chain Bridge (HCR E0537), Aqueduct Bridge (HCR E0739), Patterson Viaduct (HCR E2317), Thomas Viaduct (HCR E2519), Frederick Junction RR Bridge (HCR W4317), Long Bridge (HCR E0941), and Hunting Creek Bridge (HCR E0845) may never be destroyed.

C&O Canal Aqueduct: The aqueduct at HCR W4126 is not a terrain feature affecting movement (it cannot be used as a bridge). Its only effect is that destroying it gives the Confederates VPs in some scenarios. It is treated as a permanent bridge across hexside W4126–W4226 solely for determining how to destroy it. It carries a +2 Destruction Die Roll Modifier.

Permanent Bridge/Ferry Destruction Procedure. A player rolls a die (modified per below). For a bridge, a modified roll of 2 or less destroys it; 3 or more fails. For a ferry, a modified roll of 1 or less destroys it; 2 or more fails. Place a "Destroyed" marker on the hexside if successful. A failed attempt may be repeated, as many times as desired, as long as a given unit makes no more than one attempt per turn.

Destruction Die Roll Modifiers (cumulative): −2 if the Confederate player is attempting to destroy a ferry; −1 if neither connected hex is an enemy ZOC hex (including restricted ZOC); −1 if the active unit spent its entire march in the connected hex without moving or attacking; +2 if attempting to destroy the C&O Canal Aqueduct.

Destroyed Permanent Bridge/Ferry Effects. If a permanent bridge or a ferry over a minor river is destroyed, a ford is considered to cross the hexside formerly occupied by it (though ZOC do not extend across it when the river is unfordable). If a permanent bridge or ferry over a major river is destroyed, no ford is considered to exist there.

10.3 Repairing Permanent Bridges and Ferries

An infantry unit is eligible to repair a permanent bridge/ferry only if, in Step 1 of the Recovery Phase, it is at Fatigue Level 0 and not demoralized; has a Combat value of 5 or more (3 or more in SIV or TOM); occupies a hex containing at least one destroyed permanent bridge or ferry hexside; and has not entrenched or built a pontoon bridge in the same Recovery Phase.

Repair Restrictions. Cavalry/artillery units and leaders may not repair bridges or ferries. A permanent bridge or ferry may not be repaired if one of the connected hexes contains an enemy unit (or units) with a combined Combat value of 5 or more (3 or more in SIV or TOM); entrenchments are not taken into account. Each player may make a maximum of one repair attempt per Recovery Phase per individual bridge and ferry. Units may not repair in rain turns.

Repair Procedure. The owning player specifies the hexside and rolls a die (modified per below). For a permanent bridge, a modified roll of 3 or less repairs it (remove the Destroyed marker); 4 or more fails. For a ferry, a modified roll of 5 or less repairs it; 6 or more fails.

Repair Die Roll Modifiers (cumulative): +1 if the river is currently unfordable; +2 if the river is a major river.

11.0 Demoralization

A unit is assigned a Demoralize-1 marker (or has an existing Demoralize-1 marker flipped to its Demoralize-2 side) if it suffers an "R" result in combat. A unit is assigned a Demoralize-2 marker if it suffers an "R*" result in combat. Leaders are never demoralized. Demoralized units may be chosen to perform actions normally, although their attack capabilities are less than normal.

Common Effects Of Demoralization-1 and Demoralization-2. A unit with either marker: may not entrench; may not (if active or inactive, belonging to the attacker) contribute to a flank attack bonus; has an Artillery value of 0 in both attack and defense; may not be selected to participate in a grand assault; may not burn a RR station, build a bridge, repair a bridge/ferry, destroy an enemy pontoon bridge, or destroy a permanent bridge.

Additional Effects of Demoralization-1. Its Combat value when attacking is halved (round down; a unit with a Combat value of 1 or ½ has a Combat value of ½ when attacking). Its Combat value when defending is normal.

Additional Effects of Demoralization-2. Its Combat value when attacking is 1 (exception: a unit with a Combat value of 1 or ½ has a Combat value of ½ when attacking). Its Combat value when defending is normal. If a hex being attacked contains any Demoralize-2 units, the defender may have to subtract 1 from his combat die roll (see 7.4).

Removal Of Demoralization Markers. A Demoralized marker remains on top of the unit wherever it moves. However, a unit's Demoralize-1 marker may be removed (or a Demoralize-2 marker flipped to Demoralize-1) during Step 3c of the Recovery Phase if the unit has a Fatigue Level of 0 or 1 (see 8.0).

12.0 Rain

Rain is a random event in all GCACW games. The GCACW Standard Rules do not change the fact that rain effects apply only in the Advanced Game in some games, and in both Basic and Advanced Games in others. Each GCACW game uses its original Random Events Table according to that game's specific rules, without modification (for HCR's own table, see "Random Events Table" near the end of this document). Units may not perform Entrenching actions in rain turns, nor may they entrench in the Recovery Phase.

The Random Events Table has four possible "Rain" results:

  • Rain (Current): Rain rules are in effect throughout the current turn only.
  • Rain (Current+1): In effect throughout the current turn and the following turn.
  • Rain (Current+2): In effect throughout the current turn and the following two turns.
  • Rain (Current+3): In effect throughout the current turn and the following three turns.

If a multiple-turn Rain result occurs when Rain markers already exist on the Turn Track, additional markers are placed only for turns that did not previously have one.

Rain Effects.

  • Provisional Swamps: Provisional swamp hexes function as full swamp hexes in rain turns. If a Rain event occurs while a unit is in a provisional swamp hex with no road/pike/RR, the unit gains one Fatigue Level, is disorganized, and must be immediately (at no MP cost, without activation) moved into an adjacent, non-enemy-occupied hex — not into another swamp hex or across an unbridged river. If no legal hex is available, the unit is eliminated (VP awarded). A Flanks Refused marker on a unit affected this way is removed.
  • Zones of Control: ZOC do not extend across ford or destroyed bridge/ferry hexsides in rain turns, nor across creek hexsides untraversed by roads/pikes/RR/trail (unless one of the two hexes is a city hex).
  • Attacks: The attacker subtracts 1 from all combat die rolls. Attacks cannot be made across ford or destroyed bridge/ferry hexsides. Attacks cannot be made across creek hexsides unless crossed by a road/pike/trail/RR (or one of the two hexes is a city hex); a permitted creek-hexside attack gives the defender a +2 (not +1) modifier.
  • Movement: Entering a hex across a road or RR hexside costs 2 (not 1) MP; across a pike hexside costs 1½ (not 1) MP. Trail costs into a mountain hex rise to 3 MP (from 2); into a non-mountain hex, to 2 MP (from 1). All major-terrain costs without benefit of road/pike/trail/RR are increased (see the Terrain Chart).
  • Rivers and Creeks: Units may cross minor and major rivers only at bridge, dam, and ferry hexsides — never at fords or destroyed bridges/ferries. Units may cross creeks only across road/pike/RR/trail hexsides (except when one of the two hexes is a city hex).
  • Bridges: Units may not build or repair bridges or ferries in rain turns but may destroy them.
  • Entrenching: Units may not entrench in rain turns.

River Fordability. In rain turns, units may not use fords to cross major or minor river hexsides. Rain results may also render fords unusable for an extended period afterward: each time a Rain result occurs, the players consult a Rain Number table (part of the Charts & Tables handout) to place or advance "Major Rivers Unfordable" and "Minor Rivers Unfordable" markers on the Turn Track, a number of boxes ahead of the current turn depending on the game and the specific Rain result. If the Major (or Minor) Rivers Unfordable marker is on the Turn Track, units may not move, retreat, or advance across that class of river at fords (or, for minor rivers, at destroyed bridges/ferries) in the current turn through the turn occupied by the marker. If a unit cannot cross a hexside due to unfordability, its ZOC does not extend across that hexside. A unit using a ferry across a currently-unfordable minor river must still pay the normal ferry movement point penalty. Markers are removed at the end of the turn they occupy.

Limited Intelligence (Optional Rule)

This optional rule can be used with any game in the series to better reflect the uncertainties of Civil War era command. It significantly increases the time required to complete a scenario. This rule requires mutual trust between the players and should not be used for competitive play.

The Force Display. As described in Section 6.4, each player may remove stacks of counters and replace them with a Force Marker. Normally, forces kept off-map on the Force Display may be examined by either player at any time. When using these rules, each player's Force Display is kept secret from the enemy player (hide it behind a screen or under a spare game box lid).

Placing Force Markers. Each player is allowed to utilize up to ten force markers at a time (players should substitute additional counters if a specific game's set is smaller). A player may place one or more force markers during the Action Cycle whenever he possesses the initiative (he is not required to activate the units being replaced; he is free to take the action elsewhere). Two or more force markers may be simultaneously placed in the same hex to confuse the enemy. A player is permitted to assign no actual units to a force marker — a "dummy marker." Dummy markers may be activated and moved, but may not be used to reveal enemy forces, collect VP, or trigger any other action requiring the presence of an actual unit.

Placement restrictions: a force marker may not be placed adjacent to an enemy unit (unless impassable terrain prevents movement between the hexes); nor within two hexes of an enemy cavalry unit (exception if all two-hex paths between them are blocked by impassable terrain, untraversed woods/loess hexsides, or a friendly unit in between).

Moving Force Markers. Units on the Force Display must move according to the published rules; a player moving a hidden force still rolls for that force's movement in view of the enemy player, giving the enemy a general idea whether infantry or cavalry is present based on dice rolled. Dummy markers can be moved as either infantry or cavalry (with or without a leader) at the owning player's discretion, and may make fake extended-march rolls to confuse the enemy. Movement of dummy markers normally requires winning initiative and spending an activation, except that when more than one force marker starts an activation in the same hex, dummy markers may move with the markers containing actual units without a separate activation.

Revealing Enemy Forces. Players replace friendly force markers with the units they represent (or remove them if dummies) if an enemy unit or force marker becomes adjacent (unless impassable terrain prevents movement between the hexes), or if an enemy cavalry unit comes within two hexes (same exceptions as for placement — this requires actual cavalry units present on the map; cavalry under a force marker can never reveal an enemy force's composition). Force markers may also be voluntarily removed at any time by the owning player.

Here Come the Rebels Sequence of Play

The generic five-phase Sequence of Play is given in Section 3.0 above. In the Advanced Game, Here Come the Rebels! inserts additional phases as follows (some apply only in specific scenarios, as noted):

  1. Random Events Phase (Scenario 7 only, not conducted on Turn 1). Both players roll two dice; consult the Random Events Table.
  2. Harpers Ferry Phase (Scenario 2, and the Advanced Game only). The players determine whether Union units in or around Harpers Ferry are surrounded, and if so, whether they surrender (see "Harpers Ferry" below).
  3. PA Militia Phase (Advanced Game only, from the September 13 turn onward). The Union player rolls a die and consults the Pennsylvania Militia Table.
  4. Reinforcement Phase (Advanced Game only). Players check whether reinforcements arrive; if so, they are placed on the map.
  5. Commander Transfer Phase. Corps and army commanders may be transferred from one subordinate unit's command to another.
  6. Supply Line Repair Phase (September 8, 13, and 18 turns only, Advanced Game). The Union player may attempt to repair damaged railroad stations.
  7. Supply Status Phase (September 8, 13, and 18 turns only, Advanced Game). Both players determine the supply status of their combat units.
  8. Absorption Phase (Advanced Game only). Substitute infantry brigades and cavalry regiments may be absorbed into other units.
  9. Action Cycle. As described in Section 4.0 of the Standard Basic Game Rules.
  10. Recovery Phase. As described in Section 8.0. In the Advanced Game, out-of-supply units may forage in this phase.
  11. Supply Effect Phase (Advanced Game only). Out-of-supply units suffer their penalties.
  12. Maryland County Control Phase (Advanced Game only). The Confederate player determines whether he controls any of Maryland's counties.
  13. Turn Indication Phase. The Turn marker is advanced one box on the Turn Record Track and a new turn begins.

Special Units and Commanders

D. H. Hill. The Confederate D. H. Hill division is nominally assigned to Longstreet's corps, but is simultaneously treated as part of Jackson's corps as well. That is, D. H. Hill may participate in a corps activation or corps assault initiated by either Longstreet or Jackson.

Lee. If a Confederate corps leader successfully undertakes a corps assault and, at that time, the army leader Lee is stacked in the same hex as the activated leader, the Confederate player adds 1 to that attack's die roll. This bonus is in addition to the +1 modifier for assault, and applies whether or not a "grand assault" occurs. This Lee bonus does not apply to defending units. (This restates, for Here Come the Rebels! specifically, the Lee bonus already defined in Section 7.4 of the Standard Basic Game Rules above.)

Basic Game Scenarios

There are five Basic Game scenarios of varying complexity. Unless otherwise noted below, all units begin the game on their normal side, at Fatigue Level 0, with an organized Strength marker. Before the scenario begins, place the Turn marker on the Turn Record Track in the box corresponding to the date the scenario begins — this is Turn 1. In the Turn Indication Phase, the Turn marker is advanced one box to signal the start of a new turn.

Note: Detailed unit-by-unit setup listings for each scenario are printed only in the English-language component book (the source Japanese translation cites specific page numbers of that book rather than reproducing the listings). They are not reproduced here; this rulebook preserves the historical background, special rules, and victory conditions for every scenario.

Scenario 1: South Mountain

Note: This scenario simulates Lee's desperate attempt to hold the passes of South Mountain against McClellan's Army of the Potomac while his scattered Army of Northern Virginia reassembles to the west of the mountain.

Map: West map only.

Length: September 14, 1862, 1 turn.

Setup: Union and Confederate setups are printed on page 17 of the English rulebook ("Scenario 1 Set-up").

Special Rules:

  1. In the game's first Action Phase, the Union player automatically wins the initiative die roll. Thereafter, initiative is determined normally.
  2. Union units may neither enter nor retreat into any hex adjacent to Burkittsville (W3117) or Knoxville (W3020).

Victory Conditions: The Union player earns and loses Victory Points (VP) as follows:

VPReason
+7A Union infantry unit occupies Boonsboro (W2910) at game end.
+4A Union infantry unit occupies Zittlestown (W3111) at game end.
+3A Union infantry unit occupies Rohrersville (W2914) at game end.
+3A Union infantry unit occupies Mountain House (W3211) at game end.
+1Per Confederate Manpower point lost in combat, retreat, or cavalry retreat (not extended march, force march, or ZOC-to-ZOC movement).
−1Per Union Manpower point lost the same way.

At game end, total the Union VP and consult this table:

Union VPResult
8 or moreDecisive Union Victory
5 to 7Substantive Union Victory
2 to 4Marginal Union Victory
0 to 1Marginal Confederate Victory
−3 to −1Substantive Confederate Victory
−4 or lessDecisive Confederate Victory

Scenario 2: Harpers Ferry – Crampton's Gap

Note: This scenario simulates the Confederate assault on the Union garrison at Harpers Ferry, and the Union VI Corps' attempt to break through the weakly-held Confederate position at Crampton's Gap in the South Mountain range in order to relieve the besieged garrison.

Map: West map only.

Length: September 12–15, 1862, 4 turns.

Setup: Printed on page 18 of the English rulebook. Union: Ward begins under a Fort marker; Ford begins under a Breastwork-Build marker; D'Utassy and Trimble begin under a Breastwork-Build marker. Confederate: units marked with an asterisk begin at Fatigue Level 1.

Special Rules:

  1. In the first two Action Phases of Turn 1, the Union player automatically wins the initiative die roll. From the third Action Phase onward, initiative is determined normally. However, note that the Union player is unable to activate some of his units on Turn 1 (see Rule 2 below).
  2. The Union player is subject to the following movement restrictions: a. Franklin, Slocum, Smith, Couch, and the 6th PA Cavalry may not act or entrench until Turn 2. These units and commanders also may not cross a Potomac River hexside. All other Union units may act and entrench on Turn 1. b. Union units may neither enter nor retreat into a hex adjacent to Mountain House (W3211) or Boonsboro (W2910), nor enter or retreat within two hexes of Sharpsburg (W2413).
  3. The Union player has two depots — one at Martinsburg and one at Harpers Ferry/Bolivar. Depots may not move, participate in combat, or retreat. The Martinsburg depot is removed and treated as destroyed the moment a Confederate infantry (not cavalry) unit enters Martinsburg. To destroy the Harpers Ferry/Bolivar depot, a Confederate infantry or cavalry unit with a Combat value of 2 or greater must perform a Burn RR Station action in that hex.
  4. The Confederate player is subject to the following movement restrictions: a. Confederate units may not entrench in this scenario. b. Confederate units may neither enter nor retreat into a hex adjacent to Mountain House (W3211). c. Munford may not be activated or entrench on Turn 1, but this restriction is lifted the moment a Union unit enters within one hex of his setup hex (W3718). d. Stuart and Hampton may not be activated on Turns 1 or 2, nor entrench, but this restriction is lifted the moment a Union unit enters within one hex of their setup hex (W3117). e. Confederate units whose printed strength is marked with an asterisk in the setup instructions begin the game at Fatigue Level 1.
  5. This is not an Advanced Game scenario, but all rules described under "Harpers Ferry" in the Advanced Game rules (see below) apply in this scenario — that is, a "Harpers Ferry Phase" is added to the sequence of play, in which the Union player must check the status of his own units at or within three hexes of Harpers Ferry. Under certain circumstances, the "Harpers Ferry Table" is consulted and these units may surrender. Also, treat Harpers Ferry/Bolivar (W2521) as containing a Union fort.

Victory Conditions: (The source document's introductory line for this list literally reads "the Union player earns and loses Victory Points (VP) as follows" — but every individual entry below, and the closing summary paragraph and table, are consistently written in terms of the Confederate player scoring VP. This appears to be a transcription slip in the source rather than an actual rules ambiguity; it is reproduced below with the Confederate framing that the entries and final table both use.)

The Confederate player earns and loses VP as follows:

VPReason
+4The Union depot at Harpers Ferry (W2521) is destroyed.
+1The Union depot at Martinsburg (W1314) is destroyed.
+1Both Union depots are destroyed AND a Confederate infantry brigade or division ends the game at or adjacent to Sharpsburg (W2413). If one or both depots remain on the map at game end, this VP cannot be scored.
+1Per Union Manpower point lost in combat, retreat, or cavalry retreat (not extended march, force march, ZOC-to-ZOC movement, or Harpers Ferry surrender).
+?The Confederate player totals the Manpower of Union units that have surrendered by game end and divides by 2 (rounding down); this is additional VP the Confederate player scores.
−1Per Confederate Manpower point lost in combat, retreat, or cavalry retreat (not extended march, force march, or ZOC-to-ZOC movement).
−2Per Confederate infantry brigade or division that cannot trace a path of unlimited length, along continuous road, pike, or railroad hexes, to Sharpsburg (W2413), Winchester (W0330), Berryville (W1332), or Leesburg (W3533), at game end. This path may not enter a hex occupied by Union units or a Union infantry ZOC (except through a hex containing a Confederate unit); it may enter hexes covered by Union cavalry ZOC and any Union ZOC hexes containing a Confederate unit.

At game end, total the Confederate VP and consult this table:

Confederate VPResult
16 or moreDecisive Confederate Victory
11 to 15Substantive Confederate Victory
7 to 10Marginal Confederate Victory
2 to 6Marginal Union Victory
−2 to 1Substantive Union Victory
−3 or lessDecisive Union Victory

Scenario 3: McClellan's Opportunity

Note: After the Battle of South Mountain on September 14, Lee ordered his scattered forces to concentrate at Sharpsburg. Since the bulk of the Army of Northern Virginia was still tied up besieging Harpers Ferry at that time, this concentration could not be accomplished for several days. This scenario simulates the period between the battles of South Mountain and Antietam, during which McClellan's Army of the Potomac had a golden opportunity to destroy Lee's army.

Map: West map only.

Length: September 15–17, 1862, 3 turns.

Setup: Printed on page 20 of the English rulebook. Union: all units marked with an asterisk begin at Fatigue Level 2 with a disorganized Strength marker. Confederate: units with a single asterisk begin at Fatigue Level 1 (organized Strength marker); units with a double asterisk begin at Fatigue Level 2 with a disorganized Strength marker.

Special Rules:

  1. In the first two Action Phases of Turn 1, the Confederate player automatically wins the initiative die roll. From the third Action Phase onward, initiative is determined normally.
  2. The Confederate player is subject to the following movement restrictions: a. The A.P. Hill division may not be activated on Turns 1 or 2 (but may entrench). b. The Thomas brigade may not be activated for the entire game (but may entrench). c. The Lawton and J.R. Jones divisions may not be activated in the first two Action Phases of Turn 1; from the third Action Phase onward they may be activated normally.
  3. Union units may not enter Berkeley County.
  4. There is no Union fort at Harpers Ferry/Bolivar (W2521) — it has already been destroyed.

Victory Conditions: The Union player earns and loses VP as follows:

VPReason
+10A Union infantry unit occupies Sharpsburg (W2413) at game end.
+6A Union infantry unit occupies Harpers Ferry (W2521) at game end.
+1Per Confederate Manpower point lost in combat, retreat, or cavalry retreat (not extended march, force march, or ZOC-to-ZOC movement).
+1Per Confederate infantry (not cavalry) unit that cannot, at game end, trace a path of 20 hexes or less, along continuous road, pike, or railroad hexes, to Shepherdstown (W2115), Harpers Ferry (W2521), or Charlestown (W1924). This path may not enter a hex occupied by Union units or a Union ZOC (except through a hex containing a Confederate unit).
−1Per Union Manpower point lost in combat, retreat, or cavalry retreat (not extended march, force march, or ZOC-to-ZOC movement).
−4A Confederate infantry (not cavalry) unit occupies Boonsboro (W2910) at game end.

At game end, total the Union VP and consult this table:

Union VPResult
20 or moreDecisive Union Victory
12 to 19Substantive Union Victory
4 to 11Marginal Union Victory
−5 to 3Marginal Confederate Victory
−14 to −6Substantive Confederate Victory
−15 or lessDecisive Confederate Victory

Scenario 4: The Baltimore Raid

Note: This scenario simulates a large-scale raid that JEB Stuart's Confederate cavalry could have conducted against Baltimore and the vital Union rail network surrounding it, during the Maryland campaign.

Map: East map only.

Length: September 10–16, 1862, 7 turns.

Setup: Printed on page 21 of the English rulebook. Union: 138 PA begins under a Fort marker.

Special Rules:

  1. Only the Confederate player may act on Turn 1. Since the Union has no permitted activity on Turn 1, no die is rolled to determine initiative at the start of each Action Phase that turn. The Confederate player may perform as many consecutive Action Phases as he wishes or is able, acting with his own units, and Turn 1's Action Cycle ends when he is finished. However, on Turn 1 Confederate units may not perform an extended march (that is, they may not bring their Fatigue Level to 3 through marching) and may not force march. They may still reach Fatigue Level 3 or 4 through combat or a Burn RR Station action. From Turn 2 onward, Confederate units may perform extended marches and force marches normally.
  2. No unit may entrench in this scenario.
  3. Ignore all forts printed on the map — they have no effect in this scenario.
  4. Confederate units and commanders may neither enter nor retreat into: (a) any hex in the District of Columbia; (b) any hex within five hexes of Rockville (E0723); (c) any hex within two hexes of Camden Station (E3510).
  5. The Union Staunton brigade may not enter any hex whose last two digits are "17" or lower (e.g., 2617).

Victory Conditions: The Confederate player earns and loses VP as follows:

VPReason
+3Per damage marker present at game end on any of these stations: Back River Bridge (E4107), Relay House (E2913), Annapolis Junction (E2618), Laurel (E2421), Beltsville (E2025), Hyattsville (E2029), Annapolis (E4327).
+2Per damage marker present at game end on any of these stations: Lutherville (E3301), Relay House (E3203), Sykesville (E1605), Ellicott Mills (E2511).
+1Per damage marker present at game end on either of these stations: Owings Mills (E2602), Gambrills Station (E3322).
+1Per hex, among US Arsenal (E2905), Canton (E3809), Brooklyn (E3612), and Bladensburg (E2030), entered by a Confederate unit at least once during the game (maximum 1 VP per hex regardless of how many times entered). Place a "Confederate Control" marker on a hex the first time a Confederate unit enters it, to show the VP has been earned; the marker remains for the rest of the game even if Union units later occupy the hex.
+1Per Union Manpower point lost for any reason.
−1Per Confederate Manpower point lost for any reason.
−2Per Confederate cavalry brigade (other than the commander Stuart himself) that does not end the game in one of the following locations: any hex in Frederick-East County; within three hexes of Damascus (E0311); within three hexes of Winfield (E1101). Note: if a Confederate cavalry brigade is eliminated, it automatically fails to meet this requirement, and the Confederate player automatically loses 2 VP for it at game end, in addition to any VP lost for its Manpower loss.

At game end, total the Confederate VP and consult this table:

Confederate VPResult
20 or moreDecisive Confederate Victory
16 to 19Substantive Confederate Victory
12 to 15Marginal Confederate Victory
9 to 11Marginal Union Victory
6 to 8Substantive Union Victory
5 or lessDecisive Union Victory

Scenario 5: The Battle for Washington

Note: In the Second Battle of Manassas in late August 1862, John Pope's Army of Virginia suffered a severe defeat at Confederate hands, but his army nonetheless conducted a reasonably orderly withdrawal toward the Washington defenses. This scenario simulates what might have happened had Pope's army been completely shattered at Second Manassas. It assumes Lee moved into Maryland to avoid attacking the Washington defenses from south of the Potomac. However, since the Army of the Potomac was judged too weak to actively oppose Lee in western Maryland, this scenario assumes the Confederates, rather than resting content in Frederick County and hoping for Maryland to join the Confederacy, instead launched an offensive into Montgomery County to directly assault the Federal capital and isolate it, betting everything on Maryland joining the South. Note: This scenario assumes that both Pope and McClellan were relieved by President Lincoln after Second Manassas, and that Major General Ambrose Burnside is in command of the Army of the Potomac.

Map: East map only.

Length: September 12–15, 1862, 4 turns.

Setup: Printed on page 23 of the English rulebook.

Special Rules:

  1. In the first Action Phase of Turn 1, the Confederate player automatically wins the initiative die roll. Thereafter, initiative is determined normally.

  2. Neither player's units may enter Baltimore County for the entire game.

  3. Neither player's units may entrench until Turn 2.

  4. The Union Humphreys and Whipple divisions may not be activated on Turn 1.

  5. At the start of the game, place a Confederate Objective marker in each of the following hexes:

    • Group 1: Rockville (E0733)
    • Group 2: Enster PO (E1124), Grace Church (E1427)
    • Group 3: Martow's Store (E1724), Burnt Mills PO (E1627)
    • Group 4: Vansville (E1125), Bladensburg (E2030)

    When a Confederate infantry (not cavalry) unit enters a Confederate Objective hex, flip that marker to its "Confederate Control" side. The marker remains in the Confederate Control state even after the Confederate unit leaves the hex. The marker is flipped back to its Control (neutral) side the moment a Union infantry (not cavalry) unit enters the hex, but is flipped back to Confederate Control again the moment a Confederate infantry unit re-enters it.

  6. This is not an Advanced Game scenario, but every rule described under "Union Forts" in the Advanced Game (see 18.0 below) applies in this scenario, since Union forts are relevant here.

Victory Conditions: The Confederate player earns and loses VP as follows:

VPReason
+25A Confederate infantry (not cavalry) unit occupies the Capitol (E1534) or a hex within two hexes of it at game end. To score this VP, the Confederate unit must be able to trace a path of unlimited length, along continuous city, road, pike, or railroad hexes, to any hex on the map's west edge. This path may not enter any undestroyed fort hex, any hex occupied by Union infantry, or any Union ZOC exerted by infantry (it may enter hexes covered only by Union cavalry ZOC, and any Union ZOC hex containing a Confederate unit).
+3Per Union fort destroyed.
+3Per hex, among Grace Church (E1427), Old Stone Tavern (E1128), Burnt Mills PO (E1627), Bladensburg (E2030), with a Confederate Control marker present at game end.
+2Per station, among Annapolis (E4327), Gambrills Station (E3322), Annapolis Junction (E2618), Laurel (E2421), Beltsville (E2025), Hyattsville (E2029), with a Destroy (not Damage) marker present at game end.
+2Per Union Manpower point lost in combat, retreat, or cavalry retreat (not extended march, force march, or ZOC-to-ZOC movement). Note: In a Confederate attack on a Union fort, Union Manpower losses shown by the combat result do not count toward this VP unless they are applied to a Union unit defending in the fort hex.
+1Per hex, among Rockville (E0723), Enster PO (E1124), Martow's Store (E1724), Vansville (E2125), with a Confederate Control marker present at game end.
+1Per station, among Annapolis (E4327), Gambrills Station (E3322), Annapolis Junction (E2618), Laurel (E2421), Beltsville (E2025), Hyattsville (E2029), with a Damage (not Destroy) marker present at game end.
−2Per Confederate Manpower point lost in combat, retreat, or cavalry retreat (not extended march, force march, or ZOC-to-ZOC movement).
+10At game end, at least one Confederate Objective hex controls in every one of the four groups listed in Special Rule 5 (e.g., controlling Rockville [Group 1], Grace Church [Group 2], both Martow's Store and Burnt Mills PO [Group 3, either is sufficient], and Vansville [Group 4] would score this VP; but controlling only Rockville, Grace Church, and Martow's Store would not, since no Group 4 hex is controlled).

At game end, total the Confederate VP and consult this table:

Confederate VPResult
64 or moreDecisive Confederate Victory
49 to 63Substantive Confederate Victory
35 to 48Marginal Confederate Victory
20 to 34Marginal Union Victory
6 to 19Substantive Union Victory
5 or lessDecisive Union Victory

Advanced Game Rules

Additional rules are used in the Advanced Game, increasing the game's realism and complexity. Advanced Game rules must not be used with Basic Game scenarios (exception: the Harpers Ferry rules, 17.0, are used in Scenario 2, and the Union Forts rules, 18.0, are used in Scenario 2 and Scenario 5). Note that several new phases are added to the sequence of play in the Advanced Game (see "Here Come the Rebels Sequence of Play" above).

Random Events

Random events are determined only in Scenario 7. In the Random Events Phase of every turn from Turn 2 onward in Scenario 7, the Union player rolls two dice. The players consult the Random Events Table and apply the indicated result, described below.

Rain. Rain effects are exactly the same as in the Basic Game (see Section 12.0 of the Standard Basic Game Rules above).

Union Command Stalled. If this result occurs, the Union player suffers the following penalties throughout the current turn's Action Cycle:

  • Subtract 2 from the Movement Allowance of each marching infantry unit (the same applies to an Activate Leader action), though the Movement Allowance is never reduced below 1.
  • Subtract 4 from the Movement Allowance of each marching cavalry unit, though never below 1.
  • Infantry and cavalry units may not force march (they may still perform an extended march).
  • The Union player may not declare a "Corps Assault" action.
  • If the current turn is September 11 (Turn 8) or earlier, Union units and commanders located in a hex within any of the following counties may not be activated or entrench (this penalty is ignored from September 12 [Turn 9] onward): Montgomery, Prince George's, Anne Arundel, Baltimore, Howard, Carroll, Frederick-East, Fairfax, District of Columbia. Note: if a Confederate infantry unit is present in or enters a hex within any of the counties listed above, the restriction on Union activity and entrenchment in all of these counties is immediately lifted, even in counties where no Union unit is present. Note: if a Confederate cavalry unit is present in or enters a hex within any of the counties listed above, the restriction on Union cavalry activity and entrenchment in all of these counties is immediately lifted, even if no Union cavalry unit is present in the county the Confederate cavalry unit occupies.

Union Commitment. At the start of the game, the Union player must place the "Union Commitment" marker on the "At Start" box of the Union Commitment Track. Each time a "Union Commitment" result occurs on the Random Events Table, this marker is advanced one box. All Union units and commanders positioned under the box beneath this marker are "uncommitted" (may not be activated nor entrench) at the start of the game, but the moment the marker reaches that box, they immediately "commit" and may be activated and entrench normally from then on. Note: A Union unit also commits the moment a Confederate unit moves within eight hexes of the hex in which that Union unit set up (see the Scenario 7 special rules). The Union Commitment marker never advances more than one box per "Union Commitment" result on the Random Events Table, even if every Union unit and commander under a given box has already committed due to Confederate proximity.

Turn 1. Random events are not determined on Turn 1 (September 4).

From September 12 (Turn 9 of Scenario 7) onward, every "Union Command Stalled" result on the Random Events Table is instead read as "Union Commitment" (see the note on the Random Events Table at the end of this document).

Random Action Cycle Ending

In Scenario 7 only, from Turn 3 (September 6) onward, the Action Cycle may end randomly, based on both players' initiative dice.

Turns 3 through 11. In the Initiative Segment of the Action Cycle on Turns 3 (September 6) through 11 (September 14), if both players roll a 1 for initiative, the Action Cycle may end. When this happens, both players roll one die (a single die, rolled once for this determination). If the result is 1 or 2, the Action Cycle ends immediately and play proceeds to the Recovery Phase. If the result is 3 to 6, the Action Cycle continues normally (in this case, the Confederate player wins that Action Phase's initiative by virtue of the tied "1" roll, per the normal tie-breaking rule).

Turn 12 onward. In the Initiative Segment of the Action Cycle on Turn 12 (September 15) and later, if both players roll a 1 for initiative, the Action Cycle may end. Both players roll one die. If the result is 1, 2, or 3, the Action Cycle ends immediately and play proceeds to the Recovery Phase. If the result is 4 to 6, the Action Cycle continues normally (with the Confederate player winning that Action Phase's initiative via the tied roll).

Example: In the Action Cycle's Initiative Segment on Turn 8 (September 11), both players roll a 1. The Union player rolls again to determine whether the Action Cycle ends, obtaining a 3. Since the roll is neither 1 nor 2, the Action Cycle continues. However, on Turn 12 (September 15), a roll of 3 under the same circumstance would end the Action Cycle.

Pennsylvania Militia

How the Pennsylvania Militia Arrives. In the Pennsylvania Militia Phase of September 13 (Turn 4 of Scenario 6, Turn 10 of Scenario 7) and every turn thereafter, the Union player rolls a die and consults the Pennsylvania Militia Table. This roll may be modified (see below). If the result is "No Effect," nothing happens, but the Union player may consult the table again in a later turn. Once the Pennsylvania Militia arrives, the Union player does not consult this table again for the rest of the game. He places the "PA Militia" counter on the map as described below.

Pennsylvania Militia Table Modifier. If one or more Confederate units are present in Carroll County or Baltimore County, the Union player subtracts 1 from the die roll.

Placement of the Pennsylvania Militia. When the Pennsylvania Militia arrives, the Union player places an organized Strength marker with a Manpower and Combat value of 15 under this unit. It may be placed in any hex on the map's north edge within eight hexes of Hagerstown (W2502) — that is, any hex whose last two digits are "01." The Pennsylvania Militia functions normally except for the following restrictions: it may not perform an extended march, nor a force march; each time it performs a "normal" march (bringing its Fatigue Level to 1 or 2), the Union player rolls a die and consults the Extended March Table to check whether it suffers any penalty, before proceeding with the march; and it may not participate in a corps activation, corps assault, or grand assault.

Harpers Ferry

In both Advanced Game scenarios (and Basic Game Scenario 2), the players must determine whether Union units in and around Harpers Ferry (HCR W2521) are surrounded, and if so, whether they surrender. This determination is made in the Harpers Ferry Phase.

Determining Whether Harpers Ferry Is Surrounded. In the Harpers Ferry Phase, all Union units located at Harpers Ferry/Bolivar (W2521) or within three hexes of it must attempt to trace a path of unlimited length, along continuous road, pike, or railroad hexes, to any hex on the map's north or east edge. This path may not enter a hex occupied by Confederate units, nor a Confederate ZOC unoccupied by a Union unit (remember that ZOC does not extend from or to a mountain hex except across a hexside crossed by a road, pike, or railroad — for example, a Confederate unit at W2621 does not exert a ZOC into W2521, W2620, or W2721).

Method for Determining Whether Harpers Ferry Surrenders. If there are no Union units at W2521 or within three hexes of it, or if every Union unit at W2521 or within three hexes of it can trace the path described above, nothing happens, and play proceeds to the next phase. However, if even one Union unit cannot trace this path, the Confederate player rolls two dice and totals the result, consulting the Harpers Ferry Table (this total may be modified — see below). If the modified total is 11 or less, the result is "No Effect," and play proceeds to the next phase. If the modified total is 12 or more, the result is "Surrender" (see below). The Confederate player may roll for Harpers Ferry surrender a maximum of once per turn.

Surrender of Harpers Ferry. If the Confederate player obtains a "Surrender" result, every Union unit and commander at W2521 or within three hexes of it that cannot trace a path to the map's north or east edge as described above is immediately removed from play. The Confederate player receives VP for this (see the relevant scenario's victory conditions). Note: If Union units surrender while a Union depot is present at Harpers Ferry, the depot remains in place. Confederate units may enter the depot's hex as long as no Union unit is present there. If a Confederate unit with a Combat value of 2 or more performs a Burn RR Station action in the depot's hex, the depot is destroyed.

Harpers Ferry Table Modifiers. The Confederate player's Harpers Ferry Table die roll is modified if any of the following conditions apply (modifiers are cumulative): +3 if a Confederate infantry unit with an Artillery value of at least 1 is at W2620 (Naval Battery); +1 if a Confederate infantry unit with an Artillery value of at least 1 is at W2621 (Loudoun Heights); +1 if a Confederate infantry unit with an Artillery value of at least 1 is at W2420 (Bolivar Heights).

The Harpers Ferry Fort. Harpers Ferry/Bolivar (W2521) is treated as containing a Union fort. This fort's characteristics are identical to every other permanent Union fort in this game (see "Union Forts" below). Note: If Union units at Harpers Ferry surrender, the permanent fort at Harpers Ferry is destroyed, and Confederate units are then free to enter that hex.

Union Forts

Several Union Forts are printed on the map. These are used only in the two Advanced Game scenarios and in Basic Game Scenario 5.

Effects of Union Forts. Confederate units may neither enter nor retreat into a hex containing an undestroyed Union fort. Likewise, a Confederate commander may neither transfer into, nor exert command range through, an undestroyed fort hex. A Union fort does not exert a ZOC unless a Union unit is present in that hex. Union units may enter fort hexes without restriction, and may entrench in them. The fort itself can never be activated, nor can it entrench.

Combat Against Union Forts. A Union fort has an inherent Combat value of 4. This value may only be used defensively; it may not participate in a Union attack (though Union units located in the fort hex may attack normally). The fort's Artillery value is 0, but any Union unit defending in, or attacking from, a fort hex may use its own Artillery value. Confederate units may attack an adjacent fort hex. If no Union unit occupies the fort hex, the fort's own Combat value of 4 alone is used as the Union defense value. If one or more Union units occupy the fort hex, the Union defense value is the fort's Combat value (4) plus the Combat and Artillery values of the Union units defending there. A Confederate unit attacking the fort may use its own Artillery value. No tactical modifier applies to a Confederate attack against a fort, and the Confederate player may not receive a flank attack bonus against a fort hex. Neither of these two modifiers applies even if Union units are also defending in the fort hex. Every other modifier applies normally. A fort cannot help provide a flank attack bonus for a Union attack.

Destroying a Union Fort. In a Confederate attack against a hex containing a Union fort, if the Union player suffers an "r" (retreat) or "R" (rout) combat result, the fort is destroyed (any Union units defending in that fort hex must retreat or rout as normal). Place a "Fort Destroyed" marker in the hex; from then on, no Union fort exists there. Manpower losses and "f" (Fatigue-1), "F" (Fatigue-2), and "D" (Disorganize) combat results have no effect on the fort itself (though they still affect any Union units defending in that fort hex). The destruction of a fort is not treated as a Manpower loss for purposes of a scenario's Victory Points.

Death of a Confederate Commander

How a Confederate Corps Commander Is Killed. One or more Confederate corps commanders may be killed in any combat in which one of these corps commanders is located either in a hex defending, or in a hex containing an attacking subordinate unit. If, in the combat procedure, both players' dice rolls are 1 before any modification is applied, combat resolution is temporarily suspended and the Confederate player rolls a die. If this die is even, one Confederate corps commander is killed; if odd, Confederate corps commanders are unaffected. If more than one Confederate corps commander is present in a hex defending, or in a hex containing an attacking subordinate unit, the one with the highest Tactical value is killed. The Confederate army commander Lee is never killed.

Effects of the Death of a Confederate Corps Commander. If a Confederate corps commander is killed, flip his counter over to reveal his "Substitute" ("Sub") side. This commander now functions as the new corps commander. Aside from having reduced Tactical and Command values, the new commander functions exactly as the commander who was killed. A substitute commander remains in play for the rest of the game and can never be killed. The death of a commander has no effect on the tactical modifier of the combat currently being resolved.

Supply

To function at full capability, a unit must be in supply.

Depots

Both players own depots. A depot functions as a supply source. A depot has no Combat value, cannot be attacked, and cannot move or retreat. A unit may enter a hex containing an enemy depot as long as no enemy unit is present there. If a unit with a Combat value of 2 or more performs a Burn RR Station action in a hex containing an enemy depot, that depot is destroyed and removed from the map (in addition, if a station is present in that hex, the station is damaged or destroyed — see "Burn RR Station," Section 5.4 of the Standard Basic Game Rules).

Repairing Damaged Stations

In the Supply Line Repair Phase (conducted only on the September 8, 13, and 18 turns), the Union player may attempt to remove Damage markers from station hexes. Destroy markers can never be removed. For each Damage marker on the map at a station not occupied by, nor in the ZOC of, a Confederate unit, the Union player rolls one die. If the Damage marker is located in Baltimore, Anne Arundel, Prince George's, Howard, Montgomery, Frederick-East, or Carroll County, the marker is removed on a roll of 1 to 5, and remains on a roll of 6. If the Damage marker is located in any other county, it is removed on a roll of 1 to 4, and remains on a roll of 5 or 6. If the Union player fails to remove a Damage marker in one Supply Line Repair Phase, he may attempt again in a later Supply Line Repair Phase.

Supply Status

In the Supply Status Phase (conducted on the September 8, 13, and 18 turns), both players must determine whether each of their combat units is "in supply" or "out of supply." Players do not determine the supply status of commanders. Units have two sides — normal (in supply) and out-of-supply (the out-of-supply side is marked with a white stripe across the top of the unit). A unit is always placed on the map initially on its normal side, and remains that way as long as it is in supply. A unit is flipped to its out-of-supply side when it becomes out of supply, and remains that way until it returns to "in supply" status.

Note: When using the GCACW Standard Rules, a unit's reverse (out-of-supply) side actually represents exhaustion, not "out of supply." To represent "out of supply," use an out-of-supply marker from another game, or make your own.

Method for Determining Supply Status. The county in which a unit is currently located determines that unit's supply status. Maryland and Virginia are divided into 16 counties shown on the map, all of which are depicted in miniature on the County Display (the District of Columbia is treated as a county).

Confederate Supply Status. There are two ways to determine Confederate supply status:

  1. In the Supply Status Phase, if a Confederate depot is present at that time in the county where a Confederate unit is located, that Confederate unit is automatically in supply. The presence of Union units in that county has no effect on Confederate supply status. (Exception: If a Union unit is located in the same hex as a Confederate depot, Confederate units in that county are out of supply. Likewise, if the Union player destroys a Confederate depot, Confederate units in that county are out of supply.)
  2. In the Supply Status Phase, if a Confederate unit is located in the same hex as a Union depot, up to five Confederate units located in that depot's hex or an adjacent hex are treated as in supply.

A Confederate unit that cannot achieve "in supply" status by either of the above two methods in the Supply Status Phase is "out of supply."

Union Supply Status. There are four ways to determine Union supply status:

  1. In the Supply Status Phase, if a Union depot is present at that time in the county where a Union unit is located, that Union unit is automatically in supply. The presence of Confederate units in that county has no effect on Union supply status. (Exception: If a Confederate unit is located in the same hex as a Union depot, Union units in that county are not automatically in supply this way. Likewise, if the Confederate player destroys a Union depot, Union units in that county are not automatically in supply this way.)
  2. In the Supply Status Phase, if a Union unit can trace a path of six hexes or less, along continuous road, pike, or railroad hexes, to a Union depot, that unit is in supply. This path may not enter a hex occupied by Confederate units, nor a Confederate ZOC (except a ZOC exerted by a Union-occupied hex). This path may not cross a hexside not traversed by a road, pike, or railroad.
  3. In the Supply Status Phase, if a Union unit is located in a county containing one or more stations that do not have a Damage or Destroy marker, and that unit can trace a path of continuous railroad hexes from that station to a hex containing a Union depot, that unit is in supply. This railroad path may not enter a hex containing a station with a Damage or Destroy marker. It may enter hexes containing Confederate units or a Confederate ZOC (including the originating hex), but may not enter a Maryland county "controlled" by the Confederate player (see "Control of Maryland" below). Note: The Western Maryland RR at W5806 (New Windsor) is treated as directly connected to the railroad at E2601.
  4. In the Supply Status Phase, if a Union unit is located in the same hex as a Confederate depot, up to five Union units located in that depot's hex or an adjacent hex are treated as in supply.

A Union unit that cannot achieve "in supply" status by any of the above four methods in the Supply Status Phase is "out of supply."

Control of Harpers Ferry. In the Recovery Phase, before foraging (see below), the players determine which side controls Harpers Ferry (W2521). There are two ways to control Harpers Ferry: (1) if a unit is present at W2521, the player owning that unit controls Harpers Ferry; (2) if a unit is present in a hex adjacent to W2521, the player owning that unit controls Harpers Ferry provided no enemy unit is present at W2521 or in any hex adjacent to it. On the County Display, next to Jefferson County's box, there is a box for "Harpers Ferry." If the Union player controls Harpers Ferry, place the Harpers Ferry marker on its "Union Control" side in that box; if the Confederate player controls it, place the marker on its "Confederate Control" side. If neither player controls Harpers Ferry, do not place the marker in that box.

A player's foraging die roll may be modified based on which side controls Harpers Ferry (see below).

Displaying Supply Status. A unit determined to be in supply during the Supply Status Phase is flipped to its normal (in supply) side (or remains as is if already there). A unit that fails to become "in supply" during the Supply Status Phase, and that is currently on its normal side, is flipped to its out-of-supply side, with no other effect. A unit already on its out-of-supply side that fails to become "in supply" remains out of supply, and additionally its Strength marker is replaced with one showing one less Manpower point, placed on its disorganized side.

In Supply. A unit determined to be in supply remains in supply, wherever it moves, until its supply status is next determined in a Supply Status Phase.

Out of Supply. An out-of-supply unit may perform actions normally and is not restricted in movement. However, it suffers penalties in the Recovery and Supply Effect Phases (see "Effects of Supply" below). An out-of-supply unit may become "in supply" before the next Supply Status Phase through "foraging" (see below).

Foraging

In the Recovery Phase, an out-of-supply unit at Fatigue Level 0, 1, or 2 may forage (as long as it did not entrench or build/repair a bridge in the same Recovery Phase). A unit that is in supply, or at Fatigue Level 3 or 4, may not forage. Commanders may not forage. For each unit attempting to forage, the owning player follows this procedure in Step 2 of the Recovery Phase:

  1. Consult the County Display or the "Foraging Summary" to determine the "foraging value" of the county in which the unit is located. Each county has two foraging values, one for the Union and one for the Confederacy; use the value appropriate to the unit's nationality.
  2. Roll a die and add the unit's current Fatigue Level to the result (if the unit's Fatigue Level is 0, the die roll is unmodified). A unit's foraging die roll may be modified in some counties depending on which side controls Harpers Ferry.
  3. Compare the modified roll to the foraging value determined in Step 1:
    • If the modified roll is less than or equal to the foraging value, the unit forages successfully, and is immediately flipped from its out-of-supply side to its normal side. The unit is now in supply, and remains so until its supply status is next determined normally in a Supply Status Phase.
    • If the modified roll is greater than the foraging value, the unit fails to forage and remains out of supply. It may attempt to forage again in a later Recovery Phase (as long as it is at Fatigue Level 0, 1, or 2).

Control of Harpers Ferry — Modifiers. Before a unit forages in Step 2 of each Recovery Phase, the players determine which side controls Harpers Ferry (W2521), as described above.

  • A Confederate unit foraging in Frederick-West (Maryland) or Montgomery County must add 1 to its foraging die roll if the Union player currently controls Harpers Ferry.
  • A Confederate unit foraging in Frederick-East (Maryland), Carroll, Howard, Baltimore, Anne Arundel, Prince George's, or the District of Columbia must add 2 to its foraging die roll if the Union player currently controls Harpers Ferry.
  • A Union unit foraging in Berkeley or Jefferson County must add 2 to its foraging die roll if the Confederate player currently controls Harpers Ferry.
  • A Union unit foraging in Frederick (Virginia) or Clarke County must add 3 to its foraging die roll if the Confederate player currently controls Harpers Ferry.

Example: An out-of-supply Confederate unit at Fatigue Level 2 is located in a hex in Howard County. The Confederate player wishes to forage with this unit. Since neither player currently controls Harpers Ferry, the Confederate player's die roll is not modified for control. He determines Howard County's Confederate foraging value is 4, rolls a die, and obtains a 1. Since the unit's current Fatigue Level is 2, he adds 2, for a modified result of 3 (2 + 1 = 3). Since 3 is less than or equal to Howard County's foraging value of 4, the unit forages successfully and becomes in supply. Had the Union player controlled Harpers Ferry, 2 would be added to this die roll as well, for a modified result of 5 (2 + 1 + 2 = 5). Since 5 is greater than Howard County's foraging value of 4, this foraging attempt would fail, and the unit would remain out of supply.

Dispersion (Optional Rule). To simulate the fact that foraging was most effective when conducted by an army spread across a wide area, players may use the following optional rule: a player must add 1 to an infantry unit's foraging die roll for every friendly infantry unit that has already attempted to forage this Recovery Phase in that unit's hex or an adjacent hex. For example, if three infantry units are stacked in the same hex and all three attempt to forage in the same Recovery Phase, the first forages normally, the second adds 1 to its foraging die roll, and the third adds 2. This is in addition to the modifier for the unit's Fatigue Level. Cavalry units foraging are unaffected by this rule, and a cavalry unit adjacent to a foraging infantry unit does not affect that infantry unit's foraging attempt either.

Effects of Supply

An in-supply unit functions normally in every respect. An out-of-supply unit also functions normally, but may suffer the following penalties in the Recovery and Supply Effect Phases:

Recovery Phase. An out-of-supply unit with a disorganized Strength marker cannot have that marker flipped to its organized side in Step 4 of the Recovery procedure, even if its Fatigue Level is 0 — the marker remains disorganized.

Supply Effect Phase. The Supply Effect Phase is conducted from September 13 (Turn 4) onward in Scenario 6, and from September 8 (Turn 5) onward in Scenario 7. Both players perform the following procedure, in order, for all of their out-of-supply units:

  1. For each out-of-supply unit with a disorganized Strength marker, replace its Strength marker with one showing one less Manpower point, placed on its disorganized side. Exception: An out-of-supply unit with a disorganized Strength marker that is at Fatigue Level 0 does not lose a Manpower point and is otherwise unaffected in this phase. (Note: when using the GCACW Standard Rules, skip this Step 1 — the possibility of a Manpower loss for an out-of-supply unit at Fatigue Level 1 or more in Step 1 is already simulated by the die roll modifiers on the Extended March Table under the GCACW Series Standard Rules.)
  2. For each out-of-supply unit with an organized Strength marker, flip that marker to its disorganized side.

Minimum 1 Manpower. An out-of-supply unit is never removed in the Supply Status Phase. A unit with 1 Manpower point ignores any Manpower reduction called for in the Supply Effect Phase. (Note: an out-of-supply unit may still lose Manpower in the Supply Status Phase itself, per the "Displaying Supply Status" rule above; a unit reduced to 1 Manpower there can still be eliminated by that reduction.)

Substitute Units

The Confederate player has eight "Substitute" units (5 infantry brigades and 3 cavalry regiments); the Union player has five substitute units (all infantry brigades). The number of substitute units included in the game sets an upper limit — no more than these may ever be in use at once. However, once a substitute unit is absorbed into another unit, it is removed from the map and becomes available for reuse.

Detachment

Whenever a unit with a Manpower value of 2 or more performs a march action, the owning player may detach one or more substitute units from the activated unit. This can only be done if a substitute unit of the same branch (infantry or cavalry) as the activated unit is not currently in use elsewhere on the map. Note: Union cavalry units may not detach substitute units.

Placement of Detached Units. A detached substitute unit is placed in the hex from which the activated unit began its march, or in any hex the activated unit entered during that march. After placing the substitute unit on the map, the activated unit may continue its march. When an activated cavalry unit detaches a unit, a substitute cavalry unit is used; when an activated infantry unit detaches a unit, a substitute infantry unit is used. Once placed on the map, a substitute unit functions normally. The point in the march at which a substitute unit is detached affects its status:

  • If the substitute unit is placed in the hex where the activated unit began its march, it is assigned a Fatigue marker equal to the activated unit's Fatigue Level immediately before the activated unit was chosen to perform the current march action. (Note: if a unit with an entrenchment marker is activated and detaches a substitute unit in the hex where it began its march, the substitute unit is also assigned the same type of entrenchment marker as the activated unit.)
  • If the substitute unit is placed in any other hex the activated unit entered during its march, it is assigned a Fatigue marker equal to the activated unit's current Fatigue Level at that moment.

The owning player should record, on a piece of paper, each substitute unit's number and the corps (if any) to which it belongs (the same corps as the unit that detached it). A substitute unit is not required to stay within any particular distance of its corps commander or units of other corps, and may in fact be absorbed into a unit of a different corps entirely. However, its corps affiliation is still relevant for corps commander activation and corps assault actions.

Strength of Detached Units. A substitute unit always has an Artillery value of 0 and may never be assigned any Artillery value from the activated unit. A substitute unit's Manpower value is limited as follows: a substitute infantry brigade must be assigned a Strength marker with a Manpower value of 7 or less; a Confederate substitute cavalry regiment must be assigned a Strength marker with a Manpower value of 2 or less. Assign a Strength marker equal to the value the owning player chooses to give the substitute unit, on the same side (organized or disorganized) as the activated unit's Strength marker, and place it directly beneath the substitute unit. The substitute unit's Manpower value is subtracted from the activated unit's Manpower value; a new Strength marker reflecting the activated unit's reduced Manpower value is assigned, on the same side (organized or disorganized) as the marker it replaces. After a detachment, the activated unit must retain a Manpower value of at least 1.

Absorption

In the Absorption Phase, a substitute unit stacked in the same hex as another friendly unit may be "absorbed" into that unit. A substitute unit may be absorbed into a unit of the same branch (infantry or cavalry) regardless of that unit's size or corps affiliation.

Method of Absorption. To perform an absorption, remove the eligible substitute unit (and its Strength and Fatigue markers) from the map. The absorbed substitute unit's strength is added to the receiving unit's strength; the receiving unit is assigned a new, larger Strength marker on the same side (organized or disorganized) as the marker it replaces. (Exception: if the absorbed substitute unit's strength is greater than the receiving unit's strength, the new Strength marker for the unit remaining on the map is instead placed on the same side as the substitute unit's own Strength marker.) If a substitute unit is absorbed into another unit and the two units have different Fatigue Levels, the unit remaining on the map after the absorption is assigned the higher of the two Fatigue Levels.

Restrictions on Absorption. A substitute unit must be absorbed in its entirety (and hence must be removed from the map); it may not have only part of its strength absorbed into another unit. An absorption may not take place if the added strength would cause the unit remaining on the map to exceed the following limits: an infantry division may not exceed 14 strength points; an infantry brigade may not exceed 7; an infantry regiment may not exceed 2; a cavalry brigade may not exceed 4; a cavalry regiment may not exceed 2. If a substitute unit with an entrenchment marker is absorbed into a unit without one, the unit remaining on the map does not have an entrenchment marker (the substitute unit's entrenchment marker is discarded). However, if either the absorbed substitute unit or the receiving unit has an entrenchment marker (or both do), and the receiving unit already has one, the unit remaining on the map retains its entrenchment marker.

Special Absorption. Both players may absorb their own infantry regiments, infantry brigades, and Confederate (not Union) cavalry regiments that are present on the map at the start of the game — even though these are not substitute units — into a friendly unit of the same branch (infantry or cavalry), subject to the absorption limits described above, regardless of size or corps affiliation. For example, the 7th VA Cavalry Regiment present on the map at the start of Scenario 6 may be absorbed into any Confederate cavalry unit. Likewise, the Union Ford infantry brigade present on the map at the start of Scenario 6 may be absorbed into any Union infantry unit. Note: Union cavalry units may not be absorbed.

C&O Canal Aqueduct

The C&O Canal Aqueduct at W4126 may be destroyed by the Confederate player. If it is, the Confederate player earns VP for doing so. In the GCACW Standard Rules, the C&O Canal Aqueduct is treated as a bridge, not a ford (see Section 6.2 of the Standard Basic Game Rules above). The GCACW Standard Rules for destroying a permanent bridge take precedence over the rules for destroying the Aqueduct described elsewhere for this game.

Control of Maryland

In the Maryland County Control Phase, the Confederate player determines whether he satisfies the requirements for controlling each of Maryland's counties. If so, he scores VP (see the victory conditions of Scenario 6 and Scenario 7), which is immediately recorded on the Victory Point Track.

County Control Hexes. Each Maryland county has a "County Control Hex." For example, Washington County's control hex is Hagerstown (W2502). Note: Montgomery County's control hex in Scenario 6 is Gaithersburg (W5531); in Scenario 7, it is Rockville (E0723).

Method for Determining County Control. To control a Maryland county, the Confederate player must satisfy both of the following conditions in the Maryland County Control Phase:

  1. A Confederate unit with a Manpower value of 2 or more must be present in that county's control hex. This unit must be able to trace a path of unlimited length, along continuous road, pike, or railroad hexes, to any hex on the map's south edge in Loudoun, Clarke, or Frederick (Virginia) County. This path may not enter a hex occupied by Union units, nor a Union ZOC (except a ZOC occupied by a Confederate unit), nor an undestroyed Union fort hex.
  2. In addition, the combined Manpower of Confederate units present in that county must total 12 or more (units in the county control hex may be counted toward this total).

Other than the unit in the control hex, Confederate units do not need to trace a path to the map's south edge, and may be located anywhere in the county.

Union Rail Movement

Units Eligible for Rail Movement. Rail movement is performed only by Union infantry and their attached commanders, and only in Scenario 7. To move by rail, a Union infantry unit must begin a march action at an undamaged, undestroyed station on the East map, in a county not controlled by the Confederate player. Exception: A unit may also begin its march at the Baltimore Depot (E1633), Camden Station (E3510), Mt. Clare Station (E3409), President St. Station (E3609), Federal Hill (E3610), or Mt. Royal Depot (E3408).

Method of Rail Movement. To move an eligible unit by rail, a player declares a march action. That unit's Fatigue Level is increased by one, just as with a normal march (if this brings the unit's Fatigue Level to 3 or 4, an extended march occurs and the Union player must consult the Extended March Table). The unit then moves only along continuous railroad hexes, up to 35 hexes, without entering a hex occupied by the enemy, an enemy ZOC (even a ZOC exerted by a Union-occupied hex), or a station hex with a Damage or Destroy marker. It may pass through hexes occupied by Union units with no penalty. It may not enter the West map, nor any county controlled by the Confederate player. The unit may not enter any non-railroad hex during this movement. After rail movement, the unit may perform normal actions later in the same Action Cycle. Note: A Union unit performing rail movement never checks for an extended march due to that movement, even if its Fatigue Level becomes 3 or 4 (or, for an exhausted unit, 2, 3, or 4).

Rail Movement Restrictions. A maximum of one Union infantry division (regardless of strength) and its attached commander may move by rail per turn, in addition to a maximum of two Union infantry brigades or regiments. Demoralized units and units with a disorganized Strength marker may move by rail. Cavalry may not move by rail.

Advanced Game Scenarios

There are two Advanced Game scenarios: Scenario 6 (8 turns) and Scenario 7 (18 turns). Units begin the game on their normal side, at Fatigue Level 0, with an organized Strength marker. Place the Turn marker on the Turn Record Track in the September 10 box (Scenario 6) or the September 4 box (Scenario 7) — this is Turn 1. Scenario 6 uses only the West map; Scenario 7 uses both the East and West maps.

Scenario 6: From Frederick to Sharpsburg

Note: This scenario simulates the week preceding the Battle of Antietam, during which Lee's Army of Northern Virginia withdrew from Frederick County, Maryland, and moved against the Union bastion at Harpers Ferry, while McClellan's Army of the Potomac marched from the Washington defenses toward Lee's scattered and heavily worn-down army.

Map: West map only.

Length: September 10–17, 1862, 8 turns.

Setup: Printed on page 30 of the English rulebook. Union: Ward begins under a Fort marker; Ford begins under a Breastwork-Build marker.

Union Reinforcements: In the designated Reinforcement Phase, the following Union units and commanders are placed on the map in their designated hexes (see "UNION REINFORCEMENTS," page 30 of the English rulebook). If, when Union reinforcements are placed on the map, a Confederate unit is present at W5833, the reinforcements may instead be placed in any hex within six hexes of W5833 on the map's west edge that is not occupied by a Confederate unit.

Setup: Printed on page 31 of the English rulebook. Confederate: Funk begins under a Fort marker. Walker's division begins the game with a strength of 7 (not 5). D.H. Hill's division begins the game with a strength of 13 (not 12).

Special Rules:

  1. The Random Events Table is not consulted in this scenario.
  2. The Union player is subject to the following movement restrictions (a restriction on a given Union unit is lifted the moment a Confederate unit moves within one hex of that unit's setup hex): a. On Turn 1 (September 10), all Union units and commanders may neither be activated nor entrench. b. On Turns 1 and 2 (September 10–11), the following Union units and commanders may neither be activated nor entrench: Hooker, Meade, Hatch, Ricketts, Couch, French. c. All units belonging to the "Railroad Brigade" (designated "RR"), and the White brigade, 12 IL, and 8 NY Cavalry regiments, may not entrench until Turn 3 (September 12). (This restriction also applies to the Ford brigade, which begins the game under a Breastwork-Build marker.)
  3. Note: The Supply Line Repair and Supply Status Phases are conducted only on Turn 4 (September 13) in this scenario.
  4. There is no Union depot in Montgomery County in this scenario, but Union units in Montgomery County are automatically treated as in supply (assume a depot exists at Rockville, just off the map's southeast corner).
  5. Since no Union units or commanders may be activated on Turn 1, the Confederate player automatically wins initiative at the start of each Action Phase that turn. Since no initiative dice are rolled on Turn 1, the Action Cycle cannot end randomly that turn (see "Random Action Cycle Ending" above). The Confederate player may perform as many consecutive Action Phases as he wishes or is able, acting with his own units and commanders, and Turn 1's Action Cycle ends when he is finished.
  6. Rail movement may not be performed in this scenario.

Victory Conditions: At the start of the game, place three Confederate Victory Point markers ("×1," "×10," and "×100") on the "0," "00," and "000" boxes of the Victory Point Track. Whenever the Confederate player earns or loses VP as listed below, adjust these markers to match the current VP total (if the markers might be jostled, it is also a good idea to record VP on a separate sheet of paper). If the Confederate VP total becomes negative, flip the VP markers to their "minus" side.

VPReason
+10The Union depot at Harpers Ferry/Bolivar (W2521) is destroyed.
+6The Union depot at Martinsburg (W1314) is destroyed.
+5The C&O Canal Aqueduct (W4126) is destroyed.
+5Per Maryland county, in the Maryland County Control Phase, that the Confederate player controls Montgomery County. (Note: in this scenario, Montgomery County's control hex is Gaithersburg [W5531], not Rockville, which is off the map.)
+4The Union depot at Hagerstown (W2502) is destroyed.
+3Per Maryland County Control Phase in which the Confederate player controls Frederick-West County.
+3Per station, among Mt. Airy (W5717), Catoctin Switch (W3522), Duffields Depot (W2018), Opequon Station (W1514), North Mountain Depot (W1307), Weverton (W2920), with a Destroy (not Damage) marker present at game end. Note: Frederick Junction (W4317) can only be damaged, never destroyed.
+2Per Maryland County Control Phase in which the Confederate player controls Frederick-East County.
+2Per Maryland County Control Phase in which the Confederate player controls Carroll County.
+2Per Union Manpower point lost in combat, retreat, or cavalry retreat (not extended march, force march, ZOC-to-ZOC movement, or the effects of supply).
+2Per Union depot destroyed (other than Harpers Ferry, Martinsburg, and Hagerstown, covered above).
+1Per Maryland County Control Phase in which the Confederate player controls Washington County. Note: although part of Howard County lies on the West map, the Confederate player cannot control this county in Scenario 6.
+1Per Union Manpower point that surrendered at or around Harpers Ferry (see "Harpers Ferry" above).
−2Per Confederate Manpower point lost in combat, retreat, or cavalry retreat (not extended march, force march, ZOC-to-ZOC movement, or the effects of supply).
−8A Union unit occupies Winchester (W0330) at game end.

At game end, total the Confederate VP and consult this table:

Confederate VPResult
87 or moreDecisive Confederate Victory
67 to 86Substantive Confederate Victory
45 to 66Marginal Confederate Victory
25 to 44Marginal Union Victory
3 to 24Substantive Union Victory
2 or lessDecisive Union Victory

Scenario 7: The Maryland Campaign

Note: This scenario simulates Lee's invasion of Maryland over the two weeks from the Army of Northern Virginia's crossing of the Potomac in early September 1862, to the Battle of Antietam.

Map: Both East and West maps, joined together. When joining the two maps, note the overlapping region: place the East map atop the West map in the overlap, so the East map's westernmost column of hexes (all hexes whose first two digits are "01") sits directly above the West map's hexes whose first two digits are "52" (for example, East map hex E0115 [Nealsville] sits directly above West map hex W5226 [also Nealsville]). In setup instructions, hexes within the overlapping area are given by their East map hex number (for example, Mt. Airy is given as E0605, not W5717). Trim the East map's western gray border with a razor or scissors so the maps join cleanly.

Length: September 4–21, 1862, 18 turns.

Setup: Printed on page 34 of the English rulebook. Union: Ward and 138 PA begin under a Fort marker; Ford begins under a Breastwork-Build marker. Note: Union units and commanders whose printed strength is shown in parentheses must "commit" (see "Random Events" above) before they may be activated or entrench.

Confederate Reinforcements: In the designated turn's Reinforcement Phase, the following Confederate units are placed at Leesburg (W3533) or within two hexes of it, one unit maximum per hex; a commander must be placed atop one of his subordinate units. See "CONFEDERATE REINFORCEMENTS," page 35 of the English rulebook.

Setup: Printed on page 35 of the English rulebook. Confederate: Funk begins under a Fort marker.

Special Rules:

  1. Random events are not determined on Turn 1 (September 4).
  2. On Turn 1, only the division commanded by D. H. Hill may be activated or entrench. No other Union or Confederate unit or commander may take any action. No initiative dice are rolled on Turn 1. Instead, the Confederate player may perform as many consecutive Action Phases as he wishes or is able, using D. H. Hill, and Turn 1's Action Cycle ends when he is finished.
  3. The Confederate player may not activate the Funk brigade until Turn 4 (September 7). This restriction is lifted the moment a Union unit moves within eight hexes of Winchester (W0330).
  4. The Union player is subject to the following movement restrictions: a. On Turn 1, all Union units and commanders may neither be activated nor entrench. b. Union commanders and units may not enter any hex in Loudoun County until Turn 5 (September 8). c. All Union units and commanders whose printed strength is shown in parentheses in the Scenario 7 setup instructions may neither be activated nor entrench until they "commit" via a "Union Commitment" result on the Random Events Table (see "Random Events" above). The Union player should place these units sideways to easily identify them at a glance. Note: An uncommitted Union unit automatically commits the moment a Confederate unit moves within eight hexes of that Union unit's setup hex. Once committed, a Union unit may be activated and entrench normally for the rest of the game. d. Union units belonging to the "Railroad Brigade" (designated "RR") or the Shenandoah Department ("Shen"), and the 12 IL and 8 NY Cavalry regiments, may not be activated until Turn 5 (September 8). This restriction is lifted the moment a Confederate unit moves within eight hexes of that unit's setup hex. Regardless of Confederate proximity, the units listed above may not entrench until Turn 9 (September 12). (This also applies to the Ford brigade, which begins the game under a Breastwork-Build marker.)
  5. Remember that the Supply Line Repair and Supply Status Phases are conducted only on Turns 5 (September 8), 10 (September 13), and 15 (September 18).
  6. At the start of Turn 5 (September 8), the Confederate player adds a total of 3 strength points to his army, distributed as he wishes among Walker, A.P. Hill, or D.H. Hill (multiple units may receive a share). A division may receive this reinforcement only if it is at least four hexes away from any Union infantry unit. When a division receives reinforcement strength, assign it a new Strength marker reflecting its increased strength, on the same side (organized or disorganized) as the marker it replaces.

Victory Conditions: The moment a Confederate infantry unit enters White House (E1433), the Capitol (E1534), or the Baltimore Depot (E1633), the game ends immediately in a Decisive Confederate Victory, regardless of the Confederate player's current VP total. Otherwise, victory is determined as described below. At the start of the game, place three Confederate Victory Point markers ("×1," "×10," and "×100") on the "0," "00," and "000" boxes of the Victory Point Track. Whenever the Confederate player earns or loses VP as listed below, adjust these markers to match the current VP total (if the markers might be jostled, it is also a good idea to record VP on a separate sheet of paper). If the Confederate VP total becomes negative, flip the VP markers to their "minus" side.

VPReason
+20Per Maryland County Control Phase in which the Confederate player controls Baltimore County.
+10Per Maryland County Control Phase in which the Confederate player controls Prince George's County.
+10Per Maryland County Control Phase in which the Confederate player controls Anne Arundel County.
+10The Union depot at Harpers Ferry/Bolivar (W2521) is destroyed.
+10The Union depot at Camden Station (E3510) is destroyed.
+6The Union depot at Martinsburg (W1314) is destroyed.
+5The C&O Canal Aqueduct (W4126) is destroyed.
+5Per Maryland County Control Phase in which the Confederate player controls Montgomery County. Note: in this scenario, Montgomery County's control hex is Rockville (E0723), not Gaithersburg.
+5Per Maryland County Control Phase in which the Confederate player controls Howard County.
+4The Union depot at Hagerstown (W2502) is destroyed.
+3Per Maryland County Control Phase in which the Confederate player controls Frederick-West County.
+3Per station, among Mt. Airy (W5717), Catoctin Switch (W3522), Duffields Depot (W2018), Opequon Station (W1514), North Mountain Depot (W1307), Weverton (W2920), Sykesville (E1605), Ellicott Mills (E2511), Relay House (E2913), Annapolis Junction (E2618), Laurel (E2421), Lutherville (E3301), Gambrills Station (E3322), Hyattsville (E2029), Owings Mills (E2602), Relay House (E3203), Back River Bridge (E4107), Beltsville (E2025), with a Destroy (not Damage) marker present at game end. Note: Frederick Junction (W4317) can only be damaged, never destroyed.
+2Per Maryland County Control Phase in which the Confederate player controls Frederick-East County.
+2Per Maryland County Control Phase in which the Confederate player controls Carroll County.
+2Per Union Manpower point lost in combat, retreat, or cavalry retreat (not extended march, force march, ZOC-to-ZOC movement, or the effects of supply).
+2Per Union depot destroyed (other than Harpers Ferry, Martinsburg, Camden Station, and Hagerstown, covered above).
+1Per Maryland County Control Phase in which the Confederate player controls Washington County.
+1Per Union Manpower point that surrendered at or around Harpers Ferry (see "Harpers Ferry" above).
−2Per Confederate Manpower point lost in combat, retreat, or cavalry retreat (not extended march, force march, ZOC-to-ZOC movement, or the effects of supply).
−8A Union unit occupies Winchester (W0330) at game end.

At game end, total the Confederate VP and consult this table:

Confederate VPResult
105 or moreDecisive Confederate Victory
84 to 104Substantive Confederate Victory
62 to 83Marginal Confederate Victory
38 to 61Marginal Union Victory
15 to 37Substantive Union Victory
14 or lessDecisive Union Victory

Designer's Notes

by Joe Balkoski

Here Come The Rebels! is the second title in Avalon Hill's Great Campaigns of the American Civil War series. Historically, the Confederate invasion of Maryland in September 1862 was only the latter half of a larger campaign that began at the Rapidan River on August 19, 1862. The series' first game, Stonewall Jackson's Way, covers the first half of that campaign, culminating in the Second Battle of Manassas. The Maryland campaign was therefore a natural choice for the series' second title.

Accurately simulating the Confederate invasion of Maryland was a challenge. Confederate soldiers were already at the end of their endurance by the time they crossed the Potomac in early September 1862, worn down by straggling, lack of supply, and the heavy casualties of the Second Manassas campaign, making any further military achievement extremely difficult. Yet the invasion of Maryland held more political than military significance for Robert E. Lee. He believed the United States was close to recognizing Southern independence, and that a Confederate offensive — even one conducted by his weakened army — could force a final decision from the Union. Indeed, after Pope's defeat at Second Manassas on August 30, 1862, Union forces in and around Washington were in no condition to respond to Lee's move across the Potomac.

Furthermore, Lee was eager for the Army of Northern Virginia's presence in Maryland to incite the "Old Line State" to join the Confederacy. Had that happened, the Federal capital of Washington would have been cut off from the loyal states — a potentially fatal blow to the North.

Lee's political goal in the Maryland campaign thus weighs heavily on both players' actions in Here Come The Rebels! In the two campaign games, Confederate victory hinges on control of Maryland's principal counties — particularly Frederick and Montgomery, which lie astride the lines of communication between Washington and the western states. Unlike Stonewall Jackson's Way, in which Confederate victory conditions rewarded an aggressive attack to destroy Pope's Army of Virginia, in Here Come The Rebels! it is the Union side that must go on the offensive. In the game, the Confederate player wins if Lee's Army of Northern Virginia is allowed to remain in Frederick County (Maryland) throughout the scenario while also holding the vital Union position at Harpers Ferry. Had McClellan allowed Lee to achieve such objectives in September 1862, the connection between Washington and the western states would have been severely disrupted, further undermining the Lincoln administration, which many already believed was on the verge of collapse. The war might well have ended at that point.

From a game designer's perspective, Lee's invasion of Maryland is a fascinating subject. Notably, no wargame had ever before been devoted exclusively to this campaign, which makes the subject fresh. Moreover, the Maryland campaign is a truer "high water mark of the Confederacy" than Lee's invasion of Pennsylvania the following year. Never during the war did Confederate fortunes shine brighter, nor Union fortunes sink lower, than at the moment Southern soldiers crossed the Potomac into Maryland.

Finally, this campaign is one of the most dynamic and fiercely fought of the entire Civil War. Stonewall Jackson's "foot cavalry" exemplified this, marching astonishing distances at astonishing speed — most famously A.P. Hill's march of the 15 miles from Harpers Ferry to Sharpsburg in under eight hours on September 17, 1862. Counting Second Manassas as part of the same campaign, two of the war's largest battles, several smaller engagements, and a decisive siege all occurred within a span of less than a month. Confederate losses in this period, not counting stragglers and deserters, reached approximately 24,000; Union losses reached 42,000, including the 12,500 prisoners who surrendered at Harpers Ferry.

A note on future games in the series: while not yet finalized, the planned third title, tentatively called "High Tide at Gettysburg," would cover the Gettysburg campaign of roughly June 25 to July 14, 1863. The fourth title would cover the 1862 (and possibly 1864) Shenandoah Valley campaigns and would be titled "Stonewall in the Valley." A fifth title would cover the Peninsula campaign, and a sixth would cover Grant's offensive from the Wilderness to Petersburg. After that, we would move to the Western Theater. If enough gamers express interest, we may also release expansion kits for campaigns that took place on the maps of existing games. For example, the Fredericksburg and Chancellorsville campaigns, which can be played entirely on the southern map of Stonewall Jackson's Way, could be produced as an inexpensive module for those who already own that game. Similarly, the First Manassas campaign could be played on Stonewall Jackson's Way's northern map, and Early's 1864 invasion of Maryland could be simulated using both maps of Here Come The Rebels! As always, we want to make what you want to buy, so we would be glad to hear your thoughts on any of the plans above.

The Here Come The Rebels! map was drawn from a variety of sources. The most important were mid-1800s county maps of Maryland and Virginia, most of which are held by county historical societies (which often have reprints available). The detail of these maps is remarkable — not just the complete road network, but fords, bridges, mountains, and streams, and even the names of individual homeowners and business owners. These county maps were probably the very maps both armies' commanders actually used during this campaign.

Also used extensively were the maps accompanying the Official Records of the Union and Confederate Armies in the War of the Rebellion, chief among them the highly detailed maps of the areas around Sharpsburg and Harpers Ferry, and the Washington defenses. This atlas was reprinted about fifteen years ago and is still available at some bookstores. Another indispensable source was the intricately detailed map of Maryland and Pennsylvania prepared in early 1863 by the famous Confederate cartographer Jed Hotchkiss for his superior, Stonewall Jackson. A reduced version of Hotchkiss's map can be found in the Official Records mentioned above, but the original is held by the public library in Winchester, Virginia. Finally, my own visits to the sites both armies passed through during the Maryland campaign immeasurably deepened my understanding of the terrain and how it shaped the military operations there.

Avalon Hill's art director, Charlie Kibler, and I decided that above all, the game map should transport players into the spirit of the 1860s. Even if you never find time to play a single scenario, I hope you'll enjoy simply studying the map and learning from it. Indeed, combined with a modern road map, this game map can serve as a valuable guide if you ever travel through the region where both armies marched and fought during the 1862 Maryland campaign.

Revised Scenarios

Harpers Ferry – Crampton's Gap: Revised Scenario

(from www.gcacw.com)

Many players who took on Here Come The Rebels!'s Scenario 2, "Harpers Ferry — Crampton's Gap," came away disappointed. This is mainly because the Union side can almost never win this scenario. In theory, it's a classic situation of a besieged force trying to hold out until relief arrives. Unfortunately, this scenario suffers both from the fact that the besieged garrison has no hope of holding out for more than a day, and from the fact that the relieving force has no hope of reaching the garrison in time.

Despite its inherent flaws, I have always wanted to find a way to revive this Harpers Ferry scenario, given the interesting tactical situation it offers and its potential value as a short, tournament-playable scenario. I'm pleased to report that with a couple of rule changes, I've found a way to turn it into a balanced fight in which the Union has a realistic chance of relieving the garrison before the ferry falls, and of preventing the Army of Northern Virginia from reaching Sharpsburg.

The changes are as follows:

  1. Place a permanent fort at Harpers Ferry (see the Advanced Game rules).
  2. All Union units may move on Turn 1.
  3. All Confederate units begin the game at Fatigue Level 2, and may move on Turn 1.

These rules will likely produce results that differ from history, but I don't think it's hard to imagine circumstances that would justify the changes above. Specifically, it's clear the Union could have taken more time to prepare its defense against the assault on the ferry, which justifies the presence of a permanent fort. And if Franklin's forces had marched more energetically, and Jackson's orders had been delayed, all the elements needed to justify the changes above would have been in place.

As for Victory Points, I still believe the Confederate side has the advantage. I would therefore either shift the VP thresholds by 5 points in the Union's favor, or leave them as they are and have the players bid for which side to play.

Special Rule 1 is replaced with the following:

  1. In the first Action Phase of Turn 1, the Confederate player automatically wins the initiative die roll. From the second Action Phase onward, initiative is determined normally.

(In the original version, the Confederate player automatically won initiative for the first two Action Phases.)

McClellan's Opportunity: Revised Scenario

(from www.gcacw.com)

Here Come the Rebels!'s Scenario 3, "McClellan's Opportunity," has proven over seven years of play to be one of the tensest and most exciting scenarios in the entire Great Campaigns series. However, after hundreds of plays, it has become clear that the Confederate side holds a slight advantage. We are considering changes to fully address this minor balance issue in the future, but for the 2001 WBC tournament, we made the following small change.

Special Rule 1 is replaced with the following:

  1. In the first Action Phase of Turn 1, the Confederate player automatically wins the initiative die roll. From the second Action Phase onward, initiative is determined normally.

(In the original version, the Confederate player automatically won initiative for the first two Action Phases.)

Maryland Campaign: Revised Victory Conditions

(from The Skirmisher #2)

The moment a Confederate infantry unit enters White House (E1433), the Capitol (E1534), or the Baltimore Depot (E1633), the game ends immediately in a Decisive Confederate Victory, regardless of the Confederate player's current VP total.

VPReason
+20Per Maryland County Control Phase in which the Confederate player controls Baltimore County.
+10Per Maryland County Control Phase in which the Confederate player controls Prince George's County.
+10Per Maryland County Control Phase in which the Confederate player controls Anne Arundel County.
+10The Union depot at Harpers Ferry/Bolivar (W2521) is destroyed.
+10The Union depot at Camden Station (E3510) is destroyed.
+5The C&O Canal Aqueduct (W4126) is destroyed.
+5Per Maryland County Control Phase in which the Confederate player controls Montgomery County. Note: in this scenario, Montgomery County's control hex is Rockville (E0723), not Gaithersburg.
+5Per Maryland County Control Phase in which the Confederate player controls Howard County.
+4The Union depot at Martinsburg (W1314) is destroyed.
+2Per Maryland County Control Phase in which the Confederate player controls Frederick-East County.
+2Per station, among Mt. Airy (W5717), Annapolis Junction (E2618), Sykesville (E1605), Laurel (E2421), Ellicott Mills (E2511), Beltsville (E2025), Relay House (E2913), Hyattsville (E2029), with a Destroy (not Damage) marker present at game end.
+1Per station, among North Mountain Depot (W1307), Weverton (W2920), Opequon Station (W1514), Catoctin Switch (W3522), Duffields Depot (W2018), with a Destroy (not Damage) marker present at game end. Note: Frederick Junction (W4317) can only be damaged, never destroyed.
+3Per Maryland County Control Phase in which the Confederate player controls Frederick-West County. This VP applies only from Turn 1 through Turn 10 (September 4 through September 13).
+4Per Maryland County Control Phase in which the Confederate player controls Frederick-West County. This VP applies only from Turn 11 through Turn 14 (September 14 through September 17).
+4Per Maryland County Control Phase in which the Confederate player controls Frederick-West County. This VP applies only from Turn 15 through Turn 18 (September 18 through September 21).
+2Per Maryland County Control Phase in which the Confederate player controls Carroll County.
+2Per Union depot destroyed (other than Harpers Ferry, Martinsburg, Camden Station, and Hagerstown, covered above).
+4The Union depot at Hagerstown (W2502) is destroyed.
+2Per Union Manpower point lost in combat, retreat, or cavalry retreat (not extended march, force march, ZOC-to-ZOC movement, or the effects of supply).
+1Per Union Manpower point lost through combat, retreat, cavalry retreat, or surrender at or around Harpers Ferry (not extended march, force march, ZOC-to-ZOC movement, or the effects of supply). This VP applies to all Union cavalry units, and all "RR," "Shen," "Balt," and DC garrison units, and the PA (Pennsylvania) Militia (note that Union combat units carry an identifying designation for this purpose).
+1Per Union Manpower point lost through extended march or force march (not ZOC-to-ZOC movement, or the effects of supply). This VP applies only to Union units belonging to "RR" or "Shen" (Western Maryland and Virginia defense forces).
+1Per Maryland County Control Phase in which the Confederate player controls Washington County from Hagerstown (W2502).
+1Per Maryland County Control Phase in which the Confederate player controls Washington County from Sharpsburg (W2413). Note: this VP applies only from Turn 11 through Turn 14 (September 14 through September 17). For this VP, Sharpsburg is treated as a second County Control Hex for Washington County. The Confederate player scores this VP in addition to, not instead of, the VP for controlling Washington County from Hagerstown.
+3Per Maryland County Control Phase in which the Confederate player controls Washington County from Sharpsburg (W2413). Note: this VP applies only from Turn 15 through Turn 18 (September 18 through September 21). For this VP, Sharpsburg is treated as a second County Control Hex for Washington County. The Confederate player scores this VP in addition to, not instead of, the VP for controlling Washington County from Hagerstown.
+2Per Confederate depot destroyed.
−2Per Confederate Manpower point lost in combat, retreat, or cavalry retreat (not extended march, force march, ZOC-to-ZOC movement, or the effects of supply).
−4A Union infantry unit with a Manpower value of 4 or more occupies Harpers Ferry/Bolivar (W2521) at game end.
−8A Union infantry unit with a Manpower value of 8 or more occupies Winchester (W0330) at game end.

At game end, total the Confederate VP and consult this table:

Confederate VPResult
126 or moreDecisive Confederate Victory
105 to 125Substantive Confederate Victory
84 to 104Marginal Confederate Victory
62 to 83Marginal Union Victory
38 to 61Substantive Union Victory
37 or lessDecisive Union Victory

Translator's Notes

The following notes are by the Japanese translator, Shunichi Takasawa, and describe how the Japanese-language edition of this document (the source for the "Here Come the Rebels Sequence of Play" through "Revised Scenarios" sections above) was assembled. They are translated here for transparency about the source document's own editorial choices.

  • Sections 1.0–12.0: This edition assumes play with the GCACW Standard Basic Game Rules, and its layout follows the same format as the Grant Takes Command rulebook. The latter half of Section 1.0 (aside from "Game Components" and "Abbreviations"), and all of Sections 2.0 and 4.0 through 11.0, are omitted here because they are already covered by the GCACW Standard Basic Game Rules.

  • Section 13.2, "Harpers Ferry — Crampton's Gap," Union Forts: A note about the fort at Harpers Ferry has been added, following The Skirmisher #1, section 17.2.

  • Section 13.3, "McClellan's Opportunity," Union Forts: A note about the fort at Harpers Ferry has been added, following The Skirmisher #1, section 17.2.

  • Advanced Game Rules: A note has been added clarifying that the Union Forts rule also applies in Scenario 2.

  • Section 14.0, "Random Events," Rain: Omitted, since it is already covered by the GCACW Standard Basic Game Rules.

  • Section 14.0, "Random Events," Union Command Stalled: A note has been added, following The Skirmisher #2, page 5, describing how Confederate cavalry lifts the restriction on Union cavalry.

  • Section 17.0, "Harpers Ferry," Union Forts: A note has been added, following The Skirmisher #1, section 17.2, describing that a fort exists at Harpers Ferry; and, following The Skirmisher #2, page 5, describing that the fort is destroyed if Harpers Ferry surrenders.

  • Section 20.3, "Supply Status," out-of-supply marker: A note has been added, following The Skirmisher #1, section 17.2, clarifying that out-of-supply status is represented by an out-of-supply marker rather than by the unit's reverse side.

  • Section 20.5, "Effects of Supply": A note has been added, following The Skirmisher #1, section 17.2, describing that Step 1 of the Supply Effect Phase is skipped.

  • Section 22.0, "C&O Canal Aqueduct": The description of the Aqueduct's destruction has been replaced with a note that the Standard Rules take precedence, following The Skirmisher #1, section 17.2.

  • Section 24.0, "Union Rail Movement": A note has been added, following The Skirmisher #1, section 17.2, that rail movement never triggers an extended march.

  • Section 24.0, "Advanced Game Scenarios," North Carolina reinforcements: Following The Skirmisher #1, section 17.2, the Walker and D.H. Hill strength changes have been added to Scenario 6, and the Turn 5 reinforcement described in Scenario 7. The Skirmisher #1 also included the following note:

    "While resting near Frederick, Maryland, in early September, the Army of Northern Virginia received a large number of North Carolina conscripts as reinforcements. Many of these soldiers were untrained, but were assigned to several divisions and later fought well at Antietam."

  • The "Harpers Ferry — Crampton's Gap: Revised Scenario" is reprinted from www.gcacw.com.

  • The "McClellan's Opportunity: Revised Scenario" is reprinted from www.gcacw.com.

  • The "Maryland Campaign: Revised Victory Conditions" is reprinted from The Skirmisher #2.

Here Come The Rebels! — Japanese translation published June 11, 2005. Translated by Shunichi Takasawa ([email protected]), http://www.takasawas.jp/gameapes/

Random Events Table

(Used only in Scenario 7; see "Random Events" above.)

Dice RollResult
2Rain (Current+2)
3Rain (Current+1)
4Union Command Stalled*
5Union Commitment
6Union Command Stalled*
7Union Commitment
8Union Command Stalled
9Union Command Stalled*
10Rain (Current)
11Union Commitment
12Union Command Stalled*

* From September 12 onward (Turn 9 of Scenario 7), read this result as "Union Commitment" instead.