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Into the Woods: The Battle of Shiloh, April 6-7, 1862

Into the Woods: The Battle of Shiloh, April 6-7, 1862 Rulebook

Table of Contents

Table of Contents

    • 1.0 Introduction
    • 2.0 Components and Terminology
      • 2.1 The Game Maps
      • 2.2 Counters
      • 2.3 Charts and Tables
      • 2.4 Game Scale
      • 2.5 The Die
      • 2.6 The Universal Disorder Die Roll
      • 2.7 Terminology
      • 2.8 Questions?
    • 3.0 Sequence of Play
    • 4.0 The Command System
      • 4.1 Commanders and Leaders
      • 4.2 Chain of Command
      • 4.3 Artillery Command
    • 5.0 The Activation System
      • 5.1 Turn Initiative
      • 5.2 Efficiency
      • 5.3 Activation
      • 5.4 Efficiency Transfer
      • 5.5 Ending the Turn
    • 6.0 The Orders System
      • 6.1 The Orders
      • 6.2 Brigade Orders Change
      • 6.3 Reserve
    • 7.0 Facing and Refusal
      • 7.1 Facing
      • 7.2 Changing Facing
      • 7.3 Refused Flanks
    • 8.0 Stacking and Extension
      • 8.1 Stacking Limits
      • 8.2 Stacking and Movement
      • 8.3 Stacking and Combat
      • 8.4 Extended Lines
      • 8.5 Extended Columns
    • 9.0 Movement
      • 9.1 Movement Allowance
      • 9.2 Movement Modes
      • 9.3 Leader Movement
      • 9.4 Terrain and Movement
      • 9.5 Enemy Units and Movement
      • 9.6 Reaction Movement
      • 9.7 Reinforcements
    • 10.0 Fire Combat
      • 10.1 Basic Fire Concepts
      • 10.2 Line of Sight
      • 10.3 Phasing Fire
      • 10.4 Non-Phasing Fire
      • 10.5 Prepared Fire
      • 10.6 Artillery Fire
      • 10.7 Small Arms Fire vs. Artillery
      • 10.8 Fire Die Roll Modifiers
      • 10.9 Ammo Depletion and Resupply [Optional]
    • 11.0 Shock Assault
      • 11.1 Basic Shock Concepts
      • 11.2 Requirements for Shock
      • 11.3 Pre-Shock Resolution
      • 11.4 Step 6: Shock Resolution
      • 11.5 Cavalry Charge
      • 11.6 Artillery Shock Capability
      • 11.7 Leadership and Combat
    • 12.0 Combat Results
      • 12.1 Combat Unit Strengths
      • 12.2 Strength Point Losses
      • 12.3 Disorder
      • 12.4 Retreat
      • 12.5 Rout
      • 12.6 Advance
      • 12.7 Leader Casualties
      • 12.8 Abandoned Guns
    • 13.0 Combat Effectiveness and Rally
      • 13.1 Unit Combat Effectiveness
      • 13.2 Brigade Combat Effectiveness
      • 13.3 Division Combat Effectiveness
      • 13.4 Rally
      • 13.5 Recovery From Rout
    • 14.0 Special Units
      • 14.1 Green Units
      • 14.2 Cavalry
      • 14.3 Spencer Repeaters
    • 15.0 Engineering
      • 15.1 Constructing Breastworks
      • 15.2 Effects of Breastworks
    • 16.0 Night
      • 16.1 From Dusk 'til Dawn
      • 16.2 Straggler Recovery
    • 17.0 Fatigue [Optional]
      • 17.1 Who Gets Fatigued?
      • 17.2 How Fatigue is Incurred
      • 17.3 Effects of Fatigue
      • 17.4 Reducing Fatigue
  • Battle Book: Into the Woods, the Battle of Shiloh
      • 2.0 Components
      • 4.0 The Command System
      • 5.0 The Activation System
      • 6.0 The Orders System
      • 9.0 Movement
      • 10.0 Fire Combat
      • 12.0 Combat Results
      • 13.0 Combat Effectiveness and Rally
      • 14.0 Special Units
      • 15.0 Engineering
      • 17.0 Fatigue
      • 18.0 Battle Events
      • 19.0 Random Events (Optional)
    • 30.0 Standard Instructions for All Scenarios
    • 30.1 Shiloh: Bloody April — The Battle for Pittsburg Landing
      • 30.11 Optional Setups and Reinforcements
    • 30.2 Sound the Long Roll
    • 30.3 The Morning Action Around Shiloh Church
    • 30.4 The Hornets' Nest
    • 30.5 The Road to Pittsburg Landing
    • 30.6 The Sherman/McClernand Counterattack
    • 30.7 The Final Confederate Attack
    • 30.8 The Second Day
    • 30.9 The Critical Left Flank: The Mid-Morning Attack on Stuart's Brigade
    • 31.0 Johnston Has His Way

1.0 Introduction

The Great Battles of the American Civil War (GBACW) system allows gamers to simulate American Civil War era battles on a regimental level, using mechanics that concentrate on the use, effects and personalities of battlefield command, as well as the tactical difficulty in maneuvering such large numbers of troops and bringing them to bear on the enemy.

Each game in the system uses this base set of Series Rules. However, each battle also contains additional rules, and typically some changes to the Series Rules, which allow us to simulate the specifics and peculiarities of each battle. Battle Book rules take precedence over Series Rules. Each game in the system has its own set of components.

2.0 Components and Terminology

2.1 The Game Maps

The maps depict the battlefields, covered by a hexagonal grid that is used to regulate movement and combat. The different types of terrain featured on the map, such as Woods, Streams, Roads, etc., are explained in these rules.

2.2 Counters

Three types of counters are in the game: combat units, leaders, and informational markers.

2.21 Combat Units. Combat Counters are infantry, cavalry, or artillery. In addition, cavalry may have two types of counters: mounted and dismounted. Each combat unit is rated for Weapon Type, and, reading across the bottom of the counter, Combat Strength (Fire Strength for Artillery), Cohesion Rating, and Movement Allowance. Artillery Combat Strengths are bracketed to show they are used for Fire only.

Each counter also shows the unit's parent organization, usually its brigade, division, and corps.

The individual units are color-coded so that they can be identified by brigade. The color of the top band identifies the division to which that unit belongs; the colored Cohesion box identifies the brigade within that division to which the unit belongs. The designation on the right side of the counter indicates the brigade/division/corps to which that unit belongs.

The reverse of all combat units is their Disordered side. The values and ratings for Disordered units are lower, except for the Combat Strength, which remains the same. Artillery Movement Allowance remains the same in Into the Woods.

Horse Artillery Movement Allowance is printed in yellow with a black outline as a reminder.

2.22 Leaders. There are four levels of leaders: brigadiers (AKA brigade leader), division leaders, corps commanders, and army commanders [4.1].

2.23 Activation Markers (AM). These markers (usually three or four for each division) represent the mechanic the game uses to determine who goes, and when [see 5.0].

2.24 Informational Markers. These include corps Efficiency Markers (EMs), Orders markers, Step Loss markers to record combat losses, Extended Line markers, markers related to special events, and other similar indicators of status. Use of markers is explained throughout the rules.

2.3 Charts and Tables

The game provides several charts and tables, all used to resolve actions and/or list applied effects. These are discussed throughout the rules in detail.

2.4 Game Scale

2.41 Unit Scale. Most infantry units are regiments, but some units called battalions are included. Cavalry is also by regiment, although many cavalry regiments are divided into two or even three battalions.

Artillery units are mostly batteries (usually of four to six guns each); however, where the guns within the battery were not uniform in caliber, each gun type is represented by a "section." In some games, same caliber guns within a battery may also be divided into sections. Each infantry or cavalry combat Strength Point represents 50 men, and each artillery Strength Point is one gun.

2.42 Map Scale. See the individual game's Battle Book. (In Into the Woods, the map scale is approximately 110 yards per hex with 20-foot elevation contours.)

2.43 Time Scale. Each turn encompasses about one hour of real time. The game uses a military (0100-2400) clock. For example, 1600 is four o'clock in the afternoon. Exception: Into the Woods uses a 12 hour standard clock instead of the military clock.

2.5 The Die

The game includes one ten-sided die that is used to resolve certain game functions. The 0 is read as zero, not 10.

2.6 The Universal Disorder Die Roll

During play, you will often perform a Universal Disorder Die roll (UDD) to determine the outcome of certain situations. When a unit is required to undergo a UDD, the owning player rolls one die and compares the result to that unit's Cohesion Rating:

  • If the result is the same as or lower than the unit's Cohesion Rating, the unit passes, usually without penalty.
  • If the result is higher than the unit's Cohesion Rating, the unit fails, and a penalty usually applies.

Note: UDDs are not actions [3.0 III/C/3].

2.7 Terminology

The following words, abbreviations and phrases are used throughout the rules.

Activation: The game mechanic whereby the player determines which of his units is going to undertake movement, fire, etc.

Advance: Occupying an enemy hex vacated due to Fire or Shock. Advance is distinguished from Movement, but affected by terrain, particularly when the advancing unit may Advance beyond the vacated hex [11.46, 11.47, 12.6].

AM (Activation Marker): A chit (one to four for each division) placed in the AM Pool and used in the Activation mechanic.

AM Pool: An opaque container used to hold AMs and other markers for both players.

Base Elevation: The actual elevation of the ground in the hex irrespective of other terrain such as Woods or Towns.

Charge: A Charge is a form of Shock combat in which movement creates much of the effect. There are two types of Charge: Infantry [11.21] and Cavalry [11.5].

CI (Combat Ineffective): A term referring to a formation severely degraded by casualties and disorganization [13.2, 13.3].

Cohesion Rating: The measure of a combat unit's morale, training, regimental-level command, equipment, and esprit de corps, all of which affect how well that unit can fight and what happens to it after taking losses.

Command: A group of units commanded by a leader. This can be a brigade, a division, or a corps.

Commander: A term for the corps and Overall Commanders.

Command Range: The maximum distance: 1) a combat unit may be from its leader to be In Command, or 2) a subordinate leader can be from his superior to be in the Chain of Command [4.15].

Disordered: A loss of unit cohesion—flip the counter to its reverse (Disordered) side and use those values.

DRM: Die Roll Modifier, a numerical adjustment to whatever die roll is being undertaken.

Efficiency: A game mechanic that determines how often during a single turn the divisions in a corps can be activated.

EM: Efficiency Marker [5.0, 5.21].

Fire: The use of small arms and cannon to inflict casualties on the enemy.

Fire Arc: Those hexes into which a unit can fire [7.34, 10.16].

Green: New, untried units [14.1].

Initiative: Gives the designated player a choice of which AM to start a turn with, before AMs are drawn.

Leader: A term for all leaders in the game, but also used for division and brigade leaders when contrasting them with corps and army commanders.

LOF: Line of Fire [10.21].

LOS: Line of Sight [10.21].

Movement: Changing a phasing unit's position to a contiguous hex or series of contiguous hexes. Exceptions: Advances [12.6] and Retreats [12.4], whether voluntary or involuntary. Changing Facing [7.2] and Mounting/Dismounting are not Movement, despite using Movement Points [9.12].

MA: Movement Allowance, measured in Movement Points (MPs), is the capacity of a leader or unit to move/act.

MPs: Movement Points [9.12].

OC: Overall Commander [4.11].

Orders: The type of Orders a command is under determines what the units in that command may do.

Phasing Player: The player whose units are activated and moving/attacking. His opponent is the non-phasing player.

Pivot: The way an Extended Line changes facing [8.4].

Retreat: Exiting an occupied hex due to the effects or threat of Fire or Shock. Retreat is distinguished from Movement, but affected by terrain [9.63, 11.33, 12.4].

Section: Counters for artillery sections in GBACW are sometimes the historical commands. More often, they represent the guns of a particular type (whatever the number) in batteries that include multiple gun types [2.41].

Shock: Hand-to-hand combat in which the main weapon is the weight (and spirit) of the formation. The object is to dislodge the enemy from its position, disrupt it, demoralize it, and, hopefully, put it to flight.

SP: Strength Point.

Stationary units: any unit or part of an Extended Unit that is not currently moving, retreating, advancing, or retracting.

Terrain: Features of and on the land as defined by the Terrain Effects Chart or in the Battle Book.

UDD: Universal Disorder Die Roll [2.6].

VP: Victory Point

2.8 Questions?

For ongoing online support of this game, the GBACW Facebook Group has grown into a major resource, with over 1800 members, including a number of GBACW designers and developers.

The GBACW design team can also be found, along with most of the rest of the GMT designers and developers, on Consimworld's discussion boards, at www.consimworld.com. We heartily recommend this site to anyone interested in wargaming.

3.0 Sequence of Play

The Sequence of Play is the order in which you perform the functions the rules describe.

General Overview of Play: After determining Efficiency, and giving Orders to eligible brigades, the player with the Initiative (determined by die roll at the start of the turn) chooses which division he wants activated to start the turn. In the Activation Phase, brigades may change Orders and units Move, Fire, Shock, etc., based on their Orders. After the Initiative Player undertakes actions with his chosen command, commands are then activated by blindly drawing an AM from the AM Pool. This continues until all AMs have been drawn. After the Activation Phase, some housekeeping steps are performed, and the turn ends.

The Sequence of Play

I. Initiative Segment

Players roll a die to determine who has the Initiative for that turn [5.1].

II. Orders Segment

A. Determine Chain of Command Phase. Determine if division leaders, brigade leaders, and individual units are within their Chain of Command [4.2].

B. Activation Efficiency Determination Phase. Each player picks Efficiency Markers to determine the Efficiency of each of his corps. He uses this Efficiency to see how many AMs the divisions of that corps receive that turn [5.2 and 5.4].

C. Division Orders Phase. Players with a Chain of Command from brigade leaders to corps commanders may change the Orders of any brigade in that chain.

D. Reinforcement Orders Phase. Give Orders to all reinforcements scheduled to arrive that turn.

E. Reserve Placement Phase. Commands may be placed In Reserve [6.3].

F. Engineering Phase. Place build markers to indicate Breastwork construction.

III. Activation Segment

A. Initiative Activation Choice. The player with the Initiative chooses which AM he will activate to start the turn.

B. AM Pool Placement. All AMs available from II/B for both sides, except the one selected for the Initiative Activation [3.0 III/A], are now placed in the Pool (an opaque container).

C. Activation. The command selected in III/A activates first. Thereafter, either player draws an AM from the Pool. The AM drawn determines which command is now active and able to undertake various actions. An active command may do the following:

  1. CHANGE ORDERS PHASE. The player may attempt to change the Orders of activated brigade leaders by die roll, using the Brigade Orders Change Table.
  2. BRIGADE COORDINATION PHASE. The player may attempt to activate all brigades in the division simultaneously by die roll using the Brigade Coordination Table.
  3. ACTION PHASE. Each unit in an activated brigade may undertake one of the two actions below if not assigned to Construction, or it may do nothing.
    • Move and/or Fire; or
    • Resupply Ammo [Optional for small arms units] and Rally Disordered units.

Eligible units may Shock after the brigade's units have undertaken all desired actions. Each brigade in that division completes all actions before the next brigade goes. (Exception: Brigade Coordination.)

When the selected division has finished, one of the players blindly draws a new AM from the AM Pool. If none remain, go to IV.

IV. End of Turn Segment

A. Commander Movement Phase. All corps and Overall Commanders may move. This is the only time in the turn they may voluntarily do so.

B. Replacement/Recovery Phase.

  1. Replace any eliminated leaders.
  2. Undertake In-Reserve activities [6.35] and automatic Rally or Fatigue reduction [17.42].
  3. Remove commands from Reserve status, if so desired. Assign Advance or Attack orders to commands removed from Reserve.
  4. Eliminate all artillery with an Abandoned 2 marker.
  5. Flip Abandoned guns markers from Abandoned 1 to Abandoned 2.
  6. Replace Construction markers with Breastwork markers if construction is finished.

C. Combat Effectiveness Phase. Players check to see if any brigades or divisions are Combat Ineffective.

D. Turn Record Phase. Advance the Turn marker one space on the Turn Track and begin a new turn. If the new turn begins past 0000, move the Day marker to the next day.

4.0 The Command System

There are four levels of command in most GBACW games: army, corps, division, and brigade. Each command is represented by a leader (brigade/division) or commander (corps/army). One of the premises of the game system is that units operate better when communications are maintained, in the form of a Chain of Command.

4.1 Commanders and Leaders

4.11 Overall (Army) Commanders (OC) are the generals in command of the battle (e.g., at Gettysburg, Lee and Meade). They have four stars on their counters. An OC has two ratings on his counter: Initiative Rating and Command Range.

INITIATIVE RATING: This rating is used to:

  1. Affect the Initiative Die Roll; and
  2. Increase the corps Efficiency of that number of corps commanders, if eligible [5.22].

COMMAND RANGE [4.15].

4.12 Corps Commanders have three stars on their counters. A corps commander has the following ratings on his counter: Efficiency Rating and Command Range.

EFFICIENCY RATING: A Modifier (e.g., +1) used to adjust division Efficiency [5.23].

4.13 Division Leaders have two stars on their counters. They command all brigade leaders in their division, and they are subordinate to their corps commander. They have the following ratings: Brigade Coordination, Command Range, and Activation Rating.

BRIGADE COORDINATION [5.34].

ACTIVATION RATING: A modifier (e.g., +1) used to adjust the number of Activations that division may undertake that turn [5.23].

4.14 Brigade Leaders are the leaders directly commanding combat units. They have one star on their counters. Brigade leaders have the following ratings: Action Profile, Command Range, and Orders Rating.

ACTION PROFILE: (A = Aggressive, N = Normal, C = Cautious, U = Unreliable) This rating is used when a "Loose Cannon" result occurs while changing Orders [see 6.24]. An Aggressive leader also may provide a DRM in Shock.

ORDERS RATING: A DRM used whenever the brigade wishes to change Orders, as needed [6.21].

4.15 Command Range. Command Range is measured in leader MPs and is always counted from the superior to the subordinate leader/unit, including the subordinate's hex but not the superior's hex. Command Range:

  • May not be traced into/through a hex/hexside impassable for Leader Movement; and
  • May not be traced through a hex adjacent to an enemy unit unless occupied by a friendly combat unit. This applies to all Command Ranges. See 5.36 for the effects of being Out of Command.
  • May be extended through adjacent friendly units [4.22].

If a combat unit is adjacent to its leader it is automatically In Command, regardless of the intervening terrain hexside.

4.16 Brigade and Division Leader Movement Allowances. Leaders do not have their MA printed on the counter; it is ten (10) for all brigade and division leaders [9.33].

4.17 Corps and Overall Commander Movement Allowances. The MA for these leaders is 40. They may move only in the Commander Movement Phase, and if they use more than 10 MPs, their abilities are reduced in the upcoming turn [9.32].

4.18 Replacement Leaders and Commanders. The reverse side of a leader counter usually shows the leader who replaces him if he becomes a casualty. See 12.74.

4.2 Chain of Command

4.21 The Chain of Command can use up to four levels of command, from the Overall Commander (OC) to corps commanders to division leaders to brigade leaders.

PLAY NOTE: While the OC is part of the chain, he has little effect on play; you are the OC.

4.22 The Chain of Command is maintained through the Command Range of the leaders.

EXAMPLE: If a brigade leader is 3 MPs from his division leader (Command Range of 5), who is 5 MPs from his corps commander (Command Range of 6), then the Chain of Command is complete from that corps to that brigade.

Exception: If a combat unit is outside its brigade leader's Command Range but adjacent to a unit from the same brigade that is within Command Range, it is considered to be In Command. Likewise, if a combat unit is part of a chain of units, and at least one unit in the chain is in Command Range, then all units in that chain are In Command. Each unit in the chain must belong to the same brigade and must be adjacent to at least one other unit in its brigade. The same applies to units directly subordinate to a division or higher leader (i.e., if the unit is adjacent to another unit that is within range of their direct leader, it too is In Command).

4.23 Command status for Activation purposes and Engineering eligibility [15.11] is only checked during Step II/A of the Sequence of Play. Command status for orders purposes is checked during Step II/A and at the time of a Brigade Orders Change [6.2]. Units Out of Command at these times do not change orders. However, such units automatically change to the orders of their brigade if they are within Command Range when that brigade next activates.

PLAY NOTE: As units/commands under March Orders may move the equivalent of four Activations, they are, in effect, always considered to be In Command for Activation purposes [5.35].

4.3 Artillery Command

4.31 Artillery brigade leaders are treated as brigade leaders for purposes of Activation. All batteries assigned to that artillery brigadier may Move, Fire, etc., when activated.

4.32 Artillery assigned at division level may be attached to brigades in that division, one battery per brigade. Assign artillery during the Division Orders Phase [3.0 II/C] at the start of a turn. Command Range does not matter for such an assignment, but will for the number of times the artillery activates [5.36].

4.33 Certain battles have artillery commanders (corps-level officers) and large "Reserve" formations. The rules for their use are found in the individual Battle Books.

5.0 The Activation System

The Activation system is based on Efficiency—the ability of the cardboard units to do what the player wants them to do. Efficiency is a product of Chain of Command and leadership ability. The Efficiency mechanic serves two other play and simulation functions: it slows down the pace of a gamed battle to something approaching reality a bit more, and it provides just a touch of the fog of war.

General Overview: Players determine the Efficiency of their corps by blindly drawing an Efficiency Marker for each corps that has units on the map from the Pool of available Efficiency Markers. The number on that marker represents the number of Activations he may provide for each of his subordinate divisions. For each division, that number may be further adjusted by the corps commander's Efficiency Rating, the Activation Rating of the individual division leader, the Chain of Command, and Combat Effectiveness.

To represent a division's Activation Efficiency, both players then place AMs equal to that Efficiency, for each division, in the AM Pool for blind draw. When a division is activated by AM, each of its brigades may then undertake actions.

5.1 Turn Initiative

5.11 To determine which player will have the Initiative each turn, each player rolls one die, to which the following adjustments (DRMs) may be made:

  • The player who had the Initiative for the previous turn adds one (+1) to his roll.
  • The player may add his OC's Initiative Rating to the roll if the OC did not use more than 10 MPs in the Commander Movement Phase and has at least one of his corps commanders in his range.

Exception: Some scenarios state which player automatically has the Initiative for the first turn of the game.

5.12 The player with the higher total has the Initiative. If the modified rolls are tied, no one has the Initiative. Place all AMs in the Pool and start drawing.

5.13 The player with the Initiative chooses which of his divisions will be used first in the Activation Phase. Remember to set aside one of that division's AMs; it does not go into the Pool. The March AM of the Initiative Player's side may also be chosen as the first AM. Also, the player with the Initiative changes Orders, gives Reinforcement Orders, and moves commanders before the other player. If neither player has Initiative, apply the above to the player who last had Initiative.

PLAY NOTE: Phases II/C, II/D, and IV/A normally can be done simultaneously. But, if it matters, the Initiative Player goes first.

5.2 Efficiency

Efficiency determines how many times the units in a corps may be activated in a turn.

DESIGN NOTE: Smaller battles, especially those that do not have corps, use a similar system to this but focus more on divisions.

5.21 In the Activation Efficiency Determination Phase [II.B], each player places his EMs (the ones numbered 1 through 4) into an opaque cup (the Efficiency Pool). The player then randomly draws an Efficiency Marker for each corps which has any units on the map or entering that turn as Reinforcements. The drawing player must announce for which corps he is drawing and assign the Efficiency Marker to that corps on the Efficiency/Activation Chart.

PLAY NOTE: On the game map or on a separate display there is a series of boxes for each corps commander (the Efficiency/Activation Charts), so that the drawn Efficiency Marker may be placed in it, face down, in case "A Matter of Honor" arises.

5.22 A corps' Efficiency may be adjusted by the OC's Initiative Rating. If an on-map corps commander is within Command Range of his OC, and the OC has an Initiative Rating greater than zero, the OC may increase that number of corps commanders' Efficiency by +1 (each). Thus, an Initiative Rating of +2 (quite rare in this series), would allow an OC to increase two in-range corps' Efficiency by one each. A corps' Efficiency may never end up below one or above four.

DESIGN NOTE: The number and ratings of the EMs for each battle differ and they are not truly linear. They reflect a bell curve of capabilities, possibly adjusted for different battles.

5.23 Each division in a corps uses its parent corps' Efficiency (regardless of where it is on the map) to determine the number of Activations it may undertake that turn. That corps' Efficiency [5.22] may be adjusted as follows, for each division:

  1. If a division leader is within Command Range of his corps commander, the corps commander's Efficiency Rating is applied as follows: a. When the corps commander's Efficiency Rating is +2, the Activation Efficiency of one In Command Division may be increased by two, or the Activation Efficiencies of two In Command Divisions may be increased by one each. b. If the corps commander's Efficiency Rating is +1, he may increase the Activation Efficiency of any one, In Command division leader by one. c. If the corps commander's Efficiency Rating is –1, the corps Efficiency for that turn is reduced by one for all In Command divisions [see #3, below]. d. If the corps commander's Efficiency Rating is 0, there is no effect.
  2. If a division leader is not within Command Range of his corps commander, subtract one from that number (for that division only). This applies if a division leader and/or corps commander is/are not on the map. Exception: Entering Reinforcements [9.71].
  3. The division leader's Activation Rating, whether positive or negative, adjusts the number of Activations that the division may undertake that turn [4.13]. If the leader is off map, do not apply the adjustment. Exception: Entering Reinforcements [9.71].
  4. Division Ineffective Status [13.32].

EXAMPLE: II Corps draws an Efficiency of 3 for that turn. The II Corps commander has a +1 CE Rating. There are three divisions: 1/II and 2/II's leaders have Activation Ratings of 0; The 3/II leader has an Activation Rating of +1. Both 2/II and 3/II are within the corps commander's range; 1/II is not. The following division AMs are used this turn:

  • 1/II: 2 AMs. The division leader is out of range (–1).
  • 2/II: 4 AMs. The corps commander gives him the +1 [1b above].
  • 3/II: 4 AMs. His Activation Rating gives him a +1.

5.24 The result of the above is the number of Activations [5.3] the brigades in that division may undertake that turn, represented by AMs. For each division, take that number of AMs and place them in the AM Pool. A division's number of AMs may never be below one or above four.

5.25 A Division whose division leader is not within Command Range of that division's corps commander may never use more than 3 AMs in a turn, although units under March Orders may move the equivalent of four activations regardless of their command status.

5.26 A brigade whose brigade leader starts his turn out of the Command Range of his division leader must skip one division AM in that turn. The choice of which AM not to use (for that brigade) is up to the player.

EXAMPLE: Division 1/I gets 3 AMs for a turn, but 1/1/I is Out of Command Range. As the turn progresses, the player decides, as the second 1/I AM is drawn, not to "activate" the 1/1/I with that AM.

5.27 Unless specifically stated otherwise in the rules for a given battle, a brigade always activates at least once per turn.

5.28 The following are instances when certain units do not use the marker-induced Activation result:

  • MARCH ORDER UNITS: Units (be they corps, division, brigade, or individual) entering the map as reinforcements under March Orders, or have been given March Orders to move, have a maximum possible Activation Level of four. Moreover, units under March Orders do not use the divisional AM [5.35]. Exception: On-map Commands given March Orders during the Division Orders Phase use the March AM, but in the initial turn of that March receive a number of AM equivalents equal to the AMs allotted for that division. Thus, such a command may be limited to less than four Activation equivalents that turn, with a minimum of one [5.24].
  • SPECIFIC AM: Some reinforcements arrive with a specific number of Activations available for that turn.

EXAMPLE: A brigade that arrives as a reinforcement with an Activation Efficiency of 1 may be activated only once that turn, regardless of how many AM its division has.

PLAY NOTE: Even if an entire command corresponding to a division AM is under March Orders or in Reserve, its Division AMs should be placed in the Pool during Step III/C, as the possibility of changing orders or involuntarily leaving Reserve would otherwise leave such commands unable to activate. Calculate division AMs as if the command were not under March Orders.

5.3 Activation

5.31 The player with the Initiative selects the AM he will use to start the turn. All other AMs are randomly drawn from the Pool (an opaque cup or similar container). Each turn, the Pool will start with:

  • All of the AMs available that turn to each player (or fewer, if a player so elects),
  • The March AM for each player (if he has units under March Orders at the time),
  • The Random Event marker (if the game uses that rule), and
  • Any Battle-specific AMs (e.g., Artillery leaders).

5.32 When a division's AM is drawn, all that division's brigades—regardless where they are on the map—may be activated. Each brigade activates individually, completing all actions before the next brigade is activated (Exceptions: Brigade Coordination [5.34] and Out of Command Brigades [5.26, 5.36]).

EXAMPLE: The 1/I Union Division has three brigades: 1/1/I, 2/1/I, and 3/1/I. The Union player activates 2/1/I first, completing all of its actions. He then activates 1/1/I, etc.

5.33 Brigade Activation. When a brigade is activated, all combat units—regardless of their location—may do what the Orders for the units in that brigade allow [4.23, 6.1]. The brigade may include as a combat unit any one artillery battery (all sections) that is from that division.

EXAMPLE: A brigade under Advance Orders has four regiments. The player may now Rally one of its Disordered units, construct Breastworks with another, and Move or Fire with the other two.

5.34 Brigade Coordination. Division leaders are rated for their ability to coordinate and combine the actions of more than one of their infantry or cavalry brigades during any one action (a DRM ranging from +0 to +3). Any divisions attempting this must have their brigade leaders within the division leader's Command Range; brigades outside that range are not eligible for coordination. The player wishing to combine brigades into a single Activation rolls the die, adjusting it by adding the division leader's Coordination Rating. The possible results are:

  • CONFUSION: No units of the brigades whose leaders are within the division leader's Command Range may undertake any move or combat actions that AM. Leader Movement, Rally, Ammunition Resupply, and one-vertex Facing changes are allowed.
  • FAIL: No penalty; brigades move individually: No coordination is possible, but there is no penalty for trying.
  • MAY COORDINATE # BRIGADES: The player may undertake actions with that number of In Command brigades from that division as if they were one brigade.
  • MAY COORDINATE ALL BRIGADES IN COMMAND: All eligible brigades may undertake actions as if they were one brigade.

PLAY NOTE: Coordination does not override stacking restrictions [see 8.12], nor does Confusion override Loose Cannon results of Brigade Orders Change [see 6.24].

Brigade Coordination Table

Adjusted Die RollResult
0–2Confusion
3–6Fail
7–9May Coordinate 2 Brigades
10, 11May Coordinate 3 Brigades
12All

DRM: + Division Leader's Coordination Rating

EXAMPLE: Smith's Division's AM is drawn. All three of Smith's brigades are within his range, and the player wants to launch a division-sized attack with all of his brigades at once, rather than piecemeal. Smith has a Coordination Rating of 2. He rolls the die, getting a 6. The player may activate two of Smith's brigades (his choice) at the same time, as if they were one. The other activates separately.

PLAY NOTE: The Coordination Ratings usually are not very high (lots of 0's).

5.35 March Order Activation. Units under March Orders do not move when their division AM is drawn; they move only when their (one) March AM is drawn. When a player's March AM is drawn, he may move all units under March Orders the equivalent of any number of Activations, from one to four (but see the Fatigue rules [17.22]). Each unit completes its move before the next one starts.

Exception 1: Entering reinforcements with an AM # are limited to that number of Activations [9.74].

Exception 2: see 5.28.

5.36 Out of Command. Being Out of Command affects units depending on the nature of that unit or command.

  • DIVISION LEADERS: May not receive Orders from their corps commander, which means they may not transmit any Orders to their brigades in the II/C Phase. The division has one fewer AM placed in the AM Pool [5.23 #2].
  • BRIGADE LEADERS: May not receive Orders from their division leader in the II/C Phase. They must roll a die in the III/C/1 Phase, if they wish to change Orders. And, they activate one fewer times than the division [5.26].
  • INDIVIDUAL UNITS: Out of Command combat units use the last Order received while In Command. They also activate one fewer times than the division, with a minimum of one, like Out of Command brigades.

PLAY NOTE: Units, brigades, or divisions under March Orders and Out of Command cannot change orders during the II/C Phase but suffer no other penalty.

5.4 Efficiency Transfer

Players may take advantage of the Chain of Command to increase the Efficiency of certain commands by transferring two Activations from one or two divisions to another division. These divisions need not belong to the same corps.

5.41 In the Activation Efficiency Phase [3.0 II/B], after all Efficiency and Activation Levels have been determined for that turn, a player may transfer focus—in the form of an increased Activation Level—to a selected division.

5.42 Only divisions that can trace a Chain of Command back to the Overall Commander may benefit by, or be used for, Transfer.

5.43 A player may add one to a division's number of Activations by lowering another division's by two, or lowering two other divisions' by one each. A division may never have its Activation Level reduced to 0, nor increased above 4, by Efficiency Transfer.

5.44 A Player may undertake only one Efficiency Transfer per turn.

EXAMPLE: The corps Efficiency for XV Corps is 2. All of XV Corps' division leaders are within range, and 2/XV has a +1 division leader. This means that, normally, 1/XV and 3/XV would get two AMs, and 2/XV three AMs. However, the player wants to undertake a big push with 2/XV, so he reduces 1/XV and 3/XV to one AM each, and gives an extra AM to 2/XV, so that it has four.

5.5 Ending the Turn

The Activation Segment is finished when no AMs remain to be drawn from the Pool.

6.0 The Orders System

General Premise: All brigades operate under Orders. Orders determine the parameters under which the combat units under those Orders may Move, Fire, Rally, etc. The ability to give and change Orders has nothing to do with the Efficiency or AM mechanics; it has everything to do with Chain of Command and brigadier leadership ability.

6.1 The Orders

6.11 The three types of Orders are March, Advance, and Attack. A brigade (and the units therein) must be under one of these three Orders at any given time. If a command has no such marker, it is considered to be under Orders to Advance. Some games include a limited number of Advance markers used to designate units that were Out of Command when their brigades switched from Advance to March or Attack.

Orders Comparison Chart

ActionMarch OrdersAdvance OrdersAttack Orders
Road/Pike Movement Rate½ MP1 MPNA
Move Adjacent to enemy unit?No (keep 4 hexes away)NoYes (except enemy artillery)
ActivationMarch AMnormalnormal
Infantry Stacking7 SPs15 SPs15 SPs
Cavalry Stacking4 SPs7 SPs7 SPs
Construction?NoYesNo
May Fire?NoYesYes
May Move and Fire?NoNoYes
May Shock?NoYesYes

6.12 Orders can be changed in three different phases:

  • DURING THE DIVISION ORDERS PHASE [3.0 II/C]: Any division leader that is within Command Range of his corps commander may change the Orders of any or all of his brigades if the brigadier is within his range. Each brigade may have different Orders; no die roll is necessary—simply change the Orders.
  • DURING THE CHANGE ORDERS PHASE OF THE ACTIVATION SEGMENT [3.0 III/C/1]: Before any brigade is activated, the player may, if he wishes, try to change brigade orders by rolling a die [6.2].
  • DURING THE REPLACEMENT/RECOVERY PHASE [3.0 IV/B]: Commands removed from Reserve status may be assigned Attack or Advance orders.

6.13 March Orders. A command or unit under March Orders:

  • Uses March Movement Rates [9.22].
  • Moves only when the March Order AM is drawn.
  • May not move into any hex that is within four hexes and LOS of an enemy combat unit. Regardless of LOS, no such unit may move adjacent to an enemy unit. Units under March Orders that start their Activation within four hexes and LOS of an enemy combat unit may not move. [see also 6.25 and 6.26]
  • Must use Extended Column [8.5] where applicable.
  • Must obey the Stacking limits for March Orders [8.12].
  • May not Fire—not even Reaction Fire.
  • Suffers a Pre-Shock Cohesion Check DRM of +2 if shock attacked.
  • May not Rally or Resupply.
  • May not Retreat Before Shock, Advance after Shock, or Continue Shock.
  • May not undertake any Construction.
  • May not use Reaction Refusal/Facing Change [9.61] or Reaction Movement [9.63].

PLAY NOTE: In essence, the only thing units under March Orders can do is move.

6.14 An on-map Command may be given March Orders only in the Division Orders Phase, and only if no unit in that command is currently within four hexes and LOS of an enemy combat unit. Entering reinforcements may be assigned March Orders during the Reinforcement Orders phase, unless the Battle Book specifies otherwise.

6.15 Advance Orders. An activated combat unit under Advance Orders:

  • May Move or Fire, not both (changing Facing one vertex to fire is not considered movement).
  • If moving, uses Advance Movement [9.23].
  • May not move into the hexes adjacent to an enemy combat unit other than artillery. (Exception: Bridge/Ford [9.23].) If it starts the Shock sub-phase adjacent to an enemy combat unit, it may Shock Attack if otherwise eligible.
  • If firing as a phasing unit, it may gain Prepared Fire bonus.
  • May use Prepared Fire when undertaking Non-Phasing Fire.
  • May undertake Construction.
  • Must obey the Stacking Limits for Advance Orders.
  • May Retreat Before Shock.
  • May Refuse [7.3].

6.16 Attack Orders. An activated combat unit under Attack Orders:

  • Uses Attack Movement restrictions [9.24].
  • May Move and/or Fire.
  • If Firing, gains the Prepared Fire Bonus if phasing (but not moving) or when using Non-Phasing Fire [10.4].
  • May be eligible for the Infantry Charge bonus if moving and not firing [11.21].
  • If mounted, cavalry may Charge.
  • May Refuse [7.3].
  • May not undertake Construction.
  • May not Retreat Before Shock.
  • Must obey the Stacking Limits for Attack Orders.

6.17 Assigned Orders. Initial Deployment instructions in the Battle Books often assign Orders to commands that start the game on the map. Similarly, the Battle Book may assign orders to Reinforcements for their turn of entry. Where orders are not assigned, the player assigns them.

6.18 Artillery and Orders. Artillery is never under Attack Orders. See 9.52, 10.61 and 11.33 for exceptions when Artillery is under Advance Orders.

6.19 Leaders and Orders. Leaders/commanders are never under Orders. Only combat units are under Orders. However, leaders whose commands are under March Orders activate when the March AM is drawn for that side.

6.2 Brigade Orders Change

6.21 When an AM is drawn that activates an on-map brigade (whether it be a division AM or March AM), each brigade so activated may attempt to change its Orders [3.0 III/C/1], provided its leader is also on map. This is done before any units of any brigade or any leaders activating under this AM undertake any actions. To attempt to change the Orders of an Activated brigade, the player rolls the die, adjusts it by the Brigadier's Orders Rating DRM, and consults the Orders Change Table [6.23].

Brigade Orders Change applies only to units of the brigade within the brigadier's Command Range at the start of the activation [4.23]. In the rules that follow, such units are referred to as "in command units".

PLAY NOTE: Orders may be changed automatically only in the Division Orders Phase [6.12].

6.22 If the brigadier is stacked with his division leader there is a +1 DRM. If his corps and/or Overall Commander is stacked with the brigadier there is a +2 DRM. Both DRMs may apply.

6.23 The Orders Change Table

Die RollResult
1 or LessRetain and Stand
2 or 3Retain
4Loose Cannon
5Change and Stand
6 or MoreChange

Key:

Retain: Brigade keeps the Orders it has.

Change: Brigade may change to Attack or Advance Orders.

Stand: In Command units of the brigade may not move (i.e., expend MPs) this Action Phase. A Stand result does not prohibit Leader Movement or a unit from firing, changing facing to fire, engaging in shock, rallying, resupplying, or engaging in construction. However, if any unit performs an action other than Rally, Resupply, or a Facing change costing no MPs, the Activation counts toward Fatigue.

Note: Cavalry units may not Mount or Dismount [14.22].

Loose Cannon: See 6.24 below.

EXAMPLE: A 2nd Division AM has been selected. General Hackenbush, in command of the division's 1st Brigade, wants to change his Orders from Advance to Attack. His division leader was too far away to do this in the Division Orders Phase, so Hack must now roll a die to effect the change. His Orders Rating DRM, though, is a –1. He rolls the die, getting a 4, which his rating lowers to 3. Hack's Brigade retains its Orders for that Activation.

6.24 Loose Cannon. If the result is Loose Cannon, the player who was trying to change Orders now consults the Action Profile of the brigadier in question [Aggressive (A), Normal (N), Cautious (C), or Unreliable (U)] and follows the instructions below.

If Aggressive, the phasing player does one of the following:

  1. If any In Command unit in the brigade is within 3 MPs (5 MPs if mounted cavalry) of a hex adjacent to an enemy combat unit, the player places that brigade under Attack Orders and launches a Charge [11.21] (or shocks without firing if mounted cavalry) with as many of the In Command units in that brigade as possible. Choice of targets is otherwise up to the player. Green units are still required to pass their Green Attacker Commitment Check [11.36]. Any In Command unit (including a Disordered unit) unable to move adjacent to the enemy must move as far as it can toward the nearest enemy unit and may not fire. Units that start adjacent to enemy units shock those units without a Charge bonus, but may not fire prior to shock. Exception: see 6.25.
  2. If no In Command unit in the brigade is within 3 MPs (5 MPs if mounted cavalry) of a hex adjacent to an enemy unit, place the brigade under Advance Orders and move all its In Command units as far as possible towards the nearest enemy units.

If Normal, the brigade retains its Orders.

If Cautious, the player retreats each In Command non-artillery unit in the brigade one hex, after which he places the brigade under Advance Orders. The In Command units may perform no other actions during that Activation.

If Unreliable, roll the die, consult the following table, and treat the brigadier in the appropriate manner listed above:

Die RollResult
0-2Aggressive
3-6Normal
7-9Cautious

6.25 A brigade under March Orders may attempt to Change Orders, as per III/C/1, to any other Orders when the March AM is drawn. If successful, the brigade remains in place and its March Orders are replaced by Advance or Attack Orders. Brigades that change Orders use their division AMs for the rest of the turn, if any remain to be drawn. Regiments not currently In Command [see 4.23] retain their March Orders and may move without penalty, but cannot activate under any remaining division AMs [5.35]. A Change and Stand result applies to the first Division AM drawn. If none remain to be drawn, a Change and Stand has no effect on the next turn. A Retain and Stand applies to the current March AM. Exception: Treat a Loose Cannon rolled by an Aggressive brigadier as a Retain.

6.26 A brigade that is under March Orders that is either Shock attacked or undergoes any fire except artillery Shot/Shell is, at the end of that enemy brigade Activation, immediately placed under Advance Orders. Unless the March AM has already been drawn, the brigade activates for the rest of the turn when its Division AMs are drawn. Combat does not affect other Orders.

6.3 Reserve

6.31 Any command (brigade, division, or corps) may be placed In Reserve, regardless of its Orders, if it qualifies, as below:

  • All units must be out of LOS of any enemy unit and at least five hexes from the nearest enemy combat unit; or
  • All units are at least ten hexes away from the nearest enemy combat unit (there are no LOS requirements for this qualification).
  • If it is a Night Turn, the minimum distance is reduced to five hexes.

6.32 Commands are placed In Reserve in the Reserve Placement Phase at the beginning of the turn. Commands In Reserve pay no attention to drawn AMs. They may not undertake any actions available to non-Reserve units.

6.33 If all (remaining) units in a command have been Routed [12.5], the command may be put In Reserve by having the brigade leader follow 6.31. The leader loses his In Reserve status if alone in a hex and an enemy unit moves adjacent [see also 12.73].

6.34 Reserve status is removed:

  • VOLUNTARILY: At the end of the turn, in the Recovery Phase.
  • INVOLUNTARILY: If any unit in the brigade is designated as a target of Shock or of Fire at a range of four hexes or less, all units of the brigade immediately Disorder (unless already Disordered) and adopt Advance Orders. The shock or fire is then conducted normally. The brigade may activate when its division AMs are drawn (if any remain).

6.35 During the Replacement/Recovery Phase, units from a command in Reserve may do the following, in the order listed:

  • Reduce Fatigue [17.0] by two levels.
  • Flip all Disordered [12.3] units to their normal side unless Collapsed.
  • Attempt Straggler Recovery [16.2].
  • Attempt to recover routed units [13.5].
  • Fully resupply ammo (including small arms units if using 10.9).
  • Change Orders to Attack or Advance Orders (no die roll needed; applies to all units regardless of command status).

7.0 Facing and Refusal

7.1 Facing

7.11 At the end of Movement, Advance, and Reaction Facing [9.61] each combat unit under Attack or Advance Orders must be faced towards a vertex (joint) of the hex it is in—not a hexside—as depicted in the rulebook diagrams. All combat units under March Orders must be faced towards a hexside. The first unit to stop movement in a hex determines the facing for units that stack with it.

7.12 Facing determines a unit's front, flank, and rear.

7.13 A unit may Move, Fire and/or Shock only into its Front hexes.

7.2 Changing Facing

7.21 A unit may change facing without leaving the hex. A moving unit under Advance or Attack orders may change facing one vertex for each hex it starts in or enters at no cost in MPs. Any change of more than one vertex (per hex) costs 1 MP. Units under March Orders pay 1 MP for a change of more than one hexside (per hex). Exceptions: see 7.22 and 9.53. If changing 180° when stacked, invert the stacking order for all non-artillery units not exiting the hex during the current Activation, as the top unit is now the bottom unit, etc. When inverting, non-artillery units may choose to stack above or beneath artillery [see 8.44 for Extended Lines].

7.22 In addition to the above, units under Attack Orders, because of their very linear state, pay 1 MP per vertex when changing facing in a Woods hex. As an alternative to paying 3 MPs for changing three vertices, they may pay only 1 MP to change 180° [7.21].

7.23 Under certain circumstances a unit pays no MP cost to change facing:

  • When changing to/from March Orders. Adjust facing at the time the new order takes effect, either during the Division Orders Phase or the Change Orders Phase [7.13].
  • Pike/Road/Trail movement [9.45].
  • Advance after combat [12.6].
  • As a Reaction to enemy Movement or Fire [9.62].
  • Changing one vertex to fire [10.32]. Exception: see 7.22.
  • After Rally [13.41].
  • An Extended Column may become an Extended Line when the unit's orders change from March to Advance or Attack, as long as the requirements for Extended Line are met. Vice versa is also true. There is no cost for changing facing in either case.

7.24 A phasing unit that starts movement adjacent to an enemy unit may change facing by (only) one vertex in that hex before exiting [9.53].

7.25 Units suffering certain combat results, or rallying from such results, have the following abilities and restrictions concerning changing facing:

  • RETREAT: Unit maintains original facing; no change allowed.
  • RALLY: A rallied unit may change facing one vertex upon being rallied [but see 13.41].

7.3 Refused Flanks

7.31 A unit may Refuse if it is either:

  • At the end of a line, or
  • In the center of a line with a friendly unit in one flank hex and another friendly unit in the opposite rear hex, or
  • Not adjacent to any friendly unit.

This means that the end of the unit (or stack of units) bends backward, away from the line. Place a Refuse Right, or Refuse Left, as appropriate, on the unit so doing.

7.32 Only units under Attack or Advance Orders may Refuse. Exception: Units in Extended Column may not Refuse. In addition:

  • It costs each unit in a stack 1 MP to Refuse. Units subsequently stacking with a Refused unit must spend an additional MP to enter the hex.
  • A unit alone in a hex must have at least 2 SPs to refuse. If a refused unit alone in a hex falls below 2 SPs, immediately remove the marker at no MP cost.
  • A unit may not Refuse in both directions. Exception: see 8.44.
  • A unit may not Refuse if it is adjacent to an enemy unit. Exception: Reaction Refuse [9.61]. Treat parts of Extended Lines separately for purposes of this rule.
  • A unit may not Refuse if it is in between (adjacent to) two, friendly-occupied (flank) hexes. If a friendly unit ends Movement, Retreat, Advance or Reaction Move in a unit's Refused flank, immediately remove the marker. If phasing and it has not yet moved, the stationary unit has 1 less MP than it otherwise would.
  • A moving unit may not Refuse when stacking with a unit that is not Refused, unless the stationary unit exits the hex during the same Activation.

7.33 Each unit in a phasing stack pays 1 MP to leave Refused status. A unit must leave Refused Status to move or change facing. Any Reaction Movement, Withdrawal Movement, Advance, or Retreat similarly ends Refused status, but at no MP cost.

7.34 A Refused unit or stack has three Frontal hexes: the usual two Frontal hexes plus the third, Refused Frontal hex. The hexside adjacent to the Refused Front is now a Flank hexside. Refused units may fire into/through any or all of these frontal hexes, splitting their fire to do so. However, no more than half a stack's Fire Strength may fire into/through a Refused frontal hex, and, if Refused, no more than half may fire into/through its normal Frontal hexes. If the unit's/stack's SP is "odd," round down for the Refused Frontal hex; round up for the normal Frontal hexes.

When the top unit in a refused stack has fewer SPs than the total eligible to fire into/through its normal Frontal hexes, the next unit(s) in the stack may also fire into/through the normal frontals up to the maximum SPs defined in the above paragraph. If the top unit cannot fire all its SPs into/through its normal Frontal hexes, it may fire the remainder into/through the Refused Frontal hex up to the maximum. If it cannot fire the maximum, the next unit(s) stacked below it may also fire into/through the Refused Frontal up to the maximum. Artillery consisting of multiple sections follows the above provisions, as if the sections were separate units.

Exception: A unit under Attack orders that stacks with one or more Refused units after any of the latter fire may not itself fire during that Activation.

Refused units/stacks may not shock defenders in the Refused Frontal hex.

EXAMPLES:

  • A 7-SP unit on top could fire 4 SPs through its normal frontal hexes and 3 SPs through its Refused Frontal hex. Units stacked beneath it could not fire.
  • A 5-SP unit stacked above a 3-SP unit could fire 4 SPs through its normal frontal hexes and 1 SP through its Refused Frontal hex. The 3-SP unit beneath it could fire 2 SPs only through its Refused Frontal hex.
  • A 3-SP unit stacked on top with a 2-SP unit below it and an 8 SP on bottom could fire its 3 SPs through its normal frontal hexes. The 2-SP unit could fire 1 SP through its normal frontal hexes and the other through its Refused Frontal hex. The 8-SP unit could fire 2 SPs only through its Refused Frontal hex.
  • A 2-SP unit under Attack Orders stacks with a refused 4-SP that has already fired. The 2-SP unit may not fire during this Activation. During its next Activation it would fire both its SPs through its Refused Frontal hex.
  • A battery with four TBs and two H12s is stacked above infantry. The TBs are stacked above the H12s. The four TBs may fire into/through the frontal hexes. The two H12s plus 1 SP of infantry may fire into/through the refused frontal. If the H12s had been stacked above the TBs, they plus two TBs could fire into/through the frontal hexes, while the other two TBs and 1 SP of infantry could fire into/through the refused frontal.
  • A stack of two six-gun batteries refuses. The top battery may fire into/through the frontal hexes. The bottom battery fires into/through the refused frontal.

8.0 Stacking and Extension

Stacking refers to having more than one combat unit in a hex, a function more of tactical usage than how many men can be crammed into a space. Extension is just the opposite, in that it is concerned with the ability of a unit to increase its frontage.

8.1 Stacking Limits

8.11 Stacking limits apply at all times during the turn. Exceptions:

  • Moving/retreating through units [8.22, 12.46]
  • Cavalry mounting/dismounting prior to movement [14.22].
  • Prior to movement for on-map units assigned March Orders [see 8.25].

There are no stacking limits for leaders or informational markers.

8.12 The stacking limits depend on the Orders applicable to the unit. Stacking also may vary according to the scale of the battle.

March Orders

  • INFANTRY: May stack up to 7 SPs of infantry (as long as they are all from the same brigade). If an individual unit contains more than 7 SPs, the player must use Extended Column.
  • CAVALRY: May stack up to four mounted cavalry SPs in a hex, as long as they are all from the same brigade. If an individual unit contains more than 4 SPs, the player must use Extended Column.
  • ARTILLERY: Two batteries, regardless of the number of guns, or 12 guns from any number of batteries may occupy a hex.

There is no intermingling of unit types when in March Order; artillery may not stack with infantry, etc. Units under March Orders may not stack with units under other orders. Dismounted cavalry may not be assigned March Orders.

Advance or Attack Orders

  • INFANTRY: May stack any units from the same brigade, up to a maximum of 15 SPs per hex, or any one unit regardless of strength. (Exception: Units in Extended Line/Column; see 8.44 and 8.5.) In addition, one battery or 6 guns from any number of batteries may stack with infantry. The artillery need not be part of the infantry's brigade.
  • CAVALRY: 7 mounted SPs from the same brigade or one mounted unit regardless of strength. In addition, one battery or 6 guns from any number of batteries may stack with cavalry. The artillery need not be part of the cavalry's brigade.
  • ARTILLERY: If not stacked with infantry or cavalry, up to two artillery batteries per hex, regardless of strength, or 12 guns from any number of batteries. If stacked with infantry or cavalry, artillery is limited to one battery per hex, or 6 guns from any number of batteries.

8.13 Units under Advance Orders that wish to make use of the movement costs for Pikes, Roads and Trails [9.43] must use March Orders stacking to do so [8.5].

EXAMPLE: An infantry regiment with 8 SPs would require one extension between itself and a following unit; a 15-SP unit would need two.

8.2 Stacking and Movement

8.21 During an Action Phase, each unit must be moved one at a time. See 9.31 for Leaders moving with units.

Exception 1: Stacks under March or Advance Orders and adhering to March Order stacking limits may move as stacks.

Exception 2: Cavalry moving along a Charge Path may move as a stack [8.52].

8.22 A combat unit may move through another unit at a cost of 2 MPs (in addition to the terrain). In addition, the moving unit undertakes a UDD [2.6] immediately after exiting the stationary unit's hex. It adds to that roll the normal cost for entering the stationary unit's hex, if that cost is two or greater. There is no DRM if the hex is Clear terrain. The stationary unit does not undertake a UDD. If the moving unit fails the UDD it is Disordered. The unit may continue moving if any MA remains. If incurring a 2nd Disorder, the unit returns to the hex from which it entered the stationary unit's hex without changing facing, its Activation finished.

Note: A combat unit that starts its Activation stacked with another combat unit is never considered to be moving/retreating/advancing through the other combat unit when it leaves its starting hex.

PLAY NOTE: Given the terrain costs for Woods, it will be extremely difficult for units to pass through units in that type of hex.

Exceptions:

  1. THE ARTILLERY Exception: Infantry or cavalry units may move through artillery units, but not vice versa. The non-artillery do not UDD or pay the 2 MPs in addition to the terrain in this case.
  2. THE ROAD MOVEMENT Exception: Units (including artillery) moving along Pikes and Roads (but not Trails) may move through friendly units in such a hex, paying the movement cost for the Pike or Road, unless the latter are under March orders. The moving unit must enter and exit the stationary unit's hex from/to a connected Pike or Road hex. If the friendly units are under March orders, the moving unit pays the cost of the actual terrain in the hex plus any hexside cost to enter it; in essence, moving around the units blocking the Road.
  3. THE BRIDGE/FORD Exception: If a unit under March Orders occupies either side of a Bridge or Ford, a moving unit may not use that Bridge or Ford.

8.23 A unit may move or retreat [12.44] into a hex with another unit within stacking restrictions [8.12], and end its movement therein. If the moving unit entered the stationary unit's hex through a Frontal hexside, it is placed on top of the stack. If it entered through a Flank or Rear hexside, it is stacked beneath the non-moving unit(s). Exception: Infantry or cavalry that moves or voluntarily retreats [12.43] into a hex that contains only artillery may freely choose to stack under or on top of artillery. If non-artillery is already stacked under the artillery, and the moving unit enters the hex through one of the stationary stack's front hexsides, it may stack directly under or above the artillery (if stacking restrictions allow).

8.24 A phasing unit may change its stacking order within a hex instead of moving and/or changing facing. Exception: A phasing multi-section battery may change the stacking order of its sections after movement or before firing (this stacking change is not considered Movement).

If under Advance Orders, an infantry or cavalry unit changing stacking order cannot fire [see 10.61 for artillery]. Stacking order may not be changed if the stack is adjacent to an enemy unit. Exception: see 7.21.

8.25 Units assigned March Orders may begin the turn using Attack/Advance stacking limits. They must follow March Order stacking limits when they move.

8.26 When stacked small arms and artillery units activate using different AMs or with different brigades activated by the same AM, any facing change by one unit in the stack determines the new facing for the entire stack, unless the phasing unit moves after the facing change. Similarly, if one unit in the stack Refuses, the entire stack is then Refused, except for phasing units that exit the hex during the same Activation. If using the optional Fatigue rules, non-activated infantry or cavalry does not incur Fatigue if stacked with phasing artillery that changes facing or Refuses.

8.3 Stacking and Combat

8.31 Maximum Fire Strength Per Hex.

  • If not stacked below artillery, 7 SPs of infantry or dismounted cavalry or 4 SPs of mounted cavalry can fire from a hex. Example: A 10-SP infantry unit may fire with only 7 SPs.
  • If not stacked with infantry or cavalry, 12 artillery SPs can fire from a hex.
  • If artillery is stacked above infantry or dismounted cavalry, any combination of 7 total SPs or one battery (which, on occasion, can exceed 7 SPs) can fire from a hex [8.33].
  • If stacked above mounted cavalry, any combination of 7 total SPs or one battery can fire from a hex with the cavalry firing no more than 4 SPs.

These limits apply each brigade activation to the units currently in the hex. Reset the limits if all those units exit the hex after firing (for any reason), and others subsequently move into it.

8.32 If an infantry and an artillery unit are stacked together and both are eligible to fire [see 8.33], each may fire at separate targets or the same target. However, they may not combine their fire upon the same target.

8.33 The Fire Frontage Rule. The top-most units up to the limits of 8.31 do the firing (in any order). If the topmost unit(s) cannot or choose not to fire for any reason, units stacked with it are limited to firing the number of SPs they could have fired had the top unit(s) also fired.

Exception: Artillery stacked with infantry or cavalry can only fire if it is stacked above all non-artillery at the time of the fire.

EXAMPLES:

  • When a 5-SP infantry unit is stacked on top of a 9-SP unit, 7 SPs of infantry (the top unit plus 2 SPs of the lower unit) can fire out of the hex.
  • When a 6-SP battery is stacked on top of a 7-SP unit, the battery and 1 SP of infantry can fire out of the hex.
  • When a 5-SP unit at the top of a stack performs a rally action, units beneath it can fire a maximum of 2 SPs.

8.34 Massed and Dispersed Targets. For artillery firing at Shot/Shell range, if 8 SPs or more of any (non-artillery) type are in a hex, that hex is subject to a Massed Target penalty. The shot gets a +1 DRM on the Fire Table. Conversely, where there are 2 SPs or fewer (again, excluding artillery SPs), then apply a Dispersed Target adjustment of –1 to the roll. Hexes occupied solely by artillery receive neither of the above DRMs; they do not apply to artillery alone.

8.35 Stacking and Fire Table Results. The top unit suffers Fire Table results. However, if it is eliminated or suffers a Disorder, the player must undertake a UDD [2.6] for all other units in the hex, ignoring any +/– from the Fire Table result.

Exceptions:

  • If step losses eliminate a unit, excess step losses are applied to the next unit in the stack. Non-step loss results are ignored, the other units in the stack conduct UDDs because the top unit was eliminated.
  • This rule does not apply to the results of Shot/Shell artillery fire, because all the units in the hex are individually affected by such fire [10.67].

EXAMPLE: Artillery fire at a range of five hexes results in a UDD for a stacked hex. Each unit will UDD individually. The top unit fails its UDD, but the bottom unit passes. Because this was artillery fire at a range greater than three hexes, the bottom unit does not suffer another UDD because the top unit failed.

  • Pre-Shock Fire [10.43] targets the top shocking unit. Apply excess step losses to the new top shocking unit or, if there is no such unit, to the top unit in the hex. All units in the hex undertake a UDD if the top shocking unit is eliminated or Disorders.
  • For multi-section batteries, randomly determine the section losing the SP.

8.36 Stacking and Shock.

  • Stacked units, whether attacking or defending, combine their strengths during Shock resolution [see also 11.32].
  • The top unit takes all step losses [see also 12.35e]. Exceptions: For Bloody Standoff results, the participating unit with the highest cohesion takes the step loss, unless artillery is the top unit in the defending stack, in which case it takes the loss. If step losses eliminate a unit, excess step losses are applied to the next unit in the stack.
  • Retreats apply to all units. Exception: Abandoned guns [12.36]. See 11.46 for Advances.
  • Shock Resolution Table Disorder results apply to all units in affected stacks; previously Disordered units thus incur a 2nd Disorder.
  • The top defending unit is used for the Pre-Shock Cohesion Check [11.37]. A Disorder result applies to all units in the stack, as above.
  • Defending units conduct Pre-Shock Reaction Fire separately [10.43, 11.38].
  • Each Green unit checks Attacker Commitment separately [11.36].
  • If attacking units Disorder due to Shock results, any non-participating units stacked with them also Disorder and, if necessary, retreat.

8.37 Artillery. A battery is always a single unit. If a battery consists of two or more sections all sections must stack together and move together and conduct UDDs as a single unit. If a multi-section battery suffers a loss, randomly assign the loss to a section.

8.4 Extended Lines

8.41 Individual infantry units (but not dismounted cavalry) with 8 SPs or more may extend their presence into an adjacent Flank hex by placing an Extended Line marker in that adjacent hex.

  • It must be placed either to the direct left or right Flank of that unit.
  • The extending unit may not be stacked with another non-artillery unit, nor can the Extension hex be occupied by another non-artillery unit.
  • The hex into which the line is extending must not be adjacent to an enemy unit. However, an extension, even if Disordered, may retract into the parent unit or vice versa, despite the stationary part of the unit being adjacent to the enemy. The unit must then stop movement and cannot change facing [9.53]. A retracting part that starts adjacent to an enemy unit may be subject to Withdrawal Fire [10.44].
  • The MP cost to extend or retract must not be greater than 2 MPs.

8.42 The MP cost to Extend or Retract is the same as moving into the hex. No Facing Change is involved. Thus, a unit in a Woods hex and extending or retracting into another Woods hex pays 2 MPs in most games of the series, whether under Attack Orders or not. Withdrawal Fire versus a retracting part earns the +1 DRM for Flank Fire only if the non-phasing unit is in the retracting part's flank hex [Exception to 10.44]. If an Extended Line is reduced in strength by combat below 8 SPs, remove the Extended Line marker at the end of the brigade activation in which the reduction occurs, and place the parent unit in either hex, without spending any MPs.

8.43 Units with 15 SPs or more may Extend to both sides (if they drop below 15 SPs, remove the extension of the player's choice as in 8.42). As long as both extensions are placed simultaneously, the MP cost to extend to both sides is the same as Extending to one side. If the terrain costs on both sides are different, the larger is used.

8.44 An Extended Line occupies two hexes, or, if desired, three in the case of units exceeding 14 SPs. No part of an Extended Line may end movement stacked with a non-artillery unit. The base unit and any extensions must all have the same facing. The Extended Line has the following properties:

  • For Movement it is treated as one, solid unit. The unit may only move into a frontal hex, unless using Withdrawal Movement [9.54]. MPs are paid for the most costly hex entered by any portion of the Extended Line. As units may move only frontally, an Extended Line must either pivot to change its direction (and facing), paying the cost of the hex into which it pivoted, or may change facing 180° paying 1 MP [7.22]. If under Attack Orders, it pays an additional 1 MP when pivoting into a Woods hex. If stacked with artillery and not exiting the hex, the artillery must also change its facing. An Extended Line changing facing 180° and remaining in the hex may stack above or below the artillery [8.23]. If the artillery is activating with the brigade, its Facing change costs 1 MP, and it would thus suffer a –2 DRM for any fire conducted either before or after the Facing Change [10.61].
  • A unit with two line extensions in place "pivots" on either the left or right extension when changing direction (and facing). This means the line extension on the circumference of such a "pivot" must move two hexes.
  • An Extended Line cannot use Reaction Facing [9.61]. Extended Lines may use Refusal and may Refuse in both directions, if otherwise eligible [7.3]. If half the Extended Line is adjacent to the enemy, the other half may move adjacent only to enemy artillery, unless the Extended Line is under Attack Orders and in good order [but see also 8.48]. If under Advance Orders and not adjacent to an enemy unit, an Extended Line may form Extended Column [8.5, 8.52], paying 1 MP if changing facing by more than one vertex.
  • For purposes of Fire and Massed Target determination, an Extended Line has its strength divided among the hexes it occupies as equally as possible (with any left-over points assigned to the actual unit counter, or, in the case of a unit with two extensions, to the actual unit counter and one of the extensions).

EXAMPLES: An extended 9-SP unit would have 5 SPs in the counter's hex, and 4 SPs in the Extension hex. A 17-SP unit extended to both sides would have 6 SPs in the counter's hex, 6 SPs in one Extension hex, and 5 SPs in the other.

8.45 Extended Lines and Fire Combat

  • Each part of a unit in Extended Line may fire separately, or combine fire with one or both the other parts versus a single target hex. When a phasing Extended Line fires its parts separately, announce all its fires before rolling for any. All Return Fire is simultaneous [10.42], unless the latter is preceded by a Reaction Refusal/Facing Change. When firing at the same enemy hex with more than one part, an Extended Line must combine the fire of those parts. Parts that split their fire [see 10.15] may not combine that fire with other parts.
  • If combined fire crosses hexsides providing different terrain DRM, the defender receives the most favorable DRM benefit.
  • Return Fire [10.42] versus an Extended Line that combined its fire may target any of that Extended Line's hexes in the non-phasing unit's fire arc.
  • For fire versus part of an Extended Line, the part targeted benefits only from the terrain of the hex it occupies.
  • Any Disorder result against any part of an Extended Line Disorders the entire unit. Artillery stacked in any hex of an Extended Line must UDD if the Extended Line Disorders.
  • If using optional rule 10.9, apply ammo depletion to the entire unit.

8.46 Extended Lines and Shock. An Extended Line must attack all enemy units in its frontal hexes as one shock attack in accordance with 11.31. An Extended Line is treated as one solid unit, attacking or defending. Calculate the Shock Ratio [11.43] using the Extended Line's full strength. Units attacking an Extended Line are not required to be adjacent to all the defender's hexes, but see 11.32 for combining attacking units' strength.

8.47 Extended Lines Advance or Retreat as follows:

  • If the Extended Line advances, it must do so Extended, unless it cannot do so, in which case the Extended Line marker must be removed before advancing. Extended markers may not be removed voluntarily in an advance. An advance by pivoting the Extended Line is allowable as if using Wrap-Around [8.48].
  • If an Extended Line retreats, it must retreat Extended, unless it cannot do so or would be forced to change facing for any reason. If it does not retreat Extended, the Extended Line marker is removed and the unit retreated. The owning player then conducts a UDD [2.6]. If it fails, the unit suffers a Disorder result. If already Disordered, there is no further penalty.

EXAMPLE: A 9-SP infantry unit is in 2222, Extended into 2223. It Shock Assaults an enemy infantry unit in 2323, causing it to retreat. The unit may advance after combat by moving directly ahead, into, say, 2323-2324, or it may pivot into the abandoned 2323, leaving the Extender in 2223. The Extender, of course, has its facing adjusted to reflect its flank extension.

8.48 Wrap-Around. When a two-hex Extended Line unit in Good Order and under Advance or Attack orders shock attacks a single-hex enemy unit, and part of the Extended Line is not adjacent to the enemy (but, if it could move forward, it would be), that half of the Extended Line may move forward following Shock Step 3 (causing the unit to pivot and at no cost in MP) into the empty hex if:

  • The moving part of the extension does not begin its attack in an enemy frontal hex, and
  • It would place the defending hex in one of its Frontal hexes without the pivot placing any additional enemy units in any of the Extended Line's other frontal hexes, and
  • The empty hex is not in the Frontal hex of another enemy unit, and
  • The Extended Line is not Refused.

PLAY NOTE: This will probably result in a +4 DRM for attacking through the Front and Flank or Rear and Flank.

EXAMPLE OF WRAP-AROUND: Defender in 3412 facing west; attacker in 3210-3211, Extended, facing east. Attacker moves into 3311-3312 to Shock. The extension in 3311 is not in contact with the defending unit but it may become so by moving the half that is in 3311 into 3411.

8.49 Before any Advance, Retreat, or Continued Shock, an attacker using Wrap-Around immediately retracts, removing the Extended Line marker.

8.5 Extended Columns

Individual infantry units of 8 SPs or more (but not dismounted cavalry), and individual cavalry units of 5 SPs or more, under March Orders or under Advance Orders but using March Order stacking for Pike/Road/Trail Movement, must Extend one hex to the Rear to represent the length of that column. An infantry unit with 15 SPs or more, or a cavalry unit with 9 SPs or more, must Extend two hexes to the Rear when at full strength. A unit in Extended Column has its strength divided as equally as possible among the hexes it occupies, with any left-over points assigned to the actual unit counter, or, in the case of a unit with two extensions, to the actual unit counter and one of the extensions.

EXAMPLES: An 8-SP infantry regiment or a 5-SP cavalry regiment would require one marker between itself and a following unit; a 15-SP infantry unit or a 9-SP cavalry unit would need two markers.

  • If not adjacent to the enemy, an Extended Line under Advance Orders may form Extended Column [8.44] by changing facing. Switch the parent unit with its rearmost extension if the direction of movement requires.
  • For units larger than 7 SPs and not in Extended Line, place the Extended Column marker(s) in the starting hex of the parent unit after it moves out of that hex. It follows behind the parent unit as it moves.
  • For units under Advance Orders, subtract 1 MP from the extension's MA for the Activation in which it is created. For a second extension, subtract 2 MP. These subtractions apply only to this Activation.
  • At the end of Movement, a unit in Extended Column cannot be stacked with another unit. Count MP expenditure for extensions as if they were separate units. The extensions must follow the hex path of the parent and must end movement adjacent to the parent (or to the first extension), unless they retract.
  • Treat each part of a unit in Extended Column as a separate unit when targeted by enemy fire. Exception: Any Disorder result against any part of an Extended Column disorders the entire unit.

PLAY NOTE: Use of Extended Column markers is often unnecessary, as long as players remember which units are extended, as this status may matter for command and combat. Extended Columns fulfill the "chain of units" requirement in 4.22's Exception.

  • If shocked, an Extended Column is treated as one "solid" unit. Calculate the Shock Ratio [11.43] using the unit's full strength. Attacking units are not required to be adjacent to all the Extended Unit's hexes. See 11.32 for combining attackers' strength.
  • Extended columns follow 8.47 if retreating. See 6.13 and 8.52 for Advance after combat.
  • If combat reduces an Extended Unit's strength below that which requires an Extended Column, remove the extension at the end of the brigade activation in which the reduction occurs, and place the parent unit in either hex, without spending any MPs.

8.51 March Orders. Units under March Orders moving along a Pike/Road/Trail extend to the Rear in conformance with the Road. With two-hex extensions or several consecutive Extended Columns moving by Road, this can result in a serpentine column that follows the Road.

In all cases, the column has only one Front and Rear hex (at the beginning and end of the column); all other hexes are flank hexes. This also applies to non-Road/Pike/Trail column Movement. A unit in Extended Column may change facing 180 degrees. Switch the parent unit with its rearmost extension. If not moving along a Pike/Road/Trail, the facing change costs 1 MP [7.21].

If the target of Small Arms Fire or Shock, apply Advance Orders to the attacked brigade at the end of that enemy brigade Activation [6.26], and change its units' facing immediately [7.23]. Unless their March Order AM has already been drawn for that turn, such brigades may activate when any remaining divisional AMs are drawn.

8.52 Advance Orders. Units under Advance Orders and using March Orders Stacking adhere to the following:

  • They use Advance Orders facing [7.11].
  • Unless forming Extended Line, an extension must face at least one of its parent unit's rear hexsides after movement and after a change from March Orders. The parent unit's facing must allow this. In the case of a unit with two extensions, the second extension must similarly face at least one of the first extension's rear hexsides. Exception: If the course of a Pike/Road/Trail makes this impossible, the affected extension(s) must face the next contiguous Pike/Road/Trail hex(es). Within these provisions, a phasing unit in Extended Column may change facing as desired. Switch the parent unit with its rearmost extension if the new direction of movement requires. If not moving along a Pike/Road/Trail, the facing change costs 1 MP [7.21].
  • Provided it has sufficient remaining MPs, a unit in Extended Column may retract into any of the hexes it occupies, even if adjacent to the enemy. The movement cost is that for the hexside and the other terrain in the hex, rather than the Pike/Road/Trail cost. Units with two extensions pay the cost of the second extension's retraction unless retracting into the middle hex of the unit.
  • Unless ineligible due to the course of a Pike/Road/Trail, Extended Columns may form Extended Line during movement by changing facing, paying 1 MP for any change of 2 or more vertices.

Note: Forming Extended Line is not Pike/Road/Trail movement; hence the exemption in 7.23 does not apply.

  • If retracting into a hex adjacent to an enemy, a unit may not form Extended Line or change facing after retracting [9.53].
  • Only the parent hex may fire. It is never eligible for Prepared Fire.

PLAY NOTE: Extended Columns may not conduct Reaction Facing Change [9.61], which may significantly affect their ability to fire.

  • Units in Extended Column cannot shock without first retracting or forming Extended Line. They defend against shock normally, and, if otherwise eligible, may Advance after Fire or Shock, automatically retracting their Extended Column marker(s) prior to advancing [11.46].

8.53 Extended Column and Attack Orders. When first activated under Attack Orders, units in Extended Column must Retract or form Extended Line [8.52] before undertaking any other action. If retracting into a hex adjacent to an enemy unit, apply the restrictions in 9.42, Exception 2, and those of 9.53. If expending MP it is ineligible for Prepared Fire. If unable to retract due to a Change and Stand result, it may remain in Extended Column until able to Move, applying the restrictions of 8.52. If unable to retract due to Movement restrictions on units under Attack Orders [see 9.24], it retracts but automatically Disorders and is finished for the Activation.

9.0 Movement

9.1 Movement Allowance

9.11 Each combat unit has a MA printed on its counter. Leaders do not have a printed MA—it is 10 for brigadiers and division leaders, and 40 for corps and army commanders.

9.12 The MA represents the total number of MPs the unit may use in a phase, which may vary according to the Orders under which a unit is operating.

9.13 Units expend MPs to enter hexes and cross hexsides, moving into adjacent, contiguous hexes. These MPs may not be saved or transferred in any way. A unit need not use its entire MA. The player may choose to expend fewer; he may never expend more.

Note: No unit may leave the map voluntarily (some battles have exceptions to this).

9.14 Dismounted cavalry uses infantry movement costs and horse artillery uses artillery movement costs.

9.2 Movement Modes

9.21 There are three different modes of Movement, corresponding to the Orders under which a unit is operating. The entire brigade must use the type of Movement corresponding to its Orders. Exception: Units Out of Command at the time the brigade changed orders continue to use the type of Movement corresponding to the brigade's previous order, until the start of their next Activation after reentering Command Range [4.23].

9.22 March Movement. An activated combat unit under March Orders uses March Movement, as follows:

  • It may move into a hex with any type of terrain.
  • It may not move adjacent to an enemy unit.
  • It may not move into any hex that is within four hexes and within LOS [10.2] of an enemy combat unit at any time. A March Orders unit starting its move within four hexes and LOS of an enemy unit must change orders in order to move.
  • The MP cost for Pikes and Roads (but not Trails) is halved (to ½ MP per hex).
  • It may be activated only by the March AM; the division AM does not affect it [5.35].

9.23 Advance Movement. An activated combat unit under Advance Orders uses Advance Movement, as follows:

  • It may not voluntarily move adjacent to an enemy combat unit other than artillery. (Exception: A unit under Advance Orders may cross a Bridge or Ford to move adjacent to an enemy combat unit. It cannot shock attack, however, until its next Activation.)
  • It may use Roads, Trails, Pikes, Bridges, and/or Fords (which will speed movement [9.43]).

9.24 Attack Movement. An activated combat unit under Attack Orders uses Attack Movement, as follows:

  • Its MA is halved, rounding up.
  • It may not use Road, Trails, or Pike movement costs; instead it uses the MP cost of the terrain in the hex.
  • It may not use Bridges or Fords as part of movement [9.44].
  • If artillery is attached to a brigade under Attack Orders, it moves as if under Advance Orders [6.18].

9.3 Leader Movement

9.31 A brigade, division, or Artillery leader may move when his command is activated. Unless moving with a unit with which he was stacked at the start of the Activation, he moves as if he were a separate unit. A leader may also move to and stack with a unit of the activated command and continue moving with that unit, as if he had started the Activation with it, provided he does not exceed his movement allowance. These leaders do not have their MA printed on the counter; it is ten (10) MPs. A brigade, division, or Artillery leader may move only once per Phase; i.e., he must undertake all of his movement at one time and may not break up his movement into sections. The MA of a leader/commander is unaffected by the Orders of its Commands. Leaders always use the best available movement rate for movement and command. A Division leader moves during the Action Phase of any one brigade in his division. If a subordinate brigadier under March Orders is within his Command Range, he can instead move when the March Orders AM is drawn.

9.32 Corps and Overall Commanders may move only in the Commander Movement Phase [3.0 IV/A]. However:

  • If a corps commander uses more than ten of his allowed 40 MPs, his Command Range is reduced to 0 during the following turn (only division leaders stacked with the corps commander would be In Command).
  • If an OC uses more than ten of his allowed 40 MPs, he may not use his Initiative Rating for any purpose during the following turn.

9.33 A Leader may move adjacent to an enemy unit only if the hex is occupied by friendly units, or if moving with a unit of his command.

9.4 Terrain and Movement

As a general rule, this section applies to all games within the system. Specific terrain rules can be found in the respective Battle Book.

9.41 The type of terrain in a hex dictates the cost to enter (such as Woods) or to cross (such as Stream or Slope hexsides), depending on the unit type moving. For example, it may cost an infantry unit 2 MPs to enter a Woods hex, whereas it will cost an artillery unit 4 MPs to do the same. Most terrain types are self-explanatory; those that require elaboration are discussed below or in the Battle Book.

9.42 If a unit does not have the necessary MPs to enter a hex—for whatever reason—it may not enter that hex.

Exception 1: A unit may always move one hex (including any and all facing changes) as long as it would have been able to enter that hex using its full, Good Order MA and does not move adjacent to an enemy unit.

Exception 2: A unit under Attack Orders may always move one hex (including any and all facing changes) into a hex adjacent to an enemy unit provided it neither Shocks nor Fires during that Activation and it would have been able to enter that hex using its full (unhalved), Good Order MA.

Prohibited hexes or hexsides may never be entered or crossed despite these exceptions.

PLAY NOTE: Extension/Retraction counts as a 1-hex move.

9.43 Pikes, Roads, Trails, Fords, and Bridges can speed movement.

  • For units in March Order, the cost to enter a Road or Pike hex is ½ MP [9.45]. All other costs are as listed for the terrain on the Terrain Effects Chart.
  • Units under Advance Orders use printed Pike, Road, Trail, Ford and/or Bridge movement costs if complying with March Order stacking limits [8.13]. A unit must pay the cost of the hexside and the other terrain in the hex to end its move stacked with another unit, if the resulting stack will exceed March Order stacking limits.
  • Units under Attack Orders may not use Roads, Pikes, Trails, Fords, and/or Bridges. They must use the cost of the terrain in that hex.
  • Artillery is always under Advance or March Orders and therefore may use the movement cost benefits of Road, Pikes, Trails, Fords, and Bridges.

9.44 When being used:

PIKES AND ROADS: Pike and Road movement rates apply regardless of the terrain, including elevation changes. Units are not subject to Disorder from terrain [9.47].

TRAILS: Trail movement rates are one-half the non-Trail rate for the terrain in the hex. Units are not subject to Disorder from terrain [9.47]:

  • Round down, to a minimum of 1 MP, if under March, and for Leaders;
  • Round up, if under Advance (and obeying stacking limits [8.13]).

EXAMPLE: If Woods terrain would normally cost 5 MPs for an artillery unit under Advance Orders, using a Trail costs 3 MPs.

Note: Trail movement costs vary by game, particularly on whether trails negate the cost of hexside terrain. See the Battle Book and TEC.

BRIDGES: Units may not move (as part of Movement) across a Bridge if under Attack Orders. However, they may Shock Attack across the Bridge under those Orders, and, if the result allows, advance across that Bridge [see also 6.15 and 9.23].

FORDS: They may be used under March or Advance Orders; units under Attack Orders may not move using Fords, but they may attack and advance across the Stream or River through the Ford hexside. The cost to use Fords is often appropriate to the specific battle. See the Battle Book and the game's Terrain Effects Chart.

9.45 Units gain the benefit of Roads, Pikes, Trails, Fords, and Bridges, when available, only if they enter such a hex from a connecting Pike/Road/Trail hex. In addition, units using these paths, do not pay any MPs to change facing during movement as long as they are moving from one Pike/Road/Trail hex directly into another, connected Pike/Road/Trail hex.

9.46 The GBACW system uses a graduated Elevation system to represent changes in terrain height. Some changes in elevation are gradual, others are not. As the representation varies from game to game, depending on the elevation scale adopted, see the Battle Book for specifics.

9.47 Certain terrain, as shown in the Terrain Effects Chart, carries with it Disorder possibilities:

  • If a unit enters or crosses terrain with a "D," that unit is automatically Disordered the instant it enters/crosses that hex/hexside (and remember the reduced MA of a Disordered unit [12.33]).
  • If a unit enters or crosses terrain with a "d" or "dr," that unit undergoes a UDD [2.6] the instant it enters/crosses that hex/hexside. If the roll is higher than its Cohesion Rating, the unit is Disordered.

Notes:

  1. No D or d/dr applies to a unit using a Pike/Road/Trail, unless Battle Book rules specify otherwise.
  2. TECs vary. The most recent use a note rather than "d" or "dr".

9.5 Enemy Units and Movement

9.51 A friendly unit may never enter a hex containing an enemy combat unit.

9.52 Only units under Attack Orders may move adjacent to an enemy infantry or cavalry combat unit, unless crossing a Bridge or Ford hexside to do so [9.23]. Units under Advance Orders may move adjacent to artillery, but artillery may never move adjacent to an enemy unit.

Exception: If the hexside between the non-phasing and phasing unit is un-crossable (e.g., a river), the prohibition on moving adjacent to enemy infantry and cavalry does not apply for infantry and cavalry units under Advance Orders.

9.53 A combat unit must cease movement for the Phase when it moves adjacent to an enemy combat unit, even if separated by what would be impassable terrain. It may not change facing after moving adjacent.

Exception: If in moving adjacent to the enemy the moving unit stacks with another unit and must adjust its facing to match that of the stationary unit, it can neither fire nor shock during that Activation.

A unit that starts movement adjacent to an enemy unit may change facing by only one vertex before moving. If not moving, it may change facing any number of vertices. If its orders permit, a unit starting movement adjacent to an enemy unit may move directly to another hex that is adjacent to the same (or another) enemy unit, whereupon it ceases movement.

9.54 Withdrawal Movement. Units under either Advance or Attack Orders may use Withdrawal Movement as their movement for that Activation. When using Withdrawal Movement, a unit moves backwards (rear hexes only) a maximum of two hexes. It may not extend, and may not change facing unless stacking requires it [7.11]. If any hex the unit enters costs more than 1 MP, the unit undergoes a UDD [2.6] as it enters each such hex, earning a +1 DRM for each MP in excess of one required to enter.

  • If the unit fails it is Disordered.
  • If a Disordered unit fails, it may not enter the second hex; it remains Disordered in the first Withdrawal Movement hex.

If under Advance Orders and adhering to March Order Stacking limits, units may use Pike/Road/Trail movement costs to modify or avoid a required UDD. Except along a Road or Pike, artillery using Withdrawal Movement may not move through a friendly unit, and non-artillery may not move through a non-artillery unit. Extended Columns may not use Withdrawal Movement; Extended Line may not use thoroughfares. If an Extended Line cannot withdraw extended, it may Disorder, retract into any of its hexes, and then follow normal Withdrawal Movement rules. If already Disordered there is no additional effect.

Units under Advance Orders must comply with 6.15, third bullet. Units under Attack Orders must comply with 9.53.

Units using Withdrawal Movement may not fire or shock. If Refused, they remove their Refused marker after any Withdrawal Fire [10.44].

EXAMPLE: An infantry unit withdraws two hexes, both Woods. Woods has a normal cost of 2 MPs. The player rolls the die for each hex, adding +1 for each Woods hex to get the UDD result. If the infantry unit started the move Disordered and fails the UDD for the first hex, it may not enter the second Woods hex. If it is Disordered in the first hex and fails the UDD for the second hex, it must return to the first hex.

9.55 Artillery and Enemy Units.

DESIGN NOTE: While Civil War artillery manuals cautioned against artillery deploying within effective small arms range of the enemy, at least one conceded that it might sometimes be justified. Attempts to do so occurred throughout the war, with varying results. Thus, we offer players two mutually exclusive options. The first reflects the prudent streak in Civil War gunnery. The second allows for the actual practice of "running the guns in close".

Option 1: Artillery units may move no closer than four hexes away from enemy combat units, unless the enemy has no LOS to the closer hex. Friendly units do not block LOS for purposes of this rule. If otherwise eligible [see 6.15, 9.53, and 10.44], artillery starting an Activation within three hexes of enemy combat units may move into or through a hex equally close or further away from the enemy regardless of LOS, but may not fire during that same Activation unless it ends its move at least four hexes from the nearest enemy with LOS to its hex.

Option 2: Unless stacking with or adjacent to friendly infantry or cavalry, artillery cannot move within three hexes of enemy mounted cavalry. Provided it conforms to this restriction, the following rules apply:

  • Artillery moving into a hex within three of any enemy unit having LOS to it must, after resolving any Approach Fire targeting it, immediately undertake a UDD with a +DRM equal to the number of enemy units within three hexes and LOS. Count all extensions as separate units. Disregard enemy range limitations or ammo depletion when calculating the DRM. Enemy units block LOS [10.26], but units friendly to the moving artillery do not block LOS for this purpose. Failing the UDD results in Disorder and retreat to a hex not within three of enemy units or out of their LOS. If the artillery fails the UDD by more than two, it loses a number of guns equal to half the margin of failure, rounding down. Restrictions on artillery retreat apply [12.45].

EXAMPLE: Artillery with cohesion "7" rolls a ten for its UDD. Its margin of failure is three. The artillery loses one gun.

  • Artillery moving within two hexes and LOS of enemy units adds two to the DRM for its UDD in addition to the DRM for the qualifying enemy units described above.
  • Already Disordered artillery failing this UDD retreats as above and loses a gun in addition to any others lost.
  • Artillery starting its own or an enemy brigade activation within three hexes and LOS of the enemy is not subject to the provisions of this option if it retreats, conducts a Reaction Move, or enters only hexes further from enemy units within LOS and does not fire.

PLAY NOTE: Artillery typically had a healthy respect for enemy capabilities. When it ventured close, it did so on the assumption the enemy was too weak or disorganized to threaten it. That assumption often proved wrong.

9.6 Reaction Movement

A non-phasing unit may move during an opponent's phase in Reaction to what is happening, if not under March Orders [6.13] or in Extended Column [8.5]. Phasing units and units friendly to them may not react.

9.61 Reaction Refusal/Facing Change. A non-phasing combat unit may Refuse or change facing in reaction to movement by, or fire from, an enemy unit.

  • Any enemy movement or advance into a hex adjacent to the non-phasing unit may trigger a Refusal or Facing Change.
  • Enemy fire targeting a non-phasing combat unit from a hex outside its front may trigger a Refusal or Facing Change by the targeted unit, unless the non-phasing unit must retreat as a result of the fire. The reaction occurs after the results of the Phasing Fire are applied, including both shots from rapid firing artillery [10.68] or Spencer Repeaters [14.3]. A unit may Return Fire after a Refusal or facing change [10.42], unless it suffers a 2nd Disorder due to failing its UDD [9.62]. For firing after Reaction Refusal, follow the restrictions of 7.34.
  • To use Reaction Refuse, a unit must be eligible to Refuse [7.31, 7.32].
  • Units in Extended Line may Refuse, but cannot change facing using this rule.

9.62 Restrictions on the use of Reaction Refusal or Facing Change.

  • A unit may do so only once per enemy brigade Activation.
  • The unit undergoes a UDD [2.6] when it does so (infantry and cavalry only, not artillery). If it fails, it suffers a Disorder result. Stacked units conduct separate UDDs.
  • There is no MP cost (as it is not a phasing unit).
  • A unit may not use these Reactions if already in the Frontal hex of another enemy unit. Apply this restriction to each part of a unit in Extended Line separately, as if the part were an independent unit.

Additional restrictions on the use of Reaction Facing Change:

  • May change facing by only one vertex.
  • May not do so if it is Refused or stacked with a unit that cannot Reaction Face.
  • If artillery, it is subject to a –2 DRM for the first non-phasing fire following the Reaction Facing during that enemy brigade Activation. Rapid Fire is not allowed for that fire.

9.63 Moving in Reaction. Mounted cavalry and artillery have the additional capability of moving in reaction to enemy Movement within three hexes of their present position. They may not react to enemy Advance or Retreat.

  • Mounted cavalry and artillery may move in reaction one or two hexes, using the Retreat rules [12.44]. Because it is a non-phasing unit, there is no MP cost to do so.
  • A mounted cavalry or artillery unit under March Orders or already in the Frontal hex of another enemy unit may not reaction move.
  • Artillery may not reaction move into a hex that would normally cost it more than 2 MPs to enter. Artillery may use the Road/Pike/Trail movement cost if eligible.
  • Units must perform a UDD after a reaction move. A failed UDD results in Disorder, a 2nd Disorder results in the loss of 1 SP or one gun. For cavalry, add to the roll the MP cost of any hexside crossed plus that of each non-clear hex entered. If the cavalry unit's strength is 4 SPs or less, and it is under Advance Orders, it may use the Pike/Road/Trail cost to calculate the UDD modifier [8.13].
  • The decision to move in reaction is announced and implemented before the phasing unit moves to a hex in triggering range but use the triggering hex to determine the retreat path.
  • If mounted cavalry or artillery chooses to move in reaction, the phasing unit must move into the triggering hex, but may keep moving, if it has MPs remaining.
  • An artillery unit may move in reaction once per enemy brigade Activation.
  • An artillery unit can either move in reaction or use Approach Fire [10.45] during a given enemy brigade Activation, but may not do both.
  • Each hex artillery enters during Reaction Movement may not be closer to any enemy unit that is within four hexes of the artillery and has LOS to it.
  • If possible, the phasing unit may fire at artillery before the reaction move. Any failed UDD, D, or step loss limits the reaction move to one hex.

PLAY NOTE: Theoretically, cavalry can keep retreating if the phasing unit keeps moving toward it. This could happen even when the phasing unit is mounted. However, each time the non-phasing unit so retreats, it could incur Disorder.

9.7 Reinforcements

9.71 In most games in the GBACW system, reinforcements enter through the map edge hexes listed in the scenario, paying the appropriate movement cost to enter the edge hex. Arriving units are given specific Orders—in the Reinforcement Orders Phase [3.0 II/D]—prior to their arrival, and use that Movement mode to enter. All reinforcements are considered to be In Command for Activation purposes during the turn of entry. Entering leaders and commanders apply their ratings to reinforcements that are under their command and entering via the same hex or area during the same turn, unless the Battle Book specifies the number of AMs the reinforcements receive. Off-map leaders do not affect commands already on the map. A unit entering without its brigadier retains its orders until starting an activation within Command Range of its brigadier. It then immediately assumes the orders of that brigade. If it already moved under March Orders, it is finished for the turn.

9.72 If more than one stack enters through the same hex during the same Action Phase, the first stack pays the cost of the entrance hex, the second its cost plus that of the first, and so on. Unless under March Orders, reinforcements may move into an Entrance Hex despite an enemy unit being adjacent to that hex. If under Advance Orders, however, they may not shock until their next Activation. No unit may enter an enemy Entrance hex until all reinforcements scheduled to enter through that hex have done so, or could have done so.

9.73 Arriving units that are unable to enter due to units entering ahead of them may enter the map during the next Action Phase for that command. Reinforcements may also delay their entry at the player's discretion, but must enter before the next group scheduled to enter via the same entry hex(es). Unless stated otherwise in the Battle Book, reinforcements within a particular group do not have to enter in the order listed.

9.74 Some reinforcements are restricted as to the number of Activation Phases they may undertake in the turn in which they enter. This applies even to entering reinforcements using March Orders.

EXAMPLE: A unit arriving under March Orders stated to have only one AM allowable for its turn of entry may move only the equivalent of one Activation.

10.0 Fire Combat

10.1 Basic Fire Concepts

Fire combat is of two types: small arms and artillery.

10.11 Units may fire at the enemy when:

  • Activated and under Attack Orders (in addition to Movement).
  • Activated and under Advance Orders (instead of Movement).
  • In reaction to certain enemy actions (but not while under March Orders).

10.12 A unit may fire at any enemy unit within the Range of its Weapon Type and within its LOS [10.2]. The Range is the number of hexes from the firing unit to the target, counting the target unit's hex but not the firing unit's hex.

10.13 No unit is ever required to fire; fire is always voluntary. However, each phasing unit must complete its Movement/Fire before any other phasing unit starts. Exception: see optional rule 10.82.

10.14 Each unit fires separately; two units may not combine fire. See 8.31 for the maximum fire allowed from a single hex.

Exceptions:

  • An infantry unit in Extended Line may combine fire from its constituent hexes as it is a single unit. [8.45]
  • Artillery fire may be combined [10.63].
  • See optional rule 10.82, Combined Small Arms Fire.

10.15 When a phasing unit fires—and this includes a unit in Extended Line—it may split its fire between all possible adjacent targets in its Frontal hexes. Such splitting must be done as evenly as possible. A unit may not split its fire against the same target. Roll separately for each fire. Split fire and all Return Fire is simultaneous [10.42], unless the latter is preceded by a Reaction Refusal/Facing Change. See 10.65 for artillery exceptions to the above.

Non-phasing units split Return, Withdrawal, and Approach fire by reserving part of their firepower for use in a possible later fire opportunity. They split Pre-Shock Fire the same way a Phasing unit splits its fire. Non-phasing units split their fire as evenly as possible and are limited to firing twice (treat a refused frontal hex separately). They are not limited to firing at units in their two frontal hexes, but cannot fire at the same hex twice. Non-phasing units that split Return Fire but suffer SP losses from the first fire combat may still fire with the SPs originally allotted for the second fire, unless their remaining SPs are less than allotted, in which case they fire with their remaining SPs.

EXAMPLE #1: A 5-SP phasing unit with an enemy unit in each Frontal hex may fire all 5 SPs at either unit. Or, it can split fire, directing 3 SPs at one hex and 2 SPs at the other. No other combinations are possible.

EXAMPLE #2: A 3-SP non-phasing unit may Return Fire with 1 or 2 SPs, reserving the rest for a later opportunity to return fire. If the result of the first fire combat leaves it with fewer SPs than the number reserved for the later fire, it may use only its remaining SPs for that fire.

10.16 Each Weapon Type has a Maximum and Prepared Fire Range, listed on the Range Effects Chart. Maximum and Prepared Fire Range can vary from game to game. No unit may fire at a target that is outside its maximum range. All fire must be through a unit's Frontal hexsides.

EXAMPLE: Units with "R" weaponry (rifled-muskets) have a maximum range of five, and a Prepared Fire Range of one; and those with "M" (muskets) have a maximum range of two and, for Prepared Fire, one.

10.17 To resolve fire, the player determines the number of SPs and rolls one die, cross-referencing the roll with the Fire Strength on the Fire Table. The roll may be modified by several DRMs, all listed in 10.8 and on the Fire Table. The results are applied immediately [12.0].

Note: If there is Return Fire [10.42] non-artillery units and artillery able to Return Fire at Canister range will fire before the effects of the fire are applied; artillery units firing at Shot/Shell range will apply the results before they return fire [10.45].

10.2 Line of Sight

10.21 Units firing at a target two or more hexes distant may fire only at targets to which they can trace a LOS; they must be able to see the target. LOS is traced from the center of the firing hex, through the Front of the unit [7.11] to the center of the target hex. Line of Fire is the LOS extended indefinitely past both the firing and target units, regardless of terrain. For all purposes other than fire combat, LOS is traced from the center of the sighting unit's hex, through any of its hexsides, to the center of the enemy unit's hex (i.e., 360 degrees).

10.22 Certain terrain hexes block LOS [see Terrain Effects Chart]. If the LOS is blocked, fire is not possible. Blocking terrain hexes can always be fired into, but never through. Fire at an adjacent hex may be prohibited across certain hexsides [10.67; see individual Battle Books for specific cases].

10.23 The following may block LOS, depending on their location:

  • WOODS: Woods are treated as being one full level higher than the base elevation. However, Orchards do not block LOS.
  • TOWNS: Towns are treated as being one full level higher than the base elevation.
  • ELEVATIONS: A hex may block LOS due to its elevation and the type of slope hexside it has (if any). An elevation change from one hex to an adjacent hex determines the type of slope hexside between them. For LOS purposes there are two types of elevation changes:

Gradual: One elevation change to an adjacent hex without any slope hex sides.

Non-Gradual: One or more elevation changes to an adjacent hex with a Minor, Steep, or Sheer slope hexside between them.

Notes:

  1. Combat units are always considered to be at their hex's base elevation.
  2. Treat the hexsides of Woods and Town hexes like Steep Slopes for determining LOS, i.e., as if they were steeply-sloped hills one level higher than the actual ground level.

10.24 Intervening Blocking Terrain:

  • Higher Elevations. If both firing and target hex are on the same or different level, any intervening hex with an elevation higher than both units blocks LOS.
  • Canopy of Trees. LOS may not be traced through a lower Woods hex adjacent to a wooded target hex or a wooded firing hex (due to the canopy of the trees), unless: (a) the adjacent Woods hex is lower than both the firing and target hexes, and (b) the base elevation change between the two Woods hexes is non-gradual.
  • Slopes. If the firing and target hexes are on different levels, LOS is blocked by any intervening hex or hexside higher than the average level between them and closer to the lower unit. Halfway or equidistant is closer if: (a) the potential blocking hex has a non-gradual slope hexside closer to the lower unit, or (b) the potential blocking hexside has a non-gradual slope.

Notes:

  1. The average level is the sum of the higher and lower units' base elevations, divided by 2 [Average Level = (H+L)/2].
  2. The halfway or equidistant point can either be a hex or hexside depending on the number of hexes between the firing and target hex.
  3. A potential blocking hexside can exist only midway between the firing and target hexes, and only when the adjusted heights of its two adjacent hexes differ. In such cases, the height of a potential blocking hexside is the average of the two adjacent hexes' adjusted height. Woods and Towns adjust the height of their hex's base elevation by one level for this determination [10.23].
  4. If the higher hex adjacent to the non-gradual hexside is only one elevation higher than the lower unit, treat the hexside as gradual. Exceptions: Woods and Town hexes.

SLOPE LOS EXAMPLE: Consider a line of hexes D-C-B-A-W-X-Y-Z at elevations 6-6-5-5-3-2-1-1 respectively (D, C on Level 6; B, A on Level 5; W on Level 3; X on Level 2; Y, Z on Level 1). LOS is clear between A and W-Z: A is on Level 5, while X is on Level 2, so the average level between them is 3.5, and W is lower than the average; Y/Z are on Level 1, the average level between them and A is 3, and no hex higher than that level is closer to Y/Z than to A. Although the elevation of the non-gradual slope between A and W (4) is higher than any of the average levels for X-Z, it is not equidistant or closer to the lower hex.

LOS is blocked between B and W because A (5) is higher than the average level (4.5) and has a non-gradual slope hexside closer to the lower unit (and also due to the Shadow Exception, see below). The LOS is clear between B and X: A (5) is higher than the average elevation (4), but is not closer, while the height of the non-gradual slope (4) halfway between is not higher than the average level. The LOS is clear from B to Y-Z because there is no higher average level or non-gradual slope closer to the target hex.

LOS is blocked between C and W: A is higher than the average level (5 vs. 4.5) and is closer to the lower hex. LOS is blocked between C and X: the average level (4) is lower than A (5), and A counts as closer to X as it has a non-gradual slope hexside closer to X. LOS is blocked between C and Y because the non-gradual slope that is halfway between has a height (4) higher than the average level (3.5). LOS between C and Z is clear because the potential blocking hexside is not halfway or closer to the target hex.

LOS is blocked from D to W and X because A (5) is higher than the average level of both hexes (4.5 and 4) and closer to the lower hexes. LOS is blocked between D and Y because A (5) is higher than the average level (3.5) and has a non-gradual slope hexside closer to the lower hex. LOS is blocked between D and Z because the potential blocking hexside has a height (4) higher than the average level (3.5) and is halfway to the target hex.

Additional Restrictions on LOS.

  1. The Intervening Hill Exception. An intervening hex or ridge at the same base elevation as the higher unit blocks LOS if separated from the higher unit along the Line of Fire by a hex of lower base elevation.
  2. The Shadow Exception. For firing and target units on different levels: (a) an intervening Woods or Town hex always blocks LOS if higher than and adjacent to the firing or target unit; (b) a steep or sheer slope hexside blocks LOS if higher than, and adjacent to, the lower unit, unless all other hexsides along the LOF to the higher unit are equally steep or steeper.
  3. Crests [Optional, but Recommended]. If the firing and target units are at different elevations, LOS is blocked if: (a) the base elevation of hexes along the LOF and behind the higher unit descends sooner than it does between the higher and lower units (count the same level hexes in both directions from the higher unit's hex, exclusive), and (b) the LOF beyond the higher unit does not cross any hexes of higher base elevation before entering hexes of lower base elevation.

For purposes of this rule do not count Woods or Towns when determining elevation of hexes beyond the higher unit.

EXAMPLE of LOS and Geographic Crests: LOS is blocked between two units when elevation descends sooner beyond the higher unit than it does between the higher and lower unit, and the Line of Fire beyond the higher unit crosses lower elevations before entering any higher hexes—implying a geographic crest. LOS remains clear when the number of hexes at the same elevation along the LOF beyond the higher unit equals the number of hexes between the higher and the target unit, since the geographic crest does not then block.

10.25 Reciprocal Nature of LOS. LOS is always reciprocal—if the Firing unit can see the target, then the target can see the firing unit. Exception: see 10.26.

10.26 Combat Units.

DESIGN NOTE: LOS is not the only consideration when determining whether combat units "block" fire. The danger of "friendly fire" incidents was such that small arms/canister fire over the heads of friendly troops only occurred when the latter were well below the LOS. Even then it was at least unnerving and sometimes damaging for the intervening unit. Firing over the heads of enemy troops held no such risks, but typically the closest enemy unit was the most exposed and the only one that mattered to the firing unit.

Given no blocking terrain, intervening combat units block small arms fire at all ranges and artillery fire at canister ranges [10.67], with the following Exceptions:

  • The intervening unit's hex has a base elevation lower than that of both the firing and target units.
  • No intervening units are friendly to the firing unit, and terrain blocks the firing unit's LOS to all intervening enemy units.
  • An intervening unit in a hex adjacent to a hex two or more levels higher will not block fire for artillery in that higher hex [10.67].
  • The Firing and target units' base elevations differ by two levels or more, the intervening unit is on the same base elevation as the lower unit and is not closer to the lower unit.

Whenever fire is permitted over the heads of friendly combat units adjacent to the target, and the unadjusted Fire Roll is 2 or less, those friendly units must conduct a UDD, Disordering if they fail.

Given no intervening, blocking terrain, friendly combat units block artillery fire at a range of four or more hexes regardless of their elevation, if such units are on the LOF and within two hexes of the target, including the two hexes past the target. This applies even if the firing unit's range is sufficient only to reach the target. Where the LOF runs along a hexside, friendly units adjacent to that hexside and within two hexes of the target block as well. Enemy units do not block artillery fire at ranges of four or more hexes.

Combat units do not block LOS to units under March Orders for the purposes of rule 6.13, or for purposes of rule 6.31 (Reserve), or to targets of Cavalry Charge [11.52].

10.27 If LOS runs along the hexside of a hex that blocks LOS, the LOS is blocked. (Accurate? No sir. But it stops arguments.)

10.3 Phasing Fire

Phasing Fire applies to activated units (i.e., it is their turn).

10.31 A phasing unit may fire only once per Activation, although it may split its fire at the time [10.15].

Exceptions: Artillery Rapid Fire [10.68] and, in certain battles in the series, Spencer Repeaters [14.3].

10.32 A phasing non-artillery unit may fire when Activated under the following Orders:

  • ATTACK ORDERS: It may fire once during its Activation, at any time before, during, or after Movement.
  • ADVANCE ORDERS: It may fire once, instead of Movement. It may change facing one vertex before firing, but not afterward. See 10.61 for Artillery.

10.33 The following units may not use Phasing Fire:

  • Units under March Orders.
  • Units under Advance Orders that expend MPs. Exception: Artillery [10.6].

10.4 Non-Phasing Fire

Non-Phasing Fire refers to opportunities for non-phasing units to fire at activated enemy units that are threatening them in some way. There are four different types of Non-Phasing Fire: Return Fire, Pre-Shock Fire, Withdrawal Fire (for infantry/cavalry only), and Approach Fire (for artillery only). Phasing units (and units friendly to them) may never use Non-Phasing Fire in any form. Exception: If otherwise eligible [10.43], phasing units and units friendly to them may use Pre-Shock Fire versus non-phasing units that Continue Shock [11.47].

10.41 Non-Phasing Fire is available to units under Advance and Attack Orders; it may not be used by those under March Orders. An eligible unit may use all its SPs for each type of Non-Phasing Fire once per enemy brigade Activation. The limits in 10.14 apply. For each triggering action, the owning player must declare which units will use Non-Phasing Fire.

  • If multiple non-phasing units fire in response to the same trigger, apply each result in the order that it is rolled.
  • For each result, apply step losses before applying any non-step loss result [12.21].
  • If step losses eliminate the top unit in a targeted stack, apply excess step losses to the next unit in the stack, but ignore any unapplied non-step loss result (d+2 or D). Other units in the stack conduct a UDD if the top unit Disorders or is eliminated [8.35].
  • If the target hex is vacated before all fire has been conducted, non-phasing units that declared fire are still considered to have fired. No actual die roll is needed unless using optional rule 10.9, in which case the firing unit ammo depletes on an unadjusted roll of 5.
  • A non-phasing unit may choose to split its fire, provided it fires at two different stacks. In all cases except Pre-Shock Fire, splitting Non-Phasing Fire involves reserving part of it for a possible later opportunity, provided the fire targets two different stacks. Apply the restrictions of 10.15 and, for artillery, 10.65.

10.42 Return Fire. If fired upon by phasing enemy units, non-phasing units may fire back at the hex from which the Phasing Fire originated, if eligible (frontal hexes, range, and LOS all being taken into consideration). If facing permits, non-phasing units or eligible parts of Extended Units not targeted by Phasing Fire but adjacent to either the target unit, the firing enemy unit, or both may also Return Fire, unless already in the frontal hex of an enemy unit in another hex. Return Fire is simultaneous with the fire that triggered it: both sides fire before results are applied (see Exceptions below).

EXAMPLE #1: The phasing player announces a unit will fire. The non-phasing player then decides whether he will declare any return fire. The fire attack and associated Return Fire are then resolved. Note that multiple units may return fire, up to the 7 SPs per hex limit [8.31]. The phasing player then declares his next fire attack, and the non-phasing player declares any return fire to this next attack. Note that non-phasing units may be fired on by two or more enemy units in succession during an enemy brigade Activation. A non-phasing unit can hold back firepower in anticipation of a second Return Fire opportunity.

EXAMPLE #2: A phasing brigade has two 3-SP infantry units stacked above a 5-SP unit and a 4-SP unit. The top 3-SP unit announces its fire, which is then resolved, including any Return Fire it triggers. The 3-SP unit below the top unit (if still in the hex) now fires at the same or a different target. Such fire and any Return Fire is resolved. 1 SP from the 5-SP unit (if still in the hex) fires, either at one of the same targets or at a different target, and such fire is resolved as above. The 4-SP unit on the bottom cannot fire at all.

EXAMPLE #3: A phasing 1-SP unit stacked above a Disordered unit announces its fire versus a stack of two enemy units. The non-phasing player declares he will Return Fire with both units. The phasing unit and the two non-phasing units all fire before the results are applied. The top non-phasing unit's fire results in a "1d+2"; the bottom non-phasing unit's fire results in a "d". The "1d+2" is applied [10.41]. It eliminates the 1-SP phasing unit. The "d+2" part of the result is disregarded, but the Disordered phasing unit remaining in the hex must undertake a UDD, as the top unit was eliminated [8.35]. It fails its UDD. Following the 2nd Disorder Table, it loses an SP, and must retreat one or two hexes. As it is a phasing unit suffering a 2nd Disorder, it cannot use Phasing Fire, as it is done for the Activation [12.35]. No phasing units remain in the hex, so the second non-phasing unit's "d" result cannot be applied (although it may result in ammo depletion if using optional rule 10.9). If the bottom phasing unit had passed its required UDD and remained in the hex, it would now have had to again conduct a UDD due to the second non-phasing fire result.

Exceptions:

  • If Reaction/Refusal Facing [9.61] occurs prior to Return Fire, the attacker's fire is resolved before the defender fires. This only applies if the Phasing fire that triggered the Return Fire also triggered the Reaction Refusal/Facing Change.
  • Artillery's Return Fire is resolved after resolving the enemy fire at ranges of four hexes or more.

10.43 Pre-Shock Fire.

  • A unit may fire at its attackers' hex(es) during Shock Resolution [11.38]. In the case of attacking units stacked beneath units not participating in the shock, the top shocking unit is the target.
  • If an enemy unit shocks a friendly unit while in the frontal hex of one or more other friendly units, or parts of Extended Units that are not in the frontal hex of another enemy unit, the nontargeted friendly unit(s) or eligible parts may also use Pre-Shock Fire, whether or not the targeted unit retreats or routs prior to shock resolution.
  • Pre-Shock Fire is available to both phasing and non-phasing defenders against Continued Shock [11.47], unless they used it previously during that brigade Activation or are in the Frontal hex of another enemy unit.

10.44 Withdrawal Fire. Whenever an enemy unit during Movement attempts to leave a non-phasing infantry or cavalry unit's adjacent Frontal hexes, the latter may fire before the enemy unit leaves. This fire is possible only during voluntary Movement, not during Advances or Retreats. All eligible units fire before the phasing unit moves, but after any facing changes. Any failed UDD, D, or step loss limits the withdrawal to one hex. For a 2nd Disorder, the unit applies the result listed in the 2nd Disorder Table, instead of moving.

Exception: If any enemy units remain in the hex, then the fire targets the top remaining unit after the moving unit has finished its move.

10.45 Approach Fire: Artillery may fire at an enemy unit (LOS/facing permitting) that, when using Movement [9.0], enters a hex anywhere within three hexes of the guns. It may do this only once per enemy brigade Activation. Artillery that uses Reaction Facing may fire at the enemy unit that moved adjacent, but with a –2 DRM [9.62]. Advancing [12.6] and retreating [12.4] units are not eligible targets for Approach Fire.

10.5 Prepared Fire

10.51 Each small arms (i.e., non-artillery) weapon type has a (reduced) range within which it may gain the DRM benefit of Prepared Fire (see the Range Effects Chart). Units may not gain the Prepared Fire DRM outside that Range.

10.52 Prepared Fire may be used (only) by:

  • Phasing infantry units (but not dismounted cavalry) in Good Order and under Advance or Attack Orders, instead of moving.
  • Non-phasing infantry and dismounted cavalry under Advance or Attack Orders and in Good Order [10.4].
  • Units that have not changed stacking order, advanced, retreated, or are in Extended Column during that activation [8.24, 8.52, 12.6, 12.4].

Note: Units that change facing by one vertex either before or after firing, remain eligible for Prepared Fire. Exception: Units in Woods hexes while under Attack Orders [see 7.22].

10.53 Units that are eligible for Prepared Fire have a +1 DRM when resolving fire.

10.6 Artillery Fire

For the most part, the mechanics for artillery fire and small arms fire are the same: roll the die, adjust the die roll for range, etc., and find the result. There are, though, some rules specific to artillery.

10.61 Artillery may move (once) and fire (once) in the same Activation. However, the following penalties/restrictions apply:

  • Guns that fire have their MA halved for that Activation.
  • Guns that move (or will move) suffer a –2 DRM when they do fire. Guns that change facing by one vertex either before or after firing do not suffer the –2 DRM.
  • Moving batteries that exceed half their MA may not fire.
  • Disordered artillery may not fire; it may move.
  • Phasing or non-phasing artillery that starts a brigade Activation stacked under non-artillery but for any reason becomes the top unit may fire if otherwise eligible, but incurs a –2 DRM for that fire and cannot Rapid Fire.

10.62 Artillery batteries may use Phasing Fire either when activated as part of a brigade or a division or when their Artillery leader is activated.

10.63 Combined Fire. Batteries or sections stacked in the same hex may combine their fire at ranges of four hexes or greater. Different batteries, even those in the same hex, that are firing at ranges of one to three hexes (canister/grape), may not combine fire, although gun sections from the same battery may combine.

10.64 If there is more than one type of gun combining fire, and the DRM for the range is different for each, use the worst DRM for all.

10.65 Split Fire. Unlike phasing Small Arms units that split fire, artillery may target enemy units at any range. [Exception: see 10.66]. A single battery may split fire in one of three ways, targeting a maximum of two hexes.

  1. Batteries consisting of multiple gun types (sections) split fire by section, combining them as desired if consisting of three or more sections. Apply the restrictions of 10.15 when a battery of one gun type splits its fire.
  2. A battery may split fire against the same hex [Exception to 10.15], but runs an increased risk of ammo depletion. a. A battery consisting of one gun type may fire twice, splitting its fire as evenly as possible [10.15]. If eligible, it may use Rapid Fire [10.68], for either or both parts of the Split Fire, but any ammo depletion result leaves the whole battery in No Ammo status following the fire. If not using Rapid fire, apply one level of ammo depletion [10.69] to the whole battery, if either or both rolls are 5s. b. A battery consisting of multiple gun types may fire each section at the same hex. If one or more sections uses Rapid Fire, any ammo depletion result leaves all Rapid firing sections in No Ammo status following their fires. Sections not using Rapid Fire deplete by one level, maximum, if any of the battery's rolls results in any level of depletion.
  3. A multi-section battery targeting two hexes and assigning more than one section to fire at either or both may fire those sections separately, following the rules for ammo depletion listed in 2b, above.

Additionally,

  • A battery's Split Fire is declared prior to any fire die rolls. All Return Fire is declared prior to any fire die rolls, unless the Return Fire is not simultaneous with the Phasing Fire [10.42].
  • If splitting fire by section but combining two or more sections, see 10.64.
  • Two or more stacked batteries or sections combining fire may not split that fire [10.63].
  • A section may not split its fire.

10.66 A phasing battery choosing to fire when alone in a hex and in the Frontal hex of an enemy unit must, if it can, fire at that enemy unit. It may split its fire against that hex [10.65]. If enemy units are in both its adjacent frontal hexes, it may instead split fire between those two hexes, but may not target another hex unless unable to fire into either adjacent frontal hex.

10.67 Artillery Range Issues

  • Canister/Grapeshot vs. Shot/Shell. Artillery used different types of ammunition, depending on the range to the target:
  • Artillery fire at one, two or three hexes (canister and grapeshot) is resolved as small arms fire.
  • Artillery fire at a range of four hexes or greater uses the Artillery Fire Table. It affects all units individually and equally in the target hex [Exception to 8.35].
  • Artillery And High Ground. If an artillery unit is firing downhill—the target is at a level lower than the firing guns—at ranges of four hexes or greater, add one to the roll. This DRM is not cumulative with +1 DRMs for downhill fire listed in the TECs.
  • Artillery may not fire into an adjacent hex if it is two or more levels higher or lower than the firing hex. Exception: Artillery may use Pre-Shock Fire in such a case, but with a –2 DRM and may not Rapid Fire.

Note: Battle Book rules on terrain take precedence.

10.68 Rapid Fire. Smoothbore cannon-artillery types noted with an (RF) on the Range Chart; e.g., "N"—may use Rapid Fire to increase their firepower at ranges of one, two or three hexes. However, guns that have expended or will expend MPs may not use Rapid Fire. Procedure:

  • Cannon using Rapid Fire may fire twice (whether it is Phasing or Non-Phasing Fire).
  • When using Rapid Fire, if an unadjusted 0 or 5 is rolled on either shot, the guns are Out of Ammo after firing both shots (this represents overheating, overuse of available ammo, etc.) [10.69].
  • For both Phasing Fire and Return Fire, the artillery's first and second shots are simultaneous with enemy fire. Apply the results of both shots in the order rolled. Exception: If the Phasing Fire is from outside its fire arc, a non-phasing unit applies both results prior to any Reaction Refusal/Facing Change.
  • If combining fire with rifled artillery types, all guns fire the first shot. Only the Rapid Firing smoothbore types fire the second shot.

Rapid Fire is declared before any die roll and applies even if there is no remaining eligible target for the second shot. Both the first and the second shots must target the same hex.

10.69 Whenever a battery or section fires, either separately or in combination, and rolls an unadjusted 5, it incurs a Low Ammo –2 DRM. If it is already at –2, then it is Out of Ammo (with no firing allowed). If the firing unit is a section, then the penalty applies to the section. The new ammo depleted DRM does not apply to the fire that triggered it. For guns using Rapid Fire, anytime a player rolls an unadjusted 0 or 5, those guns are Out of Ammo [10.68]. Apply it after the second shot is resolved. Use the procedure in optional rules 10.92 and 10.93 for Ammo Resupply.

10.7 Small Arms Fire vs. Artillery

SP losses from small arms/grapeshot fire are treated as the loss of one gun per SP loss.

DESIGN NOTE: In reality, it is the crew loss that makes operation of that gun impossible, the gun being abandoned.

10.8 Fire Die Roll Modifiers

10.81 The die roll to resolve artillery or small arms fire may be modified by various conditions. All DRMs are cumulative.

DRMCondition
+/–Range effects [see the Range Effects Chart].
–Terrain effects [see the Terrain Effects Chart].
+1Small arms fire from directly "behind" Breastworks (not for arty firing as small arms at one to three hexes).
–1Infantry/dismounted cavalry defending against small arms/canister fire through a Breastwork hexside. There is no defensive benefit for artillery fire at Shot/Shell range [15.23].
+/–1Massed or Dispersed Target [8.34], applies only to Shot/Shell artillery fire.
+1If target is non-phasing (only) mounted cavalry.
–1Mounted cavalry firing.
+1Prepared Fire [10.5].
–1Disordered unit firing.
+1Flanking Fire. If a target incurs fire through a Flank hexside, including flank fire from any part of an Extended Line using combined fire. This does not apply when: the target is under March Orders, or the fire is artillery (shell) at four hexes or greater.
+1Artillery Fire at a lower-level target at Ranges of four hexes or more [10.67].
–2Artillery Fire in same phase in which it Moved or became the top unit.
–1Green Infantry firing.
–Night Turn fire [16.1].
–2Dawn or Dusk firing [16.11].
–2Artillery Non-Phasing Fire after a facing change.
–Fatigue [17.31].

General Terrain Notes:

  • When a LOF follows a hexside and then enters the target unit's hex at a vertex between a hexside that benefits the target unit and one that does not, the target unit receives the benefit.
  • The +1 benefit does not apply to a firing unit behind breastworks but whose LOF passes through the vertex between Breastwork and non-Breastwork hexsides.
  • Most Terrain Effects Charts in the series include the following note, which applies even when omitted.

Combat Effects are all an adjustment to the Die Roll. They apply if the defender is in the named hex, or being shocked or fired at across that hexside directly into the target hex.

For slope hexsides that provide DRM for fire, compare the firing unit's elevation to the target's elevation whenever the range is greater than one hex. Use that elevation difference to determine which Slope DRM applies.

10.82 Combined Small Arms (Non-Artillery) Fire [Optional]. Non-artillery units stacked in the same hex must combine fire when targeting a single hex, applying all other rules governing fire. Apply the least favorable DRMs for range, Prepared Fire, unit status, and ammo depletion. Phasing units may postpone fire after moving, until all units that will combine fire have stacked together. If splitting fire, follow 10.15, treating the stack as a single firing unit [Exception to 10.13 and 10.14].

10.9 Ammo Depletion and Resupply [Optional]

DESIGN NOTE: This is an optional rule because it means putting another layer of markers on the counters, which many of you do not like to do. We recommend it to players who like an added level of realism and enjoy the challenge of getting an army to do what you want it to do.

10.91 Whenever an infantry or dismounted cavalry unit fires and rolls an unadjusted 5, it incurs a –2 DRM Low Ammo. If it is already at –2, then it is Out of Ammo (with no firing allowed). The new ammo depleted DRM applies after the unit has finished its fire, including Split Fire and Rapid Fire. This rule does not apply to mounted cavalry.

10.92 A unit may reduce its ammo DRM by undergoing a Resupply and Rally Action [3.0 III/C/3]. An Out of Ammo can be reduced to a Low Ammo (–2 DRM), or a Low Ammo can be removed. A battery of multiple sections may Resupply one or more while firing with the others during the same Activation. Ammo Resupply is automatic—no UDD is required. Ammo Resupply is not a Fatigue action. A unit that Resupplies may change facing by one vertex, but only after resupplying and not if it already changed facing after rallying, or fails a rally attempt.

10.93 Units adjacent to an enemy unit are not eligible for Ammo Resupply.

10.94 Dismounted cavalry units that mount automatically and fully resupply ammo.

11.0 Shock Assault

The term "shock" simulates hand-to-hand, charge-and-assault. Although there is some firing going on, most of what is happening is an initial, short charge, followed by a rather disorganized melee intended to get the other guy to abandon his position. Shock was intended to take advantage of the casualties and Disorder caused by fire. In itself, it caused few losses; but when effective, it could throw an enemy unit, teetering on the edge of indecision, into a widespread loss of cohesion (if not headlong flight), rendering it ineffective for a long time.

11.1 Basic Shock Concepts

11.11 General Shock Procedure:

  1. Designate all attacking units and targets of Shock and Charges [11.31].
  2. Perform Retreat Before Shock [11.33].
  3. Green Attacker Commitment Check [11.36].
  4. Defender's Pre-Shock Cohesion Check [11.37].
  5. Pre-Shock Reaction Fire [11.38].
  6. Resolve Shock and Apply Disorder [11.4].

Each of the above steps must be undertaken in the order listed, and each step must be completed for all units before the next is undertaken. Other than that, players may choose whichever units they wish to go first, second, etc.

Exception: Step 6 is resolved left-to-right or right-to-left down the line.

11.12 Shock is resolved after all Movement, Fire, Rally, and Resupply is completed by units of that brigade for that phase. A unit is eligible to Shock Attack if:

  • It is under Attack or Advance Orders, and
  • It is from the brigade that was active in that phase, and
  • It did not undertake Rally or Construction, and
  • There is an enemy unit in a Frontal hex, and
  • It did not enter the hex using a 9.42 Exception, and
  • It did not change facing after moving into the hex, and
  • There is no hexside terrain feature prohibiting movement between the attacker and defender hexes.

PLAY NOTE: Yes, units under Advance Orders may not move adjacent to non-artillery enemy units. But they may find themselves adjacent and, in those circumstances, may elect to Shock.

11.2 Requirements for Shock

Whether a unit "must" or "may" shock varies, as follows:

11.21 The units in the following circumstances must Shock Attack:

  • INFANTRY CHARGE: Infantry or dismounted cavalry under Attack Orders in that Action Phase that moved adjacent to an enemy unit, did not fire, and are not stacked under any non-charging units. An infantry Charge carries with it a +1 DRM in favor of the attacker (the +1 DRM does not carry over to Continued Shock [11.47]).
  • MOUNTED CAVALRY SHOCK: Mounted cavalry that moved adjacent to an enemy unit and did not fire, whether possessing fire capabilities or not.
  • MOUNTED CAVALRY CHARGE: Charging mounted cavalry [11.5].

Note: All stacked units participating in a shock must be eligible to Charge in order to gain the Charge DRM.

11.22 Any unit eligible under 11.12 and not listed in 11.21 may Shock Attack. This includes Disordered units, which are eligible to Shock (with a penalty for being Disordered).

11.3 Pre-Shock Resolution

The sections below refer to the steps of the General Shock Procedure [11.11].

11.31 Step 1: Target Designation. The phasing player designates his attacking units and the enemy units they will attack. He must designate all enemy units in the Frontal hexes of an attacking unit as the target of shock by at least one attacker. As long as this requirement is met, the phasing player is free to withhold eligible, non-charging units from participation in the shock. All declared shock attacks must be designated such that there is either only one attacking hex or one defending hex.

Exception: Multiple hexes can attack multiple hexes when a single Extended Line unit, possibly stacked with artillery, is either defending or attacking, or both.

Note: A designated shock that fails to reach Step 6 due to failed Green Commitment Checks [11.36] or retreats resulting from Pre-Shock Fire [11.38] has no effect on other designated shocks.

11.32 Combining Strength. Apply the following principles to determine when attacking units may combine their strengths against a single defending hex or Extended Unit. Combined attacks are declared during Shock Step 1 and apply even if the attacking units are no longer adjacent for any reason at the time they shock (e.g., results of Pre-Shock Reaction Fire versus the middle hex of three attacking hexes).

  • Adjacent infantry and/or dismounted cavalry must combine. If attacking units are not adjacent to each other (or to one other) they may not combine.
  • Infantry and/or dismounted cavalry may not combine with mounted cavalry.
  • Adjacent mounted cavalry must combine when charging—and adjacent mounted cavalry must combine when shocking—but charging cavalry may never combine with shocking cavalry.
  • Conversely, one attacking hex with defenders in both frontal hexes must shock both those hexes, combining the strength of the defenders, unless one of the defending hexes is the target of another shock.
  • A shocking unit may not split strength; that includes an Extended Unit.
  • A defending unit may end up being shock attacked more than once (e.g., by two attacking units not adjacent to each other). One attack is resolved, then, if the defender is still in place, the latter is resolved. The defender conducts only one Pre-Shock Cohesion Check in such instances, applying the worst case DRM from the Defender's Pre-Shock DRMs table.
  • As long as all defending units in the frontal hexes of attacking units are designated for shock, there is no other requirement. Use the Shock markers to indicate attackers and targets, removing them as the combat proceeds.

EXAMPLE 1: For an attacker with three units A1, A2, A3 possibly facing two defenders D1 and D2: A1, A2 and A3 may not combine to attack D1 and D2 because each shock must designate only one attacking or one defending hex unless Extended Units are involved. A2 may attack both D1 and D2, with A1 and A3 not attacking anyone. If A2 (with or without A3) attacks D2, then A1 must attack D1. If A1 attacks D1, and A2 attacks D2, then A3 need not attack, as all defenders are covered.

EXAMPLE 2: If A and B are attacking Extended Line C, they cannot combine their strength, as they are not adjacent. The Shock Ratio will be calculated for each shock using the Extended Line's full 12 SPs. If Extended Line C is attacking, it must attack both A and B, and the Shock Ratio will be C's 12 SPs versus A and B's 12.

EXAMPLE 3: If Extended Line A is attacking B, the Shock Ratio will be calculated using the Extended Line's full 12 SPs, despite B not being adjacent to both hexes of A.

EXAMPLE 4: If the three-hex Extended Line A is attacking, it must attack both C and B, and the Shock Ratio will be A's 18 SPs versus B and C's 12. If B and C are attacking A, they cannot combine their strength, as they are not adjacent.

11.33 Step 2: Retreat Before Shock. Non-phasing infantry and cavalry about to be shock attacked by infantry may Retreat Before Shock:

  • Infantry or dismounted cavalry move one hex away from the attacker, maintaining facing.
  • Mounted cavalry move up to two hexes, maintaining facing.
  • A disordered unit immediately conducts a UDD [2.6] after retreating. If the unit fails, consult the 2nd Disorder Table.

The following may not Retreat Before Shock:

  • Units under Attack or March Orders,
  • Artillery units, and
  • Any unit being shocked or charged by mounted cavalry.

11.34 A retreating unit may not stop in a friendly-occupied hex in violation of stacking restrictions. Instead, it must retreat through those units [12.46] until it reaches a hex in which it can stack. A retreating unit may not enter an enemy Frontal hex occupied by a friendly unit if that hex is designated for a shock that is not yet resolved.

11.35 If all defenders retreat, only the following Shock steps may be performed:

  • Step 5, for units eligible to use Pre-Shock Fire [10.43]. Retreating units are not eligible.
  • Step 6c [11.46].

See 11.11 for the sequence in which these steps are performed.

11.36 Step 3: Green Attacker Commitment Check. If an attacking unit is Green [14.1], it must pass a UDD [2.6] before shock attacking. If it fails, it will not shock, but the failed check counts as a shock attempt for Target Designation purposes [11.31]. Failing this UDD does not produce Disorder.

11.37 Step 4: Defender's Pre-Shock Cohesion Check. Prior to resolving Shock Assaults, each designated defending stack undergoes a Pre-Shock Cohesion Check. The top unit in each stack conducts a UDD [2.6]. If a defending Extended Line is stacked with artillery and more than one unit could be regarded as the "top" unit, the defending player has his choice of which one to use.

  • If the unit passes, the stack defends normally.
  • If the unit fails, all units in the defending stack immediately disorder. Non-artillery units already disordered prior to the failed roll then conduct a 2nd Disorder UDD [12.35] (already Disordered artillery is Abandoned).

MARCH ORDER DEFENDER'S PRE-SHOCK COHESION CHECK: If a defending unit is under March Orders, it undergoes the same check as above. However, the results are different:

  • If the unit passes, it Disorders.
  • If the unit fails, it Routs (non-artillery) or is Abandoned (artillery).

Exceptions:

  • Units attacked in Continued Shock do not perform a Pre-Shock Check.
  • If defending cavalry countercharges, the stack does not conduct a pre-shock cohesion check [11.56].

DRMs: Certain DRMs apply to the defending unit (only) in Pre-Shock Check. These are listed in the Defender Pre-Shock DRM section of the charts. The DRM for defenders attacked from the flank or rear applies regardless of whether the attacker would be eligible for a Position Modifier during Shock Resolution [11.42]. The DRM for Breastworks applies if the shock will cross a protected hexside. Extended Units qualify for the DRM if any one of their attacked parts qualify.

11.38 Step 5: Pre-Shock Reaction Fire. Units with shock attackers in their Frontal hexes may fire at those attackers only, within the restrictions for Non-Phasing Fire [10.4, 10.41, 10.43]. All results are applied immediately.

11.4 Step 6: Shock Resolution

11.41 Resolution Procedure. Each separate shock attack is resolved (conducting all of the steps listed below) before proceeding to the next. Resolve all attacks either left-to-right, or right-to-left.

a. Determine Shock DRMs b. Resolve Shock c. Conduct Advance d. Perform Shock Continuation e. Apply Post-Shock Automatic Disorder

11.42 Step 6a: Determine Shock DRMs. The Shock Adjustments chart lists adjustments favorable to the Attacker as additions and favorable to the Defender as subtractions from the die roll. In addition to the Shock Ratio DRM [11.43], and positional advantage [11.44], check the chart for other applicable DRMs. All such DRMs are cumulative.

Multi-hex attacks use the following guidelines:

  • When the cumulative terrain DRMs between each attacking and defending hex are different, the best case cumulative terrain DRM for the defender applies as the terrain DRM for the attack.
  • The Charge DRM applies only if all participating units in all attacking hexes are charging, but charging units must Continue Shock if eligible [11.47].
  • When units from different, but coordinated brigades, are attacking and would have different brigadier DRMs, the best case DRM for the defender applies.
  • When the position DRMs for each defending hex are different, the best case position DRM for the defender applies.
  • When there are multiple attacking units with different Fatigue Level shock DRMs, use the Fatigue Level shock DRM that is least beneficial to the attacker.
  • When there are multiple defending units with different Fatigue Level shock DRMs, use the Fatigue Level shock DRM that is most beneficial to the defender.

11.43 Attacker and defender compare their combat strengths to obtain the Shock Ratio. The concepts regarding combining strength [11.32] apply. In addition, mounted cavalry charging into a defender's Flank or Rear has its strength doubled, while mounted cavalry shocking or charging into Woods or Cedar hexes, or defending in such hexes, has its strength halved. The Attacker compares his SPs to those of the Defender and reduces that comparison to a simple odds ratio—one of the ratios given on the Shock Ratio Chart. Odds are always expressed attacker to defender. The Shock Ratio is used as a DRM.

Rounding. When reducing to a simpler ratio, round off as follows:

  • Round off in favor of the Attacker if all Attackers moved during the Action Phase and the Defender is not getting any DRM benefit from terrain or Breastworks. Exception: Odds round in favor of the Defender during Continued Shock [11.47].
  • Round off in favor of the Defender in all other instances.

EXAMPLE: 5 SPs shock attacking 3 would be at a 2-to-1 ratio if the attacker moved, but the ratio would be 1½-to-1 if the attacker started adjacent or the defender is in the Woods.

An odds ratio less than 1-4 is treated as 1-4; a ratio more than 5-1 is treated as 5-1.

11.44 Position. Position benefits only the Attacker and refers to whether the attacker is shock attacking through the defender's Flank or Rear hexes, or a combination of Front, Flank, and/or Rear. Green units failing their Pre-Shock Commitment Check do not count for determining Position DRM.

If attacking stacks have designated the same defender(s) but are ineligible to combine, apply any positional modifier to each of those shocks. Exception: Calculate positional modifiers separately for attackers using Continued Shock.

"Surrounded" means that all hexes adjacent to the defender are either occupied by units shocking that defender or are Frontal hexes of those shocking units. Apply the +5 DRM to all shocks, regardless of whether the shocking units can combine.

If the attacker will benefit from a DRM for Position, subtract one from the shock resolution die roll for each attacking hex in the frontal hex of an enemy unit not targeted for shock.

11.45 Step 6b: Resolve the Shock. Shock is resolved by rolling the die, adjusting according to the DRMs determined in 6a, and referring to the Shock Resolution Table.

Results from the Shock Resolution Table are applied immediately and in the order listed. For units incurring a 2nd Disorder, see the 2nd Disorder Table.

Note: This is where Fatigue is incurred if using that option.

11.46 Step 6c: Undertake Advances. If all defenders vacate the hex(es) or only Abandoned guns remain, all attacking units within stacking limits, must now advance into at least one vacated hex. Charging units have first priority, followed by non-charging units at the top of stacks. (Exception: Advance is voluntary when the defender Retreats Before Shock [11.35].) The advancing unit(s) may change facing by one vertex after the advance. If extended, see 8.47. Defending units eligible for Continued Shock may Advance [11.47]. If attacked from the Flank or Rear, but eligible to Continue Shock, the original defender may change facing as needed to advance into the attacker's vacated hex. If choosing not to Advance, the defender(s) may nevertheless freely change facing.

PLAY NOTE: Due to the Shock Resolution Procedure's sequence of steps [11.41], Shock or Continued Shock [11.47] may result in a defender vacating a hex designated as the target of a still unresolved shock. In such a case the attacker now without a target must advance into the hex (stacking limits permitting). It then ends its shock sequence, suffering no Post-Shock Disorder [11.48]. If the defender remains in its hex, resolve the designated shock. Similarly, a victorious defender may target a phasing unit that declared a shock but has not yet resolved it. Resolve the phasing unit's shock according to 11.41 if it does not vacate its hex as a result of the Continued Shock.

11.47 Step 6d: Continued Shock. A possible result of Shock (in addition to losses and Disorders) is the ability of the attacker to Continue Shock by attacking again or, in the case of the defender, counter-attacking.

Eligibility. In the following cases, Continued Shock is mandatory for units that Charged [11.21] and voluntary for units that did not Charge.

  • Failed Pre-Shock Cohesion Checks lead to all non-artillery defenders routing and all defending artillery being Abandoned.
  • The adjusted Shock Resolution die roll is 8 or higher (see the Shock Resolution Table).

In the following cases Continued Shock is always voluntary:

  • Adjusted Shock Resolution rolls of 8 or higher for any Continued Shock after the first.
  • For the Defender after an adjusted Shock Resolution roll of 1 or lower. In this case, the Defender in the original Shock becomes the Attacker for the Continued Shock [see also 11.48].

Exception: Units unable to advance in Shock Step 6c due to stacking restrictions are ineligible to Continue Shock. If the defender could not retreat, conduct Continued Shock against the same defending hex(es) with all charging units and any others chosen from the non-charging units that participated in the shock.

If Continued Shock eligibility is due to Routs and/or Abandoned guns following failed Pre-Shock Cohesion Checks, and the attacking brigade has designated multiple shocks, place a Continued Shock marker on the eligible attacker(s). During their Shock Step 6 they advance into the vacated hex [11.46]. If then declining a voluntary Continued Shock, remove the marker.

Procedures. Unit(s) able to advance in Shock Step 6c and conducting Continued Shock must, if possible, place at least one enemy unit in their frontal hexes, either in that initial advance, or by advancing one or two additional hexes. The attackers:

  • May change facing one vertex for each hex they Advance, and, if necessary, must do so to comply with the above rule.
  • May still advance one or two additional hexes, if unable to place an enemy unit in a frontal hex using the above rules.
  • Must declare a voluntary Continued Shock before the defender decides on Reaction Facing/Refuse, if the initial advance places an enemy unit in a frontal hex.

Exceptions: The attackers:

  • Must stop after advancing adjacent to an enemy combat unit or suffering a 2nd Disorder due to terrain.
  • May not enter or cross impassable terrain during any stage of the advance.
  • If advancing the one or two additional hexes, may not do so into any hex that would cost more than 2 MPs during Movement.

Upon finishing their advance, the attackers must then shock all enemy units in their Frontal hexes, using standard rules for Steps 1 through 6d, with the following Exceptions:

  • If the defender was designated as the target of a different, still unresolved shock, the Continued Shock cannot combine with that other shock. However, the defender may not now Retreat Before Shock.
  • There is no die roll for Green attacker commitment or defender Pre-Shock Cohesion Check.
  • Continued Shock never gets a Charge bonus DRM, whether infantry or cavalry.
  • Odds ratios round in favor of the defender.
  • If the -1 DRM for "No Brigadier" did not apply to the first shock, it does not apply to Continued Shock.
  • For each Continued Shock a unit undertakes, subtract one (–1) from the Shock DR. Thus, the second Continued Shock (in succession) would be –2, etc.
  • Apply Shock Step 6e, Automatic Disorder [11.48], after all successive Continued Shocks have concluded.
  • Extended Lines that Continue Shock may not use Wrap-Around [8.48].

PLAY NOTE: It is possible that one Continued Shock attack will result in another. Successful attackers can roll up an enemy line in this fashion.

11.48 Step 6e: Apply Post-Shock Automatic Disorder. At the conclusion of each Shock attack (including any Continued Shocks, if applicable) the additional results below are applied unless the affected units routed. The term attacker, for this subsection, applies to the player who is rolling the die to resolve the Shock or Continued Shock. Both sides may have attacked during the phase. This Automatic Disorder applies only to units that have actually engaged in Shock Step 6b. (Exception: see March Order Defending Units, below.) It does not apply to an attacker when the defending unit voluntarily Retreats Before Shock or vacates the hex because of a Defender Pre-Shock Cohesion Check. Step losses from Post-Shock Automatic Disorder cannot cause leader casualties [12.7].

AFFECTING ONLY ATTACKING UNITS:

  • All attacking infantry and dismounted cavalry in Good Order are now automatically Disordered.
  • Each stack of attacking units (except Mounted Cavalry) with at least one already Disordered unit suffers a 1 SP loss.

AFFECTING ATTACKING AND DEFENDING CAVALRY (whether charging [11.5] or not):

  • All mounted cavalry in Good Order is Disordered.
  • All Disordered mounted cavalry are now Blown.

AFFECTING ONLY DEFENDING UNITS UNDER MARCH ORDERS:

  • The brigade automatically changes to Advance Orders.
  • Units in that brigade that were not involved in Shock that phase must then undergo a UDD [2.6], which, if they fail, Disorders them. If already Disordered they lose 1 SP. Unbrigaded units that activate as a brigade are treated as a brigade for purposes of this rule.

Note: These two effects occur even if the defending March Orders unit routed before shock (Step 4).

PLAY NOTE: Essentially, units attacked while under March Orders suffer several (bad) effects: they cannot Reaction Fire, their Pre-Shock Cohesion Check can cause them to rout, and, when it is all finished, the rest of the brigade undergoes a UDD.

11.5 Cavalry Charge

11.51 Mounted cavalry units that Shock are Charging if they meet the requirements of 11.52 to 11.54. Cavalry units that did not move in the Action Phase, or that moved but are otherwise ineligible to Charge, use the normal Shock rules above.

11.52 Eligibility. For cavalry to Charge it must:

  • be under Attack Orders,
  • have an enemy unit within its LOS,
  • be able to move adjacent to that unit using no more than 5 MPs,
  • have started the Activation within Command Range of its brigade leader (if it has a brigade leader).

Cavalry that Disorders during the Charge attempt must complete the Charge (Exception: see 11.57), unless it retreats due to suffering a 2nd Disorder [12.34].

Charging cavalry may not fire during any portion of a Charge.

11.53 Procedure. A player wishing to Charge announces his intention and, before moving, makes a UDD for the top eligible unit in the stack [2.6]:

  • If the unit passes, it and any eligible units with which it is stacked must Charge.
  • If the unit fails, there is no Charge, and the unit/stack remains in place, its Activation finished.

Cavalry that passes its UDD then conducts its Movement. Stacked units that charge may move as a stack. (Exception to 8.21.) Upon moving adjacent to the enemy, mark the charging units with a Cavalry Charge marker. When the Shock sub-phase begins, conduct the applicable steps of the Shock Sequence, starting with Step 1 [11.11].

11.54 The Charge Path. The last three hexes (or less depending on how far it moved) of Movement is called the Charge Path. While in the Charge Path, the charging unit or stack may not change facing (it may, of course, have moved more than three hexes, but it may not change facing in the last three). The Charge Path does not include the target hex and may not include any hex occupied by a friendly unit or which costs more than 1 MP to enter, though crossing Streams is allowed.

11.55 Benefits of Charging. If charging a defender that does not receive a favorable terrain DRM, the Charging unit or stack earns the following benefits:

  • A +1 DRM for Charging.
  • Defending units except mounted cavalry add one (+1) to Pre-Shock Cohesion Checks.

Regardless of terrain, Charging mounted cavalry doubles its strength if charging into a defender's Rear or Flank, but halves it (cumulative with the doubling) if the defender is in a Woods or Town hex.

As in the case of an Infantry Charge [11.21], the benefits of Cavalry Charge do not carry over to Continued Shock, nor does the defender's option to Countercharge [11.56].

11.56 Countercharge. Defending cavalry may opt to Countercharge charging infantry or cavalry, provided it is not being attacked through Flank or Rear and has not used Return or Withdrawal Fire during the current enemy brigade Activation. A Countercharge does not include any actual movement by the non-phasing unit. Because Countercharges thus have no Charge Path, apply the terrain restrictions of cavalry Charges to the Attacker's hex. For example, a defender cannot countercharge infantry units in Woods hexes. It may Continue Shock after an Attacker Retreats result.

  • If the non-phasing unit or stack is under Attack Orders, the ability to Countercharge is automatic. If it chooses to countercharge, the unit or stack does not roll a Pre-Shock Cohesion Check.
  • If the non-phasing unit or stack is under Advance Orders, it must pass a UDD [2.6] to Countercharge. The top cavalry unit in a stack rolls for the stack. If it fails, the stack must then undergo a Pre-Shock Cohesion Check [11.37], and the provisions of 11.55 will apply to the remainder of the Shock sequence.

The effects of successful Countercharges are:

  • The defender may not use Pre-Shock Fire [14.24].
  • AGAINST PHASING MOUNTED CAVALRY: ignore the provisions of 11.55.
  • AGAINST PHASING INFANTRY: Instead of the infantry receiving a +1 shock DRM for charging, it suffers a -1 shock DRM (representing the Countercharge).

PLAY NOTE: A cavalry unit being shocked through a Flank hexside may first use Reaction Facing Change [9.61] to negate the Position approach of the enemy and then opt to Countercharge.

11.57 Cavalry Charge and Reaction Move. If the defending units Reaction Move [9.63], the charging cavalry has a choice:

  1. It may continue its move up to the limit of its MA, but cannot violate the Charge Path restrictions. If it ends its move with an enemy unit/stack in its frontal hex(es), it must complete its Charge, even if that enemy unit/stack was not within LOS of the cavalry prior to moving.
  2. It may attempt to break off the charge. To do so, roll a UDD for the top unit in the charging stack. If it passes, the stack stops in place, its activation finished. If it fails, the stack must proceed as in no. 1, above.

11.58 Blown Cavalry. Blown cavalry is a Disordered unit with the following additional restrictions:

  • Its Disordered printed MA is halved (rounded up) for all purposes.
  • A Blown unit that suffers any Disorder or Step Loss combat result automatically loses an additional 1 SP to that result and then must make a UDD [2.6] to check for possible Rout. If it fails, it routs. Blown stacks lose a maximum of 2 additional SPs, one from the top unit and the other applied randomly. Blown units that lose an SP after Collapse [12.23] check for Rout only once.
  • Blown cavalry may not Dismount.
  • Blown cavalry is considered under Advance Orders.

A Blown marker is automatically removed at the end of the next Activation for that unit's command unless the unit has again been involved in a completed Shock Step 6b. After the Blown marker is removed, the unit remains Disordered, but assumes the orders of its brigade. (Battle Book rules may permit individual cavalry units to roll to change orders.)

EXAMPLE: Hampton's Legion Cavalry is Blown in its first Activation of the 1600 turn. At the end of its next Activation, Hampton's Blown marker is removed; the unit starts its succeeding Activation Disordered.

11.6 Artillery Shock Capability

11.61 Artillery may never Shock attack. Artillery may not Retreat Before Shock.

11.62 If a Disordered artillery unit fails a Pre-Shock Cohesion Check [11.37, Shock Step 4], then the crew has abandoned the guns. Place an Abandoned 1 marker on the artillery unit.

11.63 Artillery does not use its printed strength to Determine Shock DRMs [11.42, Step 6a].

  • If artillery is the top unit in a stack with infantry or cavalry or if there is only artillery in the hex (unsupported artillery), then add 1 SP for every four guns in the hex, rounded down (with a minimum strength of 1 SP) to the strength of any non-artillery stacked beneath it when determining Shock DRMs.
  • Artillery units that are stacked with infantry or cavalry but are not the top unit, as well as Abandoned guns, do not contribute to the odds determination for shock.

11.64 To Resolve the Shock [11.45, Step 6b], refer to the Shock Resolution Table with the following Exceptions:

  • For an Attacker Retreat result, artillery cannot Continue Shock.
  • For a Bloody Standoff, if the artillery is the top unit or unsupported then it loses one gun.
  • For a die roll result of 10+, all defending artillery is abandoned. Place an Abandoned 1 marker(s) on the artillery unit(s) without retreating the artillery [12.36].

11.65 Any artillery that suffers a 2nd Disorder due to shock is abandoned. Ignore any Retreat result. Place an Abandoned 1 marker on the unit.

11.7 Leadership and Combat

11.71 Fire. Leaders/commanders have no effect on Fire.

11.72 Shock.

  • When a brigade designates shocks [11.31], and none of its shocking units are stacked with their brigadier, the player subtracts one from the roll for all attacks by regiments in that brigade. This does not apply to defending units, even those that Continue Shock.
  • If during Step 6 a unit is stacked with its "Aggressive" brigadier when attacking (not defending), add one to the Shock Resolution die roll.

11.73 UDD/Rally. A leader/commander stacked with units from his command will provide a negative DRM, equal to his rank (represented by the number of stars on the counter) for each unit in that stack, for any die roll that requires using the unit's Cohesion Rating. Multiple leaders/commanders may combine their ranks/stars.

EXAMPLE: A corps commander (three stars) would provide a –3 DRM to a Rally die roll.

Notes:

  1. A leader/commander stacked with an Extended Unit benefits all parts of that unit.
  2. A leader that must stack with the nearest friendly unit/stack [see 12.73] may not assist its UDDs during that brigade activation.

12.0 Combat Results

12.1 Combat Unit Strengths

12.11 All combat units have combat SPs, i.e., incremental steps representing their manpower (for infantry/cavalry) or guns (for artillery) at the start of the battle. Thus, an infantry unit with 6 SPs starts with six such "steps," while one with 11 SPs starts with eleven steps.

12.12 The SP value on the counter is the maximum strength that unit may ever have.

12.13 To indicate lost steps (SPs), place a numbered Step Loss marker beneath the counter to keep track of its present strength. When a unit has taken step losses equal to its original strength it is eliminated.

PLAY NOTE: Some players like the marker to indicate steps lost; others, present strength. It matters little which method you use, as long as both of you agree what method is being used.

12.2 Strength Point Losses

12.21 Units take SP losses from enemy fire (as indicated by the numbered results on the Fire Table), from Shock (where indicated by the Shock Resolution Table), from Additional Disorder [12.35], and from Recovery from Rout [13.5]. All step losses are taken before applying any other results.

12.22 All step losses apply to the top unit. If the top unit is eliminated before absorbing all the required step losses, the next unit in the stack takes the remaining losses. If all units are eliminated, ignore leftover losses. Exceptions: Bloody Standoff [8.36]; Artillery fire at Shot/Shell Range [12.35e].

12.23 Collapse. A non-artillery unit that has taken step losses that reduce it to less than half of its original strength is automatically and immediately Disordered the instant such loss takes effect. (There is no effect if already Disordered.) It is also considered Collapsed; place a Collapsed marker on this unit. Extended Units are considered one unit for the purposes of Collapse.

Note: If the combat result causing Collapse also includes Disorder this Disorder will be a 2nd Disorder.

A Collapsed unit has these characteristics, in addition to those for being Disordered:

  • It may never be rallied to normal status while at less than half strength [16.2].
  • Each time a Collapsed unit takes additional SP losses, the player must make a UDD [2.6] after any required retreat and/or other UDD for 2nd Disorder. If it fails this final UDD, it Routs. This does not apply to the step loss involved in Recovery from Rout [13.5]. Collapsed defenders suffering a shock result of an adjusted 10 or higher check for rout only once.
  • A unit recovers from Collapse only by recovering stragglers [16.2].

EXAMPLE #1: An 8-SP unit that has lost 4 SPs is still normal. The instant it loses its 5th SP it is Disordered and Collapsed. If the Collapse is due to a numbered step loss result, then apply the D or d+2 result.

EXAMPLE #2: The unit from the above example suffers an additional result of "1D" from enemy fire. The player reduces it to 3 SPs, flips the unit to its Disordered side and places a "Collapsed" marker on it. The unit is then reduced to 2 SPs, from the (now 2nd) Disorder result (and retreated). Lastly, as it has taken additional SP losses while Collapsed, it must roll to see if it Routs.

12.3 Disorder

Disorder represents a wide range of reactions to combat, other than being killed. As such, it often (but not always) represents disintegration of a unit's cohesion.

12.31 The reverse side of a combat unit is its Disordered side. When a unit in Good Order suffers a Disordered result it is flipped to its Disordered side (retaining its facing). A unit's Cohesion Rating and MA are reduced when Disordered; not the Strength.

Exception: Disordered status for artillery does not affect Movement. This is a design change beginning with Battles with the Gringos! and may be applied to all previous games.

12.32 Disorder from the Fire or Shock Tables:

  • A "d" means that all affected units must make a UDD [2.6]. Roll one die for each unit. The UDD is modified by any DRM listed with the combat result (e.g., "d+2"), and/or the presence of a leader [11.73]. If a unit fails, it is Disordered.
  • A "D" means that the Disorder result is automatic to all affected units.

12.33 Disorder from Terrain (as shown in the Terrain Effects Chart) is the same as in 12.32 (without any of the DRMs). In addition, a moving unit Disordered by terrain immediately uses the MA on its Disordered side, subtracting what it has already expended.

12.34 The effects of being Disordered are:

  • Units may not voluntarily move adjacent to an enemy. However, if a Disordered unit is already adjacent to an enemy it may shock attack. Also, cavalry that is Disordered during a Charge is still eligible to move adjacent and must attack unless suffering a 2nd Disorder. [11.55]
  • Disordered units may Retreat Before Shock, but must undergo a UDD [2.6] upon doing so. If the unit fails, consult the 2nd Disorder Table and/or see 12.35b.
  • Disorder also causes DRMs for the Pre-Shock Cohesion Check and for Shock (see the Shock Resolution Table).
  • A firing Disordered unit has a –1 DRM and may not use Prepared Fire [10.52].
  • Disordered Artillery may not fire, but it may move.
  • A unit Disordered while it is moving assumes the MA of its Disordered status.

12.35 Additional Disorder to Infantry or Cavalry [see also the 2nd Disorder Table]. Infantry and cavalry units that are already Disordered and that incur another Disorder suffer effects that depend upon the cause of the Disorder ("a" through "d", below), and upon whether a unit is stacked with other units ("e", below).

a. FROM FIRE (including UDDs due to Fire Table results Disordering or eliminating the top unit). A Disordered infantry/cavalry unit (including Blown cavalry) that takes an additional Disorder remains Disordered and:

  • Takes one step loss, and
  • Retreats one or two hexes, player's choice.

b. FROM SHOCK (including Pre-Shock Cohesion Checks and Retreat Before Infantry Shock), FROM REACTION FACING/REFUSAL, ADJACENT UNIT ROUT, FRIENDLY FIRE, OR FROM RETREAT THROUGH FRIENDLY UNITS: The unit undergoes a UDD [2.6]:

  • If it fails, it Routs.
  • If it passes, it loses 1 SP and retreats one or two hexes (player's choice).

Non-phasing units incurring a 2nd Disorder due to a failed UDD for Reaction Facing Change/Refusal may not return fire versus the triggering unit.

c. FROM TERRAIN: If a Disordered unit is Disordered a second time by terrain (e.g., Disordered artillery crosses a Stream hexside and fails the UDD) it ceases movement in the hex that caused it. There is no other penalty. Exception: see 12.46.

d. FROM AUTOMATIC POST-SHOCK DISORDER:

  • Disordered mounted cavalry is Blown.
  • Disordered infantry or dismounted cavalry loses 1 SP.

e. When two or more stacked non-artillery units suffer a 1 SP loss from additional Disorder as a result of the same Fire or Shock, or as a result of failing UDDs for any reason, the stack loses a total of 1 SP. Treat each Shock Step separately (it is possible to lose SPs during Shock Steps 2, 4, 5, 6b and 6e). Apply the loss to the unit that was at the top of the stack prior to any retreats required by the fire combat or Shock Step in question, or after any required advances. Exceptions:

  • In case of additional Disorders caused by artillery fire at Shot/Shell range, apply the loss randomly.
  • Blown Cavalry [11.58].
  • A stack momentarily formed by a stationary unit and a retreating unit which must continue its retreat after a 2nd Disorder UDD does not count as a stack for purposes of this rule.

f. If a phasing unit incurs a 2nd Disorder from any of the causes listed in 12.35a or 12.35b, it may not undertake further phasing actions of any kind during that Activation. Exception: see 12.47.

12.36 Additional Disorder to Artillery. If a Disordered artillery unit suffers an additional Disorder:

  • From Friendly Fire, Pre-Shock Cohesion Checks or shock results, it is abandoned, ignoring any Retreat specified on the Shock Resolution Table.
  • From Fire, it loses 1 SP [10.7]. It does not retreat.

12.4 Retreat

12.41 Units retreat due to a variety of circumstances. The owning player always has the choice of retreat path, when choices are available. If under Advance Orders and adhering to March Order Stacking limits, a retreating unit may "use" Pikes/Roads/Trails to enter a hex it could otherwise not enter, or to avoid a UDD or Auto-D that might otherwise limit its retreat to one hex.

12.42 Involuntary Retreats.

  • ONE HEX: As a result of a Shock Resolution die roll of 1 or lower (attacker) or 5-9 (defender), or by a Loose Cannon result for a Cautious Leader [6.24].
  • TWO HEXES: As a result of a Shock Resolution die roll of 10+.
  • ONE OR TWO HEXES: Additional Disorder from Fire, Reaction Facing Change, Retreat Before Infantry Shock, Pre-Shock Cohesion Check, Adjacent Unit Routs, Friendly Fire, and Retreat Through Friendly Units.

12.43 Voluntary Retreats. These are retreats the player chooses to conduct.

  • ONE HEX: Infantry Retreat Before Shock.
  • ONE OR TWO HEXES: Mounted cavalry Retreat Before Shock and Cavalry or Artillery Reaction Movement.

12.44 A retreating unit is subject to the following restrictions:

  • It cannot retreat off the map, enter an enemy-occupied hex, or cross a hexside or enter a hex that in movement it would not be able to enter or cross. Exception: Units under March Orders may retreat involuntarily even if within four hexes and LOS of the enemy.
  • It may stop in a friendly-occupied hex only within stacking restrictions. The retreating unit automatically assumes the facing of the non-retreating unit.

Note: A retreating unit that stacks with a non-retreating unit, but which must then keep retreating due to a 2nd Disorder, retreats through the non-retreating unit [12.46].

  • If possible, the retreating unit must end its retreat further from the closest enemy units and not adjacent to any other enemy unit. If only a two-hex retreat will allow the retreating unit to comply with these requirements, and the required retreat is one or two hexes, it must retreat two hexes.

Note: Possible retreats include retreat Through Friendly Units [12.46].

  • It cannot enter an enemy frontal hex or any hex adjacent to either the unit(s) causing the retreat or to any unit(s) that designated it for a separate but unresolved shock, unless that hex is occupied by a friendly unit not currently designated for shock.
  • If a unit retreats into a hex that carries a "d" or "D" terrain cost, the retreating unit must either conduct a UDD (d) or take the Auto Disorder (D) as part of the retreat. A failed UDD or a D halts the retreat if the unit is already Disordered.
  • Stacked units retreating as a result of shock do so as a stack, and retain their stacking order, unless retreating to different hexes.

If any of the above restrictions prevent a non-artillery stack from retreating, then the stack loses 1 SP for each hex it should retreat but cannot [see 12.45 regarding artillery]. The top unit suffers the loss. Resolve Shocks and Continued Shocks declared against a unit unable to retreat after subtracting the appropriate number of Strength Points.

PLAY NOTE: See 8.47 and 8.5 for treatment of Extended Units.

12.45 Artillery and Retreat

  • Artillery may not retreat into a hex that would normally cost it more than 2 MPs to enter. Artillery may use the Road/Pike/Trail movement cost if eligible.
  • If an Artillery unit cannot complete a retreat, it is abandoned.

12.46 Retreat Through Friendly Units. A unit or stack that retreats but finds its path blocked by friendly units with which it cannot stack, or which must retreat through friendly units due to 2nd Disorder Table results, continues its retreat until it reaches a hex in which it can stop, regardless of any "D" or "d" listed in the TEC for the terrain in the hex(es) of the stationary unit(s). Once the retreating unit or stack has concluded its retreat and conducted any 2nd Disorder UDD or Rout check to which it might be liable, all stationary units through which the unit or stack retreated must conduct a UDD, with failure causing Disorder. If already Disordered, consult the 2nd Disorder Table or 12.35b. A stationary Extended Unit conducts only one UDD, even if a unit retreats through more than one of its hexes. Successive retreats caused by the same Fire Table or Shock Table result do not require additional UDDs for the stationary unit; retreats caused by a new Fire Table or shock result do.

Exceptions:

  • A retreating unit cannot retreat through friendly units in a hex designated for a shock yet to be resolved.
  • A unit required to retreat 1-2 hexes must stop after one hex if a retreat of two hexes would force it to retreat through a friendly unit.

Note: As stationary units suffering a 2nd Disorder may also be forced to retreat, a chain reaction of retreats may result. However, for any given chain reaction there is no double jeopardy; neither units that have already conducted a UDD for retreat through nor the originally retreating unit(s) undertake a UDD if other units subsequently retreat through their hexes as a result of 2nd Disorders.

12.47 If a phasing unit is forced to retreat for any reason then it may not undertake further phasing actions of any kind during that Activation. Exception: If targeted by a defending unit's Continued Shock, it may if otherwise eligible use Pre-Shock Reaction Fire and may Continue Shock on a Shock Resolution DR of 1 or less [10.43, 11.47].

12.48 If Both Sides Would Retreat. If both sides must retreat, and the order in which retreats are conducted matters, the side with the unit having the highest Cohesion Rating retreats last. If there is a tie, the defending unit(s) retreat first. If using the Fatigue rules, subtract half the unit's Fatigue, rounded up, from its cohesion rating when determining the unit with the highest cohesion.

12.5 Rout

12.51 A Rout may occur when:

  • A Disordered unit suffers an additional Disorder. See 12.35b or the 2nd Disorder Table for specific cases.
  • An adjusted shock resolution roll is 10 or more.
  • A Collapsed or Blown unit loses a SP and fails its required UDD.

12.52 If Both Sides Would Rout. If both sides involved in shock end up routing, the single (one) unit with the highest Cohesion Rating does not rout; it ignores the Rout result. All other units rout. If there is a tie, the defending unit(s) will rout; one attacking unit will not. If using the Fatigue rules, subtract half the unit's Fatigue, rounded up, from its cohesion rating when determining the unit with the highest cohesion.

Note: For purposes of this rule consider an Abandoned guns result as a Rout [11.6]. Do not count them when determining which unit does not rout.

12.53 An infantry or cavalry unit that Routs is removed from the map and placed in the appropriate box for its Command on the Activation Tracking sheet.

12.54 Friendly infantry or cavalry units (but not artillery) that are adjacent to, or stacked with, a unit that routs (including one that routs from this rule) must undergo an immediate UDD [2.6] each time a unit so routs. If it fails the UDD, the unit incurs a Disorder result. The rout of one unit could end up having a chain reaction effect. However, there is no "double jeopardy" due to this rule; if a routing unit causes two adjacent units to UDD and one of those also routs, the remaining non-routed unit does not undergo another UDD. For example, unit A is adjacent to units B, C and D, while B and D are adjacent to C. If C routs due to A's routing, B and D only check for A's initial rout and not for C's subsequent rout. The same applies if B and C happened to be stacked.

12.6 Advance

If all non-phasing units vacate a hex as a result of combat, or only Abandoned guns remain, the phasing unit(s) causing that result may (and sometimes must) advance into the vacated hex. Advancing units may change facing one vertex, unless that would prevent another unit from conducting a mandatory advance. Advance is subject to the following:

  • If the hex is vacated or only Abandoned guns remain in it during Shock (including Pre-Shock Cohesion Check, Adjacent Unit Routs, and failed Reaction Facing during Continued Shock), the phasing player must advance all of the attacking units, within stacking restrictions. Charging units have first priority, followed by non-charging units at the top of stacks. If the defender Retreats Before Shock, the attacker may advance [11.35]. Defenders may Advance after shock [11.46] and must advance to Continue Shock [11.47]. For Extended Units, see 8.47 and 8.52. Abandoned guns remain in the hex after an Advance [12.8]. Shock-related advances occur during Shock Step 6c.
  • If the hex is vacated due to the results of Fire, including failed UDDs, the phasing player may advance the firing unit (the decision must be made immediately). Such an advance may be made only if the firing unit started adjacent to the target. Again, see 8.47 and 8.52 for Extended Units. Units under Attack Orders may not move following an advance.
  • A unit may never advance across a hexside or into a hex where movement is prohibited. Exception: see 9.44.
  • If a unit advances into a hex that carries a "d" or "D" terrain cost, the advancing unit must either conduct a UDD (d) or take the Auto Disorder (D) as part of the advance. A failed UDD or a D halts the advance if the unit is already Disordered.
  • Artillery may never advance.
  • Advancing units are not eligible targets for Withdrawal Fire [10.44] or Approach Fire [10.45].

12.7 Leader Casualties

12.71 If a leader is stacked with combat units that suffer one or more step losses as a direct result of either Fire or Shock Steps 2, 4, 5, or 6b (including a step loss as a result of a 2nd Disorder), roll again for each such Fire Combat/Shock Step:

  • If the roll is a 0, that leader has been killed and is removed from play.

Note: For a "1d+2" Fire Table result, roll first for the Leader(s), then for the unit's UDD. For step losses incurred only due to 2nd Disorders, roll after all units have conducted their UDDs.

  • If the roll is a 1-9, nothing has happened (to the leader).

If all units in his command are eliminated, the leader is automatically Killed.

A leader is not removed if all of his units are routed. He can bring them back by being placed In Reserve [6.33].

For an Extended Unit suffering a step loss, conduct casualty checks for any Leaders stacked in any of its hexes.

12.72 Leaders stacked with units which Advance or Retreat may stay with that unit for some or all of the advance or retreat. Leaders, themselves, are never routed nor are they required to advance or retreat.

12.73 If under any circumstances a leader not stacked with friendly units finds himself adjacent to an enemy unit, the leader is immediately placed with the nearest friendly combat unit he can reach, regardless of MP. Measure the path in leader MPs to determine the closest unit. A moving enemy unit continues moving as if the leader had not been there. If there is no path to any friendly combat unit free of enemy units, adjacent enemy units, or impassable terrain, the leader is Killed.

12.74 To replace a leader, in the Leader Replacement Phase flip the fallen counter over to the replacement leader side and place the new leader with any unit in that command.

  • If the leader is a brigadier and the counter is already on its Replacement side, simply bring that Replacement back in the Replacement Phase.
  • If all units in the leader's brigade are routed, the Replacement is stacked with his immediate superior.

PLAY NOTE: The depiction of leader replacements varies from game to game. In addition, some leaders have no replacements and are not replaced if they become casualties. In such cases, all Chain of Command rules remain in effect, unless the Battle Book specifies otherwise.

12.75 If a Replacement leader happens to be the same person as a lower-level leader, flip over the latter's counter, too, in the Replacement Phase.

12.76 If a Replacement leader is one who is already out of the game, flip the surviving original leader of the highest numbered immediately subordinate command. Thus, 1/III would be chosen before 2/III, etc., to replace the III Corps commander. Where subordinate commands are not numbered, use the immediate subordinate with the best ratings. It is the player's choice in case of ties.

12.8 Abandoned Guns

When combat results call for artillery to be Abandoned, mark it with an "Abandoned 1" marker, retaining any strength marker. During that same turn's Recovery Phase, flip the marker to its "Abandoned 2" side if not yet recrewed. Exception: If a friendly unit in the artillery's hex and in Good Order passes its UDD for Friendly Fire or Retreat-Through, disregard Abandoned result(s).

Abandoned guns do not count as units. They neither block LOS nor count toward the 7-SP limit on fire from a hex [8.31]. All units, friendly or enemy, may move without penalty through a hex containing only Abandoned guns.

12.81 Abandoned artillery may be recrewed. The owning player removes the Abandoned marker at the end of a Brigade Activation during which:

  • A friendly unit in Good Order moved into or through the hex (even if it subsequently Disordered), or
  • A friendly unit Advanced into the hex as a result of combat (even if Disordered), or
  • A friendly unit already in the hex rallied.

Friendly units may stack above or below the artillery. The Recrewed artillery returns to play in Disordered status. It may move or rally the next time its AM is drawn. When recrewed, the artillery assumes the facing of any friendly units in the hex. If no friendly units are in the hex, the artillery may choose its facing. Batteries may not be recrewed in excess of stacking limits.

12.82 If not recrewed before the Recovery Phase at the end of the second turn, any artillery with an "Abandoned 2" marker is eliminated.

13.0 Combat Effectiveness and Rally

13.1 Unit Combat Effectiveness

Individual units can have the following combat effectiveness states (which are not mutually exclusive):

  • GOOD ORDER: The unit is on its front side.
  • DISORDERED: The unit is on its Disordered side.
  • COLLAPSED: The unit is on its Disordered side, and it is at less than half strength.
  • ROUTED: The unit has disintegrated and is off the map.

The last three states may be improved by Rally [13.4], Straggler Recovery [16.2], and Recovery From Rout [13.5], respectively.

13.2 Brigade Combat Effectiveness

The effectiveness of a command is dependent on how much of a beating its component units have taken.

13.21 Brigades become Combat Ineffective (CI) when one or both of the following situations exist:

  • All regiments (excluding those yet to enter as reinforcements) are either Eliminated, Collapsed, Disordered, or Routed.
  • More than one-half of the brigade's regiments are Eliminated, Collapsed, or Routed.

13.22 The Combat Effectiveness of a brigade is determined in the Combat Effectiveness Phase [3.0 IV/C]. If either of the above apply, place a "Combat Ineffective: Brigade" marker atop the brigadier. The CI marker may be removed at the conclusion of any Combat Effectiveness Phase in which enough of the units return to normal status.

13.23 A CI brigade may activate a maximum of twice in a turn. When its parent division will activate more often, the player may choose which Activation(s) the CI brigade skips.

13.24 This rule does not apply to artillery battalions/brigades. Artillery that is part of the brigade or attached to it does not count for the determination of Combat Effectiveness for infantry and cavalry brigades.

13.3 Division Combat Effectiveness

13.31 A division is rendered CI when more than half of its brigades are Combat Ineffective in Phase IV/C. Place a "Combat Ineffective: Division" marker atop the division leader. Artillery battalions/brigades do not count as brigades for purposes of this rule.

13.32 If a division is Combat Ineffective, it (and its brigades) may not have more than two Activations in a turn. Moreover, its brigades may not be coordinated [5.34] in any Activation.

13.33 A "Combat Ineffective: Division" marker may be removed at the end of any Combat Effectiveness Phase in which a majority of its brigades are no longer CI.

13.4 Rally

Disordered units may be rallied as part of an Ammo Resupply and Rally action [3.0 III/C/3]. Units wishing to Rally may perform no other voluntary actions except Resupply Ammo in the phase in which Rally is attempted.

13.41 To Rally a Disordered unit, roll the die, adjusting as described below in 13.42. If the adjusted roll is:

  • The same as or lower than its Disordered Cohesion Rating, the unit is no longer Disordered. Flip the unit to its normal side. Unless the unit is Refused, Extended, or has already changed facing after Resupplying in the same Activation, the player may adjust facing by one vertex. Two or more stacked units attempting Rally may change facing only if all succeed, and if all other units in the stack are still eligible to change facing.
  • Higher than its Disordered Cohesion Rating, it remains Disordered. However, see below.
  • At least two times higher than its Disordered Cohesion Rating or an adjusted 9 or higher, it remains Disordered and loses 1 SP.

EXAMPLE #1: A unit with a Disordered Cohesion Rating of 5: A Rally roll of 4 would flip the unit to its normal side. A Rally roll of 8 would keep the unit Disordered. A Rally roll of 9 would keep the unit Disordered and cause the loss of 1 SP.

EXAMPLE #2: A unit with a Disordered Cohesion Rating of 4: A Rally die roll of 4 would flip unit to normal side. A Rally die roll of 5 would keep unit Disordered. A Rally die roll of 8 or higher would keep unit Disordered but minus 1 SP.

13.42 The following DRMs, all cumulative, apply to any Rally roll:

  • If the unit is adjacent to an enemy combat unit there is a +1 DRM.
  • If the unit is mounted cavalry there is a –1 DRM.
  • If the unit is stacked with a leader, subtract one (–1) for each rank (star) on the leader counter [11.73].

13.43 A leader may affect a Rally attempt only at the end of his movement. The leader may not participate in Shock during the same brigade activation in which he affected a Rally attempt.

13.44 Rally is Voluntary. Players may choose to not attempt Rally for a unit. Such units retain their present status.

13.45 Automatic Rally/Fatigue Reduction. Any on-map brigade that is not in Reserve but whose non-artillery units do not move, reaction move, use Phasing Fire, construct Breastworks, declare a shock, or are designated as a shock target for one full turn may, during the Replacement/Recovery Phase [3.0 IV/B] of that turn either:

  • Automatically rally all Disordered units within Command Range of their brigadier, or
  • Reduce Fatigue by one level [17.42].

Neither facing changes that do not expend Movement points, mounting/dismounting, nor Reaction Refusal/Facing Changes are considered Movement for purposes of this rule.

Notes:

  1. Disordered batteries of artillery battalions/brigades may rally if the battalion/brigade meets the above requirements.
  2. Unbrigaded units may rally or reduce Fatigue by one level if they meet the above requirements and are within Command Range of their immediate superior.

13.5 Recovery From Rout

13.51 Routed units in an off-map Division Box are eligible to be returned to play at the conclusion of any turn [3.0 IV/B] in which that brigade has been In Reserve [6.3] for the entire Activation segment [3.0 III].

13.52 To have a routed unit recover, the player undertakes a UDD for the unit using its Disordered side Cohesion Rating (cavalry uses its mounted rating):

  • If the roll is the same as or lower than the Cohesion Rating, it passes. Place the unit on the map within one hex of its brigadier. However, reduce the unit by 1 SP, and the unit is Disordered.
  • If the roll is higher than the Cohesion Rating, it fails. The unit loses 1 SP and remains routed.
  • Regardless, if a 9 is rolled the unit is permanently eliminated instead.

13.53 Recovered cavalry is always replaced on the map in mounted status.

14.0 Special Units

Individual battles usually have additional Special Units, other than those discussed below.

14.1 Green Units

Regiments that had not been in any action before are Green; they are indicated with a "G" next to their Cohesion Rating. Green units remain green the entire course of the game. Green units must make a special, Pre-Shock Commitment Check when shock attacking and have a –1 DRM when firing. Other than that, they are treated normally.

14.2 Cavalry

14.21 Cavalry can exist in one of two states: mounted or dismounted. Therefore, each cavalry unit has two counters, each one representing one of these states. See individual Battle Books for exceptions.

14.22 Units may Mount or Dismount only at the beginning of their Activation, before Movement. The unit must not be adjacent to an enemy unit. To indicate its status, simply change counters. Its MA for that Activation (only) is one-half (rounded up) of the printed MA of its new status. If under Attack Orders, halve its printed MA again (round up). If under Advance Orders, units that Mount or Dismount may not Fire.

Exception: Mounted cavalry that is Blown may not dismount.

14.23 Mounted cavalry is treated as cavalry; dismounted cavalry is treated as infantry.

14.24 Mounted cavalry may fire, but they may never do so during an Activation in which they are Charging or Countercharging. Moreover, phasing mounted cavalry may not fire at a distance in excess of two hexes. The latter restriction does not apply to non-phasing mounted cavalry using Return Fire. Fire from Mounted cavalry has a –1 DRM.

Fire at a non-phasing, mounted cavalry benefits from a fire DRM of +1.

14.25 Horse-holders. For purposes of fire and shock strength all dismounted cavalry units subtract one from every 4 SPs the unit currently has, to account for the fellows holding the horses.

EXAMPLES: Both a 4- and a 7-SP unit would subtract 1 SP; an 8-SP unit would subtract 2 SPs.

PLAY NOTE: The advantages to being mounted are Movement (including Reaction Movement) and Charge (and Countercharge). The advantage to being dismounted (where available), is better fire ability.

14.3 Spencer Repeaters

The Spencer Repeating rifle (and its brethren) was a major step forward in small arms firepower. This increase is reflected in several rules that apply to units armed with Spencer Rifles (SR) and Spencer Carbines (SC). These rules do not apply to mounted cavalry or to Disordered units.

Note: A Disordered Spencer Repeater unit or a mounted cavalry unit using Spencers undertakes phasing and/or non-phasing fire as if it were any other type of small arms.

Units armed with Spencer Repeaters fire twice if they are in Good Order prior to their first shot and do not suffer a 2nd Disorder [12.35] before their second shot. If they fire twice, both shots must target the same hex, even if there is no enemy unit in the hex after the first shot.

14.31 If a phasing unit in Good Order is firing with Spencer Repeaters, it gets an extra round of fire, as shown in the following play sequence:

  1. Phasing unit fires; apply results.
  2. Any Return Fire is not simultaneous but follows the Phasing Fire; apply results.
  3. Unless it suffers a 2nd Disorder, the phasing unit fires again, whether or not the target used Return Fire.

14.32 If a non-phasing unit in Good Order is returning fire with Spencer Repeaters, it gets an extra round of fire, as follows:

  1. Phasing unit announces fire.
  2. Phasing unit fires, and non-phasing SR unit(s) Return Fire simultaneously; apply results. Exception: If it conducts a Reaction Facing Change triggered by the Phasing Fire, a non-phasing SR unit's Return Fire is not simultaneous with the Phasing Fire.
  3. SR units that have not suffered a 2nd Disorder fire a second round of Return Fire.

14.33 The "*" on the Fire Table means that if a player rolls an unadjusted 5 for a Spencer Repeater unit when it is firing in any of these "second rounds," the unit is Out of Ammo (a representation of jammed weapons—a problem with many Spencers—and/or overuse of ammunition). Use the procedure in optional rule 10.92 for Ammo Resupply. If using 10.91 and rolling an unadjusted 5 on the first shot only, ammo depletion applies after the second shot.

14.34 Return Fire by non-target units versus phasing units armed with Spencers follows Series Rule 14.31—the Spencers fire first.

14.35 When using Withdrawal Fire, a unit armed with Spencers fires twice before the withdrawing unit leaves the hex, or against the top unit remaining in the hex.

14.36 Units armed with Spencers fire twice for Pre-Shock Reaction Fire.

14.37 When a unit in Good Order, armed with Spencers returns fire against phasing, rapid-firing artillery, both the first shots and the second shots are simultaneous. The result of each shot is applied after all of the rolls are complete.

14.38 When a unit in Good Order, armed with Spencers, fires at non-phasing, rapid-firing artillery, the Spencer fire alternates with the artillery fire, with the Spencers firing first. Artillery suffering a Disorder as a result of the first or second shot from the Spencers cannot fire after that result is applied. Any non-artillery unit stacked with the artillery and eligible to fire does so after the Spencers' first shot.

15.0 Engineering

Engineering, in the base rules, involves constructing Breastworks. Individual battles may have rules for Bridge construction and so on. Breastworks represent temporary fortifications that provide a benefit against both Fire and Shock. However, they do take some time to construct, because the only available materials for such construction are trees (which are hard to cut and take time to saw) and wooden farm fences.

15.1 Constructing Breastworks

15.11 Breastworks may be built by any infantry or dismounted cavalry unit under Advance Orders if it is In Command and its brigade leader is eligible to change orders during Step II/C of the Sequence of Play [3.0]. Units under March or Attack Orders may not build Breastworks. If using the Fatigue rules [17.0], units at Fatigue Level 2 or higher may not build Breastworks.

15.12 With the exception of Town and Marsh hexes, Breastworks may be constructed in any hex that is within three hexes of a Woods, Orchard, or Town hex or a hex with a Building/House. The hex of construction, the Woods, Orchard, Town, or Building/house hex, and the two hex path between them cannot be adjacent to an enemy unit when construction is started.

Note: No hex can contain more than two Breastworks. Two Breastworks markers in a hex only serve the purpose of protecting additional hexsides.

15.13 Breastworks require two complete Game Turns for construction, except at Night, when they require only one turn. A building unit cannot do anything else for those turn(s). For construction starting in a non-night turn, place the build marker during the Engineering Phase [3.0 II/F] of the first turn, re-facing the building unit toward the hexsides the Breastwork will cover. Flip the marker in the Replacement/Recovery Phase of the second turn (or the same Night turn) so that the Breastwork design matches the hex configuration. Once placed, Breastworks can never be reoriented.

15.14 If a constructing unit changes to Attack Orders, retreats out of the construction hex for any reason, conducts any action other than construction (including Non-Phasing Fire), or if its hex is the subject of enemy shock assault or its brigade's Fatigue level increases to 2 or more, construction is discontinued. Remove the Construction marker. Construction may continue despite the constructing unit being Out of Command or its brigadier unable to change orders at the start of the second turn of construction. Non-phasing units that use Return Fire benefit from Prepared Fire if otherwise eligible.

15.15 Construction started by one unit must be completed by that unit. Additional units in the hex do not speed up construction. Each part of a unit in Extended Line may build Breastworks.

15.16 Units building Breastworks retain all defensive capabilities.

15.17 Breastworks may be removed by any combat unit that moves across a Breastworks hexside by expending one additional MP to do so. Once a unit has moved through the protective hexside of a Breastwork and expended the extra MP, remove the Breastworks marker.

15.2 Effects of Breastworks

15.21 Breastworks have a two-hexside facing, as indicated on the Breastworks counter. The Breastworks must be placed to conform to those hexsides, and they affect Fire/Shock/Movement only through those hexsides.

15.22 The cost to move through a Breastworks hexside is listed in the Terrain Effects Chart. This cost applies regardless of Pikes, Roads, Trails, and Railroads.

15.23 Breastworks provide the following beneficial DRMs:

  • +1 Firing small arms fire from within Breastworks (through a Breastworks hexside). This does not apply to artillery firing at canister range.
  • –1 Infantry/dismounted cavalry defending against small arms/canister fire through a Breastworks hexside (there is no defensive benefit when targeted by artillery at Shot/Shell range).
  • –1 Defender's Pre-Shock Cohesion Check [11.37].
  • –1 Defending against shock within Breastworks.

16.0 Night

16.1 From Dusk 'til Dawn

16.11 For a Dawn or Dusk Game Turn, all daylight rules are in effect, with the following changes/additions:

  • All Command Ranges are halved, rounding up.
  • There is a –2 DRM for any fire over one hex range.

16.12 For a Night Game Turn, all daylight rules are in effect, with the following changes and additions:

  • All Command Ranges are halved, rounding up.
  • There is a negative adjustment for distance that is cumulative. For one hex, it is –1; for two hexes, it would be –3 (–1 + –2). For a range of four hexes it would be –10 (or prohibitive).
  • Artillery batteries each fire separately, regardless of the command situation or stacking.
  • There is no Prepared Fire or Cavalry Charge.
  • All Activations while under Attack Orders incur Fatigue, unless the brigade's only actions are Leader Movement, mounting/dismounting, Rally, Resupply, Retreats caused by Cautious Loose Cannon results, facing changes that cost no MPs, or no action at all. When part of a brigade is under Attack Orders, the brigade incurs Fatigue only if the units under Attack Orders conduct a Fatigue action.
  • Cavalry and artillery may Reaction Move only when the enemy is about to move adjacent.

16.2 Straggler Recovery

16.21 To undergo Straggler Recovery, a brigade must be In Reserve during a Dusk or Night turn. It undertakes the actual Recovery at the conclusion of each such turn.

16.22 For eligible brigades [16.21], each non-artillery unit within its brigadier's Command Range conducts a UDD.

  • If it passes, increase its SP by one.
  • If it fails, there is No Effect.

16.23 A unit's strength may never be increased to its original face value (nor higher). The best it can do is to return to one short of its original strength.

16.24 Units may Recover Stragglers and Fatigue; they are not mutually exclusive.

HISTORICAL NOTE: Not all combat losses were casualties. A not-insignificant number of losses were from soldiers who simply drifted off, fell by the road during marches, or opted for discretion, etc. Some of these could be recovered during extended lulls in the battle, which here means at Dusk/Night.

17.0 Fatigue [Optional]

DESIGN NOTE: This is optional because it adds another layer of complexity to the game. However, we highly recommend its use. It adds a level of realism.

17.1 Who Gets Fatigued?

Fatigue applies to all combat units, except artillery. Fatigue is applied at the brigade level, and a brigade can incur a new level of Fatigue if even one unit in that brigade does any of the actions that would incur Fatigue.

17.2 How Fatigue is Incurred

17.21 Brigades start with no Fatigue Level. This is indicated by the absence of any Fatigue Indicator with the brigadier. Fatigue is incurred as it happens, but the effects—placement of the Fatigue marker—take place when the affected brigade has done all that it will for that Activation.

PLAY NOTE: In certain battles, on-map commands may start and reinforcements may enter at a specific Fatigue Level.

17.22 There are two ways in which Fatigue is incurred:

CAUSE 1: Any turn in which a brigade undertakes more than two Activations, its Fatigue Level increases by one for each Activation above two [17.24]. Thus, a brigade that undertakes four Activations in one turn will increase its Fatigue Level by two. Activations by Out of Command units also count towards Fatigue, but Activations that are solely undertaken by attached artillery, alone, do not count.

Exceptions:

  • A brigade Activation during which its units undertake no actions at all, or undertake only mounting/dismounting, Rally, Resupply, Retreats caused by Cautious Loose Cannon results, facing changes that cost no MPs, and/or engineering, does not count toward Fatigue.
  • A unit using March Movement solely on Roads/Pikes (including Bridges and Fords) does not incur Fatigue for its brigade for the first three Activation-equivalents in a turn; it does for a fourth. If it enters any terrain other than Roads or Pikes, both a third and fourth Activation-equivalent earn Fatigue.
  • The retreat caused by a "Cautious" Loose Cannon result does not incur Fatigue.
  • Leader Movement does not incur Fatigue, because Leaders are not units.

EXAMPLE: An infantry regiment under March Orders can move up to 24 MPs (or 4 AM worth) in one turn (for that March AM), incurring Fatigue for any movement above 18 MPs. Note that in most games, Road movement would be at ½ MP per hex, so the maximum distance would be 48 hexes, with Fatigue being incurred starting with hex 37.

CAUSE 2: If any brigade has been engaged in Shock (either attacking or defending) in more than one friendly or enemy Action Phase [3.0 III/C/3] in a turn, all such phases after the first earn Fatigue. A brigade engages in Shock by one or more of its non-artillery units participating in Shock Step 6b [11.45]. Only one level of Fatigue is incurred per Action Phase per participating brigade, no matter how many times it participated in Shock Step 6b during that phase.

COMPREHENSIVE EXAMPLE OF FATIGUE: A unit moves for its first AM, shock attacks for second AM, and shock attacks for its third AM. It also had to defend against shock during two different enemy Action Phases (AMs). The brigade has incurred four levels of Fatigue as follows: its first AM movement did not incur Fatigue as Fatigue is not incurred for the first two Activations; its second AM shock attack did not incur Fatigue as Fatigue is neither incurred for the first two Activations nor does the first shock incur Fatigue; it incurred one Fatigue Level for its third AM Activation and one Fatigue Level for its second shock attack (for a total of two Fatigue Levels); add one Fatigue Level each for the two shock defenses.

17.23 Each turn a brigade may incur a maximum of two Fatigue Level increases due to Activations. (Exception: see 16.12.) There is no limit to how many Fatigue Levels may be incurred due to shock attacks/defenses. However, an Activation in which a brigade shock attacks and subsequently defends against a shock (due to rolling a 1) only counts once toward Fatigue, not twice (and the same is true for the initial defender-turned-attacker).

HISTORICAL NOTE: It is estimated that the average unit/brigade could undergo about one and one-half hours of combat before becoming so fatigued as to be relatively worthless.

17.24 Other than having no Fatigue marker, the following are the levels of Fatigue incurred, in ascending order. Place an appropriate marker with the brigadier to so indicate:

  1. Fatigue OK
  2. Fatigue 0
  3. Fatigue 1
  4. Fatigue 2
  5. Fatigue 3
  6. Fatigue 4 (the highest)

17.25 Once a unit reaches Fatigue Level 4, it goes no higher, nor is there any further effect of undertaking an action that would earn Fatigue.

17.26 Artillery neither incurs nor generates Fatigue for an infantry or cavalry brigade to which it is attached. However, if under March Orders and using a fourth AM-equivalent [17.23], an artillery unit must check for broken wheels. Roll the die; if it is 6-9, the unit loses 1 SP.

PLAY NOTE: If artillery MA is 8 or higher, it usually only need move the equivalent of three AMs to keep up with the foot-sloggers.

17.3 Effects of Fatigue

17.31 All units in a brigade use the number on the Fatigue Level marker as a modifier to a variety of actions.

Subtract half the Fatigue Level (rounding up) from:

  • MA (after halving for Attack Orders and/or cavalry that mounts or dismounts) but see also 9.42.
  • All Shock Resolution rolls when attacking.
  • All Fire rolls.

Add half the Fatigue Level (rounding up) to:

  • All UDDs.
  • All Shock Resolution rolls when defending.
  • All Pre-Shock Check rolls (including Green).
  • All Rally Attempts.

17.32 Brigades at Fatigue Level 4 automatically and immediately revert to Advance Orders. They may not be given March or Attack Orders until they lower their Fatigue Level.

17.33 Fatigue OK and Fatigue Level 0 have no effect, other than that they are a level closer to one that does.

17.34 Units at Fatigue Level 2 or higher may not build Breastworks.

17.4 Reducing Fatigue

17.41 To reduce a brigade's Fatigue Level, the player may place that brigade In Reserve for that entire turn [6.31]. At the end of the turn, if the brigade is still In Reserve, its Fatigue Level is reduced by two levels.

17.42 Any on-map brigade that is not in Reserve but whose non-artillery units do not move, reaction move, use Phasing Fire, construct Breastworks, declare a shock or are designated as a shock target for one full turn may, during the Replacement/Recovery Phase [3.0 IV/B] of that turn either:

  • Automatically rally all Disordered units within Command Range of their brigadier [13.45], or
  • Reduce Fatigue by one level.

Neither facing changes that do not expend movement points, mounting/dismounting, nor Reaction Refusal/Facing Changes are considered movement for purposes of this rule.

Notes:

  1. Disordered batteries of artillery battalions/brigades may rally if the battalion/brigade meets the above requirements.
  2. Unbrigaded units may rally or reduce Fatigue by one level if they meet the above requirements and are within Command Range of their immediate superior.

Battle Book: Into the Woods, the Battle of Shiloh

The rules below are specific to Into the Woods: The Battle of Shiloh, April 6-7, 1862, and amend or add to the Series Rules above. Battle Book rules take precedence over Series Rules.

2.0 Components

A complete game of Into the Woods: The Battle of Shiloh should have the following components:

  • Two 34" × 22" game maps of the Shiloh battlefield
  • One double-sided 11" × 17" small-scenario game map
  • Four and ½ counter sheets of combat units and markers
  • This Battle Book
  • One 44-page GBACW Series Rule Book (2021 Ed.)
  • One double-sided Turn Track
  • Two Efficiency/Activation sheets
  • Two TEC and 2nd Disorder Charts
  • Two Combat Tables folders
  • Two Battle Events/Ammo Resupply Charts
  • One Alert Schedule/Roar of Battle
  • Two ten-sided dice

2.42 Game Scale. The map scale is approximately 110 yards per hex with 20-foot elevation contours.

2.43 Time Scale. The game uses a 12 hour standard clock instead of the military clock.

2.7 Terminology

AoM: Army of the Mississippi

AoO,O: Army of the Ohio

AoT,T: Army of the Tennessee

BB: Battle Book

Bn: Battalion

Bty: Battery

CI: Combat Ineffective

Det: Detachments

DR: Die Roll

DRM: Die Roll Modifier

GD,GDS: Guard, Guards

OOC: Out of Command

R: Reserve Corps

SR: Series Rules

UDD: Universal Disorder Die roll (used as noun and verb)

US: US Regulars

4.0 The Command System

4.1 Commanders and Leaders

4.11 Overall Commanders. There are four overall commanders. Grant is the overall commander of the Army of the Tennessee, Buell is the overall commander of the Army of the Ohio, and both A.S. Johnston and P.G.T. Beauregard are considered overall commanders of the Army of the Mississippi. Each commander can affect only units under his command.

Both overall Confederate commanders can place any two brigades in their Command Range in Direct Command (replacing the normal command chain, i.e., corps-division-brigade) during the Determine Chain of Command Phase [SR 3.0 II.A]. The brigades chosen are considered In Command for all purposes and use their Corps' Efficiency (unmodified) for Activation. The brigades move under their normal AMs. If Beauregard uses this ability, he cannot use his Initiative Rating in the same turn for supplementing Efficiency (he still influences initiative). Johnston may use his special abilities (below) in addition to this ability.

Albert Sidney Johnston has unique abilities to affect Activations, units, and combat. He is subject to overall commander movement limitations [SR 9.32] but has half his Command Range (5 MPs) for special abilities if exceeding 10 MPs in the preceding Commander Movement Phase. Within his Command Range,

  • He may place any brigade under Attack Orders automatically, even if it had failed an attempt during the Change Orders Phase [SR 3.0 III.C.1].
  • Each brigade leader under Attack Orders is treated as an Aggressive brigadier, i.e., they receive a +1 if stacked with shocking troops. This effect lasts through any Continued Shock.
  • Green regiments may still Shock, even if they failed their Green Attacker Commitment check. The Green units can either start or end their movement in Johnston's Command Range for this benefit.
  • Any time after the first AM has been played but before the last AM of a turn is played, Johnston may activate any one brigadier in his Command Range before the next AM is drawn. The brigadier and any units of the brigade within the range of the brigadier or Johnston are considered to be In Command. Units not within range of their brigadier or Johnston are not included in this Activation. This Activation does not subtract from the number of available Activations for that brigade but always counts towards Fatigue, regardless of unit actions.

Johnston can use each of the above abilities once per turn; however, he can affect multiple units/leaders. All the abilities could be used in a single Activation or different abilities could be spread out among several Activations (e.g., he could use his ability for automatic change to Attack Orders for brigadiers in one Activation, and have the Green regiments automatically pass their UDD for shock in another). If any of these abilities are used, Johnston will check for Leader Loss at the beginning of the Commander Movement Phase [SR 3.0 IV.A], (before any Commander movement). This Leader Loss roll is in addition to any rolls required by stacking with units that take losses and is a single roll regardless of the number of abilities used.

EXAMPLE: If a player used Johnston to override two Brigadiers' failed rolls to change to Attack Orders in one Activation, then helped three Green units to pass their failed UDD for shock in a different Activation, he would roll once for leader loss at the beginning of the Commander Movement Phase. If he had used the extra Activation in the example above, it would still be a single roll. While each ability can only be used once a turn in a specific Activation, the abilities can affect more than one unit/leader when used.

Johnston can use the above listed special abilities on any turn starting at 6 AM with the required Leader Loss roll. When Johnston begins the mandatory Leader Loss roll at 12 Noon [BB 12.77] any use of the above abilities during the turn is a modifier of –1 to the loss roll for that turn (i.e., a roll of 0 or 1 will cause the loss of Johnston). When an ability is used, flip the specific ability counter on the Activation Sheet as a reminder to roll or modify the roll for Johnston's Leader Loss.

As an alternative to the above, Johnston can place two brigades within his Command Range in March Order during the Division Orders Phase [SR 3.0 II.C] of the 9 AM turn or later. These units may move up to 4 AM equivalents regardless of the number of AMs allotted to their division (Exception to [SR 5.28]). He does not check for Leader loss for this ability. This ability cannot be used in the same turn that Johnston uses any of the combat and command abilities listed above (including Direct Command). The brigades chosen may move up to the equivalent of three Activations without fatiguing—including moving off roads. Moving the equivalent of 4 Activations will increase Fatigue by one.

4.12 Corps Commanders. There are no Union corps commanders.

4.15 Command Range. Brigade and division leaders use 1 MP per hex for tracing command on Roads. Army and corps commanders use standard Leader movement costs (½ MP) for Command Range on roads (including Army Commanders Direct Command of brigades). All leaders use 1 MP for Farm Lanes. All Leaders trace command through Woods at 2 MP. This includes Field Boundaries if Movement would have cost them 1½ MP (i.e., when crossing a woods hexside [BB 9.44]). Use regular Leader movement cost for Command Range in all other terrain.

DESIGN NOTE: Command at Shiloh was difficult, with many units acting on their own. Moving through the woods was easier than keeping your command in order. Additionally, many leaders had not had time to create a proper staff.

4.2 Chain of Command. Union division leaders are considered In Command during the Division Orders Phase [SR 3.0 II.A] for purposes of Activation and Division Orders. Unless specified by a scenario, they do not need to be within Grant's Command Range. For in-range divisions, Grant can use his Initiative Rating like a corps commander's Efficiency Rating, i.e., he could increase the Efficiency of one division by one.

4.21 Cleburne is In Command during the Division Orders Phase if either Hindman or Hardee can trace command to him. If Hindman is killed, all brigades use Hardee to trace command (like the Reserve Corps).

HISTORICAL NOTE: Hardee created a two-brigade division for Hindman out of his three brigades the night before the battle. Even though he did not specifically place Cleburne under this command structure, there is evidence that Cleburne followed orders from both.

DESIGN NOTE: Counters for Cleburne and his units have a dash where the division number would be.

Units assigned directly to a division are considered In Command when in range of their division leader during the Division Orders Phase.

4.24 Unbrigaded Units. The Union has divisional cavalry units that are not part of any brigade. Unbrigaded cavalry units assigned to divisions activate as if they were a separate brigade. The Union player can assign unbrigaded cavalry units to any brigade of that division when the unit is in Command Range of both the division leader and the brigade leader during the Division Orders Phase. They activate under the orders for that brigade. Cavalry units attached to the division can change Orders individually in the Division Orders Phase if in Command Range of the division leader. Cavalry is not included in calculations for Combat Brigade Effectiveness (for any brigade).

Unbrigaded 6th Division infantry regiments (15th Iowa, 16th Iowa, and 23rd Missouri) activate with the Unassigned [BB 4.25] but have movement limitations (see unit placement and reinforcement list). They may be attached to any brigade (of any division of either Union army) after meeting the obligations of their special rules. They may not change orders until attached. They may not attach to a brigade until within the range of the brigade commander during the Division Orders Phase.

Confederate divisional cavalry activate with their division's AM like separate brigades. They may be assigned Orders individually if within Command Range of their division leader during the Division Orders Phase. The division leader must be able to trace command to his corps commander [SR 3.0 II.D].

All unbrigaded units start under Advance orders unless denoted otherwise in a scenario.

4.25 Unassigned Units. The Union Unassigned artillery (Army of the Tennessee assets) activates with the Unassigned AM. Unassigned units have a maximum number of 3 AMs and they cannot receive Grant's Efficiency modifier.

The unassigned 15th Michigan's April 6th movement restriction is detailed in the unit placement/reinforcement list. It may be assigned to any AoT brigade when the restriction ends. It may not change orders until the first Activation in which it is within its brigadier's Command Range. Until assigned, it moves with the Unassigned AM.

Confederate unassigned artillery and cavalry activate with the Unassigned AM. They have a maximum of 3 AMs and they cannot receive Beauregard's Efficiency modifier. If within Command Range, up to two cavalry units may be attached to any division or the Reserve Corps during the Determine Chain of Command Phase [SR 3.0 II.A] in addition to the formation's constituent cavalry. If attached, they may be placed under Orders by individual unit if In Command during the Division Orders Phase [SR 3.0 II.C] (i.e., not all are required to be under the same orders). They may not be assigned to individual brigades.

The unassigned Confederate 47th Tennessee regiment (second day reinforcement) moves with the Unassigned AM until assigned to any brigade of the Army of the Mississippi when within range of the brigadier of that brigade. Once assigned, the 47th Tennessee remains with that brigade and is considered a part of the brigade when BCE is next checked.

Unassigned units are always under Advance Orders.

4.32 Artillery. Most of the Union artillery is directly assigned to a division. Divisional artillery activates like a separate brigade when that division is activated. Individual brigades can have a single battery attached (of that division) in the Division Orders Phase [SR 3.0 II.A]. Artillery directly assigned to a division traces command to the division leader.

Most Confederate artillery is directly assigned to a brigade. The AoM's two unassigned batteries may be assigned to divisions or to brigades [SR 4.32]. No brigade can have more than two batteries—unless starting the battle with more (e.g., Cleburne's Brigade). Beginning with the 12 Noon April 6th turn up to ten batteries can be assigned directly to a division leader during the Division Orders Phase [SR 3.0 II.A] if the division leader is In Command. Denote their attachment with the counters provided.

When artillery is assigned directly to a division, activate the batteries as if they were a separate brigade, with Command traced directly to the division leader. Batteries assigned to a division leader can be reassigned to their original commands only.

Artillery assigned to a division may change orders only during the Division Orders Phase, if otherwise eligible. The artillery is treated as a single brigade (i.e., two or more batteries assigned to a division may not be given separate orders).

4.33 No attachments of artillery or cavalry to brigades can be made by either side until 9 AM April 6th.

5.0 The Activation System

5.2 Efficiency. Efficiency Markers for the Union are drawn for each division.

5.26 In the first day scenarios, Stuart's brigade (Sherman's division) is limited to a maximum of two Activations regardless of the number of Sherman's AMs, unless In Command during the Division Orders Phase. Stuart's brigade can be attached to any Union division during the Division Orders Phase [SR 3.0 II.C] on the 10 AM turn or later, if in range of the division leader. Once attached, Stuart may not reattach to any other division except Sherman's.

5.34 Breckinridge Coordination Modifier. Breckinridge, commander of the Reserve Corps, uses his Efficiency Rating (0) as his Brigade Coordination modifier.

5.4 Efficiency Transfer. Efficiency Transfer is not used.

6.0 The Orders System

6.22 Bragg's Change Order Limitation. Bragg and his division leaders can only positively affect a Brigade Orders Change roll if attempting to change to Attack Orders. This effect lasts until the end of the 6 pm turn of first day scenarios.

If Bragg is KIA the effects of this rule end immediately (i.e., the replacement commander and division leaders may positively affect any Change Orders roll normally).

9.0 Movement

9.22 March Movement. No Confederate units may be placed in March Orders until 9 AM on April 6th. No Federal units may be placed in March Orders until 10 AM. Units may be placed in March Mode normally for the remainder of the game (except the turn of their arrival for off-map reinforcements). Exception: Reserve Corps units that were unable to enter the map on the 8 AM turn may enter at 9 AM under March Orders.

If playing an April 5th scenario, the same limits and times are used.

9.4 Terrain and Movement

9.43 Roads and Farm Lanes

Roads: Units moving along Roads ignore the movement costs for changing elevation, Woods, Marsh (Exception: see Shiloh Branch bridge), Thickets, Sloping Ground, Gullies, and for crossing a stream, and are not subject to Disorder from terrain.

Farm Lanes: Units moving along Farm Lanes use the series Trail rules and are not subject to Disorder from terrain. Farm Lane rate of movement is one-half the non-trail rate for entering the hex (this includes both in-hex terrain and hex-side costs).

PLAY NOTE: Farm Lanes frequently wiggle from one hex to another in difficult terrain. This is intentional.

Exceptions:

  • Artillery moving on Farm Lanes through Marsh of any type use the cavalry movement cost of the hex (un-halved) and Disorder. To move out of the hex, the artillery unit must rally. A currently Disordered artillery that fails the UDD stays Disordered and loses 1 SP. Consider the carriages broken or stuck in the mud. This occurs in every hex entered.
  • Artillery using Farm Lanes to cross a Steep Slope use the cavalry cost of that hexside (un-halved), and automatically Disorder. An already Disordered artillery unit loses 1 SP.

9.44 Terrain Elevation Level and Terrain Effects. The elevation of a hex is that found in the center point of the hex and covering the majority or plurality of the hex area. Additional terrain effects and movement costs are listed on the Terrain Effects Chart.

Rivers, Lakes, Creeks, Runs and Streams: Watercourses influence movement when that hexside is crossed (see the Terrain Effects Chart). Runs and small Ponds (Water Oaks and Bloody) do not affect play. Streams and a bridge are "in hex" for the three Marsh-Stream hexes located on Shiloh Branch (hexes S2410, S2509, and S2610). Their movement cost is part of the hex cost. All other Streams conform to hexsides. Fords over Creeks are denoted on the map. Assume a ford where a Farm Lane crosses a stream. No unit may cross any Creek except at a ford or bridge. No land unit may cross a full River or full Lake (solid blue) hexside but may enter partial land hexes that contain River or Lakes without effect. Tinted blue grey hexsides bordering River, Lake, Creek, and some partial land hexes are impassable.

PLAY NOTE: Creeks and streams have a "naturalistic" look and don't always follow the hexside perfectly. Assume they flow along the hexside closest to them for all game purposes.

Woods: All land hexes are wooded unless it is a Field hex or Field Boundary hex. Woods only block LOS after the second hex, i.e., LOS extends through a single Woods hex with a –1 DRM for fire—not cumulative with the DRM for being in a Woods or Field Boundary hex. Woods are considered one level higher than the base terrain of the hex they occupy.

DESIGN NOTE: Yes, the trees were higher than 20 feet, but the foliage was sparse.

Treat Woods hexsides as Steep Slopes for LOS purposes. While Woods give no benefit for shock, round off in favor of the defender [SR 11.43], not the attacker.

The Shadow Exception [SR 10.24] does not include Woods. It does include Marsh, Sloping Woods, and Thickets.

Fields: Fields are clear with no woods or boundary (dotted) line. They are considered clear terrain in all respects.

DESIGN NOTE: These fields had a myriad of crops, but not enough to limit LOS or movement.

Field Boundaries: Field Boundaries have a boundary (dotted) line and may have some woods outside that line. They are considered the same as Woods hexes for LOS, Shock, and Fire Combat purposes. Exception: Ignore a Field Boundary Hex for LOS if the Line of Fire runs along a hexside between it and a Field hex. For movement, they are treated like Fields if moving from a Field hex or a Field Boundary of the same field. If moving from Woods or a different field's Field Boundary, they are treated like Woods. For changing facing, Field Boundaries are treated like Field hexes.

PLAY NOTE: Small slices of hexes with the boundary dotted line count as Field Boundary hexes. Hex borders and vertices do not. If it is questionable, it is not a Field Boundary.

If any boundary line encroaches on a Marsh hex, it is considered Marsh (e.g., one hex north of John Rea's house in Rea Field).

Slopes: Gradual Slopes are hexsides that have one contour line. Minor Slope hexsides have two contour lines, and Steep Slope hexsides have three or more contour lines [SR 10.23]. The number of contours is determined by the number of lines crossed when tracing from the center of one hex to the center of an adjacent hex.

Thickets: Thickets are wooded areas with dense undergrowth that impede both movement and combat. While there were probably more Thickets than those shown on the map, they have been kept to locales where they were specifically mentioned as detriments to the fighting. Thickets block LOS normally (i.e., unlike Wood hexes, the first Thicket hex blocks). They are one level higher than the base terrain. Thickets carry a –1 DRM to Shock and Fire both out of and into the hex. When Shocking from one Thicket hex to another Thicket hex, players should only count a single –1 DRM, not –2. Fire DRMs from a Thicket into a Thicket are cumulative (i.e., there would be a –2 DRM for Fire).

Orchards: Orchards do not block LOS and have no effect on play. They are there purely for historical purposes.

Ridges and Gullies: A Ridge is a hexside at a higher elevation than the two adjoining hexes, and a Gully is a hexside at a lower elevation than the two adjoining hexes. A Ridge can block LOS [BB 10.24], while a Gully does not affect LOS. A Ridge does not block LOS for two adjacent units (i.e., two units on opposite sides of the same ridge hexside). However, they have LOS no further than that across the hexside. See the terrain chart for the cost of moving across a Ridge or Gully; however, if either Ridge or Gully have more than two contour lines, treat each side of the hexside as the appropriate slope.

EXAMPLE: A cavalry unit crossing a Ridge with three lines, two going up on the closer side and one going down on the far side, would pay +2 for going up a minor slope and no additional MPs for going down a gradual slope.

Artillery crossing a Gully or Ridge with three lines automatically Disorders (unless on a Road or Farm Lane). If already Disordered, the artillery loses 1 SP. If the total number of contours exceeds three, artillery movement across is prohibited.

There is a penalty for Shock across a Gully or Ridge. The penalty for Shock across a Ridge is always –1 DRM. The penalty for a Gully is equal to the number of contour lines the attacker would ascend were it moving into the defender's hex from the bottom of the Gully, with a maximum of –3 DRM.

Gullies and Ridges are never in hex, only on hexsides. If the Gully or Ridge graphic does not cover the entire hexside, the hexside is not considered a Ridge or Gully.

Sloping Ground: Sloping Ground represents uneven terrain. When moving through a Gully, Minor or Steep slope hexside (two or more contour lines) into a Sloping Ground hex, the movement costs for the Sloping Ground are ignored (e.g., if moving from the same level hex or through one contour line you would pay for the sloping hex cost). Wooded Sloping Ground hexes are one level higher than the base terrain and block LOS normally, i.e., unlike Woods hexes, the first hex blocks.

Marsh and Marsh-Stream: Not only were there low-lying swamps and marshes in the Pittsburg Landing area, but the previous month had also been one of the rainiest in years, with torrential rains in the days before the battle (the River Road Bridge over Snake Creek had been covered with floodwaters a day or two before the battle). Many areas that flooded are marked as Marsh that would have been wooded ground in dryer weather. Marsh is a flooded mixture of dense woods and undergrowth. The woods are one level higher than the base terrain. Marsh hexes block LOS normally, i.e., unlike Woods hexes, the first hex blocks.

The three Marsh-Stream hexes (S2410, S2509 and S2610) are recognizable as the only hexes having two streams running through the middle and are treated the same as Marsh except that the streams are "in-hex" with the movement cost of the stream built into the hex cost. These hexes are an exception to streams running along hexsides.

In addition to the costs of entering these hexes, units attempting to leave either type of hex via movement or Advance must UDD. If a good order unit fails, it is Disordered in the hex it moved into.

PLAY NOTE: This allows Attack Order units in good order to move adjacent to an enemy unit.

If already Disordered, failing the UDD requires the unit to remain in place, finished for the Activation. All units (Good Order or Disordered) stacked with their brigade or division leader in either type of hex at the start of their movement or advance may move/advance out of the Marsh hex into a non-Marsh hex without a UDD. Leaders may use this ability once per Activation; however, if the leader has not yet moved, he is free to do so and potentially rally a different unit or affect a combat. Disordered units cannot use this leader ability to move adjacent to enemy units.

EXAMPLE 1: Cleburne, starting his movement stacked with the 2nd and 35th Tennessee regiments in a Marsh hex, would allow both regiments to move out of the hex into a non-Marsh hex without rolling. Cleburne could then move and affect other units normally.

EXAMPLE 2: Wood, in his brigade's Activation, moves into a Marsh hex containing the 8th Arkansas, allowing the regiment to leave without rolling. Wood is done for the Activation.

A unit that retreats or Reaction Moves into a Marsh hex automatically Disorders. There is no additional effect if already Disordered.

If moving or advancing directly from one Marsh hex to another, there is only one UDD required for both entering and leaving. Leaders cannot use their ability above to help a unit move or advance directly from one Marsh hex to another Marsh hex.

Any unit changing its facing in Marsh must UDD. Attack order units treat facing changes in these hexes the same as woods for MP expenditure. Good order units failing the UDD are finished for the Activation (after the facing change). An already Disordered unit that fails cannot change facing.

EXAMPLE: The 35th Tennessee regiment enters a Marsh hex and becomes Disordered after the required UDD. Attempting to change facing, it rolls a UDD against its Disordered Cohesion and fails. It does not change facing and is done for the Activation. There is no other effect.

Extended units (line or column) entering a Marsh/Marsh-Stream hex with either the unit or extension and not using a road or farm lane automatically retract into the Marsh hex, Disorder, and stop movement. If both parts of the Extended unit entered a Marsh hex at the same time, the retraction hex is player choice. The required retraction does not trigger Withdrawal Fire.

All Marsh hexes carry a –1 DRM for Fire and Shock out of the hex as well as Fire and Shock into the hex. These DRMs are cumulative (i.e., Fire or Shock from one Marsh hex to another Marsh hex would have a –2 DRM).

At the start of any first day scenario beginning at 8 AM or earlier, the road and in-hex bridge over Shiloh Branch (S2610) are not usable by units or leaders of either side (including tracing command) until there are no Union units within four (three intervening) hexes of the hex at the start of an Activation. Once this condition is met, treat the road normally, even if Union units subsequently move closer than the limit above.

Union Camps and HQ: Union Camps and HQs do not affect movement or fire in any way. HQs are there for historical interest only. Union Camps may be used for Ammo Recovery [BB 10.92] and figure in Looting [BB 18.1].

9.54 Withdrawal Movement. A unit that withdraws into a hex that would cost 2 MP or more to enter UDDs as it enters each hex, with a +1 DRM for each full MP in excess of 1 MP.

EXAMPLE 1: A Woods hex (1½ MP), by itself, would not cause an infantry unit using Withdrawal Movement to UDD; crossing a stream into a Woods hex (2½ MP) would require a UDD with a +1 modifier.

EXAMPLE 2: An artillery unit withdrawing into a Woods hex would UDD with a +2.

An already Disordered unit failing the UDD for either hex is limited to the first Withdrawal Movement hex.

9.7 Reinforcements. All reinforcements enter the map in Advance Mode and have a designated number of AMs. Reinforcements entering at Pittsburg Landing's two hexes (N6420/6423) or Corinth Road (S1234) may elect to defer arrival until the end of all Activations with the designated AM amount to avoid congestion with friendly units. No chit pull is necessary if that option is taken at the beginning of a turn.

If the turn allows and Chain of Command permits, they may be placed under March Orders at the beginning of the next turn. If their entry hex is adjacent to an enemy unit, they may enter at the closest hex on either side of the entry hex (if otherwise able to move there as impassable terrain could prevent it). This can be extended as far as needed to allow units to enter. This option is not available for Pittsburg Landing hexes. Units arriving at Pittsburg Landing hexes treat the landing hex the same as a unit entering from off map but pay an extra MP for disembarking (first stack pays 2 MP, second stack pays 3 MP, etc.).

Series Rule Exception [SR 9.72]: Confederate infantry units (not cavalry or artillery) may enter the Pittsburg Landing's two entry hexes and, while occupying them, prevent any reinforcements from arriving in those hexes.

10.0 Fire Combat

10.24 Canopy of Trees (Change from Series Rules). A Woods Canopy is assumed to exist whenever LOS is traced through a Woods or Field Boundary hex of lower base elevation than an adjacent target/firing hex, provided the latter is also Woods or Field Boundary. Treat firing through the Woods Canopy the same as firing through a Woods hex. A single hex cannot count more than once (Woods, Field Boundary, or Canopy) for a single specific LOS.

10.5 Prepared Fire

10.51 Prepared Fire range. All units capable of Prepared Fire have a range of one hex.

Optional: Pistols and Shotguns, while not capable of Prepared fire, do receive a +1 DRM for Pre-shock Reaction Fire when they are the target of a Shock/Charge.

10.6 Artillery Fire

10.67 Artillery Range Issues

  • Artillery and High Ground. Artillery may not fire into an adjacent hex if it is three or more elevation levels higher or lower than the firing hex. Exception: When being assaulted from that hex, artillery may fire during the Pre-shock Reaction Fire [SR 11.38] with a –2 modification and cannot use Rapid Fire.
  • Artillery Restricted LOS Fire (Optional). Phasing artillery firing both at 4 or more hexes and higher than the base elevation of any hexes in the LOS between the unit and the target can ignore both Woods and Field Boundary hexes in determining LOS for fire. Marsh, Thickets, and Wooded Sloping hexes still block (if they would block under standard LOS rules) and are not ignored. Artillery either targeted by this fire or capable of Return Fire because of adjacency to the target may return fire if it can meet the parameters for Restricted LOS fire and facing and range allow. Artillery using Restricted LOS Fire, in addition to any other modifiers (including firing through Woods or Boundary hexes and Canopy fire), has a DRM of –1 for fire at 4 hexes, a –2 DRM at 5-6 hexes, a –3 DRM at 7-8 hexes and a –4 DRM at 9-10 hexes. The maximum range for Restricted LOS Fire is 10 hexes.

PLAY NOTE: While adding realism, this can be a difficult rule for those whose spatial reasoning is challenged. The game will play fine without it.

If there are friendly units adjacent to the target hex, all must UDD regardless of the effect of the fire on the enemy unit. Treat a 2nd Disorder as a Disorder from fire. This is in addition to the restrictions of Series Rule 10.26.

DESIGN NOTE: Artillery with an obscured LOS typically would not fire at enemy troops at a distance if there were friendly troops near the target. This rule ensures the player will feel the same way.

Artillery's capability for Restricted LOS fire does not replace or change the LOS restrictions for any other rules, e.g., Reserve, etc.

10.9 Ammo Depletion and Resupply. Ammo Supply [SR 10.9] is not optional in this game.

10.91 Ammo Depletion. A player may, at their option, fire infantry without a –2 DRM when at Low Ammo. When using this option, the unit automatically Ammo Depletes afterwards. A unit splitting fire completes both fires before depleting.

10.92 Ammo Resupply

  • Ammo Resupply is automatic for artillery—no Resupply Roll required. Artillery may only recover ammo if: on or within one hex of a Road, or on a Farm Lane.
  • Small Arms require a Resupply Roll. In addition, they may only recover ammo if: on or within two hexes of a Road, on or within one hex of a Farm Lane, or in an infantry Camp Hex (first day only of any scenario starting on April 5th or 6th).
  • Small Arms must roll for Ammo Resupply, with a DR of 4 or less resupplying the unit. If a Small Arms unit is on a Road, there is a DRM of –2. If the unit is on a Farm Lane, the DRM is –1.
  • All attempts to Ammo Resupply other than Camp Resupply must be able to trace a valid supply line. The Road or Farm Lane hexes used for Resupply must be able to trace a supply line to their supply source—Pittsburg Landing for the Union, and the intersection of Bark Road and Corinth Road for the Confederates. A supply line can be of any length following Farm Lanes and Roads. However, a supply line, once on a Road, cannot leave the road (the tracing of a supply line on a Farm Lane may cross a road without issue). Supply lines cannot be traced through enemy units or their adjacent hexes unless the hex is occupied by a friendly unit. The potentially blocking units must be in Command Range of their immediate commander. Assess their command status at the moment of Ammo Resupply. Unassigned cavalry cannot block supply. The supply line begins at the trail or road hex that the unit is using for supply.

DESIGN NOTE: Historically, ammo resupply was an issue for many troops on both sides, and especially for those away from the roads. Without introducing supply wagons, these rules simulate those problems.

  • Any Small Arms unit (Union or Confederate) may attempt to Ammo Resupply if in an infantry Camp (not cavalry or artillery) with a DR of 2 or less succeeding. This may be rolled for in addition to a regular attempt at Ammo Resupply. No line of supply is needed. This is limited to the first day of any scenario starting on April 5th or 6th.
  • Units adjacent to an enemy unit are not eligible for Ammo Resupply.
  • Union units have a +3 DRM for Ammo Resupply until the end of the 10 AM turn of any first day scenario. This does not apply to rolls for Resupply from a Camp hex.
  • Mounted cavalry does not ammo deplete.
  • Units in Reserve or units that meet the requirements of SR 13.45 for Rally or Fatigue reduction automatically Ammo Resupply in the Replacement/Recovery Phase. There is no roll required. This is in addition to the Rally and/or Fatigue Reduction. All units must still be able to trace a valid supply line.
  • Ammo Resupply rolls are not affected by UDD modifiers (i.e., Disorder, Fatigue, and Leaders do not affect these rolls).

12.0 Combat Results

12.35 Rout Check from Fire. Until the end of the 10 AM turn of any first day scenario, Union infantry units (not artillery or cavalry) that suffer a 2nd Disorder from small arms fire (including artillery fire at three or less hexes) must UDD after any required retreat. A failed roll results in Rout; otherwise, there is no effect. Units that lose an SP while Collapsed check for Rout only once, not twice. This is in effect for the April 5th and April 6th scenarios on the first day, respectively. Mistaken Fire [BB 18.0] never causes a check for Rout.

12.45 Artillery Retreat and Reaction Move. Artillery may retreat or Reaction Move into or through Woods. Artillery cannot retreat or Reaction move into a hex costing more than 3 MPs. If it cannot complete a retreat it is abandoned.

  • When retreating into or through woods, roll a die when entering each hex and divide by three (rounding down); the unit loses that many guns.

EXAMPLE: Morton's Battery retreats through two woods hexes. Morton rolls 2 for the first hex (no loss) and rolls 9 for the second hex (3 SP lost).

  • When using Reaction Move, there is a +2 DRM to the required UDD at the end of the move for each Woods hex entered.

EXAMPLE: Waterhouse's Battery Reaction Moves through two Woods hexes. At the end of the move, Waterhouse would UDD with a +4 DRM.

12.7 Leader Casualties

12.77 Albert Sidney Johnston is required to roll for leader loss from the 12 Noon turn through 6 PM of the first day scenarios. At the beginning of the Commander Movement Phase [SR 3.0 IV.A], roll for leader loss; if the roll is 0, he is killed. If he used any of his special abilities that require a loss roll during the turn, there is a –1 DRM. If he is so lucky as to survive past the 6 PM roll, he is no longer required to roll unless using one of his special abilities.

EXAMPLE: Johnston uses his special abilities in the 2 PM turn. A die roll of 0 or 1 would kill him.

12.78 (Optional) Those who are familiar with Shiloh recognize the tremendous leader losses that occurred. The Union forces that fought for most of the first day had a casualty/capture rate of 60% for the division and brigade commanders (not including Sherman's wounding). The Secessionist forces not only famously lost army commander A.S. Johnston, but additionally had one brigade that had both the original leader and two replacements killed or wounded, along with many others.

The following optional additions to SR 12.71 significantly increase the possibility of leader loss when in combat. If in agreement, players may choose to use either or both additions.

  • Roll for each loss suffered in combat.

EXAMPLE: If a unit suffers a "2D" result, roll twice for the leader(s) in that hex. If the "D" caused an additional loss, the player would roll a third time.

  • Leaders stacked with units either Shocking or defending against Shock make a single roll for Leader Loss. This roll occurs at the end of Step 6b of Shock Resolution in addition to any rolls required by Step Losses.

13.0 Combat Effectiveness and Rally

13.4 Rally

13.42 Leaders, regardless of rank (number of stars), only modify a UDD/Rally die roll [SR 11.73] of any type by –1 DRM. Multiple leaders in the Command Chain may be used to cumulatively modify the roll for units stacked with them.

DESIGN NOTE: Both Union and Rebel units were, at times, challenging to rally, ignoring even Corps and Army Commanders. Read any description of Pittsburg Landing during the battle.

This does not change the Change Orders DRMs of division leaders and corps commanders.

13.45 (Addition) Units not assigned to a brigade (including artillery) that do not move, use phasing fire, or engage in any Shock (attack or defense) for one full turn may, during the Replacement/Recovery Phase [SR 3.0 IV.B] of that turn, either:

  • Rally if Disordered, or
  • Reduce Fatigue by one level [SR 17.42].

Exception: Myers Battery (4/AoT) cannot Rally except by passing its Rally die roll.

HISTORICAL NOTE: Myers and his men, while deploying near the Old Cotton Field, abandoned their guns when one of their caissons exploded from a Rebel shot. Myers left the field ignominiously and was not seen till Tuesday. He was later cashiered.

13.5 Recovery from Rout. The mechanism for Recovery is a little different than that in the Series Rules. Changes or added rules are below.

13.52 To have a Routed unit recover, the player undertakes a UDD for the unit using its Disordered side Cohesion Rating:

  • If the roll is the same as or lower than the Cohesion Rating, it passes. Place the unit on its Disordered side within one hex of the brigade leader and reduce the unit by 1 SP. A natural roll of 0 always passes, regardless of modifications listed below.
  • If the roll is higher than its Cohesion Rating, including a 9 or higher, it fails. The unit remains routed and loses 1 SP.

13.54 For a first day scenario (April 5th or 6th) all Union units have a +3 DRM to their Recovery rolls till 6 PM. Rebel units have a +1 until 6 PM. If playing an extended scenario, beginning at 7 PM and lasting throughout the rest of the game, the Army of the Tennessee has +1 DRM added to Rout Recovery rolls. Army of the Mississippi and Army of the Ohio units roll for Rout Recovery normally.

13.55 A single unbrigaded or unassigned unit may attempt Recovery with each brigade that is in Reserve for a full turn [SR 6.3]. Place the Recovered unit within one hex of the brigade leader.

14.0 Special Units

14.1 Green Units. Many of the regiments at Shiloh had never been in battle. They are indicated by a "G" next to their Cohesion Rating. They remain Green throughout the battle. Green units must make a special Pre-Shock Commitment Check when Shock Attacking [SR 11.36]. In addition, in any scenario starting on the 5th or 6th, they must UDD whenever they Retreat before Shock [SR 11.33]. This is not in effect on the second day of any scenario.

Series Rule Exception [SR 10.81, 14.1]: They do not have any negative fire modifier.

14.2 Dismounted Cavalry. There are no dismounted cavalry in this game.

14.4 Detachments. Detachments from Peabody's brigade are used in the "Shiloh: Bloody April" scenario starting at 0600. Place Detachments as listed in the unit setups. They use Prentiss' AMs. Scenario 9, "The Critical Left Flank", also uses a Detachment from Stuart's brigade.

14.41 Detachments may not stack with any other unit, including another Detachment. They may freely move or retreat through friendly units and vice versa. There is no UDD for the units or Detachments moved or retreated through and there is no additional MP cost for movement through.

14.42 Detachments may be absorbed by an eligible unit at the end of the Replacement/Recovery Phase. At that time, if within three hexes of any eligible regiment of the brigade, the Detachment is removed and the SPs are added to the regiment. The three hexes cannot be traced through enemy units. Any regiment of their parent brigade that is under its original strength is eligible. A detachment may be partially absorbed (e.g., it has two SPs, but the eligible unit can absorb only one SP). If in range, the leftover SP can be absorbed by another eligible unit, otherwise it is lost. Absorbing a Disordered or Low/No Ammo Detachment does not change the status of the regiment.

14.43 Detachments have greater ease of movement, absorb fewer losses from enemy fire, and are limited in Fire and Shock.

  • For movement, they use the Leader column on the Terrain Effects Chart. Exception: Roads are 1 MP.
  • When an enemy unit moves to within two hexes, Detachments may Reaction move 1-2 hexes similarly to cavalry [SR 9.63]; however, there is no DRM for entering non-clear (non-Field) hexes.
  • When firing, Detachments have a –1 DRM, cumulative with other applicable DRMs. They may not use Prepared Fire.
  • When the target of enemy fire small arms fire, Detachments receive a –1 DRM, cumulative with other applicable DRMs.
  • They may not voluntarily move adjacent to an enemy combat unit.
  • They may not Shock Attack, regardless of the situation.
  • If they are Shock Attacked, the attacker gains a +1 to his Shock Results DR.
  • When Shock Attacked, neither the Detachments nor the attackers incur Fatigue.
  • Detachments do not rout. Any rout result is treated as a SP loss and the unit is retreated 1-2 hexes.

14.44 Detachments are always under Advance Orders.

14.45 Detachments that start more than their movement allowance distant from any unit of their parent brigade during the Division Orders Phase [SR 3.0 II.C] are Out of Command, except for the 6 AM turn, in which they have a set number of AMs. Out of Command Detachments activate one fewer time than the division, with a minimum of one, like an Out of Command brigade.

14.46 Detachments must remain north of Row Sxx24 (inclusive). If forced to retreat south of Row Sxx24 they are considered lost and out of the game.

14.47 Peabody's Detachments must be re-absorbed by the end of the 8 AM Replacement/Recovery Phase. If the Detachments are not within range, or there is no eligible unit, the SPs are lost.

14.5 Special Cavalry Rules

14.51 Many of the Confederate Cavalry formations are very large. For these units, two counters represent the formation (denoted by "a" and "b" after their designation). These are considered separate units for all purposes.

14.52 In scenarios that start with the Union Army in camp, the 1st and 2nd Battalions of the 5 Ohio Cavalry and the 1st and 2nd Battalions of the 11 Illinois Cavalry start in violation of stacking limits in their Camp Hex. These four units must unstack on their first Activation.

14.53 All cavalry units are treated as Green for Shock (only) and must make the Pre-shock Commitment Check unless they are charging and have passed that check. They do not UDD for Retreat before Shock (unless, of course, they are already Disordered).

14.54 Unbrigaded and unassigned cavalry are affected by the –1 DRM for shocking without a brigadier.

14.55 Unless under Attack Orders, cavalry cannot end its move further than four hexes away from any friendly non-cavalry. Cavalry that starts an Activation further than four hexes away must move as directly and quickly as possible to place themselves within that range (it may take several Activations for reinforcing troops to reach friendly troops). This does not preclude cavalry from firing or shocking enemy units in the direct path (limits on Advance Order units shocking still apply). In addition, the cavalry may move to avoid enemy troops on the most direct path. The four hexes cannot be traced through enemy units, prohibited hexes, or prohibited hexsides.

PLAY NOTE: This is a design for effect rule to keep cavalry from behaving far more aggressively than they did historically.

14.6 Special Artillery Units. The Union Markgraf and Madison Batteries lacked either horses or proper transportation. Their counters have an asterisk in place of a movement allowance.

14.61 They may move one hex per Activation. This includes any facing changes. If they move (including changing facing more than one vertex), they may not fire. Neither unit can use Reaction movement or Retreat. If shocked and required to retreat they are considered Abandoned.

14.62 They must stay within the confines of Pittsburg Landing, on either Field or Field Boundary hexes.

14.7 Lexington and Tyler Gunboats. The Union had two gunboats that were present during much of the Battle of Shiloh. Other than their ability to keep everyone up all night, their effects were limited by the LOS afforded from the Tennessee River. However, they did discourage any Confederate unit showing itself on the river bank and affected the last offensive effort of the Rebels along Dill Branch.

14.71 The Lexington and Tyler each have a counter designating their weapons type (a conglomeration of large bore weapons collectively listed as NG) along with their number of guns. They do not have a stated cohesion factor or movement allowance on the counters.

14.72 Gunboats use the Unassigned AMs to activate. If entering as a reinforcement, they come in on any full hex on the north end of the Tennessee River with a designated number of AMs for the turn of entry. Some scenarios may position them in a specific river hex or allow for player placement. Gunboats may only move into full river hexes but may stack with each other. Gunboats do not block LOS.

14.73 Gunboats can move an unlimited number of river hexes in a single Activation. However, if they move more than 20 hexes, they cannot fire. If the gunboats move 20 or less hexes, their fire has a –2 modifier. They fire normally if not moving in that Activation. They have a 360-degree LOS for fire (they may fire through any hexside).

14.74 Unlike other units, gunboats may fire through Marsh or Woods hexes on the two lowest terrain levels with a –1 modifier for each hex past the first one. While all gunboat fire was generally shot and shell, use the small arms table for fire at 1-3 hexes like other artillery. Any terrain higher than the lowest two levels blocks normally. An intervening hex of higher base terrain than the target hex's base terrain blocks LOS.

EXAMPLE: A gunboat firing into a Marsh hex from an adjacent river hex would fire with a –1 DRM (defensive benefit of target in Marsh hex). Firing into the next Marsh hex in the Line of Fire would incur a –2 DRM and into the third hex, a –3.

14.75 Gunboats do not suffer from Ammo Depletion.

14.76 Gunboats are not affected by any Small Arms fire. They may be targeted by artillery but are only affected by a "D" Disorder result. Use the normal range modifiers but use the Artillery table for all results (do not use the Small Arms table at 1-3 hexes) and players may combine all batteries stacked in a hex at any range. For fire purposes, the river hexes are considered the same height as the lowest ground level. The +1 DRM for artillery firing at lower terrain is still limited to ranges of four or more hexes.

The first Disorder has no effect on the gunboat; it continues to move and fire normally (flip the counter). The second "D" Disorder causes removal of the gunboat from the game (it has suffered damage requiring withdrawal). If the gunboats are stacked in the same hex when fired upon, the firing player must specify the target. Damage or Disorder to one gunboat does not affect the other. Gunboats may not Rally.

14.77 Like other artillery type units, gunboats may use Approach Fire and Return Fire; however, Return Fire is considered simultaneous for gunboats. Unlike other artillery type units, gunboats can freely move within three hexes of small arms units. Moving gunboats could be fired upon by enemy artillery if within Approach Fire range and LOS of those units. They do not have Reaction move capability.

14.78 Gunboats may not combine fire. However, if stacked, both gunboats may fire their guns (i.e., there is no limit on the number of guns firing out of the hex or hexside).

14.79 During each Night and Dawn Turn each Union Gunboat may use a special Indirect Fire two times the first time it is activated for that turn. Each fire must target a different CSA brigade currently in Reserve status and at least five hexes from the nearest Union unit. A natural roll of 8 or 9 prevents that brigade from recovering stragglers for that turn. A roll of a natural 0 and the Gunboat has run out of ammo and is removed from the game (exception to BB 14.75). Any other roll has no effect.

15.0 Engineering

15.2 Constructing Breastworks. The construction of breastworks is not allowed.

17.0 Fatigue

Fatigue is not optional. Unassigned/unbrigaded units track Fatigue individually. If assigned to a brigade with a different Fatigue level, the highest Fatigue level (unit or brigade) is used for all.

18.0 Battle Events

Shiloh is a unique battle, a crossover combining the devastation and ferocity of later Civil War battles with the untested leadership and poorly trained troops of the early war. The Battle Events are meant to bring some of the specific issues of Shiloh to the game table without guaranteeing their effects or straight jacketing the players.

18.1 Battle Event chits are placed in the AM Pool during the AM Pool Placement Phase [SR 3.0 III.B] when instructed by the scenario.

When a Battle Event is drawn, either player rolls two different colored dice, designating one as the ten die. Reference the resulting DR on the Battle Events Chart and implement one of the following possible results.

  • CSA or USA Mistaken Fire - the player designated by the Battle Events Chart selects as the firing unit an enemy infantry unit within three hexes of a friendly unit but not adjacent. He then chooses another enemy infantry unit as the target. The unit chosen to fire must have a LOS to the target, and the target must be within the firing unit's fire arc. Treat the shot normally except that SP losses are treated as an Automatic Disorder. Ignore any additional d or D that goes with the SP loss (e.g., 1d+2 is treated like a result of D). If Disordered before the Mistaken Fire, an additional Disorder requires the unit to retreat 1-2 hexes. The unit firing is not affected by rolls requiring Ammo Depletion. No target unit can be chosen more than once a turn. Mistaken Fires never require checking for rout under special rule BB 12.35. If firing at a hex with multiple units, Mistaken Fire only affects the top infantry unit. Ignore artillery stacked above it. A Disorder result does not require any of the other stacked unit(s) to UDD. Any units retreated through UDD normally.
  • No Fire - the Confederate player, in any subsequent Activation this turn, may avoid either Approach Fire, Return Fire, or Union Phasing infantry fire from one unit. In the case of Phasing Fire the range must be two or more hexes. After Fire is announced by a Union unit, but before the die roll, the CSA player announces he will use the chit to avoid fire. The Rebel player holds this chit as a reminder until played. When played, the Union unit is still considered to have fired that type of fire for the Activation (but does not check for Ammo Depletion). If split fire is used, only the designated SPs are considered to have fired. If not played before the end of the turn, return it to the AM Pool in the next AM Pool Placement Phase [SR 3.0 III.B] if it is eligible to be used in that turn.
  • Looting - The Union player selects any Confederate unit at least three hexes away from any Union unit and within three hexes of a Union Camp and immediately places the unit in the Camp hex (stacking permitting). Facing is determined by the Confederate player. The Union Camp must be at least four hexes from any Union units. There is no expenditure of MPs. The Confederate unit immediately Disorders. If an already Disordered unit is chosen, they cannot attempt to rally in their next Activation (denote on paper or place a counter on top as a reminder). If an extended unit is chosen it freely retracts and only the parent unit is placed in the Camp.

If there are no eligible units for Mistaken Fire or Looting, the Battle Event chit roll is considered No Effect. Looting and Mistaken Fire are not considered Activations, nor do they count towards Fatigue.

The number of Battle Event chits used is listed in each scenario.

19.0 Random Events (Optional)

Starting at 8 AM, place the Random Events AM in the AM Pool along with the rest of the AMs at the beginning of every day turn. When the Random Events AM is drawn, roll one die. On a roll of 0-3 it is a USA event. On a roll of 4-7 it is a CSA event. On a roll of 8 or 9 there is No Event. If there is an Event, roll again and consult the Random Events Chart. If the Random Events AM is the last drawn there is No Event for this turn. If there is no eligible unit for the Random Event, treat as No Event.

DieResult
0I am Hit!
1Bold Batteries
2We are Lost!
3Join Us!
4Rally Boys!
5Fire at Will!
6Good Shot!
7Union No Fire
8Seeing the Elephant
9Gather Ammo from the Wounded!

Results Explanation

  1. I am Hit!: Pick an opposing leader within five hexes of your units, roll again. On a roll of 1 or less, he has been killed. Apply a –2 DRM to the roll if the selected leader is within two hexes and LOS of your units. Apply a –4 DRM if the selected leader is adjacent to your unit. If selecting A.S. Johnston, there is no Johnston Death roll in the Commander Movement Phase of this turn. Treat this as No Event if using the optional Leader Loss rules.
  2. Bold Batteries: One or two batteries may fire at 4+ hexes. If firing with two batteries, they must be stacked together. Targets may return fire if possible.
  3. We are Lost!: Move two enemy units not more than two hexes. Units may not start or end adjacent to your friendly units. This is not considered an Activation and does not cause Fatigue. Retain original facing.
  4. Join Us!: Add 1 SP to two different infantry units of choice. No unit may be increased beyond its printed strength.
  5. Rally Boys!: Rally two Disordered infantry units. They cannot be from the same brigade.
  6. Fire at Will!: Player may fire an individual infantry unit (if extended, both hexes may fire if target is in LOS of each); there is no Return Fire.
  7. Good Shot!: Pick an enemy artillery within LOS or Restricted LOS of your artillery. Its caissons have taken a hit. Lower its Ammo Supply by one level (Full to Low or Low to No Ammo). The unit must UDD with a +2 DRM for possible Disorder. If the unit fails and is already Disordered, treat as a gun loss.
  8. Union No Fire: Treat the same as No Fire Battle Event except that the Union receives the benefit. Retain the Random Events marker as a reminder until used or end of turn. This occurs on either a USA or CSA event roll.
  9. Seeing the Elephant: Pick a good order opposing infantry unit with no losses within three hexes and LOS of your units. It must UDD with a +2 DRM (no other modifiers). If it fails, Disorder the unit and eliminate 1 SP for every 6 SP rounded up.

EXAMPLE: A 7 SP unit would lose 2 SP.

  1. Gather Ammo from the Wounded: Ammo Resupply two infantry units one level. This can be done even if the units are adjacent to the enemy.

30.0 Standard Instructions for All Scenarios

PLEASE READ BEFORE STARTING ANY SCENARIO!

Unless otherwise specified, the Efficiency Pools for all scenarios are the same as the "Shiloh: Bloody April, The Battle for Pittsburg Landing" scenario [BB 30.1].

For the first turn of any scenario, determine Command status for all units normally unless the scenario specifies otherwise.

The number of Battle Event chits added to the AM Pool is listed for each specific scenario. Effects of the Battle Events are universal to all scenarios and depend on time and day. See Battle Events Chart for details.

Commands assigned specific orders at the start of a scenario may not change them during the initial Division Orders Phase [SR 3.0 II.C].

PLAY NOTE: This is always the case in GBACW and is stated here only to allay any lingering doubt.

Collapsed units set up on their Disordered side.

PLAY NOTE: Again, this is always the case in GBACW.

Unless otherwise stated in the above rules or in the scenario special rules, at the start of a scenario:

  • All units may be faced and brigades assigned orders as the player desires.
  • Unbrigaded units may be assigned to brigades.
  • Army assets assigned to divisions may be assigned orders.
  • Both unbrigaded and unassigned units start under Advance orders.

See also BB 4.33 and 9.22.

Modification to UDDs for first day scenarios. Union units add +1 to all UDDs, Rally rolls, Pre-Shock Cohesion Checks, Rout Checks, and Green Commitment Checks until the end of the 9 AM turn for any first day scenario unless specified otherwise in the scenario, i.e., all rolls checking cohesion are modified.

The Alert Schedule and modifications to Activation Efficiency Determination [SR 3.0 II.B]. For three game turns (6 AM – 8 AM) of the "Shiloh: Bloody April" scenario, the Efficiencies for some Union commands are determined by a special Activation system to simulate the surprise of the Confederate attack on the Army of the Tennessee. See the Alert Schedule / Roar of Battle for details. After being alerted, a command draws Efficiency the next turn. From 9 AM onward, all commands draw normally. The April 5th Scenario (#10) also uses an Alert system as detailed in its specific rules.

In some scenarios, Alerted Commands will have specific objectives toward which they must move. See Roar of Battle Chart or scenario for details.

Smaller scenarios may use a variation of the Alert Schedule.

30.1 Shiloh: Bloody April — The Battle for Pittsburg Landing

"Tonight, we will water our horses in the Tennessee River." ~ Albert Sidney Johnston

Scenario 1 — Historical April 6th Battle — Introduction

After the captures of Forts Henry and Donelson and the Confederate retreat from middle Tennessee, Union theatre commander Henry Halleck cautiously looked to move Federal forces along the Tennessee River to threaten northern Mississippi: specifically, the small but important town of Corinth. Two railways crossed there and to capture it would be a heavy blow to the Confederates.

While Union gunboats could travel up and down the river with near impunity, heavy rains limited travel on the roads of Tennessee and northern Mississippi. Grant, previously removed but now restored to army command, had ordered the Army of the Tennessee to camp at one of the few landings high enough to be militarily useful. There he awaited the arrival of Buell's Army of the Ohio and dry weather to continue the campaign.

Albert Sidney Johnston, overall southern commander, was determined to attack the Union army before Buell could arrive, no matter the odds. Striking out from Corinth, the Army of the Mississippi hoped to catch the Federals by surprise. The struggle for Pittsburg Landing was about to commence.

Specific Rules

Unless modified below, all Series rules and ITW BB special rules are in effect.

  • Peabody's Detachments are used [BB 14.4].
  • All Union units except for Peabody's Brigade and its Detachments are in Reserve at the start of this scenario. Commands leave Reserve status and become Alerted either Involuntarily [SR 6.34] or Voluntarily using the Historical Alert schedule.

HISTORICAL NOTE: Union troops, while operationally surprised, were not stabbed in their tents while sleeping or assaulted before forming cohesive lines. This is not the same level of surprise that affected the Union Army at Cedar Creek. Most of the issue came from overconfident leaders not listening to their lower-level officers and pickets.

  • Use the Alert Schedule for the Historical April 6th battle to determine the number of Activations for Union commands through the 8 AM turn. Use the Roar of Battle rules to determine Defensive Missions for the brigades of the 1/T, 2/T, and 4/T divisions. The Alert Schedule and Roar of Battle rules appear on the same Player Aid Card.
  • All on map Confederate units have 3 AMs in the 6 AM turn. The number of AMs cannot be increased.
  • All Confederate units are considered In Command for the 6 AM turn.
  • Confederate units do not incur Fatigue for up to 3 Activations in the first two turns (6 and 7 AM). However, Fatigue for shock is accrued normally. There is no Fatigue accrued when shocking Detachments.
  • March Orders are not allowed until 9 AM for the Confederate and 10 AM for the Union.
  • The Continuous Line rule (see next page) is in effect for the first two Activations of the 6 AM turn.
  • Union units add +1 to all UDDs, Rally rolls, Pre-Shock Cohesion Checks, Rout Checks, and Green Commitment Checks until the end of the 9 AM turn; i.e., all rolls checking the Cohesion Rating are modified [BB 30.0].
  • Union Disordered infantry (not artillery or cavalry) units suffering 2nd Disorder from small arms fire have a special Rout Check until end of 10 AM turn [BB 12.35].
  • Union units have a modified roll of +3 for Ammo Resupply until the end of the 10 AM turn. This does not affect ammo supply rolls for a camp [BB 10.92].
  • The Battle Event chits are placed in the AM Pool at the beginning of the 8 AM through the 6 PM turn [BB 18.1].
  • Stuart's brigade of Sherman's division is limited to 2 Activations until in Command Range [BB 5.26].
  • For the 6 AM turn, no Confederate brigade may be placed in Attack Orders during the Division Orders Phase [SR 3.0 II.C]. They may roll for Brigade Orders Change during their Division's Activation.

PLAY NOTE: Think about the implications of a stand result on Continuous Lines.

Continuous Line

For the first two Activations of this scenario (and others if so designated), Hardee's Corps must maintain a continuous line such that, at the end of Hardee's first and second Activation, all infantry regiments in each brigade must be adjacent to another regiment of that brigade so that there are no gaps between any regiments. Each brigade must be adjacent to its neighbour; a regiment of Cleburne's brigade must be adjacent to Wood's brigade, and a regiment of Wood's must be adjacent to Shaver's brigade. At the end of Hardee's Activations, if any regiments have moved to a hex in which they cannot meet these requirements, they must be moved back to a hex in which they can. Pick up the units and move them back within stacking restrictions; no MPs are expended. Any regiment that is moved back must UDD, Disordering if failing. No effect for 2nd Disorder.

Exception: 3rd Mississippi and 15th Arkansas are exempt (both these units were skirmishing ahead of their brigades).

PLAY NOTE: Cavalry and artillery units are exempt from this rule and do not count for Continuous Line.

Gladden's regiments have the same restrictions as above at the end of the first two Activations (with the same move-back provision). At least one regiment must be adjacent to Shaver. Gladden's brigade activates with Hindman's AM for the April 6th, 6 AM turn instead of Withers' AM. After the 6 AM turn, Gladden activates normally with the Withers AM.

Units in Extended Column can only use the parent unit to satisfy the Continuous Line rule. Either hex of an Extended Line may meet the requirements. Units may stack as long as they meet the requirements for Continuous Line.

There are no restrictions after the 2nd Activation of the 6 AM turn.

Map. Both full-size maps are used for this scenario.

Game Length. The standard game lasts from the 6 AM turn to the end of the 6 PM turn of April 6th. Players may, if agreed and meeting the requirements, extend play to a second day.

Initiative. The Confederates have the initiative for the first two turns (6 AM and 7 AM). Thereafter roll normally.

Victory. Determine victory by calculating each side's victory point total based on the criteria below, and then subtract the Union total from the Confederate total. Compare that number, positive or negative, to the level of victory schedule to determine who won and the level of victory. Shift the victory level if applicable.

Victory Points for Enemy Losses

  • For each Confederate division that is CI at the end of the game, the Union player is awarded 10 points. Breckinridge's corps counts as a division. Hindman's division includes Cleburne's brigade. For each Confederate brigade that is CI at the end of the game, the Union player is awarded five points.

EXAMPLE: All 3 brigades of a Rebel division are CI. The Union is awarded 25 VPs (3 brigades × 5 VP and 10 VP for the division).

  • For each Union division that is CI at the end of the game, the Confederate is awarded five points. For each Union brigade that is CI at the end of the game, the Confederate is awarded three points.

EXAMPLE: All four brigades of a Federal division are CI. The Confederates are awarded 17 VPs (4 brigades × 3 VP and 5 VP for the division).

  • No points are awarded for unassigned/unbrigaded cavalry or infantry.
  • For each enemy battery eliminated at the end of the game, a player is awarded one point.

Control of Fields. "Control" is awarded to the side owning the unit that last passed through the field or currently occupies any hex of the field, including field boundaries. If both sides occupy the field, no points are awarded. Cavalry does not count for control of fields; nor does it negate enemy control of fields for VPs. Sowell and Jones Field are considered a single field for VPs and control. The game begins with Union control of all fields.

The Confederate and Union players earn VPs for controlling each of the following fields by the end of the turns listed. If the fields are not controlled by the end of the listed turn, no points are awarded.

Field(s)TurnVPs Awarded
Spain's8 AM5 VP
Lost, Barnes9 AM5 VP
Review, Ben Howell10 AM5 VP
Larkin Bell11 AM5 VP
Russian Tenant, Perry, Mulberry, Chambers, and Hagy *6 PM5 VP

* Exception: Only the CSA player receives VPs for these fields.

At the end of the 6 PM turn the Union earns 5 VPs for each controlled field west or south of the line Tilghman Branch to N4023 / N4023 to N5229 / Dill Branch. Cloud, Cavalry, and Stacey Fields count for the award.

Levels of VictoryVP Total
Confederate Tactical VictoryMore than 41 VPs
Confederate Marginal Victory21 to 40 VPs
Union Marginal Victory1 to 20 VPs
Union Tactical Victory–20 to 0 VPs
Union Strategic VictoryLess than –20 VPs

Shift the Victory Level one in favor of the Union if the Confederates control no fields east or north of the line, Tilghman Branch to N4023 / N4023 to N5229 / Dill Branch, and the Union controls Cloud, Cavalry and Stacey Fields. Confederate control of hex N3913 does not count for control of the Russian Tenant Field for this determination.

The Confederates earn an automatic Strategic Victory if they occupy four or more hexes (north of row Nxx23 inclusive) of the Pittsburg Landing field or field boundary at the end of the game, without having more brigades CI than the Union. If there are more Confederate CI brigades than Union, it is an automatic Tactical Victory. Cavalry units do not count for occupation.

HISTORICAL & PLAY NOTE: The only meaningful victory for the Confederates would have been to drive the Union from Pittsburg Landing, forcing the Union army to concede the field, and effectively ending U.S. Grant's career. Field control is for game play value determining how well or badly you have done as the field commander.

Efficiency. The Confederate Efficiency Pool is 1 × 1E, 3 × 2E, 4 × 3E, and 1 × 4E (number of chits × Efficiency value).

The Union Efficiency Pool is 3 × 1E, 5 × 2E, 3 × 3E. The Union adds a 4E chit to the Efficiency Pool at 11 AM.

Extended Game. If the Confederates have earned a Marginal or non-automatic Tactical victory, the game may be extended by agreement from both players. The extended game ends after the 3 PM turn of April 7th.

Extended Game Victory

  • The Confederates automatically win a strategic victory if, at the end of any turn, they have four non-collapsed infantry regiments in Pittsburg Landing hexes north of row xx23 inclusive (clear or field boundary) without having more brigades CI than the Union. If there are more Confederate CI brigades than Union, it is an automatic Tactical Victory. Cavalry units do not count for occupation.
  • The Union automatically wins if, at the end of any turn, it occupied or was the last to pass through all camps, with the exclusion of McDowell's camps and HQ (hexes S1602, S1702, S2101 and S2103 and the artillery camp in hex S1903) and Stuart's camps and HQ (hexes S5313, S5614, S5712, and S5714) by the end of the 3 PM turn of April 7th.
  • Otherwise, determine victory using the "Levels of Victory" chart above. Use the end of the April 7th, 3 PM turn to determine Union victory points for control of fields listed for first day victory. Each field listed is worth 5 VPs. The Confederates retain all VPs earned from field control from April 6th. The Union does not retain field control VPs from April 6th. Points for CI brigades and divisions are not counted.

Union Setup. All units have a specific facing listed. Other than the 6th Division's detachments and 1/6/T, all units start in Reserve. Use the Alert Schedule starting with the 6 AM turn to determine which units are Alerted and may activate.

Location  Unit                    Command   Facing
S3103     Schwartz Bty            1/AoT     SW
S3501     C&S IL Cav              1/AoT     W
N3230     Burrows Bty             1/AoT     W
N3229     McAllister Bty          1/AoT     W
N3522     Dresser Bty             1/AoT     W
N4226     1 Bn, 4 IL Cav          1/AoT     SW
N3434     McClernand              1/AoT
S3205     17 IL                   3/1       SW
S3305     29 IL                   3/1       SW
S3406     43 IL                   3/1       SW
S3607     49 IL                   3/1       SW
S3406     Raith                   3/1
N3233     45 IL                   2/1       W
N3331     Marsh                   2/1
N3331     48 IL                   2/1       W
N3329     20 IL                   2/1       W
N3428     11 IL                   2/1       W
N3621     Hare                    1/1
N3721     8 IL                    1/1       W
N3722     18 IL                   1/1       W
N3724     13 IA                   1/1       W
N3725     11 IA                   1/1       W
N6219     Welker Bty              2/AoT     SW
N5923     Stone Bty               2/AoT     SW
N5622     Richardson Bty          2/AoT     SW
N5821     W. Wallace              2/AoT
N4718     Willard Bty             2/AoT     NW
N4815     A&B, 2 IL Cav           2/AoT     W
N4314     C, 2 US & I, 4          2/AoT     W
N4415     81 OH                   2/2/T     W
N4516     14 MO SS                2/2/T     W
N4715     12 IL                   2/2/T     SW
N4916     13 MO                   2/2/T     NE
N4618     9 IL                    2/2/T     SW
N4518     McArthur                2/2/T
N6016     12 IA                   1/2/T     NW
N5319     Tuttle                  1/2/T
N5618     7 IA                    1/2/T     NW
N5419     14 IA                   1/2/T     NW
N5219     2 IA                    1/2/T     NW
N5118     52 IL                   3/2/T     E
N5116     7 IL                    3/2/T     E
N5115     8 IA                    3/2/T     E
N5019     Sweeny                  3/2/T
N5213     57 IL                   3/2/T     E
N5212     50 IL                   3/2/T     E
N4911     58 IL                   3/2/T     E
S5406     1 Bn, 5 OH Cav          4/AoT     NW
S5406     2 Bn, 5 OH Cav          4/AoT     NW
S5203     Myers Bty               4/AoT     W
N5832     Brotzman Bty            4/AoT     NE
N4927     Laing Bty               4/AoT     SE
N5030     Hurlbut                 4/AoT
S5002     28 IL                   1/4       W
N5033     32 IL                   1/4       W
N4932     41 IL                   1/4       SW
N4731     3 IA                    1/4       SW
N4932     Williams                1/4
N4526     15 IL                   2/4       NW
N4622     14 IL                   2/4       NW
N4924     Veatch                  2/4
N4921     46 IL                   2/4       NW
N5121     25 IN                   2/4       W
N5631     17 KY                   3/4       SW
N5431     25 KY                   3/4       SW
N5330     44 IN                   3/4       SW
N5330     Lauman                  3/4
N5130     31 IN                   3/4       SW
N6325     Markgraf Bty            a AoT     SW
N6222     Powell Bty              AoT       SW
S1602     6 IA                    1/5       SW
S1702     46 OH                   1/5       SW
S1903     Morton Bty              5/AoT     SW
S2103     40 IL                   1/5       SE
S2101     McDowell                1/5
S5714     55 IL                   2/5       SW
S5614     54 OH                   2/5       SW
S5313     71 OH                   2/5       SE
S5712     Stuart                  2/5
S2911     53 OH                   3/5       W
S2707     Hildebrandt             3/5
S2707     77 OH                   3/5       W
S3107     57 OH                   3/5       SW
S2406     Buckland                4/5
S2406     48 OH                   4/5       SW
S2205     72 OH                   4/5       SW
S2607     70 OH                   4/5       SW
S3410     2&3 Bn, 4 IL Cav        5/AoT     W
S2908     Waterhouse Bty          5/AoT     SW
S3005     Thielmann Cav           5/AoT     E
S3006     Taylor Bty              5/AoT     E
S2905     Sherman                 5/AoT
S3514     25 MO (8) d             1/6       SW
S3715     Peabody                 1/6
S3715     12 MI (15) d            1/6       SW
S3916     21 MO (10) d            1/6       SW
S4117     16 WI                   1/6       SW
S2421     Det A                   1/6       SW
S2522     Det B                   1/6       SW
S3817     Det C                   1/6       SW
S4218     18 MO                   2/6       SW
S4418     Miller                  2/6
S4418     61 IL                   2/6       SE
S4617     18 WI                   2/6       SE
N6220     16 IA                   b */6     SW
N6421     23 MO                   b */6     SW
S4515     Prentiss                6/AoT
S4315     Munch Bty               6/AoT     SW
S4215     Hickenlooper Bty        6/AoT     SW
S4712     1 BN, 1 IL Cav          6/AoT     SW
S4712     2 BN, 1 IL Cav          6/AoT     SW
N5029     15 MI                   c AoT     any

Union Setup Notes:

a) Markgraf's Battery may move one hex per Activation within Pittsburg Landing's Field or Field Boundary hexes only, including any facing changes. If the unit moves, including more than one vertex change, it may not fire [BB 14.6].

b) Unbrigaded units activate with the unassigned—but must remain within field boundary of Pittsburg Landing until 10 AM. They may then move and be assigned to any brigade. Unit does not have to be in Command Range of brigade assigned.

c) 15 MI starts the game with no ammo and cannot resupply. It activates when Unassigned AMs are drawn and must move towards Prentiss each time it activates, using all its movement allowance and along the hex path of least MP cost. Once it begins an Activation within Prentiss's Command Range, it must be assigned to a 6/T brigade. When 15 MI begins any Activation (Unassigned or 6/T) within five hexes of and with LOS to an enemy unit, it must pass an unmodified UDD. If it fails, it is immediately removed from the map (consider it returning to Pittsburg Landing 'at a rapid pace' to pick up ammunition). Once 15 MI is required to roll, it continues to roll with each Activation even if not within five hexes or LOS of enemy units. After removal, place the unit on the turn track four hours later for reentry. At the beginning of that turn, place it on any hex in Pittsburg Landing (Field or Field Boundary). It is fully supplied, has no Fatigue, and can operate normally. It moves with the Unassigned AM or can be assigned to any brigade. It does not have to be in Command Range of the brigade assigned. Once assigned, it cannot be reassigned later.

EXAMPLE: The 15 MI is removed in the 10 AM turn, place the unit in any Pittsburg Landing hex in the 2 PM turn.

d) A number in parentheses denotes the unit's starting strength.

Union Reinforcements

Time      Location        Units                          Command   Activations   Fatigue
April 6th
8 AM      N6420/6423      Bouton Bty                     AoT       3
8 AM      N6420/6423      Silfversparre Bty              AoT       2
8 AM      N6420/6423      15 IA *                        AoT       1
9 AM      N6420/6423      Grant                          AoT
2 PM      N6401-6601      Tyler Gunboat                            1
2 PM      N6420/6423      Madison Bty †                  AoT       3
2 PM      N6420/6423      Buell                          AoO
5 PM      N6420/6423      Nelson                         4/O
5 PM      N6420/6423      Ammen, 36 IN                   10/4/O    2             Fatigue 0
5 PM      N6401-6601      Lexington Gunboat                        2
6 PM      N3801           Wallace                        3/T
6 PM      N3801           Smith, 1/3/T                   3/T       1             Fatigue 0
6 PM      N6420/6423      6 OH                           10/4/O    3 (A)         Fatigue 0
6 PM      N6420/6423      24 OH                          10/4/O    2 (B)         Fatigue 0
7-8 PM    N3801           Thompson Bty                   3/T       3
7-8 PM    N3801           Buel Bty                       3/T       3
7-8 PM    N3801           2/3/T                          3/T       3 (A)         Fatigue 0
7-8 PM    N3801           3/3/T                          3/T       3 (B)         Fatigue 0
7-8 PM    N6420/6423      Bruce, 22/4/O                  4/O       3             Fatigue 0
9-12 PM   N6420/6423      Hazen, 19/4/O                  5/O       3 (A)         Fatigue 0
9-12 PM   N6420/6423      Crittenden, Boyle, 11/5/O      5/O       3 (B)         Fatigue 0
9-12 PM   N6420/6423      Bartlett Bty                   5/O       3
9-12 PM   N6420/6423      Mendelhall Bty                 5/O       3
9-12 PM   N6420/6423      Smith, 14/5/O                  5/O       3 (C)         Fatigue 0
9-12 PM   N6420/6423      14 WI                          AoT       3 (D)         Fatigue 0

April 7th
5 AM      N6420/6423      McCook                         2/O
5 AM      N6420/6423      Rousseau, 4/2/O                2/O       3             Fatigue 0
5 AM      N6420/6423      Terrill Bty                    2/O       3
6 AM      N6420/6423      Kirk, 5/2/O                    2/O       3             Fatigue 0
10 AM     N6420/6423      Gibson, 6/2/O                  2/O       1             Fatigue OK
12 N      N6420/6423      Wood                           6/O
12 N      N6420/6423      Wagner, 21/6/O                 6/O       3             Fatigue OK
2 PM      N6420/6423      Garfield, 20/6/O               6/O       3             Fatigue OK

Union Reinforcements Notes: The Activations column specifies the number of Activations that units have to enter the map. A, B, C, and D in the Activations column designate order of arrival. A is first, B is second, C is third, etc. Batteries may arrive before or after infantry in any order.

All units arrive under Advance Orders. Units enter with no Fatigue unless listed.

Units (not Leaders) disembarking at Pittsburg Landing (hexes N6420/6423) pay an extra 1 MP to disembark on these hexes (e.g., infantry pays 2 MPs for that hex). Treat each landing hex as an entry hex for additional stacks arriving in the same Activation (i.e., each additional stack after pays an additional MP). Units may stack up to Advance order limits when disembarking. If needed, friendly units already in the landing hexes may be displaced to any hex not adjacent to an enemy unit and Disorder. If already Disordered, there is no further effect.

Division leaders may activate with regiments or brigades of their command arriving in same turn.

* 15 IA activates with the Unassigned, but remains within field boundary of Pittsburg Landing until 10 AM.

† Madison's Battery may move one hex per Activation within Pittsburg Landing's Field or Field Boundary hexes only—includes any facing changes. If the unit moves, including more than one vertex change, it may not fire [BB 14.6].

Confederate Setup. All units face NE. All units are under Advance Orders.

Location  Unit            Command
S1333     Beauregard      AoM
S1333     AS Johnston     AoM
S1420     2 TN            2/-/3
S1520     24 TN           2/-/3
S1621     15 AR           2/-/3
S1421     Trigg Bty       2/-/3
S1521     35 TN           2/-/3
S1521     Cleburne        2/-/3
S1622     6 MS            2/-/3
S1522     Calvert Bty     2/-/3
S1523     Hubbard Bty     2/-/3
S1623     23 TN           2/-/3
S1522     Hindman         1/3
S1723     27 TN           3/1/3
S1724     16 AL           3/1/3
S1825     Wood            3/1/3
S1825     44 TN           3/1/3
S1825     9 AR Bn         3/1/3
S1925     8 AR            3/1/3
S1925     55 TN           3/1/3
S2122     3 MS Bn         3/1/3
S1926     7 AR            1/1/3
S1927     Swett Bty       1/1/3
S1927     Miller Bty      1/1/3
S2027     Shaver          1/1/3
S2027     2 AR            1/1/3
S2028     6 AR            1/1/3
S2128     3 Confederate   1/1/3
S2129     26 AL           1/2/2
S2230     25 AL           1/2/2
S2231     22 AL           1/2/2
S2232     Robertson Bty   1/2/2
S2232     Gladden         1/2/2
S2331     21 AL           1/2/2
S2432     1 LA            1/2/2
S1828     GA Dragoons Cav 3/1/3
S1828     Harper Bty      3/1/3
S1728     Hardee          3 Corps
S1022     38 TN           3/1/2
S1023     Orleans Guard   3/1/2
S1023     16 LA           3/1/2
S1024     Pond            3/1/2
S1024     Ketchum Bty     3/1/2
S1123     18 LA           3/1/2
S1124     Crescent        3/1/2
S1024     Jenkins Cav     1/2
S1225     17 LA           2/1/2
S1225     Confederate Guard 2/1/2
S1325     20 LA           2/1/2
S1325     Anderson        2/1/2
S1226     Washington Bty  2/1/2
S1326     9 TX            2/1/2
S1326     1 FL            2/1/2
S1226     Ruggles         1/2
S1427     1 AR            1/1/2
S1527     Gibson          1/1/2
S1527     4 LA            1/1/2
S1428     19 LA           1/1/2
S1528     13 LA           1/1/2
S1531     Bragg           2 Corps
S1529     17 AL           3/2/2
S1630     2 TX            3/2/2
S1630     Jackson         3/2/2
S1530     Girardey Bty    3/2/2
S1631     18 AL           3/2/2
S1731     19 AL           3/2/2
S1531     1 ST AL Cav a (Clanton) 2/2
S1432     1 ST AL Cav b (Clanton) 2/2
S1732     52 TN           2/2/2
S1833     5 MS            2/2/2
S1833     10 MS           2/2/2
S1933     9 MS            2/2/2
S1933     Chalmers        2/2/2
S1733     Gage Bty        2/2/2
S1934     7 MS            2/2/2
S1733     Withers         2/2

Confederate Setup Note: The 3 MS Bn (Wood) and 15 AR (Cleburne) are exempt from the Continuous Line rule.

Confederate Reinforcements

Time    Location  Unit/Formation             Command          Activations
April 6
6 AM    S1234*    Polk                       1st Corps
6 AM    "         MS&AL Cav                  2/1              3
6 AM    "         Clark (with Stewart)       1/1
6 AM    "         Stewart Bde                2/1/1            1
7 AM    "         Russell Bde                1/1/1            3 (A)
7 AM    "         Cheatham (with Johnson)    2/1
7 AM    "         Johnson Bde                1/2/1            3 (B)
7 AM    "         1 MS Cav                   2/1              3 (B)
7 AM    "         Stephens Bde               2/2/1 (minus 1 TN Btn)   2 (C)
8 AM    "         Breckinridge               Reserve Corps
8 AM    "         Trabue Bde                 1/-/R            2 (A)
8 AM    "         Bowen Bde                  2/-/R            2 (B)
8 AM    "         McClung Bty                AoM              2 (B)
8 AM    "         Statham Bde                3/-/R (minus 19 TN)     2 (C)
9 AM    "         Roberts Bty                AoM              3
11 AM   N1031     8th TX Cav (Wharton)       AoM              1
1 PM    S6927     Adams MS Cav               AoM              1
2 PM    S6927     3 TN Cav (Forrest)         AoM              3
2 PM    S6927     19 TN                      3/-/R            3
2 PM    S6927     1 TN Btn                   2/2/1            3

April 7
6 AM    S1234*    47 TN                      AoM              3

Confederate Reinforcements Notes:

* All units designated to enter hex S1234 may enter anywhere on the south map edge within three hexes of the entry hex. Eligible hexes are enclosed in red outline on the map.

The Activations column specifies the number of Activations that units have on their turn of entry. A, B, and C in the Activations column designate order of arrival. A is first, B is second, C is third.

All Brigadiers enter with their command. All units enter under Advance Orders. Exception: 9 AM Reserve Corps arrivals [BB 9.22].

30.11 Optional Setups and Reinforcements

A Grand Design

"Forward! Every man to do his duty and the day is ours!" ~ Albert Sidney Johnston

The Confederate deployment for the attack, specified by Beauregard and drawn up by Colonel Jordan his adjutant, was inspired by Napoleon's plan of attack at Waterloo (why he would imitate orders for a lost battle is a mystery). It was a very different plan than what Johnston envisioned. Regardless, it was poorly executed. This scenario allows the Confederate player a free hand in determining how the on-map troops are set up.

Both this scenario and Turn the Left Flank (see below) use the historical victory conditions but obviously are slanted towards the Rebels. We suggest that players shift any victory conditions except a CSA Strategic victory one level in the Union's favor.

This scenario assumes the Confederates used a more efficient deployment for attack and command control. The rules and victory conditions are identical to the historical scenario with the following exceptions:

  • There is no requirement for Continuous Line. Each division will be activated with its normal AM (i.e., Gladden does not activate with Hindman for the first turn).
  • On the first turn, the Confederate determines command normally (i.e., CSA units are not automatically In Command).
  • The Confederates may place their 6 AM on-map troops as desired between the map edges and the area outlined below:
    • Hex S1020 southeast diagonally to hex S2527 (inclusively).
    • Hex S2527 south to hex S2534 (inclusively).
    • Brigades and units may be freely placed under Advance or Attack orders.

Turn the Left Flank

"That checkmates them." ~ Albert Sidney Johnston

This is like the A Grand Design variant but assumes the Rebels had better reconnaissance of Union positions and spread their forces further to the east. Use all the rules for A Grand Design except for setup below:

  • The Confederates may place their 6 AM on-map troops as desired between the map edges and the area outlined below:
    • Hex S1020 southeast diagonally to hex S2628 (inclusively).
    • Hex S2628 east to hex S4028, with no units north of row Sxx28 (inclusively).
    • Hex S4028 south to hex S4034 (inclusively).
    • Brigades and units may be freely placed under Advance or Attack orders.

Lew Wallace Variable Reinforcement

Lew Wallace and his division could have reached Pittsburg Landing much sooner had Wallace received more precise orders and headed down the River Road. This rule reflects that possibility. Players should keep in mind that an early arrival will make a CSA victory more difficult to achieve.

Starting with the Division Orders Phase [SR 3.0 II.C] of the 1 PM turn, roll a die and follow the chart below. If successful with the entry die roll, Wallace's division enters at N3801 with 3 Activations unless specified otherwise. The brigades enter in order (1st, 2nd, and 3rd). Artillery may be placed anywhere within that arrival sequence.

Arrivals earlier than 3 PM come in with 0 Fatigue. Arrivals at 3 PM come in with OK Fatigue. Units arriving 4 PM or later have no Fatigue.

TurnRoll for entry
1 PM9 (1st Brigade only with 2 AMs, remainder of division including artillery arrives at 2 PM with 3 AMs)
2 PM9
3 PM8 or higher
4 PM6 or higher
5 PM5 or higher
6 PM2 or higher
7 PMAutomatic

30.2 Sound the Long Roll

"You have brought on an attack for which I am unprepared!" ~ Benjamin M. Prentiss

Scenario 2 — Introduction

Two brigades from Hardee's Third Corps (Shaver and Wood of Hindman's division) advanced to engage Peabody's Brigade of the US 6th Division (Prentiss) around 8 AM near Rea Field. About the same time, two brigades from Bragg's Second Corps (Gladden and Chalmers of Withers' division) attacked Miller's Brigade defending the 6th Division's left flank at Spain's Field.

Prior to the advance, two of Wood's regiments (55th Tennessee and 3rd Mississippi) on the Confederate left blundered across the front of Shaver's brigade and exposed their flanks to Peabody's line. These two units, surprised by the heavy fire from the Union troops, panicked and fled towards the rear, disrupting the 7th Arkansas of Shaver's brigade as they ran through it. These retreats slowed Wood's advance and created a gap between his units and Shaver's brigade.

On the Rebel right Gladden's brigade from Withers' division in Bragg's Second Corps attacked towards Spain's Field, supported by Robertson's Alabama battery. Chalmers' Brigade was ordered to support Gladden's advance. Moving down the Eastern Corinth Road, it deployed to Gladden's right. As Chalmers' units advanced, they encountered the steep-sided valley of the Locust Oak Branch near Spain's Field. It proved difficult terrain to attack across. Eventually these four brigades managed to rout the Union 6th Division defenders and overrun their camps.

This scenario begins with the Confederates about to engage the Union's 6th Division.

Specific Rules

Unless modified below, all ITW BB special rules are in effect.

  • Players may waive the +1 DRM to Union UDDs and Rally rolls and/or BB 12.35 if they wish to make the scenario more challenging for the Confederates.
  • 15 MI has just arrived from Pittsburg Landing and is attached to Miller's brigade. It has no ammunition and may not resupply during the scenario. Otherwise it activates normally during 0800. During the 9 AM turn 15 MI must pass an unmodified UDD each time a Prentiss AM is drawn, whether it is In Command or not. If it fails, it is immediately removed from play (consider it returning to Pittsburgh Landing 'at a rapid pace' to pick up ammunition).
  • Add two Battle Events chits to the AM Pool at the start of each turn.
  • Johnston may not use his special abilities during the scenario.
  • Players may choose to setup units using Extended Line and/or Refused Flanks. The parent unit must occupy the hex specified in the set up.

Map. Sound the Long Roll is played on the small Scenario 2 map. The map edge is the boundary for this scenario.

Game Length. This scenario starts with the 8 AM turn and ends after the completion of the 9 AM turn. Peabody's Detachments have rejoined their units, whose starting strengths reflect the skirmishing occurring between 6 and 8 AM.

Initiative. The Confederates add +1 to their Initiative die roll for the 8 AM turn.

Victory. A player must achieve one or both of the objectives below to be eligible for victory.

  • If one side achieves both its objectives or is the only side to achieve an objective, it wins.
  • If the Confederates fail to achieve any objectives, the Union wins.
  • If both sides achieve one of their two objectives, the scenario is a draw.

Confederate Objectives:

  • Occupy or be the last to pass through the ten victory hexes while losing 11 or less SPs eliminated, or
  • No units of Peabody's brigade remain in the scenario playing area and Miller's brigade is CI.

Union Objectives:

  • Have two or more uncollapsed infantry regiments in play at end of scenario, or
  • Union forces have gained a total of at least 12 victory points (score one for each Confederate SP loss and one point for each camp hex occupied or last passed through by the Union at the end of the scenario).

Note: Confederate at-start losses do not count for Union VP. For routed CSA units, count only SP eliminated.

The ten victory hexes are the following Union camps: S3514 (25 MO), S4515 (Prentiss HQ), S3715 (12 MI), S4218 (18 MO), S3916 (21 MO), S4418 (61 IL), S4117 (16 WI), S4617 (18 WI), S4215 (Hickenlooper), S4315 (Munch).

Efficiency. Draw Efficiency for Hardee, Bragg, and Prentiss.

  • The Confederate Efficiency Pool is 2 × 2E and 4 × 3E.
  • The Union Efficiency Pool is 2 × 2E and 1 × 3E.

Setup

  • Unit designations are followed by their higher organization designations.
  • Unless otherwise specified, artillery batteries include all their sections.
  • A number in parentheses denotes the unit's starting strength.
  • A "D" indicates the unit starts Disordered.
  • There are no reinforcements.

Confederate Setup

Location  Unit/Leader        Command
S2918     Johnston           AoM
S2720     Bragg              2 Corps
S2918     Hardee             3 Corps
S2820     Hindman            1/3
S2918     Wood a             3/1/3
S2720     Harper Bty         3/1/3
S2720     GA Dragoons Cav    3/1/3
S2818     27 TN              3/1/3
S2819     16 AL              3/1/3
S2819     44 TN              3/1/3
S2918     3 MS Bn (5) D      3/1/3
S2918     55 TN (5) D        3/1/3
S2919     9 AR Bn            3/1/3
S2919     8 AR               3/1/3
S3219     Shaver b           1/1/3
S3118     7 AR (13) D        1/1/3
S3119     Swett Bty          1/1/3
S3219     2 AR               1/1/3
S3420     6 AR               1/1/3
S3421     Miller Bty         1/1/3
S3520     3 Confederate      1/1/3
S4127     Withers            2/2
S3922     Gladden b          1/2/2
S3622     25 AL              1/2/2
S3722     22 AL              1/2/2
S3822     21 AL              1/2/2
S3922     1 LA               1/2/2
S4023     26 AL              1/2/2
S4023     Robertson Bty      1/2/2
S4125     Chalmers c         2/2/2
S4125     52 TN              2/2/2
S4126     Gage Bty           2/2/2
S4225     5 MS               2/2/2
S4324     9 MS               2/2/2
S4424     7 MS               2/2/2
S4523     10 MS              2/2/2

Confederate Setup Notes: a) Wood may start under Advance or Attack orders. b) Shaver and Gladden start under Attack orders. c) Chalmers starts under Advance orders.

Union Setup

Location  Unit          Command
S3916     Prentiss a    6/AoT
S4117     Munch Bty     6/AoT
S4218     Hickenlooper Bty  6/AoT
S4017     Miller b      2/6/T
S4017     18 MO         2/6/T
S4318     61 IL         2/6/T
S4518     18 WI         2/6/T
S4415     15 MI d       2/6/T
—         Peabody b c   1/6/T
S3918     16 WI         1/6/T
S3717     21 MO         1/6/T
S3418     12 MI (16)    1/6/T
S3217     25 MO (9)     1/6/T

Union Setup Notes: a) Prentiss's cavalry does not participate in this scenario. b) Peabody and Miller start under Advance orders. c) Peabody sets up with any unit of his command. d) Consider 15th MI In Command at the start of the 8 AM turn. It traces command to Miller for the 9 AM turn.

30.3 The Morning Action Around Shiloh Church

"My God! We are attacked!" ~ William T. Sherman

Scenario 3 — Introduction

Around 6 AM on April 6th, 1862, Hardee's Corps of the Confederate Army of Mississippi launched the Confederate attack against a surprised Union army. Around two hours later, Shaver's and Wood's brigades of Hindman's division were attacking Peabody's brigade of Prentiss's 6th Division. Meanwhile, Cleburne's initial attack on Sherman's position was failing. The 6th Mississippi and 23rd Tennessee regiments, Cleburne's right wing, attacked before 8 AM and suffered staggering losses in two charges against the Union's 53rd Ohio regiment. Nevertheless, the Buckeye line soon collapsed due to the incompetence of its colonel, Jesse Appler. Cleburne's left attacked a little later at 8 AM. The 2nd Tennessee's charge against Buckland's 48th Ohio was repulsed with heavy losses. The rest of Cleburne's brigade (15th Arkansas, 24th Tennessee, and 35th Tennessee) faltered in their efforts to push Sherman back.

By 8:30AM, Cleburne was in the process of rallying several disordered regiments when Anderson's brigade of Ruggles' division from Bragg's Second Corps reached the front. As Cleburne attacked again, Anderson's brigade deployed and waited for additional support to arrive. When brigades from Polk's First Corps advanced through Rea Field, Anderson's brigade began its attack. By 9:30AM more Confederates joined the fray as Pond's brigade pressured McDowell's and Buckland's brigades on Sherman's right, and Wood's and Shaver's brigades attacked towards Lost Field after routing Peabody's brigade. By mid-morning, Sherman's line was beginning to crumble as the brigades of Marsh and Hare from McClernand's division and Veatch's brigade from Hurlbut's division arrived to try to steady the Union defense along the Hamburg-Purdy Road.

At 8 AM, Generals A.S. Johnston and Bragg were involved in rallying troops and by 9AM had moved to Spain's Field to check on the progress of the Confederate right. Generals Cheatham, Prentiss, and Hurlbut were involved in action outside the scenario boundaries. None of these leaders are included in this scenario.

Specific Rules

Unless modified below, all ITW BB special rules are in effect.

  • Shaver's and Wood's units may Advance, but not move north of hex row Sxx14 during the 8 AM turn until one of Peabody's regiments moves or retreats north of that hex row or all his regiments rout.
  • Wood's brigade may change orders without a die roll once during the 8 AM turn.
  • 6 MS and 23 TN (Cleburne) must rally before they can move.
  • Add three Battle Events chits to the AM Pool starting at 8 AM.
  • All Confederate and Union units on the map are considered to be In Command at start.
  • Johnson uses Cheatham's AMs and traces a chain of command directly to Polk.
  • Ruggles (Bragg 2nd Corps) is In Command at all times.
  • Peabody is In Command at all times. If he is killed and all his regiments are routed, his replacement may return to the map in the Replacement/Recovery Phase [SR 3.0 IV.B] and be placed in a hex of the USA player's choice.
  • Veatch is In Command at all times and uses Hurlbut's AMs.

Roar of Battle. This chart is used a little differently in this scenario.

  • Veatch's brigade and each of McClernand's brigades roll to determine their "The Roar of Battle" missions when they first activate.
  • When rolling for each of McClernand's brigades, a roll of 9 means the brigade loses its first Activation rather than a whole turn. It may move freely and without rolling when it next activates.
  • For this scenario use hex S1401 (N1434) for the Owl Creek Bridge mission.
  • Missions for Veatch's brigade are adjusted as follows: 0-1: The Hamburg-Purdy/Corinth Road intersection (hex S2902). 2-5: The Hamburg-Purdy/Eastern Corinth road intersection (hex S4210). 6-9: His brigade loses its first Activation of the turn and may move freely on the next.

Map. The Morning Action around Shiloh Church is played using the south map in the area bounded as follows:

  • North Boundary: North edge of the south map.
  • East Boundary: From hex S4601 (N4634) south along the Eastern Corinth Road until its junction with the Bark Road, then south along the S39xx hex row to the southern edge, inclusive.
  • South Boundary: South side of map.
  • West Boundary: West side of map.

Game Length. The scenario begins with the 8 AM turn and reflects the results of the earlier fighting. It concludes at the end of the 11 AM turn.

Initiative. The Confederates have the Initiative for the 8 AM turn.

Victory. Award 1 VP to the Confederate player for occupying or being the last to move an infantry regiment through each of the geographic locations or camp hexes listed below.

  • Shiloh Church: S2706
  • Sherman's HQ: S2905
  • Owl Creek area: S1401 (N1434)
  • Crossroad at S2902
  • Crossroad at S4202
  • Each of Raith's four infantry camps
  • Each of the 5th Division nine infantry camps

Award 2 VPs to the Confederate player for occupying or being the last to move an infantry regiment through each of the following hexes:

  • S3604 (Review Field)
  • S3609 (Lost Field)
  • S2604 (Ben Howell field)

There are 24 geographic victory point hexes available.

At the end of the scenario:

  • The Confederate player scores 1 VP for each CI Union brigade (Exception: no points are awarded for Peabody's brigade).
  • The Confederate player loses 1 VP for each CI Confederate brigade.

A Confederate score of 12 or less VPs is a Union victory. A score of 16 or more VPs is a Confederate victory. Anything else is a draw.

PLAY NOTE: A Confederate victory is deemed a draw if three or more Confederate brigades are CI at the end of the scenario.

Efficiency

  • CSA Efficiency Pool: 2 × 2E, 4 × 3E, 1 × 4E. Add 1 × 2E to the pool at 9AM.
  • USA Efficiency Pool: 5 × 2E, 2× 3E. Add 1 × 3E to the pool at 9AM and 1 × 4E at 11 AM.

8 AM:

  • McClernand receives two AMs.
  • Draw Efficiency for Bragg, Hardee, Polk, Sherman, and Prentiss.
  • Increase Hindman's AMs by one (to a maximum of four).

9 AM-11 AM:

  • Draw Efficiency for Bragg, Hardee, Polk, Sherman, McClernand, and Prentiss.
  • Hurlbut (Veatch) receives two AMs and then draws normally for the 10 AM and 11 AM turns.

Setup

  • Unit designations are followed by their higher organization designations.
  • Unless otherwise specified, artillery batteries include all their sections.
  • A number in parentheses denotes the unit's starting strength.
  • A "D" indicates the unit starts Disordered.

Confederate Setup

Location  Unit/Leader        Command
S2520     Beauregard         AoM
S2520     Hardee             3 Corps
S2520     Polk               1 Corps
S2918     Hindman            1/3
S2610     Cleburne, 15 AR    2/-/3
S2813     6 MS (8) D         2/-/3
S2913     23 TN (11) D       2/-/3
S2509     35 TN              2/-/3
S2409     24 TN              2/-/3
S2309     2 TN               2/-/3
S2414     Trigg Bty, Hubbard Bty  2/-/3
S2514     Calvert Bty        2/-/3
S2918     Wood               3/1/3
S2720     GA Dragoons (cav), Harper Bty  3/1/3
S2818     27 TN              3/1/3
S2819     16 AL, 44 TN       3/1/3
S2919     9 AR Bn, 8 AR      3/1/3
S2918     3 MS Bn (5) D, 55 TN (5) D  3/1/3
S3220     Shaver, 2 AR       1/1/3
S3118     7 AR (13) D        1/1/3
S3119     Swett Bty          1/1/3
S3420     6 AR               1/1/3
S3421     Miller Bty         1/1/3
S3520     3 Confederate      1/1/3
S2518     Ruggles            1/2
S2518     Washington Bty     2/1/2
S2618     Anderson, 1 FL Bn, Confederate Guards  2/1/2
S2517     9 TX               2/1/2
S2718     17 LA              2/1/2
S2417     20 LA              2/1/2
S2521     Stewart, 13 AR     2/1/1
S2320     33 TN              2/1/1
S2421     4 TN               2/1/1
S2622     5 TN               2/1/1
S2422     Clark              1/1
S2422     Stanford Bty       2/1/1
S2423     Russell, Bankhead Bty  1/1/1
S2523     12 TN              1/1/1
S2623     11 LA              1/1/1
S2624     13 TN              1/1/1
S2723     22 TN              1/1/1
S2224     Johnson, Polk Bty  1/2/1
S2022     Blythe MS          1/2/1
S2122     154 TN             1/2/1
S2223     15 TN              1/2/1
S2323     2 TN               1/2/1
On or south of hex column Sxx08 and on or west of hex row 17xx, but not in a Marsh hex.   Pond, 16 LA, 18 LA, 38 TN, Crescent, Orleans Gd, Ketchum Bty, Jenkins Cav   3/1/2, 1/2

Confederate Setup Note: Confederate brigades may be placed under 'Advance' or 'Attack' orders at start.

Union Setup

Location  Unit/Leader        Command
S2905     Sherman a          5/AoT
S3512     2&3 BN, 4 IL Cav   5/AoT
S3212     Thielmann Cav      5/AoT
S2908     Waterhouse Bty     5/AoT
S2607     Taylor Bty         5/AoT
S1704     Morton Bty         5/AoT
(with any unit of his brigade)   McDowell   1/5
S1603     6 IA               1/5
S1904     46 OH              1/5
S2104     40 IL              1/5
(with any unit of his brigade)   Buckland   4/5
S2207     72 OH              4/5
S2407     48 OH              4/5
S2608     70 OH              4/5
(with any unit of his brigade)   Hildebrand   3/5
S2910 and S3011 (Extended Line facing SW)   53 OH (12)   3/5
S3009     57 OH              3/5
S2707     77 OH              3/5
(with any unit of his brigade)   Peabody a   1/6
S3217     25 MO (9)          1/6
S3418     12 MI (16)         1/6
S3717     21 MO              1/6
N3434     McClernand         1/AoT
S3501     C&S IL Cav         1/T
S3103     Schwartz Bty       1/T
S3406     Raith b            3/1
S3205     17 IL              3/1
S3305     29 IL              3/1
S3406     43 IL              3/1
S3607     49 IL              3/1

Union Setup Notes: a) Sherman's and Peabody's units may set up in Extended Line if eligible. Either the parent unit or the extension must be placed in the hex designated for that unit. 16 WI (1/6/T) does not appear in this scenario. In the actual battle it fought on 2/6/T's immediate right, defending Spain Field. Determine 1/6/T's (Peabody's) combat effectiveness using only its regiments appearing in the scenario. b) Raith's brigade incurs one level of Fatigue if it uses both its 8 AM Activations.

Union brigades and unbrigaded units are under "Advance" orders at start.

Union Reinforcements

Time and Entry Hex   Unit/Leader                              Command
8 AM; N3233          Marsh                                    2/1
                      Burrows Bty, McAllister Bty              1/AoT
9 AM; N4633           Veatch, 14 IL, 15 IL, 46 IL, 25 IN       1/4
9 AM; N3233           Hare                                     1/1/T
                      Dresser Bty, 1st Bn 4 IL Cav              1/AoT
10 AM; N3233          Grant                                    AoT

Union Reinforcements Note: All Union reinforcements have two Activations during their turn of entry. They incur one level of Fatigue if using both Activations that turn.

30.4 The Hornets' Nest

"Men, they are stubborn, we must use the bayonet." ~ Albert Sidney Johnston

Scenario 4 — Introduction

"Johnston galloped among Statham's troops passing slowly along the battle line. His hat was off, his sword was sheathed in its scabbard. In his right hand he held the little tin cup he had taken from the captured enemy camp that morning. Twirling it between his fingers, Johnston gestured to the men… Johnston's words were few. He touched their bayonets with the tin cup and said 'Men, they are stubborn, we must use the bayonet.' Reaching the center of the brigade line, he turned and shouted 'I will lead you.'" ~ Wiley Sword.

The fight for the Hornet's Nest is perhaps the most famous episode of the two-day fight at Shiloh. This scenario recreates this segment of the battle.

Specific Rules

Unless modified below, all ITW BB special rules are in effect.

  • March Orders may not be assigned in this scenario.
  • Grant visits Hurlbut: Grant visited the Hornet's Nest sometime during the early afternoon. Thus, at the start of the 12 PM turn, prior to the Initiative rolls for that turn, the US player rolls for Grant's visit. A 0-4 means the US may apply Grant's Initiative Rating to the turn's Initiative roll and to any one division's Efficiency. A 5-9 means Grant's benefits apply to the 1 PM turn.
  • Add Battle Events chits to the AM Pool as follows: 11 AM - 12 PM turns: 3 chits. 1 PM - 2 PM turns: 2 chits. 3 PM - 6 PM turns: 1 chit.
  • Cheatham uses Polk's Efficiency and may trace a chain of command directly to Johnston. This is in addition to Johnston's ability to directly command two brigades per turn.
  • Bragg may directly command one brigade per turn, either Gibson's or that of Gladden's replacement. Withers' +1 Activation Rating does not apply to Gladden's brigade when it is under Bragg's direct command.
  • Hardee commands Hindman's three brigades directly (Hindman was out of action by 11:30).
  • Johnston's required Leader Loss rolls [BB 12.77] begin at the end of the 1 PM turn in this scenario, rather than at the end of the 12 PM turn.

Map. The Hornets' Nest is played in the area bounded as follows:

  • Southern and eastern boundaries are the map edges.
  • The western/northwestern boundary is the Corinth Road to S3002, then along the Farm Lane to N3233. At the start of the 4 PM turn, extend the northwestern boundary along the Farm Lane to N3331, then diagonally to N3829. At the start of the 5 PM turn, extend the northwestern boundary diagonally from N3829 to N4724.
  • The northern boundary is progressive. Through the 3 PM turn, the northern boundary is the Nxx33 hex row, which is the northern boundary of Duncan field. This boundary moves to hex row Nxx29 at the beginning of the 4 PM turn and to hex row Nxx24 at the beginning of the 5 PM turn.

All boundaries described are inclusive.

Game Length. The scenario begins with the 11 AM turn and concludes at the end of the 6 PM turn.

Initiative. The Confederates have the initiative on the first Turn. Roll normally thereafter.

Victory. Each side earns points for victory determination by achieving the objectives listed below. Each objective counts as one point. Compare total points of the two sides at the end of the scenario for victory level, the greater points determining the winner.

  • Draw: Same number of points for both sides
  • Marginal: A one point advantage
  • Substantial: A two point advantage
  • Decisive: A three or four point advantage

The Confederates earn points in the following ways:

  • Control at least seven of the 13 Sunken Lane hexes by the end of the 3 PM turn and earn at least one other victory point by the end of the scenario. Control requires that Confederate infantry units occupy or were the last to occupy each of the seven hexes.
  • All three Union divisions are CI by the end of the scenario. Count Stuart as part of Hurlbut's division when determining Hurlbut's status.
  • Control the Farm Lane running across Cloud Field (hex N4931 to N5432) by the end of the 5 PM turn and maintain that control till the end of the game.
  • A Confederate infantry unit occupies or was the last to pass through any hex at the northern boundary of the playing area and on or east of the 54xx hex row.

The Union earns points in the following ways:

  • Control at least seven of the 13 Sunken Lane hexes by the end of the 4 PM turn and earn at least one other victory point by the end of the scenario. Control requires that Union units occupy or were the last to occupy each of the seven hexes.
  • Nine or more Confederate brigades are CI at game's end (including those starting the game CI). Include any attached regiments when determining a brigade's status.
  • A Union unit controls the Corinth-Pittsburg Road from the crossroads at hex N5029 to the scenario's northern boundary at the end of the game.
  • Control the Farm Lane running across Cloud Field to its eastern field boundary (hex N4931 to N5432) at the end of the game.

For those conditions requiring control of roads or farm lanes, "control" is defined as:

  • A friendly infantry unit occupies or was the last to pass through one of these hexes, and
  • A friendly unit under Advance orders could move along the specified stretch from one end to the other.

Efficiency (number of chits × Efficiency value)

  • The Confederate Efficiency Pool is 1 × 1E, 3 × 2E, 4 × 3E, and 1 × 4E.
  • The Union Efficiency Pool is 2 × 1E, 5 × 2E, 3 × 3E, and 1 × 4E.

Setup

  • Leaders appear in boldface.
  • An "R" in parentheses following the leader's name indicates his replacement is in use.
  • Unit designations are followed by their higher organization designations.
  • Unless otherwise specified, artillery batteries include all their sections.
  • A number in parentheses denotes the unit's starting strength.
  • Fatigue levels at start and Combat Ineffectiveness are listed in the Notes following each setup chart.
  • This scenario uses the Reinforcement charts included below, rather than the Reinforcement charts in the "Shiloh: Bloody April" scenario [BB 30.1].

Union Setup

Location  Unit/Leader                                   Command
N4633     W. Wallace                                     2/AoT
S4403     7 IA                                           1/2/T
S4404     Tuttle, 12 IA                                  1/2/T
S4404     Richardson Bty                                 2/AoT
S4302     2 IA                                           1/2/T
S4302     Stone Bty                                      2/AoT
S4503     14 IA                                          1/2/T
N4234     7 IL                                           3/2/T
S4202     Sweeny, 58 IL                                  3/2/T
N4434     52 IL                                          3/2/T
S4501     57 IL                                          3/2/T
S4505     8 IA                                           3/2/T
S4505     Welker Bty                                     2/AoT
S5510     50 IL                                          3/2/T
N4634     C, 2 US & I, 4 US Cav; A & B, 2 IL Cav         2/AoT
S5309     12 IL                                          2/2/T
S5309     Willard Bty                                    2/AoT
S5410     McArthur a, 9 IL                                2/2/T
S4911     41 IL                                          1/4/T
S4911     Laing Bty                                      4/AoT
S5011     Williams, 28 IL                                1/4/T
S5107     Hurlbut                                        4/AoT
S5110     32 IL                                          1/4/T
S5110     Brontzmann Bty                                 4/AoT
S5211     3 IA                                           1/4/T
S4809     31 IN                                          3/4/T
S4810     Lauman, 44 IN                                  3/4/T
S4810     Myers Bty                                      4/AoT
S4811     17 KY, 25 KY                                   3/4/T
S5208     1 Bn 5 OH Cav                                  4/AoT
S5209     2 Bn 5 OH Cav                                  4/AoT
S5813     55 IL                                          2/5/T
S6015     Stuart b, 71 OH                                 2/5/T
S6116     54 OH                                          2/5/T
S4705     Prentiss                                       6/AoT
S4504     21 MO (1)                                      1/6/T
S4504     Munch Bty a (1), b (1)                          6/AoT
S4506     Peabody c (R), 12 MI (10)                       1/6/T
S4606     25 MO (5)                                      1/6/T
S4502     61 IL (1)                                      2/6/T
S4607     Miller d, 18 WI (4), 18 MO (2)                   2/6/T
S4707     23 MO e                                        -/6/T
S4707     Hickenlooper Bty a (1), b (1)                   6/AoT

Union Setup Notes: a) McArthur commands his two regiments and 50 IL of Sweeny's brigade (the rest of McArthur's brigade had been sent to the Union right). The Union player may reattach 50 IL to Sweeny during any Determine Chain of Command Phase [SR 3.0 II.A]. McArthur starts Out of Command. For McArthur's Combat Effectiveness, count only those units present in the scenario and under his command. b) Stuart's brigade may be attached to any division during any Determine Chain of Command Phase [SR 3.0 II.A]. It cannot benefit from Sherman's +1 Activation Rating. c) Peabody's brigade is Fatigue 1. 16 WI has been eliminated and counts when assessing Peabody's combat effectiveness. d) Miller's brigade is Fatigue 1 and CI. e) 23 MO may be attached to either of Prentiss's brigades.

Union Reinforcements

Time and Entry Hex(es)                Unit/Leader                    Command
11 AM, N4633 or N5133                 1st Bn 11 IL Cav, 2nd Bn 11 IL Cav a   6/AoT
2 PM, any hex from N6401 to N6601     Tyler b                        AoT
5 PM, any hex from N6401 to N6601     Lexington c                    AoT

Union Reinforcements Notes: a) During the 11 AM turn 1st Bn 11 IL Cav and 2nd Bn 11 IL Cav receive one less AM than Prentiss, with a minimum of one. b) The Tyler has 1 AM on its turn of entry. It may not fire until the 3 PM turn. c) The Lexington has 2 AM on its turn of entry. It may not fire until its second AM.

Confederate Setup

Location  Unit/Leader                                    Command
S4208     Stephens, 9 TN, Smith Bty                       2/2/1
S4208     Cheatham                                        2/1
S4210     1 MS a Cav                                      2/1
S4211     1 MS b Cav                                      2/1
S4107     7 KY                                            2/2/1
S4308     6 TN                                            2/2/1
S3404     MS & AL Cav                                     2/1
S4216     Bragg                                            2 Corps
S4113     Gibson, 1 AR                                    1/1/2
S3912     4 LA                                            1/1/2
S4013     13 LA                                           1/1/2
S4214     19 LA                                           1/1/2
S6626     Jenkins Cav d                                   1/2
S6419     Chalmers a, 5 MS, 10 MS (5)                      2/2/2
S5922     Gage Bty                                        2/2/2
S6118     Withers                                         2/2
S6118     52 TN                                           2/2/2
S6319     7 MS (9), 9 MS (9)                              2/2/2
S4514     Gladden b (R), 22 AL (6), Robertson Bty          1/2/2
S4515     26 AL (2), 1 LA (2)                              1/2/2
S4615     21 AL (4)                                       1/2/2
S4414     25 AL (5)                                       1/2/2
S5718     2 TX                                            3/2/2
S5820     19 AL                                           3/2/2
S5823     Girardey Bty                                    3/2/2
S5919     Jackson, 18 AL                                  3/2/2
S6020     17 AL                                           3/2/2
S6526     1 AL "a" Cav                                    2/2
S3604     7 AR (8), 3 Confederate (3)                     1/1/3
S3605     2 AR (6)                                        1/1/3
S3704     Shaver b, 6 AR (7)                               1/1/3
S3706     Hardee                                          3 Corps
S3806     Swett Bty                                       1/1/3
S3807     Miller Bty                                      1/1/3
S3308     23 TN (6), Hubbard Bty                          2/-/3
S3409     6 MS (2), Trigg Bty                              2/-/3
S3410     Cleburne c, Calvert Bty                          2/-/3
S6525     GA Dragoons d                                   3/1/3
S3405     Wood b (R), 3 MS (3), 27 TN (3)                  3/1/3
S3505     8 AR (3), 9 AR Bn (1), 44 TN (2)                 3/1/3
S3805     16 AL (4), 55 TN (2)                             3/1/3
S3808     Harper Bty                                       3/1/3
S4618     Breckinridge                                     R Corps
S4716     Watson Bty                                       2/-/R
S4817     9 AR, Hudson Bty                                 2/-/R
S4917     Bowen, 10 AR, 2 Confederate                       2/-/R
S5018     1 MO                                             2/-/R
S4319     Rutledge Bty                                     3/-/R
S4418     22 MS, 28 TN                                     3/-/R
S4419     Statham, 15 MS, 20 TN                             3/-/R
S4619     45 TN                                            3/-/R
S4215     Johnston                                          AoM
S4220     McClung Bty                                      AoM
S3929     Roberts Bty                                      AoM

Confederate Setup Notes: a) Chalmers' brigade is Fatigue OK. b) Gladden's, Shaver's, and Wood's brigades are Fatigue 1. Gladden's brigade starts the scenario CI. c) Treat Cleburne's command as a brigade of two units for purposes of Combat Effectiveness (his other regiments were on the Confederate left). d) Jenkins' Cavalry and GA Dragoons are attached to Withers' division in this scenario.

Confederate Reinforcements a

  • 1 PM, S6927: Adams MS Cav (a and b) — AoM — 1 Activation.
  • 2 PM, S6927: TN Cav (Forrest) — AoM — 3 Activations.
  • 2 PM, S2927: 19 TN — 3/-/R — 3 Activations.
  • 2 PM, S6927: 1 TN Bn — 2/2/1 — 3 Activations.
  • 2 PM, S2902 (via the road): Ruggles — 1/2 — 2 Activations.
  • 3 PM, anywhere between S2902 and N3233 inclusive (may use road movement if entering via S2902): Anderson c, 1 FL Bn (1), 17 LA (4), 20 LA (5), 9 TX (3), Conf Gds Bn (2), Crescent LA, 38 TN, Washington Bty — 2/1/2.
  • 4 PM, S2902 (via the road): Bankhead Bty, Stanford Bty, Byrne Bty, Ketchum Bty "b" d.
  • 4 PM, anywhere between N3233 and N3829 inclusive: Polk, 13 TN (7), 22 TN (8), 154 TN (7), 5 TN (10), 33 TN (8) — 1 Corps (composite) e.
  • 5 PM, anywhere between N3829 and N4028 inclusive: Trabue f, 4 AL Bn (2), 31 AL (3), 3 KY (4), 4 KY (5), 5 KY (6), 6 KY (6), Crew's TN Bn (3) — 1/-/R — 3 Activations.

Confederate Reinforcements Notes:

a) This chart includes the Confederate units that entered from the east and appear in the chart in BB 30.1. It also includes those units that joined in the Hornet's Nest fight from the west as the afternoon wore on. 8 TX Cav does not appear in this scenario. The Activations column specifies the number of Activations that units have the turn they enter the map. If no number is listed, determine the number normally.

b) Ruggles was occupied on the Confederate left until the repulse of Sherman's and McClernand's counterattack.

c) Crescent LA and 38 TN are attached to Anderson and count for brigade effectiveness.

d) Prior to entry, each battery in the 4 PM reinforcements must be assigned to a division leader in play and enters using that division's AM. Ketchum's battery sent only one section. Treat it as a two-gun battery in this scenario.

e) 1 Corps Composite force: 13 TN and 22 TN are from Russell's brigade, 154 TN from Johnson's brigade, and 5 TN and 33 TN from Stewart's brigade. These regiments are under Polk's direct command, as if he were a brigade commander, except that he can never be Out of Command (his units can). They function as one brigade for all purposes and activate using Polk's Efficiency and the Polk Command AMs. The brigade starts with Fatigue 1. Polk may change its orders during the Division Orders Phase [SR 3.0 II.C]. For Brigade Orders Change, treat Polk as a brigadier with a "Normal" profile and an Orders Change rating of zero. Polk moves during the Commander Movement Phase. (Various regiments of the Confederate left wing joined the attack north of Duncan field.)

f) Trabue's brigade is Fatigue OK (it came from the left late in the day and sealed the northern escape paths). Morgan's cavalry unit does not participate. For Combat Effectiveness count only the units present with Trabue. Trabue receives 3 AMs for the 5 PM turn regardless of Breckinridge's Efficiency. For the 6 PM turn calculate his AMs normally, except that his brigade receives a minimum of two.

30.5 The Road to Pittsburg Landing

"Maintain that position at all hazards." ~ Ulysses S. Grant

Scenario 5 — Introduction

This scenario's start depicts the situation on the western part of the field as it was after the Confederates cleared Sherman's second line of defense on the Hamburg-Purdy road, and before the Sherman/McClernand counterattack. On the eastern part of the field, the Confederate assault on the Hornet's Nest is about to begin. The scenario thus models the afternoon battle.

Confederate Specific Rules

  • Hardee commands Hindman's three brigades directly (Exception to BB 4.21. Hindman was out of action by 11:30).
  • GA Dragoons and Jenkins' Cavalry are assigned to Withers in this scenario.
  • Cleburne's three units on the Confederate left, 15 AR, 24 TN, and 35 TN, start the scenario attached to Pond. Any or all may be reassigned to Cleburne during any "Determine Chain of Command" segment [SR 3.0 II.A]. Assess Cleburne's Combat Effectiveness using the units currently assigned to him. When reassigning units to Cleburne, his Fatigue Level is the greater of either Pond's or his own.
  • Bragg may directly command one brigade per turn, either Gibson's or that of Gladden's replacement. Withers' +1 Activation Rating does not apply to Gladden's brigade when it is under Bragg's direct command.
  • Cheatham uses Polk's Efficiency and may trace a chain of command directly to Johnston. This is in addition to Johnston's ability to directly command two brigades per turn.

Union Specific Rules

  • On-map Brigades that start CI count for VP.
  • For purposes of determining Division Combat Ineffectiveness for Sherman's division (5/T), Stuart's brigade (2/5/T) counts unless attached to a different division. Hildebrand's brigade (3/5/T) counts.

PLAY NOTE: The Confederates start the game with a 4 VP advantage due to brigades starting the game CI (including Hildebrand's), and due to artillery losses previously incurred by both sides (Burrows Bty (1/T) and Waterhouse Bty (5/T) for the Union, and Polk Bty (1/2/1) for the Confederates).

  • 23 MO may be attached to either Peabody (1/6/T) or Miller (2/6/T) at the start of the scenario.
  • Veatch's brigade (2/4/T) is attached to McClernand's division (1/AoT).
  • The units/brigades listed above may be reassigned to their original commands during any Determine Chain of Command Phase [SR 3.0 II.A].
  • Follow the Battle Events Chart to determine the number of Battle Events chits to add to the AM Pool.
  • 15 IA, 16 IA, and 15 MI may be assigned to any Union brigade(s) during the Determine Chain of Command Phase [SR 3.0 II.A], but may not be reassigned afterward. Until assigned, they activate with the Unassigned AM and track Fatigue separately. When assigned, the brigade's Fatigue is the greater of the unit's or the brigade's.
  • 13 MO (McArthur's brigade) starts attached to McDowell (1/5/T).
  • 50 IL of Sweeny's (3/2/T) brigade starts attached to McArthur's (2/2/T) brigade. McArthur starts Out of Command.
  • Stuart's (2/5/T) brigade may be attached to any division during any Determine Chain of Command Phase [SR 3.0 II.A]. After being attached it may not be reassigned to another division, except to Sherman's.
  • 14 MO SS and 81 OH (McArthur's 2/2/T brigade) may not activate until an enemy unit moves within LOS or they start a turn within Grant's command radius. They may then be assigned to any brigade(s), but activate under the Unassigned AMs until starting a turn within their assigned brigadier's Command Range.

Map. This scenario uses both full-size maps.

Game Length. The Scenario starts at 11 AM and continues until the end of the 6 PM turn.

Initiative. The Confederates have the initiative on the first Turn (11 AM).

Victory. Use the victory conditions for the "Shiloh: Bloody April" scenario [BB 30.1] with the following changes.

  • Omit the VPs awarded prior to 11 AM for control of fields.
  • Determine Brigade Combat Effectiveness based on units currently attached to the brigade. 16 WI (1/6/T) and 2 TN (2/-/3) for the Confederates have been eliminated in earlier fighting and do not count in this determination.

Efficiency

  • The Confederate Efficiency pool is 1 × 1E, 3 × 2E, 4 × 3E, 1 × 4E.
  • The Union Efficiency Pool is 2 × 1E, 5 × 2E, 3 × 3E, 1 × 4E.

Setup

  • Leaders appear in boldface. An "R" following the leader's name indicates that his replacement is in use.
  • Numbers in parentheses following a unit's designation represent the unit's current strength, if different from its original strength.
  • Fatigue levels and Combat Ineffectiveness at start are listed in the Notes following each setup chart.
  • This scenario uses the reinforcement schedule from the "Shiloh: Bloody April" scenario [30.1]. Start with the 11 AM turn.
  • Units may be faced as the players desire.
  • All commands start under Advance or Attack orders.

Union Setup

Location  Unit/Leader                                    Command
N4726     Grant                                           AoT
N6325     Markgraf Bty                                    AoT
N6122     Powell Bty                                      AoT
N6022     Silversparre Bty                                AoT
N4517     Bouton Bty                                      AoT
N6019     15 MI (12)                                      AoT
N3630     McClernand                                       1/AoT
N3630     Marsh a, 45 IL (9), 48 IL (6)                    2/1/T
N3529     11 IL (5), 20 IL (7)                             2/1/T
N3429     Raith a (R), 17 IL (6), 29 IL (5)                3/1/T
N3528     43 IL (6), 49 IL (7)                             3/1/T
N3323     1st Bn 4 IL Cav                                  1/AoT
N3423     C&S IL Cav                                       1/AoT
N3325     McAllister Bty (3), Dresser Bty (2)               1/AoT
N3624     Schwartz Bty a (1) & b (1)                        1/AoT
N3831     11 IA (11)                                       1/1/T
N3931     Hare a, 13 IA (9)                                1/1/T
N4032     18 IL (3)                                        1/1/T
N4132     8 IL (7)                                         1/1/T
N3228     Sherman                                          5/AoT
N3228     Buckland b, 48 OH (6), 72 OH (1)                  4/5/T
N3522     70th OH (10)                                     4/5/T
N3127     McDowell a, 46 OH                                1/5/T
N3126     40 IL (10)                                       1/5/T
N3227     13 MO                                            2/2/T
N3027     6 IA                                             1/5/T
N3820     Thielmann Cav                                    5/AoT
N3721     2&3 Bn 4th IL Cav                                5/AoT
N3424     Taylor Bty                                       5/AoT
N3621     Morton Bty a (1)                                 5/AoT
N4633     W. Wallace                                       2/AoT
S4403     7 IA                                            1/2/T
S4404     Tuttle, 12 IA                                    1/2/T
S4404     Richardson Bty                                   2/AoT
S4302     2 IA                                            1/2/T
S4302     Stone Bty                                        2/AoT
S4503     14 IA                                            1/2/T
N4234     7 IL                                            3/2/T
S4202     Sweeny, 58 IL                                    3/2/T
N4434     52 IL                                            3/2/T
S4501     57 IL                                            3/2/T
S4505     8 IA                                             3/2/T
S4505     Welker Bty                                       2/AoT
S5510     50 IL                                            3/2/T
N4634     C, 2 US & I, 4 US Cav, A&B 2 IL Cav                2/AoT
S5309     12 IL                                            2/2/T
S5309     Willard Bty                                      2/AoT
S5410     McArthur, 9 IL                                    2/2/T
N4306     14 MO SS                                         2/2/T
N4307     81 OH                                            2/2/T
S4911     41 IL                                            1/4/T
S4911     Laing Bty                                        4/AoT
S5011     Williams, 28 IL                                  1/4/T
S5107     Hurlbut                                          4/AoT
S5111     32 IL                                            1/4/T
S5111     Brontzmann Bty                                   4/AoT
S5211     3 IA                                            1/4/T
S4809     31 IN                                            3/4/T
S4810     Lauman, 44 IN                                    3/4/T
S4810     Myers Bty                                        4/AoT
S4811     17 KY, 25 KY                                     3/4/T
S5208     1 Bn 5 OH Cav                                    4/AoT
S5209     2 Bn 5 OH                                        4/AoT
N3629     Veatch a, 46 IL (11), 25 IN (4)                   2/4/T
N3728     15 IL (7)                                        2/4/T
N3729     14 IL (10)                                       2/4/T
S5813     55 IL                                            2/5/T
S6015     Stuart, 71 OH                                    2/5/T
S6116     54 OH                                            2/5/T
S4705     Prentiss                                          6/AoT
S4504     21 MO (1)                                        1/6/T
S4504     Munch Bty a (1), b (1)                            6/AoT
S4506     Peabody b (R), 12 MI (10)                         1/6/T
S4606     25 MO (5)                                        1/6/T
S4502     61 IL (1)                                        2/6/T
S4607     Miller b c, 18 WI (4), 18 MO (2)                   2/6/T
S4707     23 MO                                            -/6/T
S4707     Hickenlooper Bty a (1), b (1)                     6/AoT
N5029     1 Bn 11 IL Cav                                   6/AoT
N5030     2 Bn 11 IL Cav                                   6/AoT
N3922     15 IA                                            -/6/T
N4022     16 IA                                            -/6/T

Union Setup Notes: a) Hare's, Marsh's, Raith's, McDowell's, and Veatch's brigades are Fatigue 0. b) Buckland's, Peabody's and Miller's brigades are Fatigue 1. c) Miller's brigade is CI at start. d) Morton Bty b has been eliminated in previous fighting.

Confederate Setup

Location  Unit/Leader                                    Command
S2511     Beauregard                                     AoM
S2705     Polk                                           1 Corps
S3302     Russell b, 11 LA (7)                            1/1/1
N3234     12 TN (10)                                     1/1/1
S3202     Clark (R)                                      1/1
S3202     13 TN (7)                                      1/1/1
S3203     Bankhead Bty; 22 TN (9)                         1/1/1
N3933     5 TN                                           2/1/1
S3802     Stewart b (R), Stanford Bty                     2/1/1
S3902     4 TN (9)                                       2/1/1
S3901     33 TN (10)                                     2/1/1
S3903     13 AR                                          2/1/1
S3602     Johnson b (R), 15 TN (5), 154 TN (8)             1/2/1
S3502     Blythe MS (4), 2 TN (2)                         1/2/1
S3101     Ruggles                                         1/2
S3101     20 LA (6), 9 TX (4), Washington Bty              2/1/2
S3002     Anderson c, 1 FL (1), 17 LA (4), Conf Gd Bn (2)  2/1/2
N2529     Pond a, 18 LA                                   3/1/2
N2530     16 LA                                           3/1/2
N2631     Orleans Gd, Ketchum Bty                         3/1/2
N1332     Crescent LA                                     3/1/2
N1233     38 TN                                           3/1/2
S2501     4 KY                                            1/-/R
N2602     Trabue                                          1/R
N2602     31 AL, 6 KY                                     1/-/R
S2701     4 AL Bn, 5 KY                                   1/-/R
S2802     3 KY, Crew's TN Bn                               1/-/R
S2804     Morgan Cav                                      1/-/R
S2903     Byrne Bty                                        1/-/R
S3102     Cobb Bty                                         1/-/R
S4208     Cheatham                                        2/1
S4208     Stephens, 9 TN, Smith Bty                        2/2/1
S4210     1 MS a Cav                                      2/1
S4211     1 MS b Cav                                      2/1
S4107     7 KY                                            2/2/1
S4308     6 TN                                            2/2/1
S3404     MS & AL Cav                                     2/1
S4216     Bragg                                           2 Corps
S4113     Gibson, 1 AR                                    1/1/2
S3912     4 LA                                            1/1/2
S4013     13 LA                                           1/1/2
S4214     19 LA                                           1/1/2
S6626     Jenkins Cav                                     1/2
S6419     Chalmers a, 5 MS, 10 MS (5)                      2/2/2
S5922     Gage Bty                                        2/2/2
S6118     Withers                                         2/2
S6118     52 TN                                           2/2/2
S6319     7 MS (9), 9 MS (9)                              2/2/2
S4514     Gladden c d (R), 22 AL (6), Robertson Bty        1/2/2
S4515     26 AL (2), 1 LA (2)                              1/2/2
S4615     21 AL (4)                                       1/2/2
S4414     25 AL (5)                                       1/2/2
S5718     2 TX                                            3/2/2
S5820     19 AL                                           3/2/2
S5823     Girardey Bty                                    3/2/2
S5919     Jackson, 18 AL                                  3/2/2
S6020     17 AL                                           3/2/2
S6526     1 AL a Cav                                      2/2
S6627     1 AL b Cav                                      2/2
S3604     7 AR (8), 3 Confederate (3)                     1/1/3
S3605     2 AR (6)                                        1/1/3
S3704     Shaver c, 6 AR (7)                               1/1/3
S3706     Hardee                                          3 Corps
S3806     Swett Bty                                       1/1/3
S3807     Miller Bty                                      1/1/3
N2532     35 TN (4), 15 AR (5)                             2/-/3
N2632     24 TN (6)                                       2/-/3
S3308     Hubbard Bty                                      2/-/3
S3408     23 TN (6)                                       2/-/3
S3409     6 MS (2), Trigg Bty                              2/-/3
S3410     Cleburne, Calvert Bty                            2/-/3
S6525     GA Dragoons                                     3/1/3
S3405     Wood c (R), 3 MS (3), 27 TN (3)                  3/1/3
S3505     8 AR (3), 9 AR Bn (1), 44 TN (2)                 3/1/3
S3805     16 AL (4), 55 TN (2)                             3/1/3
S3808     Harper Bty                                       3/1/3
S4618     Breckinridge                                     R Corps
S4716     Watson Bty                                       2/-/R
S4817     9 AR, Hudson Bty                                 2/-/R
S4917     Bowen                                            2/R
S4917     10 AR, 2 Confederate                              2/-/R
S5018     1 MO                                             2/-/R
S4319     Rutledge Bty                                     3/-/R
S4418     22 MS, 28 TN                                     3/-/R
S4419     Statham                                          3/R
S4419     15 MS, 20 TN                                     3/-/R
S4619     45 TN                                            3/-/R
S4215     Johnston                                          AoM
S4220     McClung Bty                                      AoM
S3929     Roberts Bty                                      AoM

Confederate Setup Notes: a) Pond's and Chalmers' brigades are Fatigue OK. b) Johnson's, Russell's and Stewart's brigades are Fatigue 0. c) Anderson's, Gladden's, Shaver's, and Wood's brigades are Fatigue 1. d) Gladden's brigade is CI at start.

30.6 The Sherman/McClernand Counterattack

"Go in where the fight is the thickest." ~ William Hardee

Scenario 6 — Introduction

This short scenario covers the counterattack at noon by units from Sherman's and McClernand's commands and the Confederate response.

After the Confederate attack on Sherman's and McClernand's Purdy Road position, the two Union divisions retreated into Jones field to reorganize. There they found two of Prentiss's regiments (15th and 16th Iowa) sent by Grant and a regiment (13th MO) sent by W. Wallace.

The Iowa regiments went forward and blunted Confederate general Russell's advance. When the Confederates failed to advance further, the two Union generals formed about half their regiments for a counterattack. The attack caught the Rebels by surprise and led to the loss of Cobb's battery. All of Marsh's camps were temporarily recaptured together with McClernand's headquarters. However, the Confederates soon recovered and returned to the attack, slowly pushing the Yankees back.

The counterattack and the Confederate response consumed two valuable hours and slowed the Confederate drive towards Pittsburg Landing.

Specific Rules

  • Consider each brigade on both sides (along with its attached units) as complete for purposes of calculating Combat Effectiveness.
  • There are no reinforcements.
  • March Orders may not be used.
  • No unit may end movement east of the 38xx hex row. If it does not move, it may remain east of that hex row.

PLAY NOTE: Yes, this means Veatch's brigade must start under Advance Orders.

  • Add one Battle Events chit to the AM Pool per turn.
  • Each of the three Union brigade leaders may change orders once during the 12 PM turn without a die roll [SR 6.2].

Union Command. Only eleven or twelve (sources vary) Union regiments participated in the attack. Those units are designated "Union Attack Regiments". The regiments consist of two groups:

Group 1 includes the four regiments that trace command to McDowell during the scenario: McDowell's three regiments (6 IA, 46 OH, and 40 IL), and the 13 MO from McArthur's brigade of Wallace's division. The 13 MO is attached to McDowell for this scenario. McDowell is automatically In Command during the 12 pm turn. He traces command to Sherman during the 1 pm turn.

HISTORICAL NOTE: This western group ran into Trabue's brigade and did not make much headway.

Group 2 includes seven regiments from the commands of Marsh (45th IL, 20th IL, and 11th IL), Veatch (46th IL and 15th IL), Hare (11th IA), and Raith (43rd IL). At the start of the scenario 11th IA is attached to Marsh, and 43rd IL is attached to Veatch. Marsh and Veatch trace command to McClernand.

HISTORICAL NOTE: General McClernand moved forward with this group. This eastern group took Cobb's battery and recovered Marsh's camps and McClernand's headquarters before being forced to retire slowly as the Confederates responded to the counterattack.

Union units not designated as 'attack regiments' for the 12 PM turn include the Union artillery, 15 IA and 16 IA. The artillery activates with the McClernand AMs during 12 PM and under the division's AMs during 1 PM. 15 IA and 16 IA may not move during the 12 PM turn, but may use phasing and non-phasing fire. They may change facing by one vertex per Activation. Both regiments are released from these restrictions at the start of the 1 PM turn or sooner if any Confederate unit fires at them or moves within two hexes of them.

The Union player assigns 15th and 16th Iowa to a brigade during the Replacement/Recovery Phase of the 12 PM turn. They are regarded as In Command for the 1 PM turn.

PLAY NOTE: Assigning these two regiments may thus prevent a Union brigade from being CI.

Confederate Command. The Confederates have six brigades in line from left to right: Pond, Russell, Trabue, Anderson, Johnson, and Stewart.

HISTORICAL NOTE: Four of these brigades were somewhat diminished by this point. Two of them, Pond and Trabue, were relatively fresh.

Command status is determined in the usual way, with the following exceptions.

  • Ruggles is considered In Command and uses Bragg's Efficiency draw to calculate AMs.
  • All three First Corps brigades trace a chain of command directly to Polk.
  • Trabue traces a chain of command directly to Hardee and activates using Hardee's Efficiency.
  • Cleburne's three regiments are attached to Pond (Cleburne is not present).
  • 5 TN is attached to Russell's brigade for this scenario.
  • 12 TN is attached to Stewart's brigade for this scenario.
  • In addition to the above assignments, Confederate corps commanders may directly command one other brigade in their Command Range.

Beauregard may use his Initiative Rating to increase either Polk's or Hardee's Efficiency for the 1 PM turn if within range.

Trabue's Lost Units. Around 11:30 Trabue received orders to send 3 KY, 4 AL Bn, and Crew's TN Bn "to the right" to support Anderson. No source we consulted seems to know how these units fared for the rest of the day. Thus, proceed as follows:

  • During the 12 PM turn 3 KY, 4 AL Bn, and Crew's TN Bn are under Advance Orders and may not move. They may use both phasing and non-phasing fire. They may change facing by one vertex when they activate.
  • If enemy units move adjacent to or fire on any of these three units, they are free to move during their next Activation. "Mistaken Fire" does not qualify as enemy fire.
  • During the Division Orders Phase [SR 3.0 II.C] at the start of the 1 PM turn the Confederate player rolls one die for each of these three units. On a roll of 0-4 the unit is free of the above restrictions.

Confederate Surprise. A Union "attack" unit triggers Surprise by moving adjacent to or firing on a Confederate unit. When Surprise is triggered, all Confederate units in the scenario (including artillery but with the exception of Trabue's brigade and Cobb's battery) immediately UDD using a +1 DRM before any Confederate Return Fire and before the Union player takes any other actions. Any unit that fails is Disordered (no effect if already Disordered). For the remainder of that Union Activation,

  • All Confederate non-phasing fire, including any Return Fire against a phasing Union unit that triggered surprise, is subject to a –1 DRM (again Trabue's brigade is excepted).
  • No Confederate unit may use Prepared Fire.
  • Union regiments receive a +1 Shock Resolution DRM.
  • Confederate artillery may not use approach fire or reaction movement.

Map. This scenario is played on the small Scenario 6 map. The map edge is the boundary for this scenario.

Game length. The scenario starts with the 12 Noon turn and continues until the end of the 1 PM turn.

Initiative. For the 12 PM turn only McClernand AMs are initially placed in the AM Pool. Place Confederate AMs into the AM Pool immediately after the end of the Union Activation in which Surprise occurs (see above). Roll for Initiative normally for the 1 PM turn.

Victory. The side that occupies or was the last to pass through three of the following five hexes at the end of the scenario wins the game: McClernand's headquarters (hex N3434) and the four Marsh regimental camps (hexes N3233, N3331, N3329, and N3428).

Efficiency. For the 12 PM turn all Union units activate upon McClernand's AM draws. McClernand does not draw Efficiency. He has 4 AMs for the 12 PM turn and 3 AMs for the 1 PM turn. For the 1 PM turn Sherman draws Efficiency, and his brigade (McDowell) activates when the Sherman AMs are drawn. The US Efficiency Pool for the 1 PM turn is 1x2E, 1x3E.

For the 12 PM turn the Confederates do not draw Efficiency. Each division with units on the field, including the Reserve Corps, receives 1 AM, whether In Command or not. These include the divisions of Ruggles, Clark, Cheatham, and the Reserve. The Confederates draw Efficiency in the normal manner for the 1 PM turn. The Confederate Efficiency Pool is 1 × 1E, 3 × 2E, 4 × 3E, and 1 × 4E (number of chits × Efficiency value).

Setup

  • Leaders appear in boldface.
  • An "R" following the leader's name indicates that his replacement is in use.
  • Unit designations are followed by their higher organization designations.
  • Unless otherwise specified, artillery batteries include all their sections.
  • A number in parentheses denotes the unit's starting strength when less than its printed strength.
  • Starting Fatigue levels are listed in the Notes following each setup chart.

Union Setup

Location  Unit/Leader                Command
N3124     46 OH                      1/5/T
N3225     Sherman                    5/AoT
N3225     6 IA                       1/5/T
N3325     McDowell, 40 IL (10)       1/5/T
N3325     McAllister Bty (3)         1/AoT
N3424     Taylor Bty                 5/AoT
N3425     Dresser Bty (2)            1/AoT
N3426     13 MO (attached to McDowell)   2/2/T
N3526     Marsh, 11 IL (5), 20 IL (7)   2/1/T
N3624     Schwartz Bty a(1), b (1)   1/AoT
N3627     11 IA (11) (attached to Marsh)   1/1/T
N3725     16 IA (13)                 -/6/T
N3727     McClernand                 1/AoT
N3727     45 IL (9)                  2/1/T
N3826     15 IA (12)                 -/6/T
N3828     43 IL (6) (attached to Veatch)   3/1/T
N3928     Veatch a, 15 IL (7)        2/4/T
N4029     46 IL (11)                 2/4/T

Union Setup Notes: a) Veatch must start under Advance Orders. b) All US brigades start with Fatigue 0.

Confederate Setup

Location  Unit/Leader                        Command
N2428     18 LA, Ketchum Bty                 3/1/2
N2429     Orleans Gd                         3/1/2
N2528     Pond, 16 LA                        3/1/2
S2804     Beauregard
N2629     15 AR (5), 24 TN (6), 35 TN (4)    2/-/3
N2729     Russell a, 22 TN (9), 11 LA (6)    1/1/1
N2830     5 TN (attached to Russell)         2/1/1
N2831     4 KY                               1/-/R
N2832     Hardee                             3 Corps
N2832     Trabue, 31 AL                      1/-/R
N2931     6 KY                               1/-/R
N3032     5 KY                               1/-/R
N3131     Cobb Bty                           1/-/R
S3202     3 KY                               1/-/R
S3302     4 AL Bn                            1/-/R
S3203     Crew's TN Bn                       1/-/R
N3133     Ruggles                            1/2
S3101     Polk                               1 Corps
S3101     Anderson b, 9 TX (4), 20 LA (6)    2/1/2
N3232     1 FL Bn (1), 17 LA (4)             2/1/2
N3233     Washington Bty                     2/1/2
N3332     Johnson a (R), 15 TN (5)           1/2/1
N3333     2 TN (2), 154 TN (8)               1/2/1
N3433     Blythe MS (4)                      1/2/1
N3434     4 TN (9)                           2/1/1
N3533     33 TN (10)                         2/1/1
N3634     Stewart a (R), 13 AR               2/1/1
S3701     12 TN (10) (attached to Stewart)   1/1/1

Confederate Setup Notes: a) Russell's, Johnson's, and Stewart's Brigades start with Fatigue 0. b) Anderson's brigade starts with Fatigue 1. The Confederate Guards Battalion does not participate in this scenario. Even its commander was a little unsure of its whereabouts after the morning fighting.

30.7 The Final Confederate Attack

"Drive them into the river." ~ Braxton Bragg

Scenario 7 — Introduction

This scenario covers the final attack on Grant's last line. The actual Confederate attack was half-hearted at best. Thus, regard the scenario as an historical "what-if".

Specific Rules

  • Consider all Confederate units In Command for the 6 PM turn for Activation and Division Orders purposes.
  • Add two Battle Events chits to the AM Pool for the 6 PM turn only.
  • Confederate non-artillery units with 25% or less of their original strength are Collapsed.

EXAMPLE: a unit with an original strength of 7 SP collapses when it is reduced to 1 SP. A unit with an original strength of 8 SP collapses when it is reduced to 2 SP.

HISTORICAL NOTE: Most Confederate regiments were drastically reduced by this time, but unlike Union units, much of the reduction was due to looting and straggling, rather than a panicked refusal to fight.

  • Combat Ineffectiveness for Confederate brigades is assessed using only on-map units. Confederate divisions (including the Reserve Corps) are CI only if all their brigades are.

HISTORICAL NOTE: The Hornet's Nest collapsed so late that many Confederate units were a significant distance from their commands when ordered forward.

  • At the start of the scenario each player may assign whatever orders he wishes to all In Command brigades, individual unbrigaded cavalry units, and to individual unassigned cavalry units if attached to divisions.
  • Union reinforcements arrive according to the Union Reinforcement chart in BB 30.1, "Shiloh: Bloody April".

Map. This scenario uses the north map.

Game Length. The scenario starts with the 6 PM turn and continues until the end of the first Night turn (7 PM - 8 PM).

Initiative. The Confederates have the initiative for the 6 PM turn.

Victory

  • The Confederates win if CSA infantry occupies any Pittsburg Landing hex, including field boundaries, at game's end.
  • The Confederates achieve a Draw if: CSA infantry eligible to change orders in the Division Orders Phase [SR 3.0 II.C] of the next turn (if there were one) occupies at least one hex along the Hamburg-Savannah Road from N4517 northward, plus one hex along the Farm Lane from N4518 to N5420, with infantry at scenario's end, or were the last to move/Advance through them.
  • The Union wins by preventing the Confederates from achieving a draw or a victory.

Efficiency

  • All Confederate divisions have Efficiency 4 for both turns, subject to the usual modifications. Efficiency for the unassigned Confederate units is 3 for both turns.
  • The Union Efficiency Pool is 2 × 1E, 5 × 2E, 3 × 3E, 1 × 4E. For Union Unassigned, treat an Efficiency draw of four as a three.

Setup

  • Leaders appear in boldface.
  • An "R" in parentheses following the leader's name indicates his replacement is in use.
  • Unit designations are followed by their higher organization designations.
  • Unless otherwise specified, artillery batteries include all their sections.
  • A number in parentheses denotes the unit's starting strength when less than its printed strength.
  • Fatigue levels at start and Combat Ineffectiveness are listed in the Notes following each setup chart.

Confederate Setup

Clark (R), Polk, Breckinridge, Bragg, Withers, and Ruggles set up as the Confederate player desires.

Location                              Unit/Leader                                          Command
On the Farm Lane, N4019-N4219;        Stewart a (R), 4 TN (7), 5 TN (7), 33 TN (7)          2/1/1
one unit per hex
Within 1 hex of N5830                 Stanford Bty d                                        2/1/1
Within 1 hex of N5830                 Ketchum Bty d                                          3/1/2
On the Farm Lane, N3422-N3720;        Russell a, 12 TN (7), 13 TN (6), 22 TN (7), Bankhead Bty   1/1/1
one unit per hex
Within 2 hexes of N4322               Pond a, 16 LA (3), 18 LA (2), Crescent LA (9), Orleans Gd (2), 38 TN (8)   3/1/2
Within 2 hexes of N4723               Cheatham, 1 MS a Cav, 1 MS b Cav, MS & AL Cav          2/1
Within 1 hex of N5324                 Anderson b c, 17 LA (1), 20 LA (2), 9 TX (1), Conf Gd Bn (2), Washington Bty   2/1/2
Within 1 hex of N5324                 Jenkins Cav                                            1/2
Within 1 hex of N5525                 Gladden b (R), 22 AL (4), 1 LA (1)                    1/2/2
Within 2 hexes of N5926               Chalmers a, 5 MS (5), 7 MS (3), 9 MS (5), 10 MS (2), Gage Bty   2/2/2
Within 2 hexes of N5726               Jackson a, 17 AL (5), 19 AL (4), Girardey Bty         3/2/2
Within 1 hex of N5128                 1 AL a Cav, 1 AL b Cav                                2/2
Within 2 hexes of N4824               Cleburne b, 15 AR (3), 35 TN (1), 23 TN (6), 24 TN (6), Trigg Bty, Calvert Bty, Hubbard Bty   2/-/3
Within 2 hexes of N5025               Wood b, 8 AR (3), 9 AR Bn (1), 27 TN (3), GA Dragoons Cav, Harper Bty   3/1/3
Within 1 hex of N6030                 Bowen a c (R), 9 AR (1), 10 AR (2), 1 MO (5), Hudson Bty, Watson Bty   2/R
Within 2 hexes of N5629               Statham b c, 15 MS (1), 22 MS (4), 19 TN (2), 28 TN (2), 45 TN (1), Rutledge Bty   3/R
Within 2 hexes of N6128               Trabue b, 31 AL (3), 4 KY (4), 5 KY (2), 6 KY (2), Crew's TN Bn (1), Morgan Cav   1/R
Within 1 hex of N5127                 McClung Bty, Roberts Bty                              AoM
Within 1 hex of N4121                 8 TX a Cav, 8 TX b Cav                                AoM
N4831                                 Hardee                                                3 Corps
N4930                                 Beauregard                                            AoM

Confederate Setup Notes: a) The following brigades start with Fatigue 1: Russell, Stewart (R), Pond, Chalmers, Jackson, Bowen. b) The following brigades start with Fatigue 2: Anderson, Gladden, Cleburne, Wood, Statham, Trabue. c) The following brigades are CI: Anderson, Bowen, Statham. d) The Stanford and Ketchum batteries may be assigned to the Reserve Corps and activate as a separate brigade of that corps.

Confederate Reinforcements

Time and Entry Hex   Unit/Leader                   Command
6 PM; N5033          Adams a Cav, Adams b Cav      AoM

Union Setup

The Union player must place the Lexington and Tyler in any river hex before the CSA player sets up.

Location  Unit/Leader                                             Command
N5518     Grant                                                   AoT
N5518     Buell                                                   AoO
N6325     Markgraf Bty                                            AoT
N4915     McClernand d, 1 Bn 4 IL Cav                              1/AoT
N5321     Hare a c, 8 IL (5), 18 IL (1), 11 IA (1)                 1/1/T
N5422     13 IA (6)                                                1/1/T
N4416     Marsh a c, 45 IL (4), 48 IL (1)                          2/1/T
N4820     Raith a (R), 49 IL (6)                                  3/1/T
N4920     17 IL (6), 43 IL (1)                                    3/1/T
N5722     29 IL (1)                                                3/1/T
N5722     Madison Bty                                              AoT
N5015     C&S IL Cav                                               1/AoT
N4816     McAllister Bty (3)                                       1/AoT
N5221     Tuttle b, 2 IA (7), 7 IA (6)                             1/2/T
N5120     McArthur b (R), 9 IL (2), 13 MO (3)                      2/2/T
N5120     Willard Bty a (1)                                        2/AoT
N4716     12 IL (5)                                                2/2/T
N4517     14 MO SS                                                 2/2/T
N4517     Bouton Bty                                                AoT
N4417     81 OH (7)                                                2/2/T
N6122     Sweeny b (R), 7 IL (6)                                   3/2/T
N6122     Stone Bty                                                2/AoT
N6122     Dresser Bty (1)                                          1/AoT
N6222     50 IL (6)                                                3/2/T
N6222     Silversparre Bty                                         AoT
N5820     52 IL (5)                                                3/2/T
N5822     57 IL (5)                                                3/2/T
N5421     Welker Bty                                                2/AoT
N4310     C, 2 US & I, 4 US Cav                                    2/AoT
N4312     A&B 2nd IL Cav                                            2/AoT
N6220     Hurlbut d                                                4/AoT
N5522     Williams b c (R), 28 IL (3), 32 IL (5), 41 IL             1/4/T
N5522     Schwartz Bty                                              1/AoT
N5320     3 IA (1)                                                 1/4/T
N6022     Veatch a c, 14 IL (5)                                    2/4/T
N6022     Brontzmann Bty a (1), b (1)                               4/AoT
N5521     15 IL (4)                                                2/4/T
N5020     46 IL (4)                                                2/4/T
N5621     Lauman b c, 31 IN (5), 44 IN (2), 25 KY (3)               3/4/T
N5621     Richardson Bty                                            2/AoT
N6119     1 Bn 5 OH Cav                                             4/AoT
N6019     2 Bn 5 OH Cav                                             4/AoT
N5118     Sherman d, Thielmann Cav                                  5/AoT
N5922     McDowell a c, 40 IL (2) 6 IA (3), 46 OH (5)               1/5/T
N6321     Stuart a c, 54 OH (5)                                     2/5/T
N4619     Hildebrand a c, 53 OH (3)                                 3/5/T
N4518     Buckland a, 48 OH (6), 72 OH (1)                          4/5/T
N4518     Taylor Bty                                                5/AoT
N4719     70 OH (10)                                                4/5/T
N4719     Morton Bty a (1)                                          5/AoT
N5218     2&3 Bn 4 IL Cav                                           5/AoT
N6421     15 IA e (3)                                               -/6/T
N4818     16 IA e (6)                                               -/6/T
N5719     1 Bn 11 IL Cav e                                          6/AoT
N5619     2 Bn 11 IL Cav e                                          6/AoT
N5519     Hickenlooper Bty e a (3)                                  6/AoT
N6324     Munch Bty e a (3), b (1)                                  6/AoT
N6422     Nelson                                                    4/AoO
N6322     Ammen f, 36 IN                                            10/4/O
N6322     Powell Bty                                                AoT
—         W. Wallace g (R)                                          2/T

Union Setup Notes: a) The following Union brigades start at Fatigue 1: Hare, Marsh, Raith, Buckland, McDowell, Stuart, Hildebrand, Veatch. b) The following Union brigades start at Fatigue 2: Tuttle, McArthur, Sweeny, Williams, Lauman. c) The following Union brigades are CI: Hare, Marsh, Williams, Veatch, Lauman, McDowell, Hildebrand, Stuart. d) The following Union divisions are CI: McClernand, Hurlbut, Sherman. e) Prentiss's (6/T) units activate with the Unassigned AM. 15 IA and 16 IA start at Fatigue 1. Track their Fatigue individually. f) Ammen's brigade (Nelson's division) starts at Fatigue 0. g) W. Wallace's replacement (2/T) sets up as the Union player desires.

30.8 The Second Day

"Lick'em tomorrow." ~ Ulysses S. Grant

Scenario 8 — Introduction

This scenario covers the second day Union attack on April 7, 1862. Grant was determined to turn Shiloh into a Union victory. During the night, he was reinforced by Lew Wallace's 3rd Division and elements of three divisions from Buell's Army of Ohio. The Army of Mississippi was so confident of victory that it did not reorganize overnight. As a result, its command structure remained as jumbled as it had been at the end of the first day's fighting. We have endeavored to provide the players with as authentic an order of battle as possible, but for the sake of play we urge the Confederate player, in particular, to make a copy of his order of battle, so that he will know exactly which units activate with a given brigade.

For Confederate players who would prefer to avoid consulting with the OOB we recommend "A Day 2 Variant" (below).

Specific Rules

  • April 7th reinforcements arrive per the charts in BB 30.1.
  • Add two Battle Events chits to the AM Pool each turn, starting at 8 AM. Ignore Looting results.
  • The Union Gunboats are not used in this scenario.
  • Green units in good order do not conduct a UDD after retreating before shock [BB 14.1]. (They certainly weren't as green as they were the day before.)

Union Special Rules

  • A division leader not within the command radius of his army commander during the Determine Chain of Command Phase [SR 3.0 II.A] is Out of Command.
  • Lauman's brigade (Hurlbut; 3/4/T) is attached to Sherman's division (5/T) for this scenario.
  • 14 WI is attached to Smith's brigade of Crittenden's division (14/5/O).
  • 15 MI may be assigned to any Union AoT brigade.
  • No Union commands, unbrigaded units, or unassigned units may use March Orders (Exception: reinforcements entering at 10 AM or later).
  • General Grant: Grant remained at the Landing most of the day, forwarding reinforcements to the front. To reflect this, he may not move during the 6 AM and 7 AM turns. Starting with the Commander Movement Phase of the 8 AM turn, this restriction is lifted upon a die roll of zero. For each succeeding turn subtract the number of failed rolls for previous turns. The restriction ends at 2 PM, if it hasn't ended beforehand.
  • The 2nd Division and the 6th Division of the Army of Tennessee do not participate in this scenario unless enemy units end a turn east of hex row 40xx and north of hex row Nxx28 (both inclusive). At the start of the next turn the US player sets up these two divisions in the hexes specified. W. Wallace's and Prentiss's replacements may set up with any of their units.

HISTORICAL NOTE: These two divisions had been hardest hit the previous day.

Location  Unit/Leader                                     Command
N5411     Tuttle, 2 IA (9), 14 IA (4)                       1/2/T
N5510     7 IA (7)                                         1/2/T
N5412     McArthur, 12 IL (5), 13 MO (7)                    2/2/T
N5512     9 IL (5)                                          2/2/T
N5511     81 OH (8)                                         2/2/T
N5512     14 MO SS                                          2/2/T
N5413     Sweeny (R), 8 IA (5), 7 IL (10)                   3/2/T
N5213     50 IL (9)                                         3/2/T
N5312     57 IL (9)                                         3/2/T
N5313     52 IL (10), 58 IL (4)                             3/2/T
N5312     Welker Bty b (1), Willard Bty a (1) & b            2/AoT
N5311     Stone Bty, Richardson Bty                          2/AoT
N5310     A & B 2 IL Cav, C, 2 US & I, 4 US Cav              2/AoT
N6016     Peabody (R), 12 MI (13)                            1/6/T
N5915     21 MO (6), 25 MO (5)                               1/6/T
N6015     16 WI (12)                                         1/6/T
N6017     Miller, 18 WI (9), 61 IL (6)                       2/6/T
N5916     18 MO (6)                                          2/6/T
N5914     23 MO (1), 16 IA (13)                              -/6/T
N6114     15 IA (12)                                         -/6/T
N6014     1 Bn 11 IL Cav                                     6/AoT
N5913     2 Bn 11 IL Cav                                     6/AoT
N6115     Hickenlooper Bty a (3), Munch Bty a (3) & b (1)     6/AoT

A Slow Start after a Long Night. The Union attack was slow to develop. To reflect this, each time an AM is drawn for the six listed divisions and the unassigned units, use the following chart to determine whether the division/units in question activate using that AM. The owning player must roll the indicated number in order to move that division or the unassigned units. Failure means that AM is ignored. "No roll" indicates ineligibility to roll during the current turn. "Auto" indicates no roll is needed to move that turn and succeeding turns.

6 AM7 AM8 AM9 AM10 AM11 AM
L. Wallace0-1Auto
Sherman00-10-30-4Auto
McClernand00-10-30-4Auto
HurlbutNo rollNo roll0-10-30-4Auto
Nelson0-1Auto
Crittenden0-20-5Auto
UnassignedNo rollNo roll0-10-30-4Auto
  • McCook's division (2/O) does not roll and is not restricted in its movement except for the Continuous Line conditions below.
  • Kirk's brigade (5/2/O) is entitled to at least 3 AM during its turn of entry (6 AM) regardless of McCook's Efficiency.

Buell's Continuous Line. Even if they pass their Activation rolls, Nelson's and Crittenden's divisions cannot move unless both the following conditions are fulfilled:

  • Rousseau's brigade (4/2/OH) is in Continuous Line, with one or more of its units adjacent to a unit of Smith's brigade (14/5/O).
  • Kirk's brigade (5/2/OH) is in Continuous Line, with one or more of its units adjacent to one of Rousseau's.

All three divisions must remain in Continuous Line, with at least one unit of Nelson's division contiguous to Crittenden's, and at least one unit of Crittenden's division contiguous to McCook's, until any element of Buell's army has moved west or south of the line of hexes described below (i.e., crossed that line of hexes; see Confederate Movement).

HISTORICAL NOTE: Buell wanted his forces in line before advancing.

Confederate Special Rules

HISTORICAL NOTE: After the first day, large parts of the Confederate army retired to Sherman's and Prentiss's camps to spend the night. Some of Polk's Corps retired back to their camps of the previous night. Perhaps no more than 28,000 men were available for the 2nd day's fighting. Beauregard and his staff made a serious mistake in waiting until the second day to reorganize, resupply, and reposition the Confederate army.

The Confederate command structure is as follows.

Bragg: Five Brigades, three batteries and one division leader

  • Girardey's Bty
  • Shaver's Brigade (6 AR, 2 AR, & 7 AR) with 4 TN (from Stewart/Clark) attached
  • Smith's Bty
  • Wood's Repl. Brigade (44 TN, 16 AL, 27 TN, 8 AR & 9 AR Bn)
  • Russell's Brigade (22 TN, 13 TN & 12 TN) with the 33 TN (from Stewart) attached
  • Stephens' brigade (6 TN, 9 TN) with 1 LA and 22 AL (from Gladden) attached
  • Ketchum's Bty and Pond's Brigade (16 LA, 18 LA, Orleans Guard & 38 TN)
  • Cheatham

Polk: Four Brigades, one battery, and one division leader.

  • Byrne's Bty
  • Trabue's Brigade (4 AL, Crew's Bn, 5 KY, 6 KY, 4 KY, 3 KY & 31 AL)
  • Anderson's Brigade (1 FL, Confederate Guards, 9 TX & 20 LA) with 11 LA (from Russell)
  • Gibson's Brigade (1 AR, 13 LA & 12 TN)
  • Cleburne's Brigade (15 AR, 5 TN, 23 TN & 24 TN)
  • Ruggles

Breckinridge: Three Brigades and four batteries

  • Stewart's Repl. Brigade (13 AR) with 2 TN (from Cleburne) attached
  • Bankhead's Bty
  • Harper's Bty
  • Bowen's Repl. Brigade (1 MO, 9 AR, 10 AR & 2 Confederate) and Hudson's Bty
  • Statham's Brigade (28 TN, 45 TN, 19 TN, 22 MS, 15 MS & 20 TN)
  • Stanford's Bty
  • Clark (R)

Hardee: Four Brigades, three batteries, and one division leader

  • Chalmers' Brigade (7 MS, 10 MS, 9 MS, 5 MS, 52 TN)
  • Gladden's Repl. Brigade (21 AL, 26 AL, 25 AL) and Robertson's Bty
  • Jackson's Repl. Brigade (19 AL, 2 TX)
  • Johnson's Repl. Brigade (154 TN, Blythe, 2 TN, 15 TN) with 5 TN (from Stewart) and 1st TN (from Stephens), 19 LA (from Gibson) and Crescent LA (from Pond) attached.
  • Washington Bty
  • McClung's Bty
  • Clanton Cav
  • 1 AL a & b Cav
  • Withers

This ad hoc command structure replaces the formal command structure of the previous day.

  • Division leaders trace command to their assigned corps commander.
  • Brigades not subordinate to the division leader in their group trace directly to their assigned corps commander.
  • The artillery in each group activates as a separate brigade. Exception: Artillery whose natural brigade leader is a part of the group may activate with its brigade.

HISTORICAL NOTE: From left to right, the four Confederate Corp Commanders took command of sectors in the line. Bragg was on the left, then Polk, Breckinridge and Hardee.

Confederate Movement. The Confederate battle line took hours to form. For the sake of simplicity, the setup represents it as it stood around 10 AM. Units assigned to the corps of Bragg, Polk, Breckinridge, and Hardee (see the lists above) may activate normally only under the following conditions prior to 10 AM (when all restrictions cease):

  • They start the Activation within LOS of one or more enemy combat units that have crossed the following geographic features or hexes: Tilghman's Branch from its confluence with Owl Creek to hexside N4023/N4122; the line of hexes N4122 to N5328; Dill Branch to the Tennessee River. Only the corps so affected may then move.
  • During the turn after establishing LOS as described above, all corps and units activate normally.
  • If Union movement fails to fulfill the above conditions, all CSA corps activate normally at the start of the second turn after any of them suffer artillery fire [BB 10.67], or at 10 AM (whichever occurs earlier).
  • Prior to 10 AM, Confederate artillery can return fire, all units can change facing by one vertex, rally, and resupply ammunition, and leaders may move.

Exceptions:

  • Pond's brigade including Ketchum's battery (Bragg) and Chalmers' brigade (Hardee) may move whenever activated, but may not cross the geographic features or enter a hex in the line of hexes described above. They may change orders in the Division Orders Phase [SR 3.0 II.C] (if eligible) or via Brigade Orders Change.
  • Unless adjacent to units ineligible to move and in their corps commands, Pond's and Chalmers' units trigger Activation as described in "Confederate Movement" (above), but only on the turn following that in which LOS is established. All four large commands activate normally at the start of the second turn after Pond and/or Chalmers establish LOS to enemy units that have crossed the indicated line, or at 10 AM (whichever occurs earlier).
  • 3 TN a & b Cavalry's may not move until their first Activation following any instance in which they have LOS to Union units that have moved south of the geographic features/line of hexes indicated above. They may then move without restriction. When activated prior to that, they may change facing by one vertex or attempt to Rally. They defend normally and may use Reaction Movement even before the Union crosses the indicated geographic features/line of hexes.

HISTORICAL NOTE: N. B. Forrest's 3 TN was posted as skirmishers on the morning of April 7th.

  • Starting with the first Hardee Activation of the turn after that in which 3 TN's restrictions are lifted, Hardee may roll to remove his corps' movement restrictions (if they have not been removed due to some other cause). A roll of 0-5 removes his restrictions. If he fails, he may roll during each succeeding Activation, with a –1 DRM for each previous failed roll.
  • 47 TN enters under March Orders as a 6 AM reinforcement. It may be assigned to any brigade and assumes the orders of that brigade when starting a turn within the brigadier's Command Range.

The Confederate Bivouac. Confederate units other than unassigned units and not listed above also start under Advance Orders. They activate as part of the corps to which their brigade or division leader is subordinated. They may not move until that corps is able to move. They remain elements of their brigades and, when they move, it must be toward their brigade leaders (division leaders for unbrigaded units), until one of the conditions below is met:

  • They start an Activation within their leader's Command Range,
  • They have been fired upon by enemy small arms/canister or shocked,
  • They start an Activation with LOS to an enemy unit.

They are then free to move as desired. Unbrigaded units move as a separate brigade of their division.

Units in the Bivouac and their brigade/division assignments:

Bragg's Corps

  • Shaver: 3 Confederate (4), Miller Bty, Swett Bty
  • Wood: GA Dragoons, 55 TN (4), 3 MS (5)
  • Stephens: 7 KY (6)
  • Cheatham: MS & AL Cav, 1 MS a & b Cav

Polk's Corps

  • Cleburne: Calvert Bty, Hubbard Bty, Trigg Bty, 6 MS (3)
  • Anderson: 17 LA (5)
  • Trabue: Morgan Cav
  • Ruggles: Jenkins Cav

Breckinridge's Corps

  • Bowen: Watson Bty
  • Statham: Rutledge Bty

Hardee's Corps

  • Jackson: 17 AL (9), 18 AL (6)
  • Chalmers: Gage Bty

Unassigned: 8 TX a & b Cav, Adams a & b Cav, Roberts Bty

CSA Unassigned Cavalry and Artillery. With the exception of 3 TN a&b (see above), CSA unassigned units activate as they do in the April 6th scenario, but may be attached to corps rather than to divisions. Each unassigned unit may change orders at the start of a turn if within the corps commander's Command Range. No unassigned units may move until the turn all four corps may move.

Confederate AMs. The CSA does not use the division AM markers in this scenario. Instead, for Polk, Bragg, Hardee, and Breckinridge use the AMs featuring corps commander names & battle flags. These AMs activate the entire corps, including the corps' units in the Confederate Bivouac.

Exceptions:

  • When Withers is In Command, use one Withers AM in addition to Hardee's Direct Command AMs, in order to represent Withers' +1 Activation Rating.
  • Unassigned units use the Unassigned AMs, as usual.

Confederate Starting Orders. All commands in all four corps begin the scenario under Advance Orders. Exception: 47 TN (see above).

Map. The scenario uses both full-size maps.

Game Length. The Scenario starts with the 6 AM turn and continues until the end of the 5 PM turn.

Initiative. The Union has the initiative on Turn 1 (6 AM turn). Thereafter, initiative is determined normally. The Union has two army commanders, Grant and Buell. If the Union player chooses to use Grant's +1 Initiative rating to adjust the Initiative roll, and then wins initiative for the turn, the first Union AM played must be for an Army of the Tennessee division.

Victory

  • Award 3 VP for each enemy brigade CI at the end of the game. This includes brigades CI at the start of the game. Assess CI status using the units assigned to a brigade by the scenario and, in the case of 47 TN and unbrigaded units, assigned by the players.
  • Shift the victory level one in favor of the Union for each of the two major Crossroads it enters with infantry by the end of the 2 PM turn, provided Confederate infantry or artillery do not enter it afterward (HP Road/Corinth Road; HP Road/Eastern Corinth Road).
  • At the end of the game, shift the victory level one in favor of the Confederates for each of the two Crossroads unless Union infantry was the last to occupy or enter them.
  • At the end of the game, shift the victory level one in favor of the Confederates if their infantry was the last to occupy or move through any Union camps (McDowell's, Morton's, and Stuart's excluded).
  • Shift the victory level one in favor of the Union if its infantry occupies or moves through any Sherman or Prentiss camp or HQ by the end of the 4 PM turn and Confederate infantry does not reoccupy or move though it by the end of the game.

Levels of Victory

  • Draw: 0-5 VP
  • Marginal: 6-10 VP
  • Tactical: 11-18 VP
  • Strategic: 19+ VP

Efficiency

  • The Confederate Efficiency Pool is 1 × 1E, 3 × 2E, 4 × 3E, 1 × 4E.
  • The Union Efficiency Pool is 2 × 1E, 5 × 2E, 3 × 3E, and 1 × 4E.

Setup

  • Leaders appear in boldface.
  • An "R" in parentheses following the leader's name indicates his replacement is in use.
  • Unit designations are followed by their higher organization designations.
  • Unless otherwise specified, artillery batteries include all their sections.
  • A number in parentheses denotes the unit's starting strength.
  • Fatigue levels at start, if any, are listed in the Notes following each setup chart.

Union Setup

Location  Unit/Leader                                     Command
N5518     Grant                                            AoT
N6325     Markgraf Bty                                     AoT
N6222     Powell Bty                                       AoT
N6122     Silversparre Bty                                 AoT
N5722     Madison Bty                                      AoT
N4518     Bouton Bty                                        AoT
N6221     15 MI (14)                                       AoT
N5424     14 WI                                            AoT
N5117     McClernand                                        1/AoT
N5219     8 IL (8)                                          1/1/T
N5319     Hare, 11 IA (9)                                   1/1/T
N5420     18 IL                                             1/1/T
N5519     13 IA                                             1/1/T
N5118     Marsh, 45 IL (7), 48 IL (6)                       2/1/T
N5018     11 IL (3), 20 IL (6)                              2/1/T
N5116     Raith (R), 17 IL (7), 29 IL (4)                   3/1/T
N5217     43 IL (4), 49 IL (8)                              3/1/T
N5218     1 BN 4 IL Cav                                     1/AoT
N5318     C & S IL Cav                                      1/AoT
N4815     McAllister Bty (3)                                1/AoT
N6023     Dresser Bty (2)                                   1/AoT
N5521     Schwartz Bty a (2)                                1/AoT
N4413     L Wallace                                         3/AoT
N4416     Smith, 11 IN                                      1/3/T
N4516     24 IN                                             1/3/T
N4417     8 MO                                              1/3/T
N4417     Thompson Bty                                      3/AoT
N4415     Thayer, 23 IN                                     2/3/T
N4514     1 NE                                              2/3/T
N4414     58 OH                                             2/3/T
N4412     Whittlesey, 20 OH                                 3/3/T
N4412     Buel Bty                                           3/AoT
N4212     76 OH                                             3/3/T
N4312     78 OH                                             3/3/T
N5819     Hurlbut                                            4/AoT
N5619     3 IA (7)                                          1/4/T
N5620     Williams (R), 32 IL (9)                            1/4/T
N5720     28 IL (6), 41 IL (9)                               1/4/T
N5920     Veatch, 14 IL (11)                                 2/4/T
N6020     25 IN (7), 15 IL (8)                               2/4/T
N6119     46 IL (11)                                         2/4/T
N4918     Lauman, 44 IN (6), 25 KY (3)                        3/4/T
N5019     31 IN (9), 17 KY (3)                                3/4/T
N5820     Laing Bty a (3) & b, Brontzmann Bty a (1) & b (1)   4/AoT
N5919     1 BN 5 OH Cav                                      4/AoT
N6019     2 BN 5 OH Cav                                      4/AoT
N4818     Sherman                                            5/AoT
N4818     Hildebrand, 53 OH (11)                             3/5/T
N4817     57 OH (6)                                          3/5/T
N4916     77 OH (9)                                          3/5/T
N4619     McDowell, 46 OH (9)                                1/5/T
N4619     Morton Bty a (3) & b                                5/AoT
N4717     40 IL (6)                                          1/5/T
N4714     6 IA (9)                                           1/5/T
N4518     Stuart a, 55 IL (3), 71 OH (5)                      2/5/T
N4517     54 OH (5)                                          2/5/T
N4620     Buckland, 48 OH (10)                                4/5/T
N4622     70 OH (15)                                         4/5/T
N4722     72 OH (7)                                          4/5/T
N4917     2 & 3 Bn 4 IL Cav                                   5/AoT
N5017     Thielmann Cav                                      5/AoT
N4418     Taylor Bty                                          5/AoT
N6222     Buell                                               AoO
N5923     Nelson                                              4/AoO
N5924     Ammen, 24 OH                                        10/4/O
N5925     36 IN                                               10/4/O
N6025     6 OH                                                10/4/O
N5623     Hazen, 41 OH                                        19/4/O
N5624     6 KY                                                19/4/O
N5523     9 IN                                                19/4/O
N5824     Bruce, 20 KY                                        22/4/O
N5825     1 KY                                                22/4/O
N5724     2 KY                                                22/4/O
N5521     Crittenden                                          5/AoO
N5521     59 OH                                               11/5/O
N5422     Boyle, 13 KY                                        11/5/O
N5322     9 KY                                                11/5/O
N5522     19 OH                                               11/5/O
N5224     Smith, 11 KY                                        14/5/O
N5423     26 KY                                                14/5/O
N5323     13 OH                                                14/5/O
N5622     Bartlett Bty, Mendenhall Bty                          5/AoO
N5520     1/15 US                                              4/2/O
N5621     1/16 US                                              4/2/O
N5721, N5821   1 OH (Extended Column)                          4/2/O
N5921     McCook                                              2/AoO
N5921, N6021   Rousseau b, 6 IN (Extended Column)              4/2/O
N6120, N6220   5 KY (Extended Column)                          4/2/O
N6320     1/19 US                                              4/2/O
N6420     Terrel Bty                                           2/AoO

Union Setup Notes: a) Stuart's brigade is CI. b) Rousseau's brigade starts with Fatigue 0.

Confederate Setup

Location  Unit/Leader                                     Command
S2706     Beauregard                                       AoM
N3233     Polk                                             1 Corps
N3423     Russell, 22 TN (14)                               1/1/1
N3833     11 LA (8)                                        1/1/1
N3422     12 TN (12)                                        1/1/1
N3322     13 TN (9)                                         1/1/1
N3322     Cheatham                                          2/1
S4508     Clark (R)                                         1/1
S4508     Stewart (R), 13 AR (4)                             2/1/1
N3428     4 TN (12)                                         2/1/1
S4811     5 TN (11)                                         2/1/1
N3323     33 TN (9)                                         2/1/1
S4105     Stanford Bty                                       2/1/1
S4911     Johnson (R), 2 TN (5)                              1/2/1
S5012     Blythe MS (4)                                     1/2/1
S4610     15 TN (6)                                         1/2/1
S5411     154 TN (9)                                        1/2/1
S3011     7 KY (6)                                          1/2/1
N3224     Stephens, 6 TN (6), 9 TN (7)                       2/2/1
S4706     1 TN Bn (2)                                       2/2/1
S4706     McClung Bty                                        AoM
N3427     Smith Bty                                          2/2/1
S2911     MS & AL Cav                                        2/1
S2812     1 MS a Cav                                        2/1
S2912     1 MS b Cav                                        2/1
N3026     Bragg                                              2 Corps
N3729     Ruggles                                            1/2
N3730     Gibson, 1 AR (10)                                  1/1/2
N3630     4 LA (8)                                          1/1/2
N3731     13 LA (9)                                          1/1/2
S4410     19 LA (4)                                          1/1/2
S4410     Washington Bty                                     2/1/2
N3831     Anderson, 20 LA (7), 9 TX (4)                      2/1/2
N3832     1 FL (3), Confederate Guards (2)                   2/1/2
S2512     17 LA (5)                                          2/1/2
N3718     Pond, 38 TN (13)                                   3/1/2
N3618     16 LA (5), 18 LA (6)                               3/1/2
N4314     Crescent LA (13)                                    3/1/2
N3719     Orleans Gd (5)                                     3/1/2
N3820     Ketchum Bty                                         3/1/2
S3012     Jenkins Cav                                        1/2
S4814     Withers, 1 AL b Cav                                 2/2
S4913     1 AL a Cav                                          2/2
S5613     Gladden (R), 21 AL (7)                              1/2/2
S4510     25 AL (5)                                          1/2/2
S5512     26 AL (3), Robertson Bty                            1/2/2
N3123     22 AL (6), 1 LA (5)                                1/2/2
S5913     Chalmers, 7 MS (7)                                  2/2/2
S5813     9 MS (8), 10 MS (5)                                 2/2/2
S5713     5 MS (7), 52 TN (2)                                2/2/2
S5412     Jackson (R), 19 AL (7)                              3/2/2
S5312     2 TX (2)                                           3/2/2
S2910     17 AL (9), 18 AL (6)                                3/2/2
S2910     Gage Bty                                           2/2/2
N3328     Girardey Bty                                       3/2/2
S4315     Hardee                                             3 Corps
N3427     Shaver, 6 AR (8)                                   1/1/3
N3326     2 AR (8)                                          1/1/3
N3426     7 AR (10)                                          1/1/3
S2811     Swett Bty, Miller Bty                               1/1/3
S2711     3 Confederate (4)                                  1/1/3
N3429     Cleburne, 15 AR (5)                                2/-/3
S2510     Trigg Bty, Calvert Bty, Hubbard Bty                 2/-/3
S2411     6 MS (3)                                           2/-/3
S4507     2 TN (4)                                           2/-/3
N3528     35 TN (4), 24 TN (5)                                2/-/3
N3527     23 TN (6)                                          2/-/3
N3425     Wood (R), 16 AL (5), 44 TN (2)                      3/1/3
N3424     8 AR (5), 9 AR Bn (2), 27 TN (5)                    3/1/3
S2511     3 MS (5), 55 TN (4)                                 3/1/3
S4506     Harper Bty                                          3/1/3
S2412     GA Dragoons                                        3/1/3
S4209     Breckinridge                                        R Corps
S4209     Bankhead Bty                                        1/1/1
S4504     Bowen (R), 9 AR (5), Hudson Bty                     2/-/R
S4404     10 AR (6), 2 Confederate (3)                        2/-/R
S4505     1 MO (8)                                           2/-/R
S3111     Watson Bty                                          2/-/R
S3111     Rutledge Bty                                        3/-/R
S4206     Statham, 22 MS (6), 19 TN (6)                        3/-/R
S4105     15 MS (4), 20 TN (3)                                3/-/R
S4305     28 TN (4), 45 TN (4)                                3/-/R
N4034     Trabue, 5 KY (6), 6 KY (6)                          1/-/R
S4002     4 AL Bn, Crew's TN Bn (3), Byrne Bty                1/-/R
N3932     31 AL (5), 3 KY (6)                                 1/-/R
N4033     4 KY (7)                                           1/-/R
S3117     Morgan Cav                                          1/-/R
S2609     8 TX a Cav                                          AoM
S2610     8 TX b Cav                                          AoM
S2611     Adams a Cav                                         AoM
S2710     Adams b Cav                                         AoM
S2513     Roberts Bty                                         AoM
N5029     3 TN a Cav                                          AoM
N5230     3 TN b Cav                                         AoM

Confederate Setup Note: Polk's Bty (1/2/1) was destroyed and Cobb's Battery (1/-/R) lost all its horses on Day 1. Neither battery appears in this scenario.

A Day Two Variant

"If this Army doesn't move it will be whipped like Hell." ~ Nathan Bedford Forrest

A Day 2 Variant Introduction. During the night of April 6th Nathan Bedford Forrest observed significant reinforcement of the Army of Tennessee as several divisions of the Army of Ohio crossed the Tennessee River. Forrest searched for Beauregard's HQ to alert his commander but was unable to find it. This alt-history scenario tests the hypothesis that, had Beauregard reorganized the Confederate lines into a coherent defense overnight, the Confederates would have successfully met Grant's counterstroke on April 7th. The scenario is the same as the historical scenario except as stated below.

Specific Rules

  • Do not use the ad hoc Confederate command structure used in the Historical Day 2 scenario. Instead, use the normal Confederate command structure.
  • The CSA uses the regular division and Reserve Corps AMs in this variant, rather than the Corps AMs used in the historical scenario.
  • The CSA player may freely deploy within the limits specified in the setup (below).

Confederate Movement. Follow the historical scenario's provisions, but ignore the first four exceptions.

Victory. Use the same victory conditions listed for the historical Day 2 scenario, but the Union starts with 5 VP.

Confederate Setup. The scenario allows the Confederate player to freely deploy the units present in the historical scenario anywhere on the map with the exception of the Union deployment zone, which is:

  • north of hex row Nxx29 (exclusive) and
  • east of hex column 38xx (exclusive).

This Union Deployment zone is prohibited to Confederate units. In addition, no Confederate units may set up north of hex row Nxx17.

HISTORICAL NOTE: Pond's historical position did not extend north of this hex row.

Union Setup. Follow the setup for the historical scenario.

30.9 The Critical Left Flank: The Mid-Morning Attack on Stuart's Brigade

"Dipped in a barrel of blood" ~ a Union soldier's description of a comrade

Scenario 9 — Introduction

This scenario depicts the Confederate attack against the left flank of the Union line during the midday hours of April 6th. It takes place after the collapse of the Union 6th Division (Prentiss) and before the major Confederate attacks against the Hornet's Nest. General Sherman's detached 2nd Brigade (Stuart) was isolated on the far left flank of the Union line. General Johnston ordered the brigades of Chalmers and Jackson from Withers' division to make a strong attack against the Union units to their fronts.

During the attack's initial phase, Stuart shifted forces to his left to meet Chalmers' attack. The 52nd TN panicked when a detachment of Union skirmishers from the Union 54th OH fired on it. Chalmers regrouped and assigned those 52nd TN troops that rallied to other regiments in his command. Pressing forward, the Confederates crossed the difficult terrain near the Locust Creek Branch to attack Stuart's defensive line. Jackson's brigade attacked the Union's 71st OH regiment. The Buckeyes broke just as units from Wallace's division under McArthur's command arrived to shore-up the Union defenses on the left flank.

Specific Rules

  • Place two Battle Event Chits in the AM Pool each turn.
  • 54 OH deploys one 2 SP detachment at the start of the scenario. Apply rules BB 14.41 thru 14.45.
  • Each time a Confederate unit fires at small arms range with 4 SPs or more at 71 OH regiment when it is in good order, the 71 OH must conduct a UDD after the fire results are applied. If it fails, it disorders (unless already Disordered by the fire combat result) and immediately retreats 1 or 2 hexes.

HISTORICAL NOTE: This simulates 71st OH's unreliability. It panicked early in the attack.

  • Units that must retreat past the boundaries of the scenario may not return and are considered Disordered for purposes of determining victory.
  • Stuart activates using an unmodified Sherman Efficiency draw (Stuart is not eligible for Sherman's +1 AM).
  • McArthur activates using W. Wallace's Efficiency draw. He is considered In Command if he can trace an uninterrupted path of hexes not more than four leader movement points from his entry hex.
  • The Confederates do not draw Efficiency for the 11 AM turn, instead receiving 3 AMs with no adjustments. For the Noon turn Withers activates using Bragg's Efficiency draw and is considered Out of Command.

HISTORICAL NOTE: Bragg was elsewhere on the field.

Scenario Difficulty Level. This scenario can be played at one of three levels of difficulty, depending on how General Johnston's special abilities [BB 4.11] are used. Players reach agreement on the Confederate player's level of difficulty before starting.

Standard: At the start of the 11 AM turn, either Chalmers or Jackson may be considered to be within General Johnston's Command Range. In one Change Orders Phase [SR 3.0 III.C.1] during that turn, the selected brigadier may change to Attack Orders regardless of the die roll result. If leading a Shock attack, he receives a +1 (treat the leader as if he was an Aggressive brigadier). This effect lasts through any continued shock. [BB 4.11]

Easy: Either Chalmers or Jackson may be considered to be within General Johnston's Command Range at the start of the 11 AM turn and can utilize any of the bulleted special abilities in rule BB 4.11.

Difficult: Neither Chalmers or Jackson are In Command Range of General Johnston and may not use any of his special abilities during the scenario.

If Johnston uses any of the abilities listed above, the player must roll at the start of the Commander Movement Phase [SR 3.0 IV.A] to determine if Johnston is a casualty. Should he become a casualty, it counts as one Confederate SP loss for Union scenario victory conditions.

Map. The Critical Left Flank is played on the south map using the following boundaries:

  • North: Hex row Sxx10
  • East: Hex row S63xx
  • South: Hex row Sxx23
  • West: Hex row S51xx

All boundaries are inclusive.

Game Length. The scenario starts at 11 AM and ends at the end of the 12 PM turn.

Initiative. The Confederates have the initiative for the 11 AM turn.

Victory. At the end of the scenario:

  • If one side achieves both its objectives or is the only side to achieve an objective, it wins.
  • If the Confederates fail to achieve either of their objectives, the Union wins.
  • If both sides achieve one of their two objectives, the scenario is a draw.

Confederates Objectives:

  • Stuart's Brigade must be CI and Confederate units control Stuart's HQ (Hex 5745) and the three infantry camps (Hexes S5313, S5614, S5714), or
  • McArthur has at least two infantry regiments Disordered or worse, and Confederates occupy crossroads hex S5512.

Union Objectives:

  • Chalmers' or Jackson's brigade is CI, and the Union controls either Stuart's HQ hex or one of his infantry camp hexes, or
  • Inflict 11 SP losses on the Confederates during the scenario.

PLAY NOTE: CSA starting losses do not count for VP. For routed CSA units, count only SP eliminated plus one point for each routed CSA unit.

Efficiency

  • The Confederate Efficiency Pool is 1 × 2E, 2 × 3E.
  • The Union Efficiency Pool is 4 × 2E, 2 × 3E.

Setup

  • Unit designations are followed by their higher organization designations.
  • A number in parentheses denotes the unit's starting strength.
  • Unless otherwise specified, artillery batteries include all their sections.
  • Players may set up units in Extended Line and/or Refused Flanks, or in Extended Column.
  • All brigades may start the scenario under Advance or Attack Orders.

Union Setup

Location                         Unit/Leader                  Command
(with any unit of his command)   Stuart                        2/5/T
S5615                             55 IL                        2/5/T
S5313                             71 OH                        2/5/T
S5815                             54 OH (10)                   2/5/T
S6116                             Det D                        2/5/T

Union Reinforcements

Time and Entry Hex               Unit/Leader                  Command
11 AM; S5310 and/or S5410         McArthur, 9 IL, 12 IL, 50 IL a   2/2/T (3/2/T)

Union Reinforcement Note: a) 50th IL is attached to 2/2/T for this scenario.

Confederate Setup

Location  Unit/Leader                Command
S5922     Withers                    2/2
S6020     Chalmers a, 5 MS b         2/2/2
S6119     9 MS (9) c                2/2/2
S6219     7 MS (9) c                2/2/2
S6318     10 MS (5) c               2/2/2
S5922     Gage Bty                  2/2/2
S5421     Jackson, Girardey Bty      3/2/2
S5117     17 AL                     3/2/2
S5218     18 AL                     3/2/2
S5318     19 AL                     3/2/2
S5419     2 TX                      3/2/2

Confederate Setup Notes: a) Chalmers' brigade starts with Fatigue OK. b) 52 TN routed very early in the action. Its rallied remnant was incorporated in 5 MS, which had taken heavy losses in earlier fighting. Thus, the scenario omits 52 TN and starts 5 MS at full strength. It could be said to actually begin around 11:30 and end at 1:30. c) At-start losses represent previous combat and the effects of looting.

31.0 Johnston Has His Way

"I would fight them if they were a million." ~ Albert Sidney Johnston

Scenario 10 — Introduction

This is a hypothetical scenario seeking to address two of the major "what if" questions that students of the battle have been asking for 150 years.

  • What might have happened if the Confederate army were able to reach its assault positions by the end of Friday, April 4th? Would they have had the advantage of a more complete surprise? What about the additional time to defeat Grant before Buell arrived?
  • What if the Army of Mississippi had deployed for battle using Johnston's plan rather than Thomas Jordan's plan, with three corps in line from left to right (Polk, Hardee, and Bragg) and Breckinridge in reserve?

Specific Rules

  • All special rules for the "Shiloh: Bloody April" scenario [BB 30.1] are in effect unless otherwise stated.
  • The "Roar of Battle" rule is not used in this scenario.
  • The "Continuous Line" rule is not used.

Johnston's Surprise Attack. The following rules reflect the enhanced surprise effect of an April 5th attack.

  • All Confederate divisions, including reinforcements, receive 4 AMs for the 7 AM turn. Unassigned units receive 3 AMs. Only the Confederates draw AMs until an Alert event occurs (see below).
  • Each Confederate brigade may change orders without a die roll at the start of one Action Phase of their choice during the 7 AM turn (see also SR 4.23).
  • Confederate brigades/unbrigaded units do not incur Fatigue for a third movement/fire Activation during the 7 AM turn. They incur Fatigue for shock normally.
  • The Confederates draw Efficiency and Fatigue normally starting with the 8 AM turn.
  • Johnston may not use any of his Special Abilities [BB 4.11] until the 8 AM turn.

Union Involuntary Alert

1st Method. The Union front-line divisions, 5/T (Sherman) and 6/T (Prentiss) roll for Alert Status at the end of certain enemy Activations. All drawn Confederate AMs from the start of the game count as Activations for purposes of this rule. The table below specifies the number of drawn enemy Activations, per division, needed to trigger Alert rolls, and the die-roll ranges that result in Alert.

CSA Division# of AMs drawnSherman Alert rollPrentiss Alert roll
Cheatham2-30-1no roll
Cheatham40-4no roll
Cheatham5Autono roll
Clark10-10-1
Clark20-40-1
Clark3Auto0-4
Clark4-Auto
Hindman10-10-1
Hindman20-40-4
Hindman3AutoAuto
Withers2no roll0-1
Withers30-40-4
Withers4AutoAuto
Ruggles1no roll0-1
Ruggles2no roll0-4
Ruggles3no rollAuto

The 0-1 rolls represent a remote chance of the Union division having discovered the Confederate approach. The 0-4 rolls occur when the Confederates could have moved close enough to switch to Attack Orders and then move adjacent to the enemy on their next Activation. The Auto Alerts represent that AM by which the Confederate division in question could engage via Fire or Shock, if it moved without dawdling.

2nd Method. Union units alert if fired upon or if an enemy unit moves adjacent.

Involuntary Alert Specifics

  • The whole Union division alerts, not just a unit or brigade. Exceptions: Raith's and Stuart's brigades alert separately.
  • All units that involuntarily alert must immediately UDD, before any Return fire. This UDD is subject to the +1 DRM required for UDDs, etc., through the end of the 9 AM turn. Units that pass their alert UDDs may immediately change facing any number of vertices.
  • Once a US division has conducted its UDDs, the US player rolls to determine the number of AMs it receives for the current turn. This roll may be kept secret if the players desire. On an even roll the Union player immediately places 2 AMs in the cup for that division; on an odd roll, 1 AM. Sherman's +1 Activation Rating does not affect the roll for his division.
  • Alerted Union divisions draw Efficiency normally at the start of the turn after alerting.
  • Union units cannot use Approach Fire, Prepared Fire, or Reaction Movement before or during the AM of their alert.
  • Apply a –1 DRM to Union units using non-phasing fire during the enemy AM in which they were alerted.

Union Voluntary Alert. If not previously alerted, Union formations alert and activate normally as follows.

  • Sherman's and Prentiss's divisions and Raith's Brigade (3/1/T) at the start of the 8 AM turn. Use McClernand's Efficiency for Raith.
  • Hurlbut's division (4/T), McClernand, and his remaining Brigades and unbrigaded units at the start of the 9 AM turn.
  • W.L. Wallace's division, Stuart's brigade, and all remaining Union units at the start of the 10 AM turn.
  • If any of these commands involuntarily alerts beforehand, follow the instructions for Involuntary Alert.
  • Stuart's brigade uses an additional mechanic for Involuntary Alert prior to the 10 AM turn. If any Confederate unit comes within 10 hexes of any of Stuart's units, Stuart's brigade involuntarily alerts on a DR of 0-3. If any Confederate unit comes within 5 hexes, Stuart's brigade involuntarily alerts on a roll of 0-6. The brigade activates normally thereafter.

PLAY NOTE: Unlike the April 6th scenario, Out of Command regiments do not activate one less time than their brigade if the latter is also Out of Command during the turn of alert.

Map. This scenario uses both full-size maps.

Game Length. There are three options:

  • Basic Game. The Scenario starts at 7 AM, April 5th and continues through the 6 PM turn.
  • Early Termination. Players may agree at the start that, if either side ceases to have any Combat Effective divisions on the map, the game ends.
  • Extended April 5th-6th game. This scenario may be extended to the second day if the Confederates gain a Marginal or Tactical Victory.

Initiative. The Confederates automatically have the initiative for 7 AM. Use the usual procedure thereafter.

Victory

Basic Game. Use the Victory conditions for the "Shiloh: Bloody April" scenario [BB 30.1], with the following changes:

  1. Both sides earn VPs for the fields listed below, if they control them at the times listed in the following table. Control is defined as no enemy units in the field (including its field boundaries) and a friendly unit either occupies or was the last to pass through one of the hexes in the field. All fields start under Union control.
Field(s)TurnVPs Awarded
Spain's7 AM5 VP
Lost, Barnes8 AM5 VP
Review, Ben Howell9 AM5 VP
Larkin Bell10 AM5 VP
  1. The Confederates earn an automatic Strategic Victory if they occupy both hex N3801 (Snake Creek Bridge) and any hex (north of row Nxx23 inclusive) of the Pittsburg Landing field or field boundary at the end of the game with fewer CI brigades than the Union. If there are more Confederate CI brigades than Union, or an equal number, the Confederates earn an automatic tactical victory.

  2. If the Confederates fail to earn an automatic Victory, determine victory using the "Levels of Victory" chart for the April 6th scenario, but a Confederate Marginal is considered a Draw, a Confederate Tactical is considered Marginal, and a Confederate Strategic is considered Tactical.

Early Termination. Victory is determined the same way it is in the Basic Game with the following exceptions:

If the US has no Combat Effective divisions on the map when Early Termination occurs, but not all Confederate divisions are CI:

  • No points are awarded the US for each field south of Dill Branch/west or south of Tilghman's Branch currently controlled.
  • No Victory Level shift is awarded the US if the Confederates control no fields east of Tilghman's Branch/north of Dill Branch, and the Union controls Cloud, Cavalry, and Stacey Fields.

If the CS has no Combat Effective divisions on the map when Early Termination occurs, but not all Union divisions are CI, shift the Victory Level one in favor of the Union.

Extended Game

  • The Confederates automatically win a strategic victory if, at the end of any turn, they have four non-collapsed infantry regiments in Pittsburg Landing hexes north of row Nxx23 inclusive (clear or field boundary) while having fewer brigades CI than the Union. If there are more Confederate CI brigades than Union, or an equal number, it is an automatic Tactical Victory. Cavalry units do not count for occupation.
  • The Union automatically wins if, at the end of any turn, it occupied or was the last to pass through all camps, with the exception of McDowell's camps and HQ (hexes S1602, S1702, S2101 and S2103 and the artillery camp in hex S1903) and Stuart's camps and HQ (hexes S5313, S5614, S5712, and S5714).
  • Otherwise, determine victory using the "Levels of Victory" chart for the April 6th scenario, but a Confederate Marginal is considered a Draw, a Confederate Tactical is considered Marginal, and a Confederate Strategic is considered Tactical.

Efficiency

The Confederate Efficiency Pool is 1 × 1E, 3 × 2E, 4 × 3E, and 1 × 4E (number of chits × Efficiency value).

The Union Efficiency Pool is 2 × 1E, 5 × 2E, 3 × 3E. The Union adds a 4E chit to the Efficiency Pool at 11 AM.

Union Setup. Use the April 6th 6 AM Union setup positions with the following exceptions.

  • 15 MI, 18 WI, and Prentiss's three unbrigaded units, 15 IA, 16 IA, and 23 MO, do not set up at start. They enter as reinforcements.
  • Peabody's detachments are not used. Peabody's regiments start at full strength.

PLAY NOTE: Hurlbut's and Prentiss's cavalry set up overstacked. They must unstack when first activated.

Union Reinforcements. The arrival times are either the historical times these units arrived at Pittsburg Landing, or, in the case of Nelson's division, based on the supposition that transport would have been available the morning of the 6th to take these Army of the Ohio elements to Pittsburg Landing. All three brigades arrived at Savannah, 10 miles downstream, about noon on April 5th. All units except Lew Wallace and his division arrive via N6420 or N6423. For Lew Wallace use the variable entry optional rule for the "Shiloh: Bloody April" scenario.

Date/Time         Unit/Leader                              Command
April 5, 10 AM    Grant                                     AoT
April 5, 1 PM     18 WI                                     2/6/T
April 5, 2 PM     15 MI a b, Tyler Gunboat                   AoT
April 5, 3 PM     16 IA a                                    -/6/T
April 5, 4 PM     23 MO a                                   -/6/T
April 5, 5 PM     Silversparre Bty, Lexington Gunboat         AoT
April 6, 8 AM     Buell                                      AoOH
April 6, 8 AM     Nelson                                     4/OH
April 6, 8 AM     Ammen, 6 OH, 24 OH, 36 IN                  10/4/OH
April 6, 8 AM     Bouton Bty                                 AoT
April 6, 9 AM     Group 1: Bruce, 1 KY, 2 KY, 20 KY          22/4/OH
                  Group 2: Hazen, 6 KY, 9 IN, 41 OH          19/4/OH
April 6, 10 AM    15 IA a                                    -/6/T

Union Reinforcements Notes: a) 15 IA, 16 IA, 15 MI and 23 MO may be assigned to any brigade. b) 15 MI enters with no ammunition. If it starts an Activation in hex N5821, it may conduct a resupply action without a die roll. Once fully supplied, this ability ceases.

Confederate Setup

Location  Unit/Leader                       Command
S1617     1 MS b Cav                        2/1
S1716     1 MS a Cav                        2/1
S1818     Johnson, 2 TN                      1/2/1
S1919     15 TN                             1/2/1
S1918     154 TN                            1/2/1
S1820     Polk Bty                           1/2/1
S2018     Blythe                            1/2/1
S1318     MS & AL Cav                        2/1
S1519     6 TN                              2/2/1
S1521     Stephens                          2/2/1
S1620     7 KY                              2/2/1
S1523     Smith Bty                          2/2/1
S1719     Cheatham                          2/1
S1719     9 TN                              2/2/1
S2318     Russell, 11 LA                     1/1/1
S2317     12 TN                             1/1/1
S2419     13 TN                             1/1/1
S2120     Clark                              1/1
S2120     Bankhead Bty                       1/1/1
S2519     22 TN                             1/1/1
S2020     33 TN                             2/1/1
S2221     5 TN                              2/1/1
S1822     Polk                               1 Corps
S2119     4 TN                              2/1/1
S2123     Stanford Bty                       2/1/1
S2321     13 AR                             2/1/1
S2221     Stewart                            2/1/1
S2822     Cleburne, 35 TN, 2 TN              2/-/3
S2520     Trigg, Hubbard, Calvert Btys       2/-/3
S2722     24 TN                             2/-/3
S2922     6 MS                              2/-/3
S2824     15 AR                             2/-/3
S2923     23 TN                             2/-/3
S2620     GA Dragoons Cav                    3/1/3
S2422     Harper Bty                         3/1/3
S2521     Wood, 44 TN                        3/1/3
S2522     8 AR                              3/1/3
S2523     Hindman                            1/3
S2523     27 TN, 9 AR Bn                     3/1/3
S2524     55 TN                             3/1/3
S2624     16 AL, 3 MS                        3/1/3
S2423     Hardee                             3 Corps
S2323     Miller Bty, Swett Bty              1/1/3
S2325     Shaver, 2 AR                       1/1/3
S2427     7 AR                              1/1/3
S2526     3 Confederate                      1/1/3
S2627     6 AR                              1/1/3
S3125     1 LA                              1/2/2
S3226     22 AL                             1/2/2
S3325     Gladden, 21 AL                     1/2/2
S2926     Jackson                            3/2/2
S2926     Robertson Bty                      1/2/2
S3425     26 AL, 25 AL                       1/2/2
S3025     1 AL a Cav                        2/2
S3124     1 AL b Cav                        2/2
S2826     19 AL                             3/2/2
S2927     18 AL                             3/2/2
S3126     17 AL                             3/2/2
S3027     Withers, 2 TX                      2/2
S3027     2 TX                              3/2/2
S2728     9 MS                              2/2/2
S2828     7 MS                              2/2/2
S2726     Chalmers, Gage Bty                 2/2/2
S2928     52 TN                             2/2/2
S2928     Girardey Bty                       3/2/2
S3127     10 MS                             2/2/2
S3028     5 MS                              2/2/2
S3328     Bragg                              2 Corps
S3626     Crescent LA                        3/1/2
S3726     18 LA                             3/1/2
S3727     Orleans Guard, 16 LA               3/1/2
S3827     38 TN                             3/1/2
S3927     Pond                               3/1/2
S4028     Ketchum Bty                        3/1/2
S4126     Jenkins Cav                        1/2
S3429     17 LA, Confederate Guards          2/1/2
S3528     Anderson, 20 LA                    2/1/2
S3428     9 TX, 1 FL                         2/1/2
S3628     Ruggles                            1/2
S3728     Washington Bty                     2/1/2
S3730     4 LA                              1/1/2
S3929     Gibson, 1 AR                       1/1/2
S3830     13 LA                             1/1/2
S4029     19 LA                             1/1/2
S2224     Beauregard                         AoM
S2727     A.S. Johnston                      AoM

Confederate Reinforcements

Date, Time, Location            Unit/Leader                    Command
April 5, 8 AM, S1234             Breckinridge                   R Corps (Reserve Corps minus 19 TN)
April 5, 8 AM, S1234             McClung's Bty                  AoM
April 5, 9 AM, S1234             Roberts Bty                    AoM
April 5, 11 AM, N1031            8 TX a & b Cav                 AoM
April 5, 2 PM, S6927             Adams a & b Cav, 3 TN a & b Cav   AoM
April 5, 2 PM, S6927             19 TN                          3/-/R
April 5, 2 PM, S6927             1 TN Bn                        2/2/1
April 6, 6 AM, S1234             47 TN                          AoM

Confederate Reinforcements Note: The order of entry for the April 5th 8 AM and 2 PM reinforcements is up to the Confederate player.