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Lee's Invincibles: Gettysburg Campaign of 1863

Lee's Invincibles: Gettysburg Campaign of 1863 Rulebook

Table of Contents

Table of Contents

  • PART ONE: BLUE & GRAY SERIES BASE RULES
    • 1. Introduction
    • 2. Game Board
    • 3. Game Units
    • 4. Command Action Points
    • 5. Supply
    • 6. Sequence of Play
    • 7. Weather Roll
    • 8. Replacements
    • 9. CAP Roll
    • 10. Movement
    • 11. Battles
      • 11.1 Deploy Units on Battle Board
      • 11.2 Battle Rounds
      • 11.3 Battle Retreat
      • 11.4 Retreat Rules
      • 11.5 Battle Reinforcement
    • 12. Victory
    • 13. Game Setup
    • 14. Designer and Historical Notes
      • 14.1 Play Tester Questions
    • Movement & Battle Example
  • PART TWO: LEE'S INVINCIBLES GAME-SPECIFIC RULES
    • 1. Introduction
    • 4. Command Action Points
    • 5. Supply
    • 6. Sequence of Play
      • Union Army Commander Change
    • 8. Replacements
    • 10. Movement
    • 12. Victory
    • 13. Game Setup
    • Order of Battle
    • 14. Design and Historical Notes
    • 15. Strategy

PART ONE: BLUE & GRAY SERIES BASE RULES

1. Introduction

The Blue & Gray Campaign Series allows players to re-fight the great campaigns of the American Civil War in about 2 hours. The series rules apply to all games in the series.

Each game in the series also has specific rules that change or override some series rules, as well as gives set ups and victory conditions.

2. Game Board

The board shows where the campaigns occurred. Named locations, fortress, rivers, ports, mountains, railroads, and roads are shown as they affect game play. There are two tracks on the game board. One for weather. The other is to keep track of the turn, VP, and CAP.

  • Locations are named points. Locations are considered adjacent if a road connects them to each other.
  • Roads and Railroads connect locations. They are used to move units between locations. They are both used for regular movement. Railroads are also available for rail movement.
  • Ports have an anchor symbol next to their name. The Union player may make amphibious moves between port locations. Noted by a white center and a green outline.
  • Fortresses allow a select number of units to roll two extra dice per unit when defending in that location. Washington DC (4 units), Richmond (3 units), Petersburg and Ft. Monroe (2 units).
  • Mountains and Rivers: Each unit moving on a road or railroad that crosses a mountain or river to attack a defended location roll one less die for the first round. NOTE: For terrain affect purposes ONLY the road/railroad that is immediately between the attacking and defending locations is used to determine a battle terrain effect.

3. Game Units

Union units are blue blocks with a blue label applied. Confederate units are gray blocks with a tan label applied. Blank labels should not be applied to blocks. Apply one label per block. Extra blocks are for spares or markers. During game play units on board are stood upright with their label facing the controlling player which are only revealed to their opponent in battle.

Block label: Morale (star, top left), Current SP (top center), Battle Dice Rolled (circle, top right), Unit Identifier (bottom right). Illustrated: Full Strength Block, 1st Block Reduction, 2nd Block Reduction.

In the bottom right corner is the unit's identifier. In the center are unit type icons. In the top left corner is the units morale rating shown in a star. This is used when units take hits in battles to determine if they stay in battle or withdraw from the battle. In the top right corner is the number of dice the unit rolls in battle shown in a circle.

Strength points (SP) are the numbers located around the center of the label. The unit's current SP is the number currently upright in the top center of the label. The red SP number is the lowest value for that block and signifies that after the next hit it is replaced with it's next lower SP value block or eliminated. When a block needs to be replaced, replace it with the block with the next lowest SP by 1 and the same unit identifier. The unit is rotated as hits in battle occur or units add replacement SP.

The unit types and their icons are shown below. Any special rules for the units are also given.

  • INFANTRY: Movement rate is 3 locations a turn. Only one of each unit identifier can be on the board at a time.
  • GARRISONS: Movement rate is 2 locations a turn. Garrisons are denoted by a G unit identifier in the lower right corner.
  • CAVALRY: Movement rate is 4 locations a turn. Cavalry by themselves may not enter a location that is only occupied by enemy units.
  • LEADERS: Leader units have the choice of an icon or portrait, only one type can be used in a game. Movement rate is 4 locations a turn. Leaders must always end a move in a location with a friendly unit. Some leaders have game specific abilities that are defined in the rules. For units to use the ability the leader must be present at the location with those units.
  • MARKERS: There are Turn, Weather, Move, CAP (for each player), and VP (for each player) markers. The Turn, VP, and CAP markers are placed on the game track. The Weather marker is placed on the Weather track.

4. Command Action Points

COMMAND ACTION POINTS (CAP): CAP reflects an army commander's ability to motivate his army and move it effectively to battle. Each point of CAP activates ONE unit for movement.

Game specific rules tell how many CAP each player receives at the start of each turn. Each player may receive one additional CAP by rolling two dice and comparing to his army commander rating.

ARMY COMMANDER RATING: Each army in a specific game has an Army Commander Rating. (NOTE: Army Commander rating has no tie to a leader block or its special ability). For example; in LEE'S INVINCIBLES Hooker's Army Commander Rating is 9. Meade's Army Commander Rating is an 7. Lee's Army Commander Rating is a 7.

5. Supply

Supply is checked when the unit is activated. To be in supply a unit must be able to trace a line of connected locations, unoccupied by opposing infantry or garrison units to a supply location. Units out of supply lose 1 movement point. This is cumulative with weather affects. Units out of supply may not receive replacement points. Game specific rules will give the supply locations for each side.

6. Sequence of Play

The game specific rules will state which player is the first player as well as initial set ups. The player whose turn it is currently is the active player, his opponent is the inactive player. The sequence is to be played in the exact order listed below:

  1. WEATHER ROLL - The Union player rolls a die to determine the weather for the current turn.
  2. CHECK FOR REPLACEMENTS.
  3. CAP ROLL - Each player rolls 2 dice to check for extra CAP.
  4. FIRST PLAYER MOVEMENT - Check who is the first player in each game. Using the CAP available, he activates and moves eligible units.
  5. FIRST PLAYER INITIATES BATTLE - Any units that end the move in the same location that enemy units occupy must conduct a battle.
  6. CHECK FOR VICTORY FOR THE 2ND PLAYER
  7. SECOND PLAYER MOVEMENT - Using the CAP available, he activates and moves eligible units.
  8. SECOND PLAYER INITIATES BATTLE - Any units that end the move in the same location that enemy units occupy must conduct a battle.
  9. CHECK FOR VICTORY FOR THE 1ST PLAYER
  10. END TURN - If either player has met the conditions for victory, or it is the last turn of the scenario, the game is over. Otherwise, move the turn marker one ahead on the turn track and go to step 1.

7. Weather Roll

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

WeatherDie Roll
Clear1-5
Rain6

Weather is marked using the track on the game board. The weather affects are given below:

  • CLEAR: All units move at their full movement rate.
  • RAIN: All unit movement rates are reduced by 1.
  • RAIN 2 TURNS: If it rains for 2 consecutive turns all unit movement rates are reduced by 2.

8. Replacements

The game specific rules will state how replacement SP are received. Replacement SP may be added to any one reduced IN SUPPLY unit. An eliminated unit may be brought back at 1 SP for infantry and garrison, and a cavalry unit is just brought back, using the replacement SP. It is placed at the game designated replacement location(s) for the player. If all units are at their maximum SP the replacement points are lost. If replacement locations are occupied by opposing units, replacements may not be received at that location.

9. CAP Roll

During CAP ROLL of the turn sequence each player rolls 2 dice. If the total rolled on the 2 dice is equal to or greater than the Army Commander Rating for that side then the player receives one extra CAP.

A player may not spend more CAP than he receives in a turn, nor does he have to spend all CAP. CAP may not be saved from game turn to game turn.

10. Movement

All movement is regulated by the Command Action Points (CAP) allocated to each player per turn. CAP is used to activate a unit once for movement per game turn by the active player.

If a unit moves to a location where an opposing unit is, the moving unit must stop, unless the opposing unit is cavalry and the moving unit has movement points remaining. In that case a cavalry screening check should be made.

UNIT ACTIVATION FOR MOVEMENT: The player whose turn it is activates units one at a time. Each activated unit cost 1 CAP. This unit is the active unit. No unit may be activated more than once during his player turn.

UNIT MOVEMENT: Each unit has a movement point allowance based on unit type. This may be affected cumulatively by weather and supply. This may mean that garrisons may not be able to move. Each movement point allows the active unit to move one adjacent location. An active unit is able to move from location to adjacent location along the roads/railroads. Locations may not be skipped while moving. Movement points not used are lost; they may not be transferred to other units. Units may not exceed their movement allowance. Any number of units may occupy a location. An active unit that enters an enemy occupied location stops its move. Roads and railroads are treated the same for normal movement.

For example: An infantry unit that has 3 MP moving in clear weather can move up to 3 locations. In rain, it could only move up to 2 locations.

RAIL MOVEMENT: Up to two units per player per turn may use rail movement. Each moving unit cost 2 CAP each to move unlimited distance along their CONTROLLED railroad. Each game defines railroad control. Movement must begin and end on a rail line. The unit can not attack a location, but can reinforce and defend a location during that turn. Cavalry blocks rail movement through any location they occupy. Weather and supply does not affect rail movement.

AMPHIBIOUS MOVEMENT: Only the Union player can conduct amphibious movement. The Union player can only move one unit per turn at the cost of 2 CAP. The unit must start the turn in a port location and then move to any port location unoccupied by enemy units. No further movement is allowed for that unit this turn.

CAVALRY AND LEADER MOVEMENT: These unit types use CAP for movement like other units. They by themselves may not enter a location that is only occupied by enemy units. However they may enter a location that is being moved into by friendly infantry or garrison units, even if enemy units are present.

CAVALRY AND LEADER FREE MOVEMENT: When friendly infantry or garrison units activate in a location where cavalry or leaders are present or in an adjacent location connected by road or railroad, they may move without spending CAP. The cavalry and leader units can move independent of the activated unit. (Note: In this exception, they are using the same CAP as the unit being activated. They may only move once per turn.)

CAVALRY SCREENING ACTIONS: Each cavalry unit has a single number in the lower left corner, normally 2 or 3. When a unit enters a location occupied only by enemy cavalry a screening check is made. The moving player rolls one die. If the number is equal to or less than the number on the cavalry unit then the moving unit ends its move in that location and ends it's move. Any additional moving units may enter the location but may not move through that location. The cavalry unit retreats one location.

If the die roll is higher than the number on the cavalry unit then the screening actions fails and the cavalry unit retreats three locations. Opposing units can move into and through that location and the cavalry unit cannot screen locations for the remainder of the turn. In both instances all retreat rules are followed by the cavalry unit. If more than one cavalry unit is in a location that is being entered by enemy units a screening check must be made against each cavalry unit.

11. Battles

Battle occurs when opposing units end a move in the same location. The active player is the attacker. If more than one location is having a battle, the attacker determines the order in which the battles are fought. Each battle is resolved separately before any other battles are started.

After deploying units on the battle board, a series of battle rounds continue until the units of one side are eliminated, voluntarily retreat, or are forced to retreat.

Certain terrain affects the battle for the attacker or defender. Leaders may also affect battles, their affects will be given in the game specific rules.

11.1 Deploy Units on Battle Board

Units are moved from the battle location on the game board to the battle board. Units are deployed so the opposing player cannot see the SP.

The Battle Board is divided into two halves, the attacker half and the defender half.

On the attacker side is the Attacker Line Position and the River and Mountain Line Position areas for units that crossed a river or mountain for the attack. Firing units are placed in these Line Positions.

A Reserve and Failed Morale Position are at the back of the battle board and are not part of the Attacker Line Position. Units in these positions do not fire.

On the defender side of the battle board is the Defender Line Position and the Fortified City Line Position. The Fortified City Line Position is used to place a limited number of units (given for each city in the box) that add 2 dice to their dice number when firing. Firing units are placed in these line positions.

A Reserve and Failed Morale Position are at the back of the battle board and are not part of the Defender Line Positions. Units in these positions do not fire.

First, the defender places each of his infantry and garrison units in the line positions on the defender half of the battle board. All leader and cavalry units are placed in the reserve.

The attacker then places each of his infantry and garrison units in the line position on the attacker half of the battle board. Any attacking infantry or garrison that cross a river or mountain to enter the defending location are placed in those respective boxes on the attacker side of the battle board. Only units using a road/railroad crossing a mountain or river to enter the defending location are placed in those line positions. It is possible for some units to be in the Mountain/River Line Positions while those that did not cross a river or mountain to be in the non-terrain affected Line position.

All leader and cavalry units are placed in the reserve and do not fire.

Once both players have placed their units on the battle board, each player reveals their units.

11.2 Battle Rounds

Each battle is conducted in a series of battle rounds that continue until the units of one side are eliminated or retreat.

Battle Round Sequence:

  1. Defender Battle Fire / apply hits to attacker units
  2. Attacker Battle Fire / apply hits to defender units
  3. Attacker checks morale for any units hit
  4. Defender checks morale for any units hit
  5. Attacker decides voluntary retreat
  6. Defender decides voluntary retreat
  7. Defender reinforces
  8. Attacker reinforces

In each battle round the defending player fires each of his units in the Line Positions. Any hits on the attacking player units are applied immediately. Then the attacking player fires each of his units in the Line Positions battle and any hits on the defending player units are applied immediately.

After both players have fired and both players have applied hits a morale check is made to see which units stay in the battle line and which go to the failed morale position. The attacker checks his morale first, if the attacker is not forced to retreat then the defender conducts his morale check.

If either players line position is vacant due to elimination of units OR failed morale checks a forced retreat occurs immediately. If a forced retreat has not occurred then at the end of the battle round players can decide if they want to voluntarily retreat instead of continuing more battle rounds. Attacker decides first, then the defender.

BATTLE FIRE: Only units in the Line Positions conduct battle fire. Units in Reserve or Failed Morale DO NOT FIRE. Units conduct battle fire by rolling a number of dice equal to the number shown on the right corner of the label in the circle, modified by terrain. Players score a hit against his opponent's units for each "6" rolled on a die. Losses are applied immediately.

For example: A 6 SP unit would roll 4 dice, etc. If attacking a location across a river, the unit would roll 3 dice in the first battle round, and 4 dice in following rounds. Hits are then allocated based on the 6's rolled. Units may fire in any order the firing player chooses.

APPLYING HITS: Allocation of losses are decided by the owning player receiving the losses. Units in the Reserve or Failed Morale area do not take losses unless all units in the Line Positions are eliminated. Reductions in SP are shown by rotating the block once for each hit inflicted from its current SP to the new, reduced SP. Units with SP higher than 1 when reduced to the lowest SP for that block have their block replaced with the next lower SP block as hits occur. The replacement block must have the same unit identifier as the unit it is replacing. Any units reduced below 1 SP are eliminated and removed from the board.

MORALE CHECK: After all hits are applied, morale checks are made. First, the attacking units that took hits check morale, followed by the defending units.

A morale check is done by rolling one die for each hit a unit takes and comparing each individual die number to the units morale rating. If a roll is higher than the unit morale rating the unit withdraws to the Failed Morale Position and may not return to the Line or Reserve Position for that battle. If the attacking player's Line Position is left vacant due to a morale check failure, the defending player does not have to check his morale.

11.3 Battle Retreat

After each round of battle is completed players may voluntarily retreat from battle. The attacker makes this decision first, followed by the defender. All retreat rules apply. If neither player decides to voluntary retreat then they begin another battle round.

VOLUNTARY RETREAT: If a player decides to retreat, all of their units retreat from the battle location. The units of the player retreating (including any units in reserve and the failed morale column) are subject to one retreat battle fire round in which all infantry and garrison units of the opposing player in the battle location each roll one die per unit. A hit occurs for any 6's rolled. All hits are applied immediately to the retreating units. The retreating player decides which units to apply any hits. The retreating units do not return battle fire and must follow retreat rules. Units retreat one location on a voluntary retreat.

FORCED RETREAT: Anytime during a battle round if a player's line position is vacant due to hits or failed morale checks a forced retreat occurs. The units of the player retreating (including any units in reserve and the failed morale column) are subject to one retreat battle fire round in which all infantry and garrison units of the opposing player in the battle location each roll a normal battle fire. All hits are applied immediately to the withdrawing units. The retreating player does not get to fire.

Units retreat two locations away due to a forced retreat. If all retreat locations are blocked, then all retreating units are eliminated.

11.4 Retreat Rules

If the defender is retreating, he must retreat all units to a connected location from the battle location that has no opponents units located there and his opponent did not move from to attack the battle location. If none available he may retreat to another adjacent battle location, but be placed in the failed morale area. If the attacker retreats he must retreat all units to a connected location that he moved at least one unit from to conduct the attack. If these conditions cannot be met then all units can not retreat and must continue to battle unless in a forced retreat situation, in which case they are all eliminated.

All units must retreat to the same location. There is no splitting of forces. Units retreat one location in voluntary retreat and two locations in forced retreats.

A player that retreats either by forced retreat or voluntary cannot reinforce other battles with those units during this player's turn. The non-retreating player completes reinforcement. A unit may retreat into a location where another battle is occurring but are placed in the failed morale position.

If all infantry and garrison units in a leader or cavalry unit's location are eliminated, they are retreated to the nearest friendly unit's location. If no retreat path is available, the unit is eliminated.

11.5 Battle Reinforcement

After each battle round players may reinforce the battle with units that are in adjacent locations that have not been in a battle this player's turn.

The player rolls 2 dice for each unit attempting to reinforce. If the die roll is equal to or greater than the current Army Commander Rating then the unit enters the battle location. If the roll is less than the Army Commander Rating the unit may not reinforce the battle this battle round. He may attempt again during the reinforcement phase of the next battle round.

When reinforcements enter the battle, they are set up in the Line Position and may fire in the next battle round. If a side retreats, the non-retreating player may reinforce without a reinforcement roll.

12. Victory

Each game gives victory conditions that are based on terrain objectives or the elimination of enemy units.

13. Game Setup

See game specific rules.

14. Designer and Historical Notes

To start with a little on our design philosophy for the game series: We always loved Joe Balkoski's Great Campaigns series because it was a game of maneuver. But now days we do not have room for 3 maps and many hours of game time. The beauty of his system was it looked at the big picture with large maps and few units. That was the basis of this design. Fewer units on a grand scale using point-to-point movement to speed up game play, while retaining all the strategic decisions, were major goals of this series. To achieve this the primary unit of movement and combat is by corps.

During Civil War campaigns in the east the primary unit was by corps. The Confederate army was organized with fewer but larger corps or large divisions that were about the same size as some Union corps. The Union command had a bit more of an unwieldy corps structure with more but smaller corps. On both sides their corps tended to stay together more as a whole on the march and in battle.

While battle was important, and each side was looking for the opportunity to strike the other, it was always with the goal of catching a piece of the enemy army out of position and unsupported.

The game's combat system is about major elements of armies meeting at strategic locations based on coordinated movement and deception of your opponent. Have you maneuvered your army in such a way that you get there first with the most? And through command can you reinforce the battle to your advantage. And if not, can you conduct a fighting withdrawal while not taking too many losses so you can live to fight another day.

In 2005, we designed FORGED IN FIRE as a division level game that portrayed the fighting during the 1862 Peninsula Campaign. Living and growing up in Virginia we had a great appreciation of the American Civil War. Our grandmothers would tell stories about their grandfather, Alpheus Morris who was with Stonewall Jackson when he was shot at Chancellorsville in 1863. Alpheus was a member of the 4th NC Cavalry, along with 3 brothers who also fought with the Confederacy. The Blue & Gray series described in one paragraph is a combination of the concepts from FORGED IN FIRE, and the Great Campaigns of the American Civil War series by Joseph Balkoski. Blocks reduced the number of units needed and added fog of war at a strategic level, simply and elegantly. And instead of using 4 strength point division blocks to cover every movement location on the board, we have more realistically made an 8 to 12 strength infantry corps or half corps that occupy one location.

For most of the battles, scale represents roughly 2 to 7 days depending on the amount of activity and battle. On the corps size units each SP represents roughly 1,500 men supplemented by artillery. Cavalry is abstracted to its function of blocking and screening along with smaller ad hoc units. Garrison units represent militia and detachments that could statically hold some locations.

Clearly the large corps units pack the firepower for the combat system, including the artillery. Garrisons cannot fight much or very long without support. Cavalry was not used for the heavy-duty combat at this level and is not in this series.

Much like Forged in Fire we have kept the command action points and the overall commander rating which ties directly to any extra actions you receive. This makes command unpredictable at times. It is a realistic way of portraying strategic movement and combat as it will be rare that you will be able to do everything you need to do, and react to your opponent. However, the better the overall commander (Lee, Grant, Jackson) the better the chance you will be able to do most of what you need to do.

Different commanders in the different games also have differing abilities. In the Valley in 1862 Jackson can move with 2 units together in one move and an extra location a turn. This reflects Jackson's knowledge and excellent maps of the Valley as well as how he drove his men. During the month of May 1862 Jackson's Valley Army marched over 350 miles over a 30 day period and fought and won 5 battles. Of course he was doing this against 3 separate armies that combined outnumbered his over 3 to 1, but by speedy marches and a centralized command he was able to have tactical superiority at the battles.

In the battle system units in the battle line can fire at opposing units. The number of die rolled in battle is based on the size of the unit. How long a unit can sustain combat is affected by the unit's morale and size. Units may not fight to the last strength point, but instead may withdraw from the battle based on their morale if hit. Reinforcements can feed in from adjacent locations if they have a commander with a good command rating.

Replacements occur as well but not in all of the games. In LEE'S INVINCIBLES neither army receives replacement strength points as the terms of enlistments were expiring for many units and Lee was on the move so no sizable numbers of men were feeding in to either army. This makes for a game different than JACKSON & SHERIDAN, or GRANT'S GAMBLE where replacements are much more likely. The armies were both pulling in every available man, stripping fortifications around Washington, and the Atlantic seaboard.

Weather has effects as well. Rain reduces movement and continued rain almost brings it to a halt.

The American Civil War was the bloodiest war for America in its history. Battlefield losses were horrific. Units would just wear out and not be able to sustain combat. In the battles each side would fight until so exhausted their own losses would prevent follow up to victories.

This series will play very different than any you have played before. Maneuvering 3 to 5 units a turn on the board will feel odd, and small at first. As you play because you are moving so few pieces it will grow on you how important the moves become. Guarding flanks, or using your cavalry to confuse your opponent as to what units you have where will be critical. Each side must use the terrain to their advantage when at all possible.

Each of the games in the series plays different than the other. Different commanders, army morale, and manpower change the situation in each. The Grant and Lee games will play the most similar due to the army sizes and really they are the same armies facing off against each other a year apart with different commanders and different goals. You will find Jackson & Sheridan feel the most different than the other two games. With the much smaller armies you will find they are more brittle, losses will feel magnified. The importance of maneuver is more dramatic.

14.1 Play Tester Questions

What's the Scale? It varies by game. In Lee's Invincibles and Grant's Gamble it is roughly 1500 men per SP (adjusted for corps artillery and corps leadership). For Jackson & Sheridan it is roughly 1000-1250 per SP.

Why no artillery? In a game of this scale portraying artillery even at a corps level did not make sense. Each corps historically had artillery to them, as well as an overall army artillery reserve. We decided the best way was to factor artillery into the corps infantry unit.

Why the abstraction with the cavalry? If you look seriously at civil war battles cavalry generally did not engage infantry in major battle other than to skirmish or slow infantry movement. We have gave them what can be referred to as a screening value in their attempt to slow movement. Cavalry can also be used as decoys to confuse your opponent as to where infantry is versus cavalry.

Why doesn't each side roll die equal to their SP like other games? Very rarely would each side get all of their men into a battle. We based the number of die rolled on the sheer size reflecting a larger unit getting more guns into the fight. SP and morale are equal to lasting in a battle.

How did you rate the Commanders? We did an evaluation of each army commander's ability to move his army during the campaign. We looked at what they did well and did not do well and factor that into their commander rating and special abilities. For example, in the Wilderness Campaign, Lee maneuvered brilliantly, reacting and countering Grants moves. So Lee was given a "reaction move" to reflect this. And despite horrible losses Grant kept up the drive south tenaciously. To show this Grant has the ability to sustain combat longer for his units when present.

Why is morale factored in the combat system? Units were limited in how many losses they could take and continue fighting. To show this morale was factored into each unit and as combat continues there is a greater chance the unit will break and not be able to continue in the battle. In the game the larger SP Union units can take more hits in battle, but the Confederate has slightly higher morale can have them withstand the fighting longer.

Why can't I eliminate units who are out of supply? Due to the time frame represented in the games this isn't possible. With each game representing from 30 to 60 days of actual campaign it would not happen. Other than isolated cases of armies getting trapped against rivers or in forts armies didn't dissolve due to being out of supply. Each army had supply wagons, and could forage. At this scale we did not want to get into the minutiae of stragglers and desertions. Even until 1865 Lee probably fielded an army of between 45,000 and 60,000 men and that was after a winter of near starvation. Sherman cut loose from his supply line totally in his famous March to the Sea and did not suffer at all.

Movement & Battle Example

The Union VI corps in Winchester spends 1 CAP and uses a road crossing a mountain and river to attack the Confederate unit in Snickersville. The Union VIII corps in Front Royal spends 1 CAP and crosses a mountain on its first movement point to Salem, on its second movement point it moves to attack the Confederate unit in Snickersville on a road that crosses no terrain. The Union XIX corps spends 1 CAP and moves to Salem, unable to enter Snickersville since it would exceed his movement rate.

The units are placed on the battle board with the Confederate EA unit placed in the Defender Line Position. The Union VI corps is placed in either the Mountain or River Attacker Line position signifying it is minus 1 die on its first battle round attack roll. The Union VIII corps is placed in the Attacker Line Position. The Confederate EA unit rolls 4 dice and scores a hit for each 6 rolled. The Confederate scores two hits. The Union chooses to take both hits on the VIII corps going from 4 to 2 SP and are applied immediately. The Union VIII rolls 3 dice. The Union VI corps rolls 3 dice instead of 4 because it is in the River/Mountain Attacker Line position and subtracts 1 die for the first round. Therefore the Union rolls a total of 6 dice in the first round. They score one hit on the Confederate player and he reduces the unit from 8 to 7 SP. Now both sides check morale on units that received hits in the first round. As the attacker the Union player checks first and rolls two dice for the hits applied to the VIII corps. He rolls a 5 and 2 and checks that to his morale number which is a 3. The 5 exceeds his morale number and therefore moves into the failed morale column. The Confederate now checks his morale and rolls one die and rolls a 3 passing the morale check. This concludes round one. Neither player decides to retreat. Round two begins. The Union XIX corps attempts to reinforce the battle from Salem. His roll against the commander rating is successful and moves into the attacker line position. The Union player moves the VI corps from the Mountain/River -1 die section of the Line Position to the Attacker Line Position. This round he will roll 4 dice.

PART TWO: LEE'S INVINCIBLES GAME-SPECIFIC RULES

1. Introduction

Despite the initial success of the Confederate campaign, the loss of the battle at Gettysburg denied Lee the big picture strategic goal he had in mind at the outset. Moving into Maryland and Pennsylvania had taken the war out of Virginia for a campaign season. Northern towns were levied for supplies and money. If Lee had gotten back to Virginia after a long period in the north, perhaps capturing Harrisburg or Baltimore for even a short time, would have been a huge embarrassment for the Lincoln administration and could have had long reaching consequences with the 1864 election looming. However, the losses of over 30% of his army ended the campaign as a victory strategically and tactically for the Union.

4. Command Action Points

Each turn the Confederate player starts with 4 CAP, the Union player with 5 CAP.

Hooker starts the game as the Union army commander. He may be replaced by Meade at a certain point in the game.

  • Hooker's Union Army Commander Rating is 9.
  • Meade's Union Army Commander Rating is an 7.
  • Lee's Confederate Army Commander Rating is a 7.

5. Supply

The supply locations for the Union player are Harrisburg, Washington DC, and Baltimore. The supply location for the Confederate player is any friendly location south of the Potomac.

6. Sequence of Play

Before CAP roll, players check to see if the Union Army Commander Hooker is replaced by Union Army Commander Meade. Once Meade is in command, this check is no longer needed.

Union Army Commander Change

The turn after a Confederate unit crosses north of the Potomac River the Union player begins rolling one die, before the CAP roll to see if the Union Army Commander changes. If the modified die roll is 7 or more, Hooker is immediately replaced with Meade. The die roll is based on the number of Confederate units north of the Potomac. 1 is added to the die roll for each confederate unit north of the Potomac to a maximum of +4. Beginning the turn Meade takes command the Union player uses Meade's Army Commander Rating of 7 to see if the Union player receives an extra CAP.

8. Replacements

There are NO replacements in this game.

10. Movement

RAIL CONTROL: Union control all rail lines north of the Rappahanock River. Confederates cannot do rail movement.

12. Victory

The player with the most VP at the end of the game wins.

The Confederate player receives 2 VP every turn there are at least 3 locations occupied north of the Potomac by an in supply Confederate infantry unit. The Confederate player also scores VP once for occupation of the following locations with an in-supply infantry unit:

  • Harrisburg 5 VP
  • Baltimore 10 VP
  • Washington DC 15 VP

The Union player receives 2 VP every turn there are no Confederate infantry units north of the Potomac.

Confederate count VPs for location occupation at the end of the Union turn, and the Union player counts his at the end of the Confederate turn.

The Confederate player wins if a game turn ends and they have 20 net VP. This is totaled by Confederate VP less Union VP earned.

13. Game Setup

Union player sets up first. The Confederate player is the first player in the turn sequence. This game is 16 turns.

Union UnitsSetup Locations
3 Garrison units (2 SP) [1 in each location]Winchester, Warrenton and Harrisburg
2 Garrison units (4 SP) [1 in each location]Harpers Ferry and Washington DC
Hooker (Leader); I (8SP), II (11SP), III (10SP), V (10SP), VI (7SP), XI (7SP), XII (7SP), Cavalry (3), Cavalry (2)Units may be at one or more of these locations: Elk Tavern and Falmouth

The Meade leader unit starts off board until he replaces Hooker.

Confederate UnitsSetup Locations
Lee (Leader); I-A (8SP), I-B (8SP), II-A (10SP), II-B (10SP), III-A (8SP), III-B (8SP), Cavalry (3), Cavalry (2)Units may be at one or more of these locations: Culpepper CH, Chancellorsville, Fredericksburg.

(The Lee's Invincibles Setup page is a map showing these locations. Per its labels, the Union Garrisons set up in the locations listed above, the Union field units set up "in either of these locations" (Elk Tavern or Falmouth), and the Confederate units set up "in any of these locations" (Culpepper CH, Chancellorsville, Fredericksburg).)

Order of Battle

Breakdown of infantry replacement blocks (full-strength block, then its reduced-strength blocks). Values shown as morale / dice / SP.

Confederate:

  • I-A: 8 SP (morale 6, 4 dice); reduced 4 SP (morale 4, 3 dice)
  • I-B: 8 SP (morale 6, 4 dice); no reduced block
  • II-A: 10 SP (morale 5, 5 dice); reduced 8 SP (morale 5, 4 dice), 4 SP (morale 4, 3 dice)
  • II-B: 10 SP (morale 5, 5 dice); reduced 8 SP (morale 5, 4 dice), 4 SP (morale 4, 3 dice)
  • III-A: 8 SP (morale 5, 4 dice); reduced 4 SP (morale 4, 3 dice)
  • III-B: 8 SP (morale 5, 4 dice); reduced 4 SP (morale 4, 3 dice)
  • Other Confederate units: Lee (leader), Cavalry (3), Cavalry (2)

Union:

  • I: 8 SP (morale 6, 4 dice); reduced 4 SP (morale 4, 3 dice)
  • II: 11 SP (morale 6, 5 dice); reduced 8 SP (morale 5, 4 dice), 4 SP (morale 4, 3 dice)
  • III: 10 SP (morale 5, 5 dice); reduced 8 SP (morale 5, 4 dice), 4 SP (morale 4, 3 dice)
  • V: 10 SP (morale 5, 5 dice); reduced 8 SP (morale 5, 4 dice), 4 SP (morale 4, 3 dice)
  • VI: 7 SP (morale 5, 4 dice); reduced 4 SP (morale 4, 3 dice)
  • XI: 7 SP (morale 4, 4 dice); reduced 4 SP (morale 3, 3 dice)
  • XII: 7 SP (morale 5, 4 dice); reduced 4 SP (morale 4, 3 dice)
  • Other Union units: Hooker, Meade (leaders), Cavalry (3), Cavalry (2), Garrisons: two 4 SP and three 2 SP (1 die each)

14. Design and Historical Notes

Lee's goal in the Gettysburg campaign was to get the war out of Virginia for the summer and let the farmers harvest crops, as well as gather supplies from the north. A bonus would be the destruction of the Army of the Potomac or the capture of a major northern city. The victory conditions try to represent this strategy. The south must drive north to win, the condition of holding 3 or more locations will force the Confederate army to spread out (as they did historically to gather supplies from the various cities and towns).

The Union leader command change rule represents the fact that the Lincoln administration had lost faith in Hooker, as Hooker himself had. Lincoln was looking for a reason to replace Hooker and once Lee started moving north that opportunity presented itself. An argument over the movement of the Harpers Ferry garrison lead to Hooker offering his resignation, which Lincoln readily accepted. After General Reynolds of the I corps refused command, General Meade from the Union V corps was given the command.

There are no replacements in this game as the 3-year terms of enlistments for many units were expiring for the Union and many men did not want to reenlist as they felt it was becoming a lost cause. For the Confederates on the march they could not funnel troops along an extended supply line in Maryland and Pennsylvania.

Strength wise the two armies were about as close as they were going to get. Physically Lee was beginning to have health issues, which were to plague him until the end of the war so it was not at his best during the whole campaign. With Lee's health and the Union command change the campaign was very well balanced with each side having opportunities to perhaps destroy pieces of the other.

15. Strategy

The Union player will have to play cautiously and carefully while Hooker is in command. The Union player's victory conditions means that he cannot sit idly by while the Confederate player runs wild up north but must slowly maneuver keeping his army intact between Washington DC, Baltimore and the Confederate army. His job will be to protect Washington DC and Baltimore will get slightly easier once Meade takes command as the movement of an extra corps gives him the opportunity to catch a spread out Confederate player. Still, the Union corps are weaker than the Confederate and catching 2 Union corps with 2 Confederate corps gives the Confederate the opportunity to gobble up the Union piecemeal. The Union garrison in Harpers Ferry if not destroyed can be used to cut the Confederate supply line slowing their march north, or possibly cut off a Confederate retreat.

The Confederate player must drive quickly north to deny the Union player the VP for not having units north of the Potomac. An early decision will be whether or not to spend the time attacking Harpers Ferry. Eliminating the garrison there clears your supply line well enough that it no longer becomes a concern. But a delay or excessive losses can be costly. Once north of the Potomac you must spread out trying to offset any early Union VP. If ahead you must maintain a presence north of the Potomac. If you are behind you must drive for the Union VP cities.