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Little Round Top: The South's Best Chance at Gettysburg thumbnail

Little Round Top: The South's Best Chance at Gettysburg

Little Round Top: The South's Best Chance at Gettysburg Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Game Equipment
    • 2.1 The Game Map
    • 2.2 The Playing Pieces
      • Sample Units
      • Summary of Unit Types
    • 2.3 Game Scale
  • 3.0 Sequence of Play
  • Union Player Turn
    • A) Command Phase
    • B) Movement Phase
    • C) Fire Combat Phase
    • D) Melee Phase
  • Confederate Player Turn
  • Game-Turn End Phase
  • 4.0 Officers and Command Points
    • 4.1 Command
    • 4.2 Command Bonus
    • 4.3 Command Point Cost Chart
    • 4.4 Rules for Officers
    • 4.5 Officer Casualties and Promotions
  • 5.0 Movement
    • Procedure
    • 5.1 Movement Restrictions
    • 5.2 Effect of Facing
    • 5.3 Moving Backwards
  • 6.0 Formations
    • 6.1 Line Formation
    • 6.2 Column Formation
  • 7.0 Facing
    • 7.1 Effect on Movement
    • 7.2 Effect on Fire Combat
    • 7.3 Effect on Melee Combat
  • 8.0 Stacking
    • 8.1 Stacking Restrictions
    • 8.2 Effect on Facing
    • 8.3 Effect on Combat
  • 9.0 Zones of Control
    • 9.1 Withdrawal Fire
    • 9.2 Effect on Command Radius
  • 10.0 Fire Combat
    • Procedure
    • 10.1 Fire Combat Restrictions
    • 10.2 Weapons Range
    • 10.3 Volley Fire (Optional Rule)
    • 10.6 Regimental Status Sheet
    • 10.7 Line of Sight
    • 10.8 Union Initial Volley
  • 11.0 Melee Combat
    • Procedure
    • 11.1 Determining the Combat Differential
    • 11.2 Melee Combat Restrictions
    • 11.3 Continuous Melee
    • 11.4 Fixed Bayonets
    • 11.5 Officers and Melee
  • 12.0 Disorganization and Rally
    • 12.1 Effects of Disorganization
    • 12.2 Rally
  • 13.0 Morale
    • Procedure
    • 13.1 When Morale Checks Are Required
    • 13.2 Officers and Company Morale
  • 14.0 Retreat
    • 14.1 Retreat Priorities
    • 14.2 Retreat Effects
  • 15.0 Ammunition Supply
    • 15.1 When to Check Ammunition
    • 15.2 Gathering Ammunition
  • 16.0 Regimental Fatigue
    • Procedure
    • 16.1 4th and 47th Alabama Regiments
    • 16.2 15th Alabama Regiment
  • 17.0 Regimental Flags
    • 17.1 Carrying the Flag
    • 17.2 Capturing the Flag
    • 17.3 Benefits
  • 18.0 Victory Conditions
    • Procedure
    • 18.1 Victory Point Schedule
    • 18.2 Victory Point Hexes
    • 18.3 Optional Victory Points
  • 19.0 Special Rules
    • 19.1 Movement Restrictions
    • 19.2 20th Maine Detachment
    • 19.3 Release from Movement Restriction (Optional Rule)
    • 19.4 Unusual Terrain
  • 20.0 Setting Up the Game
    • 20.1 Union Set-Up
    • 20.2 Confederate Set-Up
  • 21.0 Reinforcements
    • 21.1 How Reinforcements Arrive
    • 21.2 Union Reinforcements
    • 21.3 Confederate Reinforcements
    • 21.4 Optional Unit
    • Bibliography
    • Components
  • Charts and Tables
    • 3.0 Sequence of Play (Summary Chart)
    • 10.4 Fire Combat Results Table
    • 10.5 Fire Combat Modifying Effects
    • 10.24 Range Chart
    • 15.3 Ammunition Supply Table
    • 11.6 Melee Combat Results Table
    • 11.7 Melee Combat Modifying Effects
    • 13.3 Morale Table
    • 13.4 Adjustments to Company Morale
    • 16.3 Fatigue Table
    • 4.6 Officer Casualty Table

1.0 Introduction

LITTLE ROUND TOP is a company-level simulation of the Confederate assault on the extreme left of the Union line during the battle of Gettysburg. This engagement was unique in that the forces of both sides were isolated and completely dependent on their regimental officers. Basically, the Players will alternate moving pieces representing the forces involved over a map of the area in which the battle took place. Officers will issue commands to the companies of their regiments to move and fight through (rifle) fire and melee (hand-to-hand) combat. As units take losses their Combat Strength will decline and they will have to check their morale. Additionally, units may also run out of ammunition, become fatigued, etc. At the end of a certain number of turns the game is over and the winner is determined.

2.0 Game Equipment

2.1 The Game Map

The game map pictures the three hundred yards on the southern end of Little Round Top, a rocky, forested hill that overlooked the left flank of the Union position at Gettysburg. A hexagonal grid pattern is printed on the game map to regulate the movement and location of the playing pieces. There are many different types of terrain on the map, including wooded hillsides, stonewalls, farm fences, rocks, and so forth. This terrain will affect the way units move and fight (have combat). Various Elevation Levels, representing changes in elevation of 20 feet, also effect movement and combat. Elevation Level 1 is the lowest and Elevation Level 5 is the highest.

2.2 The Playing Pieces

The playing pieces (called "companies" or "units") represent individual companies of infantry (about 30 to 50 men), organized into regiments, along with their officers and regimental color-guards. Other informational pieces, or "markers", indicate companies that are out of ammunition, have fixed bayonets, etc.

Sample Units

The sample units on the rules sheet are labelled: Unit Symbol; Company; Regiment; Initial Combat Strength; Morale Rating (company); Officer's Name; Command Point Total; Command Radius (officer).

Summary of Unit Types

Front / Back:

  • Infantry Comp. / Disorganized (Note: there is a circle printed on the back.)
  • Officer / Replacement
  • Color Guard / Captured Color Guard (Note: printed across the back is a diagonal line.)
  • Out of Ammo / Melee
  • Fixed Bayonets (with Ammo) / Fixed Bayonets (w/out Ammo)
  • In Column / (Blank)
  • Union Turn / Conf. Turn

2.3 Game Scale

Each map hexagon represents an area 20 yards in diameter. Each Game-Turn equals six minutes of real time. Each strength point equals ten men.

3.0 Sequence of Play

The game is played in consecutive turns called Game-Turns, with each Game-Turn consisting of alternate Union and Confederate Player-Turns. The Player whose turn is in progress is called the Phasing Player, and all action must take place in the exact sequence outlined.

Union Player Turn

A) Command Phase

  1. All disorganized Union units attempt to rally. (Units that do not succeed may be rallied by their officers in [4] below). Union officer casualties are replaced.

  2. Each Union officer checks to see which of his units are within his Command Radius.

  3. Each Union officer announces any orders qualifying for a Command Bonus.

  4. Officers expend Command Points to change the formations, fix or remove bayonets, and/or rally units under their command.

  5. Units that are out of ammunition may attempt to gather some.

B) Movement Phase

The Union Player may move his units as desired, with officers expending Command Points as required. Units wishing to Volley Fire or initiate melee announce their intention to do so.

C) Fire Combat Phase

  1. Defensive Fire: The Confederate Player may carry out fire attacks on Union units. No Volley Fire is permitted.

  2. Offensive Fire: The Union Player may carry out fire attacks on Confederate units, including any Volley Fire ordered in the previous Movement Phase.

D) Melee Phase

All Union companies which were ordered to initiate melee in the preceding Movement Phase attempt to do so; all Union units involved in a continuous melee also conduct a melee attack.

Confederate Player Turn

The Confederate Player now exchanges roles with Union Player and becomes the Phasing Player, carrying out Phases A through D for his own units in the same sequence.

Game-Turn End Phase

At the end of the Confederate Player-Turn, the Game-Turn marker should be advanced one space on the Turn Record Track printed on the map, indicating the start of a new Game-Turn. At the end of 18 Game-Turns the game is over and victory is determined. Players should keep track of which Player-Turn is in progress by flipping the Game-Turn marker to the appropriate side as each Player-Turn begins.

4.0 Officers and Command Points

The importance of leadership in battle is represented by the Command Points given to the officers of each regiment. All formation changes, movement, Volley Fire, and melee attacks require the expenditure of Command Points. Officers may only influence companies of their own regiment; they have absolutely no effect on companies of other regiments. A company may only receive Command Points from a single officer during a Game-Turn. Companies that receive no Command Points may not perform any of the functions listed on the Command Point Cost Chart. They may fire, however.

4.1 Command

Officers have two leadership ratings; the officer's Command Point Total and his Command Radius.

4.11 COMMAND POINT TOTAL: Each officer may expend Command Points for any of the functions listed on the Command Point Cost Chart. These points are expended during each Player's Command and Movement Phases; the total of the Command Points expended in these two Phases may never exceed the number of points that the officer has (Exception: see 4.2).

4.12 COMMAND RADIUS: This is the maximum distance (in hexes) that a company may be from an officer and still receive his orders. For example, if Confederate Lt. Colonel Scruggs (Command Radius of 4) was in hex 0916 he could command a company in hex 0912, but not one in hex 1011. Command Radii may not be traced through any hex containing enemy Zones of Control (see 9.2).

4.2 Command Bonus

An officer's Command Point Total may be increased by six points if the officer is able to give exactly the same order to four or more companies, all of which are currently stacked together or adjacent to one another. (The order is simply being passed down the line, saving the officer time and effort). This bonus may only be given once for each officer during a Game-Turn. Orders qualifying for this bonus are as follows:

  1. Any formation change;

  2. Any movement (including changing facing or the order of stacking in a hex);

  3. Volley Fire;

  4. Initiating melee;

  5. Fixing or removing bayonets.

4.3 Command Point Cost Chart

(printed on map)

4.4 Rules for Officers

4.41 Officers move in the same manner as other units at the cost in Command Points listed on the Command Point Cost Chart. Officers may only move by spending their own Command Points; they may not receive orders from any other officers.

4.42 Officers do not count for stacking, nor do they have Zones of Control, facing, or formations. When alone in a hex they do not block the Line of Sight.

4.43 The presence of officers affects the results of Melee Combat and Morale checks (see 11.5 and 13.2).

4.5 Officer Casualties and Promotions

Any time an officer is stacked with a company that receives certain combat results there is a possibility that the officer has become a casualty. The owning Player should immediately roll one die and consult the appropriate Officer Casualty Table. When an officer becomes a casualty this fact is indicated on the Regimental Status Sheet and the officer is removed from the game.

At the beginning of the next friendly Command Phase a new officer must be placed with any company of his regiment, at the owning Player's choice. (Flip the previously removed officer's piece to reveal the named or anonymous replacement officer.) If a replacement officer in turn becomes a casualty the above procedure is simply repeated, except that the same piece side is used (it now represents yet another officer who has risen to command). Note that the die roll to determine whether an officer is a casualty occurs before the company(s) with which he is stacked checks morale.

If an officer is alone in a hex he may be fired on as if he were an infantry company. A result of 1 or 2 on the Fire CRT means that the officer is killed. At the end of any Melee Phase an officer that is alone in a hex containing an enemy infantry company is automatically considered to be captured. Note that you must still initiate melee to enter the hex of an enemy officer, even if no other enemy units are present.

5.0 Movement

During each Movement Phase the Phasing Player may move as many or as few of his units as he wishes, within the following restrictions. Units have no set "Movement Allowance" but instead have their movement determined by their formation, the terrain of the hexes they enter or cross, and the Command Points expended by their officers. Units may be moved in any direction or combination of directions, and may also move "within" a hex, in order to change their facing or order of stacking.

Procedure

Companies are moved one at a time, tracing a path hex-by-hex across the map. As a unit enters a hex or crosses a hexside an officer of that regiment must expend the Command Points listed for that action on the Command Point Cost Chart. Note: For ease of play, Players should complete all the movement for the units of one regiment before going on to move those of the next regiment. Infantry companies are always moved one at a time; however, officers may be moved along with any company they are stacked with.

5.1 Movement Restrictions

5.11 A Player's units may only be moved voluntarily during his own Movement Phase. A unit may be forced to move involuntarily (retreat) as a result of combat. This is not considered normal movement and does not require the use of any Command Points.

5.12 A unit may enter a hex containing an enemy unit, but may only do so during a friendly Melee Phase. At all other times units are prohibited from entering hexes occupied by enemy units. Friendly occupied hexes may be entered, however (see 8.0).

5.13 Generally, no fire combat takes place in a Movement Phase. However, such fire is possible in certain circumstances (see 9.1).

5.14 Movement from hex to hex must be consecutive; units may not "skip" hexes.

5.15 Companies in line formation may move a maximum of four hexes (total) in a Movement Phase. Companies in column formation may move up to five hexes. Officers may move up to seven hexes.

5.2 Effect of Facing

Unless moving backwards (see 5.3), companies may only enter their center front hex (see 7.0) when moving, and thus will often have to adjust their facing accordingly.

5.3 Moving Backwards

Under certain conditions companies may "back" out of a hex; that is, move directly into their center rear hex instead of their center front hex.

5.31 Units may not move backwards into a hex containing an enemy Zone of Control. They may leave an enemy Zone of Control by moving backwards (see 9.0).

5.32 Units may not move backwards into a rock hex, or across a stonewall, rock, or fence hexside.

6.0 Formations

There are two formations that companies may be in-either line or column. A unit may be in only one formation at a given time, and may change formation during any friendly Command Phase at a cost of five Command Points. A unit's formation affects its ability to move and engage in combat. Officers and regimental flags do not have formations. Unit formation has no effect on stacking; units in different formations may stack together. Units may change formation in any enemy Zone of Control (see 9.0), but trigger Withdrawal Fire when doing so (see 9.1).

6.1 Line Formation

Companies in line formation may move up to four hexes per Movement Phase, conduct fire attacks, and initiate melee attacks. Unless otherwise noted, companies are assumed to be in line formation.

6.2 Column Formation

Companies in column may move up to five hexes per Movement Phase, but may not conduct fire attacks or initiate melee attacks. If attacked by enemy units they are immediately placed in line formation and are disorganized (see 12.0), regardless of any other combat result. Units in column are indicated by placing an In Column marker on top of the company. Units in column may move farther and more efficiently (in terms of Command Points) than units in line. Note: In cases where there are long lines of units in column, it is only necessary to designate the lead unit.

7.0 Facing

All infantry companies (regardless of formation) are considered to have three hexsides which are their "front", and three hexsides which are their "rear". At all times during the game a company must be positioned so that the front (top) of the counter is facing towards a specific hexside and is not situated between two adjacent hexsides. Officers and regimental flags have no facing.

(Diagram: hex grid showing Center Front Hex, Front Hex (x2), Rear Hex (x2), and Center Rear Hex around a company counter.)

7.1 Effect on Movement

7.11 A company may only move into its center front hex (if moving forward) or its center rear hex (if moving backward). Companies may therefore have to adjust their facing when moving from hex to hex.

7.12 As long as a company is within the Command Radius of an officer of it's regiment, it may always turn one hexside in each hex at no cost. If a company wishes to turn more than one hexside in a hex it may do so at the cost of two Command Points.

7.13 In most cases units may only change their facing during a friendly Movement Phase. However, units may rearrange their facing after participating in a melee combat or conducting a retreat, and must change their facing in order to perform required retreats.

7.2 Effect on Fire Combat

7.21 Companies may only fire through the arc of their three frontal hexsides.

7.22 When a unit is fired on through any of its rear hexsides the column on the Fire Combat Results Table (10.4) is shifted one column to the right.

7.23 When a defending company is fired on through both its center rear hexside and any frontal hexside the column on the Fire Combat Results Table is shifted two columns to the right.

7.24 A "line of fire" from a firing unit to a defending unit which passes along the hexside between a front and rear hex of the defender is considered to have come through the frontal hex.

7.3 Effect on Melee Combat

7.31 A unit may only advance for melee combat (during the Melee Phase) into its center front hex.

7.32 Attacking units add one strength point to their total Melee Strength if any of the attacking companies entered the defender's hex through any rear hexsides.

8.0 Stacking

There may be no more than two friendly companies in a hex at the end of any phase. However, units may freely move through hexes containing other friendly units. Officers have no effect on stacking; their position in a stack has no effect. For ease of play, they should be placed on top of any friendly units with which they are stacked. Game markers have no effect on stacking. When two units are stacked together, the top company is considered to be in front ("on the line") with the second company behind it ("in support").

8.1 Stacking Restrictions

8.11 Units may never move through enemy units nor may they stack with enemy units except to engage in melee.

8.12 Terrain has no effect on stacking.

8.13 Units of different regiments may not stack together.

8.2 Effect on Facing

All friendly units ending a phase stacked in the same hex must face in the same direction.

8.3 Effect on Combat

8.31 Only the top company in a hex may engage in fire combat. The bottom unit may not fire, either offensively or defensively (exception: see 10.3).

8.32 Normally only the top unit in the hex takes losses when fired on. However, if a combat result calls for losses greater than the strength of the top unit, then the remaining losses must be taken by the bottom unit. For example, if a 1 strength point company is stacked on top of a 3 strength point company and the hex takes a combat result requiring the loss of 2 strength points, the top unit is eliminated and the bottom unit loses 1 strength point.

9.0 Zones of Control

Infantry companies in line formation extend a Zone of Control into the three hexes adjacent to their frontal hexsides. A unit must immediately stop moving when it enters a hex containing an enemy Zone of Control. A unit that begins a Movement Phase in a hex in an enemy Zone of Control may leave the hex (and may immediately enter another controlled hex), but may suffer Withdrawal Fire when doing so. Companies may conduct Withdrawal Fire against enemy units which leave the friendly unit's Zone of Control during the enemy Players Movement Phase.

(Diagram: three ZOC hexes adjacent to a 20th Me 3-A company counter.)

9.1 Withdrawal Fire

9.11 Withdrawal Fire may be conducted whenever possible in addition to any normal offensive or defensive fire, subject to ammunition depletion (see 10.0 and 15.0).

9.12 If there are two friendly companies in a hex, the bottom one may leave without triggering Withdrawal Fire, unless it moves directly into another enemy controlled hex.

9.13 Officers alone in a hex are subject to Withdrawal Fire.

9.14 A unit suffering casualties from Withdrawal Fire acts as if had taken casualties during any regular Fire Phase: it may be required to check morale, become disorganized, or roll for officer casualties.

9.15 If a unit suffers a Disorganized result when withdrawing it moves one hex and then becomes disorganized.

9.16 Retreats do not trigger Withdrawal Fire (exception: see #3, 11.31).

9.2 Effect on Command Radius

Companies may not trace a Command Radius from their own hex to their officer through a hex in an enemy unit's Zone of Control unless that hex contains a friendly unit.

10.0 Fire Combat

All companies that are not out of ammunition may fire their weapons at enemy units that are within Range and Line of Sight. There is both offensive and defensive fire during each Player-Turn, giving each side the opportunity to fire at least once. Fire Combat is resolved on the Fire Combat Results Table (CRT).

Procedure

The attacking Player totals the number of strength points firing into the target hex. This total is referred to the Fire Combat Results Table (CRT) where the column corresponding to the number is located. Certain terrain and unit effects may shift that column to either the left or the right. After the final column is determined, the attacking Player rolls one die. The number rolled is cross-referenced with the adjusted Fire Strength column to determine this fire combat result. The result will either be a miss, a number of enemy strength points eliminated, or a Disorganized unit. Casualties are marked on the Regimental Status Sheet.

10.1 Fire Combat Restrictions

10.11 A company may fire at any enemy unit within its Line of Sight (see 10.7) and weapons range, and does not have to receive Command Points or be within an officer's Command Radius to do so.

10.12 Companies may only fire through their frontal hexsides, and units in column formation, out of ammunition, or with fixed bayonets may not fire.

10.13 Unless engaging in Volley Fire (see 10.3), only the top unit in a stack may fire.

10.14 During a single Combat Phase, no unit may fire or be fired on more than once.

10.15 A company's Fire Strength may not be split among separate targets; it must always be used as a single unified total.

10.16 A unit may fire at any potential target within range and Line of Sight, not necessarily the closest one.

10.17 Two or more companies in different hexes may combine their fire upon a single target as long as all firing units are of the same regiment or are all adjacent to the target unit and/or each other.

10.2 Weapons Range

10.21 The maximum range within which a company may fire at an enemy unit depends on the weapon with which the company is armed and the range of that weapon as shown on the Range Chart (10.24).

10.22 Range is calculated by counting the distance in hexes from the firing unit to the target hex, counting the target hex but not the firing unit's hex.

10.23 All units in the game are armed with rifles, with the exception of the 2nd U.S. Sharpshooters who are armed with carbines.

10.3 Volley Fire (Optional Rule)

During the Movement Phase a Player expends five Command Points for each unit that will perform Volley Fire during the following Fire Combat Phase. Volley Fire permits two companies in a hex to both fire, up to a maximum of five strength points per hex. Additionally, all Volley Fire is given a one-column shift to the right when being resolved on the Fire CRT. Companies using Volley Fire increase their chance of running out of ammunition (see 15.0). This rule is optional, and should be used only if both players agree to do so.

10.31 Companies that are using Volley Fire may not combine their fire with other companies firing normally.

10.32 Disorganized units may not perform Volley Fire (nor receive a command to do so) unless they received the Volley Fire command prior to becoming disorganized.

10.33 Volley Fire commands only last through the one immediately following Fire Combat Phase.

10.6 Regimental Status Sheet

The Regimental Status Sheet is used to record the current Combat Strength of each player's companies, as well as any officer casualties and Confederate regimental fatigue. Each time a company suffers any casualties a number of boxes equal to the number of strength points lost must be checked off from the boxes adjacent to that company's letter. The number of boxes remaining is the company's current Combat Strength. If an officer becomes a casualty the box adjacent to his name must be checked off (the second box is used for the officer's replacement, should he enter the game). Indicate killed or wounded officers by drawing a line across the box. Draw a circle around the box if the officer is captured. If a Confederate regiment becomes fatigued (see 16.0) check off the box next to that regiment's name.

The sheet is printed in two parts, Union and Confederate, with the following units:

  • Union: 20th Maine (Col. Chamberlain, Captain Spear, Capt. Morrill; companies A–E, F, G, H, I, K) and 83rd Pennsylvania (Capt. Jones; companies A–E), plus the 2nd Sharpshooters.
  • Confederate: 4th Alabama (Lt. Col. Scruggs; companies A–E); 47th Alabama (Lt. Col. Bulger; companies A–G); 15th Alabama (Col. Oates, Capt. Hill; companies *A, *B, *C, D, E, F, G, H, I, K, L). Companies marked * see 21.3 and 21.4.

10.7 Line of Sight

The Line of Sight (LOS) represents a unit's ability to see a potential target for Fire Combat. The heavily wooded terrain of Little Round Top allows a maximum LOS of three hexes (60 yards). Additionally, this LOS may be blocked by the five elevation levels printed on the map or by the presence of other units. The LOS is considered to be a straight line drawn from the center of the firing company's hex to the center of the target hex.

10.71 A unit tracing a LOS to a hex at the same level as itself may see three hexes (see 10.74 and 10.75).

10.72 A unit tracing a LOS "downhill" to hex at a lower elevation may:

  1. Always see into the first hex;

  2. See the second hex only if it is at the same level as the first;

  3. See the third hex only if able to see the second, and the third hex is at the same or a lower elevation than the second.

10.73 A unit tracing LOS "uphill" to a hex at a higher elevation may:

  1. Always see into the first hex;

  2. See the second hex only if it is at a higher elevation than the first;

  3. See the third hex only if it is higher than the first and second hex.

10.74 The LOS is always blocked by an intervening hex at an elevation higher than both the firing and target unit. For example, a unit in hex 0709 may not see a unit in 0910, even though both are at the same elevation.

10.75 A unit's LOS may be traced into but not through a rock hex, or any hex containing an infantry company.

10.76 Rock, stonewall, and fence hexsides have no effect on LOS.

10.77 If a LOS runs along a normally "blocking" hexside (e.g. from hex 1202 to 1402) the LOS is not blocked.

10.78 If a LOS runs along a hexside in which a change in elevation occurs (e.g. from hex 0710 to 0910) the LOS is not blocked if either elevation level bisected would allow a LOS to be traced.

10.8 Union Initial Volley

The Union troops on Little Round Top were posted behind cover awaiting the Confederate assault. As the Confederate troops advanced, each Union company in turn delivered a powerful initial volley. The shock and damage caused by these initial volleys disrupted the first Confederate attacks.

To simulate the effect of these first volleys from hidden troops, the first fire attack from each Union company receives a one column shift to the right on the Fire CRT. After a Union company has taken it's initial volley, circle its letter designation on the Regimental Status Sheet to denote that it has done so.

11.0 Melee Combat

Melee combat represents hand-to-hand fighting between units in the same hex, and is conducted during the Melee Phase.

Procedure

A company that wishes to initiate melee with an enemy unit must begin the friendly Melee Phase with that unit in its center front hex and must have received a melee command from its officer during the previous Movement Phase. During the Melee Phase, the unit then moves into the hex with the enemy company and conducts the melee attack. The Melee Strength of the opposing units are compared and the resulting combat strength differential is located on a row of the Melee Combat Results Table (CRT). The attacker then rolls a die and cross-references the number rolled with combat differential row to determine the melee result. Melee can result in strength point losses, unit disorganization, morale checks (see 13.0), retreats, or no effect. Also, officers may become casualties and regimental flags may be captured. After resolving the melee attack, any units remaining in the hex may change their facing and order of stacking.

11.1 Determining the Combat Differential

The combat odds on the Melee CRT are expressed as the difference between the Melee Strength of the attacker (the Phasing Player) and the total Melee Strength of the defender (the non-Phasing Player). The Melee Strength of a company is normally equal to its current Combat Strength (disorganized units have their Melee Strength reduced by one). The strength of either side in a melee may also be affected by the presence of officers, flags, terrain, and the combat situation (see the Melee CRT 11.6). The defender's strength is always subtracted from the attacker's strength regardless of who has the larger force. For example, a defender with an adjusted total strength of 8 attacked by a company with a total adjusted strength of 5 would produce a differential of -3 (minus three). Differentials lower than -4 or higher than +6 are resolved on those rows, respectively.

11.2 Melee Combat Restrictions

11.21 To initiate melee, the attacking unit(s) must:

  1. Have begun the Melee Phase adjacent to the target;

  2. Have announced their intention to melee (Mark units intending to melee with melee markers);

  3. Have expended the required number of Command Points during the Movement Phase.

11.22 More than one company may attempt to melee with an enemy unit, but only a maximum of two companies may actually enter the defender's hex to conduct the melee attack.

11.23 There is no "movement" cost for the attacking unit(s) to enter the defenders hex (this is built into the cost to initiate melee).

11.24 If the defender's hex is vacated prior to an intended melee attack being delivered due to the enemy unit(s) being retreated or eliminated by offensive fire, the attacker may advance into the hex a maximum of two of the units which were initiating the melee attack.

11.25 Units initiating melee may fire offensively prior to the melee (including Volley Fire), but must fire only at the units with which they intend to melee.

11.26 When two units stacked together both initiate melee, the bottom unit in the hex may only deliver the melee attack if the top unit is able to also.

11.3 Continuous Melee

If the result of a melee attack leaves opposing units in the hex together they are considered to be locked in an ongoing battle which will continue into the next Player's Melee Phase. This is known as a continuous melee and it will continue through successive Melee Phases until one Player or the other holds the hex unopposed. During each Melee Phase the Phasing Player recomputes and resolves the melee attack as the attacker.

11.31 A Player involved in a continuous melee has three options during the Melee Phase of his Player-Turn:

  1. He may refight another melee with the same units, recalculating the differential with his units acting as the attacker.

  2. He may reinforce the melee within stacking restrictions and then refight the melee as the attacker.

  3. He may choose to have all of his units retreat two hexes (subject to withdrawal fire from the enemy units in the continuous melee) and then check morale.

11.32 Units involved in a continuous melee may neither fire nor move normally, nor may other units fire into or move through the contested hex (exception: see #2, 11.31).

11.33 Units involved in a continuous melee do not have to expend Command Points to initiate melee.

11.34 Officers involved in a continuous melee have their Command Radius reduced by one hex, have their Command Point total halved (round fractions down), and may only rally units with which they are currently stacked.

11.4 Fixed Bayonets

11.41 During a friendly Command Phase units may fix bayonets at the cost of 4 Command Points. (Denote units with fixed bayonets by marking them with the correct fixed bayonet marker, depending on whether or not they are out of ammunition.)

11.42 Companies with fixed bayonets may remove them by reversing the above procedure in a following friendly Command Phase.

11.43 Companies with fixed bayonets may not fire, but have a Zone of Control if not out of ammunition. They may gather ammunition normally (see 15.0).

11.44 Bayonets may increase the total Melee Strength of units in a hex (see the Melee Combat Results Table 11.6).

11.45 Bayonets may affect the morale of enemy units in a melee (see 13.4).

11.5 Officers and Melee

Each officer in a hex in which a melee is resolved adds one point to the total Melee Strength of friendly units in the hex. When involved in a melee, an officer's Command Point Total is halved (round fractions down) and his Command Radius is reduced by one hex.

12.0 Disorganization and Rally

Companies may become disorganized from either Fire Combat, Melee Combat, or morale checks. Disorganization is indicated by flipping the company's counter over to its reverse side. Disorganization is removed and the counter is flipped back to its top side when it is rallied.

12.1 Effects of Disorganization

Disorganized units suffer the following effects:

  1. They may not move, change facing, or change order of stacking.

  2. They have their Fire Strength reduced by one strength point, but never below a Fire Strength of 1.

  3. They may not initiate melee attacks, and if involved in a continuous melee or defending against a melee attack, their Melee Strength is reduced by one strength point.

  4. They may not gather ammunition (see 15.2).

The Fire and/or Melee Strength of a disorganized company may never be reduced below one strength point. Officers and regimental flags (i.e. color-guards) never become disorganized.

12.2 Rally

12.21 Disorganized units may rally (recover from disorganization) during friendly Command Phases. This may occur in two ways:

  1. The owning Player rolls one die for each of his companies currently disorganized. The unit rolled for rallies on a die roll of six.

  2. Disorganized companies stacked with or adjacent to an officer of their regiment may be rallied by that officer at a cost of five Command Points (exception: see 11.34).

12.22 There is no limit to the number of times a unit may become disorganized, rally, and be disorganized again.

12.23 Newly rallied units maintain the same facing that they had when in the disorganized state.

13.0 Morale

At certain times in the game a company may be required to check its morale to see if the unit will stand where it is or retreat. Each company's morale is printed on its counter in the form of a letter rating (A is the best). This morale level will be shifted downwards as the unit takes losses, and may be modified for other effects as well.

Procedure

When a company is required to check morale, the owning Player must immediately make a die roll for that unit, and cross-reference the number rolled with the appropriate column on the Morale Table to locate the result of the morale check. Morale checks can result in no effect, disorganization, retreat, or unit elimination.

13.1 When Morale Checks Are Required

Companies must immediately check morale in the following circumstances:

  1. When they suffer a strength point loss due to Fire or Melee Combat;

  2. When they receive an M result in Melee Combat;

  3. When a company with which they are stacked retreats;

  4. When a friendly retreating company enters their hex or leaves an adjacent hex;

  5. When they retreat from a continuous melee (see 11.31);

  6. When a company with which they are stacked is completely eliminated.

13.2 Officers and Company Morale

Companies stacked with an officer have one subtracted from all die rolls when checking morale. (If there are two companies in a hex this bonus may be used by both).

14.0 Retreat

Retreat is a form of involuntary movement that occurs as a result of either a morale check or Melee Combat. Retreat is not considered to be movement and does not require the expenditure of Command Points. Retreating units may not move "backwards". They may only enter their center front hexes when retreating and may have to adjust their facing accordingly.

14.1 Retreat Priorities

Units that retreat must attempt to move exactly two hexes from the hex in which the retreat commenced. Retreating units may not enter enemy occupied hexes and must immediately stop upon entering an enemy Zone of Control. A unit that is unable to retreat at least one hex is completely eliminated (and all officers and regimental flags with the unit are captured). Within these restrictions, retreating units must obey the following priorities in determining their path of retreat:

  1. Units may enter an enemy Zone of Control only as a last resort.

  2. Union units must end their retreat as close as possible to the north map edge; Confederate units, as close as possible to the south map edge.

  3. Units must enter the fewest possible number of friendly occupied hexes.

  4. Units must make the fewest possible facing changes, i.e. must attempt to retreat in a "straight line".

If there is a choice between two or more retreat paths with equal priority, the owning player may take his pick.

14.2 Retreat Effects

14.21 Terrain has no effect on retreat.

14.22 Officers stacked with units that retreat may either retreat with the unit or remain in the hex, at the owning Players choice. Regimental flags must retreat with the unit to which they are "attached" (see 17.0).

14.23 Units that retreat off the map edge are not considered eliminated for Victory Point purposes, but are permanently removed from the game (replace officers as necessary).

14.24 Units may adjust their facing to any hexside after performing a retreat.

14.25 Retreating units may move into or through hexes containing friendly units (forcing them to check morale each time). However, if a retreated unit would end the Phase in a hex in excess of the stacking limits the unit must continue to retreat one or more additional hexes until this would no longer be the case.

15.0 Ammunition Supply

As the fire-fight lengthened, the companies of each side began to run out of ammunition. When the conditions listed below occur, firing companies must immediately check ammunition. The owning Player must make a separate die roll for each of the affected companies. On a roll of 1, 2, or 3, the company is out of ammunition (place an out of ammo marker on top of the unit). Any other result has no effect. Units that are out of ammunition may not fire and do not have a Zone of Control. They may engage in melee normally.

15.1 When to Check Ammunition

The chance of a company running out of ammunition varies slightly from regiment to regiment (see 15.3).

15.2 Gathering Ammunition

Companies that are out of ammunition may attempt to gather some, presumably from the cartridge boxes of the nearby dead and wounded as well as any overlooked supplies of their own. A company may automatically attempt to gather ammunition during a friendly Command Phase. The owning Player rolls one die for each unit out of ammunition. On a result of 1 the unit successfully gathers some ammunition and the out of ammo marker is removed. Any other result has no effect.

15.21 Only companies that are currently out of ammunition may attempt to gather some and ammunition may not be passed between units.

15.22 Disorganized companies, and those involved in continuous melee may not attempt to gather ammunition.

15.23 There is no limit to the number of times a company may run out of ammunition, gather some, and then run out again.

16.0 Regimental Fatigue

Little Round Top spans only only about two hours of a small part of the battle of Gettysburg. The Confederate units in the game had marched over twenty-four miles just to reach the battlefield and were already quite tired. In addition, the 15th Alabama had to fight its way over Big Round Top (a larger hill off to the south of the map) and was without its water party—a serious handicap in the July heat—because it had not rejoined the regiment before the advance was ordered. The Union regiments, on the other hand, had been in reserve all day and were well-rested; they are not subject to fatigue. When fatigued, all companies of the regiment have their morale rating shifted one column to the right when checking morale on the Morale Table. Additionally, all officers of a fatigued regiment have their Command Point Total reduced by 5 points.

Procedure

Starting with Game-Turn 12, or possibly later, the Confederate Player must begin checking for regimental fatigue. At the beginning of each friendly Command Phase he should make a separate die roll for each regiment that must check for fatigue, and compare the number rolled with the current Game-Turn on the Fatigue Table. The regiment is fatigued if the number rolled is less than or equal to the number on the Fatigue Table listed for that Game-Turn. Once fatigued, the regiment remains so for the rest of the game; no further rolls are necessary for it. The Game-Turn on which fatigue rolls begin vary slightly from regiment to regiment.

16.1 4th and 47th Alabama Regiments

The 4th and 47th Alabama regiments must each begin checking for fatigue starting with Game-Turn 14.

16.2 15th Alabama Regiment

If the 15th Alabama entered the game on Turn 3 (see 21.3) it must begin checking for fatigue on Turn 12. If it entered on Turn 5, the regiment does not begin checking for fatigue until Turn 14.

17.0 Regimental Flags

The 20th Maine, the 15th Alabama, and the 47th Alabama each have a flag counter, representing the regiments' battle flags and color guard.

17.1 Carrying the Flag

The flag may be carried by any company of the regiment. It does not count for stacking and simply moves along with the company carrying it, at no additional cost (place the flag counter on top of the company carrying it). Flags may be freely passed from company to company when those units are stacked together, again at no cost (Players may wish to note on the Regimental Status Sheet which company is currently carrying the flag).

17.11 Officers may not carry flags.

17.12 If the company carrying the flag is eliminated, the flag is considered to be "dropped" in that hex and remains there until it is either "picked up" by a friendly company entering the hex (there is no cost for this), or similarly captured by an enemy company.

17.2 Capturing the Flag

17.21 Captured flags are indicated by flipping the counter over to its reverse side.

17.22 Whenever a company carrying a flag suffers a strength point loss in melee there is a chance that the flag may be captured by the opposing Player. The owning Player rolls one die for each flag the affected company is carrying and on a roll of 1 or 2 the flag has been captured and may be assigned to any enemy company that took part in the melee attack.

17.23 Captured enemy flags are treated in the same manner as friendly ones, except that they provide no benefits for the company carrying them.

17.24 There is no limit to the number of times a flag may be captured and recaptured.

17.3 Benefits

Companies carrying their regiment's flag receive the following benefits:

  1. They have one strength point added to their Melee Strength for all Melee Combat.

  2. They have 1 subtracted from all morale check die rolls.

18.0 Victory Conditions

At the end of Game-Turn 18 victory is awarded to the Player who has obtained the most Victory Points. These points are awarded for the elimination of enemy strength points and officers, the capture of regimental flags, and the control of certain geographical objectives at the end of the game.

Procedure

At the end of the game each Player counts the number of enemy strength points and officers that have been killed, wounded, or captured as marked on the Regimental Status Sheet. Each Player then determines the number of Victory Points that these enemy casualties are worth based on the Victory Point Schedule (18.1). To this total the Player then adds any Victory Points gained for holding Victory Hexes and capturing enemy flags. The Player with the higher number of Victory Points is the winner of the game.

18.1 Victory Point Schedule

Each Player receives 1 Victory Point for each enemy strength point (representing 10 men) killed, wounded, or captured.

Each Player receives 2 Victory Points for each enemy officer captured.

Each Player receives 1 Victory Point for each enemy officer killed or wounded.

Each Player receives 2 Victory Points for each enemy flag captured.

Each Player receives 5 Victory Points for each Victory Hex controlled at the end of the game.

18.2 Victory Point Hexes

The four hexes marked on the map with the red Maltese Crosses are Victory Point Hexes. For Victory Point purposes they are considered to be controlled by the last Player to have friendly units occupy or pass through them. Neither Player controls a hex in which a continuous melee is occurring. At the beginning of the game all Victory Hexes are controlled by the Union Player.

18.3 Optional Victory Points

The Confederate Player receives 5 Victory Points if the Union Player "releases" the 83rd Pennsylvania Regiment (see 19.3).

The Union Player receives 5 Victory Points if the Confederate Player "releases" the 4th Alabama Regiment (see 19.3).

19.0 Special Rules

19.1 Movement Restrictions

UNION:

The Union forces were under orders to occupy and hold Little Round Top, and must operate under the following movement restrictions:

  1. Units of the 83rd PA and the 20th ME regiments may not move until they "see" any Confederate unit (i.e. one enters the LOS of any company of the regiment). Treat each of the two regiments separately for this rule. This movement restriction is automatically removed at the beginning of Game-Turn 4.

  2. Units of the 83rd PA must maintain contact with the main body of their regiment located off the west map edge. Therefore, no units of the 83rd may move east of the 0600 hex column (exception: see 19.3).

  3. The 20th ME detachment (see 19.2) may not move until they "see" a Confederate unit. This restriction is not automatically lifted until the beginning of Game-Turn 7.

CONFEDERATE:

Like the 83rd PA, companies of the 4th Alabama must maintain contact with the rest of their regiment off the west map edge and may not move east of the 0600 hex column (exception: see 19.3).

19.2 20th Maine Detachment

Colonel Chamberlain of the 20th ME sent out a small detachment to guard the flank of his regiment's position. Originally the detachment consisted only of B Company under Captain Morrill, but they were joined by a small party of the 2nd U.S. Sharpshooters who had retreated from Big Round Top due to the advance of the 15th Alabama. The 20th ME detachment deploys secretly (see 20.1) and has its position written down on paper. The Sharpshooters are the only units in the game armed with carbines (see 10.18 [sic; the carbine rule is printed as 10.23]) and may receive Command Points from any Union officers. Should Captain Morrill (or his replacement) ever end a Phase within the Command Radius of another officer of the 20th ME he is immediately removed from play. No Victory Points are awarded for this—the detachment has merely rejoined its regiment.

19.3 Release from Movement Restriction (Optional Rule)

At the beginning of any friendly Player-Turn, the Union Player may "release" the 83rd PA regiment from the second movement restriction given in case 19.1. Likewise, the Confederate Player may release the 4th Alabama from its movement restrictions. When a regiment is released, the other Player receives 5 Victory Points.

19.4 Unusual Terrain

19.41 Stonewalls and rock hexsides running along a hex in which a change in elevation levels occurs (e.g. from hex 0705 to 0809) provide a defensive benefit in Fire Combat (not Melee) only to units defending on the "higher side" of the obstacle. For example, if opposing units in hexes 0710 and 0809 exchanged fire, only the latter group would receive the benefit of a one column shift to the left on the Fire CRT.

19.42 Most of the map is covered by forest or rock hexes. Only the small area of the map (approximately) west of the 2000 hex row is free from such obstacles. This was cleared farmland and historically none of the battle occurred here. For game purposes, five of these "cleared" hexes would count as one "normal" hex for determining movement, Line of Sight, range for combat, etc. (round fractions up).

20.0 Setting Up the Game

At the start of the game both Players set up their units on the map, within the following restrictions. Additional units may also enter the game as reinforcements (see 21.0). Before starting, the Players should decide which, if any, of the Optional Rules (10.3, 19.3, and 21.4) will be used. After both Players have set-up, play begins with the Confederate Player-Turn of Game-Turn 1 (there is no Union Player-Turn on Game-Turn 1).

20.1 Union Set-Up

20th Maine: All companies and officers set up as shown on the map, facing south. The 20th Maine detachment—Captain Morrill, B Company, and the 2nd Sharpshooters—may set up in any hex east of the 1200 hex column. These units may be stacked together or in adjacent hexes. These units are not placed on the map, but have their position recorded on a piece of paper. They are not revealed until they come within the Line of Sight of a Confederate unit, or until they leave their deployment hexes.

83rd Pennsylvania: Companies A, B, and C, and Captain Jones set up as shown on the map, facing south. Additional companies of the regiment enter the game as reinforcements on Game-Turn 4.

20.2 Confederate Set-Up

4th Alabama: All companies and officers of this regiment set up in any hex west of the 0600 hex column and south of the 0008 hex row.

47th and 15th Alabama: These units enter the game as reinforcements.

21.0 Reinforcements

Reinforcements are additional units that enter the map during the play of the game.

21.1 How Reinforcements Arrive

Reinforcements are eligible to enter the map during the friendly Movement Phase of the Game-Turn indicated below. They arrive in the hex listed and pay normal terrain Command Point costs for the entry hex. These units are not "staged back", and pay Command Point costs only for hexes on the map which they enter. Reinforcements may arrive stacked within the normal restrictions. The owning Player determines the exact order of arrival, and reinforcements may be delayed off map either by circumstances or at the Players discretion. Reinforcements are not able to enter if their entry hex is occupied by enemy units or in an enemy Zone of Control. The reinforcements enter at the nearest available hex instead. Reinforcements still off-map can receive Command Points and are eligible for the Command Bonus, so long as the relevant officer is also off-map or has a Command Radius that reaches to the regiment's entry hex.

21.2 Union Reinforcements

Regt.UnitsGame-TurnEntry Hex
83rd PACompanies D and E40102

Conditions: Before these reinforcements enter the Union Player rolls one die. On a result of 1-3, both companies may enter in line formation; on any other result only D Company may enter. These units are each considered to have 8 Command Points on the Player-Turn they enter; afterwards they must receive Command Points from the on-map officer of the 83rd PA.

21.3 Confederate Reinforcements

Regt.UnitsGame-TurnEntry Hex
47th ALAll10416

Conditions: The units of this regiment may enter in either line or column formation.

Regt.UnitsGame-TurnEntry Hex
15th ALAll except Company AVaries0816

Conditions: At the start of the game the Confederate Player must choose whether this regiment will enter on Game-Turn 3 or 5. This decision will affect regimental fatigue and unit strength. The regiment enters the game in column formation. If entering on Turn 3, Companies B and C are each considered to have already lost one strength point (the missing regimental water party) and have this fact marked on the Regimental Status Sheet. If entering on Turn 5, Companies B and C are at full strength.

21.4 Optional Unit

Company A of the 15th AL normally does not enter the game at all (it remained off map throughout the battle). However, the Players have the option of allowing this company to enter normally with its regiment, if they agree to do so before the start of the game.

Bibliography

War of the Rebellion: Official Records of the Union and Confederate Armies. Series I, Vol. 27, Parts 1 and 2.

Coddington, Edwin B. The Gettysburg Campaign. (Scribners; 1968- Reprint, Morningside, 1979).

Norton, Oliver W. The Attack and Defense of Little Round Top. (Reprint-Morningside, 1979).

Oates, William C. The War Between the Union and the Confederacy. (Morningside: 1974).

Pullen, John J. The Twentieth Maine. (Hippincott, 1957).

Shaara, Michael The Killer Angels. (David McKay Co.: 1974).

Components

11" x 17" Mapboard

One counter sheet (117 pieces)

One Rulebook

One Six-Sided Die

Charts and Tables

3.0 Sequence of Play (Summary Chart)

Union Player Turn

  • A. Command Phase
  • B. Movement Phase
  • C. Fire Combat Phase
  • D. Melee Phase

Confederate Player Turn

(Repeat Phases A–D above)

Game-Turn End Phase

10.4 Fire Combat Results Table

Total Fire Strength directed into hex:

Die Roll1234-56-78-1011-1415+
1*DD111112
2*—DD11111
3———D

* Firing units may have to check ammunition supply, see 15.3 Ammunition Supply Table.

Attacks shifted to the left of the 1 Column are not permitted. Attacks shifted to the right of the 15+ Column are resolved on that column.

Results Key: — = No Effect. D = The fired on company is disorganized (flip the counter over). If already disorganized it must lose one strength point, remains disorganized, and must check morale. No officer casualties possible. 1 = Company loses one strength point and must check morale. Any officers in the hex must roll for casualties. 2 = Company loses 2 strength points and must check morale. Any officers in the hex must roll for casualties.

10.5 Fire Combat Modifying Effects

Move one column to the left if:

a. The defending unit is fired on by an enemy company one Elevation Level lower than itself.*

b. The defending unit is fired on through an adjacent stonewall, rock, or fence hexside.*

c. The defending unit is in a rock hex.

d. The firing unit has been ordered to initiate a melee attack.

Move two columns to the left if: The defending unit is fired on by an enemy company two Elevation Levels lower than itself.*

Move one column to the right if:

a. The defending unit is in column formation.

b. The defending unit is fired on through any rear hexside.*

c. The defending unit is attempting to initiate melee.

d. All firing companies are performing Volley Fire.

e. All firing Union companies are performing their initial volley.

Move two columns to the right if: The defending unit is fired on through both its center rear hexside and any frontal hexside.

Note: There can never be more than a net two column final shift, regardless of the number of qualifying effects.

* In multiple-unit attacks, any shifts take effect so long as the fire of at least one of the attacking units qualifies.

10.24 Range Chart

Weapon Type1 hex2 hexes3 hexes4+ hexes
Riflex1x1x1/2P
Carbinex2x1x1/2P

Cross-reference the firing unit's weapon type with the range to the target and multiply its Fire Strength by the number shown on the table. All infantry companies except the Union 2nd US Sharpshooters are armed with rifles; the Sharpshooters are armed with carbines. P = Prohibited. When halving Fire Strengths round fractions down. Attacks with a Fire Strength less than 1 are not permitted.

15.3 Ammunition Supply Table

Company's RegimentGame-TurnMust Check Ammunition When
15th Alabama1-9Roll a 1 on the Fire CRT when resolving Volley Fire.
15th Alabama10+Roll a 1 on the Fire CRT when resolving normal fire; roll a 1 or 2 when resolving Volley Fire.
All others1-12Roll a 1 when resolving Volley Fire.
All others13+Roll a 1 on the Fire CRT when resolving normal fire; roll a 1 or 2 when resolving Volley Fire.

11.6 Melee Combat Results Table

Combat Differential123456
-4 or lessD/—R/—1/—1R/11R/—2R/—
-3M/MD/—R/—1/—1R/11R/—
-2M/MM/MD/—R/—1/—1R/1
-1D/1M/M

Results Key: #/# = Effect on attacker / Effect on defender. — = No Effect. D = All units of that side in the hex are disorganized. Units that were already disorganized lose 1 strength point each and must immediately check morale. R = All units in the hex of that side must retreat two hexes and are disorganized. 1 = One unit in the hex must lose one strength point and immediately check morale. 1R, 2R = The top unit in the hex must lose that (total) number of strength points, and must retreat two hexes. M = All units of that side in the hex must immediately check morale.

11.7 Melee Combat Modifying Effects

All adjustments are cumulative.

Add one strength point to the total Melee Strength of either side for:

a. Each friendly officer in the hex;

b. The presence of the regimental flag in the hex.

Add one strength point to the total Melee Strength of the attacker if:

a. All attacking units have fixed bayonets and the defending unit(s) began the Melee Phase at the same or a lower Elevation Level than the attacker.*

b. Any attacking company entered the defender's hex through any of the defender's rear hexsides.*

Add one strength point to the total Melee Strength of the defender if:

a. Any of the attacking units crossed a stonewall, rock, or fence hexside when entering the defender's hex.*

b. The defending unit(s) are in a rock hex.*

* This adjustment does not apply to a continuous melee (i.e., it only applies in the phase when the melee is first initiated).

13.3 Morale Table

Die RollABCDEFG
1——————R
2—————DR
3————DDS

Results Key: — = No Effect. D = Disorganized. If the company is already disorganized it must retreat two hexes; the unit remains disorganized but does not lose any strength points. R = Retreat. The company must retreat two hexes and is disorganized (flip the counter over). If the company was already disorganized, it merely retreats—there is no additional effect. S = Shattered. The company ceases to be an effective unit, and is completely eliminated (for Victory Point purposes, consider all eliminated strength points to be killed).

13.4 Adjustments to Company Morale

All of the following adjustments are cumulative.

Move one column to the right:

a. For each strength point the company has lost;

b. If fired on by Volley Fire;

c. If fired on through any rear hexside;

d. If the company is disorganized;

e. If a Confederate company is fired on by a Union initial volley.

Move two columns to the right: If fired on through both its center rear hexside and any frontal hexside.

Subtract one from the morale die roll for:

a. Each friendly officer in the hex;

b. The presence of the regimental flag in the hex.

Note: Confederate companies may also have their morale affected by regimental fatigue (see 16.0).

16.3 Fatigue Table

Current Game-Turn12-1415161718
Fatigue #12345

# = If the number rolled is equal to or less than the number listed for that Game-Turn, the regiment is fatigued. Any other result has no effect. The fatigue die roll is increased by 1 for each Victory Hex currently controlled by the regiment in question.

4.6 Officer Casualty Table

Result Due toType of Result: D12Effect
Fire Combat—*11-2Officer Wounded
Result Due toType of Result: DR11R2REffect
Melee Combat—1111-2Officer Wounded
Melee Combat——22-33-4Officer Captured

Results Key: — = No officer casualty possible. * D combat results never cause officer casualties, even if the affected unit is already disorganized and must lose a strength point. # = Die roll necessary to produce the effect shown (any other die roll has no effect). Officer casualties never occur as the result of a morale check.

D
1
1
1
4————DDD1
5——————D1
6———————D
M/M
D/—
R/—
1/—
0—/RD/1M/MM/MD/—R/—
+1—/1—/RD/1M/MM/MD/
+21/1R—/1—/RD/1M/MM/M
+3—/1R1/1R—/1—/RD/1M/M
+4—/1R—/1R1/1R—/1—/RD/1
+5—/2R—/1R—/1R1/1R—/1—/R
+6 or more—/2R—/2R—/1R—/1R1/1R—/1
4———DRRS
5——DRRRS
6DDRRRRS