On to Richmond II: The Union Strikes South
On to Richmond II: The Union Strikes South Rulebook
Table of Contents
Table of Contents
- Note on This Rulebook's Sources
- GCACW Standard Basic Game Rules, Version 1.6
- On to Richmond II Exclusive Rules
- 1.0 Introduction
- 13.0 Scenarios, Control Markers, Maps
- Basic Game Scenarios
- Advanced Game Rules
- 1.0 Advanced Game Sequence Of Play
- 2.0 Starting The Game
- 3.0 Random Events
- 4.0 Strategic Events
- 5.0 Union Command Posture
- 6.0 Random End Of Action Cycle
- 7.0 Strategic Movement
- 8.0 Railroad Movement
- 9.0 CSS Virginia And USS Monitor
- 10.0 Amphibious Movement
- 11.0 Union Gunboats
- 12.0 County Control
- 13.0 Reinforcements
- 14.0 The Shenandoah Valley
- 15.0 Transfer
- 16.0 Norfolk And Fort Monroe
- 17.0 Supply
- The Game as History
- Designers' Notes
- On To Richmond! Credits
Note on This Rulebook's Sources
This rulebook is assembled, section by section, from the official rules currently published for On to Richmond II: The Union Strikes South:
- Sections 1.0–12.0 (core game system) are the GCACW Standard Basic Game Rules, Version 1.6, published by Multi-Man Publishing. These standardized rules apply to every game in the Great Campaigns of the American Civil War series, and On to Richmond II is called out by name at several points in this shared booklet where its rules diverge from the series default (for example, its pontoon-bridge and rain-fordability rules); those divergences are reproduced below exactly as published.
- Sections specific to On to Richmond II (game components, abbreviations, the Basic Game scenarios, the Advanced Game rules, and the game's special systems) are transcribed from the game's own rules booklet.
GCACW Standard Basic Game Rules, Version 1.6
1.0 Introduction
The purpose of this manual is to serve as a guide to playing Basic Game scenarios for any of the games that have been published to date in the Great Campaigns of the American Civil War (GCACW) series. The games published so far in the series are listed below (in order of publication), along with the three-letter abbreviation for each game. These abbreviations are used throughout this manual.
- Stonewall Jackson's Way (SJW) [Original Publication]
- Here Come The Rebels! (HCR)
- Roads to Gettysburg (RTG)
- Stonewall in the Valley (SIV)
- Stonewall's Last Battle (SLB)
- On to Richmond! (OTR)
- Grant Takes Command (GTC)
- Battle Above the Clouds (BAC)
- All Green Alike (AGA)
- Stonewall Jackson's Way (SJW) [redesign republication]
- Atlanta Is Ours (AIO)
- Here Come the Rebels! (HCR) [redesign publication]
- Roads to Gettysburg (RTG) [redesign publication]
- Rebels in the White House (RWH) [redesign publication]
- Hood Strikes North (HSN)
- On To Richmond (OTR) [redesign publication]
- Grant Takes Command (GTC) [redesign publication]
- The Petersburg Campaign (TPC)
- Thunder on the Mississippi (TOM)
Two modules were also published in the Skirmisher #2 magazine: Burnside Takes Command (BTC) and Rebels in the White House (RWH). One module was published in Skirmisher #4 magazine: Lee's Last Offensive (LLO).
The first six games in the series were each published with their own rule booklet that contained minor changes in Basic Game rules from one game to the next. The Basic Game rules for the series were then standardized with the publication of the Standard Series Rules Upgrade Kit in Issue #1 of the GCACW Gamer's Guide, The Skirmisher. This kit itemized the changes required to bring each game in line with the official common set of rules. Since the Basic Game rules have been standardized, each subsequent game in the series has included a Standard Basic Game rule book (such as this manual) and a separate set of rules that are unique to that campaign. The first version of the Standard Basic Game rules appeared in Grant Takes Command. These rules have only had minor revisions in games published since then. The new designation for the standard rules that are included herein are the GCACW Standard Basic Game Rules, Version 1.6. The rules that have been added or modified for Version 1.6 are shown in blue text in the original for ease of identification. Since these rule sections are the most recent version of the Standard Series Rules ("Standard Rules"), they should also be used to update the rules in Sections 2.0 to 12.0 for the first six games in the series, including On to Richmond!. Please note that the special rules and setups for each scenario still must be referenced from the rule booklet that was originally published with each game. The Upgrade Kit in The Skirmisher also contained 130 updated counters that are needed to convert the first five games in the series to the Standard Rules.
Although these Standard Rules enhance the realism and enjoyment of the series, particularly the early volumes, their use slightly increases the complexity of play. Although this manual's rules are considered "official", it is entirely understandable that some players may prefer to play the games strictly as originally written. Before starting play of any GCACW game, players must agree whether or not these Standard Rules will be employed. It is recommended that if these rules are used, they be used in their entirety, not selectively. However, rules listed as "optional" may be used selectively.
2.0 Basic Game Concepts
One person is chosen as the Union player and the other as the Confederate player. However, playing the game solitaire presents no special difficulties.
2.1 Game Components
The components differ from one game to the next in the Great Campaigns series. Consult the original rule booklet for each game to find the list of components for that title in the series. (On to Richmond!'s own component list is given under "On to Richmond! Exclusive Rules" below.)
2.2 Playing Pieces
The following types of playing pieces (or counters) are used in the game: military units, leaders, and informational markers.
Military Units. Each player controls a set of military units. These are usually identified by their commanding officer, who is listed by name on the counter (e.g., "Early-B"). Some small units, however, are simply identified by regiment (e.g., "10 GA" — the 10th Georgia Infantry). Units also have designations on each side of the organizational symbol (the colored rectangle in the middle of the counter) identifying the corps and/or the division to which the unit belongs. For example, the Union "XX" designation means the unit belongs to the Twentieth Corps; the Confederate "M-W" designation means the unit belongs to Wheeler's Corps, Morgan's Division. Union infantry units also have a numerical division designation on the right side of the organizational symbol, which is used for informational purposes only.
Military units come in five different sizes: II = Squadron (Union only); III = Regiment; X = Brigade; XX = Division; X+ = Demi-Division (Confederate only). The demi-division was not a true military organization, although several Confederate reports from early 1862 used that term. It is an aggregation of 2 to 4 brigades from the same division and is appropriate for the early period of the war, when Confederate leaders could not easily control divisions with up to 16,000 men.
Military units are divided into three types — Cavalry, Infantry, and Artillery. Military units have two values printed on their counters: the Tactical value, representing the military competence of the unit's commander and troops; and the Artillery value, representing the number of artillery batteries attached to that unit. Military units have two sides: the front ("normal") side and the reverse ("exhausted") side. The exhausted side is marked by a white stripe across the top of the unit.
Leaders. There are four types of leaders in the GCACW series. A leader may never occupy a hex by itself. It must always be stacked with a friendly, subordinate military unit.
- Army Leaders: Army leaders have only a single number on their counters, which is their Command value. Army leaders are used to initiate grand assaults, and in Advanced Game scenarios of some games in the series they can perform the Activate Army Leader action. They must be attached to a subordinate infantry (not cavalry or artillery) unit at all times. Army leaders are present for both players in every game except SIV and AGA.
- District Leaders: District leaders are distinguished by the presence of a colored star on their counter. Like corps and division leaders, district leader counters contain two numbers: a Tactical value and a Command value. District leaders are hybrid units that are used to both activate units for movement and assault (like corps and division leaders) and initiate grand assaults (like army leaders). District leaders may not perform the Activate Army Leader action. They must be attached to a subordinate infantry (not cavalry or artillery) unit at all times. District leaders are found leading the forces in a side theater that was not large enough historically to warrant the deployment of an entire army. Note: Not all games have District Leaders.
- Corps and Division Leaders: Corps and division leader counters contain two numbers: a Tactical value and a Command value, but no red star. Players must check the "Size" column in the scenario setup to determine which leaders with these two numbers are corps leaders and which are division leaders. Corps and division leaders are used to both activate units for movement and to initiate assaults. Corps and division leaders must be attached to a subordinate unit belonging to the same corps or division at all times. This subordinate unit can be of any type (infantry, cavalry, or artillery), depending on the composition of the units in that corps or division. Some combination of corps and/or division leaders are present for both players in every game in the series. Some corps may even have both corps and division leaders present; in this case some units may be activated by either the corps or division leader at the player's discretion.
Informational Markers.
Strength Markers: A military unit must always possess a single Strength marker. A Strength marker has a front (organized) and a reverse (disorganized) side. The organized side has a single number from 1 to 21, which is both its "Manpower value" and "Combat value." The disorganized side has two numbers: a smaller number in value (1/2 to 14), which is its Combat value; and a larger number in value (1 to 21), which is its Manpower value. Strength markers never function by themselves; they must always be assigned to a military unit. At the start of a scenario, a Strength marker of the correct Manpower value is placed underneath a unit on its organized side. Wherever a unit goes, its Strength marker accompanies it. A maximum of one Strength marker may be assigned to a unit at a time. As a unit suffers losses, its marker changes. A player may examine his opponent's Strength markers at any time. Leaders never possess Strength markers. Although Strength markers can have numbers from 1 to 21, in most games in the series, players are limited to a maximum Manpower value that is less than 21. The maximum manpower in a specific game is listed in the Advanced Game rules for that game, in the Attachment section.
Fatigue Markers: As military units move and fight, they become "fatigued." Fatigue is represented in five "Fatigue levels" from 0 to 4. Military units must always be at one of these levels. Fatigue markers are placed underneath a unit's Strength marker. As the unit's Fatigue level changes, its Fatigue marker is adjusted. A unit at Fatigue level 0 does not possess a Fatigue marker — the lack of such a marker indicates Level 0. Leaders never possess Fatigue markers.
2.3 The Map
Each land hex on the map is classified as one of ten major terrain types: clear, rolling, rough, woods, city, swamp, provisional swamp, hill, mountain, or loess. Each terrain type has its own Movement Point cost, listed on the Terrain Chart, which military units pay to enter the hex. Clear, rolling and hill hexes have distinctive base colors: light yellow for clear, light green for rolling, and orange for hills. Other hexes can be recognized by special symbology: a green "brush" pattern for rough; a dark green "forest" pattern for woods; a gray "grid" pattern for city; a light green "marsh" pattern for provisional swamps; a highlight to the provisional swamp for permanent swamp hexes (in OTR and GTC this highlight is given by making the swamps a darker green; in all other games the permanent swamp hexes have a silvery-blue highlight applied); a brown "elevated land" pattern for mountain; and a tan pattern for hills. A land hex is considered to be the terrain type of the predominant symbology in that hex. Only whole hexes are playable. Partial hexes are not playable for any game purpose; they are considered off-map.
Special Hex/Hexside Features: A number of terrain types appear along hexsides, such as rivers, creeks, ridges, bluffs, fords, bridges, ferries, dams, and county borders. Several types of special terrain appear within a hex, such as villages, RR stations, pikes, roads, landings and redoubts, but these have no effect on a hex's major terrain classification. Woods Hexside: A "woods hexside" is a hexside between a woods hex and any other hex (including another woods hex). The hexside itself does not have to be covered with a forest pattern to be considered a woods hexside. Loess Hexside: A "loess hexside" is a hexside between a loess hex and any other hex (including another loess hex).
2.4 Zones of Control
A military unit, regardless of its status, exerts a Zone of Control (ZOC) into each of the six adjacent hexes surrounding it. Exceptions: ZOC extend across major or minor river hexsides only at fords, dams, ferries, or bridges. Also, ZOC extend into and out of swamp and mountain hexes only across hexsides crossed by a road, pike, RR or trail. Finally, ZOC do not extend across all-water hexsides.
Restricted ZOC: If a unit exerts a ZOC across a woods or loess hexside (see definition above), and no road, pike, RR or trail traverses that hexside, the hex into which that ZOC is exerted is referred to as a "restricted ZOC." Non-restricted ZOC are sometimes referred to as "normal" ZOC. Unless otherwise specified, restricted ZOC hexes function like normal ZOC.
2.5 Command Radius
Sometimes a leader must trace a "command radius" between itself and subordinate units or another leader. A command radius is a path of three or fewer contiguous hexes between a leader's hex (exclusive) to a unit's hex (inclusive). Terrain is irrelevant when a leader traces a command radius — the three-hex path may enter any type of hex or cross any hexside. A command radius may not enter an enemy-occupied hex or an enemy ZOC, including restricted ZOCs. (It may enter an enemy ZOC hex if that hex is occupied by a friendly unit.) The hex occupied by a leader is considered within its own command radius.
2.6 Abbreviations
Art: Artillery — MP: Movement Points Brig: Brigade — Org: Organized Cav: Cavalry — Regt: Regiment Cmd: Command — RR: Railroad Disorg: Disorganized — Sub: Substitute Div: Division — VP: Victory Points Dmorlze: Demoralized — ZOC: Zone of Control Inf: Infantry
(On to Richmond!'s own abbreviations for its commanders and formations are given under "On to Richmond! Exclusive Rules" below.)
3.0 Basic Game Sequence Of Play
Each turn is performed according to a Sequence of Play:
- Random Events Phase. Two dice are rolled; the players consult the Random Events Table. (Random events are only used in a Basic Game scenario if the scenario specifically calls for it.)
- Leader Transfer Phase. Leaders may be transferred from one subordinate unit to another (see 6.3).
- The Action Cycle — Action Phase.
- A. Initiative Segment: Both players roll a die. The player with the higher roll wins. The winner must take initiative or pass (see 4.2). In all games other than BAC, TOM, AIO, and HSN, if both players roll the same number, the Confederate player wins initiative — this includes On to Richmond!. In some games, such as all OTR scenarios and the GTC Grand Campaign game, players must note the number on the winning die; in such games, this number is used to determine which units are eligible for activation with that initiative (see 5.2).
- B. Activation Segment: The player who has taken initiative must perform a single action with an eligible leader or unit. At the end of an Activation Segment, the players return to the Initiative Segment and a new Action Phase begins. Players continue to perform Action Phases indefinitely until both players pass in the same Action Phase (see 4.4).
- Recovery Phase. Eligible units may entrench, build bridges, repair bridges and ferries, and recover from fatigue, disorganization, exhaustion, and demoralization.
- Turn Indication Phase. The Turn marker is advanced one box on the Turn Record Track and the players begin a new turn.
Exceptions: Occasionally, an individual Basic Game scenario might draw on one or more rules sections from the Advanced Game rules for that volume. In these situations, additional phases may be added to the sequence of play after the Random Events Phase.
4.0 The Action Cycle
Every turn has a single Action Cycle of indefinite length.
4.1 The Action Phase
An Action Cycle consists of a variable number of Action Phases. Each Action Phase is composed of an Initiative Segment and an Activation Segment. As soon as a player completes an action in the Activation Segment, a new Action Phase begins. Action Phases continue indefinitely until conditions for ending the Action Cycle are fulfilled.
4.2 The Initiative Segment
During this segment, both players roll a die. The player with the highest roll wins. In BAC, TOM, AIO and HSN, either the Union or Confederate player may win initiative depending on the specific number rolled; in all other games, including On to Richmond!, the Confederate player wins initiative on a tie. In some games, such as all OTR scenarios and the GTC Grand Campaign game, players must note the number on the winning die. In such games, this number is used to determine which units are eligible for activation with that initiative; see 5.2 for an example. If one player has no units eligible for activation in an Initiative Segment, his opponent automatically wins, and the dice are not rolled. (Exception: In some scenarios, the turn may end early or Insubordination may occur on certain tied initiative rolls. In these scenarios, both players must roll the dice in each Initiative Segment, even if one player has no units eligible for activation. If the player who has no eligible units wins the roll, he must pass.)
The winning player must choose one of the following two options:
- Take Initiative: He may take the initiative, thereby obligating him to perform an action in the subsequent Activation Segment.
- Pass: He may "pass," automatically yielding initiative to his opponent.
A player who lost the initiative roll but who has initiative yielded to him by a "pass" must choose one of the same two options — take initiative, or pass, which automatically ends the Action Cycle.
Passing: If the player who wins the initiative roll passes, he does nothing. His opponent must then either take the initiative or pass. If the opponent also passes, the Action Cycle ends.
4.3 Activation Segment
The player who takes initiative must perform a single action with an eligible unit or leader in the Activation Segment. The counter selected for this action is called the "active unit" or "active leader." The player controlling this unit/leader is called the "active player."
4.4 Ending the Action Cycle
As soon as a player completes an action in an Activation Segment, a new Action Phase begins. Action Phases repeat indefinitely in an Action Cycle until both players pass in the same Action Phase. Thus, an Action Cycle ends when the player who wins the initiative roll passes, and his opponent — who is given the choice of taking initiative or passing — also passes. The Action Cycle also ends when both players have no units eligible for activation, or if a player passes when his opponent has no units eligible for activation. When an Action Cycle ends, proceed to the Recovery Phase.
5.0 Actions
The player who takes initiative must perform a single action in the Activation Segment with one of his units or leaders. There are five types of actions: March, Activate Leader, Assault, Burn RR Station (not in SIV or OTR), and Entrenchment (1863 or later).
5.1 March
Only a single unit (not a leader) may be chosen to perform a March action. A unit is eligible to march only if it is currently at a Fatigue Level of 3 or less — it may not march if it is at Fatigue Level 4. The unit's Strength marker may be organized or disorganized. A unit may march more than once per turn, but never more than once per Action Phase. A March is performed as follows:
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The player with initiative selects one eligible unit anywhere on the map. The unit's Movement Allowance is calculated as follows:
- Union Infantry or Artillery Unit: The Union player rolls one die. The result is the unit's Movement Allowance.
- Confederate Infantry or Artillery Unit: The Confederate player rolls one die. The die roll is increased by 1. The modified die roll is the unit's Movement Allowance. Exception: In OTR and AGA, the Confederate player rolls one die (but does not increase the roll by 1). The result is the unit's Movement Allowance, although the unit's minimum Movement Allowance is 2, even if the roll is 1.
- Union Cavalry Unit: The Union player rolls two dice. The sum of the dice is the unit's Movement Allowance.
- Confederate Cavalry Unit: The Confederate player rolls two dice. The sum of the dice is increased by 1. The modified dice roll is the unit's Movement Allowance.
The chosen unit's Fatigue Level is increased by one. The unit gains a new Fatigue marker (or has an existing marker flipped over) to reflect the change. If this march brings a unit on its normal side to a new Fatigue Level of 3 or 4, or a unit on its exhausted side to a new Fatigue Level of 2, 3 or 4, it is an "extended march," and the player must consult the Extended March Table. Note: Before proceeding to Step 3, enemy cavalry units in the active unit's ZOC may perform a cavalry retreat (see 7.7).
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An eligible unit may enhance its Movement Allowance by making a "force march." The Movement Points (MP) gained by a force march are added to the Movement Allowance calculated in Step 1 to determine a final Movement Allowance. If no force march is performed, the unit's final Movement Allowance is the number determined in Step 1.
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Place the "Active Movement Allowance" marker on the Movement Track in the box corresponding to the unit's final Movement Allowance.
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The unit performs its march. As it expends MP, the Active Movement Allowance marker is adjusted downward. The march ends when the marker reaches 0 or the active player states that the action is over. If the marker reaches 0 due to an attack, the action does not end until the attack is resolved. (Optional) A unit at Fatigue Level 4 may be selected in Step 1 of a March action if its Strength marker is organized. If a unit at Fatigue Level 4 marches, its Strength marker is automatically flipped to its disorganized side. (It retains its Fatigue Level 4 marker.) The player does not consult the Extended March Table. If a unit at Fatigue Level 4 marches, it may not also force march.
Extended March: If a unit on its normal side marches and its fatigue increase brings it to Fatigue Level 3 or 4, the action is an "extended march." If a unit on its exhausted side marches and its fatigue increase brings it to Fatigue Level 2, 3 or 4, the action is also an "extended march." Before proceeding to Step 3 of the march procedure, the active player rolls a die and consults the Extended March Table (see Charts & Tables handout). This roll may be modified. If the unit's Strength marker is organized, the modified roll is cross-referenced with the "Organized" column. If the unit's Strength marker is disorganized, the modified roll is cross-referenced with the "Disorganized" column corresponding to its current Manpower value. There are three possible results: NE, no effect; the extended march has no effect on the active unit. D, disorganized; the unit's Strength marker is flipped to its disorganized side. 1/2/3, the unit's Manpower value is reduced by 1, 2, or 3, and the unit's new Strength marker is placed on its disorganized side. As long as it is not eliminated by the result, the active unit resumes its march after determining the effects of its extended march.
Force March: A player may enhance his active unit's Movement Allowance by declaring a "Force March." A force march may only be declared in Step 3 of the March procedure or Step 7 of the Activate Leader procedure. An active unit may force march only if its Strength marker is currently on its organized side. Artillery and wagon units can never force march. To conduct a force march, follow this procedure:
- Flip the unit's Strength marker to its disorganized side.
- If an infantry unit force marches, roll one die and subtract 1 from the roll. If a cavalry unit force marches, roll two dice and subtract 1 from the dice sum. The result is the number of MP added to the active unit's Movement Allowance as determined in Step 1 of the March procedure. The minimum MP bonus gained by an infantry unit's force march is 2, even if the modified roll is 0 or 1. The minimum MP bonus gained by a cavalry unit's force march is 4, even if the modified roll is 1, 2, or 3.
- If the unmodified roll in Step 2 is 6 (for infantry), the active unit's Manpower Value is reduced by two if its current Manpower Value is 6 or more; otherwise, its Manpower Value is reduced by 1. If the unmodified roll in Step 2 is from 2 to 5 (for infantry) or 8 or more (for cavalry), the active unit's Manpower Value is reduced by one. New Strength markers are placed on their disorganized sides. If the unmodified roll in Step 2 is 1 (for infantry) or 7 or less (for cavalry), the active unit's Manpower Value is unaffected.
5.2 Activate Leader
The "activate leader" action enables a player to perform one or more consecutive march actions with eligible military units in the same Action Phase. The following actions may not be performed in an Activate Leader action: Assault, Burn RR Station, and (in Advanced Game scenarios) RR or amphibious embarking and movement. Only one district, division, or corps leader at a time may be chosen for activation. A leader is eligible for activation only if one or more units within his command radius belonging to his command are at a Fatigue Level of 3 or less. A leader activation is performed as follows:
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The player with initiative selects an eligible leader anywhere on the map.
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The player with initiative must select one or more units belonging to the active leader's command that are situated within the leader's command radius (other than the leader itself). All of the units selected to participate in an activate leader action must be at a Fatigue Level of 3 or less. Place a Union or Confederate "Leader Activation" marker on top of each unit selected. The player is not obligated to select every eligible unit within the leader's command radius, although he may do so. He must select at least one. In all games there will be units that do not belong to any leader's command (Example: Union cavalry units in SIV, OTR, SJW, HCR, SLB and AGA do not belong to a command since there are no Union cavalry leaders in those games). These units may not be selected to join an activate leader action. They may only perform march and entrenchment actions individually. Exception: Artillery units in all games may be selected to join in an Activate Leader action of any non-cavalry leader, even though they do not belong to the active leader's command.
In 1864–1865, or in 1863 if playing with the "Entrenchment" action optional rule, the player must declare whether each unit selected will march or entrench. This designation must occur in Step 2 of this procedure, prior to the calculation of the Movement Allowance. The player is free to have some units march and others entrench during a single Activate Leader action.
(Optional) A unit at Fatigue Level 4 may be selected to march (not entrench) in Step 2 of an Activate Leader action if its Strength marker is organized. If a unit at Fatigue Level 4 marches, its Strength marker is automatically flipped to its disorganized side. (It retains its Fatigue Level 4 marker.) The player does not consult the Extended March Table. If a unit at Fatigue Level 4 marches, it may not also force march.
Special Rule For On To Richmond: In OTR, if the Union player is performing the Activate Leader action, he is limited in the number of units he may select by the number he rolled during the just-completed Initiative Segment of the current Action Phase:
Union Die Roll Result 1 to 4 Union player may select only 1 eligible unit 5 Union player may select 2 eligible units 6 Union player may select any number of eligible units Note: If the Confederate player won the initiative roll in the current Action Phase but passed, the Union player may select any number of eligible units in a leader activation regardless of the number he rolled in the Initiative Segment. Also, if the Union player has taken initiative in the current Action Phase without an initiative dice roll (which is possible if the Confederate player has no units eligible for activation), the Union player may select any number of eligible units in a leader activation.
5.3 Assault
An "assault" action enables a district, division, or corps leader to attack a single, adjacent, enemy-occupied hex with a group of subordinate units rather than attacking with each individually. Only one leader at a time may be chosen for an assault. A leader is eligible for an assault only if one or more subordinate units in the leader's hex have a Fatigue Level of 3 or less. MP are not used in an assault; assaults are explained in detail in the combat section (7.1).
5.4 Burn RR Station
SIV and OTR may not burn RR stations.
5.5 Entrenchment
In any 1864 or later scenario, or in a 1863 scenario if used by mutual consent, players may add an "Entrenchment" action to the menu of actions available to active units. Entrenching during the Action Cycle is always in addition to normal entrenchment rules in the Recovery Phase (see 9.0). This action does not apply to On to Richmond!'s 1862 Basic Game scenarios, which use the Recovery Phase entrenchment procedure only.
6.0 March and Movement
6.1 Rules of Marching
A marching unit may move and/or attack. A unit moves from hex to adjacent hex, expending a number of Movement Points (MP) equal to the cost of the major terrain in the hex entered (see the Terrain Chart). A marching unit can expend some, all, or none of its MP (unused MP may not be saved from march to march, nor may they be transferred between units). As a unit expends MPs, the Active Movement Allowance marker is adjusted downward on the Movement Track. The unit may no longer move when the marker reaches 0.
Attack: Attacks (except for assaults) are part of the march procedure. A marching unit may attack any single adjacent hex occupied by enemy units. There are four types of attacks, each of which expends a different number of MP (the MP cost also varies for infantry and cavalry units). A unit may not attack if it does not possess the requisite MP:
- Column of Route: 0 MP (for both infantry and cavalry). A column of route attack may not be declared if a unit's Movement Allowance is 0; it may only be used if the unit has a Movement Allowance of 1 or more at the moment of declaration.
- Hasty: 1 MP for infantry; 2 MP for cavalry.
- Normal: 2 MP for infantry; 4 MP for cavalry.
- Prepared: 4 MP for infantry; 8 MP for cavalry.
Note: The defender's terrain does not affect an attack's MP cost. The four types of attacks listed above are used only for units attacking in a march — they are not used in an assault. Exception: If the defender is in loess terrain, a +1 MP penalty applies to the MP cost to undertake that attack.
6.2 Rules of Movement
Roads, Pikes, Railroads: If a unit enters a hex through a hexside crossed by a road, pike, or railroad (RR), it ignores the cost of the hex's major terrain and instead pays 1 MP. Unfinished railroads are treated as roads (not railroads) for all game purposes.
Trails: If a unit enters a mountain hex through a hexside crossed by a trail, it expends 2 MP. If a unit enters a non-mountain hex through a hexside crossed by a trail, it expends 1 MP.
Mountains: A unit may never enter or exit a mountain hex unless this move is performed across a hexside crossed by a road, pike, trail, or railroad.
Ridges: If a unit enters a hex across a ridge hexside, it must expend an additional 1 MP above the normal cost for entering the hex. This applies even if the hexside is crossed by a road, pike, trail, or RR, and regardless of the direction of movement.
Swamps: A unit may never enter or exit a swamp hex unless this move is performed across a hexside crossed by a road, pike, or RR. Provisional swamp hexes function in all respects as rough hexes except in rain turns, when they convert to normal swamp hexes (see 12.0).
Rivers: A unit may not cross a major or minor river hexside except at a bridge, dam, ferry, or ford. A unit crossing a bridge, dam, or ford pays no MP penalty. (The MP cost of the major terrain in the hex entered is negated if the bridge, dam, or ford is crossed by a road, pike, or RR — and the road, pike, or RR MP cost is used instead.)
Dams: Dams are considered indestructible bridges in all GCACW games. A unit may cross a dam over a major or minor river with no movement point penalty, even in a rain turn, just as if it were a bridge. Unlike bridges, dams may not be destroyed.
Ferries: A unit may cross a ferry over a minor river in non-rain turns with no MP penalty, just as if it were a ford. However, at a major river ferry on any turn (regardless of weather), or at a minor river ferry in a rain turn or while unfordable, the unit must pay an MP penalty (simulating the use of boats to cross). The unit's Manpower value is divided by 3 (drop fractions). The result is the MP penalty to cross the ferry. This penalty is in addition to the normal MP cost to enter the hex on the far side of the ferry (typically road movement cost).
Creeks: Creek hexsides do not affect movement. Units may cross them at no special MP cost.
Water: Units may not enter water hexes.
Enemy-Occupied Hexes: A unit may not enter a hex occupied by enemy units (but see 7.6).
Enter Enemy Zone of Control: A unit must stop its movement at the moment it enters an enemy normal ZOC hex from a hex that is not in an enemy normal ZOC. The unit must then either attack or end its march. If the unit attacks successfully (i.e., it does not receive a "D," "F," "f," or "E" combat result), it is allowed to continue its march by moving and/or attacking. (However, if after a successful attack it still occupies an enemy normal ZOC, it again must either attack or end the march.) A unit must stop upon entering an enemy normal ZOC even if that ZOC is occupied by a friendly unit. If a unit enters an enemy cavalry unit's normal ZOC and the enemy unit performs a cavalry retreat, the unit may continue its march. A unit may not refuse flanks (7.8) when entering an enemy normal ZOC; however, it may refuse flanks if it marches in place in an enemy normal ZOC.
Exit Enemy Zone of Control: An active unit may not exit an enemy normal ZOC hex unless it starts its march in an enemy normal ZOC hex and its first activity is to exit that ZOC. ZOC to non-ZOC: If it moves from an enemy normal ZOC hex directly to a hex that is not in an enemy normal ZOC, it pays normal MP costs plus 1 MP to enter that hex. Assuming the unit has MP remaining, it may continue its march. ZOC to ZOC: If it moves directly from one enemy normal ZOC hex to another, it ignores the hex's MP cost and instead pays a cost equal to the unit's entire Movement Allowance. This penalty applies even if the enemy normal ZOC hex entered is occupied by a friendly unit and even if the two enemy ZOC emanate from different enemy units not in the same hex. Since the unit then has 0 MP left, its march is over and it may not attack. (Even though a hex's normal MP cost is ignored, a unit may still not enter or exit a mountain or swamp hex — except by road, pike, RR or trail — or cross a major/minor river hexside, except by ford, bridge, dam, or ferry.) If a unit moves directly from one enemy normal ZOC hex to another and the two hexes are not connected by a road, pike, RR or trail, the unit's Strength marker is flipped to its disorganized side. (If it is already disorganized, reduce the Strength marker's Manpower value by 1.) Disorganization or loss is not applied if the unit moves from one enemy normal ZOC hex to another and the two hexes are connected by a road, pike, RR or trail. A unit may neither attack nor refuse flanks (7.8) when moving directly from one enemy normal ZOC to another enemy normal ZOC.
Restricted ZOC: Restricted ZOC hexes — those into which a ZOC is exerted across a woods or loess hexside not containing a road, pike, RR or trail (see 2.4) — do not affect movement in any way.
Enter Friendly-Occupied Hex: An active infantry, artillery, or wagon train unit must pay an MP penalty to enter a hex already occupied by one or more friendly infantry and/or artillery units with a combined Combat Value of 3 or more, or a hex occupied by a wagon train. The MP penalty depends on the major terrain in the hex entered. MP penalties to enter a friendly-occupied hex are not cumulative:
| Combined Combat Value in Hex | City, Clear, Rough, Rolling, Hill | Woods, Loess, Swamp, Mountain |
|---|---|---|
| Less than 3 | NE | NE |
| 3 to 11 | +1 MP | +3 MP |
| More than 11 | +2 MP | +4 MP |
| Wagon Train | +2 MP | +4 MP |
Note: The combined Combat value may fall exactly between two rows of the chart above (e.g., 11.5). If so, round the value up. Cavalry units do not pay such MP penalties and do not trigger them if a friendly infantry, artillery, or wagon train unit enters their hex.
Cavalry Retreat: When an active infantry unit moves into the normal ZOC of an enemy cavalry unit — before the active player declares an attack — the cavalry unit may make a cavalry retreat (see 7.7).
Minimum 1 Hex Movement: As long as a unit does not attack during its march, it may always move at least one hex — even if its Movement Allowance is not sufficient for it to enter an adjacent hex. Exception: A unit may still not enter or exit a mountain or swamp hex (except by road, pike, RR or trail), or cross a major or minor river hexside (except at a bridge, dam, ford, or ferry). If an enemy cavalry retreat reduces an active unit's Movement Allowance to 0 before it has moved in its march, it may still move one hex. If a unit begins a march adjacent to a ferry hexside and does not have enough MP to cross due to the ferry MP penalty, it may cross that ferry hexside anyway using all of its available MP.
6.3 Leader Movement
A leader may never occupy a hex by itself; it must always be stacked with a subordinate unit. A leader is considered "attached" to a unit with which it is stacked and must move with that unit wherever it goes during a March or Activate Leader action (exception: see "Leaders and Combat," below). More than one leader may be attached to the same unit if they represent different organizational levels (e.g., a division and corps leader; or a corps and army/district leader). Once a unit with one or more attached leaders begins its movement in a March or Activate Leader action, it may not "drop off" a leader and attach it to a different unit in any hex entered during that action. A leader may neither move nor activate by itself, although it may "transfer" (see below).
Leaders and Combat: If a unit with one or more attached leaders is forced to retreat, the leaders must remain with that unit throughout the retreat. If, during its retreat, it enters a hex occupied by other units, it may not "drop off" a leader and attach it to another unit in that hex. If a unit with one or more attached leaders is eligible to advance after combat (see 7.6), the leaders accompany the unit during the advance. (Exception: If more than one unit is eligible to advance after combat, and some advance while others do not, the owning player may either keep leaders attached to their current unit, or he may reattach one or more of them to another subordinate unit in the hex immediately before the advance is undertaken.)
Leader Transfer: A leader may transfer from unit-to-unit in two ways. Leader Transfer Phase: During the Leader Transfer Phase, the owning player may transfer some, none, or all of his leaders from one subordinate unit to another, tracing a path of contiguous hexes no more than 10 hexes in length from the leader's hex (exclusive) to the hex occupied by the unit to which the leader wishes to transfer (inclusive). This path may not enter enemy-occupied hexes, but it may enter enemy ZOC, and it may transit any terrain type, including swamps, mountains, and rivers. The Union player must perform all desired transfers in the Leader Transfer Phase before the Confederate player executes any leader transfers. Activate Leader Action: Leaders may transfer during an "activate leader" action (see 5.2). Such a transfer may only be performed once per action, and only before units march.
Army and District Leaders: Army and district leaders are subject to the following restrictions: they may transfer in the Leader Transfer Phase, but they may not attach to a cavalry/artillery unit or cavalry leader. If a District Leader is the Active Leader then he can leader transfer per section 5.2 step 5. If they are situated in the same hex as an active leader performing an Activate Leader action, they may transfer with the active leader in Step 5 of the Activate Leader procedure, although they are not obligated to do so; if an army/district leader transfers, it must transfer and attach to the same unit as the active leader. Exception: If the active leader is a cavalry leader, an army/district leader may not transfer in Step 5 of the Activate Leader procedure. If an army/district leader occupies a hex with more than one subordinate infantry unit, and one of those units to which the army/district leader is not currently attached leaves the hex during a March or Activate Leader action (including an advance after combat), the leader may attach to the departing unit or it may remain in the hex and stay attached to its current unit. An army/district leader is not obligated to be attached to an infantry unit to which a non-army leader is also attached; the army/district leader may be attached to an infantry unit by itself.
6.4 Stacking
An unlimited number of friendly units and leaders may occupy the same hex.
Force Markers: Since stacks of counters are unwieldy, players should use substitute counters called "Force markers" when they have more than two units per hex. Each player has his own set of Force markers and a corresponding Force Display. Each Force marker is identified by number and has a corresponding box on the display. A player may remove an unwieldy stack of counters from the map at any time and place the units, leaders, and markers comprising this stack in an empty box of the display. Then the Force marker corresponding to this box is placed on the map in the hex formerly occupied by the stack. All units and leaders comprising a force are considered to occupy the hex in which the Force marker is situated, and they exert ZOC normally. Subject to normal marching rules, units and leaders may leave the force and be placed back on the map at any time the owning player wishes. Units may freely join a force if they end a march in the same hex as the marker. Force markers have no effect on play. Players are not obligated to use them.
6.5 Fatigue Levels
A unit's Fatigue Level is increased when it performs an action. It may also be increased due to combat. A unit at Fatigue Level 4 may not perform an action, although it may defend and retreat due to combat. Players may wish to turn units sideways when they reach Fatigue Level 4 so that they can see at a glance which units are no longer eligible for activation.
7.0 Combat
7.1 Attacks
Only a unit performing a march or units participating in an assault action may attack.
Targets of Attacks: An attacking unit (or group of units in an assault) may attack any single, adjacent hex occupied by one or more enemy units. If the attacking unit is adjacent to more than one enemy-occupied hex, it may attack only one hex of the active player's choice.
Participation in Attacks: Attacks are never mandatory. In a march, only the active unit may attack. All other friendly units, even those stacked in the same hex as the active unit, never participate in the attack. A unit may attack more than once per march as long as it has the requisite MP and does not suffer a prohibitive result on the Combat Results Table. In an assault action, only subordinate units stacked in the same hex as the active leader may participate in the attack (exception: see "grand assault"). A maximum of one attack may take place per assault action.
Participation in Defense: All units in a hex being attacked must participate in that combat. The attacker may not single out a unit in the hex as a target, and the defender may not withhold units in the hex from combat.
Attack Restrictions:
- Rivers: An attack may not take place across a major or minor river hexside unless a bridge, dam, ferry, or ford connects the attacker's and defender's hexes.
- Mountains and Swamps: An attack may not take place against a unit in a mountain or swamp hex unless the attacker's and defender's hexes are connected by a road, pike, RR or trail. A unit in a mountain or swamp hex may not attack an enemy unit unless the two hexes are connected by a road, pike, RR or trail.
- Artillery: Artillery units may not be the only units in an attack (marching or assault).
- Woods or Loess Hexsides: A unit may only attack across a "woods hexside" or "loess hexside" (see 2.3) if it meets either of the following conditions: it starts the action in the hex from which the attack is made, or there is a road, pike, RR or trail connecting the attacker's and defender's hexes. In this case it is permissible for the active unit to have marched one or more hexes before initiating the attack across the woods or loess hexside.
- Minimum 1 Hex Movement: As long as a unit does not attack during its march, it may always move at least one hex — even if its Movement Allowance is not sufficient for it to enter an adjacent hex.
Attack Procedure (Marching Unit Only): A unit performing a march may attack as follows:
- Select Target: The active player states the attack's target.
- Select Attack Type: The active player states his type of attack: column of route, hasty, normal, or prepared (see 6.1). Adjust the Active Movement Allowance marker downward on the Movement Track by the attack's MP cost.
- Determine Combat Values: The players determine their Combat values and calculate the "ratio modifier" to the attacker's die roll in Step 5.
- Determine Die Roll Modifiers: The players determine the "tactical" and "artillery" modifiers and any other modifiers applying to the combat (see 7.4).
- Roll Dice: The attacker and defender each roll a die, modifying their rolls as required. The defender's modified roll is subtracted from the attacker's modified roll. The players consult the Combat Chart and apply the results (see 7.5).
- Continue Action: If the marching unit has remaining MP and the combat result does not require it to end the action, it may continue to perform its march. If the unit has no more MP or the result calls for the march to end, the action is over and a new Action Phase begins.
Attack Procedure (Assault Action Only): A corps, division or district leader may be selected for an assault only if one or more subordinate units at Fatigue Level 3 or less are stacked with that leader. A Movement Allowance is not calculated in an assault and MP are not used — thus, the active player does not specify a type of attack (column of route, hasty, normal, prepared). An assault is performed as follows:
- Select Participants: The active player selects an eligible leader. Next he chooses one or more units in the active leader's hex belonging to the same command as that leader. Each unit selected to participate in the action must be at Fatigue Level 3 or less. Exception: A player may select one or more artillery units occupying the same hex as the active leader to participate in an assault even though the artillery units do not belong to the leader's command. Note: an artillery unit may never be the only unit in an assault.
- Increase Fatigue: Each unit selected to participate in the assault in Step 1 has its Fatigue Level increased by one. Note: An "extended march" never occurs as a result of an assault action, even if the unit goes to a new Fatigue Level of 2, 3 or 4.
- Select Target: The active player states the target of the attack, which must be a single, adjacent, enemy-occupied hex.
- Cavalry Retreat: The enemy player may conduct a cavalry retreat with eligible units (see 7.7).
- Roll for Command: The active player rolls a die. This roll may be modified. If he rolls a 6 (before modification), the assault automatically ends. Begin a new Action Phase — do not proceed to Step 6. If the roll is 5 or less, apply any appropriate modifier to this roll (see below), and subtract the modified number from the active leader's Command value. The result is the "Assault Number." If the Assault Number is less than 0, the assault ends. Begin a new Action Phase — do not proceed to Step 6. However, if the Assault Number is 0 or greater, the assault takes place — continue the assault procedure. The Assault Number is the maximum number of attacking units that may participate in the assault. (If the Assault Number is 0, one unit must participate.) If the Assault Number is equal to or greater than the number of units selected in Step 1, all the units selected in Step 1 (and no more) must participate in the assault. If the Assault Number is less than the number of units selected in Step 1, the active player must choose (from among the units selected in Step 1) a number of units to employ which equals the assault number. (The assault must proceed, even if the number of units actually employed is less than the number selected in Step 1.) Regardless of whether or not an assault takes place, all units selected to participate in Step 1, even if they ultimately are dropped from the assault, gain one Fatigue Level in Step 2.
- Attempt Grand Assault: The active player may attempt a "grand assault" (see below). A successful grand assault allows additional units to participate in the attack. Even if a grand assault attempt fails, the assault must proceed to Step 7. The active player cannot back out of the action.
- Determine Combat Values: The players determine their Combat values and calculate the "ratio modifier" to the attacker's die roll in Step 9.
- Determine Die Roll Modifiers: The players determine the "tactical" and "artillery" modifiers and any other modifiers applying to the combat (including the automatic +1 assault modifier; see 7.4).
Assault Die Roll Modifiers: The following modifier applies to the active player's assault die roll in Step 5 of the assault procedure of any game with district leaders:
- -2: If the active leader is a district (not a corps or division) leader, subtract 2 from the assault die roll.
- +1: If the defender occupies a loess hex.
Note: Advanced Game assault die roll modifiers, such as SLB's "Hooker Loses Confidence" (SLB, 16.0) and OTR's own Union "Passive" Command Posture (see 18.0, below) are in effect in all applicable scenarios.
Grand Assault: A player may attempt a "grand assault" in Step 6 of the assault procedure only if all of the following conditions are in effect:
- Army or District Leader: A friendly army or district leader is situated within the command radius of the active leader's hex.
- Eligible Hexes: One or more of the six hexes adjacent to the defender is eligible to join a grand assault. A hex is eligible to join a grand assault if both of the following conditions are met: it is adjacent to the defender (including the hex in which the assault action was initiated); and it must be occupied by one or more of the attacker's units which were not selected to participate in the active leader's assault, and at least one of those units is at Fatigue Level 3 or less.
- Non-Cavalry Leader: The active leader initiating the current assault must not be a cavalry leader.
- Combat Value: The total Combat value of the units committed to the Assault action is 3 or more.
A maximum of one grand assault may be attempted per action, although an unlimited number may be attempted per turn. A grand assault is attempted as follows:
- Roll for Command: The active player rolls a die. In the Basic Game of all GCACW games, this roll is never modified (except if the defender occupies a loess hex add 1 to the die roll). In some Advanced Games, however, it may be modified (see below). If the modified roll is 6 or more, the grand assault does not take place. The grand assault ends — return to Step 7 of the assault procedure. If the modified roll is 5 or less, subtract the number rolled from the army (or district) leader's Command value. The result is the "Grand Assault Number." If the Grand Assault Number is 0 or less, the grand assault does not take place. Return to Step 7 of the assault procedure. If, however, the Grand Assault Number is 1 or more, the grand assault must take place. Proceed to Step 2.
Note: Advanced Game grand assault die roll modifiers, such as SLB's "Hooker Loses Confidence" (SLB, 16.0), and OTR's own Union "Passive" Command Posture (see 18.0, below) are in effect in all applicable scenarios.
- Select Eligible Hexes: From among the six hexes adjacent to the defender, the attacker must select a number of eligible hexes (not units) equal to or less than the Grand Assault Number which he wishes to use in the grand assault. He must select at least one hex. An "eligible hex" is defined above.
- Select Participants: In each hex selected in Step 2, the active player must select one or more eligible friendly units to join the grand assault. A unit is eligible to join a grand assault if it meets all the following conditions: it has a Fatigue Level of 3 or less; it must be eligible to participate in an attack as described in the "Attack Restrictions" rules; it must not have already been selected (successfully or unsuccessfully) in Step 1 of the assault procedure. A unit's command affiliation is irrelevant in this step. Any eligible unit, regardless of its command (including all cavalry and artillery units) may join in a grand assault. Note: The attacker may not back out of a grand assault once the grand assault procedure goes beyond Step 1. Each hex chosen by the attacker in Step 2 must contribute at least one eligible unit to the grand assault.
- Increase Fatigue: Each unit selected in Step 3 of the grand assault procedure has its Fatigue Level increased by one. An "extended march" never occurs as a result of a grand assault, even if a unit goes to a Fatigue Level of 2, 3, or 4.
- Return to Assault Procedure: Return to Step 7 of the assault procedure. Each unit selected in Step 3 of the grand assault contributes its Combat and Artillery values to the attacker's totals in Steps 7 and 8 of the assault.
7.2 Combat Values
Every military unit has a Combat value shown on its accompanying Strength marker. A unit's Combat value varies depending on whether its Strength marker is organized or disorganized. If a unit's Strength marker is organized, its Combat value is simply the number shown on the marker. If a unit's Strength marker is disorganized, its Combat value is the smaller number in value. A unit with a disorganized Strength marker may have a Combat value of 1/2. If so, this fraction is retained in combat — it is not rounded up or down. A unit's Fatigue Level has no effect on its Combat value. In combat, the attacker and defender combine the Combat values of all their participating units. Players cannot withhold any part of their units' Combat values. To determine the Combat value of an attacking unit in a march action, simply use that unit's Combat value alone (no other units may join the attack). To determine the final Combat value in an assault, combine the Combat values of all units participating in that assault, and add in the Combat values of those units joining in a grand assault (if any). To determine the final Combat value of defending units, combine the Combat values of all units in the defending hex.
Maximum Values: The maximum combined Combat Value of attacking and defending units is limited as shown in the table below (note that there are different limits in OTR). In a grand assault, the limit shown below applies to each hex containing attacking units, so the overall total from all hexes may exceed the number listed in the "Attacking" row below.
| Situation | OTR | Other Games |
|---|---|---|
| Attacking | 70 | 80 |
| Defending | 60 | 70 |
| Defending: At least ½ defending units entrenched | 100 | 120 |
| Defending: All defending units entrenched | 130 | 160 |
If in a grand assault, the total Combat value of attacking units is 80 or more, the attacker's Manpower value loss in that combat is increased as follows: if the attacker's Combat value is 80 to 89, his Manpower value loss number is increased by 1; if 90 to 99, increased by 2; if 100 or more, increased by 3.
7.3 Artillery Values
A unit's Artillery value is shown directly on the unit itself. A unit's Fatigue Level or Strength marker (organized or disorganized) has no effect on its Artillery value. Artillery values are used to determine the "artillery modifier" in combat (see 7.4).
7.4 Combat Die Roll Modifiers
Several factors modify combat die rolls. Modifiers are cumulative.
Ratio Modifier: The attacker's die roll must be modified by the ratio modifier. To calculate this modifier, compare the attacker's Combat value sum to the defender's Combat value sum and round this ratio down in favor of the defender to conform to one of the simplified ratios listed on the Ratio Chart. A modifier from –12 to +13 is listed next to each ratio. This is the ratio modifier.
Tactical Modifier: The attacker's die roll is modified by the tactical modifier. To calculate this modifier, the defender determines the highest Tactical value among the units and leaders in the defending hex. Meanwhile, the attacker makes the same determination among his units and leaders participating in the attack. A leader may contribute its Tactical value to an attack only if it is stacked in the same hex as a subordinate attacking unit. The defender's Tactical value is subtracted from the attacker's Tactical value. The result is the tactical modifier, which is added to (or, if a negative number, subtracted from) the attacker's die roll. Some units have a split tactical, which consists of a number before and after a slash in the tactical position on the counter. The number before the slash is the tactical modifier to use when the unit attacks; the number after the slash is the tactical modifier to use when the unit defends. In a March or Activate Leader action, a leader may contribute its Tactical value to any attack made by a subordinate active unit in the leader's hex, even if the attack is not being made by the unit to which the leader is attached. However in an assault action, the tactical value of the leader initiating the assault is always used, never the tactical value of a military unit or other leader.
Artillery Modifier: The attacker's die roll may be modified by the artillery modifier. (Note: If the defender occupies a woods, city, mountain, or swamp hex, it is not necessary to determine an artillery value differential because no artillery modifier can possibly apply in that circumstance.) The attacker adds the Artillery values of all attacking units and subtracts the combined Artillery values of all defending units from this sum. The result is the "Artillery Value Differential." On the Artillery Modifier Summary, cross-index the appropriate Differential column with the line corresponding to the terrain in the defender's hex. The result (a positive or negative number, or no effect) is the artillery modifier that is applied to the attacker's die roll. Some results call for the attacker to roll the die to determine the final artillery modifier. Note: the final artillery value in the defender's hex is rounded up due to any entrenchments (see 9.0).
Special Cases: If neither the attacker nor defender have Artillery values, no artillery modifier applies. If the defender's Artillery value is 0, a negative artillery modifier is converted to "no effect." If the total of the defenders' printed Artillery values (not counting entrenchments) in the hex is 1, a -2 modifier is converted to -1. If the total is 2, a -3 modifier is converted to -2.
Artillery Modifier Summary (Artillery Value Differential = attacker's artillery value minus defender's artillery value):
| Defender's Terrain | –4 or Less | –3 to +1 | +2 to +4 | +5 to +7 | +8 or more |
|---|---|---|---|---|---|
| Clear | -3 | -2 | NE | +1 | +2† |
| Rolling | -2 | -1 | NE | +1* | +1 |
| Rough/Hill/Loess | -1 | -1* | NE | NE | +1* |
| Woods/City/Mtn | NE | NE | NE | NE | NE |
| Swamp | NE | NE | NE | NE | NE |
* Just prior to combat, roll a die. If roll is even, indicated modifier is used; if roll is odd, no modifier is used. † Just prior to combat, roll a die. If roll is even, +2 modifier is used; if roll is odd, +1 modifier is used instead. Swamp also applies to provisional swamp hexes in rain turns; Rough/Hill/Loess note also applies to provisional swamp hexes in non-rain turns. NE: No effect.
Terrain: The defender's die roll may be modified by terrain:
- Bridge/Dam/Ferry/Ford: If an attack takes place across a bridge, dam, ferry, or ford hexside, the defender adds 2 to his roll.
- Creek: If an attack takes place across a creek (even across a road, pike, RR, or trail hexside), the defender adds 1 to his roll. Note: If, in a grand assault, more than one hex adjacent to the defender's hex has attacking units, the above modifiers apply only if the defender's hex is separated from the active leader by a bridge, dam, ferry, or ford — or a creek hexside.
- Hill: If the defender occupies a hill hex, he adds 1 to his roll. However, if the active attacking unit occupies a hill or mountain hex, or if the active attacking unit is attacking down a ridge hexside, the defender's roll is not modified.
- Mountain: If the defender occupies a mountain hex, he adds 2 to his roll. However, if the active attacking unit also occupies a mountain hex, or if the active attacking unit is attacking down a ridge hexside, the defender adds only 1 to his roll.
- Ridge: If an attack takes place across a ridge hexside, and the active attacking unit is attacking up a ridge hexside, the defender adds 2 to his roll. If the active attacking unit is attacking down a ridge hexside the defender adds 1 to his roll if the defender is in a mountain hex and 0 to his roll if the defender is in any other type of hex. Note: A unit is attacking up a ridge hexside if the ridge between his hex and the defender's hex is within the defender's hex. If it is within the attacker's hex, the unit is attacking down.
Lee (not in RTG): If a Confederate district, corps, or division leader successfully undertakes an assault action and the army leader Lee is currently stacked in the same hex as the active leader, the Confederate player adds 1 to his attack die roll. This bonus is in addition to the +1 modifier due to assault, and is applied regardless of whether or not a "grand assault" takes place. The Lee bonus may never be applied to defending units. The Lee assault bonus may only be used with assaults started by leaders within one corps per turn. Once the Confederate player uses the Lee assault bonus in an assault in a turn, for the remainder of the turn the bonus may only be used with assaults initiated by leaders (corps or division level) from that corps in the current turn. The Confederate player must state that the Lee bonus will be used immediately before the assault roll. If the subsequent assault roll fails, Lee's bonus is still tied to that corps for the rest of the turn.
Types of Attacks: In a march, the type of attack chosen by the active player may modify the attacker's die roll: Column of Route: –3 to attacker's roll. Hasty: –1 to attacker's roll. Normal: No modifier to attacker's roll. Prepared: +1 to attacker's roll.
Assault Action: In an assault action, modifiers for column of route, hasty, normal, and prepared attacks never apply. Instead, an assault action always provides a +1 modifier to the attacker's die roll.
Rain: The attacker subtracts 1 from all his die rolls in rain turns (see 12.0).
Demoralization–2: If a unit with a Demoralize-2 marker is alone in a hex and is attacked by an enemy unit, the defending player subtracts 1 from his combat die roll. If the demoralized-2 unit is in a stack of friendly units that is attacked, the –1 die roll modifier only applies if at least one-half of the Combat Value in the hex is contributed by Demoralized-2 units.
Flank Attacks: If, at the moment of combat, defending units are partially or completely surrounded by active and inactive enemy units or their ZOC (or impassable terrain), the attacker's die roll is enhanced. This bonus, called a "flank attack," applies even if some of the enemy units surrounding a defender do not participate in the attack. The flank attack bonus is computed as follows:
- "Covered" Hexes: The active player determines the number of "covered" hexes among the six hexes adjacent to the defender. A covered hex is one meeting any of the following conditions: (a) it is occupied by an undemoralized unit friendly to the attacker (including the attacking unit itself); (b) it is in the ZOC of any undemoralized unit friendly to the attacker (including the attacking unit itself and including "restricted" ZOC; see 2.4); (c) it is a mountain or swamp hex (including provisional swamps in a rain turn) or the defender's hex is a mountain or swamp hex, and the two hexes are not connected to each other by a road, pike, RR or trail; (d) it is separated from the defender's hex by a major or minor river hexside not containing a bridge, dam, ferry, or ford (exceptions: in a turn when a river is unfordable, a hex is covered if it is separated from the defender by a ford hexside over such a river; in a rain turn, a hex is covered if it is separated from the defender by a creek hexside untraversed by a road, pike, trail or RR); (e) it is a hypothetical hex just off the map that would be adjacent to a map edge hex occupied by the defender. Note: Each of the six hexes adjacent to the defender may be counted only once in this step even if it fulfills more than one definition of "covered."
- Basic Flank Bonus: Six Covered Hexes — if all six hexes adjacent to the defender are covered, the "basic flank bonus" is +4; proceed to Step 3. Five Covered Hexes — if five of the six hexes are covered, the basic flank bonus is +2; proceed to Step 3. Four or Fewer Covered Hexes — there is no flank bonus; skip the rest of this procedure.
- Final Flank Bonus: The basic flank bonus from Step 2 may be reduced to determine the "final flank bonus." The basic flank bonus is reduced by one for each covered hex meeting at least one of the following conditions: (a) it is occupied by an undemoralized unit friendly to the defender; (b) it is unoccupied and is separated from all adjacent units friendly to the attacker (including the attacking unit itself) by woods or loess hexsides (see 2.3) untraversed by a road, pike, trail, or RR; (c) it is a mountain or swamp hex (including provisional swamps in a rain turn) or the defender's hex is a mountain or swamp hex, and the defender's hex and the covered hex are not connected to each other by a road, pike, trail, or RR; (d) it is separated from the defender's hex by a major or minor river hexside not containing a bridge, dam, ferry, or ford (this case also includes a turn when a river is unfordable, if a hex is separated from the defender by a ford hexside over such a river, and a rain turn, if a hex is separated from the defender by a creek hexside untraversed by a road, pike, trail or RR); (e) it is a hypothetical hex just off the map that would be adjacent to a map edge hex occupied by the defender. Note: Each of the six hexes adjacent to the defender may be counted only once in this step even if it fulfills more than one of the above conditions.
Maximum Reduction: The maximum reduction that may be applied to the basic flank bonus in this step is –3, even if a greater reduction would normally apply. Also, the final flank bonus may never be less than 0. Thus, if all six hexes adjacent to a defender are covered (yielding a basic flank bonus of +4 in Step 2), there will always be a final flank bonus of at least +1.
- Apply Modifier: The final flank bonus from Step 3 is applied to the attacker's combat die roll, in addition to other modifiers.
Flank Bonus Reductions: The final flank bonus from Step 3 may be reduced in either of the following circumstances: Flanks Refused — flank attack bonuses may be modified by "Flanks Refused" markers (used in all GCACW games; see 7.8). Cavalry — flank attack bonuses may be modified if both the attacker and defender possess cavalry units (see "Cavalry and Flank Attacks," below).
Flank Bonus Conditions: The status of the attacker's units may modify a flank bonus. If one or more of the attacker's units occupy or exert a ZOC into a hex adjacent to the defender, and all of those units together have a combined Combat Value (not including entrenchments) less than one-fourth the defender's Combat value (including the defender's entrenchments and possibly capped by the Maximum Value from Section 7.2), that hex is not considered "covered" in Step 1a or 1b of the flank attack procedure. (The attacking player's units in different hexes can combine their Combat values to reach the one-fourth the defender's Combat value total, as long as all of the units are adjacent to the same "covered" hex.) Demoralized units (active or inactive) belonging to the attacker may not contribute in any way to the achievement of a flank attack bonus. A unit helping to provide a flank attack bonus which does not participate in the attack may not contribute its Tactical value to a combat, nor does it trigger terrain modifiers.
Cavalry and Flank Attacks: The final flank bonus may be reduced if both of the following conditions are in effect: the active attacking unit is a cavalry unit (or the active leader making an assault is a cavalry leader); and more than one-half of the total Combat value in the defender's hex is contributed by cavalry units. If both of these conditions are fulfilled in a combat in which a flank bonus applies, that combat's final flank bonus may be modified as follows: a "final flank" bonus of +4 is reduced to a +2 bonus instead; a bonus of +3 or +2 is reduced to a +1 bonus instead; a bonus of +1 is ignored (no bonus is awarded). Note: Non-flank attacks under these conditions do not provide the attacker with a +1 die roll bonus, as is the case with Flanks Refused markers (see 7.8). Also, if a Flanks Refused marker is already situated in the defender's hex, or if the defending units occupy a redoubt hex, normal flanks refused/redoubt rules apply instead of the above cavalry rules.
7.5 Combat Results
The Combat Chart is used to resolve combat. A combat produces two results: one for the attacker, one for the defender. To resolve a combat, the defender's modified die roll is subtracted from the attacker's modified roll. On the Combat Chart, the attacker cross-references the result with the column corresponding to his combined Combat value; the defender cross-references the result with the column corresponding to his combined Defense value (prior to applying entrenchment benefits). Both players' results, which are applied immediately, may consist of a number and/or one or two letters. A dash indicates that the player's units are unaffected.
Note: A Combat value may fall between two columns on the Combat Chart (e.g. 3½). If so, round the value up by ½ and use the right column of the two possible choices.
Letter Results: There are eight possible letter results:
- D (Disorganize/Fatigue): The unit's Strength marker is flipped to its disorganized side. (If it is already disorganized it remains so.) The unit's Fatigue Level is also increased by 3 (to a maximum of 4). If the unit is already at Fatigue Level 4, it remains so. Finally, an active unit obtaining a "D" may not expend any more MP; its march action is over and a new Action Phase begins.
- F (Fatigue-2): The unit's Fatigue Level is increased by two (to a maximum of 4). An active unit may not spend any more MPs; its march is over and a new Action Phase begins.
- f (Fatigue-1): The unit's Fatigue Level is increased by one (to a maximum of 4). An active unit may not spend any more MP; its march is over and a new Action Phase begins.
- E (End Action): An active unit may not spend any more MP; its march is over and a new Action Phase begins. This result has no effect on an assault action, since an assault automatically ends after the combat has been resolved.
- r (Retreat): The unit must retreat (see 7.6).
- R (Rout/Demoralize-1): The unit is routed (see 7.6). Also, the unit gains a Demoralize-1 marker. If it already has such a marker, it is flipped to its Demoralize-2 side. If it is already at Demoralize-2, there is no further effect.
- R* (Rout/Demoralize-2): The unit is routed (see 7.6). Also, the unit gains a Demoralize-2 marker. If it is already at Demoralize-1, flip the marker to its Demoralize-2 side and there is no further effect. If it is already at Demoralize-2, its Manpower value is reduced by one in addition to its normal manpower loss result.
- a (Advance): The unit may advance after combat (see 7.6).
Note: An "extended march" never takes place due to a combat result, even if a unit goes to a new Fatigue Level of 2, 3 or 4.
Number Results: Number results, which precede letter results, indicate a reduction of the unit's Manpower (not Artillery) value. Remove the unit's Strength marker and replace it with another one showing its reduced Manpower value (i.e., the unit's Manpower value before the combat minus the number result). The new Strength marker may assume a new status (organized or disorganized): if the original Strength marker was disorganized before the combat, the new Strength marker is also disorganized; if the original Strength marker was organized prior to the combat, the new Strength marker is disorganized if the combat result contains a "D" (Disorganized/Fatigue), or organized if the combat result does not contain a "D." Exception: If in a grand assault, the total Combat value of attacking units is 80 or more, the attacker's Manpower value loss in that combat is increased (see 7.2).
Applying Results: Attacker — in a march, the attacker's letter and number results apply only to the active unit, even if other friendly units occupy the same hex. In an assault, the attacker's letter result applies to each participating unit, including those joining in a grand assault. The attacker's number result applies to the attacking force as a whole — not to each individual unit. As long as the number result is fully applied, the attacker may divide it among any of his attacking units as he wishes. Units providing flank attack bonuses which do not participate in the attack are unaffected by combat results. Defender — the defender's letter result applies to each defending unit. The defender's number result applies to the defending force as a whole — not to each individual unit. As long as the number result is fully applied, the defender may divide it among any of his defending units as he wishes. Combat results are always applied to the defending unit(s) before they are applied to the attacking unit(s).
Entrenchments and Combat Values: Defending units' Combat values may be enhanced by entrenchments (see 9.0). However, when determining the defender's combat result, the Combat Chart columns represent the defender's Combat value prior to the application of entrenchment benefits.
Unit and Leader Elimination: A unit is eliminated at the moment its Manpower value is reduced to 0. If, due to the elimination of a unit, a leader remains in that hex with no subordinate units, the leader is placed in the nearest hex occupied by a subordinate. A leader is eliminated at the moment no units subordinate to that leader exist.
7.6 Retreats, Routs, and Advances
There are four types of retreats: normal ("r"), "Defender's Voluntary Retreat" (see below), rout ("R"), and cavalry retreat (see 7.7). In a normal retreat, a player must retreat all his defending units a minimum of two hexes and a maximum of four hexes. In a rout, a player must retreat all his defending units a minimum of four hexes and a maximum of six hexes. The choice of retreat distance and path is left to the defender, as long as the path adheres to the following rules. Retreating units must move as a stack and cannot separate. Leaders must accompany retreating units with which they are attached. MP are not expended in retreats and, with the following exceptions, terrain is irrelevant.
Retreat Restrictions: Retreating units are subject to the following restrictions:
- Mountains and Swamps: A retreating unit may only enter or exit a mountain or swamp hex (including a provisional swamp hex in a rain turn) across a road, pike, trail, or RR hexside.
- Rivers: A retreating unit may cross a major or minor river hexside only at a bridge, dam, ferry, or ford. In a rain turn, a unit may not retreat across a ford hexside or a creek hexside untraversed by a road, pike, trail, or RR.
- Off-Map: A unit may not retreat off the map.
- Start Hex: A retreating unit may not enter the hex where a retreat began.
- Same Hex: A retreating unit may not enter the same hex twice.
- Adjacent Hex: A retreating unit may not end a retreat in a hex adjacent to the hex where the retreat began. (Exception: The retreating unit may end up adjacent in a one-hex voluntary retreat, see "Defender's Retreat Option.")
- Closer to Attacker: A retreating unit may not enter a hex that is closer to the active enemy unit triggering the retreat than the hex retreated out of, counting by the shortest possible path. If there is a Grand Assault, the active enemy unit is the one initiating the corps assault. A unit may not retreat into the hex occupied by the active enemy unit.
Surrender: If there is no hex to retreat into that does not violate any of the aforementioned restrictions, a retreating unit surrenders, and is eliminated from play. VP are awarded for this occurrence.
Retreat Priorities: In addition to adhering to "retreat restrictions," a retreating player must follow "retreat priorities," which are listed on Retreat Charts 1 and 2. A retreating unit must adhere to retreat priorities in each hex entered in that retreat. Furthermore, the appropriate chart to use may change from hex-to-hex in that retreat.
Retreat Chart 1: A player must use Retreat Chart 1 in any of the following cases: for the first hex entered in a normal or voluntary retreat; for each of the first four hexes entered in a rout/cavalry retreat; if in a retreat, rout, or cavalry retreat, a unit exits an enemy ZOC (including "restricted" ZOC; see 2.4).
Retreat Chart 2: A player must use Retreat Chart 2 in any of the following cases: for the second, third, or fourth hexes entered in a normal or voluntary retreat, assuming the unit is not exiting an enemy ZOC; for the fifth or sixth hexes entered in a rout/cavalry retreat, assuming the unit is not exiting an enemy ZOC.
Using the Retreat Charts: Prior to entering each hex in a retreat, a player checks the appropriate chart and follows this procedure:
- Check Legal Retreat Hexes: The player determines how many of the six hexes adjacent to the retreating unit may be legally retreated into according to the "retreat restrictions" rules.
- Retreat Description: For each of the legal retreat hexes determined in Step 1, the player determines the "Retreat Description" from the appropriate Retreat Chart corresponding to a retreat into that hex.
- Priority: Each Retreat Description consulted in Step 2 has a corresponding "Priority Number." The player must retreat his unit into a hex using the Retreat Description from Step 2 with the lowest Priority Number. (Exception: see "Overriding Retreat Priorities.") If more than one hex fulfills this requirement, the player may retreat his unit into any of those hexes. Also, if two different Retreat Descriptions have the same Priority Number, the player may choose either description when retreating into a hex.
- Complete Retreat: The player repeats Steps 1, 2, and 3 for each hex entered in that retreat. When he fulfills retreat requirements (at least two and up to four hexes in a normal retreat; at least four and up to six hexes in a rout or cavalry retreat), the retreat is over.
Overriding Retreat Priorities: If, by adhering to retreat rules, there is no possibility of avoiding surrender of a retreating unit due to "retreat restrictions," a player may "override" retreat priorities no more than once in that retreat. To override, a player may retreat a unit into a hex by choosing any Retreat Description on the appropriate chart, regardless of its Priority Number. He is not obligated to choose the lowest Priority Number. If the unit cannot avoid surrender due to a single override, it is eliminated. The player can make this override at any point in the retreat path; it does not have to be at the exact point that destruction would occur.
Manpower Loss: If a unit retreats into a hex using a Retreat Description with an accompanying Manpower loss, the retreating unit's Manpower value is reduced by the indicated number. Replace its Strength marker with a new one on its disorganized side reflecting the loss. If a stack of more than one unit retreats into a hex calling for Manpower loss, the loss number is applied to each unit in the stack — not just one. Note: Manpower losses in retreats may vary depending on whether a unit retreats into a hex across a road, pike, trail, or RR hexside, or if the hex retreated into is friendly-occupied (see Retreat Charts). In a retreat, entering or exiting a city hex is the equivalent of crossing a road hexside, even if no road actually crosses that hexside.
Retreats Into Enemy-Occupied Hexes: Some Retreat Descriptions allow retreats into an enemy-occupied hex, an occurrence which causes a Manpower value loss of three to the retreating unit. (However, a unit may never retreat into the hex occupied by the active enemy unit.) A unit may not end its retreat in an enemy-occupied hex. If there is no alternative except to do so, its retreat may be extended by a sufficient number of hexes so that it ends the retreat in a hex unoccupied by an enemy unit.
Defender's Voluntary Retreat Option: On any combat result applying to the defender not containing an "r" or "R", the defender may voluntarily retreat one or more of his units from one to four hexes subject to retreat rules. This is considered a retreat, not a rout. In this case the defender may end the retreat in a hex adjacent to the hex where the retreat began. There is no Fatigue cost to do this. (Exception: If the defender receives a "—" result [no effect], all units participating in the defender's retreat option gain one Fatigue Level, to a maximum of level 4.) Even units at Fatigue Level 4 may join in this retreat. The defender must execute a voluntary retreat immediately, before the enemy player performs further actions.
Advance After Combat: If the attacker receives an "a" result, none, some, or all of the attacking units may advance into the hex vacated by the defender. An advance is not considered movement and does not expend MP. A unit may enter or exit an enemy ZOC, or advance from one enemy ZOC to another, without penalty. Regardless of whether or not a unit obtaining an "a" advances, its march may continue as long as it did not also suffer a "D", "F", "f", or "E" result. However, it may not continue to move if it advances into an enemy ZOC. In this case, the unit must either attack again or end its march. Leaders (including army/district leaders) may advance with subordinate units (and must advance if no subordinate units remain in the leader's hex).
7.7 Cavalry Retreat
A cavalry unit may use "cavalry retreat" to avoid attack by an enemy infantry or artillery (not cavalry) unit. A cavalry unit may perform a cavalry retreat more than once per action. The player owning a cavalry unit may declare a retreat in any of the following circumstances:
- Enemy Movement: An enemy infantry/artillery unit performing a march moves into a normal (not restricted) ZOC exerted by a cavalry unit.
- Starts Adjacent: An enemy infantry/artillery unit begins a march in a normal (not restricted) ZOC belonging to a cavalry unit. Exception: If an enemy infantry unit begins a march in a restricted ZOC belonging to a cavalry unit and selects the cavalry unit as the target of his attack in Step 1 of the Attack Procedure, then the cavalry unit may perform a cavalry retreat.
- Advance After Combat: An enemy infantry/artillery unit advances after combat into a cavalry unit's normal (not restricted) ZOC.
- Assault: The enemy player declares an assault action against a hex containing at least one cavalry unit (unless the assault is declared by a cavalry leader — in which case a cavalry retreat is not possible).
A player wishing to declare a cavalry retreat must make his declaration as soon as any of the above circumstances occur — before the enemy player declares an attack (or, in the case of an assault action, before the enemy player rolls a die to determine whether or not the assault takes place). If he does not make the declaration at this moment, he forfeits his ability to perform a cavalry retreat in the hex occupied by his cavalry unit for the duration of the enemy unit's march.
Performing a Cavalry Retreat: A cavalry retreat is voluntary. A cavalry unit may perform a retreat regardless of its status — even if it is demoralized, disorganized, exhausted, or at Fatigue Level 4. A player wishing to perform a cavalry retreat states this fact as soon as his opponent has performed one of the aforementioned actions. The enemy unit's march (or assault) is temporarily suspended while the retreat takes place. A cavalry retreat is performed as follows:
- Roll Die: The cavalry player rolls a die. This roll may be modified (see Cavalry Retreat table in Charts & Tables handout). The modified roll is halved (round fractions down to a whole number). The result is the number by which the enemy unit's Active Movement Allowance marker is reduced on the Movement Track. In assault actions, this roll has no effect since no Movement Allowance is determined. However, the roll still takes place to see if the cavalry unit suffers loss in Step 2.
- Manpower Loss: If the Step 1 roll (before modifications and halving) is 1, the cavalry unit's Manpower value is reduced by one. Place the new Strength marker on its disorganized side. On a roll of 2 to 6, no loss occurs.
- Retreat 4–6 Hexes: The cavalry unit must retreat from four to six hexes. The retreating player must adhere to retreat restrictions, using Retreat Charts 1 and/or 2 to fulfill this retreat. However, a cavalry unit does not suffer any Manpower value loss in a cavalry retreat, even if it retreats into a hex calling for a loss on a Retreat Chart. Exception: If in a cavalry retreat, a unit retreats into an enemy-occupied hex, Retreat Priority #5 applies and the unit(s) suffers a Manpower value loss of 3.
- Fatigue: After executing its retreat, the cavalry unit's Fatigue Level is increased by 1 (to a maximum of 4). Note: An extended march is never triggered by a cavalry retreat.
- Disorganization: The cavalry unit's Strength marker is flipped to its disorganized side. If it is already disorganized, there is no further effect.
- Resume Action: The active enemy unit or leader resumes its activities from the point of interruption. If a unit's Movement Allowance has been reduced to 0, its march ends. (Exception: If the unit has not yet moved, it is permitted to move one hex; see 6.2. It may not refuse flanks.) In an assault action, if the hex the active leader is assaulting is completely vacated by the cavalry retreat, the units participating in the assault may advance into the hex vacated by the cavalry unit. No attack occurs and the assault action ends.
Cavalry Stacked With Other Units: With Cavalry Unit — if two or more cavalry units are stacked in the same hex, they must perform a cavalry retreat together. Only one die roll is made in Step 1, and all units must end the retreat in the same hex. If a 1 is rolled for the cavalry retreat, only 1 cavalry unit suffers a manpower loss. With Infantry Units — a cavalry unit stacked with an infantry unit may perform a cavalry retreat, but the infantry unit may not.
Multiple Cavalry Retreats: Same Unit — a cavalry unit may perform a cavalry retreat more than once per action. Cavalry Units — Separate Hexes — if two or more cavalry units occupying separate hexes are eligible to perform a cavalry retreat and all of them wish to retreat, each performs the retreat separately. The enemy unit's Movement Allowance reduction, if any, is cumulative.
7.8 Refusing Flanks
At a cost of one MP, the active player may place a "Flanks Refused" marker of the appropriate side on top of a unit performing a march. (Exception: A Flanks Refused marker may not be placed on a unit in a mountain or swamp hex; also, it may not be placed on top of a unit performing an assault.) As soon as a unit gains a Flanks Refused marker, its march ends. (It may perform actions later.) Since a unit must stop moving upon entering an enemy normal ZOC, it may not refuse flanks when entering an enemy normal ZOC. A unit may refuse flanks if it marches in place in a hex with an enemy normal ZOC (an extended march must be done if required per 5.1). A maximum of one Flanks Refused marker may exist in a hex at a time; its effects apply to all units in the hex. A unit does not have to spend one MP to enter a hex in which a Flanks Refused marker is already situated; it may enter the hex at no extra MP cost and receive the marker's benefits — and may continue its march. A Flanks Refused marker never accompanies a unit when it leaves a hex. A marker may not be placed on a unit after it performs a retreat, rout, or advance after combat.
Effects of Flanks Refused Markers: Units in a hex with a Flanks Refused marker may perform all actions normally (although they may be forced to remove the marker after the action is over; see below). Units occupying a hex containing a Flanks Refused marker defend against enemy flank attacks more effectively, but less effectively against normal attacks: flank attacks fulfilling the requirements for a +4 attacker die roll bonus are reduced to a +2 bonus instead; flank attacks fulfilling the requirements for a +3 or +2 attacker die roll bonus are reduced to a +1 bonus instead; flank attacks fulfilling the requirements for a +1 attacker die roll bonus are unchanged (the bonus remains +1); all non-flank attacks always provide the attacker with a +1 die roll bonus (in addition to other modifiers), even though requirements for flank attacks have not been fulfilled.
Removal of Flanks Refused Markers: A Flanks Refused marker may be voluntarily removed from a stack of units at no MP cost if one of the units in the hex initiates a march. (The active unit does not actually have to leave the hex.) The marker must be removed if all the units in the hex participate in an assault action. It also must be removed if only one unit is in a hex and it moves or attacks.
8.0 Recovery
In the Recovery Phase, the following actions are performed strictly in the listed order:
- Units at Fatigue Level 0 may entrench, build bridges, or repair bridges/ferries. A unit may not perform more than one of the aforementioned activities per Recovery Phase and may not perform any at all in a rain turn or if demoralized.
- In the Advanced Game, units at Fatigue Level 0, 1, or 2 may forage (see the game's "Forage" rules), but not if they undertook any activities in Step 1 of the Recovery procedure.
- Units at Fatigue Level 0 or 1 may be affected as follows: a. Units at Fatigue Level 0 or 1 with disorganized Strength markers have their Strength markers flipped to their organized sides. Exceptions: If a unit has a Demoralize-2 marker at the start of this step, its Strength marker remains disorganized. Also, in each GCACW volume's Advanced Game, out of supply units with disorganized Strength markers remain disorganized. b. Units at Fatigue Level 0 or 1 which are on their exhausted sides are flipped to their normal sides. Exception: If an exhausted unit has a Demoralize-2 marker at the start of this step, it remains on its exhausted side. c. Units at Fatigue Level 0 or 1 with Demoralize-1 markers have these markers removed; units at Fatigue Level 0 or 1 with Demoralize-2 markers have these markers flipped to their Demoralize-1 sides.
- Units at Fatigue Level 3 or 4 are flipped to their exhausted (reverse) sides. If they are already on their exhausted sides, they remain so and there is no further effect.
- All units at Fatigue Level 1 or more lose three Fatigue Levels (to a minimum Fatigue Level of 0). Replace each unit's Fatigue marker with a new marker three less than the one being removed. (Units at Fatigue Level 0 do not have markers.)
- In the Advanced Game Scenarios of HCR, SIV (Union units only), OTR, GTC, BAC, RWH (Confederate units only), SJW, AGA, AIO, TPC, and TOM, out of supply units with organized Strength markers have their Strength markers flipped to their disorganized sides. On to Richmond! is one of the games where this step applies to both players' out-of-supply units.
9.0 Entrenchments
Entrenchments enhance a unit's defensive capabilities. Units may construct entrenchments in the Recovery Phase, and in games taking place in 1863 or later, in the Action Phase. Players may also gain entrenchment benefits from a hex feature called "redoubts." Another hex feature, a permanent Fort, provides even further defensive capabilities and is described in the Advanced Game Rules of any module in which it appears. Permanent Forts typically provide the same entrenchment benefit as a Redoubt when units occupy those hexes.
Building Entrenchments: There are four types of entrenchments: redoubts, abatis, breastworks, and forts. Redoubts and permanent Forts, which are printed on the map and represent permanent fortifications, may not be built. (Exception: Some games' special rules allow redoubts to be built.) However, abatis, breastworks, and forts may be built in either the Action Cycle (see 5.5) or the Recovery Phase. Units building entrenchments in the Recovery Phase must be at Fatigue Level 0. A unit building a bridge or repairing a bridge/ferry may not also entrench in the same Recovery Phase. Units may not entrench in rain turns or if demoralized. The procedure for building entrenchments in the Action Phase (for games in 1864-1865, or games in 1863 if the Entrenchment Action optional rule is being used) is described in Section 5.5. The procedure for building entrenchments in the Recovery Phase is described below. Depending on the year depicted in the game being played, players use one of several different procedures.
Entrenchments (1862) — the procedure that applies to On to Richmond! (as well as SJW, HCR, and SIV):
- If a unit entrenches, place a Breastwork–Build marker atop the unit. Exception: If a unit is in a redoubt hex that it is eligible to benefit from, place a Breastwork-Complete marker atop the unit.
- If a unit already possessing a Breastwork–Build marker entrenches, flip the marker to its Complete side.
- If a unit already possessing a Breastwork–Complete marker entrenches, place a Fort–Build marker atop the unit.
- If a unit already possessing a Fort–Build marker entrenches, flip the marker to its Complete side.
(The series rules also give 1861, 1863, and 1864-1865 procedures for other volumes of the series, which do not apply to On to Richmond!'s 1862 scenarios.)
Removing Entrenchments: A unit's Abatis, Breastwork or Fort marker is removed at the moment the unit leaves the hex. If a unit with an Abatis, Breastwork or Fort marker exits a redoubt hex, its marker is removed but there is no effect on the permanent redoubt.
Effects of Entrenchments: Entrenchments may enhance the Combat and Artillery values of defending (not attacking) units:
- Units directly under an Abatis marker (or a Breastworks-Build marker if the year is 1864 or later) have their Combat and Artillery values multiplied by 1.5 when defending.
- Units directly under a completed Breastwork, a Fort-Build marker (1863 or earlier), or a Fort-Build-1 marker (1864 or later) have their Combat and Artillery values doubled when defending.
- Units directly under a Fort-Build-2 marker (1864 or later) have their Combat and Artillery values multiplied by 2.5 when defending.
- Units directly under a completed Fort marker have their Combat and Artillery values tripled when defending.
- Units directly under a Breastworks-Build marker do not have their Combat and Artillery values modified if the year is 1863 or earlier.
Abatis, Breastwork, and Fort effects apply individually by unit, not by hex. In a stack of units, some may possess markers while others do not. Only units which actually entrenched in an earlier Action or Recovery Phase receive the Combat/Artillery value multiple provided by an entrenchment marker. Units without markers in the same hex use unenhanced values.
Exception: Units in a redoubt hex belonging to a player eligible to receive redoubt benefits gain the defensive benefit of the redoubt (see below). However, only those units which entrench further in an Action or Recovery Phase gain defensive enhancements beyond those provided by the redoubt.
Entrenchments do not enhance the combat value of units for the purposes of determining if they have enough Combat value to contribute to the achievement of a flank bonus (see "Flank Bonus Conditions," 7.4). Entrenchments also do not boost a unit's Combat value for the purpose of determining the additional MP cost to enter that unit's hex (see "Enter Friendly-Occupied Hex," 6.2).
Redoubts: Many of the games in the series have redoubts either printed on the map or added with special counters. The basic rules for each game define which player owns and gets the benefits for the redoubts in that game. The directional facing of a redoubt is solely for artistic purposes and has no effect on the benefits of the redoubt, which are for the hex and not just for some hexsides.
- Units in a redoubt hex (that they are eligible to benefit from) with no other entrenchments have their Combat and Artillery values multiplied by 1.5 when defending. (For Combat values, retain fractions; for Artillery values, multiply the sum of all the Artillery values in the hex by 1.5 and round fractions up to the nearest whole number.)
Flank Attacks Against Redoubt Hexes: If a unit occupies a redoubt and is eligible to receive defensive benefits from that hex, its defensive capabilities against some flank attacks are enhanced (see 7.4).
- +4 Bonus: If the attacking player fulfills requirements for a +4 final flank bonus in an attack against one or more units in a redoubt hex, that bonus is reduced to +2.
- +3/+2 Bonus: If the attacking player fulfills requirements for a +3 or +2 final flank bonus in an attack against one or more units in a redoubt hex, that bonus is reduced to +1.
- +1 Bonus: If the attacking player fulfills requirements for a +1 final flank bonus in an attack against one or more units in a redoubt hex, he receives no flank bonus at all.
Unlike Flanks Refused markers, non-flank attacks against redoubt hexes do not provide the attacking player a +1 die roll bonus. Defending units situated under Breastwork or Fort markers in redoubt hexes retain the redoubts' capabilities against flank attacks. However, Breastwork or Fort markers situated in non-redoubt hexes do not provide these capabilities.
10.0 Bridges, Dams, and Ferries
Units may cross major and minor rivers only at bridges, dams, ferries, and fords. A unit entering a hex across a bridge, dam, or ford ignores the cost of the major terrain in that hex and instead pays 1 MP as long as a road, pike, or RR crosses that bridge, dam, or ford. A unit also pays 1 MP if a pontoon bridge is constructed over that river (as long as both hexes connected by the pontoon bridge have a road, pike, trail, or RR in them). Units entering a hex across a bridge or ford which is not traversed by a road, pike or RR must pay that hex's major terrain MP cost. Roads crossing creek hexsides are not considered bridges, dams, ferries, or fords.
10.1 Pontoon Bridges
In the GCACW Standard Rules, bridges built during the game are known as "pontoon" bridges to differentiate them from "permanent" bridges which are printed on the map. Also, in all GCACW games except SLB, a player must make a die roll if he wishes to build a bridge, rather than building it automatically.
Building Pontoon Bridges: Eligible infantry units may attempt to build pontoon bridges. In the Standard Rules, bridges may always be built at fords. An infantry unit is eligible to build a pontoon bridge only if it meets all of the following conditions in Step 1 of the Recovery Phase:
- It is at Fatigue Level 0 and is not demoralized.
- It has a Combat value of 5 or more.
- It occupies a hex containing at least one major or minor river hexside. A unit may build a pontoon bridge across a hexside that already contains a permanent bridge (destroyed or not). In On to Richmond!, both the Confederate and the Union player may attempt to build a pontoon bridge over a major river — Confederate major-river bridging is permitted in OTR, GTC, AIO, TPC, and TOM (unlike most of the series), and Union major-river bridging is permitted in every GCACW game except SIV.
- It must not have entrenched or repaired a bridge or ferry in the same Recovery Phase.
- If the bridge is to be built over a minor river, the player must have an unused minor river Bridge marker.
- If the bridge is to be built over a major river, the player must have an unused major river Bridge marker. In games in which either or both players may build major river bridges, they are limited to one major river Bridge marker each unless a game's own rules say otherwise.
If a game limits the number of Bridge markers that may be employed, and all the Bridge markers of that type are in use, a player may not build a pontoon bridge of that type until one or more markers become available for use again due to dismantling or destruction (see 10.2).
Pontoon Bridge Restrictions
- Cavalry/artillery units and leaders may not build bridges.
- Bridges may not be built across creek hexsides.
- A bridge may not be built between two hexes if one of the hexes contains an enemy unit (or units) with a combined Combat value of 5 or more. It may be built into a hex if the enemy unit(s) in that hex have a combined Combat value of less than 5. Entrenchments are not taken into account in determining the Combat value that prevents a bridge from being built.
- An eligible unit may attempt to build a maximum of one bridge per Recovery Phase, although it may attempt to build more than one bridge per game — even in the same hex.
- A maximum of one infantry unit per hex may make a bridge-building attempt in Step 1 of each Recovery Phase.
- A unit may not build a pontoon bridge across a hexside that already contains a pontoon bridge or a dam feature.
- Units may not build bridges in rain turns.
Pontoon Bridge Construction: For each eligible unit attempting to build a bridge in Step 1 of the Recovery Phase, the owning player follows this procedure:
- He specifies the hexside over which the bridge will be built.
- He rolls a die, modifying this roll if necessary (see below).
- 5 or Less: If the modified roll is 5 or less, the bridge is successfully built. Place an appropriate Bridge marker (minor or major) belonging to the building player directly on the hexside, with one end of the bridge symbol pointing to the unit's hex and the other end pointing to the hex directly across the river. Exception: On an unmodified die roll of 6, the bridge is not built.
- 6 or More: If the modified roll is 6 or more, the bridge is not built. No action is taken. Another attempt to build a bridge across that hexside may not be made until the following turn.
Construction Die Roll Modifiers: A player's pontoon bridge construction die roll is modified if any of the following conditions are in effect (modifiers are cumulative):
- –3: If the Confederate player attempts to build a major river bridge within 10 hexes of the Confederate Capitol (OTR N0627).
- +1: If the river being bridged is currently unfordable (see 12.0).
- +1: If the bridge is being built between hexes OTR S3409 and OTR S3509 (Barrett's Ferry).
- +2: If the river being bridged is a major river.
Use the lowest modifier below that applies, but one of these modifiers must be used:
- +0: If a road, pike, trail, or RR is situated in both hexes to be connected by the bridge, and one or more of the following features exist across the hexside being bridged: a ford, a ferry (destroyed or not), or a permanent bridge (destroyed or not).
- +1: If a road, pike, trail, or RR is situated in both hexes to be connected by the bridge, but none of the following features exist across the hexside being bridged: a ford, a ferry (destroyed or not), or a permanent bridge (destroyed or not).
- +2: If there is a road, pike, trail, or RR in only one of the two hexes to be connected. The presence or lack of the following features across the hexside being bridged has no effect on this modifier: a ford, a ferry (destroyed or not), or a permanent bridge (destroyed or not).
- +3: If both of the hexes to be connected do not contain a road, pike, trail, or RR. The presence or lack of the aforementioned features across the hexside being bridged has no effect on this modifier.
Note: If a pontoon bridge is successfully built, it is considered to have a road (not pike) running across it as long as both hexes connected by the bridge have roads, pikes, trails, or RR in them. Otherwise the bridge is not considered to be traversed by a road.
10.2 Destroying Bridges and Ferries
In the GCACW Standard Rules, rules for bridge/ferry destruction and dismantling supersede the pertinent rules sections in all GCACW games. In all games, permanent bridges, pontoon bridges, and ferries may be destroyed, although permanent bridges/ferries are more difficult to destroy than pontoon bridges. Bridges and ferries may be destroyed in rain turns and while rivers are unfordable.
Destroying Pontoon Bridges: When a player builds a pontoon bridge, he "owns" it. Enemy units may not cross that bridge in a march, retreat, or advance after combat; nor may they attack across it. The bridge remains on the map until an undemoralized enemy unit with a Combat value of 5 or more ends a march, retreat, or advance after combat in one of the two hexes connected by the bridge. At that time the Bridge marker is immediately removed. A pontoon bridge is automatically destroyed at the end of the Attachment Phase (an Advanced Game Phase) if the previous turn's Recovery Phase or the current turn's Attachment Phase has caused an undemoralized enemy unit to have an unentrenched combat value of 5 or more in one of the two hexes connected by the bridge. Entrenchments are not taken into account in determining the Combat value that is needed to destroy a bridge. ZOC extend across undestroyed bridges normally, even a pontoon bridge constructed by the enemy player.
Dismantling: If at any time during a march, an active unit occupies one of the two hexes connected by a friendly pontoon bridge, the active player may "dismantle" that bridge. If so, the Bridge marker is removed. This does not cost any MP, and the active unit may continue its march afterwards.
Destroying Permanent Bridges and Ferries: If an undemoralized infantry unit with a Combat value of 5 or more ends a march in either of the two hexes connected by a permanent bridge, or if an undemoralized infantry or cavalry unit of any Combat value ends a march in either of the two hexes connected by a ferry, the active player may attempt to destroy that bridge/ferry. A unit may make a maximum of one attempt to destroy bridges/ferries per turn. However, a player may make more than one attempt to destroy the same bridge/ferry in a turn, as long as the attempts are made by different units.
Exceptions: If an enemy unit occupies one of the two hexes connected by a bridge/ferry, the active player may not attempt to destroy it. Also, if one of the two hexes connected by a bridge/ferry is an enemy ZOC — including restricted ZOC — and that ZOC is not occupied by a friendly unit, the active player may not attempt to destroy it. Finally, some permanent bridges are indestructible.
Dams and Fords: Dams and fords may not be destroyed.
Permanent Bridge/Ferry Destruction Procedure: To attempt to destroy a permanent bridge or ferry, a player rolls a die (this roll may be modified; see below).
- Bridge: If the modified roll is 2 or less, a permanent bridge is "destroyed." If the modified roll is 3 or more, the attempt to destroy the permanent bridge has failed.
- Ferry: If the modified roll is 1 or less, a ferry is "destroyed." If the modified roll is 2 or more, the attempt to destroy the ferry fails.
If a permanent bridge/ferry is destroyed, place a "Destroyed" marker directly on the hexside. If a destroy attempt fails, the player may attempt to destroy the bridge/ferry again, as many times as he wishes, as long as a given unit makes no more than one attempt per turn.
Destruction Die Roll Modifiers: If a player attempts to destroy a permanent bridge or ferry, his die roll is modified if any of the following conditions are in effect (modifiers are cumulative):
- –2: If the Confederate player is attempting to destroy a ferry.
- –1: If neither hex connected by the bridge/ferry is an enemy ZOC hex (including restricted ZOC).
- –1: If the active unit attempting the destruction spent its entire march in the hex connected by the bridge or ferry, and the unit neither moved nor attacked during its march.
Destroyed Permanent Bridge/Ferry Effects: If a permanent bridge or a ferry over a minor river is destroyed, a ford is considered to cross the hexside formerly occupied by the bridge/ferry. (ZOC do not extend across destroyed bridge/ferry hexsides when the river they are on is unfordable.) If a permanent bridge or ferry over a major river is destroyed, no ford is considered to exist at that location.
10.3 Repairing Permanent Bridges and Ferries
The following GCACW Standard Rules for permanent bridge and ferry repair apply to all GCACW games, including On to Richmond!.
An infantry unit is eligible to repair a permanent bridge/ferry only if it meets all of the following conditions in Step 1 of the Recovery Phase:
- It is at Fatigue Level 0 and is not demoralized.
- It has a Combat value of 5 or more.
- It occupies a hex containing at least one destroyed permanent bridge or ferry hexside.
- It must not have entrenched or built a pontoon bridge in the same Recovery Phase.
Repair Restrictions
- Cavalry/artillery units and leaders may not repair bridges or ferries.
- A permanent bridge or ferry may not be repaired if one of the hexes connected by the bridge/ferry contains an enemy unit or units with a combined Combat value of 5 or more. It may be repaired if the enemy unit(s) in the connecting hex have a combined Combat value of less than 5. Entrenchments are not taken into account in determining the Combat value that prevents a bridge from being repaired.
- Each player may make a maximum of one repair attempt per Recovery Phase per each individual bridge and ferry.
- Units may not repair in rain turns.
Repair Procedure: If an eligible unit attempts to repair a permanent bridge/ferry in the Recovery Phase, the owning player follows this procedure:
- He specifies the hexside on which the repair will be attempted.
- He rolls a die, modifying this roll if necessary (see below).
- Permanent Bridge: If the modified roll is 3 or less, the bridge is repaired. Remove the Destroyed marker: the bridge is functional again. If the modified roll is 4 or more, the repair attempt fails.
- Ferry: If the modified roll is 5 or less, the ferry is repaired. Remove the Destroyed marker; the ferry is functional again. If the modified roll is 6 or more, the repair attempt fails.
Repair Die Roll Modifiers: A player's repair die roll is modified if any of the following conditions are in effect (modifiers are cumulative):
- +1: If the river on which a permanent bridge or ferry is situated is currently unfordable (see 12.0).
- +2: If the river on which a permanent bridge or ferry is situated is a major river.
11.0 Demoralization
A unit is assigned a Demoralize-1 marker (or has an existing Demoralize-1 marker flipped to its Demoralize-2 side) if it suffers an "R" result in combat. A unit is assigned a Demoralize-2 marker if it suffers an "R*" result in combat. Leaders are never demoralized. Demoralized units may be chosen to perform actions normally, although their attack capabilities are less than normal.
Common Effects of Demoralization-1 and Demoralization-2: A unit with a Demoralize-1 or Demoralize-2 marker is affected as follows:
- It may not entrench.
- Demoralized units (active or inactive) belonging to the attacker may not contribute in any way to the achievement of a flank attack bonus.
- Its Artillery value is 0 in both attack and defense.
- It may not be selected to participate in a grand assault.
- It may not burn a RR station, build a bridge, repair a bridge/ferry, destroy an enemy pontoon bridge, or destroy a permanent bridge.
Additional Effects of Demoralization-1 and Demoralization-2: A unit with a Demoralize-1 marker is also affected as follows:
- Its Combat value when attacking is halved. Round fractions down to a whole number. (Exception: A Demoralize-1 unit with a Combat value of 1 or ½ has a Combat value of ½ when attacking.) The unit's Combat value when defending is normal.
A unit with a Demoralize-2 marker is also affected as follows:
- Its Combat value when attacking is 1. (Exception: A Demoralize-2 unit with a Combat value of 1 or ½ has a Combat value of ½ when attacking.) The unit's Combat value when defending is normal.
- If a hex being attacked contains any units with Demoralize-2 markers, the defender may have to subtract 1 from his combat die roll (see 7.4).
Removal of Demoralization Markers: A Demoralized marker remains on top of the unit to which it is assigned wherever that unit moves. However, a unit's Demoralize-1 marker may be removed (or a Demoralize-2 marker flipped to its Demoralize-1 side) during Step 3c of the Recovery Phase if that unit has a Fatigue Level of 0 or 1 (see 8.0).
12.0 Rain
Rain is a random event in all GCACW games. Rain effects apply only in the Advanced Game in some games, and in both Basic and Advanced Games in others. Each GCACW game uses its original Random Events Table according to that game's specific rules, without modification. Also, note that in rain turns, units may not perform Entrenching actions, nor may they entrench in the Recovery Phase.
Rain: The Random Events Table has four possible "Rain" results:
- Rain (Current): Rain rules are in effect throughout the current turn only. Place a Rain marker on the Turn Track in the box corresponding to the current turn.
- Rain (Current+1): Rain rules are in effect throughout the current turn and the following turn. Place Rain markers on the Turn Track in the boxes corresponding to the current and immediately succeeding turns.
- Rain (Current+2): Rain rules are in effect throughout the current turn and the following two turns.
- Rain (Current+3): Rain rules are in effect throughout the current turn and the following three turns.
Note: If a multiple turn Rain result occurs when there are already one or more Rain markers on the Turn Track, additional markers are placed on the track only if the new Rain result extends the rain time period into turns which did not previously possess a Rain marker.
Rain Effects
Provisional Swamps: Provisional swamp hexes function as full swamp hexes in rain turns. If a Rain event occurs while a unit is in a provisional swamp hex with no road, pike, or RR, the unit gains one Fatigue Level and its Strength marker is disorganized. (If it is already disorganized, it is not further affected.) It also must be immediately moved into an adjacent, non-enemy occupied hex. This special movement does not require activation and does not expend MP. It may not be into an enemy ZOC unless there are no non-enemy ZOC present. It also may not be into another swamp hex or across a major/minor river hexside without a bridge or ferry. If no legal hex is available to move into, the unit is eliminated, and VP are awarded for its loss. If rain takes effect while one or more units occupy a provisional swamp hex with a Flanks Refused marker, that marker is removed.
Zones of Control: ZOC do not extend across ford or destroyed bridge/ferry hexsides in rain turns. They also do not extend across creek hexsides untraversed by roads, pikes, RR or trail (unless at least one of the two hexes joined by that creek hexside is a city hex).
Attacks: The attacker subtracts 1 from all combat die rolls in rain turns. Attacks cannot be made across ford or destroyed bridge/ferry hexsides in rain turns. Attacks cannot be made across creek hexsides in rain turns unless the hexside is crossed by a road, pike, trail, or RR (or at least one of the two hexes joined by the creek hexside is a city hex). In an attack across a permissible creek hexside in a rain turn, the defender gains a +2 combat die roll modifier (instead of the normal +1).
Movement: If a unit enters a hex across a road or RR hexside in a rain turn, it expends 2 (not 1) MP. A unit entering a hex across a pike hexside expends 1½ (not 1) MP in a rain turn. If a unit enters a mountain hex through a hexside crossed by a trail in a rain turn, it expends 3 MP instead of 2; if a unit enters a non-mountain hex through a hexside crossed by a trail in a rain turn, it expends 2 MP instead of 1. In rain turns, the cost to enter all types of major terrain without benefit of roads, pikes, trails, or RR is increased (see Terrain Chart).
Rivers and Creeks: In rain turns, units may cross minor and major rivers only at bridge, dam, and ferry hexsides — never at fords or destroyed bridges/ferries. Units may cross creeks only across road, pike, RR or trail hexsides in rain turns. Exception: Units may always cross a creek hexside if at least one of the two hexes joined by that hexside is a city hex.
Bridges: Units may not build or repair bridges or ferries in rain turns but may destroy them.
Entrenching: Units may not entrench in rain turns.
River Fordability: In rain turns, units may not use fords to cross major or minor river hexsides. Furthermore, Rain results on the Random Events Table may cause fords to be unusable for an extended period of time after rain turns. Each time a Rain result occurs, the players must place a "Major Rivers Unfordable" and a "Minor Rivers Unfordable" marker on the Turn Track. When a Rain result occurs, consult the chart below to get a Rain Number for minor rivers. On to Richmond! uses the "OTR/AIO" column below — its rivers stay unfordable considerably longer after rain than most other games in the series:
Minor River Rain Number Table
| Rain Event | OTR/AIO | SIV | All Others |
|---|---|---|---|
| Rain (Current) | 1 | 0 | 0 |
| Rain (Current +1) | 2 | 1 | 1 |
| Rain (Current +2) | 4 | 3 | 2 |
| Rain (Current +3) | 6 | n/a | 3 |
Place the Minor Rivers Unfordable marker on the Turn Track a number of boxes ahead of the current turn equal to the Minor River Rain Number. If the Minor Rivers Unfordable marker is already on the Turn Track, advance it by a number of turns equal to the Rain Number. Do not place the Minor Rivers Unfordable marker on the Track if the Rain Number is 0.
Next, consult the chart below to get a Rain Number for major rivers:
Major River Rain Number Table
| Rain Event | OTR/AIO | SIV | All Others |
|---|---|---|---|
| Rain (Current) | 1 | 1 | 1 |
| Rain (Current +1) | 3 | 3 | 2 |
| Rain (Current +2) | 6 | 5 | 3 |
| Rain (Current +3) | 9 | n/a | 4 |
Place the Major Rivers Unfordable marker on the Turn Track a number of boxes ahead of the current turn equal to the Major River Rain Number. If the Major Rivers Unfordable marker is already on the Turn Track, advance it by a number of turns equal to the Rain Number.
Unfordability Effects: If the Major Rivers Unfordable marker is on the Turn Track, units may not move, retreat, or advance across major rivers at fords in the current turn and all succeeding turns up to and including the box occupied by the marker. If the Minor Rivers Unfordable marker is on the Turn Track, units may not move, retreat, or advance across minor rivers at fords or destroyed bridges/ferries in the current turn and all succeeding turns up to and including the box occupied by the marker. If a unit cannot cross a hexside due to unfordability effects then its ZOC does not extend across that hexside. If a unit uses a ferry to move across a minor river that is currently unfordable, that unit must pay the normal ferry movement point penalty (Manpower value divided by 3, see Section 6.2). Remove a marker from the Turn Track at the end of the turn corresponding to the box it occupies on the Track.
Limited Intelligence (Optional Rule)
This optional rule can be used with any game in the series to better reflect the uncertainties of Civil War era command. It does significantly increase the time required to complete a scenario. This rule requires mutual trust between the players and should not be used for competitive play.
The Force Display: As described in Section 6.4, each player may remove stacks of counters and replace them with a Force Marker. Normally, forces kept off-map on the Force Display may be examined by either player at any time. When using these rules, each player's Force Display is kept secret from the enemy player. Hide each player's Force Display behind a screen or under a spare game box lid.
Placing Force Markers: Each player is allowed to utilize up to ten force markers at a time. Not all games in the Great Campaigns series include ten force markers for each player; players should substitute additional counters as necessary. A player may place one or more force markers during the Action Cycle whenever he possesses the initiative. As described in Section 6.4, the units are removed from the map and placed on the force display. Two or more force markers may be simultaneously placed in the same hex to confuse the enemy about the direction in which a force will move. A player is permitted to assign no actual units to a force marker; a phantom force of this type is referred to below as a "dummy marker." Dummy markers may be activated and moved, but may not be used to reveal enemy forces, collect VP, or trigger any other action pursuant to the rules that requires the presence of an actual unit.
Placement of force markers must adhere to the following restrictions:
- A force marker may not be placed adjacent to an enemy unit (unless impassable terrain makes it impossible to move between the two hexes).
- A force marker may not be placed within two hexes of an enemy cavalry unit. Exception: A force marker may be placed within two hexes of enemy cavalry if all two-hex paths between the units are blocked by either: impassable terrain; woods or loess hexsides not crossed by a road, pike, trail, or RR; or a friendly unit in the hex between the force marker and the enemy cavalry unit.
Moving Force Markers: Units on the Force Display must move according to the published rules. A player moving a hidden force still rolls for that force's movement in view of the enemy player. Dummy markers can be moved as either infantry or cavalry (with or without a leader) at the discretion of the owning player. Movement of dummy markers normally requires the player to win initiative and spend an activation. The only exception occurs when more than one force marker starts an activation in the same hex.
Revealing Enemy Forces: Players replace friendly force markers with the units they represent (or remove them if they are dummies) in the following cases: if an enemy unit or force marker is adjacent to the friendly force marker (unless impassable terrain makes it impossible to move between the two hexes); or if an enemy cavalry unit is within two hexes of the marker (with the same exception as above). Besides removing force markers in the cases listed above, force markers can be voluntarily removed at any time by the owning player.
On to Richmond II Exclusive Rules
1.0 Introduction
On To Richmond II: The Union Strikes South includes three separate game modules which share most of the components included in this game-box. This booklet contains the On To Richmond! II module (hereafter referred to as On To Richmond or OTR), which is a redesign of the original On To Richmond produced by Avalon Hill in 1998. The scenarios have been rebalanced as needed, a new scenario has been added, the maps and charts have been updated, and a few changes have been made to the campaign.
Players should first read this Introduction, then read the GCACW Standard Basic Game Rules, and then continue reading below.
On To Richmond! simulates the Union attempt to capture the Confederacy's capital of Richmond during spring 1862. In the game, players control Union and Confederate military forces in turns representing one day of real time. The map portrays parts of Virginia as they were in 1862, drawn almost exclusively from Civil War period maps. A hexagonal grid has been superimposed over the map and each hex equals about 2,000 yards (1.15 miles) from side-to-side. Military units from regiments to divisions are represented along with each side's corps and army leaders. Military units consist of a varying number of points, each of which represents about 500 infantrymen or 700 cavalrymen.
The OTR rules are similar to those of the previous games in the Great Campaigns of the American Civil War (GCACW) series. Minor differences in the system from one game to the next existed prior to the 1999 publication of Standard Series Rules Upgrade in Issue No. 1 of The Skirmisher. These Standard Series Rules have been upgraded over time (currently to Version 1.5) and now form the basis for all games in the series. On To Richmond! includes these Standard Rules in a separate rule booklet entitled "GCACW Standard Basic Game Rules." This booklet forms a comprehensive guide to the common rules shared between all games in the series. Basic Game rules sections 2.0 through 12.0 appear in this separate booklet.
Game Components
A complete game of On To Richmond! contains the following:
- One GCACW Standard Series Rules Booklet (1.5)
- One On To Richmond! Rules Booklet
- Four 22" by 32" Mapsheets
- Two Force Displays
- Five 280-piece Countersheets
- Two 6-sided Dice
- Two Charts and Tables Cards
- One Terrain Chart
- One Off-Map Display
Abbreviations
AH: A.P. Hill's division; ANV: Army of Northern Virginia; AP: Army of the Potomac; Art: Artillery; Brig: Brigade; Cav: Cavalry; Cmd: Command; DE: Delaware; Disorg: Disorganized; Div: Division; DH: D.H. Hill's division; DV: Department of Virginia; GA: Georgia; HA: Heavy Artillery; HO: Holmes' division; HU: Huger's division; IL: Illinois; Inf: Infantry; J: Jackson's division; Ldr: Leader; L: Longstreet's division; M: Magruder's division; MA: Massachusetts; MD: Maryland; MP: Movement Points; MS: Mississippi; NC: North Carolina; NY: New York; Org: Organized; PA: Pennsylvania; Regt: Regiment; Res: Reserve; RI: Rhode Island; RR: Railroad; S: Smith's division; SC: South Carolina; Sqdr: Squadron; Sub: Substitute; US: United States; VA: Virginia; VC: Victory Condition; VP: Victory Points; WI: Wisconsin; ZOC: Zone of Control
2.2 Playing Pieces
Look at the light/dark background color for Leaders and Military Units to tell between these units for the 1862 and 1864/65 campaigns. For markers (many of which are shared between all years) the background color is not indicative of what years the marker is in use.
Each side has only one army: the Confederate player has the Army of Northern Virginia (ANV), and the Union player has the Army of the Potomac (AP). Each side has several infantry units that do not belong to any corps (for the Union) or division (for the Confederate); also, none of the Union cavalry belong to a corps. These various leaderless units may not participate in an Activate Leader action.
The Union player has infantry corps leaders, while the Confederate player has both infantry and cavalry division level leaders. These leaders may activate any unit within their commands.
5.2 Activate Leader
Reminder: As per this section in the Standard Rules, if the Union player is performing the Activate Leader action, he is limited in the number of units he may select by the number he rolled during the just-completed Initiative Segment of the current Action Phase.
10.1 Pontoon Bridges
In OTR the Union and Confederate players are limited to eight and four Minor River Bridge markers, respectively. Each side is limited to one Major River bridge marker. The extra markers are for the Petersburg campaign and may not be used in OTR.
13.0 Scenarios, Control Markers, Maps
Some scenarios specify which side controls certain "objective hexes" at the start of the game and the VPs given for control of an objective hex. Players may wish to place Union or Confederate Control markers on objective hexes to denote which side controls them. A player gains control of an enemy-controlled objective hex at the moment one of his undemoralized infantry (not cavalry) units enters that hex. A player maintains control of an objective hex even if he does not have an infantry unit occupying it, assuming the enemy does not gain control of that hex. Note: if a player's infantry unit has its "Demoralize-1" marker removed while it occupies an enemy-controlled objective hex, the player immediately gains control of that hex. Players should take care to note when Victory Conditions require occupation or just control of an objective hex.
Basic Game Scenarios
There are eight Basic Game scenarios of varying degrees of length and complexity. Unless otherwise noted in the following instructions, all units begin the game with their front (normal) sides face-up at Fatigue Level 0 with organized Strength markers. Before starting, place the Turn marker on the Turn Track in the box corresponding to the date on which the scenario begins. This is Turn 1. At the end of the game, calculate Victory Points and determine a winner. Since combat losses cause VP gain or loss, the players should keep track of Manpower value losses on a piece of paper, or use the special loss counters to track losses for each side on the Victory Point Track.
Maps: The Grant Takes Command maps included are not used in any OTR scenarios. The On To Richmond! Map is divided into a north and south section. Some scenarios use only one map; others use both maps. In setup instructions, hexes are listed by four-digit numbers preceded by "N" (north map), or "S" (south map). For example, "N0923" means hex 0923 on the north map (Mechanicsville). To join the two map sections together, the north map's south edge aligns with the south map's north edge so that the north map's rightmost hex column (known as the "5800" column because the first two digits of each of its hexes number "58") lines up with the south map's "5400" column. Note that there is a small amount of overlap on the maps. In odd-numbered north map hex columns (e.g., the "1300" column), the southernmost hex in that column is identical to the northernmost hex on the south map. For example, hex N0734 (Drewry's Bluff) is the same as hex S0301. In the overlap area the south map should be placed on top of the north map (hexes that overlap are identified in the scenario setups as south map hexes). No cutting of map edges is needed to join the maps together properly.
All the Confederate redoubts and "permanent" forts printed on the maps with a "63+" in their hex (e.g., N1130) were built in 1863 and are only used for scenarios that take place in and after 1863 (there are no such scenarios in OTR). Since all the "permanent" forts on the maps have the "63+" symbol, this advanced game rule is not used in OTR.
Scenario 1: The Warwick Line
NOTES: This scenario supposes that McClellan took advantage of the Union's substantial numerical advantage when his first five divisions encountered Magruder's Warwick River defense line on April 5. For a few days, McClellan had an opportunity to breach these defenses before the first troops from Johnston's Confederate army began to arrive on the scene. Historically, it rained on the morning of April 5. This scenario supposes the weather was clear for three straight days, allowing McClellan to advance against the Confederate defenses on the Warwick River as planned.
MAP: Use only the south map.
GAME LENGTH: 3 turns; April 5 to April 7, 1862.
SPECIAL RULES:
-
Random Events: There are no random events in this scenario.
-
Confederate Set-up: The Confederate player sets up seven of his units before the scenario begins. For two of these units (Wilcox-A and Colston) the Confederate set-up lists three possible placement hexes. They must be placed in different hexes, and may not be set up under a Fort marker. The other five units may be placed in any hex within 5 hexes of S5113. These units may be stacked freely, even with other units with fixed setup locations. However, they may not be set up under a Fort marker.
-
Confederate Reinforcements: At the start of each turn (even Turn 1) before the leader transfer phase, the Confederate player rolls a die to see if Confederate reinforcements arrive. If the roll is 3 or more, no reinforcements arrive. If the roll is 2 or less, a single reinforcement arrives. On the first roll of 1 or 2, Early's brigade arrives; on the second roll of 1 or 2, Griffith's brigade arrives; on the third roll of 1 or 2, Featherston's brigade arrives. If a reinforcement arrives, it may be placed in S4511, S4610, S4811, S4912, or S5017. It may stack with Confederate (but not Union) units upon placement.
-
Siege Artillery: The Confederate siege artillery unit may not conduct a march or activate leader action. It may attack in an assault, but may not advance. If forced to retreat, it is eliminated.
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Sedgwick's Division: Sedgwick's Union division is considered a part of Heintzelman's III Corps in this scenario. Sedgwick may be included in an activate leader action for Heintzelman.
-
Union Reinforcements: All "Union Reinforcements" are available at the start of Turn 2. The Union player must initiate a march action for each reinforcement to place it on the map. The first hex entered in this march must be S5818. If S5818 is enemy-occupied then the first hex must be S5820. If S5820 is also enemy-occupied, then Union reinforcements may not enter. The act of placing a reinforcement in the entry hex costs a variable number of movement points:
Unit MP Cost 6 PA, 3/8 PA 1 MP Sykes-A 2 MP Art Res-1, Art Res-2, Horse Art 3 MP Note: If a unit does not possess enough MP to pay the above cost, it is placed in the entry hex, ending its march as if it had made a minimum move of one hex. If a unit has remaining MP after placement, it may continue its march.
-
Bridges: Neither player may build bridges.
Victory Conditions: The Union player gains and loses VP for the following occurrences:
| VP | Reason |
|---|---|
| +8 | If the Union player controls Halfway House (S5009) at the end of the game |
| +6 | If the Union player controls Yorktown (S5510) at the end of the game |
| +4 | If the Union player controls Mulberry Point (S5017) at the end of the game. |
| +2 | For each of the following redoubt hexes the Union player controls at the end of the game: S5213, S5313, S5412, S5411, S5410 (maximum 10 VP total). |
| -5 | If the Union player controls none of the eight objective hexes at the end of the game. |
| +1 | For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another). |
| -1 | For each point of Union Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another). |
At the end of the game, the Union VP total is calculated and the players consult the following chart to determine the winner.
| Union VP | Winner |
|---|---|
| 15 or more | Union Decisive Victory |
| 11 to 14 | Union Substantive Victory |
| 7 to 10 | Union Marginal Victory |
| 3 to 6 | Confederate Marginal Victory |
| -1 to 2 | Confederate Substantive Victory |
| -2 or less | Confederate Decisive Victory |
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Magruder | Div | M | Ldr | - | S5510 (Yorktown) |
| Ward* | Brig | M | Inf | 2* | S5510 (Yorktown) |
| Siege* | Regt | M | Art | 2* | S5510 (Yorktown) |
| 10 GA* | Regt | M | Inf | 1* | S5017 (Mulberry Point) |
| Wilcox-A | Brig | M | Inf | 6 | S4811, S4912 or S5017 |
| Colston | Brig | M | Inf | 4 | S4811, S4912 or S5017 |
| 3 VA | Regt | Cav | Cav | 1 | Any hex within 5 hexes of S5113 |
| Pryor | Brig | M | Inf | 4 | Any hex within 5 hexes of S5113 |
| Cobb-A | Brig | M | Inf | 8 | Any hex within 5 hexes of S5113 |
| McLaws-A | Brig | M | Inf | 5 | Any hex within 5 hexes of S5113 |
| Rains-A | Brig | M | Inf | 4 | Any hex within 5 hexes of S5113 |
| Rodes-A | Brig | M | Inf | 5 | S5211 (Lebanon Church) |
| Early-A | Brig | M | Inf | 5 | Confederate Reinforcement |
| Featherston | Brig | M | Inf | 5 | Confederate Reinforcement |
| Griffith | Brig | M | Inf | 5 | Confederate Reinforcement |
* Units setup under Fort-Complete markers
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| McClellan | Army | AP | Ldr | - | S5814 (Cockletown) |
| Heintzelman | Corps | III | Ldr | - | S5814 (Cockletown) |
| Porter | Div | III | Inf | 21 | S5814 (Cockletown) |
| Hamilton | Div | III | Inf | 18 | S5815 (Howard's Bridge) |
| Sedgwick* | Div | II | Inf | 17 | S5816 |
| Keyes | Corps | IV | Ldr | - | S5518 |
| Smith-A | Div | IV | Inf | 19 | S5518 |
| 5/6 US | Regt | - | Cav | 1 | S5518 |
| Couch | Div | IV | Inf | 17 | S5618 |
| 6 PA | Regt | - | Cav | 1 | Reinforcement |
| 3/8 PA | Regt | - | Cav | 1 | Reinforcement |
| Sykes-A | Brig | - | Inf | 8 | Reinforcement |
| Art Res-1 | Brig | AP | Art | 2 | Reinforcement |
| Art Res-2 | Brig | AP | Art | 2 | Reinforcement |
| Horse Art | Brig | AP | Art | 2 | Reinforcement |
* Sedgwick is part of Heintzelman's III Corps in this scenario
Scenario 2: Johnston's Retreat
NOTES: During the night of May 3, 1862, Johnston's army quietly slipped out of its Warwick River defense line and retreated west towards Richmond. They had escaped the upcoming cannonade from Union siege artillery that McClellan had spent the better part of a month preparing for. The path was now clear, however, for Union naval movement up the York River, and Johnston knew it. He was forced to withdraw his entire army and baggage train from the Peninsula with all possible speed to avoid a trap. Note: This scenario has been extensively modified from the original that appeared in the 1999 version of On to Richmond!
MAP: Use both the north and south maps.
GAME LENGTH: 5 turns; May 4 to May 8, 1862.
SPECIAL RULES:
- Random Events: Starting on Turn 1, in the Random Events Phase, one player rolls a single die to see if rain occurs. Rain occurs on the following rolls: on a 1-3 on Turn 1, on a 1-4 on Turn 2, and on a 1-5 on Turns 3-5. However, after the first rain result, random events are no longer rolled the rest of the scenario.
- First Initiative: The Confederate player automatically wins the initiative in the first Action Phase of Turn 1. After this, initiative is determined normally.
- Confederate Wagon Trains: The Confederate player has two wagon train units, which move like Confederate infantry (although they may not force march) and have a Tactical value of 1 and Artillery value of 0. If activated, they must perform a march action or an activate leader action by an infantry leader (in a leader action they get the leader movement bonus). They may not participate in an assault action. If a Confederate infantry, artillery or wagon unit enters a hex occupied by a wagon train, it must pay the most severe possible MP penalty for entering a friendly-occupied hex (+2 MP to enter a clear, rolling, or rough hex; +4 MP to enter a woods or swamp hex; see 6.2), even if the hex occupied by the wagon train has a combined Combat value of less than 12. If a wagon train makes an extended march, the Confederate player adds 1 to his extended march die roll in addition to other modifiers. If a "D" or "1" result occurs, it is applied to the wagon train normally—and the Confederate player loses VP (see Victory Conditions).
- Fatigue: All Confederate infantry, wagon train, and artillery units start the game at Fatigue Level 1 on their normal sides. Cavalry units start at Fatigue Level 0.
- Franklin's Division: Franklin's division (listed as a Union Reinforcement) is assumed to be just off the east map-edge in a landing hex. It may only be placed on the map if it successfully embarks as part of a Union amphibious move (see Rule 6).
- Union Amphibious Movement: The Union player may move units amphibiously. Amphibious rules are presented in the Advanced Game (see 10.0), and players should read that section before starting this scenario. (Irrelevant sections of 10.0 — Confederate amphibious movement, Fort Monroe and Norfolk, the C.S.S. Virginia, Mulberry Point and Harden's Bluff, Rappahannock River — may be skipped.) The Union player is subject to all restrictions listed in 10.0 with the following exceptions:
- If he attempts to embark an eligible unit, ignore "Embarkation Die Roll Modifiers" in 10.0. Instead, the only modifier is "+1" for all embarkation attempts on Turns 1-2.
- He may attempt to embark Franklin's division, even though it begins the game off-map. If it successfully embarks, place an "Amphibious Transport" marker on it and place it in Yorktown (S5510). It may subsequently move amphibiously. When it disembarks, it functions like any other Union infantry unit. If Franklin's division does not embark successfully, it must remain off-map. The Union player may also embark eligible units other than Franklin.
Victory Conditions: The Confederate player gains and loses VPs for the following:
| VP | Reason |
|---|---|
| +5 | For each Confederate infantry or artillery unit in New Kent County at the end of the game. |
| +5 | For each Confederate wagon train unit ending the game in or adjacent to New Kent Courthouse (N3127) or Baltimore Store (N2627) (for adjacency, the objective hex may not be occupied by an undemoralized Union infantry unit). |
| +6 | If the Union player does not have at least 4 undemoralized infantry units end the game in or to the west of the 3900 hex-row on the OTR North map |
| +1 | For each point of Union Manpower value lost in combat, retreat, or cavalry retreat |
| -1 | For each point of Confederate Manpower value lost in combat, retreat, cavalry retreat, or bombardment |
| -2* | For each hex into which a Confederate wagon train unit retreats due to combat |
| -3* | For each "D" or "l" result suffered by a Confederate wagon train unit in an extended march |
| -10* | For each Confederate wagon train unit eliminated. |
*For each wagon train unit, the total number of Confederate VP lost due to the three victory conditions marked with asterisks may not exceed 10.
For example, if a wagon train suffers a "D" or "1" result in an extended march (-3 VP) and is later eliminated (-10 VP), the total VP loss is 10, not 13. However, Manpower value losses for wagon trains in combat, retreat, or bombardment do not count toward this limit and cause an additional loss of 1 VP for each Manpower lost in that manner.
At the end of the game, the Confederate VP total is calculated and the players consult the following chart to determine the winner.
| Confederate VP | Winner |
|---|---|
| 58 or more | Confederate Decisive Victory |
| 52 to 57 | Confederate Substantive Victory |
| 46 to 51 | Confederate Marginal Victory |
| 40 to 45 | Union Marginal Victory |
| 34 to 39 | Union Substantive Victory |
| 33 or less | Union Decisive Victory |
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Johnston | Army | ANV | Ldr | - | S4708 |
| Smith | Div | S | Ldr | - | S4708 |
| Whiting-A | Demi-Div | S | Inf | 12* | S4708 |
| Hood | Demi-Div | S | Inf | 7* | S4607 (Ft. Magruder) |
| Art Res-1 | Brig | ANV | Art | 1* | S4407 (Williamsburg) |
| Wagon Train-A | - | - | - | 2* | S4407 (Williamsburg) |
| Wagon Train-B | - | - | - | 2* | S4307 (William & Mary Col.) |
| DR Jones-A | Demi-Div | M | Inf | 15* | S4608 |
| DR Jones | Div | M | Ldr | - | S4709 |
| McLaws-B | Demi-Div | M | Inf | 18* | S4709 |
| Wilcox-B | Demi-Div | L | Inf | 14* | S4809 |
| Longstreet | Div | L | Ldr | - | S4910 |
| Pickett | Demi-Div | L | Inf | 15* | S4910 |
| Early-B | Demi-Div | DH | Inf | 11* | S4909 (Church) |
| DH Hill | Div | DH | Ldr | - | S5009 (Halfway House) |
| Rains-B | Demi-Div | DH | Inf | 12* | S5009 (Halfway House) |
| 3 VA | Regt | Cav | Cav | 1 | S5213 (Monson House) |
| 4 VA | Regt | Cav | Cav | 1 | S5412 (Wynn's Mill) |
* All Confederate infantry, wagon train and artillery units start the game at Fatigue Level 1 on their normal sides.
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| McClellan | Army | AP | Ldr | - | S5711 |
| Heintzelman | Corps | III | Ldr | - | S5711 |
| Porter | Div | III | Inf | 21 | S5711 |
| Hooker | Div | III | Inf | 19 | S5611 (Saw Mill) |
| Art Res-1 | Brig | AP | Art | 2 | S5611 (Saw Mill) |
| 5/6 US | Regt | - | Cav | 1 | S5612 |
| 6 PA | Regt | - | Cav | 1 | S5612 |
| Sumner | Corps | II | Ldr | - | S5513 (Burnt Chimneys) |
| Richardson | Div | II | Inf | 16 | S5513 (Burnt Chimneys) |
| Horse Art | Brig | AP | Art | 2 | S5513 (Burnt Chimneys) |
| Sedgwick | Div | II | Inf | 17 | S5514 |
| 8 IL | Regt | - | Cav | 1 | S5514 |
| Kearny | Div | III | Inf | 18 | S5512 |
| Sykes-A | Brig | - | Inf | 8 | S5512 |
| Art Res-2 | Brig | AP | Art | 2 | S5512 |
| 3/8 PA | Regt | - | Cav | 1 | S5712 |
| Keyes | Corps | IV | Ldr | - | S5415 |
| Couch | Div | IV | Inf | 17 | S5415 |
| Smith-A | Div |
Scenario 3: The Gates Of Richmond
NOTES: On May 17, 1862, General Irwin McDowell received authorization from Secretary of War Stanton to march south from Fredericksburg with his I Corps to join McClellan. The only stipulation, to which McDowell objected, was that I Corps must wait for Shields' division to arrive from the Shenandoah before departing to join McClellan. This scenario simulates what might have occurred had McDowell pressed Stanton to let I Corps move south immediately, with Shields following in its wake. Had this occurred, McClellan would have been presented with a golden opportunity to take Richmond.
MAP: Use only the north map.
GAME LENGTH: 7 turns; May 26 to June 1, 1862.
SPECIAL RULES:
-
Random Events: Random events are determined every turn, even Turn 1. The only applicable events are the various Rain results. Convert all Rain results to "Rain (Current)," even if the event is for a longer rain period. All non-Rain random events are converted to "no effect."
-
Destroyed Bridges: Place "Destroyed" markers over the following bridges:
- N0206-N0307 (North Anna Ford)
- N2831-N2832 (Forge Bridge)
- N0306-N0307 (R, F, & P RR Bridge)
- N2230-N2330 (Long Bridge)
- N0509–N0608 (Cedar Hill Bridge)
- N2130-N2229 (Turner's Bridge)
- N0911-N0912 (Littlepage Bridge)
- N1929-N2028 (Fisher's Bridge)
-
Confederate Movement Restrictions: Huger, Armistead, 32 NC, and the four "Richmond" units may not move until "released." All of these units are released at the moment a Union unit enters a hex that is three hexes away from any Richmond city hex. Also, Huger, Armistead, and 32 NC are individually released as soon as an enemy unit enters a hex within three hexes of their starting locations. Huger and Armistead may also be released by a die roll. Each Turn Indication Phase (i.e., at the end of a turn), the Confederate player rolls a die. On the first roll of 1 or 2, Huger is released; on the second roll of 1 or 2, Armistead is released. Rolls of 3 or more mean that neither unit is released in that phase. Once a unit is released it may move without restriction for the rest of the game.
-
River Fordability: All major and minor rivers hexsides are unfordable on Turn 1—even if a Rain random event does not occur. Furthermore, ZOC do not extend across ford hexsides on Turn 1. Units may cross rivers only at undestroyed bridges and ferries on Turn 1. If a Rain result occurs on Turn 1, its effects are in addition to the aforementioned restrictions.
-
Confederate Reinforcements: Each Turn Indication Phase the Confederate Player rolls a die. (This roll is in addition to his "release" roll; see Rule 3.) This roll may be modified (see below). On the first modified roll of 1 or less, Ripley's brigade arrives as a reinforcement. On the second modified roll of 1 or less, Walker's brigade arrives as a reinforcement. Modified rolls of 2 or more mean that no reinforcement arrives in that phase. If a Union unit had earlier entered a hex within three hexes of any Richmond city hex, the Confederate player subtracts 2 from his reinforcement die rolls for the rest of the game. Confederate reinforcements are placed in hex N0633 upon their arrival. If that hex is Union-occupied, the Confederate player may place them in any hex on the south map-edge west of the James River.
-
Ewell's Division: Before the start of the game, the Confederate player must specify whether Ewell's division will arrive at Hanover Junction or Richmond if it is made available as a reinforcement.
Victory Conditions: The Union player gains and loses VPs for the following occurrences at the end of the game:
| VP | Reason |
|---|---|
| +10 | For each Richmond city hex controlled by the Union player at the end of the game (including hex N0628) |
| +8 | If the Union player controls Chaffin's Bluff (N0934) at the end of the game |
| +2 | For each redoubt hex (not having a "63+" in the hex) in Henrico County controlled by the Union player at the end of the game |
| +2 | For each RR station north of Richmond and south of Hanover Junction (N0308, inclusive) controlled by the Union player at the end of the game—not including RR stations on the Richmond & York River RR. Note: The maximum Union VP award for RR stations is 10, even if more than 5 stations are controlled |
| +1 | For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another). |
| -1 | For each point of Union Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another). |
| -4 | For each of the following RR stations controlled by the Confederate player at the end of the game: Savage's Station (N1627), Summit's Station (N2126), Despatch Station (N1927), Tunstall Station (N2524) |
| -20 | If the Confederate player controls White House Station (N2823) at the end of the game. |
At the end of the game, the Union VP total is calculated and the players consult the following chart to determine the winner.
| Union VP | Winner |
|---|---|
| 38 or more | Union Decisive Victory |
| 29 to 37 | Union Substantive Victory |
| 20 to 28 | Union Marginal Victory |
| 11 to 19 | Confederate Marginal Victory |
| 2 to 10 | Confederate Substantive Victory |
| 1 or less | Confederate Decisive Victory |
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Johnston | Army | ANV | Ldr | - | N1028 |
| Art Res-1 | Brig | ANV | Art | 2 | N1028 |
| Longstreet | Div | L | Ldr | - | N1230 |
| Pickett | Demi-Div | L | Inf | 16 | N1230 |
| RH Anderson | Demi-Div | L | Inf | 13 | N1132 |
| DH Hill | Div | DH | Ldr | - | N1229 |
| Rodes-B | Demi-Div | DH | Inf | 11 | N1229 |
| Garland-A | Demi-Div | DH | Inf | 12 | N1228 |
| Smith | Div | S | Ldr | - | N1227 |
| Whiting-A | Demi-Div | S | Inf | 13 | N1227 |
| Hood | Demi-Div | S | Inf | 8 | N1226 (Old Tavern) |
| McLaws-B | Demi-Div | M | Inf | 10 | N1225 |
| T Anderson | Brig | M | Inf | 5 | N0723 |
| Magruder | Div | M | Ldr | - | N0924 |
| Cobb-B | Demi-Div | M | Inf | 12 | N0924 |
| Kershaw | Brig | M | Inf | 5 | N1024 |
| Stuart | Brig | Cav | Ldr | - | N0822 |
| Cavalry | Brig | Cav | Cav | 2 | N0822 |
| 3 VA | Regt | Cav | Cav |
* JR Anderson and Branch begin the game on their exhausted sides at Fatigue Level 0 + 56 VA, 32 NC and the four "Richmond" units begin the game under Fort-Complete markers ^ Huger, Armistead, 32 NC and the four "Richmond" units may not be moved until "Released"
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| McClellan | Army | AP | Ldr | - | N1625 (Parker's Mill) |
| Sumner | Corps | II | Ldr | - | N1625 (Parker's Mill) |
| Sedgwick | Div | II | Inf | 17 | N1625 (Parker's Mill) |
| Richardson | Div | II | Inf | 16 | N1725 |
| Keyes | Corps | IV | Ldr | - | N1428 |
| Casey | Div | IV | Inf | 16 | N1428 |
| Couch | Div | IV | Inf | 14 | N1528 |
| Heintzelman | Corps | III | Ldr | - | N1828 |
| Kearny | Div | III | Inf | 17 | N1828 |
| Hooker | Div | III | Inf | 16 | N1830 |
| 3/8 PA | Regt | - | Cav | 1 | N1930 (White Oak Bridge) |
| Franklin | Corps | VI | Ldr | - | N1124 |
| Smith-B | Div | VI | Inf | 19 | N1124 |
| Slocum | Div | VI | Inf | 18 | N1123 (Walnut Grove Ch) |
| Porter | Corps | V | Ldr | - | N1224 |
| Morell | Div | V | Inf | 17 | N1224 |
| Art Res-1 | Brig | AP | Art | 2 | N1224 |
| Horse Art | Brig | AP | Art | 2 | N1224 |
| Sykes-B | Div |
* 93NY begins the game under a Fort-Complete marker ^ King, McCall, Ricketts, 2 NY and 4PA begin the game on their exhausted sides at Fatigue Level 0
Scenario 4: Seven Pines
NOTES: Johnston's late-May plan to concentrate the majority of his forces against the two Union corps isolated south of the Chickahominy River was sound. The heavy rain that fell on the night of May 30, which kept the river swollen for days, helped to further isolate the enemy, as Union reinforcements north of the Chickahominy would be hindered in coming to the aid of their comrades on the south bank. The execution of Johnston's plan, however, was flawed, revealing a lack of coordination throughout the Confederate chain of command.
MAP: Use only the north map.
GAME LENGTH: 2 turns; May 31 to June 1, 1862.
SPECIAL RULES:
- Random Events: Random events are not rolled for. Instead, there is an automatic "Rain (Current)" result on Turn 1 and an automatic "No Effect" result on Turn 2.
- First Initiative: The Confederate player automatically wins the initiative in the first Action Phase of Turn 1. (Note the restriction on Longstreet, Pickett, and RH Anderson in this phase; see Rule 4A.)
- Chickahominy River: Both players are subject to the following movement restrictions over the Chickahominy River: A. Confederate units may not cross or attack across the Chickahominy River. B. Union units may cross the Chickahominy River only at Grapevine Bridge (N1625-N1626), Sumner's Lower Bridge (N1726-N1626), or any undestroyed Chickahominy bridge further east (see Rule 6). C. The Chickahominy is considered unfordable throughout the scenario. Thus, the Union player may only cross it at a bridge (see "B," above). D. Place Destroyed markers on Turner's Bridge (N2130-N2229) and Fisher's Bridge (N1929-N2028). These bridges may not be repaired. Other permanent Chickahominy bridges, such as Long Bridge, Bottom's Bridge, and the RR Bridge (N1827-N1927), are functional—and may not be destroyed in this scenario. E. Neither player may build bridges.
- Confederate Movement Restrictions: The Confederate player is subject to the following movement restrictions: A. Longstreet, Pickett, and RH Anderson may not be activated in the first Action Phase. They may be freely activated thereafter. B. McLaws-B may not march or participate in an activate leader action unless it has been attacked. C. Ripley's brigade may not march unless a Union unit enters a hex adjacent to its set-up hex (N0826) or until Turn 2, whichever comes first. D. Walker's brigade may not march throughout the game unless a Union unit enters a hex adjacent to its set-up hex (N0627). Exception: Walker may be "released" (see Rule 5).
- Walker's Brigade: In the Turn Indication Phase of Turn 1 (i.e., at the end of the turn), the Confederate player rolls a die. On a roll of 1 or 2, Walker's brigade is "released" and may activate on Turn 2. On a roll of 3 or more, it is not released.
- Union Pontoon Bridges: The Union player starts the game with two Minor River Bridge markers: "Grapevine Bridge" (N1625-N1626) and "Sumner's Lower Bridge" (N1726-N1626). Both bridges are subject to "collapse" due to the heavy rain on Turn 1 (May 31). If a Union unit attempts to march or retreat across either bridge on Turn 1, the Union player interrupts that unit's movement prior to crossing and rolls a die. On a roll of 4 or less, the bridge remains intact, the unit successfully crosses and continues its movement, and no further roll for collapse is made for that bridge for the rest of the game. On a roll of 5 or more, the bridge collapses and is removed from the map. The unit may not march or retreat across that hexside. (In a retreat, a different retreat path must be found.) If no attempt is made to cross one or both bridges in Turn 1, the Union player rolls a die for each bridge in the Turn Indication Phase of Turn 1 to see if that bridge collapses. As above, a roll of 4 or less indicates that the bridge remains intact; a roll of 5 or more means the bridge collapses. In Turn 2, intact bridges function normally: the Union player does not have to roll a die when crossing either bridge to see if it collapses.
Victory Conditions: The Confederate player gains and loses VPs for the following occurrences at the end of the game:
| VP | Reason |
|---|---|
| +4 | If the Confederate player controls hex N1827 at the end of the game. |
| +4 | If the Confederate player controls hex N1928 at the end of the game. |
| +4 | If the Confederate player controls Savage's Station (N1627) at the end of the game. |
| +3 | If the Confederate player controls Fair Oaks Station (N1327) at the end of the game. |
| +3 | If the Confederate player controls Seven Pines (N1328) at the end of the game. |
| +1 | For each point of Union Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another). |
| -1 | For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another). |
At the end of the game, the Confederate VP total is calculated and the players consult the chart below to determine the winner.
| Confederate VP | Winner |
|---|---|
| 20 or more | Confederate Decisive Victory |
| 15 to 19 | Confederate Substantive Victory |
| 10 to 14 | Confederate Marginal Victory |
| 5 to 9 | Union Marginal Victory |
| 0 to 4 | Union Substantive Victory |
| -1 or less | Union Decisive Victory |
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Johnston | Army | ANV | Ldr | - | N1026 |
| Longstreet | Div | L | Ldr | - | N1026 |
| RH Anderson | Demi-Div | L | Inf | 13 | N1026 |
| Pickett | Demi-Div | L | Inf | 16 | N0827 (Chimborazo Hill) |
| Art Res-1 | Brig | ANV | Art | 2 | N0827 (Chimborazo Hill) |
| Ripley | Brig | HO | Inf | 5* | N0826 |
| Huger-B | Div | HU | Inf | 18 | N0828 (Toll Gate) |
| Smith | Div | S | Ldr | - | N0624 |
| Hood | Demi-Div | S | Inf | 8 | N0624 |
| Whiting-A | Demi-Div | S | Inf | 13 | N0624 |
| Walker | Brig | HO | Inf | 8* | N0627 (Capitol) |
| DH Hill | Div | DH | Ldr | - | N1128 |
| Garland-A | Demi-Div | DH | Inf | 17 | N1128 |
| Rodes-B | Demi-Div | DH | Inf | 6 | N1229 |
| McLaws-B | Demi-Div | M | Inf | 10*^ | N1225 |
* McLaws, Ripley and Walker have special movement restrictions: see Rules 4 and 5. ^ McLaws begins the game underneath a Breastworks-complete marker
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Casey | Div | IV | Inf | 13 | N1227 |
| Keyes | Corps | IV | Ldr | - | N1328 (Seven Pines) |
| Couch | Div | IV | Inf | 12 | N1328 (Seven Pines) |
| Naglee-A | Brig | IV | Inf | 5 | N1327 (Fair Oaks Station) |
| Sumner | Corps | II | Ldr | - | N1625 (Parker's Mill) |
| Sedgwick | Div | II | Inf | 17 | N1625 (Parker's Mill) |
| Richardson | Div | II | Inf | 16 | N1726 (Barker's Store) |
| Heintzelman | Corps | III | Ldr | - | N1627 (Savage Stn) |
| Kearny | Div | III | Inf | 12 | N1627 (Savage Stn) |
| Jameson | Brig | III | Inf | 5 | N1928 |
| Hooker | Div | III | Inf | 16 | N1930 (White Oak Bridge) |
Scenario 5: Stuart's Ride
NOTES: This scenario recreates JEB Stuart's first daring raid of the war, the famous "Ride Around McClellan." Stuart made it seem easy, but he was actually in peril of being cut off from Richmond at several points during the ride, as depicted in this scenario.
MAPS: Use both the north and south maps.
GAME LENGTH: 6 turns; June 12 to June 17, 1862. (Note: The game may last less than six turns; see Special Rules.)
SPECIAL RULES:
- Random Events: Random events are not determined.
- Turn 1: Only the Confederate player may activate units on Turn 1. Because no Union units may activate, do not perform initiative die rolls in this turn. The Confederate player may perform activations for as long as he is willing or able to do so.
- Turn 2: The Confederate player automatically wins the initiative in the first Action Phase of Turn 2. In all succeeding Action Phases, initiative is determined normally.
- Confederate Movement Restrictions: The Confederate player is subject to the following movement restrictions: A. On Turn 1, Confederate units may not enter any hex whose first two digits number "06." B. Confederate units may not enter the south map until Turn 3. C. Confederate units may never cross a Pamunkey River hexside. D. Confederate units may not move, attack or retreat into a hex that is within two hexes of N1328 (Seven Pines), within two hexes of N1829, or within four hexes of N1023 (Ellerson's Mill).
- Union Movement Restrictions: In addition to not being able to activate on Turn 1, the Union player is subject to the following movement restrictions: A. All Union infantry units (except Warren's brigade) performing a march have their Movement Allowance reduced by 1. If a unit's Movement Allowance in a march is 0, it gains one Fatigue Level, but it may not make a "minimum one hex movement" (see 6.2) and must remain in the hex in which the march was initiated. Warren's brigade is not subject to this restriction. B. Reynolds' brigade may not activate unless either of the following two events has occurred: a Confederate unit has entered any hex in New Kent County; or a Confederate unit has entered any hex within 3 hexes of N1927 (Reynolds' set-up hex). C. The 93 NY may not activate unless a Confederate unit has entered any hex adjacent to N2823 (93 NY's set-up hex). D. Buchanan's brigade and the 11 PA may not activate until Turn 3. E. Meade's brigade and the 3/8 PA may not activate until Turn 5. Exception: This restriction is lifted at the moment a Confederate unit enters any hex within three hexes of S1902 (Blacksmith). F. Union units may not move, attack, or retreat into a hex that is within four hexes of the following hexes: N0526 (Public Square), N0928, S0501 (Chaffin's Bluff). G. No Union unit may cross a Chickahominy River hexside. H. Union infantry units may not force march. I. Union units may not cross Forge Bridge (N2831-N2832).
- General Movement Restrictions: Both players are subject to the following movement restrictions: A. Units may not cross ford hexsides due to the recent heavy rains. They may only cross rivers at undestroyed bridges. B. Place Destroyed markers on Turner's Bridge (N2130-N2229) and Long Bridge (N2230-N2330).
- Forge Bridge: Confederate units are subject to movement penalties when attempting to cross Forge Bridge (N2831-N2832). A. At the moment a Confederate unit first attempts to cross Forge Bridge in either direction, that unit's march is interrupted and the Confederate player rolls two dice. The sum of the dice is the Movement Point (MP) penalty the moving unit—and any other Confederate unit—must pay to cross Forge Bridge for the rest of the game. This dice roll is made a maximum of once per game. After determining this penalty, the active unit may resume its movement. If it has sufficient MP to cross the bridge, it does so and may continue its march. If it does not have sufficient MP to cross the bridge, the unit's activation ends and it remains in the hex it occupied when the roll was made. (Exception: see Rule B, below.) The Forge Bridge MP penalty is in addition to the normal 1 MP cost to enter the connecting road hex on the other side of the bridge. B. If a Confederate unit occupies hex N2831 or N2832 at the start of its march and it wishes to cross Forge Bridge, the Confederate player determines its Movement Allowance and then rolls two dice to calculate the MP penalty as described in Step A. If the unit's Movement Allowance is sufficient to cross the bridge after applying the penalty, it does so and it continues its march. If it does not have sufficient MP to cross the bridge, the Confederate player may place the unit in the hex on the other side of the bridge anyway (i.e., it may cross the bridge regardless of the penalty). This one-hex move ends the unit's march. Crossing Forge Bridge without sufficient MP may only occur if the Confederate unit begins its march in hex N2831 or N2832. C. If a Confederate unit occupies hex N2831 or N2832 and it initiates a retreat, rout, or cavalry retreat, it may move across Forge Bridge with no penalty. However, if the unit begins a retreat, rout, or cavalry retreat in any other hex, it may not retreat across Forge Bridge. D. Once a Confederate unit crosses Forge Bridge, it may not cross the bridge in the opposite direction for the rest of the game.
Victory Conditions: The Confederate player gains and loses VP for the following occurrences:
| VP | Reason |
|---|---|
| +10 | If a Confederate Control marker occupies White House Station (N2823) at the end of the game. |
| +5 | If a Confederate Control marker occupies Polly Hundley's Corner (N1119) at the end of the game. |
| +4 | If a Confederate Control marker occupies Tunstall's Station (N2524) at the end of the game. |
| +3 | If a Confederate Control marker occupies Hanover Court House (N0913) at the end of the game. |
| +3 | If a Confederate Control marker occupies Garlick's (N2422) at the end of the game. |
| +4 | For each Confederate cavalry regiment (not Stuart) occupying one of the seven hexes comprising the city of Richmond at the end of the game. Maximum VP award 8. |
| +6 | If the game ends on Turn 3 (June 14: see Rule 11), the Confederate player receives 6VP for each cavalry unit (not Stuart) achieving a 'circuit' (see Rule 12). |
| +4 | If the game ends on Turn 4 (June 15: see Rule 11), the Confederate player receives 4VP for each cavalry unit (not Stuart) achieving a 'circuit' (see Rule 12). |
| +3 | If the game ends on Turn 5 or 6 (June 16 or 17: see Rule 11), the Confederate player receives 3VP for each cavalry unit (not Stuart) achieving a 'circuit' (see Rule 12). |
| +2 | For each point of Union Manpower value lost in combat or retreat. |
| +1 | For each point of Union Manpower value lost in extended march or moving from one enemy ZOC to another. |
| -1 | For each point of Confederate Manpower value lost in extended march, force march, or moving from one enemy ZOC to another. |
| -2 | For each point of Confederate Manpower value lost in combat, retreat or cavalry retreat. |
At the end of the game, the Confederate VP total is calculated and the players consult the following chart to determine the winner:
| Confederate VP | Winner |
|---|---|
| 37 or more | Confederate Decisive Victory |
| 30 to 36 | Confederate Substantive Victory |
| 22 to 29 | Confederate Marginal Victory |
| 18 to 21 | Union Marginal Victory |
| 11 to 17 | Union Substantive Victory |
| 10 or less | Union Decisive Victory |
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Stuart | Brig | Cav | Ldr | - | N0526 (Pub Sq – Richmond) |
| 1 VA | Regt | Cav | Cav | 1 | N0526 (Pub Sq – Richmond) |
| 9 VA | Regt | Cav | Cav | 1 | N0526 (Pub Sq – Richmond) |
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| 5/6 US | Regt | - | Cav | 1 | N1223 |
| 2-5 US | Sqdr | - | Cav | 1* | N1720 (Old Church) |
| Warren | Brig | V | Inf | 3 | N1123 (Walnut Grove Ch) |
| Buchanan | Brig | V | Inf | 4 | N1123 (Walnut Grove Ch) |
| Reynolds | Brig | V | Inf | 5 | N1927 (Despatch Station) |
| 93 NY | Regt | - | Inf | 1^ | N2823 (White House Stn) |
| 11 PA† | Regt | - | Cav | 1* | N2824 (White House) |
| Meade | Brig | V | Inf | 5 | N1928 |
| 3/8 PA | Regt | - | Cav | 1 | N1830 |
* The 2-5 US and 11PA cavalry units begin the game with disorganized strength markers. ^ The 93 NY infantry unit begins the game underneath a Fort-complete marker. † Corrected per official MMP errata (4/15/24): the Set-Up table as printed lists 11 PA's Type as "Inf"; it is a cavalry unit, consistent with Special Rule 8 above and with the errata sheet.
Scenario 6: The Seven Days
NOTES: This scenario recreates the "Seven Days" battle. In this decisive week, the new Army of Northern Virginia commander, Robert E. Lee, chose to take the offensive and attempt to drive the enemy away from Richmond. Lee's vigorous attack presented McClellan with an important strategic choice: stand and fight along the Army of the Potomac's main York River RR supply line; or retire southward to a new base on the James River.
MAPS: Use both the north and south maps.
GAME LENGTH: 7 turns; June 25 to July 1, 1862.
SPECIAL RULES:
-
Random Events: Random events are determined every turn, even Turn 1. The only applicable events are the various Rain results. Convert all Rain results to "Rain (Current)," even if the event is for a longer rain period. All non-Rain random events are converted to "no effect."
-
Destroyed Bridges/Ferries: Place Destroyed markers over the following bridge/ferry hexsides: N0311-N0312 (Ellett's Bridge), N1415-N1416 (Nelson's Bridge), N0511-N0611 (RF & P RR Bridge), N1929-N2028 (Fisher's Bridge), N0911-N0912 (Littlepage Bridge), N2130-N2229 (Turner's Bridge), N1215-N1315 (Sutton's Ferry), N2230-N2330 (Long Bridge), N1617-N1717 (Hanovertown Ferry), N2831-N2832 (Forge Bridge).
-
Union Bridges: Place Union Minor River Bridge markers over the following Chickahominy River hexsides: N1325-N1326, N1525-N1526, N1325-N1425, N1625-N1626.
-
Confederate Bridge: Place a Confederate Major River Bridge marker on the N0733-N0833 hexside.
-
Fords: All major and minor rivers are unfordable throughout the game. Rivers may only be crossed at undestroyed bridges and ferries. Both players may build bridges in non-Rain turns (see 10.1).
-
Union Wagon Trains: The Union player has two wagon train units, which move like Union infantry (although they may not force march) and have Tactical/Artillery values of 0. If activated, they must perform a March action. (They may not participate in an activate leader or assault action.) Wagon trains may not march until the Union player has declared a "base change" or if he "retains" his base (see Rules 12 and 13A). If a Union infantry or artillery unit enters a hex occupied by a wagon train, it must pay the most severe possible MP penalty for entering a friendly-occupied hex (+2 MP to enter a clear, rolling, or rough hex; +4 MP to enter a woods or swamp hex; see 6.2), even if the hex occupied by the wagon train has a combined Combat value of less than 12. If a wagon train makes an extended march, the Union player adds 1 to his extended march die roll in addition to other modifiers. If a "D" or "1" result occurs, it is applied to the wagon train normally and the Confederate player gains VP (see Victory Conditions).
-
Union Amphibious Movement: The Union player may move amphibiously only on the York—Pamunkey—Mattapony Rivers. Amphibious rules are presented in the Advanced Game (see 10.0). Players should read that section before starting this scenario. (Irrelevant sections of 10.0—Confederate Amphibious Movement, Fort Monroe and Norfolk, the CSS Virginia [assume Virginia is destroyed], Yorktown and Gloucester Point, Mulberry Point and Harden's Bluff, Rappahannock River—may be skipped.) Remember that the Union player may not make more than two embarkation attempts per turn.
Victory Conditions
There are two sets of Victory Conditions. If the Union player declares a "base change" (see Rule 12), "Set 1" is used. If the Union player does not declare a base change, or if he declares that he wishes to "retain" his base (see Rule 13), "Set 2" is used. The Confederate Player may only gain VP from a single set, although there are additional VP applying to both sets. The Confederate player gains and loses VP for the following occurrences:
Victory Conditions: Set 1 (Base Change)
| VP | Reason |
|---|---|
| +10* | For each Union wagon train unit destroyed by the Confederate player |
| +4* | For each Union wagon train unit on the map at the end of the game which is not within five hexes of the hex designated by the Union player as his new base after a "base change" (see Rule 12I). |
| +4* | For each "D" or "1" result suffered by a Union wagon train unit in an extended march. |
| +3 | If, at the end of the game, a Confederate infantry unit occupies the hex designated by the Union player as his new base after a "base change" (see Rule 12I) |
| +2 | If the Confederate player controls White House Station (N2823) at the end of the game. |
| +2* | For each hex into which a Union wagon train unit retreats due to combat. |
* For each Union wagon train unit, the total number of Confederate VP gained due to the four victory conditions marked with asterisks may not exceed 10. For example, if a wagon train suffers a "D" or "1" result in an extended march (+4 VP) retreats four hexes (4 x 2 = +8 VP), the total VP gain is 10, not 12. However, Manpower value losses for Union wagon trains do not count toward this limit. Thus, if a wagon train is eliminated, the Confederate player gains 10 VP, but the loss of the wagon train's Manpower value (2) causes an additional gain of 2 VP (+1 for each Manpower point; see below).
Victory Conditions: Set 2 (No Base Change)
| VP | Reason |
|---|---|
| +10 | If the Confederate player controls White House Station (N2823) at the end of the game |
| +5* | For each Union wagon train unit destroyed by the Confederate player |
| +2 | For each of the following RR stations controlled by the Confederate player at the end of the game: Savage's Station (N1627), Summit's Station (N2126), Despatch Station (N1927), Tunstall Station (N2524) |
| +2* | For each "D" or "1" result suffered by a Union wagon train unit in an extended march. |
| +1* | For each hex into which a Union wagon train unit retreats due to combat |
* For each Union wagon train unit, the total number of Confederate VP gained due to the three victory conditions marked with asterisks (*) may not exceed 5. For example, if a wagon train suffers a "D" or "1" result in an extended march (+2 VP) and is later eliminated (+5 VP), the total VP gain is 5, not 7. However, Manpower value losses for Union wagon trains do not count toward this limit. Thus, if a Union wagon train is eliminated, the Confederate player gains 5 VP, but the loss of the wagon train's Manpower value (2) causes an additional gain of 2 VP (+1 for each Manpower point; see below).
Victory Conditions: Applying to Both Sets
| VP | Reason |
|---|---|
| +10 | If no Union infantry divisions occupy any hexes in Henrico County at the end of the game. |
| +5 | If no Union infantry divisions occupy any hexes in Hanover County at the end of the game. |
| +5 | If no Union infantry divisions occupy any hexes in both Hanover and Henrico counties at the end of the game. (Note: This award is in addition to the 10 VP for no Union divisions in Henrico County and the 5 VP for no Union divisions in Hanover County at the end of the game.) |
| +1 | For each point of Union Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another). |
| -1 | For each point of Confederate Manpower value lost in combat, retreat, cavalry retreat, or bombardment (not in extended march, force march, or moving from one enemy ZOC to another). |
| -3 | For each Union division 5 or 6 hexes distant from any Richmond city hex at the end of the game that can trace a "supply line" (see below). |
| -6 | For each Union division 3 or 4 hexes distant from any Richmond city hex at the end of the game that can trace a "supply line" (see below). |
| -8 | If the Union player controls Chaffin's Bluff (S0501) at the end of the game. |
| -10 | For each Union division 1 or 2 hexes distant from any Richmond city hex at the end of the game that can trace a "supply line" (see below). |
| -15 | For each Union division in any Richmond city hex at the end of the game that can trace a "supply line" (see below). |
Supply Line: A "supply line" is a continuous series of hexes of any length, traced only across road, pike, or RR hexsides, from any landing hex on the York, Pamunkey, or James Rivers to any hex adjacent to the Union division in question. (Exception: A supply line may not originate in a James River landing hex on the north map.) A supply line may not enter a Confederate-occupied hex or a Confederate ZOC (except restricted ZOC), unless that ZOC is occupied by a Union unit. A supply line may also not cross a destroyed bridge/ferry hexside or an unbridged ford hexside.
At the end of the game, the Confederate VP total is calculated and the players consult the following chart to determine the winner:
| Confederate VP | Winner |
|---|---|
| 31 or more | Confederate Decisive Victory |
| 19 to 30 | Confederate Substantive Victory |
| 7 to 18 | Confederate Marginal Victory |
| -5 to 6 | Union Marginal Victory |
| -17 to -6 | Union Substantive Victory |
| -18 or less | Union Decisive Victory |
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Lee | Army | ANV | Ldr | - | N0926 |
| Longstreet | Div | L | Ldr | - | N0926 |
| RH Anderson | Demi-Div | L | Inf | 11 | N0926 |
| Pickett | Demi-Div | L | Inf | 14 | N0926 |
| Art Res-1 | Brig | ANV | Art | 2 | N0927 |
| Art Res-2 | Brig | ANV | Art | 2 | N0927 |
| DH Hill | Div | DH | Ldr | - | N0925 |
| Rodes-C | Demi-Div | DH | Inf | 11 | N0925 |
| Garland-B | Demi-Div | DH | Inf | 11 | N0925 |
| Magruder | Div | M | Ldr | - | N1227 |
| McLaws-C | Demi-Div | M | Inf | 12* | N1227 |
| DR Jones-B | Demi-Div | M | Inf | 10* | N1225 |
| Cobb-C | Demi-Div | M | Inf | 10* | N1226 (Old Tavern) |
| Huger-B | Div | HU | Inf | 17* | N1228 |
| 3 VA | Regt | Cav | Cav | 1 | N1130 |
| 5 VA | Regt | Cav | Cav | 1 | N1132 |
| Wise-A | Brig | - | Inf | 3^+ | S0501 (Chaffin's Bluff) |
| Holmes | Div | HO | Inf | 11+ | S0301 (Drewry's Bluff) |
| 32 NC | Regt |
* Indicated units begin the game under Breastwork complete markers ^ Indicated units begin the game under Fort-Complete markers $ Indicated units begin the game at Fatigue Level 3 (normal sides) + Indicated units may not activate or entrench until released (see Rule 9)
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| 13 PA | Regt | V | Inf | 2 | N0923 (Mechanicsville) |
| Stoneman | Brig | - | Inf | 3 | N1318 (Haws Shop) |
| 6 PA | Regt | - | Cav | 1 | N1119 (Polly Hundley's) |
| 5/6 US | Regt | - | Cav | 1 | N1119 (Polly Hundley's) |
| 8 IL | Regt | - | Cav | 1 | N1020 (Washington Acad) |
| 4 PA | Regt | - | Cav | 1 | N1020 (Washington Acad) |
| McCall-B | Div | V | Inf | 9* | N1022 (Nunley's Mill) |
| Seymour | Brig | V | Inf | 7* | N1023 (Ellerson's Mill) |
| Porter | Corps | V | Ldr | - | N1224 |
| Sykes-B | Div | V | Inf | 11* | N1224 |
| Horse Art | Brig | AP | Art | 2* | N1224 |
| Morell | Div | V | Inf | 21 | N1223 |
| Franklin | Corps | VI | Ldr | - | N1326 |
| Smith-B | Div | VI | Inf | 20* | N1326 |
| Slocum | Div | VI | Inf | 18* | N1326 |
| Art Res-1 | Brig | AP | Art | 2* | N1326 |
| 1 NY | Regt | - | Cav | 1 | N1326 |
| McClellan | Army | AP | Ldr | - | N1327 (Fair Oak Stn) |
^ 93NY begins the game under a Fort-Complete marker * Indicated units begin the game under Breastwork-Complete markers
Scenario 7: Gaines Mill
NOTES: During the second and third days of the Seven Days, Lee unleashed a daring attack against Fitz John Porter's V Corps on the Union right, dangerously isolated on the north bank of the Chickahominy River. Although repeated Rebel assaults finally broke Porter's lines at Gaines Mill, the victory fell short of the opportunity originally presented to Lee when Jackson's Valley Army first appeared on the Union's exposed flank. In this scenario, the Union must hold their position north of the river long enough to allow an orderly change of base to the James. Ideally, McClellan will not have to divert many of the troops from south of the river, who could instead press toward Richmond against Lee's weakened line south of the Chickahominy. Note: This scenario did not appear in the original version of On to Richmond! It was released originally in Skirmisher 1 magazine, but it has been modified below.
MAP: Use only the north map.
GAME LENGTH: 2 turns; June 26 to June 27, 1862.
SPECIAL RULES:
-
Random Events: Random events are not determined in this scenario.
-
Destroyed Bridges/Ferries: Place destroyed markers over the following bridge/ferry hexsides: N1929 to N2028 (Fisher's Bridge), N2130 to N2229 (Turner's Bridge), N2230 to N2330 (Long Bridge), N2831 to N2832 (Forge Bridge).
-
Union Bridges: Place Union minor river Bridge markers over the following Chickahominy River hexsides: N1325 to N1326, N1325 to N1425, N1525 to N1526, N1625 to N1626.
-
Movement Restrictions: No unit may cross the Pamunkey or South Anna Rivers for the duration of the game. In addition, no unit may enter any hex that is south of the Chickahominy River and whose first two digits are "12" at any time during the game (i.e., hexes 1225 through 1233).
-
Impassable Fords: All major and minor rivers are unfordable throughout the game. Rivers may only be crossed at undestroyed bridges and ferries. Both players may build bridges at the end of Turn 1 (see 10.1).
-
Union Gunboats: Gunboat rules are presented in the Advanced Game (see 11.0). Players should read that section before starting this scenario. The Union player has one Gunboat unit ("Gunboat-1"), which remains in the "York River" box on the Gunboat Display throughout the scenario on its "normal" side. Gunboat-1 may perform "defensive support" and "bombardment" only in hexes along the York & Pamunkey-Mattapony Rivers.
-
Union Movement Restriction: The Union brigade Naglee may not cross the Chickahominy River for the duration of the game.
-
Confederate Movement Restrictions: No Confederate unit belonging to Longstreet's, AP Hill's, and DH Hill's divisions may move (or attack) into a hex north of Totopotomoy Creek. Since the headwaters of this creek are in the 08xx hex column, there are no restrictions on these units' movement in hexes west of this column. However, in this column and to the east, the units are restricted. (Example: In the 08xx column, they may move into hex 0819 but not 0818, 0817 or to the north; in the 09xx column, they may move into 0920, but not 0919.) Units from these divisions may retreat over the creek. If north of the creek due to a retreat, a unit may move freely until once again on the south side of the creek. As soon as the unit is south of the creek, this movement restriction is once again in effect.
-
Start of Turn 1: The Confederate Player automatically wins the first two initiatives on Turn 1. However, the following movement restrictions apply to these two free actions:
- A Confederate unit may not enter a hex adjacent to a Union unit, and
Victory Conditions: The Confederate player gains and loses VPs for the following occurrences at the end of the game:
| VP | Reason |
|---|---|
| +6 | If the Confederate player controls Watt (N1524). |
| +3 | If the Confederate player controls Old Cold Harbor (N1523). |
| +3 | If the Confederate player controls New Cold Harbor (N1423). |
| +3 | If the Confederate player controls White House Station (N2823). |
| +2 | If the Confederate player controls Tunstall's Station (N2524). |
| +2 | If the Confederate player controls Summit's Station (N2126). |
| +2 | If the Confederate player controls Despatch Station (N1927). |
| +3 | If Slocum's infantry division crossed to the north side of the Chickahominy River on Turn 1 |
| +3 | If Richardson's infantry division crossed to the north side of the Chickahominy River on Turn 1 |
| +1 | If Peck's infantry division crossed to the north side of the Chickahominy River on Turn 1 (note: there is no VP Penalty for Peck to cross on Turn 2) |
| +1 | If Slocum's infantry division crossed to the north side of the Chickahominy River on Turn 2 (and did not cross on Turn 1) |
| +1 | If Richardson's infantry division crossed to the north side of the Chickahominy River on Turn 2 (and did not cross on Turn 1) |
| +1 | For each point of Union Manpower Value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another) |
| -1 | For each point of Confederate Manpower Value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another) |
At the end of the game, the Confederate VP total is calculated and the players consult the following chart to determine the winner.
| Confederate VP | Winner |
|---|---|
| 24 or more | Confederate Decisive Victory |
| 20 to 23 | Confederate Substantive Victory |
| 16 to 19 | Confederate Marginal Victory |
| 12 to 15 | Union Marginal Victory |
| 8 to 11 | Union Substantive Victory |
| 7 or less | Union Decisive Victory |
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Lee | Army | ANV | Ldr | - | N0926 |
| Longstreet | Div | L | Ldr | - | N0926 |
| RH Anderson | D-Div | L | Inf | 11 | N0926 |
| Pickett | D-Div | L | Inf | 14 | N0926 |
| DH Hill | Div | DH | Ldr | - | N0925 |
| Rodes-C | D-Div | DH | Inf | 11 | N0925 |
| Garland-B | D-Div | DH | Inf | 11 | N0925 |
| Stuart | Div | Cav | Ldr | - | N0515 (Perrin Mill) |
| Cavalry | Brig | Cav | Cav | 2 | N0515 (Perrin Mill) |
| AP Hill | Div | AH | Ldr | - | N0723 |
| JR Anderson | D-Div | AH | Inf | 17 | N0723 |
| Gregg | D-Div | AH | Inf | 12 | N0724 (Strawberry Hills) |
| Branch | Brig | AH | Inf | 7 | N0419 (Half Sink) |
| 4VA | Regt | Cav | Cav | 1 | N0512 (Winston) |
| Jackson | Div | J | Ldr | - | N0214 (Race Course) |
| Whiting-B | Div | J | Inf | 9* | N0214 (Race Course) |
| Ewell | Div | J | Inf | 14* | N0415 |
| Winder | Div | J | Inf | 15* | N0213 (Mill) |
| 2VA |
* Indicated units begin the game at Fatigue Level 1 on their exhausted side.
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Stoneman | Brig | AP | Inf | 3 | N1318 (Haw's Shop) |
| 6PA | Regt | Cav | Cav | 1 | N1119 (Polly Hundley's) |
| 5/6US | Regt | Cav | Cav | 1 | N1119 (Polly Hundley's) |
| 8IL | Regt | Cav | Cav | 1 | N1020 (Washington Acad) |
| 4PA | Regt | Cav | Cav | 1 | N1020 (Washington Acad) |
| McCall-B | Div | V | Inf | 9* | N1022 (Nunley's Mill) |
| Seymour | Brig | V | Inf | 9* | N1023 (Ellerson's Mill) |
| Morell | Div | V | Inf | 21 | N1223 |
| Porter | Corps | V | Ldr | - | N1224 |
| Sykes-B | Div | V | Inf | 11* | N1224 |
| Horse Art | Brig | AP | Art | 2* | N1224 |
| Slocum | Div | VI | Inf | 18 | N1326 |
| Richardson | Div | II | Inf | 17 | N1327 (Fair Oaks St) |
| Peck-B | Div | IV | Inf | 8 | N1429 |
| Naglee-B | Brig | IV | Inf | 5$ | N1928 |
| 93NY | Regt | - | Inf | 3^ | N2823 (White House Stn) |
| Gunboat-1 | - | - | - | - | York River Box |
* Indicated units begin the game under a Breastworks-Complete marker. ^ 93NY begins the game under a Fort-Complete marker. $ Naglee may not activate or entrench on Turn 1.
Scenario 8: Retreat To The James
NOTES: During the last three days of the Seven Days, Lee had a golden opportunity to cripple McClellan's army during its hasty retreat to the James River. However, Lee's plan to trap McClellan was flawed. The Rebels' pursuit ended with the disastrous assault on Malvern Hill, marking the effective end of the Peninsular campaign.
MAP: Use both the north and south maps.
GAME LENGTH: 3 turns; June 29 to July 1, 1862.
SPECIAL RULES:
-
Random Events: There are no random events in this scenario.
-
Destroyed Bridges: Place Destroyed markers on the following bridge hexsides: N1827-N1927 (RR Bridge), N2831-N2832 (Forge Bridge), N1928-N2027 (Bottom's Bridge), N2230-N2330 (Long Bridge), N1929-N2028 (Fisher's Bridge), N2130-N2229 (Turner's Bridge).
-
Confederate Bridge: Place a Confederate Major River Bridge marker on the N0733-N0833 hexside.
-
Fords: All major and minor rivers are unfordable throughout the game. Rivers may only be crossed at undestroyed bridges and ferries. Both players may build bridges.
-
Grapevine Bridge: To simulate the Confederate attempt to rebuild the partially destroyed "Grapevine" and "Alexander's" Bridges (N1625-N1626 and N1525-N1526), the Confederate player may be permitted a special bridge-building attempt at these sites if both players roll the same number in an Initiative Segment (giving the Confederate player the initiative), and the Confederate player does not pass. As long as at least one Confederate infantry unit of Jackson's or DH Hill's command ("J" or "DH") at Fatigue Level 0 occupies N1525 or N1625, the Confederate player may make this bridge-building attempt. If the Confederate player makes the attempt, he rolls a die before declaring an action, consulting the following chart to determine success or failure. Cross-reference the die roll with the column corresponding to the total number of tied initiative dice rolls that have occurred so far in the current turn—including tied rolls that were not followed by a Confederate bridge-building attempt.
Confederate Special Bridge-Building Chart (columns: total number of tied initiative rolls that have occurred in current turn, including tied rolls not followed by a Confederate bridge-building attempt)
Die Roll 1 2 3 4 5 6 1 S S S S S S 2 F S S S S S 3 F F S S S S 4 F F F S S S 5 F F
Victory Conditions: The Confederate player gains and loses VPs for the following occurrences at the end of the game:
| VP | Reason |
|---|---|
| +15 | If the Confederate player controls Berkeley (S1707) and/or Westover (S1806) at the end of the game. (He gains 15 VP even if he controls both hexes.) |
| +10* | If the Confederate player controls Malvern Hill (S1301), Haxall's Landing (S1403), and/or Shirley (S1305) at the end of the game. (He gains a maximum of 10 VP even if he controls two or more of these hexes) |
| +3 | For each Union infantry division (not brigade) which cannot trace a "supply line" (see below) of 9 hexes or less at the end of the game. |
| +1 | For each point of Union Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another). |
| -1 | For each point of Confederate Manpower value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another). |
*Note: If the Confederate player controls Berkeley and/or Westover, he does not receive 10 VP if he also controls Malvern Hill, Haxall's Landing, and/or Shirley (see above).
Supply Line: A "supply line" is a continuous series of hexes, traced only across road, pike, or RR hexsides, from any eligible James River landing hex to any hex adjacent to the Union division in question. An "eligible" landing hex is any landing hex on the James River on the south map whose first two digits number "15" or higher. A supply line may not enter a Confederate-occupied hex or a Confederate ZOC (except restricted ZOC), unless that ZOC is occupied by a Union unit. A supply line may also not cross a destroyed bridge/ferry hexside or an unbridged ford hexside.
At the end of the game, the Confederate VP total is calculated and the players consult the chart below to determine the winner.
| Confederate VP | Winner |
|---|---|
| 24 or more | Confederate Decisive Victory |
| 17 to 23 | Confederate Substantive Victory |
| 10 to 16 | Confederate Marginal Victory |
| 3 to 9 | Union Marginal Victory |
| -4 to 2 | Union Substantive Victory |
| -5 or less | Union Decisive Victory |
Confederate Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Lee | Army | ANV | Ldr | - | N1423 (New Cold Harbor) |
| Longstreet | Div | L | Ldr | - | N1423 (New Cold Harbor) |
| RH Anderson | Demi-Div | L | Inf | 9 | N1423 (New Cold Harbor) |
| Pickett | Demi-Div | L | Inf | 11 | N1423 (New Cold Harbor) |
| Art Res-2 | Brig | ANV | Art | 2 | N1228 |
| DH Hill | Div | DH | Ldr | - | N1625 (Parker's Mill) |
| Rodes-C | Demi-Div | DH | Inf | 10 | N1625 (Parker's Mill) |
| Garland-B | Demi-Div | DH | Inf | 8 | N1625 (Parker's Mill) |
| Magruder | Div | M | Ldr | - | N1227 |
| McLaws-C | Demi-Div | M | Inf | 12* | N1227 |
| Art Res-1 | Brig | ANV | Art | 2 | N1227 |
| DR Jones-B | Demi-Div | M | Inf | 9* | N1225 |
| Cobb-C | Demi-Div | M | Inf | 10* | N1226 (Old Tavern) |
| Huger-B | Div | HU | Inf | 16* | N1228 |
| Ransom | Brig | HO | Inf | 7 | N1228 |
| Holmes | Div | HO | Inf | 13 | S0301 (Drewry's Bluff) |
| Naval Battery | - | - | - | - | S0301 (Drewry's Bluff) |
| AP Hill | Div | AH | Ldr |
* Indicated units begin the game under Breastwork-complete markers.
Union Set-Up
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| McClellan | Army | AP | Ldr | - | N1932 |
| Porter | Corps | V | Ldr | - | N1932 |
| Morell | Div | V | Inf | 17* | N1932 |
| Horse Art | Brig | AP | Art | 2 | N1932 |
| Naglee-B | Brig | IV | Inf | 5 | N1928 |
| McCall-B | Div | V | Inf | 9* | N1930 (White Oak Bridge) |
| Art Res-1 | Brig | AP | Art | 2 | N1930 (White Oak Bridge) |
| Art Res-2 | Regt | AP | Art | 2 | N1931 |
| Sykes-B | Div | V | Inf | 9 | N1730 (Brackett's Ford) |
| Franklin | Corps | VI | Ldr | - | N1426 (Golding's Farm) |
| Smith-B | Div | VI | Inf | 20 | N1426 (Golding's Farm) |
| Slocum | Div | VI | Inf | 19* | N1426 (Golding's Farm) |
| Sumner | Corps | II | Ldr | - | N1327 (Fair Oaks Station) |
| Richardson | Div | II | Inf | 12^ | N1327 (Fair Oaks Station) |
| Sedgwick | Div | II | Inf | 18^ | N1327 (Fair Oaks Station) |
| Heintzelman | Corps | III | Ldr | - | N1328 (Seven Pines) |
| Hooker | Div | III | Inf | 18^ | N1328 (Seven Pines) |
| Kearny | Div | III |
* Morell, McCall and Slocum begin the game with disorganized strength markers ^ Indicated units begin the game under Breastwork-complete markers $ Ferry may not activate or entrench on Turn 1
Advanced Game Rules
The following rules are used only in the Advanced Game (Scenario 9), unless they are specifically called for in the special rules of a Basic Game scenario. Rules colored blue in the original booklet are Standard Advanced Game Rules; where these rules are used in other games in the GCACW series, they will not be changed. However, text which is not colored blue may change in other games.
1.0 Advanced Game Sequence Of Play
Each turn in the Advanced Game is performed according to the following "Sequence of Play":
-
Union Invasion Phase (Turn 1 only): The Union player decides where to make his initial invasion.
-
Random Events Phase: Two dice are rolled; the players consult the Random Events Table.
-
Transfer Phase: Leaders may be transferred from one subordinate unit to another.
-
Off-Map Phase (Starting Turn 4): Units may transfer to or from some off-map boxes.
-
County Control Phase: The Union player determines whether he controls any counties.
-
Gunboat Phase: The Union player may move his Gunboats.
-
Attachment Phase: Substitute units may be reattached to other units.
-
The Action Cycle:
Action Phase: A. Initiative Segment: Both players roll a die. The player with the higher roll wins. The Confederate player wins ties, although some tied rolls may lead to the end of the Action Cycle (see 6.0). The winner must take initiative or pass. B. Activation Segment: The player who has taken initiative must perform a single action with an eligible leader or unit. At the end of an Activation Segment, the players return to the Initiative Segment and a new Action Phase begins. Players continue to perform Action Phases indefinitely until both players pass in the same Action Phase or a tied initiative dice roll leads to the end of the Action Cycle.
-
Recovery Phase: Eligible units may forage, entrench, build bridges, repair bridges and ferries, and recover from fatigue, disorganization, exhaustion and demoralization.
-
The Strategic Cycle (only on turns divisible by 7): A. Strategic Segment: Two dice are rolled and the players consult the Strategic Table. B. Reinforcement Segment: Both players determine if they are due constant, variable, or special reinforcements. C. Siege Artillery Segment: The Union siege artillery unit's Fatigue Level is reduced by one. D. Valley Segment (Starting Turn 35): Both players undertake activities in the Valley and nearby areas. E. Virginia Segment (Not on Turn 7): The Confederate player may attempt to sortie the Virginia. F. County Control Segment: The Union player determines whether he controls any counties. G. Norfolk Segment (Not on Turn 7): The Union player may attack Norfolk if he is "Active" (see 5.0 & 16.2). H. Depot Segment: The Union player may place a depot on its "Build" side or he may flip an existing depot from "Build" to "Complete." He may voluntarily destroy/dismantle a depot and move the siege unit to a depot. I. Supply Status Segment: Both players determine their units' supply status. J. Union Command Segment: The Union player determines his "posture" for the next seven turns: "active" or "passive." K. Union Reorganization Segment (Turn 42 or after): The Union player may "reorganize" his army. L. A.P. Hill Segment (Turn 49 only): The Confederate player receives A.P. Hill as a leader. M. VP Segment: The Union player may be awarded VP. N. End of Game Segment (Starting Turn 91): The Union player rolls a die to determine if the game ends.
2.0 Starting The Game
At the start of the game, the Union player must declare where he wishes to "invade." He has four choices:
- The Peninsula
- Tappahannock
- Mobjack Bay
- Urbana
Union Command Posture: In the Union Invasion Phase, the Command marker is placed in the "0" box on the Union Command Track, and the Posture marker is placed in the "Active" box on the Union Posture Track.
Deployment Of Forces: The Union player's invasion selection determines how both players deploy their units (see "Advanced Game Set-ups"). After both players deploy their forces, the game begins.
3.0 Random Events
Either player rolls two dice in each Random Events Phase. The players consult the Random Events Table (on the south map), checking the result corresponding to that dice roll sum.
Random Events Table
| Dice | April | May | June | July |
|---|---|---|---|---|
| 2 | Rain (current +2)† | Rain (current)† | ||
| 3 | Rain (current)† | No Effect | Rain (current)† | |
| 4 | No Effect | Rain (current)† | No Effect | |
| 5 | Rain current† | Rain (current)† | No Effect | |
| 6 | Union CP* | No Effect | ||
| 7 | No Effect | |||
| 8 | Union CP* | |||
| 9 | No Effect | |||
| 10 | Confederate CP* | |||
| 11 | Confederate CP* (NE if Lee is the CSA Army Leader) | |||
| 12 | Rain (current +3)† | Rain (current +1)† |
CP*: Command Paralysis †: If Union is in a Passive Posture, this turn's Action Cycle is skipped (see 5.0)
Rain: Rain effects are exactly the same as in the Basic Game (see 12.0).
Command Paralysis: If this result occurs, the indicated player subtracts 1 from the Movement Allowance of each of his infantry/artillery units and 2 from the Movement Allowance of each of his cavalry units in the current turn. In Union Activate Leader or Confederate March actions, an infantry unit's minimum Movement Allowance is normally 2. However, in a Command Paralysis turn, the minimum Movement Allowance of the affected player's infantry units in these actions is reduced to 1. Note: If a unit is reduced to a Movement Allowance of 0, it may still move 1 hex (see Standard Rules 6.2).
4.0 Strategic Events
Either player rolls two dice in the Strategic Segment of the Strategic Cycle. The Strategic Cycle takes place only in turns divisible by 7 (Turns 7, 14, 21, etc.). The players consult the Strategic Table, checking the result corresponding to that dice roll sum.
Strategic Table
| Dice | Result |
|---|---|
| 2 | Union Initiative +1 (NE on Turn 7) |
| 3 | Union Initiative +2 (NE on Turn 7) |
| 4 | Union Initiative +1 (NE on Turn 7) |
| 5 | No Virginia Sortie |
| 6 | Drewry's Bluff Battery |
| 7 | Union Initiative +1 (NE if Monitor is destroyed and Virginia exists) |
| 8 | Drewry's Bluff Battery |
| 9 | Union Initiative +1 (NE on Turn 7) |
| 10 | Relief of Johnston |
| 11 | Union Initiative +1 |
| 12 | Relief of Johnston |
Union Initiative: If a "Union Initiative" result occurs, the Union player notes the number included in the result (+1 or +2) and adds that number of "Command Points" to the Union Command Track by adjusting the Command marker. Exception: The Union may not have more than 5 Command Points.
No Virginia Sortie: If a "No Virginia Sortie" result occurs, the Confederate player may not attempt a "sortie" by the CSS Virginia in the Virginia Segment of the current Strategic Cycle (see 9.0).
Drewry's Bluff Battery: If a "Drewry's Bluff Battery" result occurs, the Confederate player places a Naval Battery marker in Drewry's Bluff (S0301; see 22.0). If Drewry's Bluff is currently Union-occupied this result is ignored. If this battery has already been placed by this event or by a special Confederate action (see 16.2), then this result is ignored, even if the battery has been destroyed.
Relief Of Johnston: If a "Relief of Johnston" result occurs, the Confederate player removes the leader Johnston from the map. He is replaced by Lee, who is placed in any hex occupied by a Confederate leader. This is converted to No Effect once Lee is on the map.
5.0 Union Command Posture
The Union player must always be in one of two "postures" in the Advanced Game: "active" or "passive."
Determining Union Command Posture: The Union player must declare his command posture in the Union Command Segment of each Strategic Cycle. In some circumstances he may change his posture during the Action Cycle.
Union Command Segment: In the Union Command Segment of each Strategic Cycle, the Union player declares his command posture:
Active Posture: If the Union Command marker occupies a box numbered 1 or higher on the Command Track, the Union player may declare an active posture by expending one "Command Point." If so, the Command marker is reduced by one box on the Command Track and the Posture marker is placed in the "Active" box on the Union Posture Track.
Passive Posture: If the Union player wishes to declare a passive posture, he does not expend Command Points. The Command marker remains in the box it occupies and the Posture marker is placed in the Passive box on the Posture Track. The Union player must declare a passive posture if the Command marker occupies the 0 box.
If the Union player declares an active posture, it must remain in effect throughout the following seven turns. If he declares a passive posture, it remains in effect throughout the following seven turns unless changed during an Action Cycle (see below).
Changing Posture in an Action Cycle: If the Union Command marker occupies a box numbered 1 or higher on the Command Track, the Union player may change from a passive to an active posture in an Action Cycle by expending 1 Command Point. If so, the Command marker is reduced by 1 box on the Command Track and the Posture marker is placed in the Active box. The Union player may make this declaration at the beginning of any Activation Segment of an Action Cycle as long as he holds the initiative. If the Union player changes to an active posture, passive posture penalties (see below) are no longer in effect. The Union player's posture must remain active until the next Union Command Segment, when he must declare his posture again. Depending on when the Union player changes to an active posture, the next Union Command Segment could occur in the current turn or up to six turns later. The Union player may not change his posture to active in an Action Cycle if he has no Command Points.
Active Command Posture: If Union posture is active, play proceeds normally. Note: Union posture is automatically active for the first seven turns of the game.
Passive Command Posture: If Union posture is passive, play proceeds normally but the following penalties are in effect:
- The Union player adds 1 to all assault and grand assault die rolls.
- The costs for Union units to perform attacks during a March action are increased as follows:
- Column of Route: 1 MP (Infantry); 2 MP (Cavalry)
- Hasty: 2 MP (Infantry); 4 MP (Cavalry)
- Normal: 3 MP (Infantry); 6 MP (Cavalry)
- Prepared: 5 MP (Infantry); 10 MP (Cavalry)
- The Confederate player automatically wins initiative in the first Action Phase of an Action Cycle in which Union posture is passive. (Do not roll dice in that phase's Initiative Segment.) The Confederate player may then take the initiative or pass. In the second and later Action Phases, initiative is determined normally.
- If both players roll the same number in an Initiative Segment, the Action Cycle may end (see 6.0). Note: In passive turns, there is no entrenchment in the Recovery Phase if a turn ends from any tied initiative roll except for double-1s (see 6.0). Entrenchment in the Recovery Phase in passive non-rain turns only occurs when both players pass to end a turn or if a turn ends due to a double "1" initiative roll.
- The Union player may not attack Norfolk (see 16.2).
- If a "Rain" ("Current" or "Current+1/+2/+3") result occurs when Union posture is passive, play proceeds normally, but skip the Action Cycle of the current turn. All other phases and cycles of the Sequence of Play in the current turn take place normally. Play proceeds directly from the Attachment Phase to the Recovery Phase. In a "Rain (Current+1/+2/+3)" result, all rain turns following the current turn are completely skipped. In this case, play proceeds directly from the end of the turn in which the "Rain (Current+1/+2/+3)" result occurred to the Random Events Phase of the first non-rain turn. Exceptions:
- Strategic Cycles are never skipped. If a turn to be skipped is one that is divisible by 7, the Strategic Cycle in that turn takes place normally.
- If Union posture has changed from passive to active by the start of a new turn, turns are not skipped due to a multi-turn rain result. As long as Union posture is active at the start of a turn, that turn is played normally, including the Action Cycle. However, if during a multi-turn rain result, Union posture has changed from active to passive by the start of a new turn, that turn takes place normally except that the Action Cycle is skipped. If any of the following turns are also rain turns and Union posture is still passive, those turns are completely skipped, and play proceeds directly to the Random Events Phase of the first non-rain turn.
Example: Union posture is passive. In the Random Events Phase of Turn 12, a "Rain (Current)" result occurs. Thus, the Turn 12 Action Cycle is skipped, although all other phases take place normally. In the Random Events Phase of Turn 13, a "Rain (Current+2)" result occurs. Thus, Turns 13, 14, and 15 are rain turns. The Action Cycle of Turn 13 is skipped, but all other phases in that turn take place normally. Turn 14 is fully skipped, but the Strategic Cycle in that turn takes place normally. During the Union Command Segment of Turn 14, the Union player declares an active posture. Thus, Turn 15 is not skipped due to rain because Union posture is active at the start of that turn.
6.0 Random End Of Action Cycle
Initiative: In the Basic Game, if one player has no units eligible for activation in an Initiative Segment, his opponent automatically wins initiative, and the dice are not rolled. In the Advanced Game, however, both players must roll the dice in each Initiative Segment, even if one player has no units eligible for activation. If the player who has no eligible units wins the roll, he must pass.
If the Confederate player has no units eligible for activation, and the Union player wins an initiative roll and declares an Activate Leader action, the Union player may select any number of eligible units to participate in that action regardless of his initiative die roll (see Standard Rules 5.2).
Double "1" Initiative Rolls: If both players roll a l in an Initiative Segment, the Action Cycle immediately ends (regardless of Union posture) and play proceeds to the Recovery Phase unless any of the following conditions are in effect:
- The Action Cycle does not end if both players have not performed at least one action in the current cycle. In this case, the Confederate player wins the double-1 initiative roll and play proceeds normally.
- If the Union is in an Active posture and if the Union siege artillery is functional (see 19.0), the Union player may elect to attempt to continue the Action Cycle. If he chooses to try to continue the Cycle, he rolls a single die, and if the result is 4 or less, the Cycle continues with a Confederate initiative. If the result is 5 or more, or if he chooses not to attempt to continue the Cycle, then the Confederate player may be able to continue the Cycle (see below).
- After any possible Union attempt to continue the Cycle, if Lee (not Johnston) is the Confederate army leader, the Confederate player is given the choice of ending or trying to continue the Action Cycle. If he chooses to end the Cycle, proceed to the Recovery Phase. If he chooses to try to continue the Cycle, he rolls a single die and if the result is 4 or less, the Cycle continues with a Confederate initiative; if the result is 5 or more, proceed to the Recovery Phase.
Double Initiative Rolls Other Than "1-1": If Union posture is active, double initiative rolls (except double-1s) have no special effect. If Union posture is passive, and the players roll the same number (except for double-1s) in an Initiative Segment, the Confederate player is given a choice—regardless of who the Confederate army leader is, and even if both players have not performed at least one action in the current cycle.
-
He may continue the current Action Cycle. In this case, he wins the initiative roll and play proceeds normally.
-
He may end the current Action Cycle. If so, he follows this procedure, during which the players do not roll the dice to determine initiative:
-
Strategic Movement:
- The Union player may perform a series of consecutive March or Activate Leader actions, as long as each selected unit/leader is eligible to perform strategic movement and all active units adhere to strategic movement restrictions throughout their movement (see 7.0).
- The Confederate player may perform a series of consecutive March or Activate Leader actions, subject to the same strategic movement restrictions applying to the Union player, above.
Note: If the Confederate player wishes, he may reverse the order in which the players perform this step. If so, he states this fact, and he performs strategic movement first, followed by the Union player.
-
Other Confederate Actions: The Confederate player may perform a series of consecutive March actions, as long as each selected unit/leader is eligible to perform RR or amphibious embarkation; or RR or amphibious movement (see 8.0 and 10.0). Furthermore, the only activities active units may perform in this step are RR/amphibious embarkation, or RR/amphibious movement.
-
End Action Cycle: The Action Cycle ends and play proceeds to the Recovery Phase. However, in this Recovery Phase neither player may entrench, although they may build or repair bridges and ferries and forage.
-
7.0 Strategic Movement
Strategic movement is a special type of march enabling units to increase their Movement Allowance under some conditions.
Strategic Movement Eligibility: Only a unit meeting all of the following requirements may be selected to perform strategic movement:
- It must be at Fatigue Level 0.
- It must be 8 or more hexes away from any enemy unit.
- Confederate only: It must not occupy a Union-controlled County (see 12.0).
Note: When counting the distance in hexes between a unit selected to perform strategic movement and an enemy unit, the hex path between the two units may not enter an all-water hex. Thus, it is possible that a unit may be selected to perform strategic movement even though it is 7 or fewer hexes distant from an enemy unit, assuming the units are separated by one or more all-water hexes.
How Strategic Movement Is Performed: When a player declares a March or Activate Leader action, he may declare that the action will use strategic movement as long as all units selected to march in that action meet strategic movement eligibility requirements. None of the units participating may perform Entrench actions. If strategic movement is declared, the active player follows this procedure for all selected units:
- Fatigue: He declares how many Fatigue Levels he wishes his unit to expend. It must expend a minimum of two and a maximum of four levels. The number of levels expended is added to the unit's current Fatigue Level and the unit gains a new Fatigue marker. The number of levels expended by a player may not bring a unit to a Fatigue Level greater than four.
- Movement Allowance: The player determines the unit's Movement Allowance based on the Strategic Movement Allowance Table. Its allowance depends on how many Fatigue Levels it expends, its type, and whether the unit is Union or Confederate. Its allowance is not enhanced if it is participating in a leader activation.
- Normal extended march rules are altered: a unit reaching Fatigue Level 3 in strategic movement (Level 2 if exhausted) does not consult the Extended March Table. Instead, an extended march occurs only if the unit's new Fatigue Level is 4 (Level 3 or 4 if exhausted). In strategic movement, extended march die roll modifiers are normal.
- The unit performs its march, expending MP normally. However, the marching unit is subject to several restrictions (see below). A unit may attempt to destroy bridges and ferries at the end of its strategic movement.
- If an Activate Leader action is in progress, the player repeats Steps 1 to 4 for each participating unit. Units in a single Activate Leader action are not required to expend the same number of Fatigue Levels when performing strategic movement.
Strategic Movement Restrictions: A unit undertaking strategic movement is restricted as follows:
- It may not force march.
- It must remain at least 8 hexes away from any enemy unit throughout its movement. (Exception: See note on all-water hexes.)
- It may use strategic movement a maximum of once per turn.
- Confederate only: It may not enter a Union-controlled County (see 12.0).
Strategic Movement Allowance Table
Confederate Units:
| Fatigue Levels Expended | Inf/Art Movement Allowance | Cavalry Movement Allowance |
|---|---|---|
| 2 | 12 (10) | 24 (20) |
| 3 | 18 (15) | 36 (30) |
| 4 | 24 (20) | 48 (40) |
Union Units:
| Fatigue Levels Expended | Inf/Art Movement Allowance | Cavalry Movement Allowance |
|---|---|---|
| 2 | 9 (7) | 15 (12) |
| 3 | 13 (10) | 22 (18) |
| 4 | 18 (14) | 30 (25) |
Note: Parenthesized numbers are Movement Allowances if the player is suffering from "Command Paralysis" (see 3.0).
8.0 Railroad Movement
Only the Confederate player may move units by rail.
Embarkation: Only "embarked" units may perform Railroad (RR) movement. The Confederate player may embark a unit for RR movement if it meets all of the following requirements:
- It must occupy a RR station or any RR hex in Richmond or Petersburg.
- It must be an infantry (not cavalry or artillery) unit.
- It must have a Manpower value of 10 or less.
- It must have a Fatigue Level of 0 or 1. (It may be exhausted.) It must not occupy an enemy ZOC.
- It must not occupy a Union-controlled County (see 12.0).
- A maximum of one unit may embark per "RR area" each turn.
To embark an eligible unit, the Confederate player must select that unit for a march, and the unit gains one Fatigue Level. The unit may detach a substitute before the Fatigue Level is gained. An extended march never occurs due to RR embarkation. Instead of performing a march, the Confederate player places a "RR Movement" marker on the unit. The action ends, and a new Action Phase begins. An embarked unit may only move by rail. A unit selected to participate in a leader activation may not embark. A leader stacked in the same hex as an embarking subordinate unit may also embark. If an embarked unit had an Entrenchment marker, it is removed.
Railroad Areas: The Confederate player has two "Railroad" areas:
- All hexes north of the James River. Exception: Hexes N0527 (Hollywood Cemetery) and N0627 (Capitol), both in Richmond, are considered to occupy the south area.
- All hexes south of the James River.
No more than one unit may embark per turn in each area.
Disembarking: The Confederate player may "disembark" a unit by removing its RR Movement marker any time he holds the initiative. There is no cost in Fatigue Levels to disembark. It is not an action. A unit must disembark under any of the following circumstances:
- The Action Cycle ends.
- An enemy unit moves into an adjacent hex.
- It finishes a rail move of 1 or more hexes.
- It enters any Richmond or Petersburg hex.
How RR Movement Is Performed: To move an embarked unit by rail, the Confederate player activates that unit for a March action. (It may not move by rail as part of an Activate Leader action.) Subject to RR movement restrictions, he may then move the embarked unit up to 40 hexes, regardless of terrain, as long as the unit moves only across RR hexsides. As soon as the unit finishes its movement, it disembarks and its RR Transport marker is removed. The unit may end its move in any RR hex, not just in a RR station. The unit gains Fatigue Levels depending on how many hexes it moves:
| Hexes Moved | Fatigue Level Gain |
|---|---|
| 1 to 13 | 1 |
| 14 to 26 | 2 |
| 27 to 40 | 3 |
If a rail move would increase a unit's Fatigue Level above 4, a move of that distance is prohibited. An extended march never occurs due to RR movement. Leaders may accompany units moving by rail. RR movement may take place in rain turns with no detrimental effect.
RR Movement Limitations: A unit moving by rail is subject to the following limitations:
- It may not cross a hexside containing a destroyed bridge.
- It may not enter an enemy ZOC.
- It may not enter a Union-controlled County (see 12.0).
- It may not enter a hex containing a damaged or destroyed RR station.
Furthermore, a unit moving by rail must remain on a single RR line exclusively during its movement (e.g., if it starts its rail move on the Virginia Central RR, it may not move on any hexes other than Virginia Central hexes throughout its move). If its rail move takes it into any hex in Richmond or Petersburg, it must disembark and may not embark again until the next turn. Note: The Old Coal Pits RR, Richmond and Danville RR, Clover Hill RR, and Port Walthall RR are considered part of the Richmond and Petersburg RR for game purposes.
9.0 CSS Virginia And USS Monitor
The ironclads C.S.S. Virginia (formerly U.S.S. Merrimac) and U.S.S. Monitor played major roles in this campaign.
At the start of the game, the Confederate player deploys Virginia in the Norfolk box. It must remain there throughout the game, unless destroyed. At the start of the game, the Union player deploys Monitor in the Fort Monroe box. It must remain there throughout the game, unless destroyed. Note: these boxes are in the bottom right of the south map.
Making A "Sortie" With Virginia: During the Virginia Segment of any Strategic Cycle starting with Turn 14, the Confederate player may make a "sortie" with Virginia. The Virginia may sortie a maximum of once per Strategic Cycle. Exceptions: Virginia may not sortie if it is damaged or if a "No Virginia Sortie" result has occurred in the Strategic Segment of the current Strategic Cycle. If the Confederate player wishes to sortie, he states this fact and rolls two dice, applying the dice roll sum to the Virginia Sortie Table. The following results may occur:
- Virginia Destroyed: The Virginia is removed from the map.
- Monitor Destroyed: The Monitor is removed from the map.
- Virginia/Monitor Destroyed: The Virginia and Monitor are both removed from the map.
- NE (No Effect): The sortie has had no effect.
- Virginia/Monitor Damaged: The Virginia and Monitor are both damaged for a number of turns equal to the parenthesized number accompanying the result. Place both units on the Turn Track a number of turns ahead of the current turn equal to this number.
Example: If in the Virginia Segment of Turn 14, a damage result accompanied by "(29)" occurs, both ships are placed on the Turn Track in the Turn 43 box. At the start of Turn 43, the ships are returned to the Norfolk and Fort Monroe boxes.
Virginia Sortie Table
| Dice | Result |
|---|---|
| 2 | Virginia/Monitor Damaged (36) |
| 3 | Virginia/Monitor Damaged (15) |
| 4 | Monitor Destroyed |
| 5 | Virginia Destroyed |
| 6-8 | No Effect |
| 9 | Virginia/Monitor Damaged (8) |
| 10 | Virginia/Monitor Damaged (22) |
| 11 | Virginia/Monitor Damaged (29) |
| 12 | Virginia/Monitor Destroyed |
Parenthesized numbers are the number of turns Virginia and Monitor are Damaged (see 9.0)
The destruction of Virginia has the following effects:
- It may no longer sortie.
- Amphibious movement for both players is affected (see 10.0).
- Confederate supply is affected (see 17.2).
- The Union player gains VP (see Advanced Game scenario).
The destruction of Monitor has the following effects:
- A Union attack on Norfolk is detrimentally affected (see 16.0).
- The Union player may not gain VP for Drewry's Bluff (see Scenario 9, Advanced Game scenario). The Union player loses VP (see Scenario 9).
Norfolk: Virginia is also destroyed if the Union player gains control of Norfolk (see 16.0).
Damage: Damage has the following effects:
- If Virginia is damaged, it may not sortie.
- If Monitor is damaged, the Union player may not gain VP for Drewry's Bluff (see Scenario 9).
10.0 Amphibious Movement
Both players may move units amphibiously.
Embarkation: Only "embarked" units may perform amphibious movement. A player may embark a unit for amphibious movement if it meets all of the following requirements:
- It must occupy a landing hex. Note: A Union unit occupying Fort Monroe or Norfolk may also embark.
- It must be an infantry (not cavalry or artillery) unit.
- It must have a Fatigue Level of 0 or 1. (It may be exhausted.) It must not occupy an enemy ZOC.
- It must have a Manpower value of 21 or less if Union or 10 or less if Confederate.
- Confederate: A maximum of one Confederate unit may embark per turn.
- Union: The Union player may make a maximum of two embarkation attempts per turn (on the same unit or on two different units once each). Furthermore, the total Manpower value of embarked Union units may not exceed 22 per turn.
Confederate Embarkation: To embark an eligible unit, the Confederate player selects that unit for a march, and the unit gains one Fatigue Level. The unit may detach a substitute before the Fatigue Level is gained. The Confederate player places a Confederate Amphibious Movement marker on it. The action ends; a new Action Phase begins.
Union Embarkation: To embark an eligible unit, the Union player selects that unit for a march, and the unit gains one Fatigue Level. The unit may detach a substitute before the Fatigue Level is gained. However, Union embarkation is not automatic as it is for the Confederate player. Instead, each time the Union player attempts embarkation, he rolls a die. On a roll of 3 or less, the unit successfully embarks, and a Union Amphibious Movement marker is placed on it. On a roll of 4 or more, the unit does not embark and no marker is placed. (This roll may be modified; see below.) A unit attempting to embark gains one Fatigue Level whether it succeeds or not. After this roll the action ends, and a new Action Phase begins. If the Union player fails to embark a selected unit, he may attempt to embark it again later in the Action Cycle, but a second attempt is considered another action, causing the unit's Fatigue Level again to be increased by one.
Note: An extended march never occurs due to embarkation.
Embarkation Die Roll Modifiers: Union embarkation rolls are modified if either of the following conditions are in effect:
- +2: For all embarkation attempts from April 5 to April 11.
- +1: For all embarkation attempts from April 12 to May 5.
- -1: If the unit occupies Fort Monroe or Norfolk
Embarkation Restrictions: An embarked unit may only move amphibiously. A unit selected to participate in a leader activation may not embark. A leader stacked in the same hex as an embarking subordinate unit may also embark. If a unit with an Entrenchment marker successfully embarks, the marker is removed (if unsuccessful, the marker remains on the unit).
Disembarking: A player may "disembark" a unit in the hex it occupies, thereby removing its Amphibious Movement marker, whenever he holds the initiative. The Union player may also disembark in Fort Monroe or Norfolk (assuming it is Union-controlled). There is no cost in Fatigue Levels to disembark; it is not considered an action. A unit must disembark if any of the following events occur:
- The Action Cycle ends. (Exception: Union units in Fort Monroe or Norfolk may remain embarked at the end of an Action Cycle.)
- An enemy unit moves into an adjacent hex.
- It finishes an amphibious move of 1 or more hexes.
How Amphibious Movement Is Performed: To perform amphibious movement, a player activates an embarked unit for a March (not an Activate Leader) action. He may then move the unit up to 49 hexes as long as the unit adheres to amphibious movement restrictions. The move must end in a landing hex unoccupied by enemy units. (However, Union units may disembark in Fort Monroe or Norfolk, if Union-controlled.) When the unit finishes its move, it disembarks and its Amphibious Movement marker is removed. The unit gains Fatigue Levels depending on how many hexes it moved:
| Hexes Moved | Fatigue Level Gain |
|---|---|
| 1 to 10 | 1 |
| 11 to 29 | 2 |
| 30 to 49 | 3 |
If an amphibious move would increase a unit's Fatigue Level above 4, a move of that distance is prohibited. An extended march never occurs due to amphibious movement, even if a unit goes to Fatigue Level 2, 3, or 4. Leaders may accompany units in amphibious movement. Amphibious movement may take place in rain turns with no detrimental effect.
Amphibious Movement Restrictions: A unit moving amphibiously moves from hex-to-hex just like a march, but each hex entered must either be a full water hex or a hex with at least one water or major (not minor) river hexside. An embarked unit may not attack. It may enter and pass thru enemy-occupied hexes and ZOC without restriction, but it may not disembark in an enemy-occupied hex. It may disembark in an enemy ZOC, but may not attack in that action. Amphibious movement must adhere to the vagaries of the waterways. When moving along a major river, a unit may not "cross" an isthmus formed by a river bend to shorten its move. It must follow the river bend logically even if it must enter the same hex twice. A unit may not move from hex-to-hex across an all land hexside.
(The rules booklet illustrates this with a diagram of hexes N3726, N3725, N3824, N3823, N3724, N3625, and N3525 along the Pamunkey River, showing a unit embarking in N3726 that must follow the river bend — N3725-N3824-N3823-N3724 and back to N3725 and then to N3625 to N3525 — rather than cutting directly N3726-N3725-N3625-N3525, since landing hex symbols on hexsides block the shortcut; a second diagram shows a unit starting in N3926 following a three-hex path N3926-N3826-N3825-N3925 to land at N3925.)
Note: Both sides may conduct amphibious movement on all major rivers except as noted in the various sub-sections below. For example, the Confederate player may move amphibiously on the James River on the south map until the Virginia has been destroyed.
Fort Monroe And Norfolk: An embarked Union unit in Fort Monroe or Norfolk may move amphibiously. If so, it is removed from its box and is placed in one of the following six hexes, expending a number of hexes equal to the listed cost upon placement. After placement it continues its amphibious move, and Fatigue Levels are gained normally including the hex cost for the "off-map" move.
| Hex | Hex Cost |
|---|---|
| S5822 (James River) | 8 |
| S5809 (York River) | 15 |
| S5805 (Severn River) | 15 |
| S5801 (Mobjack Bay) | 15 |
| N5823 (Piankatank River) | 20 |
| N5819 (Rappahannock River) | 20 |
Similarly, an embarked Union unit occupying any of the above hexes may move amphibiously to Fort Monroe or Norfolk (if Union-controlled) by expending a number of hexes equal to the listed cost. Exception: If a move from one of the six listed hexes to Fort Monroe or Norfolk would cause a unit's Fatigue Level to exceed 4, the move may still be executed. In this case, the unit is placed in Fort Monroe or Norfolk at Fatigue Level 4. A unit moving amphibiously to Fort Monroe/Norfolk may remain embarked if the Union player wishes, even from turn-to-turn. However, a unit moving amphibiously to Fort Monroe or Norfolk must remain in Fort Monroe/Norfolk at least until the following turn. Embarked units in Fort Monroe/Norfolk recover normally (reducing their fatigues).
Amphibious Movement And C.S.S. Virginia
Union: If Virginia has not been destroyed, Union units may not embark or move amphibiously on the James—Appomattox—Chickahominy—Warwick Rivers. Also, embarked Union units in Fort Monroe may not enter the James River. These restrictions apply even if Virginia is damaged, and regardless of whether or not Monitor has been destroyed.
Confederate: If Virginia has been destroyed, the Confederate player may not embark or move amphibiously on the James—Appomattox—Chickahominy—Warwick Rivers for the rest of the game. This restriction applies even if Monitor has been destroyed.
Yorktown And Gloucester Point
Union: If a Confederate infantry or artillery unit occupies Yorktown (S5510) or Gloucester Point (S5608), or both places, Union units may embark or move amphibiously on the York—Pamunkey—Mattapony Rivers only in hexes on the south map whose first two digits number "57" or "58." If neither Yorktown nor Gloucester Point are occupied by a Confederate infantry or artillery unit, Union units may embark and move amphibiously on these rivers normally.
Confederate: If Yorktown and Gloucester Point are both occupied by at least one Confederate infantry or artillery unit, Confederate units may embark or move amphibiously on the York—Pamunkey—Mattapony Rivers in all hexes on these rivers except those on the south map whose first two digits number "57" or "58." If either Yorktown or Gloucester Point (or both) are unoccupied by a Confederate infantry or artillery unit, Confederate units may not embark or move amphibiously on these rivers at all.
Mulberry Point And Harden's Bluff
If Virginia has been destroyed, but Confederate infantry units occupy both Mulberry Point (S5017) and Harden's Bluff (S4717), Union units may embark or move amphibiously on the James or Warwick Rivers only in hexes whose last two digits number "18" or more. If Virginia has been destroyed, and one or both of these hexes do not contain a Confederate infantry unit, Union units may embark and move amphibiously on the James—Appomattox—Chickahominy—Warwick Rivers normally. Exception: If a Confederate naval battery occupies Drewry's Bluff, Union units may not embark or move amphibiously on the James River on the north map. Note: No other Confederate naval batteries in the OTR game affect amphibious movement.
Rappahannock & Piankatank & Severn Rivers; Mobjack Bay
Only Union units may embark and move amphibiously on these rivers and Mobjack Bay. Confederate units may not do so.
James River
No units may embark or move amphibiously on the James River in hexes OTR N0627 (Capitol) and OTR N0528 (Spring Hill) and all hexes west of there.
11.0 Union Gunboats
The Union player has two Gunboat markers which may be used in combat. The markers have a "Normal" side which just displays the gunboat name, while the reverse side has "Bombardment Used" text added.
Availability Of Gunboats: Both Gunboats start the game on their Normal sides in the Hampton Roads box. Gunboat-1 is available for use by the Union player at the start of the game. However, Gunboat-2 must remain in Hampton Roads unless Virginia is destroyed. If Virginia is destroyed, the Union player may move Gunboat-2 to other gunboat boxes.
The Gunboat Phase: In the Gunboat Phase the Union player first adjusts the status of his gunboats, and then he may move them.
Adjusting Status: At the start of the Gunboat Phase, the Gunboat counters should be adjusted as follows:
- If a Gunboat has a "Transit" counter on top of it, the Transit counter should be removed. This counter remains off the unit unless the gunboat moves to a new box in the current or a subsequent Gunboat Phase.
- If a Gunboat is on its Bombardment Used side, it should be flipped to its Normal side.
- If a Gunboat is in one of the "Defensive Support" spaces, it should be moved off of them.
Gunboat Display & Moving Gunboats: The Gunboat Display (in the upper right of the north map) is divided into several large boxes, each of which corresponds to a map area. During the Gunboat Phase, after adjusting gunboat status as per the above text, the Union player may move Gunboat-1 and Gunboat-2 (assuming Virginia is destroyed) to any other boxes on the display. Exceptions: Gunboats may not be placed in the James River-West box unless it occupies the James River-East box at the start of a Gunboat Phase. Also, Gunboats may be prevented from entering a box by the Virginia or by Confederate naval batteries. If a Gunboat moves to a new box in a Gunboat Phase, place a Transit counter on top of it. Gunboats may move in rain turns. They are unaffected by Union command paralysis.
Gunboats And C.S.S. Virginia: If Virginia has not been destroyed, Gunboat-1 may not enter the James River-East box. This restriction applies even if Virginia is damaged.
Yorktown And Gloucester Point: If a Confederate infantry or artillery unit occupies Yorktown (S5510) or Gloucester Point (S5608), or both places, a Union Gunboat may not enter the York River box. In a Gunboat Phase, if a Union Gunboat already occupies the York River box and a Confederate infantry or artillery unit occupies either Yorktown or Gloucester Point (or both places), then the Union Gunboat is immediately moved to the Hampton Roads box with a Transit marker on top of it.
Mulberry Point And Harden's Bluff: If Virginia has been destroyed, but Confederate infantry units occupy both Mulberry Point (S5017) and Harden's Bluff (S4717), Gunboats may freely enter the James River-East box, even though Union amphibious movement beyond those Confederate naval batteries is restricted (see 10.0). In a Gunboat Phase, if a Union Gunboat already occupies any James River box and Confederate infantry units occupy both Mulberry Point and Harden's Bluff, then the Gunboat is immediately moved to the Hampton Roads box with a Transit marker on top of it.
Gunboats And Bridges/Ferries: Confederate units may not build a pontoon bridge or repair a permanent bridge or ferry over a major river hexside if there is an enemy gunboat that can provide "support" (see below) to either hex connected by that hexside. The ability of Union gunboats to provide support to a hex does not prevent Confederate units from crossing existing permanent bridges and ferries and does not cause the automatic destruction of them. However, if a Union gunboat can provide support to a hex, it does cause the immediate destruction of an existing Confederate pontoon bridge connected to that hex. Exception: If a hex contains an undestroyed Confederate naval battery, then a Confederate pontoon bridge may be built to/from this hex and an existing pontoon bridge to such a hex is not destroyed by the presence of a Union gunboat.
Gunboats And Combat: Gunboats may provide two kinds of "support" to the Union player: "defensive support" or "bombardment." Support may only be provided in a hex containing at least one major river or water hexside. A gunboat may provide both types of support in the same turn.
Limitations: Gunboats may only provide support within an area corresponding to the box they occupy on the Gunboat Display:
- Hampton Roads Box: If a Gunboat occupies the Hampton Roads box, it may only provide support in eligible hexes on the south map whose first two digits number "55" or more and whose last two digits number "10" or less. This limits support to the Mobjack Bay—Severn River—eastern York River areas.
- York River Box: If a Gunboat occupies the York River box, it may only provide support in eligible hexes on the York—Pamunkey—Mattapony Rivers, but not in hexes on the south map whose first two digits number "55" or more.
- Rappahannock River Box: If a Gunboat occupies the Rappahannock River box, it may only provide support in eligible hexes on the Rappahannock—Piankatank Rivers.
- James River-East Box: If a Gunboat occupies the James River-East box, it may only provide support in eligible hexes on the south map on the James—Warwick—Chickahominy Rivers whose first two digits number "15" or more.
- James River-West Box: If a Gunboat occupies the James River-West box, it may only provide support in eligible hexes on the James—Appomattox Rivers. On the south map, support may only be provided in hexes whose first two digits number "14" or less.
Exceptions: Support may not take place on the James River in hexes N0627 (Capitol) or N0528 (Spring Hill), or in any hexes upriver from those points. Furthermore, if a Confederate naval battery occupies Drewry's Bluff (N0734-S0301), support may not be provided on the James River on the north map at all (including the Drewry's Bluff hex). Support may not take place on the Appomattox River in hexes S0611 or S0612, or in any hexes upriver (west) from those points. Note: The Naval Battery in OTR S0709 has a "63+" symbol, which indicates this battery does not exist until 1863; therefore, it has no effect in OTR scenarios.
How Support Takes Place
Defensive Support: A Gunboat may provide defensive support to a Union unit which is being attacked as long as both of the following conditions are met:
- The Union unit must occupy a hex containing at least one major river or water hexside in an area corresponding to the box occupied by the Gunboat on the display.
- The Gunboat must not have a Transit counter on top of it.
- The Gunboat must not occupy the "4" box on the Defensive Support Track in the Gunboat Display box that the Gunboat occupies.
Each Gunboat may be used for defensive support four times per turn. Each time a Gunboat is used for defensive support, the Union player moves that gunboat to the next higher number space on the Defensive Support Track in the box the gunboat occupies; on the first use, the gunboat is moved to the "1" space. After the fourth use, it may not be used for defensive support until the next turn. If the Union player declares defensive support in a combat, he receives a die roll modifier in that combat:
- If the defending Union unit occupies a clear or rolling hex, the Union player adds 2 to his roll.
- If the defending Union unit occupies any other terrain type, the Union player adds 1 to his roll.
Bombardment: If the Union player holds the initiative, a Gunboat may "bombard" a hex occupied by at least one Confederate unit providing both of the following conditions are met. Bombardment is not an action; it must be performed before the Union player declares an action in the current Action Phase.
- The Confederate unit to be bombarded must occupy a hex containing at least one major river or water hexside in an area corresponding to the box occupied by the Gunboat on the display.
- The Gunboat must be on its Normal side (not on its Bombardment Used side) and must not have a Transit marker on it.
Each Gunboat may perform bombardment a maximum of once per turn. A given hex may be bombarded a maximum of once per turn. If the Union player declares a bombardment against a hex, he first flips the gunboat to its "Bombardment Used" side and then he rolls a die and applies the following results to the target hex. This roll may be modified (see below).
- 3 or less: The bombardment has no effect on the target hex.
- 4 or 5: All Strength markers of units in the target hex are disorganized (though their Fatigue Level remains unchanged). If all units in the target hex are already disorganized, one unit in that hex (Confederate player's choice) has its Manpower value reduced by 1. Its new Strength marker is placed on the disorganized side. The units in the target hex may voluntarily retreat.
- 6 or more: All Strength markers of units in the target hex are disorganized (though their Fatigue Level remains unchanged). Also, one unit in that hex (Confederate player's choice) has its Manpower value reduced by 1. Its new Strength marker is placed on the disorganized side. If all units in the target hex are already disorganized, there is no further effect other than the Manpower value reduction of 1. The units in the target hex may voluntarily retreat.
Bombardment Die Roll Modifiers: The following modifiers apply to the Union player's bombardment roll (all are cumulative):
- +2: If the target hex is clear.
- +1: If the target hex is rolling.
- -1: If the target hex contains at least one Confederate unit in a completed fort.
- -1: If the target hex contains a Confederate naval battery.
Confederate Naval Batteries: If a Union Gunboat bombards a hex containing a Confederate naval battery (e.g., Yorktown, Gloucester Point, etc.), the Confederate player makes a special "naval battery" die roll to see if the Gunboat is destroyed before the bombardment takes place. This roll may be modified (see below).
- 2 or less: The Gunboat is destroyed. The bombardment does not take place.
- 3 or more: The Gunboat is unaffected. The bombardment takes place normally.
If a Gunboat is destroyed, it is removed from the map and placed on the Turn Track 15 turns ahead of the current turn. At the start of the turn corresponding to the Turn box occupied by the Gunboat, it is returned to the Hampton Roads box on the Gunboat Display.
Naval Battery Die Roll Modifier: If the target of a Union bombardment is Yorktown (S5510) or Gloucester Point (S5608) and both hexes are occupied by at least one Confederate infantry or artillery unit, 2 is subtracted from the Confederate player's naval battery die roll.
Special Gunboat Bonus: If a Gunboat on its Normal side (without a Transit marker) occupies the Hampton Roads box, it may be eligible to provide a special bonus in Union attacks against Yorktown or Gloucester Point. This bonus applies only in attacks during marches or in assault actions, not in bombardments.
- Attacks on Yorktown: If Gloucester Point is unoccupied by a Confederate infantry or artillery unit and the Union player initiates an attack against Yorktown, the Union player receives a special +1 die roll modifier in that attack, in addition to other normal modifiers, if an eligible Gunboat occupies the Hampton Roads box.
- Attacks on Gloucester Point: If Yorktown is unoccupied by a Confederate infantry or artillery unit and the Union player initiates an attack against Gloucester Point, the Union player receives a special +1 die roll modifier in that attack, in addition to other normal modifiers, if an eligible Gunboat occupies the Hampton Roads box.
The maximum special Gunboat bonus per attack is +1, even if more than one eligible Gunboat occupies Hampton Roads. If a Gunboat applies this special bonus to a Union attack, it should be flipped to its Bombardment Used side.
12.0 County Control
In the County Control Phase in each turn and in the County Control Segment in the Strategic Cycle, the Union player must check to see whether he "controls" any counties. There are 11 counties on the map which may be controlled, each of which contains a "control seat." These are:
| County | Control Seat |
|---|---|
| Caroline* | Chester Depot (N0304) |
| Chesterfield | Drewry's Bluff (S0301/N0734) |
| Dinwiddie | Petersburg (S0413) |
| Gloucester | Gloucester Point (S5608) |
| Hanover* | Hanover Junction (N0308) |
| Henrico | Capitol-Richmond (N0627) |
| King William | West Point (N4226) |
| New Kent | White House Station (N2823) |
| Prince George | Blanford (S0612) |
| Sussex | Waverly (S2323) |
| York | Yorktown (S5510) |
* Confederate units must immediately transfer out of the Rappahannock box if the Union player gains control of Caroline or Hanover Counties (see 15.0).
Effects of County Control:
- The Union player may gain VP for controlling counties.
- Confederate RR movement and strategic movement are prohibited in counties that are Union-controlled.
- The Union player may place depots in RR stations (or flip those depots to their Complete side; see 17.1).
- Confederate supply may be affected (see 17.2).
- Die roll modifiers for Union attacks on Norfolk may apply (see 16.2).
How The Union Player Controls Counties: In a County Control Phase, the Union player controls a county if an undemoralized Union infantry or artillery (not cavalry) unit with a Manpower value of 1 or more occupies the control seat. Counting this unit, the Union player must also have a combined Manpower value among all his units (including cavalry) in that county of at least 2.
13.0 Reinforcements
There are three types of reinforcements: constant, variable, and special. Information concerning both players' reinforcements is also provided in the Advanced Game set-up. When a player gets multiple reinforcements on the same turn, and multiple locations are given for their entry choices, units do not all have to enter at the same location.
13.1 Confederate Reinforcements
Constant Reinforcements (Turn 7): During the Reinforcement Segment of the Strategic Cycle of Turn 7, the Confederate player receives these reinforcements:
- Longstreet (leader)
- RH Anderson
- Cavalry (brigade)
- Pickett
- Stuart (leader)
The Confederate player may place these units in any of the following hexes: N0501, N0701, N0801, N1001, or N1101.
Variable Reinforcements: There are two types of Confederate variable reinforcements: "Richmond" and "Department of S.C." (South Carolina)
Richmond Reinforcements: At the start of the game, the Confederate player deploys units in the Richmond box. In the Reinforcement Segment of all Strategic Cycles, the Confederate player rolls two dice and consults the Richmond Reinforcement Table, displayed on the OTR south map. There are five possible results. If reinforcements are available, they are taken from the Richmond box, with the Confederate player choosing the unit(s) as per the dice roll result:
Richmond Reinforcement Table
| Die | Result |
|---|---|
| 2 | 1 Infantry |
| 3 | 1 Infantry & 1 Artillery |
| 4 | 1 Infantry & 1 Cavalry |
| 5 | None |
| 6 | 1 Cavalry |
| 7-8 | 1 Infantry |
| 9 | 1 Cavalry |
| 10-11 | 1 Infantry & 1 Cavalry |
| 12 | 1 Infantry |
If no units of the indicated type remain in the Richmond box, the Confederate player receives no reinforcements of that type. Richmond reinforcements are placed in hex N0627 (Capitol) in the Reinforcement Segment. Exception: If any Richmond hex is Union-occupied, the Confederate player may not receive Richmond reinforcements.
Eliminated Cavalry Units: For all Confederate cavalry manpower points (from any cavalry unit, regardless of size) that are eliminated in combat, retreat, or cavalry retreat, that amount of manpower is placed in the Richmond box. If an entire regiment or brigade is eliminated, place that unit with its eliminated manpower in the box. If 1 or 2 manpower points from a cavalry unit are eliminated, but the unit itself is not eliminated, place a cavalry substitute regiment in the box with a manpower value equal to the number of points eliminated. If the Confederate player is later allowed to choose a cavalry unit as a reinforcement from the Richmond box, he may choose a formerly eliminated brigade or regiment (including a substitute) as that reinforcement. If so, the unit is placed in hex N0627 with an organized Strength marker with a manpower value of 1. If the unit was eliminated with more than one manpower point, then the Manpower value above 1 is placed back in the box with a cavalry substitute. Cavalry units may be eliminated and return to play an unlimited number of times.
Department of S.C. Reinforcements: At the start of the game, the Confederate player deploys nine units in the Dept. of S.C. box. In the Reinforcement Segment of all Strategic Cycles starting with Turn 7, the Confederate player rolls two dice and consults the Dept. of S.C. Reinforcement Table, displayed on the OTR south map. There are two possible results:
- None: The Confederate player receives no reinforcements (die rolls of 2-5, 9-12).
- Reinforcement: The Confederate player receives one infantry brigade as a reinforcement (die rolls 6-8). This unit must be placed in hex S0420 (Reams Station) in the Reinforcement Segment.
Exception: If at least one Union unit occupies Dinwiddie County, the reinforcement must be placed in any hex unoccupied by Union units on the south edge of the south map. When a brigade is made available as a reinforcement, it must be chosen in the following order:
- Gregg
- JR Anderson
- Branch
- Ripley
- Martin
- Lawton*
- Drayton
- Evans
- DeSaussure
* Triggers Union "Atlantic Coast" reinforcements; see 13.2.
Special Reinforcements
Department of N.C.: At the start of the game, the Confederate player has the following units in the Dept. of N.C. box:
- Holmes
- Ransom
- 1 NC
These units must remain in this box unless, at the start of a Reinforcement Segment, a Union infantry or artillery (not cavalry) unit occupies a hex in any of the following counties:
- Chesterfield
- Henrico
- Hanover
- Dinwiddie
- Prince George
If so, the Confederate player rolls a die:
- 1 or 2: The Confederate player receives all units in the Dept. of N.C. box as reinforcements. The units must be placed in hex S0420 (Reams Station). Exception: If at least one Union unit occupies Dinwiddie County, the reinforcements must be placed in any hex unoccupied by Union units on the south edge of the south map.
- 3 or more: The Confederate player does not receive Dept. of N.C. reinforcements in the current turn.
Once Dept. of N.C. reinforcements are received, this die roll does not take place again for the rest of the game. However, if they are not received, the Confederate player may roll the die again in future Reinforcement Segments, assuming a Union infantry or artillery unit occupies one of the aforementioned counties.
A.P. Hill: During the A.P. Hill Segment of the Strategic Cycle on Turn 49 (May 23), the Confederate player receives the leader A.P. Hill as a reinforcement. He must place Hill on either Gregg's or JR Anderson's demi-division, both of which belong to Hill's command. If both Gregg and JR Anderson still occupy the Dept. of S.C. box, the Confederate player does not place Hill until the first A.P. Hill Segment in which Gregg or JR Anderson have arrived. If both Gregg and JR Anderson have been eliminated before Turn 49, the Confederate player must designate at least one and up to two infantry brigades of any command as ad hoc demi-divisions belonging to A.P. Hill's command. Hill must be placed on either one in an A.P. Hill Segment.
13.2 Union Reinforcements
Placement Of Union Reinforcements: Union reinforcements, regardless of whether they are constant, variable, or special, must be placed on the map in the Reinforcement Segment in the Fort Monroe (or Norfolk if Union-controlled) box or in any of the following three hexes, assuming a completed depot is situated in the hex:
- S5702 (Mobjack Bay)
- N5418 (Urbana)
- N3602 (Tappahannock)
Constant Reinforcements (Turns 7 And 14)
Turn 7: During the Reinforcement Segment of the Turn 7 Strategic Cycle, the Union player receives these reinforcements:
- McClellan (AP leader)
- Hooker (III corps division)
- Richardson (II corps division)
- Sumner (II corps leader)
- Casey (IV corps division)
Turn 14: During the Reinforcement Segment of the Turn 14, the Union player receives Franklin's division as a reinforcement.
Note: If the Union player invades the Peninsula, he receives reinforcements at the start of Turn 2 (April 6). These units are placed on the map according to Advanced Game Special Rules (see Scenario 9).
Variable Reinforcements: At the start of the game, the Union player places several units in the Baltimore/D.C. box. At the start of each Reinforcement Segment of a Strategic Cycle, the Union player rolls two dice and consults the Baltimore/D.C. Reinforcement Table to see how many units he receives, if any. If reinforcements are made available, they are taken from the Baltimore/D.C. box.
Baltimore/D.C. Reinforcement Table
| Die | # Units |
|---|---|
| 2-4 | 0 |
| 5 | 4 |
| 6 | 3 |
| 7 | 0 |
| 8 | 2 |
| 9-11 | 1 |
| 12 | 0 |
If no units remain in the Baltimore/D.C. box, the result is considered zero.
Eliminated Cavalry Units: If any Union cavalry unit is eliminated in combat or cavalry retreat, it is placed in the Baltimore/D.C. box. If the Union player is later allowed to choose a variable reinforcement, he may choose a formerly eliminated cavalry unit as that reinforcement. If so, the unit is placed on the map with an organized Strength marker, Manpower value of 1. Cavalry units may be eliminated and return to play an unlimited number of times.
Special Reinforcements: At the start of the game, the Union Player has the following units in the Atlantic Coast box: Burnside (leader), Reno, Parke, Foster, Stevens, and Wright. These units must remain in this box unless in the preceding Reinforcement Segment (seven turns previously) the Confederate Player received Lawton's brigade as a variable reinforcement (see 13.1). If so, the Union player rolls a die in the current and each succeeding Reinforcement Segment to see if he receives Atlantic Coast Reinforcements. There are two possible results:
- 4 or less: The Union player chooses one division from the Atlantic Coast box as a reinforcement. The first time this result is obtained, he also receives the leader Burnside.
- 5 or more: The Union player does not receive Atlantic Coast reinforcements in the current turn.
14.0 The Shenandoah Valley
Events in the Shenandoah Valley and nearby areas may influence the game. The Confederate player has several units starting the game in the Valley and Rappahannock boxes. The Union player has several units beginning the game in the Fredericksburg box. The Confederate Player may transfer his units to the map during the game, but if he does so the Union Player's chances of receiving substantial reinforcements from Fredericksburg increase. These boxes are on the bottom of the OTR south map.
The Valley Segment: During the Valley Segment (which takes place only in Strategic Cycles starting on Turn 35), the players perform the following sequence of activities:
- Valley Track: Reduce the Valley Track marker by one box.
- Offensive: The Confederate Player may declare an "Offensive."
- Union Release: The Union player attempts to release Fredericksburg units.
The Valley Track: At the start of the game, the Confederate player places the Valley marker in the 0 box on the Valley Track. During the game the marker may be adjusted on the track.
- At the start of each Valley Segment, the Confederate player reduces the Valley marker by one box. However, if the marker already occupies the 0 box, it is not reduced further.
- If the Confederate player declares an Offensive during a Valley Segment (see below), the Valley marker may be increased to a higher numbered box. However, it may not be moved past the +4 box.
Confederate Offensive: During a Valley Segment, the Confederate player may declare an Offensive in the Valley as long as all of the following conditions are in effect:
- There must be Confederate units in the Valley box with a combined Manpower value of 8 or more.
- The Confederate leader Jackson must occupy the Valley box.
The Confederate player may declare a maximum of one Offensive per Strategic Cycle. If the Confederate player declares an Offensive, he first determines the outcome of the Offensive and then he determines his manpower loss from the Offensive.
Outcome: The Confederate player determines the Offensive's outcome by rolling a single die and applying the result to the Confederate Offensive Table, below. This roll may be modified (see below).
Confederate Offensive Table
| Modified Die Roll | Result |
|---|---|
| 1 or less | Overwhelming Victory (+4) |
| 2 | Decisive Victory (+3) |
| 3 | Substantive Victory (+2) |
| 4 or 5 | Marginal Victory (+1) |
| 6 or more | Failure (0) |
The number in parenthesis is how many boxes to the right to move the Valley Track marker (it may not move past the +4 box).
Die Roll Modifiers: At the moment the Confederate player declares an Offensive (before applying losses in that Offensive), he determines the combined Manpower Value of all of his units in the Valley box. His Offensive die roll may be modified based on this sum:
- -1: If the Confederate player's combined Manpower value in the Valley box is 43 or more.
- +1: If the Confederate player's combined Manpower value in the Valley box is between 16 and 28.
- +2: If the Confederate player's combined Manpower value in the Valley box is between 8 and 15.
Loss: After applying the outcome of the Offensive as per the above, the Confederate player rolls a single die a second time. The Offensive causes a Manpower value loss to the Confederate player equal to the value of this second single die roll. The Confederate player may apply this loss as he wishes as long as the unit(s) he chooses to suffer loss are selected only from those in the Valley box. For each unit suffering loss, the Confederate player replaces its Strength marker with a new one reflecting its reduced Manpower value. New Strength markers are placed on their organized sides. If a unit is reduced to a Manpower value of 0, it is eliminated. This Manpower value loss does not gain VP for the Union player.
A Confederate Offensive does not cause any loss to Union units. (Union loss is simulated abstractly in the Offensive result.) A Confederate Offensive only affects the Union player's ability to draw reinforcements from the Fredericksburg box to the Peninsula.
Release Of Union Units From Fredericksburg: During the Valley Segment of each Strategic Cycle starting with Turn 35 (May 9), the Union player may attempt to release Union units in the Fredericksburg box for placement on the map.
He may attempt a maximum of one release per Strategic Cycle. For each Union release attempt, the Union player follows this procedure:
-
The Union player rolls a die. This roll determines whether or not the Union player is free to release units based on the authority of President Lincoln. If the modified roll is 5 or more, Lincoln has not authorized the release of Union units. Do not proceed to Step 2, the Union release attempt is over. If the modified roll is 4 or less, Lincoln has authorized the release of Union units; proceed to Step 2.
Lincoln Die Roll Modifier: -1 if the combination of Confederate manpower in both the Valley and the Rappahannock boxes is 7 or less (for example, 3 manpower in the Valley box and 3 manpower in the Rappahannock box).
-
The Union player rolls another die. (This roll may be modified; see below.) This modified roll is applied to the Union Release Table below:
Union Release Table
| Modified Die Roll | Result |
|---|---|
| -1 | All units released |
| 0 | Release 36 Inf, 2 Cav, McDowell |
| 1 | Release 18 Inf, 1 Cav, McDowell |
| 2 | Release 18 Inf |
| 3 | Release 8 Inf |
| 4 or more | No units released |
Die Roll Modifiers: The Union player's Step 2 die roll may be modified as follows (all modifiers are cumulative):
- +1/+2/+3/+4: Add the number corresponding to the box occupied by the Valley marker to the Union player's Step 2 die roll.
- +2: If the Confederate player's combined Manpower value in the Rappahannock box is 40 or more.
- +1: If the Confederate player's combined Manpower value in the Rappahannock box is between 19 and 39 (inclusive).
- -1: If the Confederate player's combined Manpower value in the Valley box is between 16 and 28 (inclusive).
- -2: If the Confederate player's combined Manpower value in the Valley box is 15 or less.
Results: The Union player's Step 2 roll has three possible results:
- All units released: All Union units in the Fredericksburg box are immediately released, including the leader McDowell.
- Release (variable): Union infantry (and sometimes cavalry) units with a combined Manpower value totaling no more than the indicated number are immediately released. If the leader McDowell is included in the result, he is also released.
- No units released: No Union units in the Fredericksburg box are released in the current turn.
Releasing Units: If the Union player obtains a successful release result, he chooses the units to release from among those in the Fredericksburg box. If the Union player wishes, he may detach substitute brigades from Union infantry units in the Fredericksburg box prior to deploying those units to the map (see 19.0).
Deploying Released Union Units To The Map: In each Valley Segment in which the Union player obtains the release of at least one unit from the Fredericksburg box, he must declare whether the released units will arrive on the map by land or by sea. If more than one unit is released, some may arrive by land and the remainder by sea. Released units are placed on the map on their normal sides with organized Strength markers, regardless of their arrival method.
Arriving by Land: If released units arrive by land, the Union player removes the units from the Fredericksburg box and places them on the Turn Track six turns ahead of the current turn. At the start of the turn corresponding to the box occupied by the released units, the Union player places the units in any land hexes on the north edge of the north map (i.e., any hexes on the north map whose last two digits number "01"). The units may not be placed in enemy-occupied hexes, although they may be placed in enemy ZOC. Note: Units arriving by land have special supply characteristics (see 17.1).
Arriving by Sea: If released units arrive by sea, the Union player removes the units from the Fredericksburg box and places them on the Turn Track three turns ahead of the current turn. At the start of the turn corresponding to the box occupied by the released units, the Union player places the units in the Fort Monroe (or Norfolk, if Union-controlled) box or in any of the following three hexes, assuming a completed depot is situated in the hex:
- S5702 (Mobjack Bay)
- N5418 (Urbana)
- N3602 (Tappahannock)
McDowell: If the leader McDowell is released, he may accompany any released infantry unit, regardless of its arrival method; he must be placed on the Turn Track with the desired unit(s).
Command Affiliation: All Union infantry units in the Fredericksburg box belong to I Corps, commanded by McDowell. However, at the moment a released infantry unit is placed on the map, the Union player may change that unit's command affiliation to II, III, IV, V, or VI Corps. For the rest of the game, that unit no longer belongs to I Corps; instead, it belongs to the newly designated corps. In this case, note the unit's new command affiliation on a piece of paper.
Automatic Withdrawal Of Confederate Units: The first time in the game the Union player declares that released units will arrive on the map by land (not by sea), the Confederate player must immediately transfer all his units out of the Rappahannock box (see 15.0).
15.0 Transfer
During any Off-Map Phase starting with Turn 4, players may transfer units to or from some off-map boxes. The Union player transfers first; Confederate player second. If a unit transfers, its Demoralize, Fatigue, or Out of Supply markers (if any) are removed; if exhausted, it is flipped to its normal side; if its Strength marker is disorganized, it is flipped to its organized side. A unit transferring to the map may not be placed in an enemy-occupied hex, although it may be placed in an enemy ZOC. Leaders may be transferred, but they must be attached to a subordinate unit. Units may detach and attach in the Off-Map Phase in all Off-Map boxes.
Transfer Of Units To Or From Fort Monroe: Only the Union player may transfer units from the map to the Fort Monroe box (or vice versa).
Transfer of Units from Fort Monroe: If, during an Off-Map Phase, the Union player wishes to transfer units from Fort Monroe to the map, he removes the selected units and places them on the Turn Track one turn ahead of the current turn. At the start of the turn corresponding to the box occupied by his units, the Union player may place the units in any hexes on the south map between S5810 and S5821 (inclusive).
Transfer of Units to Fort Monroe: If, during an Off-Map Phase, Union units occupy any hexes on the south map between S5810 and S5821 (inclusive), those units may be transferred to Fort Monroe. The Union player removes the units he wishes to transfer and places them on the Turn Track one turn ahead of the current turn. At the start of the turn corresponding to the box occupied by his units, the Union player places the units in the Fort Monroe box. Note: Union reinforcements and units released from the Fredericksburg box may also be placed in Fort Monroe (see 13.0 and 14.0).
Transfer Of Units To Or From The Valley: Only the Confederate player may transfer units to or from the Valley box.
Transfer of Units from the Valley: Confederate units occupying the Valley box may not leave that box until Turn 21 (April 25). If, during an Off-Map Phase on Turn 21 or after, the Confederate player wishes to transfer units out of the Valley box, he must first declare where these units will transfer to:
- Rappahannock Box: If the Confederate player transfers units from the Valley to the Rappahannock, he removes the selected units and places them on the Turn Track five turns ahead of the current turn. At the start of the turn corresponding to the box occupied by his units, the Confederate player places the units in the Rappahannock box. Exception: If "mandatory transfer" of Confederate units out of the Rappahannock box has occurred, Confederate units may not transfer to the Rappahannock; see below.
- Hanover Junction: If the Confederate player transfers units from the Valley to Hanover Junction, he removes the selected units and places them on the Turn Track seven turns ahead of the current turn. At the start of the turn corresponding to the box occupied by his units, the Confederate player places the units in any hexes on the west edge of the north map between N0101 and N0111 (inclusive).
- Richmond: If the Confederate player transfers units from the Valley to Richmond, he removes the selected units and places them on the Turn Track nine turns ahead of the current turn. At the start of the turn corresponding to the box occupied by his units, the Confederate player places the units in any hexes on the west edge of the north map between N0112 and N0126 (inclusive).
Units transferring from the Valley do not have to transfer to the same location.
Transfer of Units to the Valley: If, during an Off-Map Phase, Confederate units occupy the Rappahannock box or any hexes on the west edge of the north map between N0101 and N0126 (inclusive), those units may transfer to the Valley box. The time it takes to reach the Valley depends on where the units are situated when they transfer. The Confederate player removes the units he wishes to transfer and places them on the Turn Track five turns ahead of the current turn (if the units are transferring from the Rappahannock), seven turns ahead of the current turn (if the units are situated between N0101 and N0111, inclusive), or nine turns ahead of the current turn (if the units are situated between N0112 and N0126, inclusive). At the start of the turn corresponding to the Turn Track box occupied by his units, the Confederate player places the units in the Valley box.
Transfer Of Units To Or From The Rappahannock: Only the Confederate player may transfer units to or from the Rappahannock box.
Transfer of Units from the Rappahannock: If, during an Off-Map Phase, the Confederate player wishes to transfer units out of the Rappahannock box, he must first declare where these units will transfer to:
- Valley Box: If the Confederate player transfers units from the Rappahannock to the Valley, he removes the selected units and places them on the Turn Track five turns ahead of the current turn. At the start of the turn corresponding to the box occupied by his units, the Confederate player places the units in the Valley box.
- Map: If the Confederate player transfers units from the Rappahannock to the map, he removes the selected units and places them on the Turn Track four turns ahead of the current turn. At the start of the turn corresponding to the box occupied by his units, the Confederate player places the units in any land hexes on the north edge of the north map (i.e., any hexes on the north map whose last two digits number "01").
Note: Units transferring from the Rappahannock do not have to transfer to the same location.
Transfer of Units to the Rappahannock: If, during an Off-Map Phase, Confederate units occupy the Valley box or any hexes on the north edge of the north map, those units may transfer to the Rappahannock box. (Exception: If "mandatory transfer" of Confederate units out of the Rappahannock box has occurred, Confederate units may not transfer to the Rappahannock; see below.) The time it takes to reach the Rappahannock depends on where the units are situated when they transfer. The Confederate player removes the units he wishes to transfer and places them on the Turn Track five turns ahead of the current turn (if the units are transferring from the Valley), or four turns ahead of the current turn (if the units are situated in any hexes on the north edge of the north map). At the start of the turn corresponding to the box occupied by his units, the Confederate player places the units in the Rappahannock box.
Mandatory Transfer: The first time either of the following events occurs, the Confederate player must at that moment transfer all his units out of the Rappahannock box and may no longer transfer units to the Rappahannock box for the rest of the game:
- Released Union Units: The Union player declares that "released" units from Fredericksburg will arrive on the map by land (see 14.0). Mandatory transfer is not triggered if released Union units arrive on the map by sea.
- Caroline or Hanover Counties: The Union player gains control of Caroline or Hanover County (see 12.0).
Transfer Of Units To Or From Norfolk: At the start of the game the Confederate player controls Norfolk, and only he may transfer units from the map to the Norfolk box or vice versa. However, if the Union player gains control of Norfolk, only Union units may transfer to or from Norfolk.
Transfer of Units from Norfolk: If, during an Off-Map Phase, the player controlling Norfolk wishes to transfer units from Norfolk to the map, he removes the selected units and places them on the Turn Track four turns ahead of the current turn. At the start of the turn corresponding to the box occupied by his units, the controlling player places the units in any hexes on the south edge of the south map between S2524 and S4924 (inclusive).
Transfer of Units to Norfolk: If, during an Off-Map Phase, the player controlling Norfolk has units occupying any hexes on the south edge of the south map between S2524 and S4924 (inclusive), those units may be transferred to Norfolk. The controlling player removes the units he wishes to transfer and places them on the Turn Track four turns ahead of the current turn. At the start of the turn corresponding to the box occupied by his units, the controlling player places the units in the Norfolk box.
16.0 Norfolk And Fort Monroe
At the start of the game, the Union player controls Fort Monroe and the Confederate player controls Norfolk. The Union player may never lose control of Fort Monroe, but the Confederate player loses control of Norfolk if the Union player attacks it successfully.
16.1 Fort Monroe
Several Union units, including the Monitor, begin the game in Fort Monroe. Union reinforcements and units released from the Fredericksburg box may also be placed in Fort Monroe.
Fort Monroe Garrison: The Union player must maintain a garrison in Fort Monroe consisting of units with a combined Manpower value of 10 or more. If the Union player also controls Norfolk, units in the Norfolk box may contribute their Manpower values to this total. The Union player may not move units out of Fort Monroe or Norfolk amphibiously or by transfer if that movement would reduce the garrison to a Manpower value of less than 10 (or if the garrison is already below 10). If the Union player attacks Norfolk and incurs a loss reducing the garrison to a Manpower value of less than 10, any future Union variable or special reinforcements must be deployed to Fort Monroe or Norfolk until the garrison's Manpower value is again increased to 10 or more.
16.2 Norfolk
Several Confederate units, including the Virginia, begin the game in Norfolk. Although Virginia may not leave Norfolk, other Confederate units may do so in an Off-Map Phase. The Confederate player controls Norfolk as long as the Union player does not fulfill control requirements—even if no Confederate units occupy Norfolk. Confederate units must leave Norfolk if the Union player successfully attacks it.
Attacking Norfolk: During any Norfolk Segment of a Strategic Cycle starting with Turn 14, the Union player may attack Norfolk with units from Fort Monroe. (Exception: The Union player may not attack Norfolk if his posture is currently "passive.") The Union player may make a maximum of one attack against Norfolk per Strategic Cycle. If the Union player declares an attack on Norfolk, he resolves the attack according to the following procedure:
-
Combine the Manpower values of any or all Union units in Fort Monroe (embarked units may be included, but they are immediately disembarked; remove their Embarked markers). This is the Attack value. Do the same for all Confederate units in Norfolk. This is the Defense value. Compare the Attack value to the Defense value and round this ratio down in favor of the defender to conform to one of the simplified ratios listed on the Ratio Chart. A modifier from -12 to +13 is listed next to each ratio. This is the ratio modifier. If no Confederate land units occupy Norfolk, skip the rest of this procedure. The Union attack automatically succeeds and the Union player gains control of Norfolk.
-
Each player rolls a die. The Union roll may be modified as follows (modifiers are cumulative):
- +/-#: Add or subtract the ratio modifier determined in Step 1.
- +2: If the Union player controls Prince George, Sussex, Dinwiddie, or Chesterfield County (+2 even if more than one county is controlled).
- +1: If the Union player controls York County. (This modifier is not awarded if the Union player also controls Prince George, Sussex, Dinwiddie, or Chesterfield County.)
- +1: If Virginia is destroyed.
- -3: If Monitor has been destroyed, but Virginia still exists.
Note: No other modifiers, including artillery and tactical modifiers, are taken into account in this combat.
-
The defending (Confederate) player's roll is subtracted from the attacking (Union) player's modified roll. The players cross-reference this result on the Combat Chart with the columns corresponding to their Attack or Defense values determined in Step 1. Both players obtain a combat result.
-
Combat results are read slightly differently than normal combat:
Letter Results: Both players ignore all letter results except for "R." If the Confederate result contains an "R" (not "r"), the Union attack succeeds and the Union player gains control of Norfolk. If the Confederate result does not contain an "R," a Union attack fails and the Confederate player retains control of Norfolk. In this case, Union units remain in Fort Monroe and Confederate units remain in Norfolk. Exception: If the Confederate result does not contain an "R", but all Confederate land units are eliminated, the Union player gains control of Norfolk.
Number Results: Number results are applied to both players as in normal combat (see Standard Rules 7.5). Both players apply losses by replacing their units' Strength markers with new ones reflecting their reduced Manpower values. However, new Strength markers are placed on their organized sides, even if the combat result contains a "D."
Demoralization/Fatigue: Units may never be demoralized or gain Fatigue Levels due to an attack on Norfolk regardless of the combat results.
Note: Units in off-map boxes may never entrench, so the Confederate Player's Defense value may never be enhanced. A Union attack on Norfolk may take place in a Rain turn. If so, the normal -1 rain modifier does not apply.
Union Control Of Norfolk: If the Union Player gains control of Norfolk, the following actions are performed:
- The Confederate player removes all his surviving units and leaders from Norfolk and places them in any hexes on the south edge of the south map between S2524 and S4924 (inclusive). The units are placed on the map at Fatigue Level 0 with organized Strength markers, regardless of the combat result.
- The Union player may immediately transfer one or more units from Fort Monroe to Norfolk.
- The Union player places a completed depot in Norfolk.
- The Union player gains one command point (he moves the Command marker on the Union Command Track to a higher value by one point).
- The Union player later gains VP.
- If Virginia occupies Norfolk (or the Turn Track due to damage) it is destroyed. The Union player gains VP.
- The Confederate player may execute the Drewry's Strategic event (see 4.0) immediately or in any subsequent Norfolk Segment, but to do this he must remove one Confederate infantry manpower from anywhere on the map (not in an off-map box, although it could be from a unit just place on-map from Norfolk). This may only be done once per game, and only if the Drewry's Strategic event has not occurred.
Once the Union player gains control of Norfolk, the Confederate player may never regain control. Union units in Norfolk may move into and out of that box amphibiously in exactly the same way as the do from Fort Monroe (see 14.0). Also, Union reinforcements and units released from Fredericksburg may deploy to Norfolk. Union units in Norfolk may transfer to the map (and vice versa; see 15.0). The Union player controls Norfolk even if he does not have any units there.
Movement between Fort Monroe and Norfolk: If the Union player controls Norfolk, he may freely move units from Fort Monroe to Norfolk (or vice versa) during a Norfolk Segment of a Strategic Cycle. Any such move is instantly done in the Norfolk Segment.
17.0 Supply
During the Supply Status Segment of each Strategic Cycle, players must check whether their units are in supply or out of supply. Units always begin the game in supply. Leaders anywhere and all units in off-map boxes are always in supply.
17.1 Union Supply
Union Depots: The Union player has a depot in Fort Monroe at the start of the game and receives another depot if he invades Mobjack Bay, Urbana, or Tappahannock (see 2.0). Also, the Union player may build depots during the game. Depots act as Union supply sources.
How Union Depots Are Built: The Union player may build a depot during the Depot Segment of a Strategic Cycle. Depots have two sides: a Build side and a Complete side. In the Depot Segment, the Union player may place one depot on the map on its Build side or he may flip a single existing depot from its Build side to its Complete side. He may choose one or the other of these two options; he may not do both. Note: after placing or flipping a depot, the Union may move his siege artillery (see 18.0).
Depot Limitations: The Union player may have no more than three depots on the map at any given time. However, depots in the Fort Monroe and Norfolk boxes do not count against this limit. If depots are destroyed or dismantled, they may return to play the instant they are removed as long as this limit is adhered to.
Placing And Completing Depots: Subject to several restrictions, the Union player may place a depot on its Build side or flip an existing depot to its Complete side in either of the following locations during the Depot Segment:
- A landing hex
- Some RR stations
Landing Hexes: During the Depot Segment, the Union player's ability to place a depot in a landing hex is affected by the following factors:
Yorktown/Gloucester Point: If a Confederate infantry or artillery unit occupies Yorktown (S5510) or Gloucester Point (S5608), or both places, the Union player may not place a depot on its Build side or flip an existing depot to its Complete side in any landing hex on the York—Pamunkey—Mattapony Rivers except for hexes S5610, S5710, S5810, or S5808.
Virginia: If Virginia has not been destroyed, the Union player may not place a depot on its Build side or flip an existing depot to its Complete side in any landing hex on the James—Appomattox—Chickahominy—Warwick Rivers. This restriction applies even if Virginia is damaged, and regardless of whether or not Monitor is destroyed.
Mulberry Point and Harden's Bluff: If Virginia has been destroyed, but Confederate infantry units occupy both Mulberry Point (S5017) and Harden's Bluff (S4717), the Union player may place a depot on its Build side or flip an existing depot to its Complete side only in landing hexes on the James or Warwick Rivers whose last two digits number 18 or more. If Virginia has been destroyed, and one or both of these hexes do not contain a Confederate infantry unit, the Union player may place a depot on its Build side or flip an existing depot to its Complete side in any landing hex on the James—Appomattox—Chickahominy—Warwick Rivers.
Exception: If a Confederate naval battery occupies Drewry's Bluff, the Union player may not place a depot on its Build side or flip an existing depot to its Complete side in any landing hex on the James River on the north map.
RR Stations: During the Depot Segment, the Union place a depot on its Build side in any of the following three railroad stations:
- Chester Depot (N0304)
- Hanover Junction (N0308)
- Waverly (S2323)
The Union player's ability to place a depot in any of these stations is affected by the following factors:
Chester Depot: To place a depot on its Build side in Chester (or flip an already existing depot there to its Complete side), the Union player must control Caroline County and must be able to trace a "RR Hex Path" (see below) to N0801. Furthermore, there must be no remaining Confederate units on the Turn Track that are transferring out of the Rappahannock box.
Hanover Junction: To place a depot on its Build side in Hanover Junction (or flip an already existing depot there to its Complete side), the Union player must control both Hanover and Caroline Counties and must be able to trace a "RR Hex Path" (see below) to N0801. Also, the bridge between N0306-N0307 must not be destroyed. Finally, there must be no remaining Confederate units on the Turn Track that are transferring out of the Rappahannock box.
Waverly: In order to place a depot on its Build side in Waverly (or flip an already existing depot there to its Complete side), the Union player must control Sussex County and Norfolk, and must be able to trace a "RR Hex Path" (see below) to S2524.
RR Hex Path: A "RR Hex Path" is a path of railroad hexes from one of the aforementioned railroad stations to its listed mapedge hex. This path may not enter a hex occupied by a Confederate unit under a complete Breastwork marker or a build/complete Fort marker. (It may enter hexes occupied by unentrenched Confederate units and all Confederate ZOC.) Once a depot is flipped to its Complete side, it remains on this side unless destroyed or dismantled, even if the RR Hex Path can no longer be traced.
How Union Depots Are Destroyed: Depots may be removed from the map due to destruction or dismantling. Removed depots may be used again.
Depots and Combat: Depots have no Combat value and may not move or retreat. A Confederate unit may enter a hex occupied by a depot as long as no Union military units are situated there. If so, the depot is destroyed and is removed from the map.
Voluntary Destruction of Depots: During a Depot Segment, the Union player may voluntarily destroy any depot. If so, it is removed from the map.
Dismantling Depots: In a Depot Segment, the Union player may declare that he is "dismantling" any depot. The indicated depot is removed from the map at the start of the next Depot Segment, seven turns ahead of the current turn. Once dismantling has been declared, it may not be reversed. A dismantling depot is still a Union supply source.
Union Supply Status: During the Supply Status Segment of each Strategic Cycle, the Union player must determine whether each of his units is in supply or out of supply. The presence of Confederate units in a county has no effect on Union supply status, even if a Union unit is surrounded by enemy units or their ZOC.
A Union unit is in supply if any of the following conditions are fulfilled during a Supply Status Segment:
- It is situated in a county containing a Union depot on its Complete side.
- It is situated in a county adjacent to a county containing a Union depot on its Complete side. (Exception: see "Special Supply Cases," below.)
- It is situated in a county containing a Union depot on its Build side and is situated six or less hexes from that depot.
- It is situated in a county adjacent to a county containing a Union depot on its Build side and is situated six or less hexes from that depot. (Exception: see "Special Supply Cases," below.)
Special Supply Cases
Units Released from Fredericksburg: Union units released from Fredericksburg deploying to the map by land are automatically in supply in any hexes in Caroline County, regardless of the proximity of Union depots. All other Union units in Caroline County must determine supply status normally.
Gloucester County: Union units occupying any hexes in Gloucester County on the south (not north) map are automatically in supply, regardless of the proximity of Union depots.
Warwick and York Counties: Union units occupying any hexes in Warwick or York Counties are automatically in supply, regardless of the proximity of Union depots.
Union Control of Norfolk: If the Union player controls Norfolk, Union units occupying any hexes in Isle of Wight County are automatically in supply, regardless of the proximity of Union depots.
Special Rules by County: If a Union depot (on its Complete or Build side) occupies one of the counties listed below, check the special rules listed for that county, below, to determine how Union supply is affected.
Charles City: Henrico and New Kent are the only adjacent counties in which Union units are in supply.
Chesterfield: Dinwiddie is the only adjacent county in which Union units are in supply.
Isle of Wight: Surry is the only adjacent county in which Union units are in supply. Although not adjacent to Isle of Wight, Union units in Sussex County are also in supply.
James City: Warwick, York, and New Kent are the only adjacent counties in which Union units are in supply.
King and Queen: Gloucester, Middlesex, and Essex are the only adjacent counties in which Union units are in supply.
Gloucester: Middlesex and King and Queen are the only adjacent counties in which Union units are in supply.
King William: Caroline, New Kent, and Hanover are the only adjacent counties in which Union units are in supply. Exception: If the railroad bridge between hexes N2823 and N2924 is destroyed, Union units in New Kent County are not in supply.
New Kent: Charles City, James City, Henrico, Hanover, and King William are the only adjacent counties in which Union units are in supply. Exception: If the railroad bridge between hexes N2823 and N2924 is destroyed, Union units in King William County are not in supply.
Prince George: Dinwiddie, Surry, and Sussex are the only adjacent counties in which Union units are in supply.
Surry: Prince George, Isle of Wight, and Sussex are the only adjacent counties in which Union units are in supply.
Sussex: Prince George and Surry are the only adjacent counties in which units are in supply. Although not adjacent to Sussex, Union units in Isle of Wight and Dinwiddie Counties are also in supply.
Warwick: York and James City are the only adjacent counties in which Union units are in supply.
York: Warwick and James City are the only adjacent counties in which Union units are in supply.
17.2 Confederate Supply
Confederate Supply Status: Confederate units are automatically in supply until any of the following events occur:
- Virginia is destroyed; or,
- Confederate infantry or artillery units do not occupy both Yorktown (S5510) and Gloucester Point (S5608) at the end of an Action Cycle; or,
- The Union player controls Henrico County.
The Confederate player must start to check all his units' supply status two Strategic Cycles ahead of the turn in which one of these events occurs. (Exception: see "Henrico County," below.) Once the Confederate player begins to determine his units' supply status, he must check it each Supply Status Segment for the rest of the game.
Example: If Virginia is destroyed on Turn 42, the Confederate player must start to check his units' supply in the Supply Status Segment of Turn 56 because that segment takes place two Strategic Cycles ahead of the cycle in Turn 42. If instead Yorktown was unoccupied by a Confederate infantry/artillery unit at the end of the Action Cycle in Turn 31, the Confederate player must start checking his units' supply in the Supply Status Segment of Turn 42 because that segment is in the second Strategic Cycle following Turn 31.
How To Check Confederate Supply: The Confederate player does not use depots for supply. Instead, once the Confederate player starts to check his units' supply status due to the aforementioned reasons, supply is based on the county the units occupy in the Supply Status Segment and the following factors:
-
Virginia Destroyed: If Virginia is destroyed, but Confederate infantry or artillery units occupy both Yorktown and Gloucester Point, only Confederate units in Isle of Wight County are out of supply. Units in all other counties are in supply. Exception: Confederate units in Surry County are out of supply in this case if the Union player currently controls Sussex County.
-
Yorktown/Gloucester Point: If Confederate infantry/artillery units do not occupy both Yorktown and Gloucester Point, but Virginia has not been destroyed, Confederate units in all of the following counties are out of supply:
- Essex
- Gloucester
- King William*
- King and Queen
- Middlesex
* Confederate units are out of supply only if Union player currently controls New Kent and Hanover Counties.
Units in all other counties are in supply.
-
Virginia Destroyed AND Yorktown/Gloucester Point: If Virginia is destroyed and Confederate infantry/artillery units do not occupy both Yorktown and Gloucester Point, Confederate units in any of the following counties are out of supply:
- Essex
- Gloucester
- Isle of Wight
- James City
- King and Queen
- Middlesex
- Warwick
- York
- King William*
- Surry+
* Confederate units are out of supply only if Union player currently controls New Kent and Hanover Counties.
+ Confederate units are out of supply only if Union player currently controls Sussex County.
Units in all other counties are in supply.
-
Henrico County: If the Union player controls Henrico County, all Confederate units on the map are automatically out of supply in the next Supply Status Segment.
Aside from the cases listed above, the presence of Union units in a county has no effect on Confederate supply status, even if a Confederate unit is surrounded by Union units or their ZOC.
17.3 Supply Status
In Supply: If a unit is in supply, it functions at full effectiveness and remains in supply until the next Supply Status Segment, at which time its supply status is checked again.
Out of Supply: Place an Out of Supply marker on a unit that is out of supply. This marker accompanies the unit wherever it goes until the unit regains "in supply" status in a Supply Status Segment or due to foraging (see 17.4), at which time the marker is removed. Out of supply units function normally in terms of movement and combat (except they have a "+1" modifier on extended march die rolls). However, they suffer penalties in the Recovery Phase (see Standard Rules Recovery, section 8.0 – all out of supply units will always have their Strength markers on the disorganized side by the end of Recovery). Also, they may suffer Manpower value loss in the Supply Status Segment.
Manpower Value Loss: If, during a Supply Status Segment, a unit which is already out of supply cannot achieve in supply status, its Manpower value is reduced by one. If the unit is not eliminated, its new Strength marker is placed on its disorganized side.
17.4 Foraging
In Step 2 of the Recovery Phase, both players may "forage" with any of their units which are out of supply and at Fatigue Level 0, 1, or 2. A unit may not forage at Fatigue Level 3 or 4, nor may it forage if it built a bridge, repaired a bridge or ferry, or entrenched in Step 1 of that phase. An exhausted unit may forage. Leaders may not forage nor do they need to. Players perform the following procedure for each foraging unit:
- Roll a die and modify this roll by adding the unit's current Fatigue Level. (At Fatigue Level 0, the roll is not modified.) This roll may be further modified by other factors (see below).
- If the modified roll is 2 or less (for the Union player), or 3 or less (for the Confederate player), the unit has successfully foraged and immediately regains "in supply" status. Its Out of Supply marker is removed, and the unit remains in supply until the next Supply Status Segment, at which time its supply status is determined normally. If the modified roll is 3 or more (for the Union player), or 4 or more (for the Confederate player), the unit has not foraged successfully and remains out of supply.
Players may forage with as many eligible units as they wish in a turn, but individual units may forage no more than once per turn. Units which do not forage successfully may forage again in succeeding turns, assuming they are at Fatigue Level 0, 1, or 2.
Forage Modifiers: The following modifiers apply to forage die rolls. All modifiers are cumulative.
Union Foraging: If a Union unit occupies any of the following counties, 1 is subtracted from the unit's forage roll:
- Chesterfield
- Dinwiddie
- Hanover
- Henrico
- Prince George
Surrounded Units: If all six hexes adjacent to a unit are enemy occupied, in enemy ZOC (even if occupied by friendly units), or are hexes into which the unit cannot move due to terrain restrictions 1 is added to the unit's forage roll.
18.0 Union Siege Artillery
The Union player has a single siege artillery unit, which may be used to reduce the effects of Confederate entrenchments. The Union siege artillery unit reduces its fatigue in the Siege Artillery Segment in the Strategic Cycle and may move in the Depot Segment. There may be other effects of both of these activities, which are discussed below.
Moving The Siege Artillery Unit: The siege artillery unit starts the game in Fort Monroe. At the end of any Depot Segment of a Strategic Cycle, the Union player may move the siege unit (regardless of its Fatigue Level) to any hex occupied by a complete Union depot in a landing (not a RR station) hex. Alternatively, if the siege unit occupies the same hex as a complete depot, the Union player may move it to Fort Monroe (or Norfolk, if Union-controlled), or to any other complete depot in a landing hex at the end of a Depot Segment. Exception: The siege artillery may not move over a major river section that the Union cannot currently amphibiously move on. However, once the siege artillery is on a complete depot, if the Union loses the ability to amphibiously move to or from the depot hex, the siege artillery unit's ability to reduce fatigue or be functional is not affected.
The Siege Artillery Unit And Fatigue: Each time the Union player moves the siege unit to a new location in a Depot Segment, he must place a Fatigue Level 4 marker underneath it. (Note: It starts the game at Fatigue Level 4.) In each Siege Artillery Segment (not during Recovery), the Union player reduces his siege unit's Fatigue marker by one (to a minimum of 0 which is indicated by the lack of any Fatigue marker).
Union Command Bonus: If in a Siege Artillery Segment, the Union siege unit is reduced from Fatigue Level 1 to Level 0, the Union player receives a "Command Bonus." In this event he moves his Command marker one box to the right on his Command Track. A Command Bonus cannot be received if the Command marker already occupies the box numbered 5 on the Command Track.
Effects Of The Siege Artillery Unit: The siege unit is only functional at Fatigue Level 0. At Levels 1 to 4, it has no combat effects (although it may move). Furthermore, the siege unit is only functional in the county it currently occupies, although the following exceptions apply:
- If the siege unit occupies Fort Monroe at Fatigue Level 0, it is functional in York and Warwick Counties.
- If the siege unit occupies Norfolk at Fatigue Level 0, it is functional in Isle of Wight County.
- If the siege unit occupies any hex in New Kent County at Fatigue Level 0, it is also functional in Henrico County as long as the bridge between hexes N1827 and N1927 is not destroyed (a Union pontoon bridge across this hexside does not replace the requirement for the bridge printed on the map to not be destroyed).
Assault Effects: In each successful assault action initiated by the Union player against a Confederate redoubt hex (or any hex containing at least one Breastwork/Fort marker) in a county in which the Union siege unit is functional, the redoubt hex or Breastwork/Fort markers are ignored in that combat. The Redoubt and Breastwork/Fort markers are ignored in that combat for all purposes, including flank effects. Furthermore, the Union player's assault die roll modifier in a successful assault action is increased from +1 to +2 against any hex in that county - not just those containing redoubts, breastworks, or forts. These benefits may be applied to an unlimited number of assaults per turn.
How The Siege Artillery Unit Is Destroyed: The siege unit may not be activated and may not attack, defend, or retreat. It has no Combat value. A Confederate unit may enter the siege unit's hex as long as no Union military units are situated there. If so, it is destroyed and is removed from the map. It may not return to play. The siege unit is also eliminated if the Union player voluntarily destroys the depot in the siege unit's hex (see 17.1). However, if the Union player "dismantles" a depot in the siege unit's hex, the Union player must move the friendly siege unit to a new location by the end of the following Depot Segment, seven turns ahead of the current turn. Note: If the siege artillery is functional and if the Union is in an Active posture, the Union player can attempt to continue a turn that might otherwise end on a double-1 initiative roll (see 6.0).
19.0 Substitute Units
Each player has eight "substitute" infantry brigades and the Confederate player two "substitute" cavalry regiments. The extra substitute counters in the counter mix are for the Petersburg campaign and may not be used in OTR.
Units may detach and attach in the Off-Map Phase in all Off-Map boxes.
19.1 Detachment
Either player may detach one or more substitute infantry brigades from a marching infantry unit as long as the marching unit has a Manpower value of 2 or more. The Confederate player may detach one or more substitute cavalry regiments from a marching cavalry unit as long as the marching unit has a Manpower value of 2 or more. Units may detach substitutes in off-map boxes in an Off-Map Phase.
How To Detach: To detach, a player places a substitute in the same hex as the unit from which it detaches and assigns it a Manpower value. A Strength marker equal to the Manpower value assigned to the substitute is placed under it. The substitute's Manpower value is subtracted from the parent unit's Manpower, and the parent unit is assigned a new Strength marker, on the same side as the one it replaces, reflecting its reduced value.
Placement Of Detached Units: A detached substitute may be placed in the hex in which an active unit begins its march or in any hex it enters during its march. After a substitute is placed on the map, the active unit may continue its march (but the substitute may not move further during this action). After placement, substitutes function normally.
Detachment Restrictions
Counter Limits: The number of substitutes provided in the game is a strict limit. If all substitutes are currently in use, no more may be used. However, if substitutes reattach to other units, they are removed from the map and again become available for use. The extra substitute counters in the counter mix are for the Petersburg campaign and may not be used in OTR.
Size: After detaching, a parent unit must have a minimum Manpower value of 1. The Manpower value of a substitute is limited.
- Substitute infantry brigades must be assigned a Manpower value of 12 or less.
- Substitute cavalry regiments must be assigned a Manpower value of 1.
Determining Status Of Detachments
Fatigue: If a substitute is placed in the hex in which an active unit begins a march, the substitute is assigned a Fatigue marker equal to the active unit's Fatigue Level before it was selected to march. If a substitute is placed in any hex except the one in which the active unit begins a march, the substitute is assigned a Fatigue marker equal to the active unit's Fatigue Level at that moment.
Entrenchment: If an entrenched active unit detaches a substitute in the hex in which it begins a march, the substitute is assigned the same kind of entrenchment marker possessed by the active unit.
Disorganized, Demoralized, Exhausted, Supply: If an active unit has a disorganized Strength marker, is on its exhausted side, possesses a Demoralized marker, or possesses an Out of Supply marker, then any substitute detached by that unit must possess the same characteristics.
Command: The owning player should note on a piece of paper the number of each substitute placed on the map and the command to which it belongs. It belongs to the same command as the unit from which it detaches.
19.2 Attachment
In the Attachment Phase, a substitute (or a normal infantry regiment/brigade, or Confederate cavalry regiment; see "Special Attachment," below) stacked in the same hex as a friendly unit of the same type may "attach" to that unit. As long as one of these allowable units attaches to a unit of the same type (infantry or cavalry), it may attach to any friendly unit regardless of size or affiliation. Artillery units, cavalry brigades, and infantry divisions may not attach. Union cavalry units and the Union infantry brigade Sykes-A may not attach. Confederate demi-divisions may not attach.
How To Attach: Remove attaching units and all accompanying markers from the map. The Manpower value of an attaching unit is added to the Manpower value of the unit to which it attaches; this unit receives a new Strength marker with an enhanced Manpower value.
Attachment Restrictions
Unity: A unit may not attach a portion of its strength to another unit. The whole unit must be attached (and the unit removed from the map).
Size: A unit may not attach to another unit if the addition of its Manpower value would raise the Manpower value of the unit remaining on the map above the following strengths:
- Infantry divisions and Confederate demi-divisions may not be raised above a Manpower value of 21.
- Infantry brigades may not be raised above a Manpower value of 12.
- Infantry regiments may not be raised above a Manpower value of 4.
- The Confederate cavalry brigade may not be raised above a Manpower value of 3.
- Cavalry regiments may not be raised above a Manpower value of 2.
Determining Status After Attachment
Strength Marker: The unit to which a unit attached is assigned a new Strength marker on the same side (organized or disorganized) as the one it replaces. Exception: If the Manpower value of an attaching unit is greater than the Manpower value of the unit to which it attaches, the new Strength marker of the unit remaining on the map is placed on the same side as the attaching unit's Strength marker.
Fatigue, Exhaustion: If a unit attaches to a unit and the two units have different Fatigue Levels, the unit remaining on the map after attachment receives a Fatigue Level equal to the higher of the two levels. If a unit attaches to a unit and one of the units is exhausted and the other is on its normal side, the unit remaining on the map is flipped to (or remains on) its exhausted side.
Entrenchments: If an entrenched unit attaches to an unentrenched unit, the unit remaining on the map remains unentrenched. However, if an entrenched unit or unentrenched unit attaches to an entrenched unit, the unit remaining on the map remains entrenched.
Demoralized: If a unit attaches to a unit and at least one of the units is demoralized, the unit remaining on the map is assigned a demoralization level equal to the most severe level possessed by one of the units prior to attachment.
Artillery: If a unit attaches to another unit, assign the attaching unit's entire Artillery value to the unit to which it attaches. This unit receives a new Artillery marker with an enhanced Artillery value (see below).
Supply: Supply status is determined by the supply status of the unit with the larger manpower. Thus, the unit remaining on the map is out of supply if either:
- The unit being attached to was out of supply and possessed a Manpower value at least equal to the attaching unit; or
- The attaching unit was out of supply and was greater in manpower than the unit to which it is attaching.
In all other cases, the unit remaining on the map is in supply.
Special Attachment: Both players' non-substitute infantry regiments and brigades may attach to any friendly infantry unit as long as attachment rules are adhered to. Non-substitute Confederate cavalry regiments may only attach to friendly cavalry brigades.
19.3 Substitutes And Artillery Values
If players wish, they may transfer Artillery value points to or from detaching and attaching units.
Detachment: If a substitute detaches from a unit, it may be assigned some or all of the Artillery value points of the parent unit. If so, an Artillery marker equal to the Artillery value assigned to the substitute is placed under it. The substitute's Artillery value is subtracted from the parent unit's Artillery value, and the parent unit is assigned a new Artillery marker, reflecting its reduced value.
Attachment: If a unit attaches to another unit, assign the attaching unit's entire Artillery value (if any) to the unit to which it attaches. If necessary, this unit receives a new Artillery marker with an enhanced Artillery value.
Exception: The maximum Artillery values a unit may have after attachment are as follows: 1 for any cavalry unit, 2 for any infantry regiment, 3 for any infantry brigade, and 4 for any infantry division or demi-division. A player may proceed with the desired attachment, but the excess artillery is permanently lost.
19.4 Confederate Demi-Divisions
Four Confederate infantry division leaders start the Advanced Game with two subordinate demi-divisions each. Also, the leader A.P. Hill has two subordinate demi-divisions when he arrives on the map on Turn 49. If a leader has been reduced to less than two subordinate demi-divisions due to elimination, the Confederate player may designate any brigades (including substitutes) belonging to that leader as ad hoc demi-divisions as long as each leader never has more than two subordinate demi-divisions at any time. If a brigade has been designated a demi-division, note this fact on paper. It must remain so for the rest of the game unless it too is eliminated. A brigade converted to a demi-division may be raised to a Manpower value of up to 21 by attachment. Its Tactical and Artillery values are unchanged.
20.0 Johnston And Lee
At the start of the game, General Joseph Johnston is in command of the Confederate Army of Northern Virginia (ANV), although he later may be replaced by General Robert E. Lee.
Grand Assault: If Johnston is in command of the ANV and the Confederate player attempts a grand assault, the Confederate player rolls a die at the end of the assault action, regardless of whether or not the grand assault succeeds. On a roll of 1, Johnston is wounded and removed from the map. Lee is now in command of the ANV. At the start of the next turn, the Confederate player places Lee in any hex containing a Confederate leader. On a roll of 2 or more, Johnston is not wounded and remains in command of the ANV. Lee (or McClellan) may not be wounded due to a grand assault attempt.
Relief Of Johnston: If a "Relief of Johnston" strategic event occurs (see 4.0), the Confederate player removes Johnston from the map. He is replaced by Lee as ANV commander, who is placed by the Confederate player in any hex occupied by a Confederate leader.
Lee Benefits: Aside from Lee's higher Command value in comparison with Johnston (5 to 4), the Confederate player receives the following benefits if Lee is in command of the ANV:
- The Lee assault bonus as per Standard Rules 7.4.
- If double-ls occur in an Initiative Segment, the Confederate player may be given the choice of ending or continuing the Action Cycle (see 6.0).
- Some Command Paralysis random events may not apply to the Confederate player (see 3.0).
21.0 Union Reorganization
Once per game, the Union player may "reorganize" the Army of the Potomac. Reorganization is voluntary. If the Union player decides to reorganize, he must declare this fact during the Union Reorganization Segment of a Strategic Cycle, although this declaration may not be made before Turn 42. If the Union player declares reorganization, he receives four "replacement" divisions and two new corps leaders.
Replacement Divisions: When the Union player declares reorganization, he removes the following units from the map and replaces them with the indicated divisions:
| Remove | Replace With |
|---|---|
| Porter (III Corps) | Morell (V Corps) |
| Franklin | Slocum (VI Corps) |
| Smith-A (IV Corps) | Smith-B (VI Corps) |
| Sykes-A | Sykes-B (V Corps) |
A new division must be placed in the same hex as the unit it replaces, even if the unit to be replaced is surrounded by enemy units or ZOC. If the old unit was exhausted, out of supply and/or demoralized, the new division must also possess these characteristics. The unit's Strength marker and Fatigue Level are not altered. If the old unit has been destroyed, the replacement division is not received. If the replacement of a unit causes an existing leader to be situated in a hex without a subordinate, the leader is moved to the nearest hex containing a subordinate unit. Note: The Artillery values of the replacement units must all be the same as the current value of the unit it is replacing. Except for "Sykes-B," whose artillery value should be increased by 2 from the current value of "Sykes-A" (to a maximum of 4).
New Leaders: When the Union player declares reorganization, he receives the following new leaders:
- Porter (V Corps).
- Franklin (VI Corps)
Porter must be placed in the same hex as either Morell's or Sykes' division. Franklin must be placed in the same hex as either Slocum's or Smith's division. This placement may occur even if the unit joined by the leader is surrounded by enemy units or ZOC.
22.0 Drewry's Bluff
If a "Drewry's Bluff Battery" result occurs on the Strategic Table, the Confederate player places a Naval Battery marker in Drewry's Bluff (N0734-S0301). The Confederate player can also in some situations create this Naval Battery if Norfolk has fallen (see 16.2).
If the Naval Battery occupies Drewry's Bluff, it has the following effects:
- Union units may never embark or move amphibiously on the James River on the north map.
- A Union Gunboat may not provide support on the James River on the north map.
- The Union player may not place a depot or flip an existing depot to its Complete side in any landing hex on the James River on the north map.
- Note: The reference to the "north" map in the above bullets also includes the Drewry's Bluff hex itself.
Victory Points: If Virginia is destroyed, the Union player may gain Victory Points if the Naval Battery does not occupy Drewry's Bluff (see Advanced Game scenario).
How the Naval Battery is Destroyed: The Naval Battery marker has no Combat value and may not move or retreat. A Union unit may enter the Naval Battery's hex as long as no Confederate military units are situated there. If so, the battery is destroyed and is removed from the map. It may not return to play.
Confederate Naval Batteries Printed on Map: There are several Confederate Naval Batteries printed on the OTR south map (e.g., S5510, Yorktown). The only game effect of these particular batteries is on Union gunboat bombardment of those specific hexes as per section 11.0 on Gunboats. (These batteries are on the wide parts of the James and York rivers where there is an open water hex for Union operations to bypass them except for bombardment of those specific hexes. The battery in OTR S0709 did not exist until 1863 so has no effect in OTR). Also note that all naval batteries printed on the map (except S0709) are considered to contain a Confederate Redoubt in the hex. A naval battery is immediately and permanently destroyed if a Union unit enters its hex.
23.0 End Of Game
Starting on Turn 91 (July 4), the Union player rolls a die in each End of Game Segment of a Strategic Cycle to see if the game ends. Consult the following table and if the result is "End Game", then the game immediately ends. The game automatically ends in the End of Game Segment of Turn 112 (July 25). In the table, players cross-reference the turn number with the appropriate "Richmond Proximity" column and roll a single die to determine the result. "Richmond Proximity" is if at least one undemoralized Union unit with a Manpower value of 8 or more is situated within five hexes of any hex in the city of Richmond; otherwise, there is "No Richmond Proximity."
| Turn | Richmond Proximity | No Richmond Proximity |
|---|---|---|
| Turn 91 (July 4) | Game Continues Always | End Game on a 1 |
| Turn 98 (July 11) | Game Continues Always | End Game on a 1-3 |
| Turn 105 (July 18) | End Game on a 1-4 | End Game on a 1-5 |
Advanced Game Scenarios
There is one Advanced Game scenario. Units on the map begin the game on their normal sides at Fatigue Level 0 with organized Strength markers. Some units begin the game in off-map boxes. Do not place Strength markers under these units until they are placed on the map. (Exceptions: Place Strength markers under units in the Fort Monroe, Norfolk, Rappahannock, and Valley boxes at the start of the game.) Place the Turn marker on the Turn Track in the April 5 box. This is Turn 1.
Scenario 9: The Peninsula Campaign
MAPS: Use both the north and south maps. (See 13.0 in the OTR Basic Game rules on how to join the maps together.)
GAME LENGTH: 112 turns: April 5 to July 25, 1862. Note: The game may end earlier (see 23.0).
STARTING THE GAME: The Union player decides where to make his initial invasion (see 2.0). Each player has four different set-ups: one for each of the possible Union invasion sites.
- Use Set-up 1 if the Union player invades the Peninsula.
- Use Set-up 2 if the Union player invades Mobjack Bay.
- Use Set-up 3 if the Union player invades Urbana.
- Use Set-up 4 if the Union player invades Tappahannock.
SPECIAL RULES:
-
If the Union player invades the Peninsula, the following Union units are available as reinforcements at the start of Turn 2 (April 6): Sykes-A, 3/8 PA, 6 PA, Art Res-1, Art Res-2, Horse Art. The Union player must initiate a march action for each reinforcement to place it on the map. The first hex entered in this march must be S5818. The act of placing a reinforcement in this hex costs a variable number of MP:
Units MP Cost 3/8 PA, 6 PA 1 MP Sykes-A 2 MP Art Res-1, Art Res-2, Horse Art 3 MP If a unit does not possess enough MP to pay the above cost, it is placed in S5818, ending its march as if it had made a minimum move of one hex. If a unit has remaining MP after placement, it may continue its march. Note: If the Union player invades any site except the Peninsula, these six units set up on the map, but they may not activate, entrench, or attach until Turn 2.
-
The Confederate Siege unit may not activate. If forced to retreat, it is eliminated and does count for manpower loss VPs. It may not attack. It may participate in a grand assault.
-
Random events are determined each turn starting on Turn 1.
-
The Confederate player is subject to the following movement restrictions: A. Wise's brigade may not activate, entrench, or attach until Turn 35 (May 9). Exception: Wise is released from this restriction if a Union unit enters any hex in Henrico or Chesterfield County. B. Walker's brigade and 7 VA may not activate, entrench, or attach until Turn 50 (May 24). Exception: Both units are released from this restriction if a Union unit enters any hex in Prince George, Chesterfield, Henrico, or Hanover County. C. The four "Richmond" units may not activate or attach for the entire game. Exception: All four units are released from this restriction if a Union unit enters a hex within three hexes of any Richmond hex.
Note: Released units may activate, entrench, and attach normally for the rest of the game.
-
If the Virginia has not been destroyed, the Union player may not build a bridge across any Warwick River hexside if the last two digits of either hex sharing that hexside number 15 or more (e.g., a bridge from S5315 to S5214 would not be allowed even though this is a minor river hexside). If Virginia has been destroyed, this restriction is lifted.
-
Throughout Turns 1 to 7, the Confederate leaders Magruder and DH Hill may select any Confederate infantry units regardless of their command affiliations to participate in an Activate Leader or Assault action. However, no more than five infantry units may be selected to join in each action. From Turns 1 to 7, D.H. Hill and Magruder may also transfer to any Confederate infantry units regardless of their command affiliations. Starting on Turn 8, Magruder and D.H. Hill may only select units of their own commands to join in an Activate Leader or Assault action. If at the start of Turn 8, D.H. Hill and/or Magruder are attached to units that are not a part of their commands, they are automatically transferred to the nearest unit of their commands, regardless of terrain or the presence of enemy units.
Victory Conditions: At the start of the game, place the three Union VP markers (x1, x10 and x100) in the 0, 00, and 000 boxes on the Victory Point Track. As the Union player gains and loses VP for the following occurrences, the Union player should adjust these markers to reflect his current VP total. (It is also a good idea to keep track of VP on a separate sheet of paper in case the markers get jostled.) If the Union VP total is a negative number, flip the VP markers over to their reverse side.
| VP | Reason |
|---|---|
| +100 | If the Union player controls Henrico County at the end of the game. (These VP are in addition to those received in the VP Segment.) |
| +50 | In each VP Segment in which the Union player controls Henrico County. |
| +30 | If the Union player controls Chesterfield County at the end of the game. (These VP are in addition to those received in the VP Segment.) |
| +25 | In each VP Segment in which the Union player controls Chesterfield County |
| +20 | If the Union player controls Dinwiddie County at the end of the game. (These VP are in addition to those received in the VP Segment.) Note: These VP are not awarded if the Union player also controls Chesterfield County |
| +15 | In each VP Segment in which the Union player controls Dinwiddie County. Note: These VP are not awarded if the Union player also controls Chesterfield County |
| +15 | In each VP Segment and for each hex (to a maximum of two) that an undemoralized Union infantry division or artillery unit occupies one of the six hexes comprising the city of Richmond (not including The Capitol, N0627). Exceptions: The maximum VPs that can be awarded for this VC is 30 per VP Segment; also, these VP are not awarded if the Union player also controls Henrico County. |
| +3 | In each VP Segment, the Union gains 3 VPs for each hex occupied by an undemoralized Union infantry division or artillery unit that is adjacent to a Richmond city hex. The maximum VPs per VP segment that can be obtained from this VC is 9, and these VPs are not awarded if the Union player gains VPs from occupying a Richmond city hex or controlling Henrico County. |
| +1 | At the end of the game, the Union gains 1 VP for each undemoralized Union infantry division within 3 hexes of any Richmond city hex (including in city hexes). |
| +15 | If the Virginia is destroyed |
| +7 | In each VP Segment in which all of the following conditions are in effect: the Virginia is destroyed; the Monitor is not damaged or destroyed; the Confederate player does not have a Naval Battery unit in Drewry's Bluff. Note: These VP are not awarded if the Union player controls Chesterfield County |
| +5 | In each VP Segment in which the Union player controls Hanover County. |
| +2 | In each VP Segment in which the Union player controls Prince George County |
| +2 | In each VP Segment in which the Union player controls York County. |
At the end of the game, the Union VP total is calculated and the players consult the chart below to determine the winner.
| Union VP | Winner |
|---|---|
| 300 or more | Union Decisive Victory |
| 186 to 299 | Union Substantive Victory |
| 100 to 185 | Union Marginal Victory |
| 51 to 99 | Confederate Marginal Victory |
| 1 to 50 | Confederate Substantive Victory |
| 0 or less | Confederate Decisive Victory |
Union Set-Up #1 (Peninsula)
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Heintzelman | Corps | III | Ldr | - | S5814 (Cockletown) |
| Porter | Div | III | Inf | 21 | S5814 (Cockletown) |
| Kearny | Div | III | Inf | 18 | S5815 (Howard's Bridge) |
| Sedgwick | Div | II | Inf | 17 | S5816 |
| Keyes | Corps | IV | Ldr | - | S5518 |
| Smith-A | Div | IV | Inf | 19 | S5518 |
| 5/6 US | Regt | - | Cav | 1 | S5518 |
| Couch | Div | IV | Inf | 17 | S5618 |
| 6 PA | Regt | - | Cav | 1 | Reinforcement: see Special Rule 1 |
| 3/8 PA | Regt | - | Cav | 1 | Reinforcement: see Special Rule 1 |
| Sykes-A | Brig | - | Inf | 8 | Reinforcement: see Special Rule 1 |
| Art Res-1 | Regt | - | Art | 2 | Reinforcement: see Special Rule 1 |
| Art Res-2 | Regt | - | Art | 2 | Reinforcement: see Special Rule 1 |
| Horse Art | Regt | - | Art | 2 | Reinforcement: see Special Rule 1 |
Constant Reinforcements
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| McClellan | Army | AP | Ldr | - | Turn 7 Reinforcement (see 13.2) |
| Sumner | Corps | II | Ldr | - | Turn 7 Reinforcement (see 13.2) |
| Richardson | Div | II | Inf | 16 | Turn 7 Reinforcement (see 13.2) |
| Hooker | Div | III | Inf | 19 | Turn 7 Reinforcement (see 13.2) |
| Casey | Div | IV | Inf | 18 | Turn 7 Reinforcement (see 13.2) |
| Franklin | Div | - | Inf | 18 | Turn 14 Reinforcement (see 13.2) |
Off-Map Boxes (shared by all four Union set-ups)
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| McDowell | Corps | I | Ldr | - | Fredericksburg Box |
| McCall-A | Div | I | Inf | 18 | Fredericksburg Box |
| King | Div | I | Inf | 18 | Fredericksburg Box |
| Ord | Div | I | Inf | 18 | Fredericksburg Box |
| Shields | Div | I | Inf | 13 | Fredericksburg Box |
| Doubleday | Brig | I | Inf | 4 | Fredericksburg Box |
| Carroll-B | Brig | I | Inf | 4 | Fredericksburg Box |
| 2 NY | Regt | - | Cav | 1 | Fredericksburg Box |
| 4 PA | Regt | - | Cav | 1 | Fredericksburg Box |
| 1 RI | Regt | - | Cav | 1 | Fredericksburg Box |
| Viele | Brig | DV | Inf | 7 | Fort Monroe Box |
| Weber | Brig | DV | Inf | 5 | Fort Monroe Box |
| Robinson | Brig | DV | Inf | 4 | Fort Monroe Box |
| 11 PA | Regt | - | Cav | 1 | Fort Monroe Box |
| Complete Depot | - | - | - | - | Fort Monroe Box |
| Siege Artillery | - | - | - | - | Fort Monroe Box@ |
| Monitor | - | - | - | - | Fort Monroe Box |
| Gunboat-1 | - | - | - | - |
@ The siege artillery unit begins the game with a Fatigue Level 4 marker # Gunboat-2 is not available for use unless Virginia is destroyed (see 9.0)
Union Set-Up #2 (Mobjack Bay)
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Heintzelman | Corps | III | Ldr | - | S5503 |
| Porter | Div | III | Inf | 21 | S5503 |
| Kearny | Div | III | Inf | 18 | S5602 |
| Sedgwick | Div | II | Inf | 17 | S5502 |
| Keyes | Corps | IV | Ldr | - | S5702 |
| Smith-A | Div | IV | Inf | 19 | S5702 |
| Couch | Div | IV | Inf | 17 | S5702 |
| 5/6 US | Regt | - | Cav | 1 | S5401 |
| 6 PA | Regt | - | Cav | 1* | S5803 |
| 3/8 PA | Regt | - | Cav | 1* | S5803 |
| Complete Depot | - | - | - | - | S5601 |
| Sykes-A | Brig | - | Inf | 8* | S5601 |
| Art Res-1 | Regt | - | Art | 2* | S5601 |
| Art Res-2 | Regt | - | Art | 2* | S5601 |
| Horse Art | Regt | - | Art | 2* | S5601 |
*Indicated units may not activate or entrench on Turn 1
Constant Reinforcements & Off-Map Boxes: Same as Set-Up #1
Union Set-Up #3 (Urbana)
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Heintzelman | Corps | III | Ldr | - | N5219 |
| Porter | Div | III | Inf | 21 | N5219 |
| Kearny | Div | III | Inf | 18 | N5319 |
| Sedgwick | Div | II | Inf | 17 | N5318 |
| Keyes | Corps | IV | Ldr | - | N5217 |
| Smith-A | Div | IV | Inf | 19 | N5217 |
| Couch | Div | IV | Inf | 17 | N5317 |
| 5/6 US | Regt | - | Cav | 1 | N5118 |
| 6 PA | Regt | - | Cav | 1* | N5418 (Urbana) |
| 3/8 PA | Regt | - | Cav | 1* | N5418 (Urbana) |
| Complete Depot | - | - | - | - | N5418 (Urbana) |
| Sykes-A | Brig | - | Inf | 8* | N5418 (Urbana) |
| Art Res-1 | Regt | - | Art | 2* | N5418 (Urbana) |
| Art Res-2 | Regt | - | Art | 2* | N5418 (Urbana) |
| Horse Art | Regt | - | Art | 2* | N5418 (Urbana) |
*Indicated units may not activate or entrench on Turn 1
Constant Reinforcements & Off-Map Boxes: Same as Set-Up #1
Union Set-Up #4 (Tappahannock)
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Heintzelman | Corps | III | Ldr | - | N3402 (Mill) |
| Porter | Div | III | Inf | 21 | N3402 (Mill) |
| Kearny | Div | III | Inf | 18 | N3503 |
| Sedgwick | Div | II | Inf | 17 | N3502 |
| Keyes | Corps | IV | Ldr | - | N3604 |
| Smith-A | Div | IV | Inf | 19 | N3604 |
| Couch | Div | IV | Inf | 17 | N3603 |
| 5/6 US | Regt | - | Cav | 1 | N3403 |
| 6 PA | Regt | - | Cav | 1* | N3602 (Tappahannock) |
| 3/8 PA | Regt | - | Cav | 1* | N3602 (Tappahannock) |
| Complete Depot | - | - | - | - | N3602 (Tappahannock) |
| Sykes-A | Brig | - | Inf | 8* | N3602 (Tappahannock) |
| Art Res-1 | Regt | - | Art | 2* | N3602 (Tappahannock) |
| Art Res-2 | Regt | - | Art | 2* | N3602 (Tappahannock) |
| Horse Art | Regt | - | Art | 2* | N3602 (Tappahannock) |
*Indicated units may not activate or entrench on Turn 1
Constant Reinforcements & Off-Map Boxes: Same as Set-Up #1
Confederate Set-Up #1 (Peninsula)
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Ward | Brig | M | Inf | 2* | S5510 (Yorktown) |
| Siege | Regt | M | Art | 2* | S5510 (Yorktown) |
| Crump | Brig | M | Inf | 2* | S5608 (Gloucester Point) |
| 10 GA | Regt | M | Inf | 1* | S5017 (Mulberry Point) |
| Wilcox-A | Brig | M | Inf | 6 | S4912 |
| Colston | Brig | M | Inf | 4 | S4811 (Grove Wharf) |
| Magruder | Div | M | Ldr | - | Any hex within 5 hexes of S5113 |
| Pryor | Brig | M | Inf | 4 | Any hex within 5 hexes of S5113 |
| McLaws-B | D-Div | M | Inf | 5 | Any hex within 5 hexes of S5113 |
| Cobb-A | Brig | M | Inf | 8 | Any hex within 5 hexes of S5113 |
| Rains-B | D-Div | DH | Inf | 4 | Any hex within 5 hexes of S5113 |
| Rodes-A | Brig | M | Inf | 5 | Any hex within 5 hexes of S5113 |
| 3 VA | Regt | Cav | Cav | 1 | Any hex within 5 hexes of S5113 |
| DH Hill | Div | DH | Ldr | - | S4511 (King's Mill Wharf) |
| Early-B | D-Div | DH | Inf | 5 | S4511 (King's Mill Wharf) |
| Featherston | Brig | M | Inf | 5 | S1403 (Haxall's Landing) |
| Grifffith | Brig | M | Inf | 5 | S1806 (Westover) |
* Indicated units begin game under Fort-Complete markers
Constant Reinforcements
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Longstreet | Div | L | Ldr | - | Turn 7 Reinforcements (see 13.1) |
| Pickett | D-Div | L | Inf | 10 | Turn 7 Reinforcements (see 13.1) |
| RH Anderson | D-Div | L | Inf | 5 | Turn 7 Reinforcements (see 13.1) |
| Stuart | Div | Cav | Ldr | - | Turn 7 Reinforcements (see 13.1) |
| Cavalry | Regt | Cav | Cav | 2 | Turn 7 Reinforcements (see 13.1) |
Off-Map Boxes
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Huger-A | Div | HU | Inf | 7 | Norfolk Box |
| Mahone | Brig | HU | Inf | 6 | Norfolk Box |
| Armistead | Brig | HU | Inf | 6 | Norfolk Box |
| Virginia | - | - | - | - | Norfolk Box (see 9.0) |
| 22 VA | Regt | - | Inf | 1 | Richmond Box |
| 28 VA | Regt | - | Inf | 1 | Richmond Box |
| 47 VA | Regt | - | Inf | 2 | Richmond Box |
| 55 VA | Regt | - | Inf | 2 | Richmond Box |
| 56 VA | Regt | - | Inf | 2 | Richmond Box |
| 59 VA | Regt | - | Inf | 2 | Richmond Box |
| 60 VA | Regt | - | Inf | 2 | Richmond Box |
| 63 VA | Regt | - | Inf | 2 | Richmond Box |
| 4 VA HA | Regt | - | Inf | 2 | Richmond Box |
| Art Res-2 | Regt | ANV | Art | 2 | Richmond Box |
| Art Res-3 | Regt | ANV | Art | 2 | Richmond Box |
| 5 VA | Regt | Cav | Cav | 1 | Richmond Box |
| 10 VA | Regt | Cav | Cav | 1 | Richmond Box |
| 13 VA | Regt | Cav | Cav | 1 | Richmond Box |
| Gregg |
Confederate Set-Up #2 (Mobjack Bay)
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Ward | Brig | M | Inf | 2* | S5510 (Yorktown) |
| Siege | Regt | M | Art | 2* | S5510 (Yorktown) |
| Crump | Brig | M | Inf | 2* | S5608 (Gloucester Point) |
| Pryor | Brig | M | Inf | 4* | S5510 (Yorktown) or S5608 (Gloucester Point) |
| 10 GA | Regt | M | Inf | 1* | S5017 (Mulberry Point) |
| Wilcox-A | Brig | M | Inf | 6 | N4226 (West Point) |
| Colston | Brig | M | Inf | 4 | S4811 (Grove Wharf) |
| Magruder | Div | M | Ldr | - | Any hex within 5 hexes of S5113 |
| McLaws-B | D-Div | M | Inf | 5 | Any hex within 5 hexes of S5113 |
| Cobb-A | Brig | M | Inf | 8 | Any hex within 5 hexes of S5113 |
| Rains-B | D-Div | DH | Inf | 4 | Any hex within 5 hexes of S5113 |
| 3 VA | Regt | Cav | Cav | 1 | Any hex within 5 hexes of S5113 |
| Rodes-A | Brig | M | Inf | 5 | S4407 (Williamsburg) |
| DH Hill | Div | DH | Ldr | - | N2823 (White House Station) |
| Early-B | D-Div | DH | Inf | 5 | N2823 (White House Station) |
| Featherston | Brig | M | Inf | 5 | N2823 (White House Station) |
| Grifffith | Brig | M | Inf | 5 | N2823 (White House Station) |
* Indicated units begin game under Fort-Complete Markers
Constant Reinforcements & Off-Map Boxes: Same as Set-up #1
Confederate Set-Up #3 (Urbana)
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Ward | Brig | M | Inf | 2* | S5510 (Yorktown) or S5608 (Gloucester Point) |
| Siege | Regt | M | Art | 2* | S5510 (Yorktown) |
| Crump | Brig | M | Inf | 2* | S5608 (Gloucester Point) |
| 10 GA | Regt | M | Inf | 1* | S5017 (Mulberry Point) |
| Wilcox-A | Brig | M | Inf | 6 | N4226 (West Point) |
| Colston | Brig | M | Inf | 4 | S4811 (Grove Wharf) |
| Magruder | Div | M | Ldr | - | Any hex within 5 hexes of S5113 |
| McLaws-B | D-Div | M | Inf | 5 | Any hex within 5 hexes of S5113 |
| Cobb-A | Brig | M | Inf | 8 | Any hex within 5 hexes of S5113 |
| 3 VA | Regt | Cav | Cav | 1 | Any hex within 5 hexes of S5113 |
| Rains-B | D-Div | DH | Inf | 4 | S4407 (Williamsburg) |
| Pryor | Brig | M | Inf | 4 | N2917 (King William Court House) |
| Rodes-A | Brig | M | Inf | 5 | N3121 (Lanesville) |
| DH Hill | Div | DH | Ldr | - | N2823 (White House Station) |
| Early-B | D-Div | DH | Inf | 5 | N2823 (White House Station) |
| Featherston | Brig | M | Inf | 5 | N2823 (White House Station) |
| Grifffith | Brig | M | Inf | 5 |
| Kershaw | Brig | M | Inf | 5 | N0314 (Ashland) | | Johnston | Army | ANV | Ldr | - | N0304 (Chester Depot) | | Smith | Div | S | Ldr | - | N0304 (Chester Depot) | | Whiting-A | D-Div | S | Inf | 14 | N0304 (Chester Depot) | | Hood | D-Div | S | Inf | 9 | N0304 (Chester Depot) | | 3 VA | Regt | HU | Inf | 1* | S4717 (Harden's Bluff) |
*Indicated units begin game under Fort-Complete Markers
Constant Reinforcements & Off-Map Boxes: Same as Set-up #1
Confederate Set-Up #4 (Tappahannock)
| Unit/Leader | Size | Command | Type | Manpower Value | Hex |
|---|---|---|---|---|---|
| Ward | Brig | M | Inf | 2* | S5510 (Yorktown) or S5608 (Gloucester Point) |
| Siege | Regt | M | Art | 2* | S5510 (Yorktown) |
| Crump | Brig | M | Inf | 2* | S5608 (Gloucester Point) |
| 10 GA | Regt | M | Inf | 1* | S5017 (Mulberry Point) |
| Wilcox-A | Brig | M | Inf | 6 | N4226 (West Point) |
| Colston | Brig | M | Inf | 4 | S4811 (Grove Wharf) |
| Magruder | Div | M | Ldr | - | Any hex within 5 hexes of S5113 |
| McLaws-B | D-Div | M | Inf | 5 | Any hex within 5 hexes of S5113 |
| Cobb-A | Brig | M | Inf | 8 | Any hex within 5 hexes of S5113 |
| 3 VA | Regt | Cav | Cav | 1 | Any hex within 5 hexes of S5113 |
| Rains-B | D-Div | DH | Inf | 4 | N3931 (Barhamsville) |
| Pryor | Brig | M | Inf | 4 | N2411 (Aylett's) |
| Rodes-A | Brig | M | Inf | 5 | N2917 (King William Court House) |
| DH Hill | Div | DH | Ldr | - | N2823 (White House Station) |
| Early-B | D-Div | DH | Inf | 5 | N2823 (White House Station) |
| Featherston | Brig | M | Inf | 5 | N2823 (White House Station) |
| Grifffith | Brig | M | Inf | 5 | N2823 (White House Station) |
*Indicated units begin game under Fort-Complete Markers
Constant Reinforcements & Off-Map Boxes: Same as Set-up #1
The Game as History
by Joseph Balkoski
Background
General George Brinton McClellan was a man who kept a secret well. By early 1862 he had been in command of the North's major military force, the Army of the Potomac, for nearly six months, but no one—not even the President of the United States - had any idea how he planned to use it. Indeed, McClellan had undertaken virtually no active military operations since the previous July, and President Abraham Lincoln had become seriously concerned over the North's ability to bring the rebellious states back into the Union and end the war. At a White House meeting on the evening of January 10, 1862, General Irvin McDowell witnessed Lincoln's distress: "To use his [Lincoln's] own expression, 'If something was not soon done, the bottom would be out of the whole affair; and if General McClellan did not want to use the army, he [Lincoln] would like to borrow it, provided he could see how it should be made to do something'"
McClellan was also a man with enormous self-confidence. To him, the Washington concerns of non-military men like Lincoln were of no consequence: he labelled the administration's anxieties "excessive," and refused to divulge his plans even when questioned directly by the Secretary of the Treasury in Lincoln's presence at a White House meeting on January 13.
Two weeks later, still dissatisfied with McClellan's lack of openness, Lincoln wielded his power as commander-in-chief in his "General War Order, No.1":
Ordered, That all the disposable force of the Army of the Potomac, after providing safely for the defence of Washington, be formed into an expedition for the immediate object of seizing and occupying a point upon the railroad southwestward of what is known as Manassas Junction, all details to be in the discretion of the commander-in-chief, and the expedition to move before or on the 22nd day of Feb. next.
To Lincoln, a direct offensive against the main enemy army under General Johnston at Manassas—less than 30 miles from Washington-offered the best hope for decisive military victory. Furthermore, the safety of Washington would be assured, as the Union army would operate between the Rebels and the capital.
McClellan inquired whether or not the President's dictum was final, expressing his objections in a lengthy letter of February 3. This letter was the first official revelation of McClellan's "Urbana Plan," which called for an amphibious movement of the Army of the Potomac down the Chesapeake Bay. Landing and establishing a base at the village of Urbana, McClellan claimed that "a rapid movement...would probably cut off Magruder [Confederate commander in the Peninsula] and enable us to occupy Richmond before it could be strongly reinforced." Furthermore, according to McClellan, such a strategy "obliges the enemy to abandon his entrenched position at Manassas, in order to hasten to cover Richmond and Norfolk."
McClellan's logic did not convince the President, who expressed scepticism not only about McClellan's ability to accomplish his lofty goals but also to cover Washington against enemy attack. According to Lincoln, Union retention of the capital was the key to the northern war effort. Should it fall into enemy hands, all would be lost, and therefore Lincoln insisted that the capital must be maintained as an impregnable fortress.
Although in the end Lincoln yielded to McClellan's argument that the fastest route to Richmond was by water, he did so reluctantly, bypassing McClellan to seek the views of the Army's senior generals directly (they supported McClellan by a two-to-one margin), and on March 8, releasing "General War Order, No. 3":
Ordered, That no change of the base of operations of the Army of the Potomac shall be made without leaving in and about Washington such a force as, in the opinion of the general-in-chief and the commanders the army corps, shall leave said city entirely secure.
The President closed the order by specifying that McClellan's movement must begin by March 18. With those provisions, an exasperated Lincoln exclaimed, "I don't care, gentlemen, what plan you have. All I ask is for you to just pitch in!"
However, as the most ambitious campaign in the Civil War to date was about to open, both McClellan and Lincoln had strong misgivings about its prospects for success. Neither man trusted the other: McClellan believed that the President's concerns for the safety of the capital were uninformed; Lincoln did not have faith in McClellan's ability to initiate decisive military action. This mistrust was never cured; and the discord it sowed between army and administration would affect the upcoming campaign profoundly.
For several months McClellan had had the luxury of training and equipping the Army of the Potomac without any enemy interference. Although the Confederates were entrenched in a commanding position only a day's march from the Washington defenses, their army commander, Johnston, had been just as content as McClellan to remain passive. In February 1862, however, the military theaters beyond Virginia had burst into activity, and the results were disastrous to the Confederate cause. A lightning Union offensive had conquered much of Tennessee; and a successful northern amphibious operation had established a firm foothold on the North Carolina coast. These events, coupled with the ever-tightening northern blockade of the Confederacy's coastline, filled senior southern leaders—particularly Johnston—with pessimism.
In Virginia, Johnston had long since abandoned thoughts of an offensive to carry the war to the enemy's capital. Indeed, Johnston—by nature a cautious man—focused his energies on avoiding in Virginia the disasters that had befallen Confederate forces in Tennessee. Johnston surmised that the Union ability to move large forces amphibiously made his position at Manassas untenable. He therefore initiated a general retirement from Manassas to the line of the Rappahannock, some thirty miles further from Washington. Johnston's withdrawal was precipitate and disorganized, despite the fact that McClellan had not once made threatening moves against him. Just as distrust had arisen between McClellan and Lincoln due to the former's supposed passivity, Johnston's retreat sowed the seeds of discord between himself and the President of the Confederacy, Jefferson Davis. This too would have profound effects on the coming campaign. Johnston's withdrawal from the environs of Washington impacted McClellan's "Urbana Plan," which had only recently been revealed—and unenthusiastically approved—by Lincoln. Now that the Rebel army was south of the Rappahannock, McClellan postulated that a Union landing at Urbana no longer made sense because Johnston would be able to reach and fortify Richmond before the Army of the Potomac arrived on the scene.
Nevertheless, McClellan's faith in an amphibious movement down the Chesapeake was unshaken. He hastily changed his prospective base of operations from Urbana to Fort Monroe, held by a Union garrison since the start of the war, just across Hampton Roads from Norfolk at the southeastern tip of Virginia's historic "Peninsula." According to McClellan, a movement against Richmond from Fort Monroe would offer "less celerity and brilliancy of results" than a landing at Urbana, but was still preferable to Lincoln's suggested overland offensive against Johnston via Manassas.
McClellan's decision to change his base from Urbana to Fort Monroe triggered little debate within the Lincoln administration. A glance at the map, however, reveals that if Urbana no longer made sense as a base, Fort Monroe made even less sense. Urbana is only 52 miles from Richmond, whereas Fort Monroe is 72 miles away. Furthermore, the terrain on the lower Peninsula in the environs of Fort Monroe was not conducive to offensive operations and had been prepared for defense by the Confederates since the start of the war. Urbana, on the other hand, had never been occupied by the Rebels. Finally, although Johnston's retirement brought the Confederate army closer to Richmond, Urbana was still closer to the Rebel capital than Johnston's new Rappahannock line.
On March 8 an event occurred in Hampton Roads that had an enormous impact not only on the Peninsula campaign but on the entire war as well. That morning, the Confederate Navy's ironclad Virginia (a thoroughly rebuilt USS Merrimack), sailed out of Norfolk and wreaked destruction on Union warships near Fort Monroe. For the first time in the war, the Confederate Navy had established dominance over an important body of water. In Washington a near-panic ensued, alleviated only slightly by the arrival that evening at Hampton Roads of the US Navy's own ironclad, the Monitor.
The Confederacy's dominance did not last long, however, for on the following day, March 9, Monitor fought Virginia to a standstill in the first battle of iron warships in history. This inconclusive fight led to a strategic stalemate on the lower Chesapeake: as long as Virginia remained secure and operable, large-scale Union naval operations on the James River would be too risky; on the other hand, as long as northern transports and gunboats could use Monitor and the powerful guns of Fort Monroe as shields, Virginia could not inflict much, if any, damage to the Union fleet beyond Hampton Roads. For McClellan, Monitor offered assurance that his move down the Chesapeake could take place as planned. For President Davis, Virginia provided hope that Union moves up the James River, directly to Richmond itself, would be blocked. Both sides recognized, however, that this stalemate was fragile: should anything befall either ship, either in battle or due to accident or mechanical failure, the balance of power in the lower Chesapeake would change rapidly.
McClellan opened the campaign on March 17, when Hamilton's (later Kearny's) division of Heintzelman's III Corps embarked for the journey to Fort Monroe. An additional division followed every few days, and by the time of McClellan's arrival on the Peninsula on April 2, a force of five-plus infantry divisions, three cavalry regiments, and the army's artillery reserve had assembled in and around Fort Monroe - a total of about 55,000 men, not counting the permanent Fort Monroe garrison of 9,000.
General John Bankhead Magruder commanded the Confederate Army of the Peninsula, and had been keeping an eye on Yankee activities around Fort Monroe since the beginning of the war. When McClellan's troops first arrived in the theater in mid-March, Magruder had about 11,500 men at his disposal, plus another 12,000 nearby under General Huger in Norfolk. In Richmond, President Davis and his senior advisor, General Robert E. Lee, reacted quickly to McClellan's gambit. By the first week in April, they had reinforced Magruder with two brigades from Johnston's army and another from Huger, swelling the Army of the Peninsula to 18,000 men. Furthermore, six more of Johnston's brigades were set in motion from the Rappahannock to the Peninsula.
Lee and Davis wanted Magruder to block McClellan from thrusting up the Peninsula toward Richmond; and at Yorktown and along the nearby Warwick River, Magruder had a defensible position to fulfill this task. Magruder's fortifications at historic Yorktown (site of Washington's 1781 triumph against Cornwallis) were strong and well-placed to block Union amphibious moves up the York River. The Warwick, normally a sluggish stream cutting perpendicularly across the Peninsula from its headwaters near Yorktown to the James, was dammed in several places, turning it into more of a lake than a river, crossable only at three or four sites.
In his correspondence with Lee, Magruder, known as "Prince John" in the peacetime army, lived up to his bombastic reputation. In a later report, he claimed that he had only 5,000 men outside of "fixed garrisons" to defend a 13-mile line, and that McClellan had 120,000 advancing against him. The truth was that by April 4, Magruder had four times that number (with another 10,000 about to arrive), while the Union army numbered less than half his overblown estimate. Furthermore, the Yorktown-Warwick line was a near-perfect defensive position against a conventional ground attack. It did, however, have a glaring weakness, which Lee and Johnston recognized immediately: should McClellan gain control of the James and York River waterways—a likely event in Johnston's view—the Yorktown-Warwick line could not hold, as enemy forces could simply sail around it.
After McClellan's departure for the Peninsula, Lincoln did not wait long to reveal his lack of faith in the army commander's judgment. Although McClellan claimed to have left more than 70,000 men behind for the defense of Washington, the President soon discovered that more than half this force was in the Shenandoah Valley–hardly within direct supporting distance of the capital's defenses. Furthermore, guarding the vital Baltimore and Ohio RR in that theater would permanently tie down a substantial portion of that force. However, it was the April 3 report of General Wadsworth, the newly appointed Military Governor of Washington, that concerned Lincoln the most. Of Wadsworth's 19,000 men in the district, 7,000 were under orders to march to other theaters, leaving mostly raw and undisciplined troops—and no mobile artillery behind. Wadsworth concluded: "The force under my command [is], in my judgment, entirely inadequate to, and unfit for, the important duty to which it is assigned."
On April 4, just as the Army of the Potomac began its march up the Peninsula, McClellan received a telegram from the Adjutant General's office in Washington: "By direction of the President, General McDowell's army corps, has been detached from the force under your immediate command, and the general is ordered to report to the Secretary of War." McDowell's 35,000-strong I Corps, which had not yet departed Washington for the Peninsula, would now be held in the Washington environs to make the capital "entirely secure." "It is the most infamous thing that history has recorded," McClellan wrote to his wife that night.
The Peninsula campaign is about to begin.
April 5 - May 3, 1862
On April 5 the Army of the Potomac advances up the Peninsula in two parallel columns. Keyes' IV Corps takes the southern route via Horse Bridge (S5518) and Warwick Courthouse (S5416); Heintzelman's III Corps (including Sedgwick's division of II Corps) follows a northern route by way of Howard's Bridge (S5815) and Cockletown (S5814). In early afternoon, the Union troops make contact with Magruder's main defensive line at Yorktown (S5510) and Lee's Mill (S5314). A steady rain sets in, which does not let up for more than two days. The roads of the lower Peninsula, poor even in dry conditions, turn even poorer.
For the next two days, McClellan scrutinizes Magruder's line. He is in a petulant mood due to Lincoln's withholding of McDowell's I Corps, and he writes to the President, "Since my arrangements were made for this campaign, at least 50,000 men have been taken from my command...It will be necessary to resort to the use of heavy guns and some siege operations before we assault." For the first (but by no means the last) time in the campaign, his power of exaggeration gets the better of him, claiming that the enemy will soon have 100,000 men ("and probably more") along the Warwick.
In reality, Magruder has only about 28,000 men by the start of the second week of April. However, even with the odds in McClellan's favor by a factor of two-to-one, his reluctance to make a frontal assault is probably justified given the strength of the enemy's line and the abysmal weather. Moreover, the odds along the Warwick become less favorable to the Army of the Potomac every day, as reinforcements from Johnston's army rush toward Yorktown. If there ever was an opportunity to make a direct assault on the Rebel works, that moment quickly passes. On April 16, Smith's division launches a weak attack across the Warwick at Lee's Mill—labeled a "reconnaissance" by McClellan. The Yankees are driven back across the dam, losing 165 men.
The Union army settles in for a siege. Over the next several weeks, northern troops open roads, dig parallels and saps, and bring up more than 100 heavy artillery pieces—including huge 200-pounder Parrott rifles and 13-inch "seacoast" mortars. However, McClellan dictates that the heavy batteries hold their fire until the troops complete the siege works, which is not expected to occur until May 1.
By late April, virtually all of Johnston's army has arrived from northern Virginia, swelling the Rebel force on the lower Peninsula to nearly 60,000 men. Johnston considers himself lucky that the crisis along the Warwick has passed without any aggressive Yankee action. "No one but McClellan could have hesitated to attack," he writes to Lee on April 22. However, Johnston is deeply troubled by his line's vulnerability to an amphibious turning movement and by the Union build-up of heavy guns. "We are engaged in a species of warfare at which we can never win," he writes on April 30. He decides to withdraw from the lower Peninsula, a course of action that Lee agrees with.
McClellan correctly surmises that the enemy will not be able to stand against his heavy guns, but the inherent slowness of siege operations gives the Rebels breathing room that will later haunt the Union army. While the Yankees dally in front of Yorktown, the Rebels bring in reinforcements from the Carolinas, raise new troops, and dig entrenchments around Richmond. Meanwhile, Stonewall Jackson starts to create a distraction in the Shenandoah Valley.
McClellan has the means to adopt a more aggressive strategy by landing troops on the north bank of the York River in Gloucester County (S5808) or in the Severn River estuary (S5705). Johnston dreads such a move, since it will turn the Warwick line, and open up the York River to Union amphibious flanking moves upon the fall of Gloucester Point (S5608). There is little Johnston can do to counter that strategy except to retire. McClellan, however, does not believe he has sufficient force to initiate such a plan. Indeed, he had hoped to employ McDowell's I Corps in Gloucester County, but when Lincoln denied him that force, he dropped the scheme entirely. But given the preponderance of Union strength along the Warwick (by late April, the Army of the Potomac has nearly 90,000 men), McClellan clearly could have found the troops to drive the Rebels out of their fortified lines by more subtle and rapid means than a siege.
Beyond the Peninsula, elements of McDowell's I Corps (now designated the "Department of the Rappahannock") march down the Orange and Alexandria Railroad beyond Manassas, and on April 18, occupy Fredericksburg.
May 4 - May 7, 1862
Johnston quietly abandons Yorktown and the Warwick line late on May 3, retiring toward Williamsburg (S4407) via Halfway House (S5009). On the morning of May 4, only a few days before the northern siege guns will be ready to open up a furious bombardment, Union troops are astounded to find the Confederate lines empty. The Yankees follow the Rebels closely. A surprised Johnston orders his rearguard under Longstreet to make a stand east of Williamsburg, giving time for the retreating Confederate army to distance itself from the enemy pursuit. Several months previously, Magruder had constructed a line of redoubts east of Williamsburg, centered on Fort Magruder (S4607). These fortifications command the main Yorktown-Williamsburg road, and they now prove useful to Longstreet.
On May 5 the Yankees launch a spirited but disjointed attack on Longstreet's line. McClellan, who remains in Yorktown for most of the day, offers no overall direction of the battle. The officer put in charge of the pursuit, General Edwin Sumner, is in an awkward position, as none of his II Corps troops are on the field. Hooker's division opens the fight, attacking Fort Magruder from the Hampton Road (S4608). His attack, wholly unsupported until Kearny's division arrives in mid-afternoon, accomplishes little. On the main Yorktown road (S4708), Smith's division does not join the fight, but Hancock's brigade successfully maneuvers around the Rebel left, discovering a mill dam over Cub Dam Creek leading to an unguarded enemy redoubt (S4806). Longstreet sends in part of D.H. Hill's division to meet this threat, but Hancock repulses a Rebel counterattack. Nevertheless, having checked the Federal pursuit, Longstreet pulls out of his line of redoubts that night, and Johnston's retreat toward Richmond continues. McClellan loses 2,200 men; Johnston about 1,700.
Meanwhile, back at Yorktown, McClellan orders Franklin's division to move up the York River on transports to the Eltham plantation, on the south bank of the Pamunkey opposite West Point (N4127). However, embarkation is delayed, and Franklin does not complete his 25-mile journey upriver until late on May 6. Once established in this new position, Franklin will be favorably placed to block Johnston's main retreat route through Barhamsville (N3931). Furthermore, McClellan plans to ship three more divisions upriver to join Franklin.
Johnston expects McClellan's amphibious move and is prepared to meet it. By May 6, Smith's Rebel division guards the Barhamsville road junction; and the following day, the rest of Johnston's army is concentrated in and around the town. On the 7th, Smith moves to contain Franklin at Eltham; and a Rebel attack forces the Union troops back to the landing perimeter. Smith can do no more, however, as the arrival of Sedgwick's Federal division and the powerful cannon of the Union gunboats on the Pamunkey make Franklin's position unassailable.
Johnston has made a clean escape from his precarious position on the lower Peninsula. The battle for Richmond is about to begin.
May 8 - May 15, 1862
After the Battle of Williamsburg and the affair at Eltham, McClellan's pursuit of Johnston slows considerably. In part this is due to rain and the resultant poor road conditions, but also because of the necessity of establishing depots closer to the front. The Army of the Potomac is now 50 miles distant from its main supply base at Fort Monroe.
Johnston's withdrawal continues in good order. He divides his army into two wings under Longstreet and Smith, and by the evening of May 9 they have retired about 15 miles from Barhamsville to Baltimore Store (N2627) via Slatersville (N3428) and New Kent Courthouse (N3127). Longstreet and D.H. Hill are ordered to guard the army's right flank on the Chickahominy at Turner's Bridge (N2229) and Long Bridge (N2330). Smith, with his own division and Magruder's, remains at Baltimore Store, blocking the main Williamsburg-Richmond road.
Suddenly events in other theaters take on enormous importance. Ever since Johnston's withdrawal from the Warwick line, Davis and Lee have come to the conclusion that Norfolk's isolation from the major Confederate military forces in and around Richmond leaves it too vulnerable to enemy attack. Furthermore, they believe that Huger's 10,000 troops there are urgently needed for the defense of the capital. Sadly, they conclude that Norfolk must be abandoned. Huger completes the evacuation by May 10, and the following day the ironclad Virginia, now without a home port and possessing too deep a draft to sail up the James, is scuttled.
Union occupation of Norfolk and the destruction of Virginia profoundly affect the campaign. The James is now open to Union naval power, and Admiral Goldsborough, the chief Union naval officer in the theater, receives prompt orders from Secretary of the Navy Welles: "Push all the boats up the James River, even to Richmond, unless the President directs to the contrary." On May 13 Commander John Rodgers sets out upriver with a squadron of five warships, including Monitor. By the following morning, they have passed City Point (S1207), at the confluence of the Appomattox and James Rivers. News of the approaching Union gunboats reaches Richmond, and Lee directs furious efforts to barricade the James south of Richmond and complete the placement of heavy guns at Drewry's Bluff (S0301). The Confederates succeed: On May 15, Rodgers' ascent of the river is blocked, and the heavy guns at Drewry's Bluff drive his ships downriver. There is rejoicing in Richmond, but the Rebels' vulnerability to Union naval power has been demonstrated.
In the Shenandoah Valley, Stonewall Jackson thwarts a Union attempt to capture Staunton, defeating Milroy at the Battle of McDowell on May 8 (see Stonewall in the Valley). In Washington, Lincoln takes little notice, as he is still content with securing the Baltimore and Ohio Railroad and withdrawing troops from the Valley to positions closer to Washington. By mid-May the Union Shenandoah Department has only two brigades. More than half its men have been transferred to McDowell's Rappahannock Department at Fredericksburg, giving the President enough confidence in Washington's defenses to contemplate using McDowell to support McClellan as soon as possible.
Meanwhile, the Army of the Potomac plods forward. By May 10, army headquarters is established at Roper's Church (N3830); and contact is made between the army's main columns and the four divisions that had shipped up the York River a few days previously. Three days later the army bounds forward to New Kent Courthouse (N3217) and Cumberland (N3125), except for Kearny's division, which guards Diascund Bridge (N3632).
For a few days, Johnston's "Army of Northern Virginia" holds its position between the Pamunkey and the Chickahominy on either side of Baltimore Crossroads (N2426). (Historical claims to the contrary, Lee did not invent the name "Army of Northern Virginia" when he took command in June. Johnston had used the name for some time, and it was used commonly after the retreat from Yorktown.) When Johnston learns of Virginia's demise, he concludes that Union forces can be moved amphibiously up the James almost at will, thereby placing them closer to Richmond than his own army. He again resolves to retire, this time into Henrico County—only a few miles from Richmond. He meets with Davis and Lee on May 14 to explain his concerns, and starts his withdrawal to the south side of the Chickahominy the following day, crossing at Bottom's (N2027), Fisher's (N2028), Turner's (N2229), and Long (N2330) bridges.
May 16 - May 23, 1862
The Army of Northern Virginia continues its retreat, establishing a defensive line about seven miles east of Richmond astride the Williamsburg and Charles City roads (N1528, N1530) near White Oak Swamp. However, Johnston rates that ground as "unfavorable," and he withdraws his army three miles closer to the capital. Here he firms up a line just west of Fair Oaks Station (N1327) and Seven Pines (N1328), with his left flank anchored on the Chickahominy (N0723, N0924). It is a strong position, but is only about six miles distant from Jefferson Davis's "Confederate White House," and the President is perplexed. Inwardly, he harbors doubts about Johnston's ability to stop McClellan, and Johnston's reticence only makes matters worse.
McClellan's pursuit remains sluggish. Union troops continue to slide up the Pamunkey, reaching White House (N2824, Martha Washington's former home), by May 16; General Lee's wife now resides there). Quartermasters lay the groundwork there for what will soon become a massive Union depot. The same day, the Union advance guard occupies Baltimore Crossroads (N2426) and Tunstall Station (N2524). Although the main Chickahominy crossing sites, over which the Rebels had withdrawn on May 15, are only about five miles away, Union forces take four days to reach the Chickahominy. There (N2027), on May 20, Casey's division of Keyes's IV Corps skirmishes with Johnston's rear-guard. Meanwhile, Union cavalry and the newly created V and VI Corps push up the north bank of the Chickahominy to Gaines Mill (N1324) and Old Cold Harbor (N1523). Sumner's II Corps and Heintzelman's III Corps remain in reserve at Summit's Station (N2126) and Providence Church (N2226). On May 22, McClellan establishes army headquarters at Old Cold Harbor.
On May 18, after much prodding from McClellan, Lincoln authorizes a reorganization of the Army of the Potomac. Two new corps (V and VI) are formed under McClellan's favorite subordinates, Porter and Franklin. The three other corps commanders have been on poor terms with McClellan for several weeks.
In Washington, Lincoln sees no immediate threat to the capital, so he authorizes McDowell's force of 38,000 men at Fredericksburg to participate in the offensive to take Richmond. The President orders McDowell to march overland to join McClellan, following the line of the Richmond, Fredericksburg, and Potomac Railroad to ensure "the greatest protection to this capital which may be possible from that distance." One key provision is added: McDowell is not to depart until Shields' division arrives at Fredericksburg from the Valley. Unfortunately, Shields is very slow to arrive, and McDowell's departure is delayed.
To meet the threat posed by McDowell, Davis organizes the various Confederate brigades on the Rappahannock into a single division, 15,000 strong, under A.P. Hill. The new division is attached to Johnston, and preparations are made to withdraw it southward to join the impending battle for Richmond. Meanwhile, other Confederate reinforcements gather in and around the capital, including Huger's division from Norfolk, which reaches Petersburg (S0513) on May 15. One of Huger's brigades (Mahone's) is ordered up to Drewry's Bluff (S0301).
May 24 - May 30, 1862
In the Shenandoah, Stonewall Jackson appears out of nowhere and crushes Banks's small force at Front Royal and Winchester, pushing as far north as Harpers Ferry. Lincoln is deeply concerned, as this cuts the Baltimore and Ohio Railroad, Washington's main rail connection with the west. Moreover, there are virtually no Union troops to stop Jackson's 17,000 men. On May 24 Lincoln telegraphs McClellan: "In consequence of General Banks's critical position I have been compelled to suspend General McDowell's movements to join you."
The President urges McClellan to move "cautiously and safely." Given that McDowell's move has been suspended, and that Johnston's force has swelled to 80,000 men (McClellan believes he has far more), McClellan readily agrees. In truth, Johnston has been reinforced to a much greater degree than McClellan. The Army of the Potomac now has only about 87,000 men, and the prospects of assaulting a concentrated enemy in a well-prepared defensive line cannot be encouraging even to a general far more aggressive than McClellan.
In the last week of May, the Union army does little except to inch forward on both sides of the Chickahominy. On May 24 Federal VI Corps troops occupy Mechanicsville (N0923). Meanwhile, Keyes' IV Corps crosses the Chickahominy at Bottom's Bridge, probing to Seven Pines (N1328). McClellan now has two strong wings on either side of the Chickahominy, six miles from Richmond. But it is clear that the Rebels are strongly positioned to defend the capital. McClellan settles in for another static period, consolidating his lines, initiating bridge construction over the Chickahominy, building up supplies, and ordering up his siege guns.
On May 26 McClellan learns of the Rebel withdrawal from the Rappahannock and hears evidence of an enemy concentration at Hanover Courthouse (N0913). Fearing for his supply line to White House, McClellan orders Porter to march one of his V Corps divisions to counter the threat. On May 27 Morell's division moves out, accompanied by cavalry. The Union force encounters Branch's Rebel brigade of A.P. Hill's new division near Peake's Turnout (N0716). Morell attacks and drives Branch precipitously back to Ashland (N0314).
Back at Richmond, the Army of Northern Virginia grows bigger daily, and Johnston resolves to take the offensive to drive McClellan back. At first, Johnston plans to attack north of the Chickahominy to disrupt McDowell's expected arrival from the north. But when Johnston learns that McDowell has halted his march due to Jackson's diversion in the Valley, he shifts the focal point of his attack south of the Chickahominy. The resultant redeployment of forces delays the opening of the attack.
May 31 - June 1, 1862
The intended target of Johnston's attack is Casey's division of Keyes' IV Corps, which is in an exposed position astride the Williamsburg Road west of Seven Pines (N1227). The rest of IV Corps is nearby, and Heintzelman's III Corps is several miles to the rear in reserve (N1627, N1930). On the night of May 30, a thunderous rainstorm erupts. Although the rain soaks the roads and slows the Rebels' concentration, overall it aids Johnston as the surging Chickahominy threatens to wash out Union bridges. Should Union troops on the north bank of the river be unable to cross, III and IV Corps on the opposite bank will be isolated and subject to annihilation. Johnston's plan is sound, if not brilliant: he has secretly assembled more than 50,000 men to throw against Keyes' 15,000.
However, the Confederates fail to execute the plan with skill. The attack, which begins late, is disjointed. Supporting troops fail to show up. Attacks are frontal even though maneuvering could easily have flanked the enemy. Nevertheless, at great cost, Keyes' position is carried, but the Rebels' failure to move decisively in the battle's early phase gives time for Heintzelman to stabilize Keyes' line east of Seven Pines (N1428). Furthermore, Sumner is quick to send his II Corps over the Chickahominy to the rescue. After a harrowing march over the shaky Grapevine Bridge (N1625), Sumner's two divisions block the Rebel advance north of the Williamsburg Road (N1427). The following day the Confederates attempt to continue the attack, but the effort is useless, as the Yankee line has become too strong. The attackers retire to the positions from where the offensive began on May 31, having accomplished nothing except mauling Casey's division and giving McClellan a fright. Southern losses are 6,200; Union losses, 5,100.
One of the Rebel casualties is the army commander. On the evening of the battle's first day, Johnston is badly wounded and carried to Richmond. Gustavus Smith, next in seniority, assumes command, but does nothing to impress President Davis for the rest of the battle. Davis admits failure: "The opportunity being lost, we must try to find another," he writes. On June 1, Davis writes to Robert E. Lee: "You will assume command of the armies...and give such orders as may be needful and proper."
June 2 - June 24, 1862
The campaign enters a stagnant period. Both armies entrench in the positions they have occupied since late May in an arc about six miles west and northwest of Richmond. The Federals are close enough to hear the capital's church bells. The opposing army commanders call loudly for new troops, a task which Lee finds easier to fulfill than McClellan. Using the rail network south of Richmond, Confederate reinforcements can quickly concentrate in the capital, only a few hours' march from the front. By mid-June, Lee has 85,000 men. McClellan, too, is reinforced: first by several Department of Virginia regiments stationed in and around Fort Monroe; then by McCall's division of McDowell's command, which Lincoln releases on June 8. These additions give McClellan about 100,000 men, but the "Young Napoleon" remains pessimistic due to his conviction that Lee's army is bigger than his.
Before he will launch an all-out assault on Richmond, McClellan makes it plain that he needs two things: first, McDowell's troops must join the Army of the Potomac; second, his heavy siege guns must be brought to the front. As the threat from the wily Jackson in the Valley subsides in early June, the prospects of McDowell's arrival are good. On June 8, McDowell informs McClellan: "I will be with you in ten days." Aside from McCall's division, which has already been sent to McClellan by sea, McDowell can add 25,000 more men to the Army of the Potomac. McClellan's army is also well-placed to bring up its siege guns. The York River Railroad, now repaired by Union engineers, leads directly to the White House depot, greatly easing the burden of moving heavy ordnance. Although the process is still slow, McClellan expects to have a powerful array of siege artillery available by late June.
Lee has a greater grasp of grand strategy than his predecessor Johnston, and he proceeds to take advantage of it. Lee's overriding concern is to relieve the pressure on Richmond, and he knows that he must take the offensive to achieve this goal—before McClellan's siege guns are up. Lee concludes that two conditions must be met to assure success in such an offensive: first, the Union high command must be discouraged from sending McDowell to reinforce McClellan; second, Jackson's Valley army must be brought to Richmond, an accomplishment which would swell Lee's force to more than 100,000 men. These are seemingly incompatible goals, as Jackson's presence at Richmond will probably encourage Lincoln to reinforce McClellan.
To achieve these conditions, Lee must therefore take risks, which he does so eagerly. In the second week of June, he withdraws 8,500 men from his army and sends them to Jackson. By the time those troops arrive in the Valley, opportunities for offensive action there are few, but luckily for Lee just their presence alarms Lincoln, causing him to postpone McDowell's departure yet again. But how to get Jackson to Richmond without alleviating Lincoln's concerns for the defense of Washington?
On June 16, Lee writes to Jackson: "The sooner you unite with this army the better." Lee intends to launch his attack at the moment of Jackson's arrival, and he orders Jackson to "[cut] up the enemy's communications, while this army attacks General McClellan in front." In one of the most significant Union intelligence failures of the war, McClellan and Lincoln do not learn of Jackson's departure from the Valley for more than a week, and by then it is too late for McDowell's reinforcements to offer any help. Lee's scheme has worked perfectly.
On June 11, Lee orders JEB Stuart, his cavalry chief, "to make a secret movement to the rear of the enemy, now posted on [the] Chickahominy, with a view of gaining intelligence of his operations, communications, etc..." With 1,200 men, Stuart departs Richmond June 12, marching 22 miles via the Brooke Pike and Old Yellow Tavern (N0421, where he will die two years later) to Winston's farm (N0512) by nightfall. Stuart's wide northward movement gives the enemy no hint of his intentions. On June 13, the Rebels cut through the enemy's rear for 30 miles, moving via Hanover CH (N0913), Cash Corner (N0916), Haw's Shop (N1318), Old Church (N1720), Smith's Store (N2121), Tunstall Station (N2524), and St. Peter's Church (N2726), to Baltimore Store (N2627). The Federals are caught by surprise, and their pursuit is feeble and uncoordinated. Light resistance is brushed aside at Old Church, and some damage is inflicted on the Union supply line at Garlick's Ferry (N2422) and Tunstall Station. The Union depot at White House (N2823) is a tempting target, but is well-guarded.
Moving quickly on June 14 to avoid the enemy pursuit, Stuart heads for the Chickahominy crossing site at Long Reach Ford (N2732) via Mt. Olivet Church (N2730). However, the ford is uncrossable due to the recent heavy rains. Even worse, the nearby Forge Bridge (N2831) is out. After much effort, Stuart's exhausted men rebuild the bridge and continue on their way into Charles City County, passing Hopewell Church (S2201), Charles City CH (S2305), Haxall's Landing (S1403), and New Market (N1433) by day's end. This wide circuit of McClellan's left flank on White Oak Swamp (N1830) avoids contact with Federal forces. On June 15, the raiders return to Richmond on the New Market Road. Stuart gains glowing attention in the southern press for his supposed humiliation of McClellan, but real damage inflicted in the Union rear is slight. While Stuart basks in his new-found glory, the real accomplishment of the raid, according to Lee, is the revelation that the Union right flank between Totopotomy Creek and the Pamunkey (N1120-N1718) is very lightly guarded.
This intelligence is important to Lee because it helps to formulate his plans for the impending attack on McClellan. Lee intends to attack the enemy vigorously on the north side of the Chickahominy, and the key to this scheme is Jackson's army of 19,000 men, which will approach the area via Hanover Junction (N0308) and Ashland (N0314). Lee considers it vital that they remain undetected by the enemy until the last moment.
Lee's plan of attack north of the Chickahominy is similar to Johnston's first offensive concept in late May, which was cancelled when it became clear that McDowell had been held back from McClellan. However, the addition of Jackson's veterans gives Lee a much more powerful punch than Johnston's. Furthermore, assuming Jackson's approach will be undetected, Lee will have a more commanding position from which to launch the attack than Johnston had, as the enemy will be outflanked before the battle even begins.
The target of Lee's attack will be Porter's V Corps, which is just as poorly positioned and isolated as Keyes had been at Seven Pines. McCall's division is entrenched behind Beaverdam Creek (N1022, N1023), with an advance guard at Mechanicsville (N0923). Supporting Union units are nearby, but McCall's right flank is wide open—and that is exactly where Lee plans to strike with Jackson. In keeping with his aggressive character, Lee's scheme is daring: he plans on hitting Porter with over 60,000 men, but only 30,000 Rebels under Magruder and Huger will stand between the Yankees and Richmond south of the Chickahominy. Lee is not particularly worried about that front, however, as Magruder and Huger are well entrenched, while Holmes' division and other troops near Richmond stand ready to go to their support. Lee is mostly concerned about coordinating the complex movements of his subordinates in such a way that they will strike Porter simultaneously, from several directions. In this he will fail badly.
June 25 - June 26, 1862
Lee leaves his generals to decide when to open the attack. Jackson says June 25, but Longstreet demurs, claiming that Jackson's force will not be able to arrive on time. June 26th is agreed upon as the target date. To open the attack, Lee's plan calls for A.P. Hill's division to cross the Chickahominy at Meadow Bridge (N0723). (However, Branch's brigade will cross at Half Sink (N0419) and establish contact with Jackson.) Later, Longstreet's and D.H. Hill's divisions will cross at Mechanicsville Bridge (N0924), as A.P. Hill's men pass that point on their way to attack McCall at Beaverdam Creek.
On June 25, Rebel troops near Richmond prepare for tomorrow's attack, striving to give no hint to the enemy of their intent. However, Jackson's promise that he can reach the field by June 26 proves inaccurate. By dusk on the 25th, Lee wants Jackson in position somewhere near Slash Church (N0616); but Stonewall's men reach only Independence Church (N0113), six miles short of their goal. Even worse, McClellan learns of Jackson's approach, first from a deserter, then from Union pickets. "Jackson will soon attack our right and rear," McClellan writes Stanton on June 25. But it is too late for him to do anything about it.
Lee has other worries on the 25th, as the Union III Corps launches an attack south of the Chickahominy against Huger's division (N1228). The attack is contained with little difficulty, but Lee wonders whether McClellan has learned of his plans and has seized the initiative from the Confederates, launching his long-awaited assault on Richmond. As Lee's forces are not well-positioned to meet this threat, this development is of great concern to Lee; but by the 26th, evidence indicates that McClellan's goals south of the Chickahominy are limited, at least for the moment.
The Confederate attack will go in as planned, but nothing goes right from the start. At Half Sink (N0419), Branch's brigade is supposed to start moving toward Atlee's Station (N0720) as soon as Jackson communicates that he is crossing the Virginia Central Railroad near Peake's Turnout (N0716). But Jackson is late reaching that point, and Branch does not get moving until 10 AM. Branch's delay confuses A.P. Hill, who, instead of waiting for Branch, crosses the Meadow Bridge (N0822) contrary to orders and enters Mechanicsville (N0923). Seeing Hill's movement, Longstreet's and D.H. Hill's divisions cross Mechanicsville Bridge (N0924). Impetuously, A.P. Hill attacks McCall's strong defensive position behind Beaverdam Creek (N1022-N1023), even though Branch and Jackson have not been heard from—and despite Lee's message to wait. As a result, two Rebel brigades are slaughtered. Confederate losses are 1,500; the Federals lose about 350. It is an inauspicious start to Lee's career in command of the Army of Virginia.
And what of Jackson? Much to Lee's consternation, his three divisions do not make it into the fight all day. After crossing the Virginia Central Railroad near Peake's Turnout, Stonewall follows the road to Totopotomoy Creek at Pole Green Church (N1120). (Ewell's division breaks off and crosses the Totopotomoy near Shady Grove Church—N0921.) It is 5 PM when Jackson reaches the fringe of the battlefield (N1121), from where his men can hear heavy firing to the west. Here is where Jackson is supposed to join A.P. Hill and launch an attack in echelon. But Hill is not there, the day is late, and Jackson's column is strung out behind him. His men go into bivouac.
June 27, 1862
Just before dawn on this fateful day, McClellan orders Porter's V Corps to retire several miles eastward behind Boatswain's Swamp (N1524-N1525), neatly side-stepping Jackson's expected flank attack. However, McClellan has lost his nerve. He is convinced that Lee's unexpected offensive will threaten and eventually cut the Army of the Potomac's supply line to White House. He decides to pull his entire army south of the Chickahominy, and Porter's stand at Boatswain's Swamp will allow time to accomplish this goal. Inwardly he also resolves to withdraw the Army of the Potomac to a new base on the James River, some 20 miles to the south, effectively ending his attempt to take Richmond. But this critical thought he holds from his generals. On the north bank of the Chickahominy, Porter is isolated and vulnerable, and has no idea how long he is expected to hold and how much support to expect.
The Battle of Gaines Mill begins in early afternoon and continues for eight hours. Confederate attacks on Porter's position are relentless, but uncoordinated. A.P. Hill's and later Ewell's divisions are thrown back with heavy losses in assaults directed toward the Watt House (N1524). Porter asks for support, and McClellan orders Slocum's VI Corps division to cross to the north side of the Chickahominy at Alexander's Bridge (N1526- N1525). Jackson is again slow bringing his men into position on Porter's right (N1423, N1523), but by 7 PM, all along the front, the Rebel army is ready to make its supreme effort to break Porter's line. This time, thanks mostly to the divisions of Whiting and D.H. Hill, the assault is successful. The Rebels make a clean break through Porter's line, capturing entire regiments and batteries, as the Union V Corps flees to the rear. Only nightfall and the arrival of part of Richardson's division of II Corps from south of the Chickahominy deny Lee total victory. Throughout the night, the disordered remnants of Porter's force retreat over the Chickahominy at Grapevine and Alexander bridges (N1525, N1625). Given the limited size of the forces engaged (roughly 60,000 for Lee; 35,000 for Porter), battle losses are enormous: 8,000 Rebels, 6,800 Yankees.
South of the Chickahominy, part of Magruder's division makes a useless unsuccessful attack on Smith's division of the Union VI Corps near Golding's Farm (N1326). However, the failure works to Lee's advantage, as a perplexed McClellan is convinced that the Rebels will soon strike him on both sides of the river simultaneously.
June 28-June 29, 1862
McClellan reveals to his corps commanders that he will withdraw the Army of the Potomac to the James River. Many generals, particularly "Bull" Sumner, are shocked and disappointed, as their commands have seen little action for almost a month. Keyes' IV Corps and the army wagons lead the retreat, traversing White Oak Swamp at Brackett's Ford (N1730) and White Oak Bridge (N1930). By the morning of June 29, IV Corps is in position south of the swamp, blocking Rebel access to the key Glendale crossroads (N1732). Porter's shattered V Corps and the army's reserve artillery follow in Keyes' wake. Meanwhile, to buy time for the withdrawal to gather momentum, the three corps in line south of the Chickahominy (VI, II, III—N1326 to N1329) are ordered to hold their positions on the 28th and withdraw toward Savage's Station (N1627) on the 29th. On the 28th, near Golding's Farm, Magruder's Rebels again make a fruitless attack on the Union VI Corps.
North of the Chickahominy, Lee spends much of June 28 figuring out his opponent's intentions. He sends Ewell's division and Stuart's cavalry down the north side of the Chickahominy to Despatch Station (N1927) and learns later that the enemy has burned several bridges in that vicinity—including the vital railroad bridge. Here is definitive proof that McClellan is abandoning his supply line to White House. In Lee's view the odds are strong that the Federals will retreat to the James, despite the fact that the Rebel force south of the Chickahominy standing between McClellan's army and Richmond can probably be broken by a determined Union attack. Lee gauges McClellan perfectly, guessing that such an attack will never take place due to his opponent's caution. Later, on the 28th, Stuart's cavalry probes to White House (N2823), only to find the Union depot there abandoned. After the savage battle at Gaines Mill on the 27th, however, Lee's army needs a day to recuperate. Consequently, aside from Ewell and Stuart's mission, and Magruder's assault at Golding's Farm, the Army of Northern Virginia does little on June 28.
Lee is now convinced that he has an opportunity not only to drive the Army of the Potomac away from Richmond, but to annihilate it as well. Such a decisive victory could end the war in one stroke, and Lee issues orders that he hopes will achieve that goal. But once again, the Army of Northern Virginia's inability to act in a concerted manner is demonstrated. Magruder's command is directed to press the Federals at Fair Oaks and Seven Pines (N1327-N1328), while Huger advances down the Charles City Road toward White's Tavern (N1330). Meanwhile, Jackson's command (including D.H. Hill's division) is to cross the Chickahominy at the sites used by Porter in his retreat from Gaines Mill (N1525-N1625) and advance to Savage's Station (N1627), only two miles away. At Savage's, Jackson would be directly astride the main Union retreat route, and three Union corps could be bottled up. However, the Chickahominy bridges have been destroyed, and Jackson's first task is to rebuild them.
Longstreet's and A.P. Hill's divisions march westward to cross the Chickahominy at New Bridge (N1224). They then march behind Magruder to the Darbytown Road (N1029). Holmes' division, recently arrived from North Carolina, crosses the James at Drewry's Bluff (S0301) and proceeds to the New Market Road (N1132) to join in the general pursuit. If all goes according to plan, McClellan's army can be trapped in a vise from which it will be difficult to escape.
But on the 29th, very little goes according to plan. Magruder exerts no pressure on the enemy at Seven Pines, and discovers the enemy is gone long after they have actually departed. His pursuit is sluggish, although elements of the Union II and VI Corps are engaged in vigorous rearguard actions at Allen's Farm (N1528) and Savage's Station. Magruder's task is made more difficult by Jackson's inability to rebuild the Chickahominy bridges in time, and as a result Jackson's men fail to press the Union right flank throughout the day. For Lee another golden opportunity has been lost.
On the Union side, Heintzelman's III Corps retreats over White Oak Swamp at Brackett's Ford (N1730), leaving Sumner's left flank at Savage's Station unsupported. Magruder does not take advantage of this gap. Meanwhile, Keyes' IV Corps at Glendale marches southward to Malvern Hill and is joined on its right by Porter's V Corps. Union occupation of Malvern Hill anchors McClellan's left on the James River and will block the converging Rebel columns from breaking into the Federal rear. McClellan has selected Berkeley Plantation (S1707) as his new supply base, and the events of June 29 give him every hope of reaching there safely. Even so, the events of the past several days have broken McClellan's spirit and the army's morale.
June 30, 1862
Lee realizes that his opportunity to crush the Federal army is waning, and he therefore urges his subordinates to push harder to accomplish their goals. On the 30th, Lee plans to attack McClellan from two directions: Jackson, now on the south side of the Chickahominy, will move to White Oak Bridge (N1930) and maintain pressure on the Union rear guard on the far side of the swamp; meanwhile Longstreet and A.P. Hill, joined by Magruder, will slip down the River Road to Turkey Island Creek (S1302).
But yet again Lee's best-laid plans quickly unravel. As on the 29th, Jackson utterly fails to exert strong pressure on his front, as Richardson's and Smith's Union divisions (N1931) block his route across White Oak Swamp. Amazingly, Jackson's infantry does not engage the enemy all day. As a result, Longstreet and Hill's mission at Glendale is made more challenging. Although initially successful, their repeated frontal assaults on McCall's and Kearny's divisions at Glendale are costly and make no headway due to the timely arrival of Union reinforcements. Furthermore, Huger's division fails to come to Longstreet's support. On the River Road (S1201), Holmes' mission is thwarted by the strong Union position on Malvern Hill and the danger posed by the powerful cannon of the Union Navy's gunboats off Strawberry Plains (S1202). Much to McClellan's relief, the Army of the Potomac still holds Glendale at nightfall, assuring him of an open line of retreat to Malvern Hill.
July 1, 1862
One of Lee's aides states that McClellan will likely escape, to which Lee angrily replies: "Yes, he will get away because I cannot have my orders carried out!" But he is determined to try one more time.
In the Union camp, McClellan is also downcast, even though the Army of the Potomac has nearly completed its retreat: "If none of us escape we shall at least have done honor to the country. I shall do my best to save the Army," he writes to Washington. Most of McClellan's force is now concentrated in a strong position at Malvern Hill, with well-protected flanks (S1302, S1401) and powerful gunboats in support.
Despite the Federals' dominant terrain, the Rebels launch a mid-afternoon frontal attack on Malvern Hill after reports—all false—of promising Confederate advances and an apparent Union withdrawal filter back to Lee's headquarters. No senior Confederate officer coordinates these assaults, and as a result they are repulsed piecemeal with enormous casualties (5,650, as opposed to 3,000 for the Federals), mostly in D.H. Hill's, Huger's, and Magruder's divisions. For the fourth straight day, Jackson's vaunted infantry hardly fires a shot. "It was not war," D.H. Hill will later write. "It was murder."
Neither side yet realizes it, but the battle for Richmond is over. In what will later become known as "The Seven Days," McClellan's army loses nearly 16,000 men and large quantities of ordnance and stores. The Army of the Potomac has evaded destruction and inflicted serious loss upon the enemy, but the Lincoln administration takes little solace in those details. What is more important is that the greatest and best-equipped army ever raised by the United States has utterly failed in its mission to crush the rebellion. And now, to Lincoln's profound shock, the war must go on, at great cost to the country in money and lives.
Although there is euphoria in Richmond over McClellan's defeat, senior Confederate officers are deeply shocked by the cost of the Seven Days: there are 20,200 Confederate casualties, including 3,500 dead. Given the Confederacy's limited manpower and scarce supply of skilled military leaders, this is a grievous blow. The capital has been saved, and the Confederacy will survive for the foreseeable future, but Lee will later lament in his official report of the campaign: "Under ordinary circumstances the Federal Army should have been destroyed." Lee, and those like him in the Confederacy with broad strategic vision, know that the longer the war lasts, the less chance the Confederacy has to survive. To them, an opportunity to end the war favorably has been lost. The prevailing question in their minds is: how many more opportunities of that kind will again present themselves in this war?
July 2 - August 16, 1862
Despite his army's victory at Malvern Hill on July 1, McClellan orders the retreat to Berkeley (S1707) to continue the next morning. By dusk on July 2, the Federals occupy an almost impregnable position on the north bank of the James, their left flank anchored on Kimage's Creek, their right resting on Herring Creek (S1606, S1706, S1806). Furthermore, the Union Navy's gunboats have clear fields of fire on both flanks of the Union line. Even in its new, unassailable position, the Union army is demoralized, its senior generals practically in revolt. "Such an order [the retreat to Berkeley] can only be prompted by cowardice or treason," declares General Kearny of the III Corps.
The exhausted Rebels do not pursue until July 3. Lee examines the Union position on July 4 and writes to President Davis: "It may be better to leave a small light force with the cavalry here and retire the army near Richmond where it can be better refreshed and strengthened, and be prepared for a renewal of the contest." On July 8, Lee's army returns to the vicinity of Richmond, as both sides rest and heal themselves.
That same day President Lincoln arrives at Berkeley to examine the situation for himself and interview McClellan and the army's senior officers. During Lincoln's visit, McClellan hands the President a letter detailing the general's grand strategic vision of how the conflict can be brought to an end. "This rebellion has assumed the character of a war," one paragraph begins. As McClellan's letter is written nearly a year after the Bull Run battle—and after casualties on both sides have exceeded 100,000—Lincoln is astounded and makes no comment whatsoever upon reading it. His faith in McClellan, already weak at the start of the campaign, is weakened further. As for McClellan, he writes to his wife: "'[Lincoln] really seems quite incapable of rising to the heights of the merits of the question and the magnitude of the crisis."
For the rest of the month the Army of the Potomac does nothing. McClellan pleads for reinforcements and support for further offensive operations against Richmond, but they are not forthcoming. Meanwhile, with 100,000 men concentrated in an area no bigger than six miles square at the height of a Virginia summer, health problems among the troops abound.
By August 3, Lincoln has had enough. He directs his new military chief, General Henry Halleck, to order McClellan and his army back to Washington. "I must confess that it [the withdrawal order] has caused me the greatest pain I have ever experienced," McClellan responds. And even though McClellan makes tentative offensive moves toward Richmond, sending 17,000 men forward under Hooker to occupy Malvern Hill on August 7, Lincoln's order stands.
In Richmond, Lee is not one to sit idly back and wait for events to develop. Taking advantage of the north's strategic paralysis on the Richmond front in July, he formulates plans to bring the war back to the front door of the enemy's capital. On July 13, he orders Stonewall Jackson to move to Gordonsville (off-map), the first move of what will soon develop into an invasion of the north.
On August 16 the last of the Army of the Potomac pulls out of Berkeley for the long march back to Fort Monroe and transport back to northern Virginia by water. The war will soon change profoundly.
The Peninsula campaign is at an end.
Designers' Notes
The following are the Designer's Notes from the original 1998 printing of On to Richmond!
by Joseph Balkoski and Ed Beach
One of the most rewarding aspects of Civil War game design is debunking the enduring legends of that war – or, more rarely, discovering that those legends are accurate. Any good wargame is founded on meticulous research, and it is always surprising how this historical snooping, even in subjects that have been researched to death in books, can reveal new and vital information on the conflict. In many ways, wargame research can be more arduous than book research, as the game designer must transport the player wholly into the game's time frame without the luxury of glossing over marginal aspects of a battle or campaign. The map must be as close to a representation of the real thing as possible, limiting the commanders as the terrain really did; the order of battle must be fully accurate, including not only the forces that fought in the famous battles, but also those that were moving to the front; the effects of the weather must be studied carefully; the commanders' psyches and the troops' abilities must be analyzed and quantified.
During the On to Richmond! design, Ed Beach and I were repeatedly surprised by how our research changed our perceptions of the campaign. The Peninsula campaign was incredibly complex: both sides' navies played vital roles; relationships between politicians and generals deeply affected the struggle; the theater of operations was vast; and the campaign was lengthy—longer than any earlier game in the GCACW series. Even thorough readings of good historical books on the Peninsula could not prepare us for the intricacies of this campaign. In order to really understand them, one had to pore over contemporary maps in the Library of Congress, carefully study the Official Records of the war (Army and Navy), figure out how the weather affected the terrain, determine what was happening in theaters beyond the Peninsula, and make educated guesses about some aspects of the campaign that were lacking hard facts. But most important of all was setting up the maps and playing the scenarios: from the 20-minute "Stuart's Ride" to the 112-turn Advanced Game. There is something very revealing about pushing military units around on a map: it opens a window into the minds of those who actually planned and fought the campaign. For me, the books told me what happened in the campaign; the game told me why these events happened, and how they easily could have happened differently. A few of the more startling revelations unearthed in On to Richmond! follow.
George McClellan's powers of exaggeration are well known. But in "Prince John" Magruder, the Confederates had a leader who equalled or exceeded McClellan in overstatement. In a ludicrous report of the Yorktown siege written by Magruder on May 3, 1862—and which is frequently accepted at face value by historians— Magruder states that he "held in check over 100,000 of the enemy ... (ascertained to have been 120,000)," with a force of only 11,000, or only 5,000 outside of "fixed garrisons." Magruder also stated that these 5,000 men covered a line of 13 miles. This line of 13 miles turns out to have been more like 7 miles, most of which was behind a dammed-up river that was crossable at only three sites. But Magruder was even more mendacious when it came to numbers. It is true that his force of 11,000 guarded the Peninsula when the Union army first landed at Fort Monroe on March 17. However, by the end of March only a fraction of the Army of the Potomac had arrived at Fort Monroe, and it was not until early April that those troops were provided with enough supplies to move. Moreover, within days of learning the extent of the Union landings, Magruder was reinforced—a fact he failed to mention. By late March, when McClellan had perhaps 40,000 mobile troops—not 120,000, as Magruder stated—Magruder had about 20,000, all fairly well-entrenched. Within a week he had another 10,000. Historians have emphasized the deception measures practiced by Magruder on the Warwick line, but the truth is less dramatic: he had a very strong defensive position; and when McClellan came forth out of Fort Monroe in early April with only about sixty percent of his troops available, Magruder faced only two-to-one odds.
Thus, historical condemnation of McClellan for failure to attack Yorktown in April is perhaps a little harsh, as a frontal attack would likely have been a slaughter. But this is not to say that McClellan practiced good generalship at Yorktown. He didn't. Although his reliance on siege artillery to break the Warwick line assured Union success, it had a fatal flaw in that its slowness allowed the Confederacy an entire month to mobilize for the defense of Richmond. Furthermore, it allowed the Confederate army to retreat unmolested at a time of Johnston's own choosing. McClellan could have acted far more decisively on the lower Peninsula by using amphibious end-runs around the Confederate line—a tactic he had intended to employ, but which he rather petulantly put aside after Lincoln denied him McDowell's I Corps. Had he landed a strong force in Gloucester County and then subdued the small Confederate force at Gloucester Point, his strategic options would have been much more promising than siege warfare (players take note). Lee and Johnston expected McClellan to initiate such a strategy, and admitted that the lower Peninsula would have to be abandoned if it occurred.
Although McClellan has been the object of much well-deserved criticism due to his penchant for exaggerating Rebel strength, one of the astounding revelations of On to Richmond! research was that the Army of Northern Virginia's numbers have been consistently underestimated by historians, sometimes by a significant degree. Counting an army's manpower is always a difficult task: even in stable conditions, men in hospital, on furlough, detached duty, or AWOL, reduced an army's fighting strength considerably. For the Confederate army in the spring of 1862, the equation was much more complex. New regiments were constantly being raised and added to the army; fresh brigades from other theaters were called to the defense of Richmond every week; and misleading reports (like Magruder's) were accepted as truth.
Early southern historians of the campaign, such as William Allan, stated that Lee had 80,000 men at the opening of the Seven Days. This figure was taken for granted by later historians, such as Douglas Southall Freeman. Recent writers, such as Stephen Sears, count 92,000 men in Lee's army at that time, an increase of fifteen percent over Allan. In On to Richmond!, a careful tabulation of Lee's manpower in late June 1862, including all troops arriving from outside theaters, yields a figure of at least 103,000, almost thirty percent more than Allan's count. Significantly, this gave Lee an army bigger than McClellan's. Thus, in one important respect McClellan was right: he was indeed outnumbered, for which he has been given no credit whatsoever by historians. A good example of an historical miscount that remained accepted for generations is A.P. Hill's division. Allan gave Hill 13,000 men at the Seven Days, a figure that grossly contradicted our numbers. In fact, A.P. Hill's official report of the Seven Days, written in February 1863, has, in my judgement, been consistently misinterpreted. Hill stated that he had 14,000 men at the start of the battle. (How Allan reduces this to 13,000 is a mystery.) However, a careful reading of Hill's report leaves the reader with the distinct impression that Hill did not count one of his brigades (Branch's, with about 3,500 men) in his total because it was detached from the rest of the division, about seven miles away on the upper Chickahominy. Thus, Hill most likely had far more than the 13,000 Allan gave him credit for.
As for the question that still dominates discussions of this campaign: could McClellan have taken Richmond? For the moment, let us ignore the fact that McClellan's case of "The Slows," as Lincoln put it, throughout the Peninsula campaign allowed several promising opportunities to slip away, gave time for Johnston and Lee to build up a very large army, and yielded initiative to the enemy. Instead, let us focus on the situation in front of Richmond on June 25, 1862. As we have seen, McClellan was outnumbered; the enemy was entrenched with its back to Richmond, unwilling to retreat farther; Lincoln had denied McClellan the use of most of McDowell's corps. When the historical facts are amassed, they add up to one inescapable conclusion: a Union frontal attack on Richmond would have been a disaster. When viewed in this light, McClellan's reliance on siege artillery and his quickness to retreat to the James after the defeat at Gaines Mill make more sense. Of course, McClellan's failure to adopt any sort of innovative strategy of the "indirect approach" to break the stalemate in front of Richmond (as Grant later did in 1864) allowed the enemy to seize the initiative and led to his overall failure in the campaign.
There are many more historical revelations in On to Richmond!, but space precludes discussing them here. In any event, the best way to learn them is to play the game. So, we hope that your gaming sessions with On to Richmond! bring you a fresh perspective on this fascinating campaign. More important is that you have fun. See you in the next volume.
- Joe Balkoski
I consider the writing of Designer's Notes to be a key part of the game design process system. They give the designer a chance to have a dialog with the gamer to explain the rationale behind the game mechanics and to provide insight into the thought processes that have shaped the design. However, the dialog in the Designer's Notes represents just a one-way exchange. With the rise of the internet, we can do much better. So read these notes to get you started with On to Richmond!, but I hope you will all join in our lively discussions of this game series on the internet. At the end of these notes, you'll find information about how to receive online support for rules questions, download new scenarios, errata, and tournament information. This steady dialog with avid players of the system is the most rewarding aspect of my work on this series.
On to Richmond! represents the first collaborative design in the Great Campaigns series. Joe Balkoski and I coordinated our efforts and tackled all phases of the project as a team. We also collaborated with many of the experienced tournament players of the series, drawing on their ideas for improvements in game mechanics and to help us playtest the updates. The result is that with the completion of On to Richmond!, we feel that the steady evolution of the basic rules is mostly complete. All known cases that "didn't work" have been repaired in such a way that no modification to existing unit counters or charts is required. These rules can thus be slipped back into the earlier scenarios and we have run successful playtests to demonstrate that this "retrofitting" does indeed proceed smoothly.
There are three significant basic game rules changes that you can retrofit in this manner. The first is the change to the artillery system. The main problem with the artillery rules had been that possessing more artillery strength actually increased losses in combat. The new system retains the same principle of applying terrain effects to basic artillery values. Yet with the new rules, there is a reduction in the number values that need to be added together in large combats. In many cases, final modifiers are still equivalent to the old system.
The next rules change is to flank bonuses. Previously there were too many cases that were handled poorly (e.g., a bonus near rivers) or not at all (e.g., a bonus at a map edge). This new system covers all of these cases while retaining the same +1 to +4 bonuses in open terrain that have always existed. Finally, we updated the retreat rules. These rules had always required a high degree of subjective interpretation. We wanted to eliminate the ambiguity and provide a single set of retreat charts that could be used for retreats, two-way routs, and cavalry retreats alike. The retreat priority system takes a bit of getting used to, but it handles even unusual cases effectively.
Not all of the basic game changes for On to Richmond! are viewed as permanent changes to the mechanics of the system. Instead, we added specific rules to reflect the underdeveloped command structure found on both sides this early in the war. The Confederates had not yet introduced a corps system in early 1862; both Johnston and Lee found it difficult to coordinate the activities of five or more free-thinking division commanders. The Union leadership vacuum, at least during the major battles, started right at the top, with McClellan contributing very little to the tactical direction of his army. The poor leadership of this period is portrayed in the new assault rules that occasionally result in part of a command being committed to an assault without support of other units. Examples of this at the division level (Magruder at Golding's Farm) and army level (Seven Pines) abound during this campaign. Likewise, we added rules to limit the number of Union units that may move in a single initiative. We found that without these rules the Union army (with three corps early in the campaign) could easily outmarch Rebels (with at least four divisions). This rule does a nice job of equalizing the command structures in this game. However, it should definitely not be used elsewhere within the game series.
On the topic of leadership, a frequent question from testers has concerned how we plan to handle Jackson's performance during the campaign. Clearly Stonewall does not deserve the lofty 5 rating he enjoys in previous games. However, dropping his rating too far would have had unrealistic effects as well. In the Advanced Game, the Confederate player must have a significant incentive to withdraw Jackson from the Valley and gain his services in front of Richmond. On paper, Jackson's surprise appearance on the Union flank in late June should have served as the coup de grace that dealt a crushing blow to McClellan's army. It didn't work out that way, but the Confederate player can now try and pull off that gambit successfully. We were careful to ensure that Jackson's strong rating wouldn't tilt the scales during the Seven Days scenario—the high state of fatigue with which his troops are encumbered will usually hamper his performance significantly during the pivotal first few days of that scenario.
I feel that the biggest challenge we faced during the design process was accelerating play of the Advanced Game so that a 112-turn game became playable. Thus, the introduction of the Union "passive" mode and strategic movement. Passive mode seemed natural for this campaign, in which McClellan introduced month-long lulls in front of both the Warwick River line and Richmond. It also speeds play by a factor of at least three during passive weeks. Strategic movement alleviates the repetitive movement die rolling that hampered some of the earlier campaigns in the series. Overall, our efforts have proven a success. We've demonstrated that two dedicated players can finish the Advanced Game over the course of a long weekend.
We'll be writing a lot more on Advanced Game strategies, but a few key points need to be mentioned right from the start. The most important is this warning: Don't expect to win this campaign as the Union side in your first attempt. We've found that the results of the game depend greatly on the Union player's experience level with the naval and supply concerns modelled in the game. There are certain combinations of invasion site, depot location, and siege artillery usage that can put the Union player in a strong position in front of Richmond by mid-May, and many more combinations that will not. It took this designer seven playtest games to arrive at a favorite approach that I feel gives the Union player a strong chance of winning each game. As a result, players may want to compensate a novice Union player with a handicap of 30 to 50 VP. As the Union player's understanding of these interactions between ground, naval, and logistical factors grows, this handicap can be shrunk and eventually eliminated.
These naval factors are entirely new to the series and one of the richest new features of On to Richmond!. Amphibious movement and gunboats are the biggest advantage the Union player possesses. Using the Union navy well can quickly turn a poor position into a good one. However, Confederate strategy is shaped by the player's approach to withdrawing troops from other theaters to defend the capital. Often the troops serve a better purpose off-map than they would in play. However, if the situation becomes critical, their presence at the "Gates of Richmond" is always the strategy of choice.
A few acknowledgements are in order. We must thank Jim Pyle and John Clere for their dedicated playtest support throughout the entire project. And both Joe and I would like to thank our families for their patience and support through numerous phone calls, weekend gaming stints, and battlefield tours. Without their support, none of this would have been possible.
-Ed Beach
On To Richmond! Credits
OTR Game Design & Development: Joe Balkoski and Ed Beach
Series Game Design: Joe Balkoski
Map Painting: Charles Kibler
Graphic Design: Charles Kibler, Nicolas Eskubi
Rules Layout: Nick Richardson
OTR2 file conversions & updates: Niall Taylor and Chris Withers
OTR2 charts, tables, & figures: Thibault Nguyen de Cossette
Original OTR Playtesters: Mike Arnold, Stan Buck, Kenneth Clark, John Clere, Pat Duffy, Bruce Miller, Bruno Passacantando, Jim Pyle, Ray Rooks, Forrest Speck, Philip Vilardo, Jon Yuengling
OTR2 Playtesters: Jerad Alexander, Joe Balkoski, Ed Beach, Dave Cross, Rob Doane, Roger Kittelson, Davin McHenry, Steve Likevich, Thibault Nguyen de Cossette, Raul García-Ortiz, Patrick Pence, Justin Rice, Alberto Romero, Steve Sandy, Toshikazu Takasawa, Chris Withers
OTR2 Vassal: Alberto Romero
OTR2 Proofreaders: Mike Davis, Richard Dorset, Pat Duffy, Tom Harner, Rob Hinkle, Michael Hrabak, Brian Jarvis, Rich Jennings, Christian Knudsen, Mikolaj Lenczewski, Jeff McMahon, Patrick Pence, Todd Reed, Vince Rhee, Bob Rice, Alberto Romero, Paul Sampson, Connan Smith, Jeremy Spahr
Cover Art: Birds-eye view of the seat of war around Richmond showing the Battle of Chickahominy River, June 29, 1862, New York, 1862, Library of Congress