Regimental Fire and Fury
Regimental Fire and Fury Rulebook
Table of Contents
Table of Contents
Game Scale
- One infantry or cavalry stand = 40 men
- One gun stand = a section of two guns
- One inch = 25 yards
- One turn = 15 minutes
Morale
When designing a scenario, each infantry and cavalry unit is given a fresh/worn/spent rating that reflects the unit's morale and degree of fatigue.
- High morale. Normal state of the unit at start of campaign or has experienced battlefield success in recent days.
- Demoralized. Unit has experienced a battlefield reverse in recent days, or the army's fortunes are on the wane. Example: British at Battle of Bemis Heights (2nd Freeman's Farm) or Confederates at Battle of Chattanooga.
- Rested. Normal state of the unit at start of a campaign.
- Fatigued. Unit has spent the last several days marching and/or fighting, or the unit executed a strenuous march to get to the battle represented in the game. Example: A.P. Hill's division at Antietam.
Phase I: Maneuver
The player attempts to maneuver each leader, regiment, battery and gun section under his control during the first phase of the turn. Stands belonging to one side maneuver during that side's player turn. In addition, cavalry that meet certain conditions may move during the Counter-Charge segment of the opposing player's turn. The player rolls once for each brigade with the same roll used by each regiment and battery assigned to the brigade and within the command radius of a leader in its chain of command. The player also rolls once for each unit that is outside the command radius of a leader in its chain of command. He must complete the movement for every unit within a brigade before he rolls for any other brigade.
Actions are performed during this phase in the following order:
- Return leaders that were removed from the game table for one turn
- Attach and detach leaders
- Maneuver brigades, batteries, and units outside their leader's command radius
- Move detached leaders
After the player has completed maneuvering the brigades, batteries, and units outside their leader's command radius that he wishes to move, the Maneuver Phase ends and the 2nd Phase--Musketry & Cannonade begins.
Fallen Leaders
Leaders that are permanently removed from play due to combat may not be replaced during the course of the game. A regiment that is designated as having an "exceptional colonel" before the game begins may lose this status as if it had a stand attached to it. If this occurs, the regiment simply loses the exceptional rating for the balance of the game.
A leader that is removed for one turn is returned to the game table after remaining out of play for one friendly player turn. The units of the absent leader's command lose the benefits of the leader's modifiers until he returns. Return the leader to play by placing him adjacent to any unit of his command.
Leader Movement
Before maneuvering any of his units, the player must first determine each leader's status as being either attached or detached. An attached leader personally takes command of a single regiment. A detached leader influences all units of his command within his command radius. The command radius is 9" within the leader's line of sight that extends in all directions. A detached leader may move 18" in a turn if mounted and 12" in a turn if dismounted.
Attaching and Detaching Leaders
Attach Leader. Before rolling for maneuver or maneuvering any regiment or battery, the phasing player may attach leaders to units in their chain of command and within 9" at the start of the turn. The leader remains with the unit he is attached to for the remainder of the turn.
Detach Leader. The phasing player may detach a leader from a unit he is attached to at the start of the turn. A detached leader is placed 1" from the unit.
Move Leader. The phasing player moves his unattached leaders during the last segment of the maneuver phase.
Command Radius. Each leader has a command radius of 9" and within line of sight. An unattached brigade leader may apply his modifier (based on his leadership rating) on the Maneuver table to each unit in his command within his command radius. A division level or higher leader may apply his modifier just as a brigade leader, OR he may attach to an unattached brigade leader under his command and add his modifier to the brigade leader's roll. Because the division or corps leader is not attached to a regiment, he adds his "detached" modifier. This is the only case in which leader modifiers are cumulative. If a leader is attached to a unit he applies a higher modifier but only to the unit he is attached to. Attached leaders lose their command radius and may not add their modifier to any unit they are not attached to.
Exceptional Colonels. Some units will be given an exceptional colonel, which will appear as "[E]" on the scenario's order of battle. Units with an exceptional colonel receive a +1 modifier on the Maneuver and the Charge tables.
Leader Modifiers to Units in March Column. One or more leaders can be placed on a road, at the head of all regiments under his command in march column or gun sections limbered. The command radius modifiers are applied to every unit in the column and one die is rolled for the entire multi-unit column. The command radius extends only to units on the road. All subordinate units on the road receive the command radius modifier, even those over 9 inches from the leader positioned at the head of the column.
Maneuver Procedure
During the Maneuver phase the phasing player MUST roll 1D10 on the Maneuver table for each brigade, battery, and independent regiment in his command. The owning player selects one of these and completes its movement according to the table effects before proceeding to the next brigade, battery, or independent regiment. Leaders do not require a die roll on the Maneuver table to maneuver.
The procedure for using the Maneuver table is as follows:
- Step 1 - Select a brigade with one or more units within their leader's command radius or a single unit outside its leader's command radius.
- Step 2 - Roll 1D10 and modify it accordingly. The same number rolled is used for each unit within the command radius of its leader, but the modifiers may change as is appropriate for that unit.
- Step 3 - Find the modified die roll under the column on the left. Cross-index the roll with the column appropriate for the unit's order status and read the result.
Maneuver Table Modifiers
Maneuver table modifiers are awarded for leadership, troop effectiveness (fresh/worn/spent), formation, and presence of enemy units. Leadership modifiers are based on the leader's rating and whether he is attached or detached. A unit designated as having an exceptional colonel receives a plus one modifier. A battery with two or more crew stands receives a plus two modifier. A limbered battery and a regiment in a field or march column receive a plus one modifier. A unit that is behind linear cover, such as a fence, or has no line of sight to an enemy unit, receives a plus one modifier. A unit that has at least one stand of an enemy unit passed its flank, and within six inches and line of sight, receives a minus one modifier.
Formations
Regiments and batteries are kept in order on the battlefield through the use of formations. Each formation has its particular tactical advantages and disadvantages. As the army commander it is important for you to have your units in the right place at the right time in the right formation. A unit may change formation at the beginning or end of the unit's movement. The movement rate of the unit is that of the formation it is in at the time of the move.
Line. This is the most effective formation to maximize the regiment's firepower. It is formed by placing the regiment's stands in a double line, the side of each stand touching the side of the stand(s) adjacent to it, with all stands maintaining the same facing. All the stands of an infantry regiment may fire. This formation is used by infantry regiments and mounted cavalry regiments.
Extended Line. This formation disperses its troops in order to reduce the effects of enemy fire. It represents troops in a single rank line and loose formations of light troops like riflemen and sharpshooters. It is formed by placing the regiment's stands in a single line with the side of each stand touching the side of the stand(s) adjacent to it. All stands must maintain the same facing. This formation may be used by infantry regiments and must be used by dismounted cavalry regiments.
Field Column. This is a massed column used by infantry and mounted cavalry for open field marches. A regiment forms a field column by placing two stands side by side and the rest of the stands one behind the other. All stands must be touching and have the same facing. The unit must have at least five stands to form a field column. The column is more flexible during movement and receives a +1 modifier on the Maneuver table.
March Column. The regiment places its stands one behind the other. The formation allows a regiment to utilize the road movement bonus. The formation conforms to the bends in the road. It also receives a plus one modifier on the Maneuver table. When marching along a road, it follows the winding path of a road without movement penalties for changes in direction. The column is vulnerable to fire from enemy units, which receive a plus two modifier on the Musketry & Cannonade table. A regiment in march column may not initiate charge combat. This formation may be used by infantry and mounted cavalry regiments.
Movement Modes
Cavalry regiments and artillery batteries maneuver in one of two modes. Cavalry may be mounted or dismounted. Artillery may be limbered or unlimbered. A cavalry regiment or artillery battery may change modes at the beginning or end of the unit's movement.
Cavalry maneuver modes. Cavalry may maneuver in one of two modes, mounted and dismounted. When mounted, the regiment may be formed in line, field column, march column formation or as skirmishers. When mounted the regiment has the advantage of speed and maneuverability. It will, however, give a plus one modifier to enemy units firing on it. Dismounted cavalry may be in extended line or as skirmishers. The mounted stands are removed from the table and replaced by dismounted cavalry stands and horse holder stands. The cost of mounting or dismounting is half the full cavalry movement rate (9" or 13.5" if "quick time" is rolled). This will enable the unit to move half its rate after changing its maneuver mode. Note that a tardy result allows only 9" of movement and consumes all the regiment's movement allowance to mount or dismount.
When cavalry fought dismounted every third or fourth rider held the horses' reins behind the firing line. When a cavalry regiment dismounts a number of stands are replaced by horse holder markers instead of dismounted cavalry stands. The following list gives the number of total mounted stands and shows how many of them will be replaced by horse holder markers.
| Mounted Stands | 2-3 | 4-7 | 8-11 | 12-15 |
|---|---|---|---|---|
| Horse holder markers | 0 | 1 | 2 | 3 |
As a unit takes casualties, the number of horse holder markers may decrease. The horse holder markers must be positioned in a second line within 2" behind the unit's front. A horse holder marker cannot engage in fire or charge combat. However, it does count as a stand when determining the size of the unit in charge combat. Horse holders remain in their unit's rear and must advance and retreat with their regiment. When the regiment remounts each horse holder marker is replaced by a mounted cavalry stand.
Artillery maneuver modes. Artillery stands function in one of two modes, limbered and unlimbered. Limbered guns are attached to limber markers and are able to move at the limbered artillery movement rate. Limbered guns pay no penalties for facing changes. They also receive the road movement bonus. A limbered gun section may perform one of the following options in a player turn:
- Unlimber - fire
- Move 1/2 - unlimber
- Move full
An unlimbered gun section may perform any of the following options in a player turn:
- Limber - move 1/2
- Prolong 1" forward or to the rear without changing facing or crossing an obstacle - fire
- Prolong - change facing up to 90 degrees
- Change facing up to 90 degrees - fire
- Change facing more than 90 degrees
Artillery may unlimber only when positioned by a leader. Artillery does not require a leader to limber, move, or remove markers.
Positioning artillery. Leaders may position any number of artillery stands. To be positioned, the artillery unit must be within the 9" command radius of a leader in its chain of command. For example: a gun section from a division may be positioned by any leader in the division or the corps commander, but not a leader from another division.
Attaching artillery. A gun section may be attached to an infantry or cavalry regiment. Both the regiment and the gun section must end their movement with the artillery stand unlimbered and in contact with any one stand belonging to the regiment.
The gun stand may be positioned on either flank or within the regiment it is supporting. The attached battery must have the same facing as the regiment. Any number of gun sections may be attached within the front line of a regiment in line of battle. The regiment and artillery unit may move separately in their next maneuver phase.
Movement Rates
Leaders, infantry, cavalry, and artillery have movement rates listed on the Movement chart. The rate listed is the unmodified maximum distance a regiment, battery, or leader may move during the maneuver phase. The movement rates and terrain effects of infantry and cavalry are further distinguished by the formation in which the unit is deployed. Artillery movement rates and terrain effects are further distinguished by the gun mobility rating of the gun's carriage.
Terrain. The effect of rough or very rough terrain on movement is expressed as the cost to move per inch of that type of terrain moved through. For example: an infantry unit in extended line that moves its entire turn through very rough terrain may move a maximum of 8".
Obstacles. The effect of moving through a minor or major obstacle is expressed as an additional movement cost to cross. For example: a mounted cavalry unit that crosses a major obstacle, but otherwise is moving over open terrain, may move a maximum of 12".
Passage of lines. In some cases there is a movement cost associated with moving through a friendly line (not extended line). The cost is expressed as an additional movement cost to pass through each friendly unit in line. The 'Passage of Lines' penalty shown on the chart is based upon the formation of the moving unit, not the formation of the unit that is being passed through. Units that are passed through suffer no penalty. Passing through artillery and broken units does not invoke a 'Passage of Lines' penalty. Units in March Column never pay for 'Passage of Lines'.
Roads. The quality of the road is designated at the start of the game as good, poor, or trail. Artillery and infantry and cavalry regiments in column formations receive a multiplier to their movement rate when moving along a road. For example: an infantry regiment in march column moving along a poor road may move a maximum of 18". All roads and trails negate the movement effects of terrain and obstacles that they pass through.
Movement
Each infantry and cavalry brigade or battery is moved immediately after it has been selected and rolled for on the Maneuver table. The table effects limit the movement of each regiment and battery. The same die roll is used for each regiment in a brigade that is within command radius of its leader, but the modifiers are applied separately for each regiment, as each situation may change. A regiment or battery outside the command radius of its leader must make a separate die roll and moved immediately before moving on to another regiment, brigade or battery. The types of movements permitted in the game are as follows:
Advance and withdraw. An infantry or cavalry regiment in line, extended line or field column may either advance to its front or withdraw to its rear. A regiment cannot advance and withdraw in the same phase. The regiment can move up to its full movement rate when a "Well Handled" or "Rally with Élan" effect is rolled. A "Tardy" or "Rally" effect allows the regiment to move at only half its movement rate. A "Quick Time" effect allows a regiment to move at one and half times its normal movement rate. Note that a "Quick Time" effect only adds to the number of inches the regiment may move. It does NOT give the regiment another half a turn to use in formation changes.
A regiment may spend up to its entire movement rate going straight forward or backward. To move in another direction a regiment in line or extended line must wheel, oblique, or move by the flank. A line formation may not change its facing more than 45 degrees during its movement. Columns are more flexible and may change direction without restrictions.
A regiment must be able to contact the enemy in order to conduct charge combat, but is placed two inches short of its target pending resolution of Musketry & Cannonade combat. A regiment may not voluntarily advance to within 1" of an enemy regiment or battery without being involved in charge combat in that player turn.
About face. Any regiment that withdraws more than half its movement rate to the rear is considered to have done an about face. A regiment may about face without any movement costs during the Maneuver phase and move its full movement rate. The regiment may again about face and face the enemy.
A regiment may also about face when moving by the flank or holding its ground. A regiment using an about face is subject to the enfilade plus one fire modifier if fired on in that player turn's defensive fire phase. A regiment may withdraw without the use of an about face if it uses half or less of its available movement rate. The regiment must maintain its facing to the enemy, and such a regiment is not subject to the plus one modifier.
Moving by the flank. An infantry or cavalry regiment in line, extended line, or field column formation may move by the flank (move sideways to the left or right). The unit's movement rate is automatically halved when moving by the flank. As the regiment moves by the flank it can angle its direction of movement up to 45 degrees from its original position. A regiment moving by the flank may not contact an enemy regiment or battery. The regiment must remain at least 1" from any enemy units.
Wheel. A regiment may wheel to the left or right as it advances or withdraws. To wheel a formation, the end stand on either flank pivots in place to assume a new facing, while all the other stands swing forward or backward to conform to the new facing. A regiment in line may wheel up to 45 degrees during the phase. A column can wheel to face in any direction. Movement is measured from the front edge of the stand that wheeled the furthest distance.
Oblique. A regiment may oblique 45 degrees to the left or right as it advances or withdraws. To oblique all stands maintain their current facing and formation, and move at an angle forward or backward.
Refuse the flank. A regiment in line or extended line formation may refuse one or both flanks. To refuse the flank of a regiment, the flank stand swings backward up to 45 degrees. A regiment may not refuse its flanks when charging.
The refused stands must wheel into a straight line when the regiment moves forward out of its position. When withdrawing, the stands simply fall back into a straight line. When movement by the flank, the stands move in a straight line from the end stand. At the end of any of these maneuvers the brigade may again refuse its flanks.
Advancing the flank. A regiment may advance its flanks to conform to a defensible terrain feature. The flanks may not bend more than 45 degrees.
Charge. Only infantry and cavalry regiments and their attached leaders may charge. Batteries may not charge. An enemy regiment or unattached battery must be selected as the target of the charge, and must be contacted by the charging regiment. A charging regiment advances toward the enemy by the most direct route. This route is traced from the center of the charging regiment to the closest point of the defending unit. The charging regiment may wheel before moving forward to charge. The charging regiment may oblique towards the enemy in a direct path. The charging regiment temporarily halts two inches from the target pending resolution of Musketry & Cannonade combat, after which the regiment is moved into contact. A regiment in march column on a road simply charges along the road.
A regiment that intends to support a charging regiment in line must be able to end its move within 2" or less of the friendly charging regiment. A regiment may not charge during a turn in which it has changed formation, moved by the flank, or made an about face.
Counter-Charge. Only mounted cavalry may counter-charge. Mounted cavalry in good order and 'well handled' (allowed a full move) or 'quick time' can hold its position and declare itself on "counter-charge" status during its maneuver phase. It can place itself on counter-charge status for the next opposing player turn only. It must roll again in the following friendly maneuver phase for each subsequent turn and get a 'well handled' or 'quick time' effect to remain on counter-charge status.
Cavalry on counter-charge status can charge any enemy unit that moves within range of its NORMAL movement rate during the enemy maneuver phase (NOT 1.5 times its normal rate if 'quick time' is rolled). The owning player must declare that his cavalry unit is counter-charging an enemy unit while it is still moving, before the enemy player moves on to a different unit. The movement rate of counter-charging cavalry should be prorated with the remaining movement of the enemy unit it is charging. Cavalry on counter-charge status do not have to roll on the maneuver table again to charge during the enemy maneuver phase.
Cavalry cannot counter-charge enemy units that do not move and it cannot change facing more than 45-degrees. Despite the name "counter-charge", the target of a 'counter-charge' does not itself have to be conducting a charge. Counter charging cavalry must have a clear path to the targeted enemy unit, and may not move through friendly units during the counter-charge. They are never required to do so. If a unit is disordered while on counter-charge status it loses its ability to counter-charge. However, if it begins a counter-charge in good order and is disordered by fire during the phasing players offensive fire, it can continue to charge unless the fire causes it to be 'checked'.
Road movement. Infantry and cavalry regiments in march column, and all leaders and limbered batteries, receive the road movement bonus when moving along a road.
Regiments in march column, limbered artillery, and leaders simply follow the path of the road. There are no limitations or penalties imposed on these units for changing facing or turning more than 45 degrees. They may move forward in the direction they are currently facing, or about face and then move along the road in the opposite direction.
Roads in good condition double the movement rate of infantry, cavalry, and leaders. Roads in good condition double, triple, or quadruple the movement rate of limbered artillery units depending on whether they are rated as agile, maneuverable, or cumbersome, respectively. Units may combine on and off road movement by prorating the distance traveled on the road.
Retreat Movement
A number of table effects in both the Maneuver and Charge phases require an infantry or cavalry regiment to involuntarily move away from the enemy. The retreat distance can be a full move or half a move.
A retreating regiment or leader ignores movement penalties for terrain. Batteries that are required to retreat must pay all movement penalties as specified on the Movement chart. Enemy regiments, batteries, or impassible terrain may block retreat paths. In all other cases, a retreating unit is required to move the penalized distance. The direction of the retreat must be away from the enemy and toward friendly lines. The retreating regiment may wheel and oblique even greater than 45 degrees to complete its retreat requirements. A retreat cannot by used as an offensive tactic, such as an advance or to threaten an enemy flank.
Retreats may cause a change in movement mode. Infantry or mounted cavalry must maintain its current formation. Dismounted cavalry will maintain its formation when required to retreat one half. For a retreat requiring a dismounted cavalry regiment to move full distance, the cavalry must remount. Batteries that are called on to retreat must limber.
Disengage. A regiment retreats a distance equal to one half its normal movement rate, and terrain penalties do not apply. An artillery unit retreats one half a move, but terrain penalties do apply. If a battery is unlimbered, it must limber before retreating. An immobile gun is abandoned.
Panic. A regiment retreats a distance equal to one full move and becomes disordered. Terrain penalties do not apply. An artillery unit retreats a full move and becomes silenced, with terrain penalties applying. An immobile gun is abandoned.
Broken. A regiment retreats a distance equal to one full move, one stand skedaddles (is removed from play) and becomes broken. The stands are placed in an incongruent manner to reflect the lack of formation. Terrain penalties do not apply. The crews of artillery units (limbered or unlimbered) abandon their guns.
Quit the Field. All stands of the unit skedaddle (are removed from play).
Skedaddle
Skedaddle is an effect on the Maneuver table that requires a single stand or all remaining stands in a regiment or battery to retreat panic-stricken off the battlefield. The regiment or stand is removed from play for the duration of the game. When a regiment has been reduced to a single stand it automatically skedaddles and the regiment is out of action.
Rough Terrain & Obstacles
Each area terrain feature on the battlefield is designated as rough, very rough, or having no effect. Normal woods would be rough, marsh very rough, and an orchard no effect. In addition, some terrain features are linear in nature and are best described as obstacles. A fence is an example of a minor obstacle, while a stream with steep banks would be a major obstacle.
Rough and very rough terrain. The Movement chart lists the effect of rough terrain as the cost against the unit's movement rate for each inch traveled through that terrain feature. To find this number cross-index the row corresponding to the type of unit in its current formation with the "Rough" or "Very Rough" column. For each 1" traveled through the rough or very rough terrain feature, subtract the number found on the chart from that unit's movement rate. For example: a line moving through woods (considered rough terrain) would have 1.5" subtracted from its movement rate of 12" for every inch it travels through the woods. If the entire movement was through the woods, the unit would be able to move a maximum distance of 8". The presence of more than one rough terrain feature in an area reduces movement only once. The effects are not cumulative. Movement in march column along a road negates the effects of rough terrain.
Minor and major obstacles. The Movement chart lists the effect of minor and major obstacles as the cost against the unit's movement rate for crossing that obstacle. To find this number cross-index the row corresponding to the type of unit in its current formation with the "Minor" or "Major" column. When a unit crosses that obstacle subtract that number from its movement rate. For example: a line crossing a deep stream (considered a major obstacle) would have 2" subtracted from its movement rate of 12".
A regiment or battery that does not have enough of its movement remaining to complete its fording of a stream must halt in mid-stream. There are no combat penalties for remaining in mid-stream. Any unused movement will reduce the cost of fording the stream in the next friendly Maneuver phase. Road movement over bridges negates the effects of streams or rivers.
Passage-of-Lines
All friendly units may pass through other friendly forces. Regiments or unattached batteries may not end a Maneuver phase intermingled with another friendly unit. If during voluntary movement the regiment or unattached battery does not have enough movement for all its stands to completely pass through the other's formation, the moving regiment or battery must halt its movement before beginning to move through the other unit. Involuntary movement causing retreats will require the moving formation to pass through friendly units regardless of movement rate costs.
To find the movement cost to pass through a friendly unit, cross-index the row corresponding to the type of unit in its current formation with the column labeled "Passage of Lines." The cost is per friendly unit movement through. The friendly unit being passed through does not suffer a movement penalty.
Changing Formation
During the Maneuver phase the controlling player has the option to change an infantry or cavalry regiment's formation. To do so he must have rolled at least enough movement to complete the cost to change the formation. For example: the cost to change from line to extended line is one full turn. Therefore the unit must roll a result of "Well Handled," "Quick Time," or "Rally with Élan." The cost to charge formation for a unit that rolled "Quick Time" on the Maneuver table is still one-half move (9" for an infantry regiment in line). If the formation change only costs one half a turn, the unit may do it if the player rolls a result of "Tardy" or "Rally" as well. Any other die result requires the unit to maintain its current formation. The formation change may take place at the beginning or the end of the unit's movement. A unit may not change formation more than once during a player turn. The following formation changes may take place:
Deploy into extended line. Select one stand as the base and place other bases of the regiment to either side in base to base contact. The stands may be placed on either flank, but the original facing must be maintained. The controlling player may refuse one or both flanks if allowed by the size of the regiment.
Deploy column into line. To change formation from field column into line, one stand in the current formation is selected as a guide on which to form. The guide stand must maintain its position, but can be pivoted to face in any direction. The remaining stands are then moved to one or both of flanks of the guide stand and placed in two ranks to form the line formation. The front rank may never have more than one more stand than the second rank. As the regiment changes formation it may refuse its flanks if allowed by the size of the regiment. A march column changing into line uses the same procedure, but the guide stand must always be the lead stand in the march column formation.
Forming field column. To change from line formation into column, any two stands in the current line are selected as guide stands and may pivot in place to face in any direction. The remaining stands of the regiment are then moved to form a field column by placing the remaining stands behind the guide stands. At least five stands are necessary to form a field column. A field column cannot refuse its flanks.
Forming march column. To form a march column, select any one stand of the current formation as a guide stand. The guide stand may be pivoted to face in any direction. The remaining stands fall in behind the guide stand regardless of the movement rate.
Removing Markers
Markers for disorder and silenced may be removed only during the friendly Maneuver phase. Damaged battery and low on ammunition markers are permanent and cannot be removed for the duration of the day's fighting. Limber and horse holder markers are removed and placed into play based on the movement mode of the battery or cavalry regiment.
Rallying. Disordered regiments and silenced batteries can remove their markers by rallying. They must make a mandatory die roll on the Maneuver table at some point during the Maneuver phase in an attempt to rally. The marker is removed when a result of "Rally", "Rally with Élan," or "Stand Fast" is rolled.
Wilderness, Fog, and Night Movement
A unit that moves through terrain designated as wilderness, or moves during a night turn, or one in which fog is in effect must roll on the following table to see if it becomes disordered or drifts in its movement.
Phase II: Musketry & Cannonade
In the second phase of the turn regiments and gun sections conduct fire combat. Fire combat is resolved using the Musketry & Cannonade table. The phase begins after the completion of the Maneuver phase. Each Musketry & Cannonade phase consists of a round of defensive fire combat followed by a round of offensive fire combat. After both fire combat phases are completed the Musketry & Cannonade phase ends and the Charge phase begins.
Fire Combat Procedure
Each fire combat is resolved separately and in any order desired by the controlling player. To resolve a fire combat the player controlling the firing units first designates a target. The range is measured for each stand firing on that target. The player then follows the die roll procedure using the tables and charts for Musketry & Cannonade.
STEP 1: Determine the fire points for each stand using the Fire Points & Die Roll Modifiers chart. Each stand's basic fire points are halved if the unit it belongs to is disordered, low on ammunition, or a damaged gun. Add the fire points together to get the total allocated against a single target.
STEP 2: The player then rolls a ten-sided die. He adds or subtracts the applicable die roll modifiers from the number rolled. When multiple stands are firing on the same target the player who controls the most fire points rolls the die.
STEP 3: The player finds the column on the Musketry & Cannonade table that corresponds with the experience rating of the target unit.
STEP 4: The player goes down the appropriate column until he finds the number of the modified die roll obtained in STEP 2.
STEP 5: Follow the row that the number appears in all the way to the right under the column labeled "Effects." Combat effects may require the target to be marked as disordered, silenced, or damaged. The target may also be required to remove stands. If the firing player rolled an unmodified "10" in STEP 2, he is required to roll on the Low on Ammunition table to see if his unit must be marked. An unmodified roll of "10" in step two may also require the opposing player to roll on the Fallen Leader table.
Fire Restrictions
Each stand of infantry, dismounted cavalry, and unlimbered battery may fire at a target that is within its range, line of sight, and arc of fire. A stand can fire only once each Musketry & Cannonade phase.
An infantry unit in a line may fire all the stands of its stands that meet the above requirements. A broken unit may not fire. A unit in line formation may fire The front rank of mounted cavalry regiments armed with revolvers, shotguns, or pistols may fire in the offensive fire phase only if successfully closing into charge combat. A defending mounted cavalry regiment may fire if it is the object of a charge. Dismounted cavalry may fire even if it dismounted during the preceding Maneuver phase.
Silenced, abandoned, and limbered artillery may not fire. An unlimbered battery may fire over the heads of friendly and enemy troops if it occupies higher ground than either the intervening troops or the target unit.
Defensive & Offensive Fire
A unit firing in defensive fire has the opportunity to select an enemy unit as a target at any point during the previous Maneuver phase. The firing unit must have a clear line of sight to the target as it moved into or through the firer's range and arc of fire. The actual fire combat is not resolved until the first round of the current Musketry & Cannonade phase.
For offensive fire the range, arc of fire, and line of sight between firing unit and target is determined after all movement is completed. Offensive fire combats are resolved after the round of defensive fire has been completed.
Selecting a Target
The player controlling the firing stands selects his target. Each fire combat is resolved before the next target is chosen. Once selected as a target and fired at, an enemy unit may not be fired on again that round.
A target can be an enemy infantry or cavalry regiment or an artillery battery. An artillery battery attached to a regiment is treated as a special target as detailed in the Fire Points section of the rules.
A special target situation exists for regiments that will be involved in charge combat that player turn. A target is normally one regiment. However, when a second regiment deployed behind the first acts as support for the charge combat, it may be effected by the fire combat targeted on the front regiment. The effects on the Musketry & Cannonade table indicate when a supporting unit is effected.
A unit being charged must fire at all charging units within its field of fire. This may require the unit being charged to split its fire points between two or more charging units.
Fire Points
Each stand's fire point strength is listed on the Fire Points and Die Roll Modifiers chart. Fire points will vary with target range and type of unit firing. In any fire combat the fire points of all stands firing on the same target are combined into a single fire point value. Fractions are retained until all the fire points are totaled. Any fraction that remains is rounded down. A regiment and battery may split its stands to fire at separate targets, but the fire strength of any individual stand may not be divided. Regiments and batteries may combine fire on a single target.
When infantry and cavalry stands fire on a gun section attached to a regiment, at least half of the total fire points must be applied to the regiment. The balance of the fire points may then be applied to the attached gun section. Artillery may counter battery fire the targeted attached artillery and ignore the regiment.
A unit being charged must bring its as many fire points that it can against the charging unit. If more than one unit is charging a regiment it may split its fire points between the charging units. Any unit not being charged may fire at any target within its field of fire.
Fire Modifiers
Modifiers to the fire combat die roll are found on the Fire Points & Die Roll Modifiers chart. The fire points modifiers that either halve the basic fire points of a unit or modify the basic die roll are as follows:
Halve the fire points. Cut in half the total fire points of a unit that is low on ammunition, and infantry or cavalry regiment that is disordered, or an artillery section that is damaged. Round fractions down. Low on ammunition and disorder effects are not cumulative. You halve the total fire points only once.
Total fire points. Total the number of fire points directed at the target, and find that number to the right of the die roll modifier.
First Volley. Each infantry regiment has a first volley marker placed with it at the start of the game. The first time a unit fires in the Musketry & Cannonade phase of a player turn it receives a +1 modifier, provided half or more of the fire points on the target are from a unit executing its first volley. Remove the marker if ANY of the unit's stands fire for the first time in the game. A unit that has its first volley marker removed may no longer receive this modifier for the remainder of the game.
Marksmen. Some units may be rated as sharpshooters, and they receive a +1 modifier to their fire combat die rolls. Some units may be rated as poorly drilled, and they receive a -1 modifier to their fire combat die rolls. At least half the total fire points must come from units rated as marksmen in order to receive the +1 modifier. At least half the total fire points must come from units rated as poorly drilled to receive the -1 modifier.
Disordered. If the target unit is a disordered or broken regiment, the firing unit receives a +1 modifier to its fire combat die roll.
Target formation. If the target is an unlimbered gun or a regiment in an extended line formation, the firing unit receives a -1 modifier to its fire combat die roll. If the target is a limbered gun the firing unit receives a +1 modifier to its fire combat die roll. If the target is in a regiment in march column or field column, the firing unit receives a +2 modifier to its fire combat die roll.
Enfilade fire. The player's units firing on an enemy battery or regiment in line or extended line receive a +1 modifier to the fire combat die roll if at least two stands of troops from a firing unit or one gun stand originates from behind the front line of the target unit. If the target unit is moving by the flank the firing unit receives a +1 modifier. These modifiers are not cumulative.
Fire on mounted cavalry. If the target is mounted cavalry the firing units receive a +2 modifier if at least half the fire points are from artillery or troops armed with rifled muskets (RM), breach-loading rifles (BR), repeating rifles (RR), breach-loading carbines (BC), or repeating carbines (RC). If the target is mounted cavalry the firing units receive a +1 modifier if more than half the fire points are from troops armed with smoothbore muskets (SM), carbines (C), revolvers (R), shotguns (S), or pistols (P).
Cover. The modifier that a firing unit receives for the cover its target is in depends on the level of cover and if any of the fire points are from artillery. Also, the line of sight cannot be more than 4" if any part of it passes through woods. All cover modifiers are not cumulative.
If the fire points are from small arms fire and the majority of the fire points pass into or through woods, or if the target is a regiment in extended line behind a wooden fence or in a wooden building, brush, or orchard, the firer receives a -1 modifier. If artillery constitutes any of these fire points there is no modifier.
If the target is an unlimbered battery or a regiment in line or extended line behind low breastworks, stonewalls or embankment, in a shallow ditch, gully, or sunken road, or is in broken ground, the firer receives a -1 modifier. If any of the fire points are from artillery, except 6-pdr smoothbore guns, there is no modifier.
If the target is an unlimbered battery or a regiment in line or extended line behind high stonewalls, breastworks, or an embankment, in a deep ditch, gully or sunken road, the firer receives a -2 modifier. The modifier is reduced to -1 if any of the fire points are from 20-pdr Parrotts or 24-pdr howitzers.
Fields of Fire
For an enemy regiment or battery to be a legitimate target it must be within the firing stand's field of fire. A stand's field of fire is defined as within its 15-degree arc of fire to either side, within its weapon's maximum range, and with a clear line of sight.
During defensive fire any time a potential enemy target either ends its maneuver in or passes through the defender's field of fire it may be selected as a target.
For offensive fire the enemy target must be within the field of fire at the time the target is selected in the Musketry & Cannonade phase.
Range. Range is determined by measuring in a straight line from the front edge of each firing stand to the edge of the closest stand of the target. The maximum range of all units depends on the type of weapon with which they are equipped. All artillery has a canister field of fire that is a 15-degree arc to either side out to 12". If a friendly unit is in the canister field of fire of a friendly gun, the gun must use the fire points listed in the 12" to 24" range band.
Arc of fire. The arc of fire is measured from the front of a stand at a 15-degree angle to either side.
Line of sight. Each firing stand must be able to trace a straight and clear line of sight (LOS) to the target. LOS may be blocked by terrain. LOS is blocked if it passes through more than 4" of town or woods. An intervening hillcrest also blocks LOS. Both friendly and enemy units block LOS. Leader stands do not block LOS. Artillery has a special overhead fire rule that allows it fire over units under special circumstances.
There must be a 1" gap between blocking stands and/or terrain features for the LOS to remain unblocked. Artillery firing canister must have a gap equal to its 15-degree arc of fire to have a clear LOS.
Overhead Fire
Artillery may fire over friendly or enemy stands at a target within its field of fire. This is called overhead fire. Overhead fire can be conducted only using shot and shell. If a target is within canister range (12") use the closest shot and shell point values. Overhead fire may occur only when both the firing artillery and its target are on higher ground than the intervening stands or either the firer or target is on higher ground than the intervening stands.
Artillery AND target on higher ground. Friendly and enemy stands may be fired over if both the firing artillery and its target are on higher ground than the intervening stands. If the intervening stands are from a friendly unit, they must be at least 4" from the target.
Artillery on higher ground. Friendly and enemy stands may be fired over if firing artillery is on higher ground than the intervening stands, which also must be at least 4" from both the artillery and the target. In addition, friendly stands being fired over must be no more than one half the distance from the firing gun to its target. Enemy stands may be fired over at any range provided they are at least 4" from the firing gun.
Target on higher ground. Friendly stands may be fired over if the target is on higher ground than the intervening stands, which also must be at least 4" from both the artillery and the target. In addition, friendly stands being fired over must be no more than one half the distance from the firing gun to its target. Enemy stands may be fired over at any range provided they are at least 4" from the firing gun and the target is on a higher elevation.
Inflicting Casualties
Certain fire combat effects require the removal of stands from a regiment. Stands are removed from play for the duration of the game. The loss of stands contributes toward lowering a regiment's effectiveness from fresh to worn and eventually to spent. A regiment involved in charge combat receives a -1 die results modifier for each stand lost during the preceding Musketry & Cannonade phase.
Losses are taken from the targeted unit. A unit that is in support of the targeted unit may also be effected, and that result is listed separately.
Losses to a regiment must be removed in such a way that the unit's formation is not changed. When removing stands from a column the stands are removed from the stand in the rear first.
Damaged & Wrecked Batteries
When a gun section receives a "damaged" effect from enemy fire, place a damaged marker next to the stand. The fire points of a damaged gun section are halved for the remainder of the game. A damaged marker cannot be removed. When a second "damaged" effect is inflicted on a gun section, it is removed from play.
When a battery receives a "one gun section wrecked" effect from enemy fire one gun stand is removed from play.
Disordered Regiments & Silenced Batteries
"Disordered" is a fire combat or charge combat effect requiring a disorder marker to be placed next to the targeted regiment. The fire of a disordered regiment is halved. Disordered regiments must attempt to remove the marker by rolling a "Stand Fast" or "Rally" effect on the Maneuver table during the Maneuver phase.
"Silenced" is a fire or charge combat effect that requires a silenced marker to be placed next to a gun section targeted by enemy fire. Silenced gun sections may not fire. Silenced artillery must attempt to remove the marker by rolling a "Stand Fast" or "Rally" effect on the Maneuver table during the Maneuver phase.
Checked
"Checked" is a fire combat effect that prevents a charging unit from entering charge combat. Charging infantry remain 2" away from the target unit. Charging cavalry retreat one full move and halt facing the enemy. The charging unit may fire during the Offensive Fire phase (provided the controlling player did not declare a "cold steel" charge), but it may not take part in the subsequent Charge Combat phase.
Low on Ammunition
Whenever an unmodified "10" is rolled during fire combat all artillery that participated and any regiment firing at least half its stands (unless this is the regiment's first volley) must now roll on the Low on Ammunition table. One roll is made for each gun section of a battery and each regiment with the individual roll effecting only that unit. If the modified die roll is 6 or more there is no effect and the unit may still fire normally. If the modified die roll is 5 or less the unit receives a Low on Ammunition marker for the remainder of the day. The modifiers are as follows:
Marksmen. Regiments designated by the scenario as marksmen add one to the Low on Ammunition check.
Poorly drilled. Regiments designated by the scenario as being poorly drilled subtract one from the Low on Ammunition check.
Rapid-fire weapons. Regiments designated by the scenario as armed with single shot breech loading rifles or carbines subtract one from the Low on Ammunition check. Regiments armed with repeating rifles or carbines subtract two from the check.
The Low on Ammunition marker cannot be removed for the remainder of the day. A unit automatically replenishes during the night.
Fallen Leaders (Fire Combat)
On an unmodified die result of "10" during fire combat the player owning the target unit must check to see if any of his leaders must roll on the Fallen Leader table. A die roll must be made if the target unit has an exceptional colonel. A die roll must be made for each of the player's leaders that are within 4" of the target unit. The measurement is made from the leader to the closest point of the targeted unit. The following modifiers are applied to the roll if appropriate:
Fired on by marksmen. The player subtracts one from his die roll if any of the firing points on the targeted unit came from a unit rated as marksmen.
Attached or exceptional colonel. The player subtracts one from his die roll if the leader being checked is attached to the targeted unit or is an exceptional colonel.
Fate. The player subtracts one from his die roll if the scenario has designated the leader being checked as subject to fate. A leader is subject to fate if he was killed or seriously wounded during the historical battle.
A "shot dead", "grievously wounded" or "mortally wounded" effect removes the leader from play for the remainder of the game. A "mere flesh wound" or "horse shot out from under" effect removes the leader from play for one game turn. In the Attach/Detach Leaders segment on the second player turn following the rolled effect, the leader is returned to the game table within 1" of the formerly targeted unit.
Phase III: Charge
The third and final phase of a player turn is the Charge phase. It begins after all Musketry & Cannonade phase fire combats have been resolved. Enemy regiments and batteries in contact at the start of the Charge phase (ie. enemy fire did not check an attacking regiment) conduct a joint action called charge combat. Each charge combat will consist of a minimum of one charge combat round. Depending on the results of the first round, a "desperate struggle" and/or a second round of "breakthrough" charge combat may follow.
Although the charge combat rules are not overly complex, they do require careful reading. This phase of the game turn is the one most open to interpretation.
During the Maneuver phase, the player whose regiment will enter into charge combat selects one regiment or unattached battery as the target of the charge. As specified in the maneuver section, a charging regiment must advance toward the enemy by the most direct route. The target of the charge is used to determine the direction of the charge.
The player controlling the attacking regiments resolves the charge combats in any order he chooses. Union players determine the order in the Union player turn and Confederate players determine the order in the Confederate player turn. After all charge combats have been completed the current player turn ends and the next player turn begins.
Charge Combat Procedure
Each charge combat is resolved individually through a die roll procedure. The attacker selects the order in which the charge combats will be resolved. Once the attacking and defending forces have been identified, the players follow the die roll procedure explained below to obtain a charge combat result from the Charge table.
STEP 1: Each player determines his die roll modifiers. Each player then rolls 1D10. The players then add or subtract any die roll modifiers that may apply and announce the modified die result. If more than one player's units are involved in the charge combat, the player with the larger contingent in the force rolls the die.
STEP 2: The attacker then subtracts the defenders result from his to get a die result difference.
STEP 3: The players find the result by cross-indexing the number found in Step 2 with the "Modified Die Result Difference" column on the Charge table. The effects are listed separately for the "Defender" and the "Attacker."
STEP 4: When the die result difference is greater than zero the attacker is the victor in the charge combat. A negative difference means the defender is the victor. On a die roll difference of zero "A Desperate Struggle" ensues, casualties are applied, and the combat continues with a second die roll procedure.
STEP 5: Charge combat effects are simultaneously applied to each side during each round. Stands are removed as casualties. Place the appropriate marker for disordered regiments and silenced batteries. Conduct retreats. Now move attacking regiments who "occupy enemy position" and mark regiments who are awarded a "breakthrough charge" by the Charge table. After completing all results from the charge combat, the next charge combat is resolved.
STEP 6: After all first round combat is resolved breakthrough charges are conducted, and if another enemy unit contacted players resolve a second round of charge combat following the procedure given above in Steps 1 through 5.
The Attacker
All attacking regiments that close with an enemy stand following defensive fire are considered participating regiments. A participating regiment counts all its allowed stands in one charge combat and will suffer all effects of that combat as specified on the Charge table. An attacking regiment may never split its stands and allocate them to more than one charge combat. Artillery batteries may never charge. The number of stands that may add their strength to charge combat is based on the attacker's formation as follows:
Line or extended line. All stands in the regiment will count their strength provided any stand of the regiment is in contact with the enemy target.
Supported line. A regiment may be considered a support for purposes of both fire combat and charge combat if it is also in a line and at least half its stands are directly behind and within 2" of the charging unit. A regiment in an extended line cannot support another regiment in charge combat, nor can another regiment support it. All stands of both regiments in a supported line count their strength in charge combat.
Field column. All stands of the regiment will count provided the front stand is in contact with the enemy. If a field column has not contacted an enemy stand it may not participate in the charge combat.
March column. Only the first stand in the column may count in the charge combat provided it is in contact with the enemy. A regiment in march column may not initiate charge combat and must remain more than two inches away from all enemy units except limbered artillery. If a limbered gun section is in the path of an enemy march column its owner must move it away. The gun section is retreated a full move and receives a silenced marker. If the gun section is moved a full move away and can still be contacted by the march column it is captured and removed from the board.
The Defender
All defending regiments that have been contacted by an enemy regiment during the Maneuver phase are considered involved either as participating regiments or incidental stands. A participating defending regiment is one that the attacker selected as a target or one in which at least half its stands have been contacted by the attacker.
Actual physical contact with the defending stands is not required. After the attacking regiment contacts the target any defending stands directly in the path and within 1" of the attacking regiment may be counted to determine whether the defending regiment is participating. In certain circumstances described below a participating defending regiment will be forced to allocate its stands among more than one combat. Regardless of how many charge combats its stands are allocated among, a defending regiment will always abide the Charge table effects on the one combat in which it is a participating regiment.
Incidental stands. Any defending regiment which has had less than half of its stands contacted by the enemy is not a participating regiment unless it was specifically picked to be the target of a charging regiment. Non-participating regiments may include up to half their stands in combat against the regiment(s) that contacted them. These stands are counted only for determining the size of the defending force and cannot suffer losses, disorder, or retreat results applied to the participating defending regiments. If these incidental stands are part of a losing defending force, their stand(s) simply retreat the minimum distance required to allow the victorious attacker to occupy the vacated defender's position. The retreat may be either a refusal of the flank and/or a move backwards; whichever is allowed by the size of the regiment and will take them out of contact with the enemy.
A defending regiment must allocate at least one stand against each regiment that made incidental contact with it. If a defending regiment is a participating regiment in one charge combat and has incidental contact in another, up to half of its stands may be allocated to the incidental combat. The defender makes this allocation after the attacker has specified all the attacks he intends to make during the current charge phase. The number of stands that may add their strength to charge combat is based on the defender's formation as follows:
Line or extended line. A participating regiment counts all stands of its strength either in the regiment's charge combat or as incidental stands in another charge combat.
Supported line. A regiment may be considered a support for purposes of both fire combat and charge combat if it is also in a line of battle and at least half its stands are directly behind and within 2" of the defending unit. A regiment in an extended line formation cannot support a defending regiment in charge combat, nor can another regiment support it. All stands of both regiments of a supported line count their strength in charge combat.
Field Column. All stands of the regiment count provided it is a participating regiment. Incidental contact occurs if only the front stand is contacted and is not a participating regiment. When incidental contact occurs the defending player counts up to one half of the regiment's stands in the charge combat.
March column. March column has its own special rules as a defender. It always is considered to be a participating regiment. Only the first stand in the column counts its stands in the charge combat. If charged on the flank only the stands in contact with the enemy count their stands in combat.
Defending artillery. Artillery batteries that are detached are always treated the same as a participating regiment. Attached batteries are considered as a part of a regiment and are treated as any other stand of the attacked regiment. It may be either participating or incidental. If a battery is an incidental stand and is forced to fall back, it must limber and fall back a full move, but is not silenced.
A regiment may be considered a support for one or more batteries for purposes of both fire combat and charge combat if it is in a line and at least half its stands are directly behind and within 2" of the defending batteries. A regiment in an extended line formation cannot support a defending battery in charge combat. All stands of both the regiment and the batteries count their strength in charge combat.
Combat Situations
There are three basic combat situations that may occur in the Charge Combat phase. The number of regiments and stands contacted by the charging regiments categorizes the situations. Once the categories are determined regiments and batteries are considered as either participating or in incidental contact for the calculation of the charge combat.
One attacker vs. one defender. The charge combat consists of one participating attacker versus one participating defender and any incidental stands. Players should note that only one stand from the attacker and defender is required to be in contact to make both regiments participating.
One attacker vs. multiple defenders. The charge combat consists of one participating attacker versus more than one participating defender and any incidental stands.
Multiple attackers vs. one defender. The charge combat consists of more than one participating attacking regiment versus one participating regiment and any incidental stands.
It is not possible for two or more attacking regiments to attack two or more defending regiments as a single charge combat. If such a situation appears to occur, each defending regiment must be attacked separately. This may mean that an attacking regiment will actually engage in charge combat with a regiment other than the one originally specified as the target.
Charge Combat Modifiers
Regimental effectiveness. Both the attacker and defender add two to the basic die result when half or more of their stands in the charge combat are fresh and subtract two if half or more of their stands are spent. If exactly half of all stands are fresh and the other half are spent neither modifier applies.
The regimental effectiveness level remains constant throughout a player turn. If the regiment loses stands in the preceding Musketry & Cannonade phase, the effectiveness level is NOT reduced during the following Charge phase. The lower level will apply in the very next player turn.
Troop quality. Both the attacker and defender apply the troop quality modifier assigned to the regiment(s) prior to play. The quality used is the one for half or more of the stands involved in the charge combat. If no one quality rating is assigned to half or more of the stands involved, then use the quality rating that most of the stands have. Crack troops add one to the die roll; trained troops subtract one; green troops subtract two; and veteran troops provide no modifier to charge combat.
Attached leaders. The attacker and/or defender add one to the basic die result if at least one of the participating regiments has an attached leader or exceptional colonel. No modifier is given for a leader was removed as a casualty on the Fallen Leader table. This modifier is +1 regardless of the leadership rating or number of leaders attached.
Outnumber. The opposing side with the larger number of stands in the charge combat must determine if it will receive a die roll modifier. Add one from the basic die result if it outnumbers the small force by a ratio of 3:2 but less than 2:1. Add two if 2:1 but less than 3:1. If it outnumbers the smaller force by 3:1 or more add three. Stands removed, as casualties during the proceeding Musketry & Cannonade phase are NOT used in the calculation of this ratio. They are considered lost before the attacker closes for charge combat.
Mounted cavalry. Both the attacker and defender add one to their die result if one of their participating regiments is mounted cavalry.
Aggressive charge. The attacker adds one to the die result if at least one participating regiment is charging with cold steel, conducting a saber charge, or conducting a breakthrough charge. These modifiers are NOT cumulative.
Lacking bayonets. Both the attacker and defender subtract one to their die result if half or more of the participating stands are labeled as "lacking bayonets." This designation is given to infantry units that historically either did not have bayonets or were known to have a shortage of them.
Losses from fire combat. Both the attacker and defender subtract one from the basic die result for each stand removed as casualties during the preceding Musketry & Cannonade phase.
Disordered or silenced. The attacker and/or defender subtract one from the basic die result if half or more of their stands are from disordered regiments or silenced batteries.
Extended line or unlimbered guns. The attacker and/or defender subtract two from the basic die result if half or more of their stands are from regiments in extended line or unsupported unlimbered batteries.
Outflanked, march column or limbered battery. The defender is outflanked if the attacker begins his initial charge movement or breakthrough charge with at least 1" of one stand's frontage past the defender's flank. The defender subtracts three from the basic die result for being outflanked. The method used to determine if the defender is outflanked is similar to that used in enfilade fire.
The attacker and/or defender subtract three from the basic die result if half or more of their stands are from regiments in march column or limbered batteries.
These modifiers are NOT cumulative.
A unit occupying a building may NOT be outflanked.
Broken. The attacker and/or defender subtract six from the basic die result if half or more of their stands are from regiments that are broken.
Defending favorable ground and fieldworks. The defender may receive a charge combat modifier for occupying favorable ground or a defensive position. In each case the modifier only applies if one half or more of the defending stands are eligible for a favorable ground modifier. A unit that is outflanked may not receive a defensive modifier.
Add one if the defender occupies higher ground than the attacker; is in woods or a wooden building; is behind low breastworks, stone walls, embankment, stream, marsh, or abatis; is in a shallow ditch, gully, or sunken road; or is on broken ground. These modifiers are NOT cumulative.
Add two if the defender is in a stone building, behind a high stone wall, breastworks, or embankment; or in a deep ditch, gully, or sunken road. These modifiers are NOT cumulative.
Add three if the defender is in a fortified building or entrenchments.
A Desperate Struggle
On a die result difference of zero a "desperate struggle" occurs. Each side removes one stand and all participating regiments are disordered and all batteries are silenced. Before resolving any other combat, a second round of charge combat is fought. Each side recalculates its strength and modifiers. Players should note that the only possible change in modifiers would be for disorder, stands lost, and the outnumbered ratio. Players now repeat the die roll procedure as before. "A desperate struggle" may reoccur any number of times in a single combat, limited only by the number of stands available to be removed as casualties. When a die result difference other than zero occurs, the desperate struggle ends and the new charge combat effects are applied.
Capturing Stands
Stands are removed in charge combat as casualties from skedaddling or if captured. One or more stands, a battery, and leader or exceptional colonel may be captured if their side is defeated.
Retreat After Combat
When a charge combat calls for a defeated regiment to retreat it must do so ending its movement one half move or one full move away from the enemy, and disordered. Terrain effects are ignored for retreats. Regiments forced to retreat end their move facing the enemy unless the effects are to retreat broken. Broken regiments must end the retreat facing away from the enemy. Batteries may be forced to limber, or crews forced to abandon unlimbered guns.
The regiment that was defeated in the charge combat performs the retreat move, including attached leaders and batteries. The stands of incidental stands defeated in the charge combat must fall back and/or refuse their flanks. This flank refusal must be far enough that it allows the attacking regiment to advance and occupy the position.
A participating regiment may have one or more of its stands fighting a separate charge combat as incidental stands. These stands retreat with their parent regiment suffering the same combat effects. These stands count, however, in the incidental combat regardless of the order in which the charge combats are resolved.
Occupy the Position
On a "Hard Pressed" or "Driven Back" effect the attacker may occupy the position of the defender. At least one of the attacking regiments must advance a minimum of 1" to occupy the vacated position. Regiments that attacked from the flank or at an angle may advance to the center of the vacated position to satisfy this effect. Once the position has been occupied an attacker in line or extended line formation may refuse one or both flanks up to 45 degrees if allowed by the size of the regiment. A field column may wheel up to 45 degrees as it advances to occupy the vacated position.
Breakthrough
Breakthrough movement may occur as a result of a combat effect of "Driven Back" or "Swept from the Field." On a "Driven Back" effect the breakthrough move is optional; the attacker may either breakthrough or occupy the position. On a "Swept from the Field" effect the breakthrough move is mandatory.
A breakthrough allows the attacker to continue to charge an additional half move after all initial (first round) charge combats have been resolved. Movement is conducted as a normal charge move. The breakthrough move is measured from the position of the attacker at the point of contact and not after the attacker occupies the position. The movement must be conducted toward the nearest eligible enemy regiment or unattached battery. If more than one target is available the charging player selects the target. If more than one regiment participated in the attack each may conduct a breakthrough move toward the same or different targets. If the attacker does not have enough movement to make contact it halts after expending all its available movement. After all breakthrough movement has been completed a second round of charge combat takes place between the attacker and the newly contacted enemy regiment or artillery battery.
The attacker again decides the order in which the combats are resolved. The units involved in this second round of charge combat conduct no fire combat. Both sides now follow the charge combat procedure starting with the computation of the charge combat modifiers. Disorders from the initial round of charge combat do apply to any units involved in this second round. Fire combat casualties still apply from the previous Musketry & Cannonade phase as well as any stands lost in "A Desperate Struggle." Remember that regimental effectiveness is based on the level at which the regiment started the current player turn.
A regiment may only conduct one breakthrough move in a Charge Combat phase. If a "Driven Back" or "Swept from the Field" effect occurs in the second round of charge combat the attacker may only occupy the enemy position.
Charts and Tables
Play Sequence
The game is played in alternating opposing player turns. A player in his turn is called the phasing player. His opponent is the non-phasing player. Each player turn is played in the following sequence:
Maneuver (1st) Phase
- a. Phasing players detach, move and attach leaders
- b. Resolve maneuver checks, remove losses, mark and move units according to the effects. Charging units temporarily halt within 2-inches of the enemy.
- c. Temporarily halt movement when an enemy cavalry counter-charge is declared. Pro-rate movement between opposing charging units and temporarily halt within 2-inches.
Musketry & Cannonade (2nd) Phase
- a. Non-phasing players resolve defensive fire combat, remove losses and mark target units according to the table effects.
- b. Phasing players resolve offensive fire combat, remove losses and mark target units according to the table effects.
- c. Move target units according to the table effects.
Charge (3rd) Phase
- a. Players jointly resolve charge combat. Remove losses, mark and move units according to the table effects.
- b. Players jointly resolve the next charge combat. Remove losses, mark and move units according to the table effects.
Morale Table
Number of stands: fresh / worn / spent.
| High morale AND rested | Demoralized OR Fatigued | Demoralized AND Fatigued |
|---|---|---|
| 2/-/- | 2/-/- | -/2/- |
| 3/2/- | 3/-/2 | 3/-/2 |
| 4/3/2 | 4/3/2 | 4/-/3 |
| 5/3/2 | 5/4/2 | 5/4/3 |
| 6/4/2 | 6/5/3 | 6/5/4 |
| 7/5/3 | 7/5/4 | 7/6/4 |
| 8/5/3 | 8/6/4 | 8/7/5 |
| 9/6/4 | 9/7/5 | 9/8/5 |
| 10/7/4 |
Maneuver Table
Die roll modifiers (9" command radius / attached):
| Modifier | Condition |
|---|---|
| +2 / +3 | superb leader |
| +1 / +3 | gallant leader |
| +1 / +2 | able leader |
| 0 / +1 | lackluster leader |
| +1 | exceptional colonel |
| +2 | fresh troops |
| 0 | worn troops |
| -2 | spent troops |
| +1 | crack troops or guns |
| 0 | veteran |
| -1 | trained |
| -2 | green |
Effects by modified die result:
| Modified Die Result | Troops & Guns in Good Order | Disordered Troops & Silenced Guns |
|---|---|---|
| 10 or more | Quick Time. Unit moves full at x1.5 its movement rate. | Rally with Elan. Reform broken troops and reman abandoned guns. Unit returns to good order and moves full. Cavalry cannot charge. |
| 7, 8, 9 | Well Handled. Unit moves full. | Rally. Reform broken troops and reman abandoned guns. Unit returns to good order and moves one-half. Cavalry cannot charge. |
| 4, 5, 6 | Tardy. Unit moves one-half. | Stand Fast. Reform broken troops and reman abandoned guns. Unit returns to good order and cannot move. Disengage if outflanked by a formed enemy unit within 6" and LOS. |
| 2, 3 | Stand Fast. Unit cannot move. Disengage if outflanked by a formed enemy unit within 6" and LOS. | Wavering. Reform broken troops and reman abandoned guns. Troops remain disordered and guns silenced. Unit cannot move. if outflanked by a formed enemy unit within 6" and LOS. |
Movement Chart
| Formation | Movement Rate | Rough / Very Rough (cost per inch) | Minor / Major obstacle (additional penalty to cross) | Passage of Line (additional penalty to pass through each friendly line-of-battle) | Roads: Good / Poor / Trail (distance multiplier; also negates terrain and obstacles) |
|---|---|---|---|---|---|
| Infantry | |||||
| Line (common step) | 12" (9") | 2" / 3" | 1" / 3" | 3" | - / - / - |
| Extended Line | 12" | 1 1/2" / 2" | none / 1" | none | - / - / - |
| Field Column | 12" | 1 1/2" / 2" |
Gun Mobility
| Period | Agile | Maneuverable | Cumbersome |
|---|---|---|---|
| American War of Independence | 3S, 4S | 6S, 8S, 5.5H | 12S, 18S, 24S, 8H |
| War of 1812 | none | 6S, 9S, 4.5H, 5.5H | 12S, 18S, 24S, 32H, 8H |
| War with Mexico | Mex. 4S; U.S. 6S, 12H, 24H | Mex. 8S; U.S. 12S, 32H | Mex. 12S, 18S, 24S; U.S. 18S, 24S, 8H |
| American Civil War | 6S, 12S, 12H, 24H, 3R, 10P, 12W | 32H, 20P | none |
Change Formation
| Starting Formation | Movement Cost |
|---|---|
| Line: to field or march col. | half |
| Line: to extended line | full |
| Extended line: to line or field column | full |
| Extended line: to march column | prohibited |
| Field column: to line or march col. | half |
| Field column: to extended line | full |
| March column: to line | full |
| March column: to field column | half |
| March column: to extended line | prohibited |
| Limber or unlimber | half |
| Mount or dismount | half |
Wilderness, Fog or Night
Roll again on this table when moving under these conditions. The Experience Rating columns give the modified die result.
| Effect | Crack | Veteran | Trained | Raw |
|---|---|---|---|---|
| No effect. | 8 to 11 | 9, 10, 11 | 10, 11 | 11 |
| Disordered. | 5, 6, 7 | 6, 7, 8 | 7, 8, 9 | 8, 9, 10 |
| Disordered. Roll again on the table at right and move in the direction indicated. | 1 to 4 | 1 to 5 | 1 to 6 | 1 to 7 |
Die roll modifier: +1 leader attached or exceptional colonel.
| Die Result | Direction |
|---|---|
| 1, 2 | Straight ahead |
| 3, 4 | Oblique left |
| 5, 6 | Oblique right |
| 7, 8 | Wheel left |
| 9, 10 | Wheel right |
Musketry & Cannonade Table
| Modified Die Result: Crack | Veteran | Trained | Green | Effects |
|---|---|---|---|---|
| 15 or more | 15 or more | 15 or more | 15 or more | Withering Fire. Troops disordered and remove three figures. All guns silenced and one gun section wrecked. Support disordered and remove one figure. Charging unit checked. |
| 12 | 12 | 12 | 12 | Telling Fire. Troops disordered and remove two figures. All guns silenced and one gun section damaged. Support disordered and remove one figure. Charging unit checked. |
| (no die results printed) | Galling Fire. Troops disordered and remove one figure. One gun section silenced and damaged. Support disordered. | |||
| - | 11 | 10, 11 |
Note: in the original chart no die-result numbers are printed beside the Galling Fire effect; it occupies the unnumbered space between the Telling Fire (12) row and the "Charging unit checked" row.
Checked. Charging infantry halts 2-inches from enemy. Charging cavalry retreats one-full move and halts facing enemy.
Fire Points
Small arms. Fire points by range band:
| Weapon | 0-3" | 3-6" | 6-12" | 12-18" |
|---|---|---|---|---|
| Rifled Muskets (RM) | 1 | 1 | 1/2 | 1/2 |
| Breechloading Rifles (BR) | 2 | 2 | 1 | 1/2 |
| Repeating Rifles (RR) | 3 | 2 | 2 | 1 |
| Early or Imported Rifles (ER/IR) | 1 | 1 | 1/2 | - |
| Breechloading Carbines (BC) | 2 | 1 | 1/2 | - |
Artillery. Fire points by range band (the 0-12" bands are Canister Range; 12" and beyond is Shot & Shell Range; a dash or blank means the weapon does not reach that band). Weapon ranges end where the chart's arrow ends.
| Weapon | 0-3" | 3-6" | 6-12" | 12-24" | 24-36" | 36-48" | 48-60" | 60-72" | 72-96" |
|---|---|---|---|---|---|---|---|---|---|
| Heavy Artillery | |||||||||
| 24-pdr. Smoothbore (24S) | 9 | 7 | 5 | 4 | 3 | 2 | 1 | 1/2 | |
Fire point modifiers.
- x1/2: halve fire points if damaged gun or dismounted cavalry
- x1/2: halve fire points if disordered or low on ammo
Die roll modifiers to firer.
| Total fire points | Modifier |
|---|---|
| 1/2 pt. | -3 |
| 1 pt. | -2 |
| 2 pts. | -1 |
| 3, 4 or 5 pts. | 0 |
| 6, 7 or 8 pts. | +1 |
| 9, 10 or 11 pts. | +2 |
| 12, 13 or 14 pts. | +3 |
| 15, 16 or 17 pts. | +4 |
| 18, 19 or 20 pts. | +5 |
| 21 or more pts. | +6 |
- +1 first volley
- +1 marksmen
- -1 poorly drilled
Die roll modifiers to target.
- -1 extended line or unlimbered gun
- +1 mounted cavalry, limbered gun, 3-rank line, or moving by the flank
- +2 march column or field column
- +1 enfilading a line, extended line or unlimbered gun
- Troops in light cover:
- -1 woods, brush, orchard, fence, hedgerow or wooden buildings
- 0 cover negated if fired on by artillery
- Troops or guns in medium cover:
- -2 ditch, wall, embankment, breastworks or stone buildings
- -1 cover reduced if fired on by medium or heavy artillery
- Troops or guns in heavy cover:
- -3 entrenchments or fortified buildings
- -2 cover reduced if fired on by heavy artillery
- -1 rain, fog or twilight
- -2 night
Also printed beside the chart: "+2 target is mounted cavalry and fired on by any artillery, RM, IR, BR, RR, BC or RC" and "+1 target is disordered."
Low on Ammunition Table
On an unmodified D10 result the player controlling the firing units rolls on the table below for each unit with half or more of its figures firing at the same target.
Die roll modifiers:
- +1 sharpshooters firing
- -1 green firing
- -1 breechloading rifles or carbines
- -2 repeating rifles or carbines
| Modified Die Result | Effect |
|---|---|
| 6 or more | No effect. |
| 5 or less | Low on ammunition. |
Fallen Leader Table
On an unmodified D10 result the player controlling the target unit rolls on the table below for each leader attached to or within 4" of the unit and for each exceptional colonel.
Die roll modifiers:
- -1 fired on by sharpshooters
- -1 attached or exceptional colonel
- -1 fate
| Modified Die Result | Effect |
|---|---|
| 9, 10 | Staff officer struck. No effect. |
| 7, 8 | Coat pierced but unscathed. No effect. |
| 5, 6 | Horse shot out from under. Leader has no command radius for one game turn. |
| 3, 4 | Mere flesh wound. Remove leader for one game turn. |
| 2 | Grievously wounded. Remove leader from game. |
| 1 | Mortally wounded. Remove leader from game. |
| 0, or less | Shot dead in the saddle. Remove leader from game. |
Charge Table
Die roll modifiers:
| Modifier | Condition |
|---|---|
| +2 | fresh troops |
| 0 | worn |
| -2 | spent |
| +1 | crack troops or guns |
| 0 | veteran |
| -1 | trained |
| -2 | green |
| +1 | attached leader or exceptional colonel |
| +1 | outnumber enemy by x1.5 |
| +2 | x2 |
| +3 | x3 or more |
| +1 | mounted cavalry |
Effects by modified die result difference (attacker minus defender):
7 or more: Swept from the Field
- Defender: Troops remove two figures and one additional figure is captured for each die roll difference over 10. Retreat a full move broken. One gun section wrecked. Limbered guns retreat a full move silenced. Abandon unlimbered guns. Support holds disordered. One leader is captured if defeated by 10 or more.
- Attacker: Breakthrough charge one-half move towards closest enemy unit, or occupy enemy position. Disordered if charging over an obstacle, through rough terrain or cavalry. 2nd combat: Occupy enemy position disordered.
3 to 6: Driven Back
- Defender: Troops remove one figure and retreat a full move disordered. One gun section damaged. Limbered guns retreat a full move silenced. Abandon unlimbered guns. Support holds disordered.
- Attacker: Breakthrough charge one-half move towards closest enemy unit. Disordered if charging over an obstacle, through rough terrain or cavalry. 2nd combat: Occupy enemy position disordered.
1, 2: Hard Pressed
- Defender: Troops fall back one-half move disordered. Guns limber and retreat a full move silenced. Abandon immobile guns. Support holds disordered.
- Attacker: Occupy enemy position. Disordered if charging over an obstacle, through rough terrain or cavalry.
0: Desperate Struggle
Both the attacker and defender lose one troop figure or gun section. Troops are disordered. Guns are silenced. Support no effect. Roll again and continue combat.
-1, -2: Attack Falters
- Defender: Hold position. Counter-charging cavalry occupy enemy position disordered.
- Attacker: Fall back one-half move disordered. Support holds disordered.
-3 to -6: Assault Recoils
- Defender: Hold position. Counter-charging cavalry are disordered and breakthrough charge one-half move towards closest enemy unit. 2nd combat: Hold position. Counter-charging cavalry occupy enemy position disordered.
- Attacker: Troops remove one figure and retreat a full move disordered. Support holds disordered.
-7 or less: Charge Repulsed
- Defender: Hold position. Counter-charging cavalry are disordered and breakthrough charge one-half move towards closest enemy unit, or occupy enemy position. 2nd combat: Hold position. Counter-charging cavalry occupy enemy position disordered.
- Attacker: Troops remove two figures and one additional figure is captured for each die roll difference over 10. Retreat a full move broken. One leader is captured if defeated by 10 or more. Support holds disordered.