Road to Richmond: The Peninsular Campaign, May-July, 1862
Road to Richmond: The Peninsular Campaign, May-July, 1862 Rulebook
Table of Contents
Table of Contents
Blue & Gray Standard Rules
The standard rules apply to all Blue & Gray games. The Road to Richmond Exclusive Rules below add to or modify them.
1.0 Introduction
Blue & Gray is a set of games based on battles fought during the American Civil War. The games included are Chickamauga, Shiloh, Cemetery Hill, First Bull Run and Second Bull Run.
2.0 Components
2.1 Rules
The rules are organized in numbered paragraphs, like this one. When they refer to another, related section, this is noted parenthetically, like this: (2.21). Rules for each separate game, called scenario rules, are included after the game rules, which apply to all four games.
2.2 Map
The maps are divided into hexagonal areas, called hexes, which regulate movement and combat much like the squares on a chessboard. They cover the areas over which the battles were fought at a scale of about 400 meters across each hex. Note that the First Bull Run and Second Bull Run games use the same map.
2.3 Charts and Tables
The charts and tables are used to regulate game play. The Terrain Effects Chart (abbreviated TEC) describes the terrain found on the maps and its effect on movement and combat. The Combat Results Table (abbreviated CRT) is used to resolve combat.
2.4 Counters
The pieces represent units which fought or could have fought in the battles. Union units are blue; Confederate units are gray.
2.5 Definitions
Movement Allowance: A relative measure of a unit's ability to move, expressed in movement points (abbreviated MPs).
Strength Point: A relative measure of a unit's combat strength. A unit's combat strength is stated as a number of strength points. Each strength point (abbreviated SP) represents 250 to 350 men.
Source note: the printed contents list of the standard rules has no section 3.0 or 12.0. The numbering is kept as printed.
4.0 Sequence of Play
The game is divided into a series of game-turns, each composed of two player-turns. Each player-turn is divided into a series of phases, which must be performed in the exact order stated below. The player conducting his turn is called the phasing player; his opponent is called the non-phasing player. All activity in one phase must be concluded before the next phase may begin. The scenario rules will indicate which player conducts his turn first.
I. First Player-Turn
- A. Movement Phase. The phasing player may move his units (7.0). The phasing player's reinforcements, if any are available, are brought into play.
- B. Combat Phase. The phasing player's units may attack (8.0) adjacent enemy units.
II. Second Player-Turn
The non-phasing player now becomes the phasing player and repeats the sequence above. Once his combat phase is complete, advance the turn marker one space on the Turn Record Track and begin the next turn.
5.0 Zones of Control
Units exert a zone of control (abbreviated ZOC) into the six hexes adjacent to the hex they occupy. Units must stop moving when they enter an enemy zoc.
5.1 No unit may leave an enemy ZOC except as a result of combat (8.5).
5.2 ZOC's do not cancel one another: a hex may include ZOC's of both sides.
5.3 ZOC's do not extend across river or creek hexsides or into river hexes. They do extend across stream, ford and bridge hexsides.
5.4 If a unit is eliminated in combat (8.0), its ZOC immediately ceases to exist as well.
6.0 Stacking
Up to two combat units of the same side may occupy the same hex. This is called stacking. Stacking limits apply only at the end of the movement and combat phases: any number of units may move through the same hex during the movement phase. (Clarification: Units may not end their individual movement or retreat in violation of stacking)
7.0 Movement
During his movement phase the phasing player may move all, some or none of his units (except those in enemy ZOC's). As a unit moves it expends MPs from its movement allowance according to the type of terrain it enters (see the TEC).
7.1 Unused MPs may not be accumulated from one turn to the next.
7.2 A unit may not enter a hex if it lacks sufficient MPs to pay the movement cost shown on the TEC (exception: see 7.4 below).
7.3 Movement costs are cumulative: therefore, a unit crossing a stream into a wooded hex would pay five MP5: two to cross the stream and three to enter the woods.
Source note: the source reads "five MP5" here; the stray "5" is kept as printed. The stated costs (two plus three) total five MPs.
7.4 A unit not in an enemy ZOC may always move a minimum of one hex per movement phase, regardless of terrain costs.
7.5 Units may move along roads at a cost of one MP per hex, and along trails at a cost of two MPs per hex, regardless of any other terrain in the hex. To obtain the movement benefit of roads or trails, movement must follow the road or trail across a hexside containing the road or trail, not merely into or out of a hex containing it.
8.0 Combat
During the combat phase, the phasing player's units attack adjacent enemy units and his artillery may project its strength over intervening hexes to attack as well. All of the phasing players units which are in enemy ZOC's must attack. All enemy units in friendly ZOC's must be attacked. The phasing player (the attacker) chooses which of his units will attack which enemy units, and in what order.
8.1 Resolving Combat
Total the combat strengths of all units attacking an enemy-occupied hex and compare the total to the total combat strength of all defending units occupying the hex under attack. State the comparison as a ratio of attacker's strength to defender's strength (like this: 2:1). Round off the ratio in favor of the defender to conform to the odds found on the CRT; thus, an attack of 19 against 7 becomes 2:1. The phasing player rolls the die. Read the result on the appropriate line under the odds column. Apply the result immediately, before resolving any other attacks.
8.2 Modifiers
Attacks across certain types of hexsides or into certain types of terrain may affect the defender's strength, as shown on the Terrain Effects Chart.
8.3 Results
- AE All attacking units are eliminated.
- DE All defending units are eliminated.
- AR All attacking units must retreat (see 8.5 below) one hex and may lose effectiveness (10.0).
- DR All defending units must retreat one hex.
- EX All defending units are eliminated, along with attacking units with a total combat strength equal to or greater than the printed defense strength of the defending units (attacking player's choice of units).
8.4 Restrictions
8.41 No unit may attack more than once per combat phase and no unit may be attacked more than once per combat phase. Any number of units may combine their factors to attack an enemy-occupied hex, as long as all attacking infantry and cavalry units are adjacent to the hex under attack and all attacking artillery units are within range (see 8.7). A unit may never divide its strength to participate in more than one attack.
8.42 Attacking units stacked together may not attack separate enemy-occupied hexes. The phasing player may attack with only one of the units if he so chooses and not attack at all with the other.
8.43 If a unit (or units) is adjacent to more than one enemy-occupied hex it may attack all of them in a single combat, as along as all attacking units (other than artillery) are adjacent to all defending units.
8.5 Retreat
If the combat result requires units to retreat, the owning player immediately moves them to an adjacent hex.
8.51 Units may not retreat off the map or into hexes occupied by or in the ZOC's of enemy units. Units forced to retreat which are unable to do so are eliminated.
8.52 Units forced to retreat may retreat into hexes occupied by friendly units; if this results in a violation of stacking limits one of the units in the hex must be moved to an adjacent hex (within the restrictions above). If this cannot be done, the retreating unit is eliminated.
8.6 Advances
If the combat result clears a hex of all units (through retreat or elimination), one unit which participated in the successful attack or defense may advance into the hex. This must be done before the next attack is resolved. If more than one hex is cleared of enemy units, the advance is still limited to one unit.
8.7 Artillery
Artillery units (including horse artillery) may attack enemy units within three hexes of their position (count the target hex, but not the artillery unit's hex). They may add their combat strength to that of friendly units making an attack, or may attack by themselves. Artillery units adjacent to enemy units must attack the adjacent enemy units and suffer any adverse results of the attack. Artillery may not advance after combat.
8.71 Artillery units attacking non-adjacent enemy units must trace a line of sight to their target. A straight edge between the center of the artillery unit's hex and the center of the target hex. If the line crosses any forest or town hexes, the line of sight is blocked and the attack is not allowed. If the line of sight runs along the line between two hexes, it is blocked only if both are forest or town hexes. Rivers and other units (both friendly and enemy) never block lines of sight, nor does the terrain in the artillery unit's hex and its target hex.
8.72 Artillery attacking non-adjacent units never suffers any adverse result (though any friendly units adjacent to the target hex and participating in the attack would suffer them). Defending artillery units suffer any adverse results.
8.73 Attacks by artillery alone against non-adjacent units must be made at odds of 1:3 or greater.
8.74 When adding their strength to friendly infantry or cavalry units attacking defenders in more than one hex (8.43), the artillery need only be within range of one of the hexes occupied by the defender.
8.75 Artillery units may not advance after combat.
8.76 Participation by attacking artillery units does not affect terrain modifiers for streams, bridges and fords.
8.8 Voluntary Odds Reduction
Before resolving an attack, the attacker may choose to reduce the combat odds. There is no penalty for doing so, but the attacker may not change his mind once the die has been cast.
9.0 Night
During night turns (shown on each game's Turn Record Track) there is no combat phase. Units adjacent to enemy units may not move. Units may not enter enemy ZOC's during night turns.
10.0 Attacker Effectiveness
Whenever a unit receives an Attacker Retreat (AR) result due to combat, its combat value highlighted in red and it becomes 'ineffective'. It remains ineffective until a night turn or the end of the game, whichever comes first. Ineffective units may not attack but may move and defend themselves.
10.1 Only attacking units lose effectiveness. Units which suffer a DR (defender retreat) result suffer no additional penalty.
10.2 Ineffective units may not enter enemy ZOC's. If an ineffective unit is in an enemy ZOC at the beginning of its side's combat phase, it must retreat (8.5). This does not allow enemy units to advance (8.6). Note that ineffective units not in enemy ZOC's at the start of the combat phase do not retreat if an enemy unit moves adjacent to them (as the result of an advance) during the course of the combat phase.
10.3 Artillery which is not adjacent to the units it attacks does not lose attacker effectiveness.
10.4 At the end of a night turn, all ineffective units return to their effective status.
11.0 Other Rules
11.1 Strategic Movement (Not allowed in Cemetery Hill, Shiloh or Second Bull Run)
Units which begin their movement phase at least four hexes from the nearest enemy unit (three intervening hexes) may use strategic movement. Infantry and artillery units add three MPs to their movement allowance; cavalry units add four. Units using strategic movement may not move closer than four hexes to the nearest enemy unit during their movement phase and may not combine strategic movement with regular movement.
11.2 Cavalry Retreat
Cavalry units attacked solely by enemy infantry or artillery may retreat two hexes (observing all retreat restrictions above) before combat is resolved. The attacking units may not attack other units, but one of them may advance into the vacated hex.
Blue & Gray Classic
Blue & Gray Classic is the game as first published by SPI in the 1970's. Effectively the first edition of the rules. This was added due to popular demand by a large number of Hex Warriors. How this varies from the third edition of the game rules in the normal Blue and Gray games is as follows:
- All units have six movement points.
- Artillery may advance after combat.
- A unit in a stack may not be withheld from combat.
- There is no strategic movement.
- Cavalry may not retreat before combat.
- This is no 'Fog of War' option.
- The attacker effectiveness rule is no in play.
- Artillery do not need to achieve 1 to 3 odds to attack on their own.
Source note: the Classic list is reproduced as printed, including "This is no 'Fog of War' option" and "is no in play".
Road to Richmond Exclusive Rules
Seven Days' Battles, June 26-28, 1862. The exclusive rules are numbered 13.0 through 21.0 and are read together with the standard rules above.
13.0 Introduction
Road to Richmond is a simulation of the engagement between Robert E. Lee's Army of Northern Virginia and George B. McClellan's Army of the Potomac during its change of base to the James River in June and July, 1862. During the Union withdrawal Robert E. Lee proved his strategic genius and generalship in spite of the heavy losses to both sides. Richmond had been threatened by a superior force of Federal troops and now they, not the Confederates, were withdrawing to a defensive position. Soon after the campaign, Lee would move north causing the subsequent Federal withdrawal to Washington.
14.0 Initial Deployment Chart
On the Initial Deployment and Reinforcement Charts, an 'a' following the unit's strength means the unit is artillery; a 'c' means cavalry; all other unspecified units are infantry.
14.1 Union Army
| Hex | Strength/Type | Designation |
|---|---|---|
| 1404 | 2c | 1/CR |
| 1107 | 5 | 1/2/V |
| 1107 | 7 | 2/2/V |
| 1108 | 2a | V |
| 1108 | 1a | 1R |
| 1007 | 3 | 3/2/V |
| 1007 | 3 | 2/1/V |
| 1007 | 8 | 1/3/V |
| 1007 | 7 |
14.2 Player Sequence
14.21 The Confederate Player is the First Player. His Player-Turn is the first in each Game-Turn.
14.22 The game consists of twenty Game-Turns. Turns Five and Thirteen are night Game-Turns.
15.0 Reinforcements
General Rule: Both players receive Reinforcements according to their Reinforcement Charts. These enter on the edge of the map board (or command control zone: see 16.2) in the appropriate hex. The reinforcing units arrive in a column formation of stacks (one stack of two units behind the next stack of two units) during the Player's Movement Phase of the Game-Turn indicated. The Owning Player may determine the exact order of arrival at the point at which he moves the Reinforcements onto the map. He may hold back Reinforcements for a future Game-Turn at his discretion.
Procedure: The Player should visualize the Reinforcements as a column of stacks of two units entering the map from a chain of hexes off-map (or into the command control zone), so that the first two units brought onto the map each expend one Movement Point entering the reinforcement hex, the next two units expend two Movement Points entering the reinforcement hex, the third two each expend three Movement Points entering the reinforcement hex, etc.
15.1 When Units May Enter the Map
The Owning Player may enter his Reinforcements on the map at any point during his Movement Phase.
15.2 Effects on Movement
15.12 Once a unit has entered the map, it may move and attack freely, just as any other unit already present.
15.22 Confederate First Game-Turn Reinforcements may move twice the normal Movement Allowance on the First Game-Turn so long as they do not enter Union Zones of Control (first two: twelve movement points; second two: eleven movement points; etc.).
15.4 Reinforcement Chart
Reinforcements may enter an Enemy-controlled hex. They may not enter if the entry hex is physically occupied by an Enemy unit. Instead, they are delayed until the hexes are vacant or until the end of the game.
Source note: the source numbers this section "15.4" in the Reinforcement Chart heading, as printed. The Lakes section below also carries a "15.4" number.
15.41 Union Army
Appearing on Game-Turn one on hex 1528:
| Strength/Type | Designation |
|---|---|
| 8 | 2/2/IV |
Appearing on Game-Turn two on hex 0410:
| Strength/Type | Designation |
|---|---|
| 7 | 1/1/VI |
| 7 | 2/1/VI |
| 7 | 3/1/VI |
| 1a | VI |
Appearing on Game-Turn three on hex 0414:
| Strength/Type | Designation |
|---|---|
| 4 | 2/I/II |
| 6 | 3/I/II |
Appearing on Game-Turn four on hex 0414:
| Strength/Type | Designation |
|---|---|
| 7 | 3/I/IV |
| 8 | 2/I/IV |
| 2c | 2/CR |
Appearing on Game-Turn five on hex 0414:
| Strength/Type | Designation |
|---|---|
| 8 | 1/1/IV |
| 2a | IV |
Appearing on Game-Turn eleven on hex 2426:
- Train
Appearing on Game-Turn thirteen on hex 0412:
| Strength/Type | Designation |
|---|---|
| 7 | 1/2/II |
| 9 | 2/2/II |
| 9 | 3/2/II |
| 2a | II |
Appearing on Game-Turn thirteen or hex 0416:
| Strength/Type | Designation |
|---|---|
| 1a | 4R |
Source note: the heading reads "thirteen or hex 0416" as printed; "on" is presumably intended, and the entry is for Game-Turn thirteen.
Appearing on Game-Turn thirteen on hex 0418:
| Strength/Type | Designation |
|---|---|
| 8 | 1/3/III |
| 8 | 2/3/III |
| 8 | 3/3/III |
| 2a | III |
Appearing on Game-Turn thirteen on hex 0419:
| Strength/Type | Designation |
|---|---|
| 9 | 1/2/III |
| 9 | 2/2/III |
| 9 | 3/2/III |
Appearing on Game-Turn fourteen on hex 0417:
| Strength/Type | Designation |
|---|---|
| 10 | 1/1/II |
| 1a | 3R |
15.42 Confederate Army
Appearing on Game-Turn one on hex 0103:
| Strength | Designation |
|---|---|
| 4 | Rodes |
| 7 | GB And (GB Anderson) |
| 8 | Garland |
| 5 | Colquit (Colquitt) |
| 7 | Ripley |
| 4 | Kemper |
| 6 | RH And (RH Anderson) |
| 8 | Pickett |
| 5 | Wilcox |
| 7 | Pryor |
| 4 | Fthrstn (Featherston) |
| 7 | Field |
Appearing on Game-Turn two on hex 1301 (or 1901 if occupied or in the ZOC of a Union unit.
Source note: the parenthesis is not closed in the source; the text is kept as printed.
| Strength | Designation |
|---|---|
| 8 | Winder |
| 6 | Cnngham (Cunningham) |
| 5 | Flkrsn (Fulkerson) |
| 10 | Lawton |
| 10 | Elzey |
| 7 | Trimble |
| 7 | Taylor |
| 2 | Johnson |
| 7 | Hood |
| 5 | Law |
| 10c | Stuart |
Appearing on Game-Turn fifteen on hex 0117:
| Strength | Designation |
|---|---|
| 5 | Cobb |
| 3 | Toombs |
| 10 | Semmes |
| 8 | Griffth (Griffith) |
| 5 | Kershaw |
| 6 | GT And (GT Anderson) |
| 1a | Cutts |
| 1a | Brown |
| 1a | Rchrdsn (Richardson) |
| 1a | Nelson |
| 1a | SD Lee |
Appearing on Game-Turn eighteen on hex 0728, 0328, or 0126:
| Strength | Designation |
|---|---|
| 5 | Mahone |
| 6 | Wright |
| 7 | Armstd (Armistead) |
16.0 Terrain Features
16.1 Redoubts
The 'Enemy' side of a redoubt hexside is the side which contains the 'barbed' redoubt terrain symbol (see the Terrain Key). A Defending unit only receives the benefit of the redoubt hexside when attacked exclusively across redoubt hexsides from the Enemy side (see the Terrain Effects Chart). Zones of Control do extend across redoubt hexsides. Both Confederate and Union units are eligible to gain the defensive bonus for any redoubt hexside.
16.2 Command Control Zone
The Command Control Zone is the three rows of hexes including 0116 to 0122, 0215 to 0221, and 0316 to 0312 inclusive.
16.3 Creeks
Only two of the Rivers on the Mapboard are really 'Creeks', and are considered 'impassable' except at bridges and the ford. These are the Chickahominy River (running from hexsides 0103-0104 to 1827-1728) and the North Branch of White Oak Swamp River (running from hexsides 0122-0123 and 0322-0422 to 0128-0227). All other 'Creeks' are really Streams. These include all of the 'branches' leading off the Chickahominy River. Streams are treated as if they were ford hexsides for Movement and Combat purposes.
15.4 Lakes
Lake hexsides are impassable, and Zones of Control do not extend through them. They are treated exactly like Creek hexsides.
Source note: the Lakes section is numbered "15.4" in the source, under 16.0. It is kept as printed. The contents list gives the same number.
17.0 Exiting the Map
17.1 Where Units May Exit the Map
17.11 Either Player may exit his units from the map via hexes 0117 and 1528. The units are presumed to move along the roads leading off the map.
17.12 No unit may exit the map except at either of the two hexes listed above.
17.2 Restrictions on Exiting the Map
17.21 No unit may exit from the map in fulfillment of a retreat as a result of combat. If a unit is forced to retreat due to combat, it may not exit the map; it is eliminated instead.
17.22 Exiting the map consumes one Movement Point.
17.23 A unit may exit from a hex regardless of the number of Enemy or Friendly units which exited from the same hex previously.
17.3 Disposition of Exited Units
17.31 An exited unit is removed from play and may never return to the game.
17.32 Units exited off the map count toward the Owning Player's Victory Point Total according to the Victory Point Schedule (see 21.1). They are not considered eliminated units for Victory Point purposes.
18.0 Command Control Zone
18.1 When Union Units May Enter
Union units may not enter the Command Control Zone until three turns after the Union Player has exited the Union Train unit from hex 1528, or three turns after the Union fourteenth Turn reinforcements are brought on the map board (they could arrive early (see 19.2).
Source note: the source's parenthesis around "see 19.2" is not closed; kept as printed.
18.2 Effects on Zone of Control
Union units exert a Zone of Control into the Command Control Zone as if it were regular terrain and must be attacked if Enemy units become adjacent (see exception: rule 6.6 of the Standard Rules).
Source note: the Standard Rules as printed contain no rule 6.6; section 6.0 is a single paragraph. The reference is kept as printed.
18.3 Effects of Enemy Units
Union units may attack Confederate units in the Command Control Zone if they are within range (adjacent for infantry, artillery, and/or cavalry; or in bombardment range for Artillery unless the attack violates a Standard Rule).
19.0 Early Arrival of Reinforcements
19.1 Activation
Activation of early reinforcements occurs due to a variety of situations. Any one of the following situations will trigger activation.
- A Confederate unit exists during some part of its Movement or Combat Phase on a hex on the south side of the Chickahominy River, from 0407 south (south of the Chickahominy and south of the stream bordering hexes 0407, 0308, and 0208).
- A Confederate unit comes within six hexes (inclusive) of hex 2426 or 1826 during some part of its Movement or Combat Phase.
19.2 Schedule of Early Arrival
Turn thirteen Reinforcements may arrive (on the specific hexes indicated on the Reinforcement Chart] The turn after Activation. Turn fourteen Reinforcements may arrive [on the specific hex indicated on the Reinforcement Chart] two turns after Activation. Turn fifteen Reinforcements may arrive [on the specific hex indicated on the Reinforcement Chart] three turns after Activation. And turn eighteen Reinforcements may arrive [on the specific hexes indicated on the Reinforcement Chart] six turns after Activation.
Source note: the bracket pairs in this section are mismatched in the source ("(... Chart]"); kept as printed.
20.0 The Union 'Train' Unit
General Rule: The Union 'train' unit is a symbolic unit representative of the various supply dumps, reserve ammunition trains, cattle herds, and other rear echelon tail organizations which were moved during the Union change of base.
20.1 Effect on Combat
20.11 The 'train' unit may never attack. If circumstances result in it being adjacent to a Confederate unit that is not on the other side of a purely creek hexside during the Union Player Combat Phase, it must automatically retreat. (In this instance the Confederate unit may not advance into the vacated hex.)
20.12 The 'train' unit has a Defense Strength of one Combat Point.
20.2 Effect on Stacking
20.21 The 'train' unit may not stack with any other unit nor may any other unit stack with the 'train' unit.
20.22 No unit may move through the 'train' unit's hex. (This is an exception to the normal rules of Movement.) Nor may the 'train' unit move through other unit's hexes.
20.23 The 'train' unit has a normal Movement Allowance of six Movement Points, but it may only move along roads or trails. If, as a result of combat, it would be forced to retreat to some non-road or non-trail hex, it is destroyed.
20.24 The 'train' unit may displace and be displaced as a consequence of combat, and it may retreat due to combat.
20.25 The 'train' unit has no Zone of Control. Confederate units may move adjacent to it or past it without stopping. Confederate units are not required to attack the 'train' in their Combat Phase.
21.0 Victory Conditions
General Rule: Victory is awarded to the Player who has amassed the greater number of Victory Points at the end of the game. Victory Points are awarded, as play progresses, for the elimination of Enemy Combat Strength Points, and at the end of the game for the exiting of units from the map at specific exit hexes. See the Victory Point Schedule (21.1) for the specific Victory Point Awards.
Procedure: These Victory Points are awarded for a variety of actions as detailed on the Victory Point Schedule (21.1). At the end of the game, the number of Points is totaled for each Player, and the Player with the higher number of Points wins. (Players may wish to retain Enemy units eliminated, and Friendly units exited, if applicable, to double-check their computations at the end of the game.)
21.1 Victory Point Schedule
21.11 Points Awarded During Play:
- Each Player is awarded 1 Victory Point for every Enemy Combat Point eliminated (see 21.22).
- The Confederate Player is awarded 10 Extra Victory Points for eliminating the Union Supply Wagon.
21.12 Points Awarded At The End Of The Game For Exiting The Map:
- The Union Player is awarded 1 Victory Point for each Union unit exited from hex 1528.
- The Union Player is awarded 1 Victory Point for each Union Combat Strength Point exited from hex 0117 if the Union Train unit has exited the map from hex 1528 and a Union line of communications exists from hex 0117 to hex 1528 inclusive.
- The Union Player is awarded 5 Extra Victory Points if he exits the Union Train unit from hex 1528.
- The Confederate Player is awarded 2 Victory Points for each Confederate Combat Strength Point exited from hex 1528 if the Union Train unit has exited the map from hex 1528 and a Confederate line of communications exists from hex 0117 to hex 1528 inclusive.
- The Confederate Player is awarded 1 Victory Point for each Confederate Combat Strength Point exited from hex 1528 if the Union Train unit was eliminated or never entered the mapboard during the entire game.
- The Confederate Player is awarded 20 Victory Points if the Union Train unit did not enter the mapboard at any time during the game.
21.2 Line of Communications
21.21 A line of communications is defined as a continuous row of hexes from 0117 to hex 1528 inclusive completely along roads or trails that are connected at junctions of the roads or trails. This path of hexes must be free of Enemy units at the end of the game. Note that it can pass through Enemy Zones of Control so long as it is not physically blocked.
21.22 If the Union Train unit was not brought onto the mapboard, any Union unit, excluding Reinforcements that never were brought onto the mapboard, which cannot trace a path ten hexes, at most, to a road or trail which in turn exits the map at hex 1528 or 2426 by the end of the game, is considered destroyed for purposes of Victory Conditions. Again, this path may pass through Enemy controlled hexes, but not Enemy Units.
Source note: the Victory Conditions page in the source repeats sections 21.0 to 21.2 verbatim. The repeat is not transcribed a second time.
Charts
The source gives the Terrain Effects Chart and the Combat Results Table as images. They are transcribed below as printed. The Map is not reproduced. Hex numbers in the rules refer to the printed map.
Terrain Effects Chart (TEC)
| Terrain | Movement Points to Enter/Cross | Effect on Combat | Line of Sight |
|---|---|---|---|
| Clear Hex | 1 MP | No effect | |
| Forest Hex | 3 MP | No effect | Blocked |
| Rough Hex | 3 MP | Defender doubled in hex | |
| Forest & Rough Hex | 6 MP | Defender doubled in hex | Blocked |
| Creek Hexside | May only cross at bridges | Not allowed | |
| Bridge Hexside | None | Defender doubled |
Source note: the TEC entries are transcribed as printed, including "1 MP additional MP to cross".
Combat Results Table (CRT)
Combat Ratios: Attacker's Strength to Defender's Strength.
| Die Roll | 1-5 | 1-4 | 1-3 | 1-2 | 1-1 | 2-1 | 3-1 | 4-1 | 5-1 | 6-1 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Ar | Ar | Dr | Dr | Dr | Dr | De | De | De | De |
| 2 | Ar | Ar | Ar | Dr | Dr | Dr | Dr | Dr | De |
Attacks executed at greater than 6-1 are treated as 6-1; attacks executed at less than 1-5 are treated as 1-5. Attacks by artillery alone against non-adjacent units must be made at odds of 1-3 or greater.
Source note: the chart prints "Ae" and "De" in lowercase "e" form. These are kept as printed; section 8.3 names the results AE and DE.