Sedgwick Attacks: Salem Church (May 3, 1863)
Sedgwick Attacks: Salem Church (May 3, 1863) Rulebook
Table of Contents
Table of Contents
PART ONE: BLIND SWORDS SERIES RULES (Version 1.3 - 2024)
1.0 Introduction
This rulebook is used for the series of American Civil War games published by Revolution Games using the Blind Swords chit-pull system. The "Blind Swords'" system emphasizes the three "FOW's" of military conflict: fog-of-war, friction-of-war and fortunes-of-war. With each chit pull, players will be challenged to make tough decisions based on their assessment of the situation at that moment. Unlike traditional chit-pull systems, the Blind Swords system ensures that no combat units can be counted on, or conversely, counted out. This yields an environment of tense action and constant surprises - an environment that will challenge each player. Each game in the series will include exclusive rules that cover the situations unique to that battle.
2.0 Unit Counters, Markers and Chits
2.1 Unit Counters represent the fighting troops of each side. The gray-colored units are the Confederate player's forces (also called "CSA") and the blue-colored units are the Union player's forces (also called "USA"). At the top of each infantry or cavalry counter is the unit's Brigade affiliation, highlighted in a Brigade-specific color. The Unit's regimental/battalion name is shown in the middle of the counter. Cavalry units have a brown horse head on the counters front. Most cavalry units, not all, have a second counter with a horsehead outline. This represents the unit when dismounted. Artillery units have the battery commander's name at the top of the counter and the battery/section name in the middle of the counter. The unit's Strength Points, Weapon Type, and Cohesion Rating are listed in that order on the bottom of the counter.
Note that there is no Movement Allowance listed on the counter - a unit's Movement Allowance is determined by the unit's type, and orders, in the exclusive rules of each game.
The front of the counters shows the unit at full effectiveness and is called its Fresh (FR) side, while the reverse side shows the unit at reduced effectiveness and is termed its Battleworn (BW) side. The Battleworn side has a lighter background. Units that are totally ineffective ("Broken") are removed entirely from the map board and placed on the Broken Track (see 12.8). Note that some units have only a BW side - these are termed Fragile Units and are indicated with a yellow circle around their SP. These units are instead eliminated from the game when they would normally be Broken.
Strength Points (SPs) indicate the relative size of the unit; 1 SP equals 50 men. This number is used for combat and stacking purposes. The reverse side of the counter (the BW side) shows a reduced SP value. An SP value of "C" stands for cadre-strength (meaning the unit is down to a core size of about 25 men) and counts as 1/2 SP. In some cases, reference is made to a unit's printed SP value (shown on the counter on its FR or BW side, whichever side is facing up at that moment) and in other cases refer to the modified SP value, which is the printed SP value adjusted for any applicable markers or game conditions (such as Weapon Range) that modifies the unit's usable SPs but can never be modified below 0.
Note: Version 1.3 changes one rule from previous versions. See 11.3d
Weapon Type identifies what kind of weapon the unit is primarily armed with. This is important in Fire Combat Range determination and sometimes in Close Combat.
Cohesion Rating (CR) reflects the unit's training, discipline, experience, and morale. The higher the number, the better the unit will generally perform. A unit's CR can be modified but can never go below "0" or above "6".
2.2 Gameplay Markers: The "Shaken/Disrupted" marker is used to indicate the affects of Morale Hit (MH) results (see 12.5). There are two "Victory Point" markers ("x1" and "x10") that should be placed on the Victory Point Track to indicate the net Victory Points for one side or the other. The Game Turn marker is used to mark the current game turn. Additional gameplay markers will be identified in the exclusive rules of each game.
2.3 Brigade Activation Status Markers are used as a player aid to help keep track of which Brigades have been activated during the current turn. Each player should arrange the markers in front of them so that the "Available" side faces up (the side with the flag). When a Brigade is activated by Division Activation (only), its status marker is flipped over to its "Activated" side (see 7.3).
2.4 Chits are counters that are drawn from an opaque container and specify either a formation of units to be activated or an event to implement. There are three types of chits:
- Activation represents a brigade, division, or Commander in Chief (CIC) each showing the name of a leader and his Command Rating. A second set of Activation chits with a "red cross" graphic added are leader casualty chits. These chits are substituted for the regular chits when the corresponding leader becomes a casualty due to the Fog of War Wild Event chit. (See exclusive rules for each game)
- Event which is describe in the exclusive rules of each game and
- Wild (either the Fog of War or Fortunes of War chits).
2.5 Charts and Tables: Are described in the exclusive rules of each game.
2.6 The Draw Cup holds all the chits, of both sides, currently in the game for random draw. The players must supply the cup, which can be any opaque coffee cup, bowl, etc.
2.7 Dice are not included in the ziplock version the game - players must supply their own. Each player should have at least two six-sided dice. One should be colored and the other white.
2.8 Universal Rounding Rule: In all cases where a unit's values are altered (SPs for Weapon Ranges, Canister, etc.), any fraction is maintained until the end of the calculation. When the calculation is totally complete, any remaining fraction is dropped (i.e., rounded down) with the exception that a fraction of 1/2 SP is retained and may fire on the C column of the Fire Combat Table.
3.0 Unit Stacking
3.1 Stacking Limits: Stacking refers to the placement of more than one counter in the same hex. The maximum number of unit counters that can physically occupy a hex at the end of a given Phase or Step is determined by the combined units' total unmodified Strength Points, i.e., use the SP printed on the counters. Do not apply any modifiers from Morale Hit markers, etc. Stacking limits can normally be exceeded during movement or retreat (however, see case "c" below) as long as they are met at the end of each unit's movement or retreat. The maximum number of SPs allowed in a single hex is defined in the exclusive rules of each game. However other situations effect stacking, as follows:
a. Artillery Units: Artillery units do not count their full SPs when figuring stacking. See the Artillery Stacking Table on the Player Aid. Example: 6 SP of guns counts as 4.5 SP for stacking purposes.
b. Cavalry Units: Cavalry units may not stack with infantry or artillery units at the end of movement or retreat. They may stack with other cavalry units normally. (The definition of a cavalry unit is a unit that is mounted. Dismounted cavalry is treated as infantry).
c. Road Hexes: If any moving unit wishes to use any Road or March Column movement cost (see 10.5), the stacking limit is in effect always, not just the end of the turn.
d. Accidental over-stacking: If a player is found to have accidentally over-stacked a hex, then just displace the units to the rear in some manner acceptable to both players.
4.0 Sequence of Play
Each game is played in a series of Game Turns, the actual number of turns depending on the scenario selected. Every Game Turn is played in a predetermined sequence of Phases. Each Phase must be completed in its entirety before proceeding to the next Phase. Players should note that in this game fire comes before movement. The Sequence of Play is summarized as follows:
- COMMAND DECISION PHASE
- a. Both players choose event chits and setup draw cup
- ARTILLERY PHASE
- a. Union Artillery Step (move or fire)
- b. Confederate Artillery Step (move or fire)
- c. Both sides alternate "a" and "b" above until done
- d. Artillery Rally/Rebuild Step
- CHIT DRAW PHASE
- a. Held Event Chit Step (play any held events)
- b. Draw Chit Step
- If Event chit, owning player keeps it or plays it, draw new chit
- If Wild chit, resolve immediately, draw new chit
- If CIC chit, owning player selects brigade and proceeds to Phase 4 or holds the chit
- If Division Activation chit, proceed to Phase 4
- If Brigade Activation chit proceed to Phase 4
- BRIGADE ACTIVATION PHASE
- a. Orders Step
- b. Fire Combat Step
- c. Movement Step
- d. Close Combat Step
- e. Rally Step
- f. If any chits remain in the cup, return to Phase 3.
- g. If no chits remain in the cup, go to Phase 5
If the last Game Turn of the scenario has been completed, the game is over. Consult the exclusive rules to see who won.
5.0 Command Decision Phase
During this phase, the chits going into the draw cup are prepared.
5.1 The Key Chit: Each player first secretly chooses a number of their eligible Event chits determined by the exclusive rules of each game and places the Key Chit(s) directly into the draw cup. This is an important step as it guarantees that at least one or more Event chits of your choice will be in the cup. Note, however, that it does not guarantee that it will be enacted this turn - the chit could still be drawn after the Fortunes of War Chit and thus cancelled.
5.2 Included & Excluded Chits: After placing their Key Chit(s) into the cup, each player then flips their remaining Event chits over to their back side. Then, depending on the exclusive rules of the game, each player draws a number of these chits (without looking at their Unique Event sides) and both players add these included chits to the cup. The remaining Event Chits are excluded chits and placed off to the side out of play - these chits are not used this turn! Players may not look at the Unique Event side of the excluded chits.
5.3 Finishing the Draw Cup Setup: Finally, place both players' eligible Activation chits for any formations currently in the game, eligible CIC chits (depending on the game), and both Wild chits into the draw cup.
6.0 Artillery Phase
Artillery units do not organizationally belong to any Brigade or Division. They are independent units and conduct their activities during the Artillery Phase. The Movement Allowance of all Artillery units is defined in the exclusive rules of each game.
6.1 Union Artillery Step: The USA player selects one hex containing one or more USA Artillery units and conducts Fire Combat (see 9.0) or Movement (see 10.0) with all Artillery units in that hex. Each eligible Artillery unit in that chosen hex may either conduct Fire Combat or Movement (not both!) in any order during this step. Resolve all such Fire Combat or Movement normally and to completion. Artillery units stacked in the same hex that are all opting to issue Fire Combat at the same target hex may add their SPs together into one fire total. Artillery units that either Move or Fire in this step will be finished for this entire phase - players should turn a unit's counter or otherwise mark it to indicate that it has already activated during this step. At the end of this Step, all Artillery units in the activated hex are considered to have activated, regardless of whether they moved or fired.
6.2 Confederate Artillery Step: The CSA player conducts Fire Combat or Movement with all Artillery units in any one designated hex, in the same manner as the USA player.
6.3 Alternating Artillery Steps: Players alternate Artillery Steps until all Artillery units have been activated. If a player does not wish to activate a hex of Artillery units during their step, they may elect to "pass" and do nothing. By the same token, if a player runs out of eligible hexes to activate, they must "pass". If both players "pass", then the step ends, and game play moves on to the Artillery Rally step. A player who passed and has artillery that has not yet been activated may then activate a stack of artillery at a later point in the sequence. The risk with passing is that your opponent may then pass and end the Alternating Steps and artillery that could have been activated will not get to be activated this turn.
6.4 Artillery Rally Step: After both players have finished this turn's Artillery Steps, each player then (USA player first) may choose a single Artillery unit that did not move, fire, retreat, or was flipped to Battleworn in the preceding Artillery Steps and that is stacked with or adjacent to any friendly Infantry unit. That chosen Artillery unit may then execute a Rally action (Recovery or Rebuild - see 13.1). Note that this is the only time during the turn that an Artillery unit may Rebuild.
6.5 Artillery Movement and Fire Considerations:
a. Artillery units may not Engage (voluntarily move within two hexes of an enemy unit, see 10.6.
Important: take special note of this restriction! It will come up often. If an artillery unit finds itself in such a position due to enemy movement, enemy advance after close combat, or a retreat, it may remain in position or voluntarily increase the distance from the enemy unit(s) during its activation. Such increasing of the distance may entail entering a hex that is 2 hexes from enemy units if the artillery unit started the move adjacent to an enemy unit.
b. If an Artillery unit that has not yet activated this phase is forced to conduct Retreat movement (only) due to enemy Artillery fire, the retreat move is considered to be its activation. Mark it as being activated accordingly.
7.0 Chit Draw Phase
The central mechanic that drives the action in the "Blind Swords'" system is the chit-pull system. This will direct the players as to who can move and fight or conduct certain actions.
7.1 Held Chits: Before a new chit is pulled from the cup, both players may play one or more Event or CIC chits they are currently holding. First the USA player announces whether they will play a chit and if so, resolve the actions of that chit. If the CSA player, then wants to play a chit they may do so. Then back to the USA player to play a chit and so on till both players have played any held chits they wish to play.
7.2 The Designated Chit Puller: It is suggested that the CSA player draw the chits on odd Game Turns and the USA player draw the chits on even Game Turns. Since counters have a beveled edge, it is possible to tell back from front when drawing chits from a cup. Try to draw the chits with the back up as this allows the event chits to remain secret.
7.3 Drawing and Applying a Chit: The designated chit-puller randomly draws one chit from the draw cup. Depending on the type of chit drawn, proceed as follows:
- Event Chit: If an Event chit is drawn, hand it to the owning player (USA for a blue chit; CSA for a gray chit). The player may look at it and may play it immediately (if applicable). Otherwise, the player keeps the chit in front of them (face down so the opponent cannot see it) and saves it for later use or plays it on the Player Aid Card as a Unique Event. Consult the Unique Event Descriptions section on the back of each player's Player Aid for a full explanation of each Event and how it is applied to play. Some Events must be played immediately, and others can be played immediately or held. Event chits that are held are placed face down in front of the owning player. A held Event chit can be played at any appropriate time (as per its description) and is discarded afterward. Normal play then resumes. The back of the Event Chit in some games has the wording "Command Event". The effects of the Command Event will be included in the Exclusive Rules of each game.
Players should study the Unique Event Descriptions section before play, as the timely use of these chits can provide each player with singular opportunities to affect the game.
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Wild Chit: If either of the two Wild chits is drawn, its effect is immediately enacted, with any necessary die roll being made by the non-chit-pulling player. After resolving any effects of the chit, discard the Wild chit for the turn and draw another chit.
a. The Fortunes of War: This chit means that the next chit pulled will be negated. When the Fortunes of War chit is pulled, discard it immediately. Then draw the next chit normally. If the chit is an Event, CIC, Brigade Activation Chit or the Fog of War chit, it is immediately discarded with no effect. If it is a Division Activation Chit, the owning player must select an eligible Brigade from that Division and mark it as "Activated", without allowing it to do anything. The Brigade may not even do a Limited Activation! The owning player then returns the Division Activation Chit to the draw cup if any unactivated Brigade remains in the Division, otherwise discard it for the turn.
b. The Fog of War: When the Fog of War chit is drawn, the non-chit-pulling player rolls one die and consults the Fog of War Chit Table on the player aid (The Fog of War effects are different in each game in the series). After all effects are resolved, the Fog of War chit is discarded (unless deployed onto the map) and the next chit is drawn.
The Fog of War chit allows for the occurrence of those rather unusual or unexplained troop movements and attacks that have often happened throughout military history. Instances of misidentified friendly and enemy formations and seemingly suicidal charges are also represented with this chit. In addition, officers of both sides were at great risk and this chit reflects the high casualty rate amongst Civil War generals.
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CIC Chits: When a CIC chit is drawn, the owning player may have to first roll to activate the chit (some CIC chits have an activation number, some are automatic) and if successful, may then select any one of that sides Brigades in the game to activate - even if it has already been activated this turn by a Division Activation Chit or Brigade Activation Chit - or hold the chit for later use (at the start of the Chit Draw Phase). The player may then perform a Full Activation and conduct a normal Brigade Activation Phase with that Brigade. When finished, the Brigade Activation Status marker is not flipped to its "Activated" side (unless it was already "Activated" before this CIC activation, in which case it remains on its "Activated" side). The CIC chit is then discarded, and a new chit is drawn. Unlike a Division Activation chit (see below), there is no Limited Activation for a brigade when the CIC fails to activate.
7.4 Discarding Chits: When a chit needs to be discarded, simply find a spot on the table near the Draw Cup to place discarded chits. These chits are no longer involved in the current Game Turn. At the end of the Game Turn, during the End Turn Phase (see 14.0), all unplayed chits have an opportunity to be played or discarded and then all these chits will be gathered up and used again next turn.
Example: It is Game Turn 6 and the USA player is the chit puller. The USA player reaches into the Draw Cup and pulls out a USA Event chit and keeps it. They can't use the Unique Event just yet (Command Confusion) so holds it for later use in the turn. The USA player draws the next chit, and it's the Fortunes of War chit and discards it, noting that the next chit drawn is to be discarded as well. The USA player then draws the McCulloch Division Activation Chit. The CSA player must then activate one of McCulloch's brigades without taking any action. The CSA player selects Pike's Brigade, flipping its Brigade Activation Status marker over to its "Activated" side (without activating any of Pike's units, due to the Fortunes of War chit). The CSA player places the McCulloch's Division Activation Chit back into the cup as McCulloch still has more brigades that could be activated. The next chit drawn is the Van Dorn CIC Chit and the CSA player decides to use it immediately rather than saving it for later in the turn (Note that Van Dorn has no command rating, he automatically activates a brigade; in some games the CIC may have a command rating). The CSA player selects McIntosh's Brigade to activate (even though it's already been activated earlier this turn) and gives it an Attack Order. The USA player then plays the Command Confusion chit that was previously held, and a die is rolled. A roll of "1" means that the CSA player must change McIntosh's order to Regroup. McIntosh's units cannot move or conduct combat but may conduct Recovery or Rebuilding.
8.0 Brigade Orders
When a Brigade is selected to be activated, either by Division Activation Chit, Brigade Activation Chit, or CIC Chit, it must proceed through each Step of the Brigade Activation Phase. The first step is the Orders Step.
8.1 Types of Brigade Orders: There are four possible Orders that a player can assign an activated Brigade during the Orders Step, each with its own gameplay parameters. The four Orders are Attack, Defend, Maneuver and Regroup. When activating a Brigade, the player announces the Order they are assigning to it.
8.2 Attack: The Movement Allowance for each infantry or cavalry unit is found on the game player aid in the section labeled Brigade Order Details. The Brigade's units may Engage enemy units (see 13.6) and conduct Fire Combat and/or Close Combat. However, the units may not conduct a Rally (13.0) and may not use the March Column movement rate (10.5).
8.3 Defend: The Movement Allowance for each infantry or cavalry unit is found on the game player aid in the section labeled Brigade Order Details. The Brigade's units may Engage enemy units but may only conduct Fire Combat (no Close Combat can be initiated). Units under this Order may conduct a Rally (but with less efficiency than when under a Regroup Order - see 13.2).
Gameplay Note: Be aware that the Fire Combat Step takes place before the Movement Step and that firing does not preclude movement in the same Activation nor Close Combat (under an Attack Order). This is important when planning tactics under Attack and Defend Orders.
8.4 Maneuver: The Movement Allowance for each infantry or cavalry unit is found on the game player aid in the section labeled Brigade Order Details. The Brigade's units cannot Engage the enemy nor conduct any kind of combat, but they may start Engaged. In addition, these units may not Rally. This is the only Order under which infantry and cavalry units may use the March Column movement rate.
8.5 Regroup: This Order allows units to Rally. However, units under this Order may not move, and may not conduct any kind of combat.
9.0 Fire Combat
The second step of the Brigade Activation Phase is the Fire Combat Step. Fire Combat is announced and resolved to conclusion for each eligible unit or group in any order desired by the owning player. Artillery units do not fire when a Brigade is activated but do use this procedure when they are allowed to fire.
9.1 Firing Eligibility: Units fire individually or by eligible group of units, and each fire is resolved completely before moving to the next one. Each unit can fire only once in the phase, and can only fire at one enemy target hex, but an enemy hex can be targeted multiple times by different units. Firing units may only target enemy units to which they have a Line of Sight (LOS) and that are within Range of their weapons.
a. Line of Sight (LOS): For a unit to fire at a target two or more hexes away, it must be able to "see" the target unit. To determine LOS, draw an imaginary line from the center of the firing unit's hex to the center of the target unit's hex (a piece of string is useful here). The LOS can be Blocked (preventing fire entirely), Obscured (reducing the effectiveness of fire) by intervening terrain (as defined in the exclusive rules), elevation changes, or unit-occupied hexes that the LOS touches, or Clear (meaning a clear LOS that is not Obscured or Blocked). Note that the terrain covering the majority of a hex is considered to span the entire hex - thus, a LOS traced through any part of a hex is affected by the majority terrain in that hex. The LOS trace does not have to contact the actual terrain image. Units' LOS is not affected by their own hex when firing out of hexes that have terrain that blocks LOS.
b. Overhead Fire: Any unit may fire over enemy units at farther targets. Infantry and cavalry units may not fire over friendly units. Artillery units may fire over friendly units if they are not using Canister Range Fire and the friendly unit is not adjacent to the targeted unit.
c. Weapon Ranges: Every unit has a Weapon Type listed, and each Weapon Type has assigned Ranges (see the Weapon Ranges Table) Exception: type CC weapons have no lines listed and may only fire during the Defensive Fire step of the Close Combat procedure 11.0a. Range is measured in hexes from the firing unit (excluded) to the target unit (included). A unit's Range is divided into three categories: Effective, Long, and Extreme. Artillery units have an additional Range category called Canister.
i. Effective Range: Unit fires at full SP value.
ii. Long Range: A unit firing at more than Effective Range, up to its listed Long Range, has its SPs halved.
iii. Extreme Range: A unit firing at greater than Long Range, up to its listed Extreme Range, has its SPs quartered.
iv. Canister Range: is used only by Artillery units and increases their SP strength by 50%.
d. Other SP Modifiers: A unit's SPs are modified by 50% for each of the following cases: Opportunity Fire (see 10.7) and Supporting Defensive Fire (see 11.3a).
e. Multiple Firing Units: Firing is normally resolved by individual units. However, firing Infantry units stacked in the same hex, or stacked in two adjacent hexes, may add their SPs together into a single Fire Combat total. Cavalry units always fire individually regardless of stacking with or being adjacent to other units. For the infantry units in two adjacent hexes to be eligible to fire together, they must all be from the same Brigade. Artillery units stacked in a single hex may add their SPs together into a single Fire Combat total, but Artillery units in adjacent hexes may not add their SPs together. When combining units' SPs, any Weapon Range considerations are applied normally and individually affect each unit's SP contribution to the total. Add all fractional SPs together and then use the Universal Rounding Rule (see 2.8). When Infantry units in adjacent hexes combine fire, the most restrictive LOS condition that applies to either hex is applied to the combined fire. If Artillery and Infantry units are stacked together and issue Defensive Fire, or Supporting Defensive Fire at the same attacker, add their eligible SPs together (and modify the two units separately as well).
9.2 Target Eligibility and the Lead Unit: When conducting Fire Combat or Close Combat, Players must determine which unit in the targeted hex is the Lead Unit. The Lead Unit uses its CR in resolving any Cohesion Test resulting from the fire.
- If there is only one unit in the targeted hex, it is the Lead Unit.
- If there are multiple units in the targeted hex, the Lead Unit is the one with the largest printed SP value in the hex. If multiple units in the hex are tied for the largest printed SP value, the owning player selects any one of those units to be the Lead Unit.
9.3 Fire Combat Procedure: The owning player of the firing unit(s) declares an eligible enemy target hex. The player finds the column on the Combat Results Table (CRT) that includes the total number of modified SPs firing at the target hex. If the firing unit does not have at least 1/2 SP ("C") firing after any initial SP adjustments for Morale Hits, Weapon Range, Opportunity Fire, and Supporting Defensive Fire, then it cannot Fire.
CRT Column Shifts: The player then consults the list of possible Fire Combat Column Shifts, found in the exclusive rules and below the CRT, that would apply to this combat. Shifts can move to the left or to the right of the initial column. Combine all applicable column shifts first; then apply the net shift to get the final SP column to use. Fire with column shifts beyond the left of column "C" is ignored. Exception: Defensive Fire is resolved on the "C" column even if shifts take it beyond that column. Fire with column shifts beyond the right of column "23+" are resolved on column "23+." The column shifts for each game will be listed in the exclusive rules and the Combat Results Table.
a. Resolving Fire Combat: When the final adjusted SP column is determined, the active player rolls two dice. Read the colored die first and the white die second to form a two-digit number that will range from 11 to 66. For example, a roll of colored die 2 and white die 4 is read as "24." The player then looks down the SP column to find the row containing the rolled number and checks the result contained in that box. If the result is only a dash (-), the fire has had no effect and this Fire Combat resolution is over. If the result includes at least one colored box, the Lead Unit in the targeted hex may take a Cohesion Test.
b. Cohesion Test Determination: Check the modified Cohesion Rating of the Lead Unit (see 9.2) in the targeted hex. If the number range of a colored box in the combat result includes the Lead Unit's modified CR, that unit is subject to a Fire Combat Cohesion Test. The color of the corresponding box dictates which Cohesion Test is required - red is Severe, yellow is Tough, and green is Routine. If the Lead Unit's CR is not included in a colored box, the result is treated as a dash (-) result and thus no effect.
Fire Combat Example: The 2nd MO Infantry (3-3) from Sturgis' Brigade is located in a Clear terrain hex adjacent to the CSA 3rd AR Infantry Battalion (4-4), which occupies a Woods hex. It is the Fire Step of Sturgis' Brigade Activation Phase and the Brigade is under Attack Orders. The USA unit decides to issue Fire Combat at the CSA unit. The unit would normally fire with 3 SPs, this is shifted two columns to the left for an Obscured LOS (firing into a Woods hex). That means the fire is resolved on the "1" column. The USA player rolls two dice and gets a 6 on the colored die and a 2 on the white die. The player reads down the "1" column to the range of results that includes "62" (this would be the "61-62" line) to get the result of the fire. This gives a result of - | 0-1 | 2-4. The targeted hex has a Lead Unit with a CR of 4 and thus the fire has no effect. If the AK Infantry was Shaken, its CR would be modified to 3, and it would have to take a Routine Fire Combat Cohesion Test. (Note that these values are for example purposes only.)
c. Flanking Fire: If a hex is targeted by Fire Combat (for any reason) from two or more different enemy units whose LOS into the target hex is separated from the other LOS by at least one full hexside, it is subject to Flanking Fire. To use Flanking Fire on a hex, the firing player must announce all included fire attacks against the target hex prior to resolving any of them. Resolve this fire normally with all firing units involved in the Flanking Fire each receiving a one-column shift to the right. If all units in the targeted hex are retreated or placed on the Broken Track before all fire against it is resolved, any remaining firing units may fire at different targets. However, if any units remain in the originally targeted hex, all units announced to be participating in the Flanking Fire must still target that hex.
Note: To speed up the play of the game it is strongly suggested the player roll the dice for Fire Combat before figuring every single modifier (once you are familiar with the CRT). A low die roll is a miss against anything but the very lowest Cohesion Ratings.
10.0 Movement
Movement is conducted during the Artillery Phase (by Artillery units only) and the Movement Step (by activated Infantry and Cavalry units only). Certain Event chits also allow movement.
10.1 Movement Procedure: Units are moved one at a time (or one stack at a time, each completing its move before another unit or stack moves and cannot end their move in an over-stacked situation. (See stacking limit in exclusive rules) Units move from hex to adjacent hex and expend Movement Points (MPs) as they enter a hex. Each unit has a Movement Allowance, representing the number of MPs that it can expend during each movement.
10.2 Movement Allowance: The distance an Artillery unit can move is listed on the player aid for each game. The distance Infantry or cavalry units can move in a step is based on the Order that was issued (see Player Aid for the movement allowances for each type of unit under each type of order) for the Brigade during the preceding Orders Step. Some Event chits can change a unit's Movement Allowance.
10.3 Terrain Movement Costs: Each hex has a dominant terrain feature and costs one or more MPs to enter. These costs differ for each type of unit. Refer to the Terrain Effects Chart of each game for these terrain costs. Where multiple Terrain types affect a unit entering a hex, their costs are cumulative. If a unit does not have sufficient MPs remaining to enter a hex, it must halt its movement in its current hex. However, a unit may always move at least one hex during its movement, regardless of terrain costs as long as it does not over-stack or enter prohibited terrain.
10.4 Stack Movement: A stack of units may be moved as one entity, or each individual unit can be moved separately, at the owning player's discretion.
10.5 Roads: include Roads, Lanes, Trails, Pikes, etc. Their effects are described in each game's exclusive rules. For Series games volume 7 & 8, please refer to series rules version 1.1 for rules on roads.
10.6 Engagement: An Infantry or Cavalry unit becomes Engaged when it moves adjacent to any enemy unit during movement. An Artillery unit becomes Engaged when it is within two hexes of any enemy unit. Artillery units may not voluntarily move to become Engaged during their movement. Once artillery is engaged it may only voluntarily move to increase the distance from the enemy. Note that some Brigade Orders (see 8.0) do not allow Engagement.
10.7 Opportunity Fire: If a unit conducts movement (voluntary or not) out of a hex that is adjacent to one or more enemy units, it must first endure Opportunity Fire (Exceptions: Advance After Close Combat (see 12.7). This movement must first be announced, and the enemy player may then issue Fire Combat from all adjacent enemy units before the unit moves. If a stack of units wishes to leave from adjacent to an enemy, each unit is moved individually and undergoes Opportunity Fire individually. This fire is conducted normally (including being able to combine SPs of eligible firing units), except that units halve their SPs to resolve the fire. Apply all Fire Combat results normally, but the moving unit is automatically the Lead Unit - non-moving units in the same hex cannot be affected other than due to a Panic Result (see 12.1). If the moving unit suffers any Retreat result from this fire, its intended movement is cancelled, and it must conduct only the Retreat move. There is no limit to the number of times a unit can be subject to Opportunity Fire nor how many times a unit can issue such fire.
A unit conducting a Retreat move (see 12.3) does not qualify for Opportunity Fire in the initial hex of the retreat. In other words, enemy units adjacent to the Retreating unit when it starts its Retreat move may not issue Opportunity Fire. However, if the Retreating unit retreats more than one hex, it is subject to normal Opportunity Fire in each hex it exits after the first.
Note that this means that the retreating unit does not normally suffer Opportunity Fire from the units that caused the retreat in the first place. It will suffer fire from enemy units that it must retreat past as it runs away - essentially "running the gauntlet" if it is in a poor position.
10.8 Cavalry Withdrawal: When an enemy infantry or artillery unit moves within one or two hexes of a friendly mounted cavalry unit, the non-moving player may immediately retreat the cavalry unit one hex away from the moving enemy. (A cavalry unit gets two chances to withdraw, at two hexes and at one hex.) The hex the cavalry retreats to must be one that the cavalry unit may enter while mounted and may not be one that would create an over-stacking situation. There is no limit to the number of times a cavalry unit may withdraw one hex from various enemy moves in a turn. The cavalry unit may decide at any time to cease withdrawing and remain in position. The Cavalry unit does NOT suffer Opportunity Fire when withdrawing. The moving enemy unit may continue to move after the cavalry unit has withdrawn.
10.9 Cavalry Mounting and Dismounting: Cavalry units are either mounted or dismounted. They may change from one state to the other at any time during their movement by paying 3MP to change modes. Cavalry cannot mount up in terrain that would be prohibited to mounted units. The movement allowance of the unit remains the one that it began the movement with, minus the 3MP. If they do not have enough movement points left to pay the full cost, they may not mount or dismount this move. Mounting or dismounting adjacent to an enemy unit triggers Opportunity Fire (see 10.7). When mounting or dismounting, find the replacement counter that matches the desired state of the unit. Not all cavalry have a dismounted and mounted counter. Dismounted cavalry units are treated as an infantry unit for all purposes.
10.10 Cavalry Charge Moves: Mounted Cavalry units may make a special Charge Move which grants them a benefit in Close Combat. To charge, a cavalry unit must meet these conditions:
a). it may not be Shaken or Disrupted (see 12.5);
b). It must be in Clear terrain at the start of the movement step;
c). it may only enter Clear hexes;
d). it may not enter a hex so as to create an over-stacked situation at any time during its move;
e). it must end its Charge Move adjacent to an enemy unit;
f). the targeted enemy hex must contain only infantry and/or Artillery units in Clear hexes;
g). in all cases, the Charge Move may not cross a Slope or Steep Slope hexside nor can the targeted enemy unit be located through such a hexside.
If all these conditions are met, a Close Combat must then be declared during the Close Combat step. The Charging Cavalry unit will receive a bonus of two column shifts to the right if it is the Lead unit in the Close Combat.
10.11 Reinforcements Arrival: Artillery units are placed in the hex specified at the start of the Artillery phase, even if over-stacked. Infantry and cavalry reinforcements are all placed in the specified hex, even over-stacked if necessary - only upon the units being activated with a Full Activation. A Limited Activation will simply "burn" the brigade's activation and the units will not enter the game at that time. Reinforcement units move normally from their initial location upon entry, and if over-stacked, must observe Stacking Limits at the end of that first move. Should the reinforcing units be frozen into an over-stacked situation (such as by being forced to operate under a Regroup Order by a Command Confusion event chit), the player must move one unit at a time, starting with the largest SP unit, to an adjacent legal hex until the initial hex meets the Stacking Limit. If the assigned hex is occupied by or adjacent to any enemy unit(s), the reinforcements are delayed until the next turn. If the originally assigned arrival hex is still occupied by or adjacent to any enemy unit(s) when the reinforcements are next activated, they instead enter at the closest eligible hex to the originally assigned arrival hex that is not occupied by or adjacent to any enemy unit(s). If multiple hexes qualify, the owning player may choose among them.
10.12 Off-Map Withdrawals: A unit may voluntarily move off the game map by paying 1 MP to move from any map edge hex (regardless of the terrain in the hex or hexside) off the map. The unit is removed from the map and is permanently out of the game. It may not return at any time.
11.0 Close Combat
Close Combat represents short-range firefights, and, in rare instances, actual bayonet and hand-to-hand melee combat. Close Combat is resolved in the same manner as Fire Combat, with the following exceptions:
- Cohesion Tests are resolved on the Close Combat Cohesion Test Table instead of the Fire Combat Cohesion Test Table.
- A Close Combat Cohesion Test is always required, regardless of the result achieved on the Combat Results Table, Exception (11.3d). If a "No Effect" result is achieved on the CRT, this is termed a Close Fight result and still requires a reference to the Close Combat Cohesion Test Table under the "Close Fight" column (and these results may affect the attacker as well as the defender).
11.1 Close Combat Ineligibility: Artillery units may never initiate Close Combat.
11.2 Close Combat Declaration: At the start of the Close Combat Step, the active player must announce every Close Combat they plan to make in the current Step and must designate all attacking units and which hexes they are attacking. Attacking is voluntary and there is no requirement to attack adjacent enemy units. Multiple attacking units that are adjacent to the same enemy hex may all attack that hex if they wish and it will be resolved in a single Close Combat. Once an attacking unit is announced, it is committed to attacking the designated hex in the current Step.
11.3 Close Combat Procedure: Each announced Close Combat is resolved individually and in its entirety before moving on to the next Close Combat. The order of Close Combats is up to the active player, who does not have to declare the order of Close Combats at the start of the Step. A Close Combat is resolved in the following order:
a. Defensive Fire: Enemy units in the targeted hex may issue Defensive Fire. This fire uses the Fire Combat rules and modifiers. In addition, other enemy units adjacent to any currently attacking unit(s), and who are not themselves the target of a different declared Close Combat during this Step, may also issue Defensive Fire, but with only 50% of their SPs (this is termed Supporting Defensive Fire). All such Defensive Fire is issued normally and, in any order, chosen by the defending player. Defensive fire may be combined with Supporting Defensive Fire if the firing units are adjacent to one another and adjacent to the target attacking unit. If any Retreat result is achieved, or if an attacking unit is placed on the Broken Track, the retreated or broken unit(s) cannot take part any further in the Close Combat. Should there be more than one defending unit in the attacked hex, each defending unit may issue Defensive Fire at the same attacking hex, or each can fire at a different attacking hex (if there are more than one). Note: Defending Infantry units armed with "CC" weapons MAY ISSUE DEFENSIVE FIRE (treated as effective range). Defending mounted cavalry units armed with "CC" weapons MAY NOT ISSUE DEFENSIVE FIRE and all Defending mounted Cavalry units (regardless of weapon) attacked by other cavalry units MAY NOT ISSUE DEFENSIVE FIRE.
b. Cavalry Withdrawal: In lieu of issuing Defensive Fire, an attacked mounted cavalry unit may instead immediately withdraw one hex away from an attacking enemy INFANTRY unit (only). The hex withdrawn to must be one that the mounted Cavalry can legally enter. The enemy unit may then Advance After Close Combat (see 12.7). The unit can only advance if the hex is emptied by the withdrawal. There is no limit to the number of times a mounted Cavalry unit can withdraw from various enemy Infantry attacks in a turn. The Cavalry unit does NOT suffer Opportunity Fire when withdrawing.
c. Initial CRT Column: Any announced attacking units that did not Retreat and that were not Broken by Defensive Fire must continue to conduct the Close Combat (regardless of the Defensive Fire results on any other attacking units). If there is a single attacking hex the attacking player finds the column on the Combat Results Table (CRT) that includes the total number of SPs of the attacking units in that hex.
If there is more than one attacking hex committed against the same defending hex, the attacking player must designate one of the attacking hexes as the Assaulting Hex. The other attacking hexes are called Flanking Hexes. This is done after defensive fire; do not announce an Assaulting Hex before that fire as the results of that fire could totally change the situation. Only units in the Assaulting Hex are used to determine the SP total on the CRT, as well as to determine eligibility for all column-shift modifiers except the Out Numbering modifier. Close Combat modifiers are cumulative. For purposes of the Out Numbering modifier only, count all the attacking SPs taking part in this Close Combat (i.e., from the Assaulting Hex plus all the Flanking Hexes) and use that SP total to calculate any eligible column shift (only). Flanking Hex units may still participate in an eligible Advance After Close Combat (see 12.7).
d. Resolving Close Combat Attacks: The method used to resolve Close Combat Attacks is identical to the method for resolving Fire Combat. If modifiers shift the Attacker's CRT column to the left beyond the lowest column of the CRT, then no close combat occurs.
e. Cohesion Test Determination: Close Combats use the same procedure as Fire Combat for determining which Cohesion Test is required but use the Close Combat Cohesion Test portion of the table.
It is especially important to remember that ALL Close Combat results (even a "-" result) require reference to the Close Combat Cohesion Test Table!
12.0 Cohesion Tests
During Fire Combat and Close Combat, some results will require affected units to take a Cohesion Test. This involves a roll of both dice on the Cohesion Test Table corresponding to the combat type. The owner of the unit(s) taking the test rolls both dice, then cross references the colored die with the Depletion Result column and the white die with the Skedaddle Result column. Cohesion Tests are always resolved in order from left to right - apply each result in its entirety and then proceed to the next result. Lead Units always have any results applied to them first before proceeding to results pertaining to any other units.
12.1 Fire Combat Cohesion Test Procedure: The player owning the unit(s) subject to a Fire Combat Cohesion Test refers to the Fire Combat Cohesion Test Table and finds the section that corresponds with the Cohesion Test type achieved on the CRT - Routine, Tough or Severe. The Depletion Test is resolved and completely applied first. Then the Skedaddle Test is resolved.
a. Depletion Test: The first Cohesion Test is the Depletion Test. Find the row that matches the colored die roll in the section that corresponds with the type of Cohesion Test required.
- No Effect (-): The test is passed and there is no effect on the Lead Unit.
- Deplete (D): The Lead Unit, if on its FR side, is flipped over to its BW side. If it is already on its BW side, it must take an immediate Break Test (se 12.6).
- Deplete Two Units (D2): The Lead Unit plus the next largest printed SP unit in the target hex each suffer a Deplete result as above. If only one unit is in the target hex, treat this as a "D".
- Deplete All Units (D all): Every unit in the target hex suffers a Deplete result as above.
b. Skedaddle Test: The second Cohesion Test is the Skedaddle Test. Find the row that matches the white die roll in the section that corresponds with the type of Cohesion Test required. Sometimes, multiple results can be listed, in which case all are applied together.
- No Effect (-): The test is passed, and the Lead Unit is unaffected.
- Morale Hit (MH): The Lead Unit is given a Morale Hit (see 12.5). A result of 2MH indicates that two Morale Hits are incurred by the Lead Unit.
- Break Test (BT): The Lead Unit must take a Break Test (see 12.6).
- Retreat (R#): The Lead Unit Retreats (see 12.3) the number of hexes indicated.
- Panic Result (P1): This result means that, in addition to the normal result to the Lead Unit, one other unit (if available) will Panic. The firing player selects one enemy unit (not the Lead Unit) in the targeted hex, or in any adjacent hex, that has a modified CR of 2 or less. This selected Panicked unit then suffers one MH and must Retreat three hexes (R3). No Panic occurs if there are no eligible units with a low enough CR. If there is more than one eligible unit to select, the unit with the lowest modified CR of those eligible must be selected. If again there is more than one unit qualified, the firing player can select the eligible unit of the players choice.
Important Note: Only the Lead Unit is affected by Fire Combat Skedaddle results unless there is Panic. The Panic result is applied after all results are first applied to the Lead Unit. Thus, the retreat of the Lead Unit may affect the Unit Support status (and thus the modified CR) of any potential panicking units.
Panic Example: A stack of three targeted units of 4 SPs, 3 SPs and 1 SP and all with a printed CR of 3 and no markers are attacked by Fire Combat. The CRT roll achieves a "Tough" Cohesion Test result. Adjacent to the stack of three defenders is a single friendly Shaken unit with 6 SPs and a CR of 4. The attacking player rolls a colored 5 and a white 5, which is a D2 Depletion Test result and a MH RA2 (P1) Skedaddle Test result. The Depletion Test result is applied first, and the D2 causes the defending Lead Unit (the 4 SP unit) and the next-largest SP unit (the 3 SP unit) to be flipped to their BW sides. The Lead Unit is now 1 SP with a CR of 2 and the other affected unit is now a C SP unit with a CR of 2. The Skedaddle Test is then applied, and the Lead Unit is given a "Shaken" marker and retreats two hexes.
The Panic Result must now be resolved. The firing player can apply the Panic Result to one qualified enemy unit. Only the C SP unit can be selected as the 1 SP unit (CR 2) was the Lead Unit and cannot be chosen and the adjacent Shaken 6 SP unit (CR is 3) does not have a low enough CR. So, the player must choose the C SP unit and that unit becomes "Shaken" and then retreats two hexes.
12.2 Close Combat Cohesion Test Procedure: The players refer to the Close Combat Cohesion Test Table and find the section that corresponds with the type of Cohesion Test result achieved on the CRT - Close Fight, Routine, Tough or Severe. The Depletion Test is resolved and completely applied first. Then the Skedaddle Test is resolved.
a. Depletion Test: The first Cohesion Test is the Depletion Test. Find the row that matches the colored die roll in the section that corresponds with the type of Cohesion Test required.
- No Effect (-): The test is passed and there is no effect on the Lead Unit.
- Attacker Deplete (AD): The attacking unit with the largest printed SP value (from the Assaulting Hex if multiple attackers and owning player's choice if more than one such unit) is affected. A unit on its FR side is flipped to its BW side. A unit already on its BW side takes an immediate Break Test (see 12.6).
- Deplete (D): as Fire Combat Cohesion Test
- Deplete Two Units (D2): as Fire Combat Cohesion Test
- Deplete All Units (D all): as Fire Combat Cohesion Test
- Both Deplete (BD*): the defending Lead Unit suffers a Deplete result and the attacking unit with the largest printed SP value (from the Assaulting Hex if multiple attackers and owning player's choice if more than one such unit) suffers an Attacker Deplete result. Exception: If the attacking units have a total modified SP value that is at least triple the total modified SP value of the units in the defending hex, apply only the "D" result. If the units in the defending hex have a total modified SP value that is at least triple the total modified SP value of the attacking units apply only the "AD" result.
c. Skedaddle Test: The second Cohesion Test is the Skedaddle Test. Find the row that matches the white die roll in the section that corresponds with the type of Cohesion Test required. The results of the Skedaddle Test in a Close Combat are slightly different than in a Fire Combat. If multiple results are listed, all are applied in the order listed.
- No Effect (-): The test is passed, and the Lead Unit is unaffected.
- Attacker Morale Hit (AMH): The attacking unit with the largest printed SP value (from the Assaulting Hex if multiple attackers and owning player's choice if more than one such unit) receives a Morale Hit (see 12.5).
- Attacker Retreats (AR#): The attacking unit with the largest printed SP value (from the Assaulting Hex if multiple attackers and owning player's choice if more than one such unit) Retreats (see 12.3) the number of hexes indicated.
- Morale Hit (MH): as Fire Combat Cohesion Test
- Break Test (BT): as Fire Combat Cohesion Test
- Defenders Retreat (RA#): All units in the defending hex each Retreat (see 12.3) the number of hexes indicated.
- Panic Result (P#): as Fire Combat Cohesion Test except that if the result is "P2" or "P3", the enemy player selects two or three eligible units (respectively) to effect. If there are multiple eligible units, they must be chosen starting with the lowest modified CR unit first.
Important Note: When conducting Close Combat Panic, do so in the following order: Apply the normal combat result to the Lead Unit first; then determine who will Panic (which can include units that were stacked with the Lead Unit and may be affected by an "RA" result); then apply the Panic result to the chosen units; and finally, retreat any units that were stacked with the Lead Unit the maximum distance that would apply, either from the original "RA" result or from the Panic effect, whichever is greater (but not both).
12.3 Retreat Movement: If the Cohesion test result dictates a Retreat, the affected unit must be immediately retreated. Retreat movement is counted in total hexes - not MPs! The terrain MP cost of hexes retreated through is ignored. The unit must retreat the entire distance mandated by the test result. Retreats are conducted by the owning player, one unit at a time if a stack is affected, and follow this order of priority:
- It must finish its retreat the number of hexes away from its original location specified by the retreat result. This means that a unit might retreat more hexes than specified to avoid other retreat restrictions, as long as it ends up that far away from its original hex.
- It may not enter a hex with an enemy unit.
- It may not enter an impassable hex or cross an impassable hexside.
If the retreating unit cannot retreat without meeting all three of these initial requirements, it is placed in Broken Box 3 on the Broken Track. Exceptions: A unit retreating off the map is placed in the Broken Box 1 instead. Artillery and Fragile units are eliminated.
If this first set of retreat requirements can all be met, the following restrictions must be met, if possible. They are listed in order of precedence.
- The retreat path must follow hexes not adjacent to the enemy unit(s) that caused the retreat.
- The retreating unit must avoid moving adjacent to other enemy unit(s) that did not cause the retreat.
Note: that if a retreating unit moves from a hex adjacent to one or more enemy units (other than the initial hex of retreat), those enemy units may Opportunity Fire (see 10.7). Any Depletion, Break Test and/or Retreat result received is applied normally at that point in the retreat, with a Retreat result being added to the total current Retreat distance. The retreating unit may not end its retreat in a hex so as to cause the hex to be over-stacked. If the only hex available to retreat into that meets all the higher priorities is a hex that would now be over-stacked. the retreating unit retreats additional hexes until it reaches a hex it can legally stack in.
12.4 Unit Support: Units that have friendly units from the same brigade in the immediate vicinity can derive morale and physical support from those units, boosting their own ability to withstand enemy fire or assault. This is modeled by modifying an unsupported unit's CR. Unit Support is judged and applied in every instance that a unit is required to refer to its modified CR.
a. Unit Support Qualification: The definition of Support depends on the type of unit involved, as follows:
i. Infantry and Cavalry: An Infantry or Cavalry unit is Supported if there is at least one non-Shaken and non-Disrupted unit from the same Brigade stacked with it or in an adjacent hex. Note that the unit providing support can be Battleworn.
ii. Artillery: An Artillery unit is Supported only when stacked with or adjacent to any non-Shaken and non-Disrupted Infantry or Cavalry unit.
iii. Unit on the Broken Track: Units in the "Available" box on the Broken Track that are attempting to Rebuild are automatically Supported.
b. Unit Support Effect: If a unit does not have qualifying Unit Support, it is deemed to be Unsupported, and its CR is decreased by one (-1).
Note: It is important to note that Unit Support (or the lack thereof) is always considered when a unit's modified CR needs to be referenced.
12.5 Morale Hits: If the Cohesion Test result indicates a Morale Hit (MH), the testing unit applies this result as follows:
- Unit does not already have a Morale Hit marker: The unit receives a "Shaken" marker and its SP and CR values are each reduced by one (-1). If the unit receives two Morale Hits, the marker is placed on its "Disrupted" side and the unit's SP and CR values are each reduced by two (-2).
- Unit already has a "Shaken" marker: The unit's current marker is flipped over to its "Disrupted" side and the unit's SP and CR values are each reduced by two (-2). If the unit receives two Morale Hits, it is marked Disrupted and then must take a Break Test (see below).
- Unit already has a "Disrupted" marker: The unit keeps its "Disrupted" marker and must take an immediate Break Test (see 12.6). If the unit receives two Morale Hits, it must take two separate Break Tests.
12.6 Break Test: Certain Cohesion Test Table results call for units in extreme distress to make a Break Test.
- A unit receiving a "Break Test (BT)" result.
- A unit on its BW side receiving a "Deplete (D)" result. Fragile units only have a BW side.
- A unit with a "Disrupted" marker receiving a "Morale Hit (MH)" result.
A Break Test is resolved immediately upon a unit receiving it. Note that a unit could be required to take more than one Break Test from the same result (for example, a Disrupted unit that receives two Morale Hits). When resolving a Break Test, the owning player rolls one die and compares it to the testing unit's modified CR. Find the row on the Break Test Table that corresponds to the die roll and apply the indicated result as follows:
- Die Roll equals or is less than CR: The testing unit is given a "Shaken" marker. If it is already Shaken, flip the marker to its "Disrupted" side. If the unit is already Disrupted, there is no effect.
- Die Roll 1 more than CR: Remove any Morale Hit markers and then place the unit, on its BW side, into Broken Box 1 on the Broken Track. Exception: If the affected unit is Artillery or a Fragile unit (see 2.1), it is eliminated.
- Die Roll 2 more than CR: Remove any Morale Hit markers and then place the unit, on its BW side, into Broken Box 2 on the Broken Track. Exception: If the affected unit is Artillery or a Fragile unit, it is eliminated.
- Die Roll 3+ more than CR: Remove any Morale Hit markers and then place the unit, on its BW side, into Broken Box 3 on the Broken Track. Exception: If the affected unit is Artillery or a Fragile unit, it is eliminated.
12.7 Advance After Close Combat: When a hex is vacated by all enemy unit(s) after taking a Cohesion Test caused by a Close Combat (only), the surviving friendly unit(s) that were committed to attack the hex (including Flanking Hex units) or that were attacked from the hex may advance to occupy the now-empty hex, up to the stacking limit. Note that this advance is allowed by both attacking and defending units. Advancing units are not subject to Opportunity Fire (see 10.7) when they make the advancing move.
If the defeated enemy retreated two or more hexes or was Broken (for any reason), the victorious units may advance two hexes. The first hex advanced must be the hex previously occupied by the retreating or broken unit(s). The second hex can be any legal hex adjacent to that hex. Again, no Opportunity Fire is allowed against advancing units.
12.8 The Broken Track: Most infantry and cavalry units do not get permanently eliminated from the game. They are placed on the Broken Track into one of several boxes which corresponds to a unit's level of distress. Artillery units and Fragile units are never placed on the Broken Track. Instead, they are permanently eliminated from play.
The Broken Boxes: Each Broken Box is labeled with a number or "Available". Broken Box "3" represents the greatest degree of disorganization and demoralization. The "Available" Box represents the least disorganized Broken state. Units are placed in a numbered box per the Cohesion Test result achieved. Units on the Broken Track are always placed on their BW side. Remove any markers from a unit on the Broken Track.
a. Broken Track Adjustments: During the End Turn Phase, all units in each Box are moved down the track to the next lower-numbered Box or to the "Available" Box (from the "1" Box). Units in the "Available" Box must remain in that Box for the remainder of the game unless Rebuilt (see 13.2b). To prevent confusion, move units in the "1" Box first, then the "2" Box, then the "3" Box.
b. Rally Eligibility: Units located in the "Available" Box are eligible to use a Rebuild action (see 13.2b). Rebuilt units are immediately removed from the "Available" Broken Box and placed on the map in an eligible location on their BW side.
Close Combat and Cohesion Test Example: USA units 1st WV (3-2 on its FR side) and 4th WV (4-1 on its BW side) are stacked together, under Attack Orders and adjacent to a Battleworn CSA stack consisting of the 36th VA (5-4 on its BW side) and the 69th NC (2-3 on its BW side). The USA stack is situated on Level-4 Clear terrain, while the CSA stack is on Level-5 Clear terrain with a Slope hexside between the two stacks. The USA player decides to declare a Close Combat attack. The CSA units issue Defensive Fire and get a "No Result." The USA units then attack with 6 SPs, starting the combat on the "6-7" column. This combat is then shifted two columns to the left due to the Slope hexside and another column to the left because the defending units have a better CR. That's three shifts to the left and therefore puts the final Close Combat CRT column at "3". The USA player rolls two dice and gets a colored 5 and a white 2 for "52". Looking down the "3" column, we see that a roll of 52 corresponds to the "51-53" row and a result of - | 0 | 1-3. The CSA Lead Unit is the 36th VA, which has a CR of 4 (its printed CR of 4 is used because it has Unit Support from the 69th NC, which is also from Smith's Brigade). The result is "-", which during a Close Combat is a Close Fight result. The USA player rolls two dice again, this time rolling a 5 on the colored die and a 3 on the white die and references the "Close Fight" section of the Close Combat Cohesion Test Table.
The Depletion Test result is "BD*," therefore both sides need to Deplete a unit. The USA player must Deplete the 4th WV (as it is the larger SP unit) and since its already on its BW side, the unit must take a Break Test. The USA player rolls one die against the unit's printed CR of 1 and rolls a 1, which means the unit is not Broken but is given a "Shaken" marker. The CSA player must also Deplete the 36th VA (the defending Lead Unit) and it also must then take a Break Test since it's on its BW side. The player rolls a 4, which means the unit is placed on the Broken track in the Broken Box 1 as the die roll was one above its CR.
The Skedaddle Test result is "AM", which means one of the two attacking USA units must take a Morale Hit. Again, this must affect the larger-SP 4th WV (because you use the printed SPs, not the modified SPs), and the USA player flips the "Shaken" marker over to its "Disrupted" side (Note that these values are examples only).
13.0 Rally
To get Battleworn, Shaken, and Disrupted units back into the fight, players must attempt to Rally those units. This activity may only be attempted during the active Brigade's Rally Step, and only under certain orders and in certain conditions.
13.1 Rally Eligibility: To attempt a Rally, a unit must meet all the following qualifications:
- If an Infantry or Cavalry unit it must belong to the currently Active Brigade.
- If an Artillery unit, it must be stacked with or adjacent to any unit belonging to the currently Active Brigade. An Artillery unit may only conduct a Recovery action (see 13.2a) but may do so multiple times in a single turn if it meets this requirement more than once. Artillery may not conduct a Rebuilding procedure (see 13.2b) in the Rally Step - it may only do so in the Artillery Rally Step (see 6.4).
- The Active Brigade must be under Regroup or Defend Orders.
- It must be at least three hexes away from any enemy unit (counting the Rallying unit's hex but not counting the enemy unit's hex), or in the "Available" Box on the Broken Track.
- A unit can be rallied by an event chit by following the procedure outlined in the chit description.
13.2 Rally Procedure: Once eligible units have been identified, the player may perform Recovery and/or Rebuilding, depending on the current Brigade Order. An eligible unit may conduct either Recovery or Rebuilding in a single Rally Step - not both.
a. Recovery: This procedure allows the removal of one or more Morale Hits from a unit. The number of Hits removed depends on the Brigade Order, as follows:
- Defend Order: Each eligible unit may remove one Morale Hit. A unit can discard its "Shaken" marker or flip its "Disrupted" marker over to its "Shaken" side.
- Regroup Order: Each eligible unit may remove all its Morale Hits. Remove the "Shaken" or "Disrupted" marker.
- Any Other Order: Units may not recover.
b. Rebuilding: To attempt to Rebuild a unit, the owning player rolls one die and compares the die roll to the unit's BW modified CR (remember that a Rebuilding unit in the "Available" box is automatically considered to have Unit Support). If the roll is less than or equal to the CR, the Rebuild attempt is successful and the unit flips to its FR side, or if in the "Available" box is placed on-map on its BW side. If greater than the CR, the Rebuild attempt is unsuccessful and the unit remains in its current condition. Note that Fragile units and Artillery units cannot be Rebuilt once eliminated. Also note that a BW Artillery unit still on the map can be Rebuilt to its FR side. In addition, an Artillery unit may only attempt a Rebuild during the Artillery Step.
Rebuilding can only be conducted with units under a Regroup Order. Each eligible unit may make one Rebuild attempt (as described above). If a unit on the map is successful, it is flipped over to its FR side. If this causes the unit's hex to exceed the stacking limit, that unit must immediately displace to an adjacent hex that is further away from the nearest enemy unit and that will not exceed the stacking limit. Repeat this displacement, if necessary, until stacking limits are met. Units under any other Order may not Rebuild.
If a successful unit is re-entering the map from the "Available" Box, it is placed on its BW side in any hex that is at least three hexes from any enemy unit. It must also be within three hexes of another unit from the Active Brigade. If there is no other unit from the Active Brigade on the map, then it must be within three hexes of another unit from the Active Brigade's Division. If this is not possible, then it can be placed within three hexes of any friendly unit. If no such hex exists on the map, then the unit may not attempt to Rebuild until an eligible hex is available.
Example: Tyler's Brigade has been taking heavy casualties and the USA player decides it's time to get those units rallied. The Disrupted 7th IN-a is on its BW side and adjacent to an enemy unit. The fresh but Shaken 7th IN-b is immediately behind it. The 110th PA-a is in the "Available" Box on the Broken Track.
If the USA player wants to do some rallying but also keep fighting, they could give Defend Orders to the Brigade. This will allow the Brigade to conduct Fire Combat, withdraw the 7th IN-a back two hexes (subjecting it to Opportunity Fire) and move the 7th IN-b up one hex to relieve them. During the Rally Step, since the boys from Indiana are now three hexes from any enemy unit, they can perform a Recovery action on the 7th IN-a and flip the "Disrupted" marker to its "Shaken" side.
If the player had instead chosen a Regroup Order, none of the units could move and they would only have been able to Rebuild the 110th PA-a (because it's in the "Available" Box of the Broken Track) since both the 7th IN-a and 7th IN-b are too close to the enemy. If they had rolled a "1" on the die, this would be less than the 7th IN-b's CR of 2 and would allow the unit to be immediately returned to the map on its BW side, at least three hexes from any enemy unit and within three hexes of either of the other two USA units.
REBUILD OPTION: To more accurately reflect the fact that once a unit broke in combat it rarely returned to good order, we recommend that you not allow a unit to ever Rebuild to its FR side once it has been placed on the Broken Track. Unfortunately, it is not possible within the physical constraints of the game package to provide markers to keep track of such units. However, if players wish to do some additional bookkeeping, they may opt to not allow units that have returned from the Broken Track to ever to be Rebuilt to their Fresh sides - they must remain on their Battleworn sides.
14.0 End Turn Phase Procedures
When no chits remain in the draw cup, players proceed to the End Turn Phase to conduct various housekeeping procedures, check on special situations, and update the game's progress.
14.1 Final Held Chit Play: Both players may play one or more of any eligible Event or CIC chits they are still holding at this time (i.e., any chits that were being held, such as CIC, Firefight and Rebel Yell chits). First the USA player announces and plays a chit, followed by the CSA player and so on until all the eligible chits are played.
14.2 Victory Point Awards: Both players count the number of Victory Points earned for the current turn and adjust the VP markers to indicate the new net VP total depending on the scenario being played. This step is skipped in some games that do not collect VP every turn.
14.3 Reset Brigade Activation Status Markers: Any Brigade Activation Status markers on their "Activated" side are flipped back over to their "Available" (flagged) side. In addition, any Brigades that will be entering play next Game Turn have their Brigade Activation Status markers added to the existing group of markers.
14.4 Update Broken Track: Move all units on the Broken Track to the next lower-numbered box, except units located in the "Available" Box, which remain there.
14.5 Prepare for Next Turn: Both players gather all their Event chits together to get ready for next turn's Command Decision Phase. Finally, move the Game Turn marker to the next space of the Game Turn Track. If this is the last turn of the scenario, count the number of Victory Points for each side (see the scenario rules) and determine the game's winner.
PART TWO: SEDGWICK ATTACKS EXCLUSIVE RULES
The Exclusive Rules augment the Blind Swords Series Rules above. Section numbers refer to the Series Rules; only the sections listed here are changed or added. The Exclusive Rules' own Table of Contents lists: 1.0 Introduction; 2.0 Terrain, Unit Counters, Markers & Chits; 3.0 Unit Stacking; 6.0 Artillery Phase; 7.0 Chit Draw Phase; 9.0 Fire Combat; 10.0 Movement; 11.0 Close Combat; 12.0 Cohesion Tests; 15.0 Skirmish Order; 16.0 Scenarios; 17.0 Designers Notes.
1.0 Introduction
Sedgwick Attacks simulates part of the fighting during the Battle of Chancellorsville on May 3rd, 1863 that happened near Salem Church. Lee's Army of Northern Virginia (ANV) had managed to drive General Joe Hooker's Army of the Potomac (AOP) out of the Chancellorsville crossroads and had managed to concuss Hooker. With Hooker reeling, the AOP VI Corps was ordered to attack the ANV forces behind Fredericksburg, take Mayre's Heights, advance down the Orange Plank Road and come up behind Lee's main force.
Though Sedgwick succeeded in taking Mayre's Heights, he became concerned as he advanced down Orange Plank Road. He realized that Early's ANV force was still intact and it was behind him. He also faced a small ANV blocking force so Sedgwick became cautious due to enemy troops in front of and behind him. He therefore advanced carefully. On the Confederate side, General Cadmus Wilcox was about to have the best day of his military career. Both of these facts caused Sedgwick's VI Corps' defeat at Salem Church.
The game uses Hermann Luttmann's "Blind Swords" series rules system. It utilizes a chit-pull mechanic that emphasizes the three "FOWS" of military conflict: Fog-of-War, Friction-of-War and Fortunes-of-War. This rulebook augments the standard series rulebook and allows you to experience tactical American Civil War combat without a heavy set of rules. The game can be enjoyed on a solitaire basis by playing both sides, in a two-player mode or even in multiplayer mode (two Confederate players and one Union commander).
Game Components
- 1 - 22 x 34 inch map
- 1 - Counter-sheet of 176 5/8" counters
- 5 - Player Aid Charts
- 1 - Series Rulebook
- 1 - Exclusive Rulebook
- 2 - Brigade Activation Cards
- 1 - Game Box or Ziplock Bag
- 2 - Dice (Boxed version only)
2.0 Terrain, Unit Counters, Markers & Chits
2.1 Unit ID & Organization: Unless otherwise noted, Infantry and Cavalry units belong to a Brigade, with each Brigade belonging to a Division (Wilcox is an independent brigade). Most Artillery units are independent (Cobb is the exception) and do not belong to any Brigade or Division for game purposes. Also note that some of the Union regiments have already been fighting earlier in the day, they have already taken casualties and their "Fresh" values take previous casualties from the morning fighting into account.
2.1a Cavalry Units: Cavalry units do not have a Fresh or Battleworn side, instead they show a Mounted side on the front and Dismounted one on the reverse. All Cavalry units are Fragile, meaning they must undergo a Break Test if they suffer a Depleted result. Play Note: All Fragile units have their strength in a yellow circle background as a reminder. There is one Cavalry unit (15th VA) in the game, and it consists of 50 troopers that General Wilcox used as skirmishers.
2.1b Divided Regiments: One Rebel unit (9th AL) was divided during the historical battle. Part of this unit was historically stationed in Salem Church while the rest of the unit was positioned further back in the Improved Positions. Each half functions as a separate unit, there is no requirement to keep the two units together.
2.3 Brigade Activation Status Markers: Brigade Activation markers are provided to assist players with tracking which Brigades have been activated this turn (as shown on the reverse side of these counters). IMPORTANT: Unlike Command Activation chits, these Brigade markers never go into the draw cup; they exist solely for player reference. Play Note: Brigade Activation Display Cards are included to assist players in keeping their Brigade Activation markers organized.
2.9 Game Scale: Each map hex is approximately 150 yards across. Each Infantry and Cavalry unit represent individual regiments (or battalions) with each strength point being equal to approximately 50 men. For Artillery batteries, one strength point equals one gun. Each game turn equals 20 minutes of real time.
2.10 Map Terrain Features: Various types of terrain are depicted on the map and are identified on the Terrain Key. Terrain that requires further description is covered in this section.
a. Elevation levels: Every hex is one of eight elevation levels, from 1 to 8. A hex's Level is important for Line of Sight (LOS) purposes. Hexes are color-coded to indicate their level. The levels also have a black contour line between them where the elevation changes one level. Multiple black lines indicate a change in level equal to the number of lines. At numerous points on the map are small numbers indicating the level of the hex.
b. Hex Terrain: A hex is considered the terrain type of the predominant terrain of the hex. If the terrain's graphic occupies or traverses at least half of the hex, the entire hex contains that terrain for all purposes.
c. Buildings: Salem Church and the Schoolhouse are in the same hex on the map, and they provide a one column shift to the left for Fire and Close Combat to units in this hex. All other buildings are for informational purposes only and have no effect.
d. Improved Positions: The game has "Improved Position" hexsides, which represent rifle pits, and shallow trenches. These positions were built during the winter (between the Battle of Fredericksburg and May of 1863). They cannot be destroyed and can be used by either side. They provide a one column shift to the left for Fire and Close Combat if attacking from East to West across the hexside.
e. Bridges and Streams: Streams cost an additional Movement Point to cross. Bridges negate this cost. A Close Combat attack across a stream is a one column shift to the left and bridges do not negate this.
f. Roads: There are three types of Road hexes: Trails, Roads, and Pikes. Infantry units traveling from one Trail/Road/Pike hex to an adjacent Trail/Road/Pike hex with a connecting "Road" graphic pay only 1 Movement Point, regardless of the other terrain in the hex or the hexside crossed. Artillery and Cavalry units moving along Road or Pike hexes (not trails) pay 1/2 Movement Point per hex. Infantry Units moving along Road or Pike hexes (not trails) may use the March Column movement rate (10.5a) and thus pay only 1/2 Movement Point per hex when under Maneuver Orders.
g. Unfinished Railroad: treat this as a trail for all purposes.
h. Woods: Woods block LOS for units on the same level, shifts fire one column left when fired over, causes units to be unsupported in woods hexes even if adjacent to other units, prevents units in woods from supporting other units, affects movement and shifts fire two columns to the left when fired into a woods hex. Woods have no effect on Close Combat or retreat.
i. Slope Hexsides: These hexsides represent either a large change in elevation or a big rise over a short area from one hex to the adjacent hex. One of the hexes bordering the relevant Slope hexside is on a higher Level than the adjacent hex. Moving/Attacking from the lower-Level hex through a Slope hexside to a higher-Level hex is going "upslope" and vice-versa is going "downslope".
j. Steep Slope Hexsides: These hexsides are the same as Slope hexsides except that they represent a sharp change elevation from one hex to the adjacent hex.
Note that Steep Slope hexsides have movement effects going both upslope and downslope, but combat effects only when going upslope.
3.0 Unit Stacking
3.1 Stacking Limits: Twelve (12) strength points may stack in one hex. However, Woods and Roads each affect stacking limits, as follows:
a. Wood Hexes: Artillery and Cavalry units may only occupy a Woods hex if it is a Trail/Road/Pike hex.
b. Road Hexes: If any moving unit wishes to use any Trail, Road, Pike or March Column movement cost (10.5a) when entering a hex, the 12 SP stacking limit is in effect always, not just the end of the turn.
6.0 Artillery Phase
The Movement Allowance of all Artillery units is 6 MPs.
Cobb's artillery is used normally during the Artillery Phase. It can also move (but not fire or rally) during any Wilcox activation. Wilcox's Brigade was very active during his delaying action and therefore Cobb needs to be able to move with the rest of Wilcox during the turn.
7.0 Chit Draw Phase
7.3 Drawing and Applying a Chit:
a. Command Events: There are no Command Events.
b. The Fog of War: The Fog of War chit allows for the occurrence of those unusual or unexplained troop movements and attacks that have often happened throughout military history.
When the Fog of War chit is drawn, the non-chit-pulling player rolls one die and consults the Fog of War Chit Table on the player aid.
After all effects are resolved, the Fog of War chit is discarded (unless deployed onto the map) and the next chit is drawn.
Results are applied as follows:
-
[Affected Side] Battlefield Chaos: The opposing player to the affected side selects any one enemy-occupied hex and places the Fog of War chit on that hex. All units in that marked hex are under following restrictions:
- They may not voluntarily move or initiate combat of any kind for the remainder of the Game Turn. Exception: see bullet below.
- No friendly Event Chit can be played by the owning side on this hex (but the opponent can play chits there).
- They may not receive Unit Support (12.4) nor do they provide Unit Support.
- They may use Defensive Fire (11.3a) but with only 1/2 SPs. They retreat (12.3) normally.
The chit is removed from the hex if the unit(s) are eliminated, broken, retreats or at the end of the turn.
-
Wayward [Affected Side] Move: The opposing player to the Affected Side selects any one enemy unit to affect. The player may then move this enemy unit one hex in any direction. The unit may not be moved into a hex that it is prohibited from entering, a hex that would be over-stacked, or off the map edge. This move may trigger Opportunity Fire. Artillery that is not Engaged could not be moved into engagement as this is a prohibited move.
-
Possible General Casualty: The affected player rolls two dice and reads them as the Combat dice roll resulting in a number from 11 to 66. The player then consults the General Casualty Table located on the player aid.
c. CIC Chit: Sedgwick is the USA CIC and Wilcox is the CSA CIC. In addition Wilcox has a Brigade Activation chit that allows for Wilcoxs' brigade to be activated following the normal procedure (Wilcox served two roles in this battle).
9.0 Fire Combat
9.1 Firing Eligibility
a. Line of Sight (LOS): LOS cases, organized by elevation changes traversed, are:
Firing unit and Target unit are on the same level:
i. Any intervening hex that is higher than both units will Block the fire.
ii. If any intervening hex is at the same level as both units, the LOS is Blocked if there is any Woods or any unit (friendly or enemy) in the hex.
Example: The CSA infantry unit C wants to fire at the USA infantry unit A. Both units are on Elevation 2 and the USA dismounted Cavalry B is on Elevation 1 and would Obscure but not Block the fire. Note that infantry or cavalry may not fire over friendly troops; artillery can but not while using canister. Of course in this situation the CSA unit is firing over enemy units and the fire is allowed.
Firing unit is at a lower level than Target unit:
i. Any intervening hex that is higher than both units will Block the fire.
ii. If any intervening hex is at the same level as the Target unit, the LOS is Blocked.
Example: The USA infantry unit A wants to fire at the CSA unit C. A is on Elevation 1 and C is on Elevation 2. Both hexes 2622 and 2621 are on Elevation 2 and would Block LOS to unit C. Think of hexes 2622 and 2621 as filling the whole hex with Elevation 2 even though it looks like part of their hex is Elevation 1. USA unit B on Elevation 1 does have a clear LOS to unit C as the intervening hexes between the two units is Elevation 1.
Firing unit is at a higher level than Target unit:
i. Any intervening hex that is higher than both units will Block the fire.
ii. If any intervening hex is at the same level as the Firing unit, the LOS is Blocked.
Example: The CSA Infantry unit B on Elevation 8 wishes to fire at USA Infantry unit A on Elevation 7. The LOS is Blocked because hex 1110 is Elevation 8. If unit B was on Elevation 8, the LOS would still be Blocked because of the Woods in 1110.
If an LOS passes exactly along a hexside, the LOS is affected by the more restrictive of the two hexes. So fire that is half Blocked is not allowed.
Note that the map's elevation levels should be viewed as "wedding cake". This means that units on a higher level must be at the "edge" of the level in order to see down to a lower level. If they have backed away from the "cliff side" of that level (reverse slope, as some would call it), then they cannot view any targets on a lower elevation. This also applies in reverse - units on a lower level cannot see higher units unless those higher units are located on the edge of the hill's terrace.
b. Artillery in Difficult Terrain: An Artillery unit located in a Woods hex may not Fire.
Flanking Fire Example: Union units A and C declare a fire combat against CSA unit B and are firing separately. The Union Player chooses to shoot first with unit A (12 PA Rsv). The first unit to fire defines the flank hexes shown as the red dotted line. All units in shaded hexes to the left of the line qualify for the flanking fire modifier (Note hexes 3727 and 3524 do not qualify as the flanking fire line splits the hex). Both unit A and unit C would receive the Flanking Fire modifier. If Unit C were in hex 3429, 3529, 3729, or 3829, the Union units would not receive the Flanking Fire modifier because Unit C is out of range for an R weapon type and hex 3528 has no LOS.
9.3 Fire Combat Procedure
CRT Column Shifts: The following column shifts are cumulative:
i. Target in a Woods hex = shift two columns to the left.
ii. Target in the Salem Church/schoolhouse hex = shift one columns to the left.
iii. Target is a cavalry unit = shift two columns to the right.
iv. Firing over units = shift one column to the left. (Exception firing over units in Skirmish Order)
v. Target unit is in Skirmish Order = shift two columns to the left.
vi. Firing unit is in Skirmish Order = shift two columns to the left.
vii. Firing over Woods = shift one column to the left.
viii. Half or more of Firing Artillery SPs are "S" Weapon Type firing Canister = shift one column right. (A unit at canister range but not able to fire canister because it was over friendly troops would not get the shift)
ix. Flanking Fire (Series Rules 9.3c). = shift one column to the right
x. Improved Position = shift one column to the left if firing across from East to West (including SE and NE).
xi. CSA "Good Ground" chit = shift two columns to the left.
xii. 50%+ are (MX) Artillery at long or extreme range = Shift one column to the left.
10.0 Movement
10.5 Roads
a. March Column Rate: An infantry unit that is under Maneuver Orders, moving under a Brigade Reserve Move Event Chit, or any Artillery or Cavalry unit pays only 1/2 MP per hex entered when moving along connected Road/Pike (not trail) hexes, regardless of the other terrain in the hex or on the hexside crossed to enter it.
b. Road Stacking Limit: The stacking limit when a unit is using the Road, Pike, Trail, or March Column movement rate is 12 SPs at all times - meaning that units cannot even pass through a hex containing other units at the Road, Pike, Trail or March Column rate if it would cause the total SPs in the hex to exceed 12 SPs. The moving unit or stack must pay the Movement Cost of the other terrain in the hex and on the hexside crossed if the stacking limit is exceeded in that hex. Cavalry and Artillery units pay 3MP to enter a road, pike, or trail hex in woods that exceeds the road stacking limit.
c. Cavalry and Artillery in Woods: Cavalry and Artillery units must move along a connected Trail, Road, Pike to enter or leave Woods terrain hexes.
11.0 Close Combat
c. CRT Column Shifts:
i. Total Attacking SPs are Triple or more the Defending SPs (3:1 Odds): Shift three columns to the right.
ii. Total Attacking SPs are Double the Defending SPs (2:1 Odds): Shift two columns to the right.
iii. Total Attacking SPs are 50% more than the Defending SPs (3:2 Odds): Shift one column to the right.
iv. Defending SPs are 50% more than the Total Attacking SPs (2:3 Odds): Shift one column to the left.
v. Defending SPs are Double the Total Attacking SPs (1:2 Odds): Shift two columns to the left.
vi. Defending SPs are at least Triple the Total Attacking SPs (1:3 Odds): Shift three columns to the left.
Only one of the above six Odds column shifts can apply in each combat. Including one of the above all column shifts are cumulative.
vii. Half or more Defending SPs are Artillery: Shift four columns to the right.
viii. The best Attacking unit's CR (from the Assaulting Hex) is higher than the defending Lead Unit's CR: Shift one column to the right.
ix. The Defending Lead Unit's CR is higher than the best Attacking unit's CR (from the Assaulting Hex): Shift one column to the left.
x. Defending unit is on Higher-elevation side of a Slope hexside than Attacker: Shift two columns to the left.
xi. Defending unit is on Higher-elevation side of a Steep Slope hexside than Attacker: Shift three columns to the left.
xii. Defending unit is across a Stream hexside (with or without fords or bridges): Shift one column to the left.
xiii. Defending unit in Salem Church/the Schoolhouse hex: Shift one column to the left
xiv. Half or more of Attacking SPs are "S" smoothebore musket: Shift one column to the right.
xv. Half or more of Defending SPs are "S" smoothbore musket: Shift one column to the left.
xvi. Confederate "Rebel Yell!" attack: Shift two columns to the right.
xvii. Union "Huzzah" attack: Shift two columns to the right.
xviii. Defender occupies a "Good Ground" hex: Shift two columns to the left.
xix. Defender is cavalry: shift three columns to the left
xx. Flanking Attack: Shift two columns to the right if a Flanking Hex is at least two hexes away from the Assaulting Hex in the same combat or if there are two or more Flanking Hexes involved in the same attack (regardless of their position relative to the Assaulting Hex).
xxi. Improved Position: shift one column to the left if attacking across from East to West (including SE and NE).
xxii. Charging Cavalry: Shift two columns to the right.
12.0 Cohesion Tests
12.3 Retreat Movement: In all scenarios the USA retreat direction is towards the East edge of the map (hexrow XX00) and the CSA direction is towards the West edge of the map (hexrow XX41) see example above. A unit does not have to go straight back, it may go at a diagonal, so there are three possible retreat hexes available. The direction priority is the last priority, after all other priorities have been satisfied.
- Cavalry and Artillery may not retreat into a Woods hex except along Roads, Pikes, or Trails.
(The map illustration "Retreat Directions" shows the CSA Retreat Direction toward the West edge and the USA Retreat Direction toward the East edge.)
15.0 Skirmish Order
Infantry and Cavalry units can enter Skirmish Order, meaning that they are deployed in an open, spread-out formation. This formation conveys certain benefits and penalties. These units are designated by placing a "Skirmish" marker on top of the unit counter. The CSA may have a maximum of two units in Skirmish Order at any given time while the USA may have only one. Units may enter and leave Skirmish Order multiple times.
15.1 Entering and Leaving Skirmish Order: Units may enter Skirmish Order by paying 2MP when not in Engaged (10.6). Units may remove a Skirmish marker by spending all of its MP (must be on an Attack, Defend or Manuever Order).
15.2 Skirmish Order Movement and Stacking: Units may move normally but pay one fewer MP for each hex (minimum one MP per hex). They may not use March Column and may not Engage (10.6). Skirmishing units may never finish movement or retreat stacked with another unit. A friendly unit advancing after Close Combat may not end the advance stacked with a friendly skirmish unit.
15.3 Skirmish Screen Effects: An enemy unit that moves adjacent to a Skirmishing unit must pay 1MP in addition to the normal terrain cost. After this move, the Skirmishing unit must immediately withdraw one hex away from the moving enemy unit into a legal hex that is not adjacent to an enemy unit. If it cannot withdraw one hex and meet those conditions, it must continue to withdraw until it reaches a legal hex that is not adjacent to an enemy unit. This procedure is conducted with each individual move by an enemy unit. Skirmishing units never suffer Opportunity Fire.
If a skirmisher cannot withdraw due to encirclement or impassable terrain, it is placed in the Broken 1 box.
Units in Skirmish Order neither provide nor receive Unit Support (12.4).
15.4 Skirmish Order Fire Effects and Close Combat: Both units in Skirmish Order and units targeting them for Fire Combat have their fire shifted two columns to the left. Skirmishing units may never be involved in Close Combat.
If a Skirmishing unit ever finds itself adjacent to an enemy unit, immediately move it one hex away as in 15.3. This could happen by an enemy unit retreating adjacent to it or by an enemy unit advancing after Close Combat.
16.0 Scenarios
Three scenarios are provided. The first is the historical battle and has the least flexibility for both sides. The second secnario is more flexible but slightly favors the CSA. The third scenario has many possibilities and slightly favors the USA.
Victory Points - All Scenarios
| Hex # | Victory Points |
|---|---|
| 2306 (Toll gate) | Rebel 5vp |
| 2814 (School & Salem Church) | Union 10vp/Rebel 5vp |
| 2414 | Union 5vp/Rebel 3vp |
| 3114 | Union 5vp/Rebel 3vp |
| 2820 | Union 10vp |
| 2627 | Union 15vp |
Possession of the hex, defined as having been the last infantry unit to occupy the hex, determines who receives the Victory Points.
Casualty Victory Points (per unit):
- Rebel Infantry/Cavalry 2vp
- Rebel Artillery 4vp
- Union Infantry 1vp
- Union Artillery 2vp
Units must either be eliminated or on the Break Track in order to count for Victory Points.
16.1 "Rebel Ambush" (Historic Battle)
Sedgwick assumes that he is only facing Wilcox's Brigade yet he still wastes time by switching Divisions. McLaws' four Brigades come up and deploy in the old Improved Positions created by the Confederates after the 1st Battle of Fredericksburg. Sedgwick cannot see these troops hiding on Salem Church Ridge and so the Confederate ambush is set.
Scenario Length: 9 turns (4:00 PM to 6:40 PM)
The Confederates have one (1) Key chit and one (1) random chit. The Union player has two (2) Key chits and two (2) random chits.
Scenario Special Rules:
- McLaws troops cannot advance east past their historic set-up positions, hexrow xx12, until Union forces attack a CSA unit into or west of hexrow xx12 or move into or west of hexrow xx12. Wilcox and McLaws decided to ambush the Union forces and therefore McLaws troops stayed out of sight until the Union troops attacked.
- On Turn 1, when a Union divisional activation chit is drawn, the activation is automatic, no die roll is needed. Sedgwick CIC still needs to roll for activation.
- The Union player receives 5 victory points at the end of the scenario.
Confederate Initial Set Up:
[Wilcox's Brigade]: 8th AL - #2408; 9th AL-a - #2307; 9th AL-b & Cobb Artillery - #2306; 10th AL & 14th AL - #2407; 11th AL - #2307; 15th VA Cav dismounted (skirmish) - #2205
[Kershaw's Brigade]: 2nd SC - #3116; 3rd SC Bat. & 8th SC - #2914; 3rd SC - #3014; 7th SC - #3214; 15th SC - #3114
[Semmes' Brigade]: 10th GA - #2726; 50th GA - #2723; 51st GA - #2724; 53rd GA - #2725
[Mahone's Brigade]: 6th VA & 41st VA - #2113; 12th VA & 16th VA - #2214; 61st VA (skirmish) - #2212
[Wofford's Brigade]: Phillips' Legion & Cobb's Legion - #2821; 16th GA & 18th GA - #2721; 24th GA - #2722
Confederate Reinforcements
5:00pm Brigade Reserve Movement & Double Time Event Chits become available
5:20pm Alexander's Confederate Reserve Artillery (Jordan, Parker, McCarthy, Manly, Woolfolk and Moody) enters at hex #3041
Union Initial Set Up:
Units enter in the hex assigned.
[Bartlett's Brigade]: 5th ME - #2500; 16th NY - #2200; 121st NY - #2400; 96th PA - #2300
[Brown's Brigade]: 1st NJ - #2000; 2nd NJ (skirmish) - #2200; 3rd NJ - #2000; 15th NJ - #2100; 23rd NJ - #2200
[Russell's Brigade]: 95th PA - #2100; 119th PA - #2000
[Wheaton's Brigade]: 102nd PA -#2100; 139th PA - #2100
[Browne's Brigade]: 10th MA - #2100; 37th MA - #2100; 2nd RI - #2100
Artillery: Rigby - #2000; Parson - #2000; Williston - #2100
Union Reinforcements
6:00pm [Russell's Brigade]: 18th NY, 32nd NY, and 49th PA enter at hex #2100
6:20pm Union Artillery (Butler, Cowan, and Harn) enter at hex #2100
Eligible Chits:
Union Chits - Sedgwick (CIC), Brooks, Newton, Command Confusion, Firefight, Rally, Rebel Fatigue, Heroic Stand, Brigade Reserve Movement, Double Time, Confident, Huzzah, Superior Artillery.
Confederate Chits - Wilcox (CIC), Wilcox, McLaws, Firefight, Rally, Good Ground, ANV vets, Rebel Yell, Union Fatigue x 2.
Neutral Chits - Fortunes of War, Fog of War.
(Draw cup contents per the scenario illustration: Union: Sedgwick, Brooks, Newton; Confederate: Wilcox (CIC), Wilcox, McLaws; Neutral: Fortunes of War, Fog of War; plus CSA 1 Key Chit and 1 Random Chit, USA 2 Key Chits and 2 Random Chits.)
16.2 "Sedgwick's Switch" (Less Historic delay)
In this scenario, Sedgwick brings his freshest Division up to lead the attack but he does NOT waste an additional hour setting up for his attack.
Scenario Length: 12 turns (3:00 PM to 6:40 PM)
Eligible Chits:
Union Chits - Sedgwick, Brooks, Newton, Command Confusion, Firefight, Rally, Rebel Fatigue, Heroic Stand, Brigade Reserve Movement, Double Time, Confident, Huzzah, Superior Artillery.
Confederate Chits - Wilcox (CIC), Wilcox, Firefight, Rally, ANV vets, Rebel Yell, Good Ground, Union Fatigue x 2, Command Confusion.
Neutral Chits - Fortunes of War, Fog of War.
The Confederate player has one (1) Key chit and two (2) random chits. The Union player has two (2) Key chits and two (2) random chits.
(Draw cup contents per the scenario illustration: Union: Sedgwick, Brooks, Newton; Confederate: Wilcox (CIC), Wilcox; Neutral: Fortunes of War, Fog of War.)
Confederate Initial Set up:
[Wilcox's Brigade]: 8th AL - #2207; 9th AL -a&b - #2205; 10th AL & 14th AL - #2304; 11th AL - #2106; 15th VA Cav dismounted (skirmish) - #2103; Cobb Artillery - #2104
[Kershaw's Brigade]: 8 SC and the 3rd SC btln setup in hex #2637, 14th SC #2638, 7th SC #2538, 3rd SC #2539, 2nd SC #2540.
Confederate Reinforcements
3:20pm McLaws Chit,
[Mahone's Brigade]: 16th VA, 6th VA, 41 VA, 61 VA, and 12 VA enter at hex #2540.
[Semmes' Brigade]: 10th GA, 51 GA, 53 GA, and 50 GA enter at hex #2540.
[Wofford's Brigade]: 24th GA, 18th GA, 16th GA, Cobb's Lgn, and Phillips' Lgn enter at hex #2540.
4:20pm Double Time and Brigade Reserve Movement chits become available
5:20pm Alexander's Confederate Reserve Artillery (Jordan, Parker, McCarthy, Manly, Woolfolk and Moody) enters at hex #3041
Union Initial Set up:
All Union units enter the map as a reinforcement.
Union Reinforcements
3:00pm [Bartlett's Brigade]: 96th PA, 5th ME, 16th NY and 121st NY enters in hexes #2200 and #2300.
[Brown Brigade]: 1st NJ, 2nd NJ, 3rd NJ and 15th NJ enters in hexes #1800-1900-2000.
[Wheaton's Brigade]: 62nd NY, 93rd PA, 98th PA, 102nd PA and 139th PA enters in hex #2100.
[Browne's Brigade]: 7th MA, 10th MA, 37th MA, 36th NY and 2nd RI enters at hexes #2200 and #2300.
[Russell's Brigade]: 95th PA and 119th PA enter at hex #2100.
Artillery: Rigby, Parson and Williston's enter at hex #2100
4:20pm [Russell's Brigade]: 18th NY, 32nd NY and 49th PA enter at hexes #1800-2200.
6:00pm Butler, Cowan, and Harn's Union artillery enters at hex #2100
16.3 "Keep Going Boys" (No delay/troop swap)
In this scenario, Sedgwick does NOT switch his Divisions and just keep pressing forward with the troops that took Mayre's Heights. These troops have taken large losses during the earlier fighting so some units are Fragile. Brooks Division is held back to watch Early's troops lurking to Sedgwick's southeast.
Scenario Length: 16 turns (1:40 PM to 6:40 PM)
Eligible Chits:
Union Chits - Sedgwick, Howe, Burnham, Command Confusion, Firefight, Rally, Rebel Fatigue, Heroic Stand, Brigade Reserve Movement, Double Time, Confident, Huzzah, Superior Artillery.
Confederate Chits - Wilcox (CIC), Wilcox, Firefight, Rally, Command Confusion, ANV vets, Rebel Yell, Good Ground, Union Fatigue x 2, Brigade Reserve Movement, Double Time.
Neutral Chits: Fortunes of War, Fog of War.
Both sides have two (2) Key chits and two (2) random chits.
(Draw cup contents per the scenario illustration: Union: Sedgwick, Howe, Burnham; Confederate: Wilcox (CIC), Wilcox; Neutral: Fortunes of War, Fog of War.)
Confederate Initial Set Up:
[Wilcox's Brigade]: 8th AL - #2107; 9th AL - a&b - #2306; 10th AL - #1907; 11th AL - #2007; 14th AL - #1807; 15th VA Cav dismounted (skirmish) - #2103; Cobb Artillery - #2104
Confederate Reinforcements
2:40pm McLaws Chit,
[Kershaws Brigade]: 2nd SC, 3rd SC, 3rd SC btln, 7th SC, 8th SC, and 15th SC enter at hex #2540;
[Mahones' Brigade]: 6th VA, 12th VA, 16th VA, 41st VA, and 61st VA enter at hex #2540
3:00pm [Semmes Brigade]: 10th GA, 50th GA, 51st GA, and 53 GA enter at hex #2540;
[Wofford's Brigade]: 16 GA, 18th GA, 24th GA, Phillips' Lgn, and Cobb's Lgn) enter at hex #2540
5:20pm Alexander's Confederate Reserve Artillery (Jordan, Parker, McCarthy, Manly, Woolfolk and Moody) enter at hex #3041
Union Initial Setup:
All Union units enter the map as a reinforcement.
Union Reinforcements
1:40pm [Grant's Brigade]: 26th NJ, 3rd VT, 2nd VT, 4th VT, 5th VT, and 6th VT enter in hexes #2200 and #2300
[Neill's Brigade]: 7th ME, 21st NJ, 33rd NY, 20th NY, 49th NY, and 77th NY enter in hexes #2000 and #2100
[Burnham's Brigade]: 6th ME, 31st NY, 43rd NY, 61st PA, and 5th WI enter in hexes #1800 and #1900
Artillery: Rigby, Parson and Williston's artillery all set up/enter in hex #2100
2:20pm Newtons Chit, [Browne's Brigade]: 1st NJ, 2nd NJ, 3rd NJ and 15th NJ enter at hex #2100
[Wheaton's Brigade]: 62nd NY, 93rd PA, 98th PA, 102nd PA and 139th PA enter at hex #2100
2:40pm [Shaler's Brigade]: 65th NY, 67th NY, 122nd NY, 23rd PA and 82nd PA enters at hex #2100
6:00pm Butler, Cowan, and Harn's Union artillery enters in hex #2100
Brooks Division does not enter the game. Sedgwick has troops watching for an attack from Early's forces.
17.0 Designers Notes
The fight at Salem Church is part of The Forgotten Front of Chancellorsville: May 3rd, 1863. Though people remember Lee dividing his army, Jackson's Flanking March and Hooker's concussion at the Chancellor's House, other fighting occurred that was just as important.
After Hooker was knocked senseless, orders went out for Sedgwick's VI Corps to advance out of Fredericksburg, take Mayre's Heights and march rapidly towards Hooker's main position. Union troops stormed Mayre's Heights successfully but they took heavy losses in taking the position. Some Union units already have their Mayre's Heights losses deducted from their strength and so they are either Fragile or weaker than they were at the start of the day. For example, the 7th MA is a "fragile" unit but has a strength of 5-3. If it is disrupted again, it would have lost over two-thirds of its men since the start of the day therefore it is considered "fragile"
Regardless of his orders to advance westwards on the Orange Plank Road, Sedgwick decided to continue his advance with fresher troops so he spent valuable time switching his Divisions. Brooks Division had to march a number of miles to take the lead of the VI Corps column so hours were wasted with this move.
In the meantime, Early's troops followed Lee's orders, withdrew to the southwest and reorganized. Confederate General Cadmus Wilcox used his own initiative to set up a delaying force. While switching his troops, Sedgwick realized that though he had a small force in front of him, Early's force was not broken and it was still behind him. He delayed his advance even more as he worried about being between two Confederate forces. He also had some of his troops trail behind to keep an eye on his column's rear; therefore, Sedgwick never committed his entire force towards a westward push on the Orange Plank Road. Little did he know that his stalling was also allowing McLaws' forces to rush towards Salem Church and set up an ambush for the VI Corps.
Though the area around Salem Church is almost completely developed today, it is still easy to see the gradual slope that led up to the Church and Salem Church Ridge. Though the Ridge is a "ridge", the slope is so gradual that there is really no obviously higher ground therefore there is no combat bonus for a "slope" around Salem Church. Most importantly, there is no "dead" space for troops to take shelter as they advanced towards the Ridge. It truly is a "killing ground".
Thanks to the help of Ranger Francis (Frank) O'Reilly with the historic landscape around Fredericksburg and Salem Church, I got an excellent idea of what awaited the VI Corps. It basically came down to one key decision, does Sedgwick trade time for fresher troops? Salem Church has three scenarios that allows you to decide what Sedgwick should have done. The first scenario is the historical deployment and time of attack. The second scenario has Sedgwick attack with more troops and less stalling. The final scenario has Sedgwick following orders and continuing to rush forward with the troops he has at hand. By the time that you have played all three scenarios, you should have a good idea of what should have been done.