Stonewall in the Valley
Stonewall in the Valley Rulebook
Table of Contents
Table of Contents
- Note on This Rulebook's Sources
- 1.0 Introduction
- 2.1 Game Components
- 2.2 Playing Pieces
- 2.3 The Map
- 2.4 Zones of Control
- 2.5 Command Radius
- 2.6 Abbreviations
- 3.0 Basic Game Sequence of Play
- 4.0 The Action Cycle
- 5.0 Actions
- 6.0 March and Movement
- 7.0 Combat
- 8.0 Recovery
- 9.0 Entrenchments
- 10.0 Bridges, Dams, and Ferries
- 11.0 Demoralization
- 12.0 Rain
- Limited Intelligence (Optional Rule)
- Stonewall in the Valley Exclusive Rules
- 13.0 Basic Game Scenarios
- Additional Scenario — Bath
- Additional Scenario — New Market
- Additional Scenario — Piedmont
- Advanced Game Rules
- 14.0 Advanced Game Sequence of Play
- 15.0 Random Events
- 16.0 Strategic Events
- 17.0 Harpers Ferry
- 18.0 Reinforcements
- 19.0 Withdrawal
- 20.0 Union Commitment
- 21.0 Union Off-Map Movement
- 22.0 County Control
- 23.0 Bridge Destruction and Repair
- 24.0 Supply
- 25.0 Substitute Units
- 26.0 End of the Game
- 27.0 Advanced Game Scenario
- Stonewall in the Valley Tables
- Charts & Tables (GCACW Charts & Tables, v1.6)
- Combat Chart
- Combat Die Roll Modifier Summary
- Artillery Modifier Summary
- Attack Summary
- Summary of Combat Results
- Ratio Chart
- Retreat Charts
- Cavalry Retreat Die Roll Modifiers
- Flank Attack Examples
- Command Radius Summary
- Movement Summary
- MP Costs to Enter a Friendly-Occupied Hex
- Extended March Table
Note on This Rulebook's Sources
This rulebook is assembled, section by section, from the official rules currently published for Stonewall in the Valley:
- Sections 1.0–12.0 (core game system) are the GCACW Standard Basic Game Rules, Version 1.6, published by Multi-Man Publishing. These standardized rules apply to every game in the Great Campaigns of the American Civil War series, including Stonewall in the Valley, and supersede the original 1995 Avalon Hill rules text on points where the two differ.
- Sections specific to Stonewall in the Valley (game components, abbreviations, the Basic Game scenarios, the Advanced Game rules and its scenario, and the game's tables) are translated from the Japanese-language exclusive-rules document referenced above. The designer's notes and the translator's afterword in that document are historical commentary rather than rules, and are not reproduced here.
- The Bath, New Market, and Piedmont scenarios are transcribed from Multi-Man Publishing's official English scenario sheets.
- The Charts & Tables reference section at the end of this rulebook reproduces the GCACW Charts & Tables, Version 1.6.
1.0 Introduction
Stonewall in the Valley simulates the campaign of the American Civil War fought in the Shenandoah Valley from March to June 1862. In this game, players control the Union and Confederate armies turn by turn, each turn representing an actual day. The map depicts, with accuracy drawn from wartime maps, the parts of Virginia and Maryland as they existed in 1862. Hexagons cover the map; the distance between opposite sides of a hex equals roughly 2,000 yards (1.15 miles). Combat units ranging from regiment to division size are provided for both sides, along with corps and army commanders. Units are assigned variable strength points, each point representing roughly 500 infantry or 750 cavalry.
STOP! Before proceeding, read the GCACW Standard Basic Game Rules (reproduced as Sections 2.0 through 12.0 below).
2.1 Game Components
Stonewall in the Valley includes the following:
- 1 Rulebook
- 3 maps, 22 inches by 32 inches
- 2 counter sheets of 260 counters each
- 2 Charts and Tables sheets
- 1 Ammunition Pad
- 1 Force Display
- 2 six-sided dice
- 1 counter tray
2.2 Playing Pieces
The following types of playing pieces (or counters) are used in the game: military units, leaders, and informational markers.
Military Units. Each player controls a set of military units. These are usually identified by their commanding officer, listed by name on the counter (e.g., "Early-B"). Some small units, however, are identified simply by regiment (e.g., "10 GA" — the 10th Georgia Infantry). Units also carry designations on each side of the organizational symbol (the colored rectangle in the middle of the counter) identifying the corps and/or division to which the unit belongs. Union infantry units also have a numerical division designation on the right side of the organizational symbol, used for informational purposes only.
Military units come in five different sizes:
- II = Squadron (Union only)
- III = Regiment
- X = Brigade
- XX = Division
- X+ = Demi-Division (Confederate only)
Military units are divided into three types — Cavalry, Infantry, and Artillery — and have two values printed on their counters: the Tactical value, representing the military competence of the unit's commander and troops, and the Artillery value, representing the number of artillery batteries attached. Military units have two sides: the front ("normal") side and the reverse ("exhausted") side, marked by a white stripe across the top of the unit.
Leaders. There are four types of leaders in the GCACW series. A leader may never occupy a hex by itself; it must always be stacked with a friendly, subordinate military unit.
- Army Leaders have only a single number on their counters, their Command value, and are used to initiate grand assaults. Army leaders are present for both players in every game in the series except SIV and AGA — Stonewall in the Valley has no army leaders.
- District Leaders are distinguished by a colored star on their counter and carry both a Tactical value and a Command value. District leaders are hybrid units used both to activate units for movement/assault (like corps and division leaders) and to initiate grand assaults (like army leaders). District leaders are found leading forces in a side theater not large enough historically to warrant the deployment of a full army — such as in Stonewall in the Valley.
- Corps and Division Leaders carry a Tactical value and a Command value, but no red star, and are used both to activate units and to initiate assaults. They must remain attached to a subordinate unit of their own corps or division.
2.3 The Map
Each land hex on the map is classified as one of ten major terrain types: clear, rolling, rough, woods, city, swamp, provisional swamp, hill, mountain, or loess. Each terrain type has its own Movement Point cost, listed on the Terrain Chart, that military units pay to enter the hex. Clear, rolling, and hill hexes have distinctive base colors: light yellow for clear, light green for rolling, and orange for hills. Other hexes are recognized by special symbology: a green "brush" pattern for rough, a dark green "forest" pattern for woods, a gray "grid" pattern for city, a light green "marsh" pattern for provisional swamps, and a brown "elevated land" pattern for mountain. A land hex is considered to be the terrain type of the predominant symbology in that hex. Only whole hexes are playable; partial hexes are off-map.
A number of terrain types appear along hexsides, such as rivers, creeks, ridges, bluffs, fords, bridges, ferries, dams, and county borders. Several types of special terrain appear within a hex, such as villages, RR stations, pikes, roads, landings, and redoubts, but these have no effect on a hex's major terrain classification.
Woods Hexside: a hexside between a woods hex and any other hex. Loess Hexside: a hexside between a loess hex and any other hex.
2.4 Zones of Control
A military unit, regardless of its status, exerts a Zone of Control (ZOC) into each of the six adjacent hexes surrounding it. Exceptions: ZOC extend across major or minor river hexsides only at fords, dams, ferries, or bridges. ZOC extend into and out of swamp and mountain hexes only across hexsides crossed by a road, pike, RR, or trail. ZOC do not extend across all-water hexsides.
Restricted ZOC: If a unit exerts a ZOC across a woods or loess hexside, and no road, pike, RR, or trail traverses that hexside, the hex into which that ZOC is exerted is a "restricted ZOC." Non-restricted ZOC are "normal" ZOC. Unless otherwise specified, restricted ZOC hexes function like normal ZOC hexes.
2.5 Command Radius
Sometimes a leader must trace a "command radius" between itself and subordinate units or another leader. A command radius is a path of three or fewer contiguous hexes between a leader's hex (exclusive) and a unit's hex (inclusive). Terrain is irrelevant when tracing a command radius — the three-hex path may enter any type of hex or cross any hexside. A command radius may not enter an enemy-occupied hex or an enemy ZOC, unless that ZOC hex is occupied by a friendly unit. The hex occupied by a leader is considered within its own command radius.
2.6 Abbreviations
Abrcmb: Abercrombie — Milit: Militia B: Blenker Division — MP: Movement Points Brig: Brigade — MV: Manpower Value Cav: Cavalry — Org: Organized Cmd: Command — R: Department of the Rappahannock Disorg: Disorganized — RR: Railroad Div: Division — S: Department of the Shenandoah Dmorize: Demoralized — Steinwhr: Steinwehr E: Ewell's Division — Sub: Substitute unit Inf: Infantry — V: Valley District J: Jackson's Division — VP: Victory Points Ldr: Leader — W: Whiting's Division M: Department of the Mountains — ZOC: Zone of Control
3.0 Basic Game Sequence of Play
Each turn is performed according to a Sequence of Play:
- Random Events Phase. Two dice are rolled; the players consult the Random Events Table. (Random events are only used in a Basic Game scenario if the scenario specifically calls for it.)
- Leader Transfer Phase. Leaders may be transferred from one subordinate unit to another (see 6.3).
- The Action Cycle — Action Phase.
- A. Initiative Segment: Both players roll a die. The player with the higher roll wins. The winner must take initiative or pass (see 4.2). In Stonewall in the Valley, if both players roll the same number, the Confederate player wins initiative.
- B. Activation Segment: The player who has taken initiative must perform a single action with an eligible leader or unit. At the end of an Activation Segment, the players return to the Initiative Segment and a new Action Phase begins. Players continue to perform Action Phases indefinitely until both players pass in the same Action Phase (see 4.4).
- Recovery Phase. Eligible units may entrench, build bridges, repair bridges and ferries, and recover from fatigue, disorganization, exhaustion, and demoralization.
- Turn Indication Phase. The Turn marker is advanced one box on the Turn Record Track and the players begin a new turn.
Exceptions: Occasionally an individual Basic Game scenario might draw on one or more rules sections from the Advanced Game rules for that volume. In these situations, additional phases may be added to the sequence of play after the Random Events Phase.
4.0 The Action Cycle
Every turn has a single Action Cycle of indefinite length.
4.1 The Action Phase
An Action Cycle consists of a variable number of Action Phases. Each Action Phase is composed of an Initiative Segment and an Activation Segment. As soon as a player completes an action in the Activation Segment, a new Action Phase begins. Action Phases continue indefinitely until conditions for ending the Action Cycle are fulfilled.
4.2 The Initiative Segment
During this segment, both players roll a die. The player with the highest roll wins. In Stonewall in the Valley, if both players roll the same number, the Confederate player wins initiative. If one player has no units eligible for activation in an Initiative Segment, his opponent automatically wins, and the dice are not rolled.
The winning player must choose one of the following two options:
- Take Initiative: He may take the initiative, thereby obligating him to perform an action in the subsequent Activation Segment.
- Pass: He may "pass," automatically yielding initiative to his opponent.
A player who lost the initiative roll but who has initiative yielded to him by a "pass" must choose one of the same two options — take initiative, or pass, which automatically ends the Action Cycle.
Passing: If the player who wins the initiative roll passes, he does nothing. His opponent must then either take the initiative or pass. If the opponent also passes, the Action Cycle ends.
4.3 Activation Segment
The player who takes initiative must perform a single action with an eligible unit or leader in the Activation Segment. The counter selected for this action is called the "active unit" or "active leader." The player controlling this unit/leader is called the "active player."
4.4 Ending the Action Cycle
As soon as a player completes an action in an Activation Segment, a new Action Phase begins. Action Phases repeat indefinitely in an Action Cycle until both players pass in the same Action Phase. Thus, an Action Cycle ends when the player who wins the initiative roll passes, and his opponent — who is given the choice of taking initiative or passing — also passes. The Action Cycle also ends when both players have no units eligible for activation, or if a player passes when his opponent has no units eligible for activation. When an Action Cycle ends, proceed to the Recovery Phase.
5.0 Actions
The player who takes initiative must perform a single action in the Activation Segment with one of his units or leaders. There are five types of actions: March, Activate Leader, Assault, Burn RR Station (not in Stonewall in the Valley), and Entrenchment (1863 or later).
5.1 March
Only a single unit (not a leader) may be chosen to perform a March action. A unit is eligible to march only if it is currently at a Fatigue Level of 3 or less. A March is performed as follows:
- The player with initiative selects one eligible unit. Its Movement Allowance is calculated: a Union infantry or artillery unit's owner rolls one die for the Movement Allowance; a Confederate infantry or artillery unit's owner rolls one die and adds 1. A Union cavalry unit's owner rolls two dice and sums them; a Confederate cavalry unit's owner rolls two dice, sums them, and adds 1.
- The chosen unit's Fatigue Level is increased by one. If this march brings a unit on its normal side to a new Fatigue Level of 3 or 4, or a unit on its exhausted side to a new Fatigue Level of 2, 3, or 4, it is an "extended march," and the player must consult the Extended March Table.
- An eligible unit may enhance its Movement Allowance with a "force march."
- Place the "Active Movement Allowance" marker on the Movement Track corresponding to the unit's final Movement Allowance.
- The unit performs its march, expending MP as it moves, until the marker reaches 0 or the active player ends the action.
Extended March: If a unit's fatigue increase brings it (from its normal side) to Fatigue Level 3 or 4, or (from its exhausted side) to Fatigue Level 2, 3, or 4, the active player rolls a die and consults the Extended March Table, cross-referenced by whether the unit's Strength marker is organized or disorganized. Results are NE (no effect), D (disorganized), or a Manpower value loss of 1, 2, or 3.
Force March: A player may enhance an active unit's Movement Allowance by declaring a Force March, only in Step 3 of the March procedure or Step 7 of the Activate Leader procedure, and only if the unit's Strength marker is currently organized. Artillery and wagon units can never force march.
- Flip the unit's Strength marker to its disorganized side.
- Roll one die (infantry) or two dice (cavalry) and subtract 1; the result is the MP bonus added to the Movement Allowance. The minimum bonus is 2 MP for infantry, 4 MP for cavalry.
- If the unmodified infantry roll was 6, the unit's Manpower Value is reduced by 2 (or by 1 if its Manpower is already less than 6). If the unmodified roll was 2–5 (infantry) or 8+ (cavalry), Manpower is reduced by 1. If the unmodified roll was 1 (infantry) or 7 or less (cavalry), Manpower is unaffected.
5.2 Activate Leader
The "Activate Leader" action enables a player to perform one or more consecutive march actions with eligible military units in the same Action Phase. Assault, Burn RR Station, and (in Advanced Game scenarios) RR or amphibious movement may not be performed within an Activate Leader action. Only one district, division, or corps leader at a time may be chosen for activation. A leader is eligible for activation only if one or more units within his command radius belonging to his command are at Fatigue Level 3 or less.
- The player with initiative selects an eligible leader.
- He selects one or more units belonging to the active leader's command, within the leader's command radius, each at Fatigue Level 3 or less, and places a Leader Activation marker on each. Note: Union cavalry units in SIV do not belong to a command, since there are no Union cavalry leaders in the game; they may not be selected to join an activate leader action, and may only march or entrench individually. Artillery units in any game may be selected to join in an Activate Leader action of any non-cavalry leader, even though they do not belong to the active leader's command.
- The active leader's Movement Allowance is calculated. In Stonewall in the Valley, Union infantry leaders roll one die (not increased by 1), with a minimum Movement Allowance of 2 even if the roll is 1. Confederate infantry leaders roll one die and add 2.
- The leader's Movement Allowance is used by every unit selected for participation. Place the "Leader Movement Allowance" marker on the Movement Track.
- The active leader may voluntarily transfer to any hex occupied by a subordinate unit selected in Step 2, before any units march. In the hex the active leader occupies, the player designates a unit the leader is "attached" to for the duration of the action.
- The active player chooses a single selected unit to march or entrench; its Leader Activation marker is removed and its Fatigue Level is increased by one.
- An eligible unit may enhance its Movement Allowance with a force march.
- The unit performs its march.
- Steps 6–8 are repeated for each unit chosen to participate. The leader activation ends when each unit with a Leader Activation marker has completed its action.
5.3 Assault
An "assault" action enables a district, division, or corps leader to attack a single, adjacent, enemy-occupied hex with a group of subordinate units rather than attacking with each individually. Only one leader at a time may be chosen for an assault. A leader is eligible for an assault only if one or more subordinate units in the leader's hex have a Fatigue Level of 3 or less. MP are not used in an assault; assaults are explained in detail in the combat section (7.1).
5.4 Burn RR Station
Units in Stonewall in the Valley may not burn RR stations.
5.5 Entrenchment
In any 1864 or later scenario, or in a 1863 scenario if used by mutual consent, players may add an "Entrenchment" action to the menu of actions available to active units. Entrenching during the Action Cycle is always in addition to normal entrenchment rules in the Recovery Phase (see 9.0). This action does not apply to Stonewall in the Valley's 1862 Basic Game scenarios, which use the Recovery Phase entrenchment procedure only.
6.0 March and Movement
6.1 Rules of Marching
A marching unit may move and/or attack. A unit moves from hex to adjacent hex, expending Movement Points (MP) equal to the cost of the major terrain entered (see the Terrain Chart). As a unit expends MP, the Active Movement Allowance marker is adjusted downward; the unit may no longer move when it reaches 0.
Attack: Attacks (except assaults) are part of the march procedure. A marching unit may attack any single adjacent hex occupied by enemy units. There are four types of attacks, each expending a different amount of MP:
- Column of Route: 0 MP (infantry and cavalry) — may not be declared if the unit's Movement Allowance is 0.
- Hasty: 1 MP infantry, 2 MP cavalry.
- Normal: 2 MP infantry, 4 MP cavalry.
- Prepared: 4 MP infantry, 8 MP cavalry.
If the defender is in loess terrain, a +1 MP penalty applies to the attack's MP cost.
6.2 Rules of Movement
Roads, Pikes, Railroads: If a unit enters a hex through a hexside crossed by a road, pike, or railroad, it ignores the major terrain cost and pays 1 MP instead. Unfinished railroads are treated as roads for all game purposes.
Trails: Entering a mountain hex through a trail hexside costs 2 MP; entering a non-mountain hex through a trail hexside costs 1 MP.
Mountains: A unit may never enter or exit a mountain hex except across a hexside crossed by a road, pike, trail, or railroad.
Swamps: A unit may never enter or exit a swamp hex except across a hexside crossed by a road, pike, or RR. Provisional swamp hexes function as rough hexes except in rain turns, when they convert to normal swamp hexes.
Rivers: A unit may not cross a major or minor river hexside except at a bridge, dam, ferry, or ford. Crossing a bridge, dam, or ford costs no MP penalty beyond the entered hex's normal (often road) cost. Dams are indestructible bridges. In Stonewall in the Valley, Strider's Dam (N4322) is the game's dam; Berry's Ferry (M5608) is the game's only official ferry.
Ferries: Crossing a ferry over a minor river in non-rain turns costs no MP penalty beyond normal movement. At a major river ferry on any turn, or a minor river ferry in a rain turn or while unfordable, the crossing unit's Manpower value is divided by 3 (drop fractions) for an MP penalty, in addition to the normal cost to enter the far hex.
Creeks: Creek hexsides do not affect movement.
Water: Units may not enter water hexes.
Enemy-Occupied Hexes: A unit may not enter a hex occupied by enemy units (but see 7.6).
Enter Enemy Zone of Control: A unit must stop upon entering an enemy normal ZOC hex from a hex not in an enemy normal ZOC, and must then either attack or end its march. If it attacks successfully (not a "D," "F," "f," or "E" result) it may continue its march.
Exit Enemy Zone of Control: An active unit may not exit an enemy normal ZOC hex unless it starts its march there. ZOC to non-ZOC costs normal MP plus 1. ZOC to ZOC costs the unit's entire Movement Allowance, ending the march with no attack, and if the two hexes are not connected by road, pike, RR, or trail, the unit's Strength marker is flipped to disorganized (or, if already disorganized, its Manpower value is reduced by 1).
Restricted ZOC: Restricted ZOC hexes do not affect movement in any way.
Enter Friendly-Occupied Hex: An active infantry, artillery, or wagon train unit pays an MP penalty to enter a hex already occupied by friendly infantry/artillery with combined Combat Value 3 or more, or a wagon train. The penalty in city, clear, rough, rolling, or hill hexes is +2 MP (combined value 3–11) or +2 MP (11+; the higher tier); in woods, swamp, or mountain hexes it is +3 to +4 MP. Cavalry units never pay or trigger this penalty.
Cavalry Retreat: When an active infantry unit moves into the normal ZOC of an enemy cavalry unit — before an attack is declared — the cavalry unit may make a cavalry retreat (see 7.7).
6.3 Leader Movement
A leader may never occupy a hex by itself; it must always be stacked with a subordinate unit, and is "attached" to that unit for the duration of a March or Activate Leader action (except during combat advances, see below). More than one leader may be attached to the same unit if they represent different organizational levels.
Leaders and Combat: If a unit with attached leaders is forced to retreat, the leaders remain with it. If the unit is eligible to advance after combat, the leaders accompany it.
Leader Transfer: A leader may transfer unit-to-unit in the Leader Transfer Phase (tracing a path of contiguous hexes, 10 hexes or fewer, not through enemy-occupied hexes) or during an Activate Leader action (once per action, before units march).
6.4 Stacking
An unlimited number of friendly units and leaders may occupy the same hex.
Force Markers: Since stacks of counters are unwieldy, players may use substitute "Force markers" for stacks of more than two units per hex, placing the units on the corresponding box of the Force Display. Force markers have no effect on play; players are not obligated to use them.
6.5 Fatigue Levels
A unit's Fatigue Level is increased when it performs an action, and may also increase due to combat. A unit at Fatigue Level 4 may not perform an action, although it may defend and retreat due to combat.
7.0 Combat
7.1 Attacks
Only a unit performing a march or units participating in an assault action may attack.
Targets of Attacks: An attacking unit (or group of units in an assault) may attack any single, adjacent hex occupied by one or more enemy units. If the attacking unit is adjacent to more than one enemy-occupied hex, it may attack only one hex of the active player's choice.
Participation in Attacks: Attacks are never mandatory. In a march, only the active unit may attack. All other friendly units, even those stacked in the same hex as the active unit, never participate in the attack. A unit may attack more than once per march as long as it has the requisite MP and does not suffer a prohibitive result on the Combat Results Table. In an assault action, only subordinate units stacked in the same hex as the active leader may participate in the attack (exception: see "grand assault"). A maximum of one attack may take place per assault action.
Participation in Defense: All units in a hex being attacked must participate in that combat. The attacker may not single out a unit in the hex as a target, and the defender may not withhold units in the hex from combat.
Attack Restrictions:
- Rivers: An attack may not take place across a major or minor river hexside unless a bridge, dam, ferry, or ford connects the attacker's and defender's hexes.
- Mountains and Swamps: An attack may not take place against a unit in a mountain or swamp hex unless the attacker's and defender's hexes are connected by a road, pike, RR or trail. A unit in a mountain or swamp hex may not attack an enemy unit unless the two hexes are connected by a road, pike, RR or trail.
- Artillery: Artillery units may not be the only units in an attack (marching or assault).
- Woods or Loess Hexsides: A unit may only attack across a "woods hexside" or "loess hexside" (see 2.3) if it meets either of the following conditions: it starts the action in the hex from which the attack is made, or there is a road, pike, RR or trail connecting the attacker's and defender's hexes. In this case it is permissible for the active unit to have marched one or more hexes before initiating the attack across the woods or loess hexside.
- Minimum 1 Hex Movement: As long as a unit does not attack during its march, it may always move at least one hex — even if its Movement Allowance is not sufficient for it to enter an adjacent hex. Exception: A unit may still not enter or exit a mountain or swamp hex (except by road, pike, RR or trail), or cross a major or minor river hexside (except at a bridge, dam, ford, or ferry). If an enemy cavalry retreat reduces an active unit's Movement Allowance to 0 before it has moved in its march, it may still move one hex. If a unit begins a march adjacent to a ferry hexside and does not have enough MP to cross due to the ferry MP penalty, it may cross that ferry hexside anyway using all of its available MP.
Attack Procedure (Marching Unit Only): A unit performing a march may attack as follows:
- Select Target: The active player states the attack's target.
- Select Attack Type: The active player states his type of attack: column of route, hasty, normal, or prepared (see 6.1). Adjust the Active Movement Allowance marker downward on the Movement Track by the attack's MP cost.
- Determine Combat Values: The players determine their Combat values and calculate the "ratio modifier" to the attacker's die roll in Step 5.
- Determine Die Roll Modifiers: The players determine the "tactical" and "artillery" modifiers and any other modifiers applying to the combat (see 7.4).
- Roll Dice: The attacker and defender each roll a die, modifying their rolls as required. The defender's modified roll is subtracted from the attacker's modified roll. The players consult the Combat Chart and apply the results (see 7.5).
- Continue Action: If the marching unit has remaining MP and the combat result does not require it to end the action, it may continue to perform its march. If the unit has no more MP or the result calls for the march to end, the action is over and a new Action Phase begins.
Attack Procedure (Assault Action Only): A corps, division or district leader may be selected for an assault only if one or more subordinate units at Fatigue Level 3 or less are stacked with that leader. A Movement Allowance is not calculated in an assault and MP are not used — thus, the active player does not specify a type of attack (column of route, hasty, normal, prepared). An assault is performed as follows:
- Select Participants: The active player selects an eligible leader. Next he chooses one or more units in the active leader's hex belonging to the same command as that leader. Each unit selected to participate in the action must be at Fatigue Level 3 or less. Exception: A player may select one or more artillery units occupying the same hex as the active leader to participate in an assault even though the artillery units do not belong to the leader's command. Note: an artillery unit may never be the only unit in an assault.
- Increase Fatigue: Each unit selected to participate in the assault in Step 1 has its Fatigue Level increased by one. Note: An "extended march" never occurs as a result of an assault action, even if the unit goes to a new Fatigue Level of 2, 3 or 4.
- Select Target: The active player states the target of the attack, which must be a single, adjacent, enemy-occupied hex.
- Cavalry Retreat: The enemy player may conduct a cavalry retreat with eligible units (see 7.7).
- Roll for Command: The active player rolls a die. This roll may be modified. If he rolls a 6 (before modification), the assault automatically ends. Begin a new Action Phase — do not proceed to Step 6. If the roll is 5 or less, apply any appropriate modifier to this roll (see below), and subtract the modified number from the active leader's Command value. The result is the "Assault Number." If the Assault Number is less than 0, the assault ends. Begin a new Action Phase — do not proceed to Step 6. However, if the Assault Number is 0 or greater, the assault takes place — continue the assault procedure. The Assault Number is the maximum number of attacking units that may participate in the assault. (If the Assault Number is 0, one unit must participate.) If the Assault Number is equal to or greater than the number of units selected in Step 1, all the units selected in Step 1 (and no more) must participate in the assault. If the Assault Number is less than the number of units selected in Step 1, the active player must choose (from among the units selected in Step 1) a number of units to employ which equals the assault number. (The assault must proceed, even if the number of units actually employed is less than the number selected in Step 1.) Regardless of whether or not an assault takes place, all units selected to participate in Step 1, even if they ultimately are dropped from the assault, gain one Fatigue Level in Step 2.
- Attempt Grand Assault: The active player may attempt a "grand assault" (see below). A successful grand assault allows additional units to participate in the attack. Even if a grand assault attempt fails, the assault must proceed to Step 7. The active player cannot back out of the action.
- Determine Combat Values: The players determine their Combat values and calculate the "ratio modifier" to the attacker's die roll in Step 9.
- Determine Die Roll Modifiers: The players determine the "tactical" and "artillery" modifiers and any other modifiers applying to the combat (including the automatic +1 assault modifier; see 7.4).
Example (from AIO): Corps leader Palmer (XIV Corps, Command value, 5) is performing an assault. He is stacked with two XIV Corps subordinate divisions (Johnson and Baird). Both divisions are selected to participate in the assault in Step 1. The Union player rolls a die, obtaining a 5. Subtracting 5 from Palmer's Command value (5) yields 0, indicating that the assault takes place — but with only one unit. The Union player retains Johnson and drops Baird from the assault. But both divisions have their Fatigue Levels increased by one.
Assault Die Roll Modifiers: The following modifier applies to the active player's assault die roll in Step 5 of the assault procedure of any game with district leaders:
- -2: If the active leader is a district (not a corps or division) leader, subtract 2 from the assault die roll.
- +1: If the defender occupies a loess hex.
Note: Advanced Game assault die roll modifiers, such as SLB's "Hooker Loses Confidence" (SLB, 16.0) and OTR's Union "Passive" Command Posture (OTR, 18.0) are in effect in all applicable scenarios.
Grand Assault: A player may attempt a "grand assault" in Step 6 of the assault procedure only if all of the following conditions are in effect:
- Army or District Leader: A friendly army or district leader is situated within the command radius of the active leader's hex.
- Eligible Hexes: One or more of the six hexes adjacent to the defender is eligible to join a grand assault. A hex is eligible to join a grand assault if both of the following conditions are met: it is adjacent to the defender (including the hex in which the assault action was initiated); and it must be occupied by one or more of the attacker's units which were not selected to participate in the active leader's assault, and at least one of those units is at Fatigue Level 3 or less.
- Non-Cavalry Leader: The active leader initiating the current assault must not be a cavalry leader.
- Combat Value: The total Combat value of the units committed to the Assault action is 3 or more. Exception: this requirement does not apply in AGA and SIV.
A maximum of one grand assault may be attempted per action, although an unlimited number may be attempted per turn. A grand assault is attempted as follows:
- Roll for Command: The active player rolls a die. In the Basic Game of all GCACW games, this roll is never modified (except if the defender occupies a loess hex add 1 to the die roll). In some Advanced Games, however, it may be modified (see below). If the modified roll is 6 or more, the grand assault does not take place. The grand assault ends — return to Step 7 of the assault procedure. If the modified roll is 5 or less, subtract the number rolled from the army (or district) leader's Command value. The result is the "Grand Assault Number." If the Grand Assault Number is 0 or less, the grand assault does not take place. Return to Step 7 of the assault procedure. If, however, the Grand Assault Number is 1 or more, the grand assault must take place. Proceed to Step 2.
Note: Advanced Game grand assault die roll modifiers, such as SLB's "Hooker Loses Confidence" (SLB, 16.0), and OTR's Union "Passive" Command Posture (OTR, 18.0) are in effect in all applicable scenarios.
- Select Eligible Hexes: From among the six hexes adjacent to the defender, the attacker must select a number of eligible hexes (not units) equal to or less than the Grand Assault Number which he wishes to use in the grand assault. He must select at least one hex. An "eligible hex" is defined above.
- Select Participants: In each hex selected in Step 2, the active player must select one or more eligible friendly units to join the grand assault. A unit is eligible to join a grand assault if it meets all the following conditions: it has a Fatigue Level of 3 or less; it must be eligible to participate in an attack as described in the "Attack Restrictions" rules; it must not have already been selected (successfully or unsuccessfully) in Step 1 of the assault procedure. A unit's command affiliation is irrelevant in this step. Any eligible unit, regardless of its command (including all cavalry and artillery units) may join in a grand assault. Exception: Refer to the specific game module you are playing for any exceptions regarding any restrictions on units that can be selected to participate in the Grand Assault. Note: The attacker may not back out of a grand assault once the grand assault procedure goes beyond Step 1. Each hex chosen by the attacker in Step 2 must contribute at least one eligible unit to the grand assault.
- Increase Fatigue: Each unit selected in Step 3 of the grand assault procedure has its Fatigue Level increased by one. An "extended march" never occurs as a result of a grand assault, even if a unit goes to a Fatigue Level of 2, 3, or 4.
- Return to Assault Procedure: Return to Step 7 of the assault procedure. Each unit selected in Step 3 of the grand assault contributes its Combat and Artillery values to the attacker's totals in Steps 7 and 8 of the assault.
Example (from AIO): Hardee, in hex W3014, successfully initiates an assault on hex W2914. Army leader Johnston (Command value 4) is in hex W3117, within Hardee's command radius. A non-active Confederate unit is in hex W3013 and another in W2813, both at Fatigue Level 2. Thus the Confederate player may attempt a grand assault. He rolls a die, obtaining a 1. Thus, the Grand Assault Number is 3 (Johnston's Command value [4] minus die roll [1] is 3). The grand assault must take place. The Confederate player selects two eligible hexes, W3013 and W2813. The non-active unit in each hex must be chosen to join the grand assault, and each unit's Fatigue Level is increased to 3. Both units contribute their Combat and Artillery values to Hardee's assault.
7.2 Combat Values
Every military unit has a Combat value shown on its accompanying Strength marker. A unit's Combat value varies depending on whether its Strength marker is organized or disorganized. If a unit's Strength marker is organized, its Combat value is simply the number shown on the marker. If a unit's Strength marker is disorganized, its Combat value is the smaller number in value. A unit with a disorganized Strength marker may have a Combat value of 1/2. If so, this fraction is retained in combat — it is not rounded up or down. A unit's Fatigue Level has no effect on its Combat value. In combat, the attacker and defender combine the Combat values of all their participating units. Players cannot withhold any part of their units' Combat values. To determine the Combat value of an attacking unit in a march action, simply use that unit's Combat value alone (no other units may join the attack). To determine the final Combat value in an assault, combine the Combat values of all units participating in that assault, and add in the Combat values of those units joining in a grand assault (if any). To determine the final Combat value of defending units, combine the Combat values of all units in the defending hex.
Maximum Values: The maximum combined Combat Value of attacking and defending units is limited as shown in the table below (note that there are different limits in OTR). In a grand assault, the limit shown below applies to each hex containing attacking units, so the overall total from all hexes may exceed the number listed in the "Attacking" row below.
| Situation | OTR | Other Games |
|---|---|---|
| Attacking | 70 | 80 |
| Defending | 60 | 70 |
| Defending: At least ½ defending units entrenched | 100 | 120 |
| Defending: All defending units entrenched | 130 | 160 |
If in a grand assault, the total Combat value of attacking units is 80 or more, the attacker's Manpower value loss in that combat is increased as follows: if the attacker's Combat value is 80 to 89, his Manpower value loss number is increased by 1; if 90 to 99, increased by 2; if 100 or more, increased by 3.
7.3 Artillery Values
A unit's Artillery value is shown directly on the unit itself. A unit's Fatigue Level or Strength marker (organized or disorganized) has no effect on its Artillery value. Artillery values are used to determine the "artillery modifier" in combat (see 7.4).
7.4 Combat Die Roll Modifiers
Several factors modify combat die rolls. Modifiers are cumulative.
Ratio Modifier: The attacker's die roll must be modified by the ratio modifier. To calculate this modifier, compare the attacker's Combat value sum to the defender's Combat value sum and round this ratio down in favor of the defender to conform to one of the simplified ratios listed on the Ratio Chart. A modifier from –12 to +13 is listed next to each ratio. This is the ratio modifier.
Tactical Modifier: The attacker's die roll is modified by the tactical modifier. To calculate this modifier, the defender determines the highest Tactical value among the units and leaders in the defending hex. Meanwhile, the attacker makes the same determination among his units and leaders participating in the attack. A leader may contribute its Tactical value to an attack only if it is stacked in the same hex as a subordinate attacking unit. The defender's Tactical value is subtracted from the attacker's Tactical value. The result is the tactical modifier, which is added to (or, if a negative number, subtracted from) the attacker's die roll. Some units have a split tactical, which consists of a number before and after a slash in the tactical position on the counter. The number before the slash is the tactical modifier to use when the unit attacks; the number after the slash is the tactical modifier to use when the unit defends. In a March or Activate Leader action, a leader may contribute its Tactical value to any attack made by a subordinate active unit in the leader's hex, even if the attack is not being made by the unit to which the leader is attached. However in an assault action, the tactical value of the leader initiating the assault is always used, never the tactical value of a military unit or other leader.
Artillery Modifier: The attacker's die roll may be modified by the artillery modifier. (Note: If the defender occupies a woods, city, mountain, or swamp hex, it is not necessary to determine an artillery value differential because no artillery modifier can possibly apply in that circumstance.) The attacker adds the Artillery values of all attacking units and subtracts the combined Artillery values of all defending units from this sum. The result is the "Artillery Value Differential." On the Artillery Modifier Summary, cross-index the appropriate Differential column with the line corresponding to the terrain in the defender's hex. The result (a positive or negative number, or no effect) is the artillery modifier that is applied to the attacker's die roll. Some results call for the attacker to roll the die to determine the final artillery modifier. Note: the final artillery value in the defender's hex is rounded up due to any entrenchments (see 9.0).
Special Cases: If neither the attacker nor defender have Artillery values, no artillery modifier applies. If the defender's Artillery value is 0, a negative artillery modifier is converted to "no effect." If the total of the defenders' printed Artillery values (not counting entrenchments) in the hex is 1, a -2 modifier is converted to -1. If the total is 2, a -3 modifier is converted to -2.
Artillery Modifier Summary (Artillery Value Differential = attacker's artillery value minus defender's artillery value):
| Defender's Terrain | –4 or Less | –3 to +1 | +2 to +4 | +5 to +7 | +8 or more |
|---|---|---|---|---|---|
| Clear | -3 | -2 | NE | +1 | +2† |
| Rolling | -2 | -1 | NE | +1* | +1 |
| Rough/Hill/Loess | -1 | -1* | NE | NE | +1* |
| Woods/City/Mtn | NE | NE | NE | NE | NE |
| Swamp | NE | NE | NE | NE | NE |
* Just prior to combat, roll a die. If roll is even, indicated modifier is used; if roll is odd, no modifier is used. † Just prior to combat, roll a die. If roll is even, +2 modifier is used; if roll is odd, +1 modifier is used instead. Swamp also applies to provisional swamp hexes in rain turns; Rough/Hill/Loess note also applies to provisional swamp hexes in non-rain turns. NE: No effect.
Terrain: The defender's die roll may be modified by terrain:
- Bridge/Dam/Ferry/Ford: If an attack takes place across a bridge, dam, ferry, or ford hexside, the defender adds 2 to his roll.
- Creek: If an attack takes place across a creek (even across a road, pike, RR, or trail hexside), the defender adds 1 to his roll. Note: If, in a grand assault, more than one hex adjacent to the defender's hex has attacking units, the above modifiers apply only if the defender's hex is separated from the active leader by a bridge, dam, ferry, or ford — or a creek hexside.
- Hill: If the defender occupies a hill hex, he adds 1 to his roll. However, if the active attacking unit occupies a hill or mountain hex, or if the active attacking unit is attacking down a ridge hexside, the defender's roll is not modified.
- Mountain: If the defender occupies a mountain hex, he adds 2 to his roll. However, if the active attacking unit also occupies a mountain hex, or if the active attacking unit is attacking down a ridge hexside, the defender adds only 1 to his roll.
- Ridge: If an attack takes place across a ridge hexside, and the active attacking unit is attacking up a ridge hexside, the defender adds 2 to his roll. If the active attacking unit is attacking down a ridge hexside the defender adds 1 to his roll if the defender is in a mountain hex and 0 to his roll if the defender is in any other type of hex. Note: A unit is attacking up a ridge hexside if the ridge between his hex and the defender's hex is within the defender's hex. If it is within the attacker's hex, the unit is attacking down.
Ridge Combat Example: Geary's Union division occupies Dougherty (AIO W0533), and Cleburne's Confederate division occupies AIO W0532. If Cleburne attacks Geary, Geary adds 2 to his roll (Cleburne is attacking up a ridge hexside). If Geary attacks Cleburne, Cleburne adds 1 to his roll (Geary is attacking down a ridge hexside into a mountain hex).
Lee (not in RTG): If a Confederate district, corps, or division leader successfully undertakes an assault action and the army leader Lee is currently stacked in the same hex as the active leader, the Confederate player adds 1 to his attack die roll. This bonus is in addition to the +1 modifier due to assault, and is applied regardless of whether or not a "grand assault" takes place. The Lee bonus may never be applied to defending units. The Lee bonus can not be applied in any RTG scenario. The Lee assault bonus may only be used with assaults started by leaders within one corps per turn. Once the Confederate player uses the Lee assault bonus in an assault in a turn, for the remainder of the turn the bonus may only be used with assaults initiated by leaders (corps or division level) from that corps in the current turn. The SEV district (found in Eastern Theater games after 1864 such as GTC) is treated as a corps for purposes of this rule. The Confederate player must state that the Lee bonus will be used immediately before the assault roll. If the subsequent assault roll fails, Lee's bonus is still tied to that corps for the rest of the turn.
Longstreet: In any scenario occurring in 1864 or later, the Confederate player adds 1 to his attack roll if the corps leader Longstreet successfully undertakes an assault action. This bonus is in addition to the +1 modifier due to assault, and is applied regardless of whether or not a "grand assault" takes place. The Longstreet bonus can never be combined with the Lee bonus.
Jackson: In the games SJW, HCR, and SLB the Confederate player adds 1 to his attack roll if the corps leader Jackson successfully undertakes an assault action. This bonus is in addition to the +1 modifier due to assault, and is applied regardless of whether or not a "grand assault" takes place. The Jackson bonus can never be combined with the Lee bonus. Note: in SLB Stonewall Jackson is treated as a leader with a 4 tactical for offense and defense, despite the 5/4 printed on his counter.
Types of Attacks: In a march, the type of attack chosen by the active player may modify the attacker's die roll: Column of Route: –3 to attacker's roll. Hasty: –1 to attacker's roll. Normal: No modifier to attacker's roll. Prepared: +1 to attacker's roll.
Assault Action: In an assault action, modifiers for column of route, hasty, normal, and prepared attacks never apply. Instead, an assault action always provides a +1 modifier to the attacker's die roll.
Rain: The attacker subtracts 1 from all his die rolls in rain turns (see 12.0).
Demoralization–2: If a unit with a Demoralize-2 marker is alone in a hex and is attacked by an enemy unit, the defending player subtracts 1 from his combat die roll. If the demoralized-2 unit is in a stack of friendly units that is attacked, the –1 die roll modifier only applies if at least one-half of the Combat Value in the hex is contributed by Demoralized-2 units.
Flank Attacks: If, at the moment of combat, defending units are partially or completely surrounded by active and inactive enemy units or their ZOC (or impassable terrain), the attacker's die roll is enhanced. This bonus, called a "flank attack," applies even if some of the enemy units surrounding a defender do not participate in the attack. The flank attack bonus is computed as follows:
- "Covered" Hexes: The active player determines the number of "covered" hexes among the six hexes adjacent to the defender. A covered hex is one meeting any of the following conditions: (a) it is occupied by an undemoralized unit friendly to the attacker (including the attacking unit itself); (b) it is in the ZOC of any undemoralized unit friendly to the attacker (including the attacking unit itself and including "restricted" ZOC; see 2.4); (c) it is a mountain or swamp hex (including provisional swamps in a rain turn) or the defender's hex is a mountain or swamp hex, and the two hexes are not connected to each other by a road, pike, RR or trail; (d) it is separated from the defender's hex by a major or minor river hexside not containing a bridge, dam, ferry, or ford (exceptions: in a turn when a river is unfordable, a hex is covered if it is separated from the defender by a ford hexside over such a river; in a rain turn, a hex is covered if it is separated from the defender by a creek hexside untraversed by a road, pike, trail or RR); (e) it is a hypothetical hex just off the map that would be adjacent to a map edge hex occupied by the defender. Note: Each of the six hexes adjacent to the defender may be counted only once in this step even if it fulfills more than one definition of "covered."
- Basic Flank Bonus: Six Covered Hexes — if all six hexes adjacent to the defender are covered, the "basic flank bonus" is +4; proceed to Step 3. Five Covered Hexes — if five of the six hexes are covered, the basic flank bonus is +2; proceed to Step 3. Four or Fewer Covered Hexes — there is no flank bonus; skip the rest of this procedure.
- Final Flank Bonus: The basic flank bonus from Step 2 may be reduced to determine the "final flank bonus." The basic flank bonus is reduced by one for each covered hex meeting at least one of the following conditions: (a) it is occupied by an undemoralized unit friendly to the defender; (b) it is unoccupied and is separated from all adjacent units friendly to the attacker (including the attacking unit itself) by woods or loess hexsides (see 2.3) untraversed by a road, pike, trail, or RR (exception: in SLB only, if the Confederate player is attacking, he ignores Step 3b; Step 3b does apply to the Union player in SLB); (c) it is a mountain or swamp hex (including provisional swamps in a rain turn) or the defender's hex is a mountain or swamp hex, and the defender's hex and the covered hex are not connected to each other by a road, pike, trail, or RR; (d) it is separated from the defender's hex by a major or minor river hexside not containing a bridge, dam, ferry, or ford (this case also includes a turn when a river is unfordable, if a hex is separated from the defender by a ford hexside over such a river, and a rain turn, if a hex is separated from the defender by a creek hexside untraversed by a road, pike, trail or RR); (e) it is a hypothetical hex just off the map that would be adjacent to a map edge hex occupied by the defender. Note: Each of the six hexes adjacent to the defender may be counted only once in this step even if it fulfills more than one of the above conditions.
Maximum Reduction: The maximum reduction that may be applied to the basic flank bonus in this step is –3, even if a greater reduction would normally apply. Also, the final flank bonus may never be less than 0. Thus, if all six hexes adjacent to a defender are covered (yielding a basic flank bonus of +4 in Step 2), there will always be a final flank bonus of at least +1.
- Apply Modifier: The final flank bonus from Step 3 is applied to the attacker's combat die roll, in addition to other modifiers.
Flank Bonus Reductions: The final flank bonus from Step 3 may be reduced in either of the following circumstances: Flanks Refused — flank attack bonuses may be modified by "Flanks Refused" markers (no longer optional; used in all GCACW games; see 7.8). Cavalry — flank attack bonuses may be modified if both the attacker and defender possess cavalry units (see "Cavalry and Flank Attacks," below).
Flank Bonus Conditions: The status of the attacker's units may modify a flank bonus. If one or more of the attacker's units occupy or exert a ZOC into a hex adjacent to the defender, and all of those units together have a combined Combat Value (not including entrenchments) less than one-fourth the defender's Combat value (including the defender's entrenchments and possibly capped by the Maximum Value from Section 7.2), that hex is not considered "covered" in Step 1a or 1b of the flank attack procedure. (The attacking player's units in different hexes can combine their Combat values to reach the one-fourth the defender's Combat value total, as long as all of the units are adjacent to the same "covered" hex.) Demoralized units (active or inactive) belonging to the attacker may not contribute in any way to the achievement of a flank attack bonus. A unit helping to provide a flank attack bonus which does not participate in the attack may not contribute its Tactical value to a combat, nor does it trigger terrain modifiers.
Cavalry and Flank Attacks: The final flank bonus may be reduced if both of the following conditions are in effect: the active attacking unit is a cavalry unit (or the active leader making an assault is a cavalry leader); and more than one-half of the total Combat value in the defender's hex is contributed by cavalry units. If both of these conditions are fulfilled in a combat in which a flank bonus applies, that combat's final flank bonus may be modified as follows: a "final flank" bonus of +4 is reduced to a +2 bonus instead; a bonus of +3 or +2 is reduced to a +1 bonus instead; a bonus of +1 is ignored (no bonus is awarded). Note: Non-flank attacks under these conditions do not provide the attacker with a +1 die roll bonus, as is the case with Flanks Refused markers (see 7.8). Also, if a Flanks Refused marker is already situated in the defender's hex, or if the defending units occupy a redoubt hex, normal flanks refused/redoubt rules apply instead of the above cavalry rules.
7.5 Combat Results
The Combat Chart is used to resolve combat. A combat produces two results: one for the attacker, one for the defender. To resolve a combat, the defender's modified die roll is subtracted from the attacker's modified roll. On the Combat Chart, the attacker cross-references the result with the column corresponding to his combined Combat value; the defender cross-references the result with the column corresponding to his combined Defense value (prior to applying entrenchment benefits). Both players' results, which are applied immediately, may consist of a number and/or one or two letters. A dash indicates that the player's units are unaffected.
Note: A Combat value may fall between two columns on the Combat Chart (e.g. 3½). If so, round the value up by ½ and use the right column of the two possible choices.
Combat Example (from HSN): In this example, all units' Strength markers are organized; all units are at Fatigue Level 1. Wagner's Union division (Combat/Manpower value, 7; Artillery value, 2; Tactical value, 2) is in hex 4610, a rough hex. Brown's Confederate division (Combat/Manpower value, 8; Artillery value, 2; Tactical value, 2) is performing a march in an Activate Leader action, and is attached to its division leader Cheatham (Tactical value, 3). Armstrong's Confederate brigade (Combat/Manpower value, 2; Artillery value, 0) is currently situated in 4510 (southwest of Wagner). Brown moves into 4611 (east of Wagner) and the Confederate player declares a hasty attack against Wagner, expending his last (one) movement point. The Confederate player must subtract 1 from his combat die roll due to the hasty attack. The Confederate player compares Brown's Combat value (8) to Wagner's Combat value (7) to obtain a combat ratio of 8-7, which is rounded down to a 1-1 ratio. The ratio modifier for a 1–1 attack is 0. The Confederate player compares Brown's Artillery value (2) to Wagner's Artillery value (2). The Artillery Value Differential is 0. Consulting the Artillery Modifier Summary on the "–3 to +1" column and cross-referencing it with the "Rough" terrain line corresponding to Wagner's hex, there is a "–1*" artillery modifier applicable to the Confederate player's die roll. The "*" means that a die must be rolled to determine whether the modifier is used. The Confederate player rolls a die and obtains a 3, so the "-1" modifier is not used. To determine the tactical modifier, the Union player's highest Tactical value in the hex (Wagner's 2) is subtracted from the Confederate player's highest Tactical value (Cheatham's 3). The result is 1, so there is a +1 modifier to the Confederate player's combat die roll. For flank attack purposes, the presence of Armstrong's brigade in W5618 means that five hexes adjacent to Wagner are "covered" because they are either enemy-occupied or enemy ZOC hexes. Armstrong helps to provide a flank attack bonus since his Combat value of 2 is at least one-fourth of Wagner's Combat value of 7. Five covered hexes yields a basic flank attack bonus of +2. This is also the final flank bonus since there are no conditions present reducing the basic flank bonus. The final modifier to the Confederate combat roll is therefore +2: –1 (hasty attack) +0 (ratio) +1 (tactical) +2 (flank) = +2 (final). The Union roll is not modified. Both players roll a die: the Confederate player obtains a 4 (modified by +2 to 6), and the Union player obtains a 2. The Union roll is subtracted from the Confederate roll, yielding a result of +4 (6 – 2 = +4). The Union player cross-references the +4 line with the "7-11" Combat Value column on the Defender's Combat Value (left) side of the Combat Chart (Wagner's Combat value is 7). The result is "1DR". Wagner's Strength marker is removed and is replaced with a new one showing a Manpower value of 6. The new marker is placed on its disorganized side due to the "D". Wagner's Fatigue 1 marker is increased by 3 to Fatigue Level 4. A demoralized-1 marker is also placed on Wagner due to the "R" result. Wagner routs four hexes to 4908, using Retreat Chart 1 for all four hexes entered in the retreat. In all cases, a retreat path hex existed with a Priority Number of 1, so the Union player had to retreat into Priority 1 hexes. The Union player could have retreated two additional hexes past 4908 (using Retreat Chart 2) but declined to do so. There is no additional manpower loss due to this retreat. The Confederate player cross-references the +4 line with the "7-11" Combat Value column on the Attacker's Combat Value (right) side of the Combat Chart. (Brown's Combat value was 8.) The result is "fa". His new Strength marker remains organized because he did not suffer a "D" result, and his Fatigue Level is increased by 1 to Fatigue Level 2 due to the "f" result. Brown's march must now end due to the "f" result, but the "a" allows him to advance into the hex vacated by Wagner. He does so, accompanied by Cheatham, ending the action.
Note: Union panic is triggered in the SJW advanced game by any italicized result on the GCACW Standard Combat Chart (see SJW Advanced Rule 6.0).
Letter Results: There are eight possible letter results:
- D (Disorganize/Fatigue): The unit's Strength marker is flipped to its disorganized side. (If it is already disorganized it remains so.) The unit's Fatigue Level is also increased by 3 (to a maximum of 4). If the unit is already at Fatigue Level 4, it remains so. Finally, an active unit obtaining a "D" may not expend any more MP; its march action is over and a new Action Phase begins.
- F (Fatigue-2): The unit's Fatigue Level is increased by two (to a maximum of 4). An active unit may not spend any more MPs; its march is over and a new Action Phase begins.
- f (Fatigue-1): The unit's Fatigue Level is increased by one (to a maximum of 4). An active unit may not spend any more MP; its march is over and a new Action Phase begins.
- E (End Action): An active unit may not spend any more MP; its march is over and a new Action Phase begins. This result has no effect on an assault action, since an assault automatically ends after the combat has been resolved.
- r (Retreat): The unit must retreat (see 7.6).
- R (Rout/Demoralize-1): The unit is routed (see 7.6). Also, the unit gains a Demoralize-1 marker. If it already has such a marker, it is flipped to its Demoralize-2 side. If it is already at Demoralize-2, there is no further effect.
- R* (Rout/Demoralize-2): The unit is routed (see 7.6). Also, the unit gains a Demoralize-2 marker. If it is already at Demoralize-1, flip the marker to its Demoralize-2 side and there is no further effect. If it is already at Demoralize-2, its Manpower value is reduced by one in addition to its normal manpower loss result.
- a (Advance): The unit may advance after combat (see 7.6).
Note: An "extended march" never takes place due to a combat result, even if a unit goes to a new Fatigue Level of 2, 3 or 4.
Number Results: Number results, which precede letter results, indicate a reduction of the unit's Manpower (not Artillery) value. Remove the unit's Strength marker and replace it with another one showing its reduced Manpower value (i.e., the unit's Manpower value before the combat minus the number result). The new Strength marker may assume a new status (organized or disorganized): if the original Strength marker was disorganized before the combat, the new Strength marker is also disorganized; if the original Strength marker was organized prior to the combat, the new Strength marker is disorganized if the combat result contains a "D" (Disorganized/Fatigue), or organized if the combat result does not contain a "D." Exception: If in a grand assault, the total Combat value of attacking units is 80 or more, the attacker's Manpower value loss in that combat is increased (see 7.2).
Applying Results: Attacker — in a march, the attacker's letter and number results apply only to the active unit, even if other friendly units occupy the same hex. In an assault, the attacker's letter result applies to each participating unit, including those joining in a grand assault. The attacker's number result applies to the attacking force as a whole — not to each individual unit. As long as the number result is fully applied, the attacker may divide it among any of his attacking units as he wishes. Units providing flank attack bonuses which do not participate in the attack are unaffected by combat results. Defender — the defender's letter result applies to each defending unit. The defender's number result applies to the defending force as a whole — not to each individual unit. As long as the number result is fully applied, the defender may divide it among any of his defending units as he wishes. Combat results are always applied to the defending unit(s) before they are applied to the attacking unit(s).
Entrenchments and Combat Values: Defending units' Combat values may be enhanced by entrenchments (see 9.0). However, when determining the defender's combat result, the Combat Chart columns represent the defender's Combat value prior to the application of entrenchment benefits. Example: If Hindman's division defends with a Combat value of 8, its combat result is determined in the "7 to 11" column of the Combat Chart. If Hindman's division defends under a completed Breastwork marker, its Combat value is 16 (8 x 2). Although Hindman's Combat value of 16 would be used to calculate the ratio in that combat, its combat result is determined in the "7 to 11" column of the Combat Chart.
Unit and Leader Elimination: A unit is eliminated at the moment its Manpower value is reduced to 0. If, due to the elimination of a unit, a leader remains in that hex with no subordinate units, the leader is placed in the nearest hex occupied by a subordinate. A leader is eliminated at the moment no units subordinate to that leader exist.
7.6 Retreats, Routs, and Advances
There are four types of retreats: normal ("r"), "Defender's Voluntary Retreat" (see below), rout ("R"), and cavalry retreat (see 7.7). In a normal retreat, a player must retreat all his defending units a minimum of two hexes and a maximum of four hexes. In a rout, a player must retreat all his defending units a minimum of four hexes and a maximum of six hexes. The choice of retreat distance and path is left to the defender, as long as the path adheres to the following rules. Retreating units must move as a stack and cannot separate. Leaders must accompany retreating units with which they are attached. MP are not expended in retreats and, with the following exceptions, terrain is irrelevant.
Retreat Restrictions: Retreating units are subject to the following restrictions:
- Mountains and Swamps: A retreating unit may only enter or exit a mountain or swamp hex (including a provisional swamp hex in a rain turn) across a road, pike, trail, or RR hexside.
- Rivers: A retreating unit may cross a major or minor river hexside only at a bridge, dam, ferry, or ford. In a rain turn, a unit may not retreat across a ford hexside or a creek hexside untraversed by a road, pike, trail, or RR.
- Off-Map: A unit may not retreat off the map.
- Start Hex: A retreating unit may not enter the hex where a retreat began.
- Same Hex: A retreating unit may not enter the same hex twice.
- Adjacent Hex: A retreating unit may not end a retreat in a hex adjacent to the hex where the retreat began. (Exception: The retreating unit may end up adjacent in a one-hex voluntary retreat, see "Defender's Retreat Option.")
- Closer to Attacker: A retreating unit may not enter a hex that is closer to the active enemy unit triggering the retreat than the hex retreated out of, counting by the shortest possible path. If there is a Grand Assault, the active enemy unit is the one initiating the corps assault. A unit may not retreat into the hex occupied by the active enemy unit.
Surrender: If there is no hex to retreat into that does not violate any of the aforementioned restrictions, a retreating unit surrenders, and is eliminated from play. VP are awarded for this occurrence.
Retreat Priorities: In addition to adhering to "retreat restrictions," a retreating player must follow "retreat priorities," which are listed on Retreat Charts 1 and 2. A retreating unit must adhere to retreat priorities in each hex entered in that retreat. Furthermore, the appropriate chart to use may change from hex-to-hex in that retreat.
Retreat Chart 1: A player must use Retreat Chart 1 in any of the following cases: for the first hex entered in a normal or voluntary retreat; for each of the first four hexes entered in a rout/cavalry retreat; if in a retreat, rout, or cavalry retreat, a unit exits an enemy ZOC (including "restricted" ZOC; see 2.4).
Retreat Chart 2: A player must use Retreat Chart 2 in any of the following cases: for the second, third, or fourth hexes entered in a normal or voluntary retreat, assuming the unit is not exiting an enemy ZOC; for the fifth or sixth hexes entered in a rout/cavalry retreat, assuming the unit is not exiting an enemy ZOC.
Using the Retreat Charts: Prior to entering each hex in a retreat, a player checks the appropriate chart and follows this procedure:
- Check Legal Retreat Hexes: The player determines how many of the six hexes adjacent to the retreating unit may be legally retreated into according to the "retreat restrictions" rules.
- Retreat Description: For each of the legal retreat hexes determined in Step 1, the player determines the "Retreat Description" from the appropriate Retreat Chart corresponding to a retreat into that hex.
- Priority: Each Retreat Description consulted in Step 2 has a corresponding "Priority Number." The player must retreat his unit into a hex using the Retreat Description from Step 2 with the lowest Priority Number. (Exception: see "Overriding Retreat Priorities.") If more than one hex fulfills this requirement, the player may retreat his unit into any of those hexes. Also, if two different Retreat Descriptions have the same Priority Number, the player may choose either description when retreating into a hex.
- Complete Retreat: The player repeats Steps 1, 2, and 3 for each hex entered in that retreat. When he fulfills retreat requirements (at least two and up to four hexes in a normal retreat; at least four and up to six hexes in a rout or cavalry retreat), the retreat is over.
Overriding Retreat Priorities: If, by adhering to retreat rules, there is no possibility of avoiding surrender of a retreating unit due to "retreat restrictions," a player may "override" retreat priorities no more than once in that retreat. To override, a player may retreat a unit into a hex by choosing any Retreat Description on the appropriate chart, regardless of its Priority Number. He is not obligated to choose the lowest Priority Number. If the unit cannot avoid surrender due to a single override, it is eliminated. The player can make this override at any point in the retreat path, it does not have to be at the exact point that destruction would occur; thus the player may look ahead to avoid destruction. For example, if in a retreat path by following the retreat priorities a unit would get destroyed in the 3rd hex, the unit is allowed to do its override in the 1st or 2nd or 3rd retreat hex.
Manpower Loss: If a unit retreats into a hex using a Retreat Description with an accompanying Manpower loss, the retreating unit's Manpower value is reduced by the indicated number. Replace its Strength marker with a new one on its disorganized side reflecting the loss. If a stack of more than one unit retreats into a hex calling for Manpower loss, the loss number is applied to each unit in the stack — not just one. Note: Manpower losses in retreats may vary depending on whether a unit retreats into a hex across a road, pike, trail, or RR hexside, or if the hex retreated into is friendly-occupied (see Retreat Charts). In a retreat, entering or exiting a city hex is the equivalent of crossing a road hexside, even if no road actually crosses that hexside.
Basic Retreat Principles: To help players become more familiar with the Retreat Charts, some of their basic principles are outlined below. Retreat Chart 1: the highest priority retreat is to move one hex more distant from the active enemy unit by crossing a road, pike, trail, or RR hexside into a nonenemy-occupied/non-enemy-ZOC hex. If that cannot be achieved, the next-highest priority is to attempt to do the same thing by crossing a non-road/pike/trail/RR hexside. If that in turn cannot be achieved, the next-highest priority is to retreat into any hex that is not enemy-occupied, nor in an enemy-ZOC (this may incur manpower loss). If that in turn cannot be achieved, the next-highest priority is to avoid retreating into an enemy-occupied hex (this may incur manpower loss). Retreat Chart 2: the highest priority retreat is to move into any hex that is not enemy-occupied, nor in an enemy-ZOC. If that cannot be achieved, the next-highest priority is to avoid retreating into an enemy-occupied hex (this may incur manpower loss).
Retreats Into Enemy-Occupied Hexes: Some Retreat Descriptions allow retreats into an enemy-occupied hex, an occurrence which causes a Manpower value loss of three to the retreating unit. (However, a unit may never retreat into the hex occupied by the active enemy unit.) A unit may not end its retreat in an enemy-occupied hex. If there is no alternative except to do so, its retreat may be extended by a sufficient number of hexes so that it ends the retreat in a hex unoccupied by an enemy unit.
Defender's Voluntary Retreat Option: On any combat result applying to the defender not containing an "r" or "R", the defender may voluntarily retreat one or more of his units from one to four hexes subject to retreat rules. This is considered a retreat, not a rout. In this case the defender may end the retreat in a hex adjacent to the hex where the retreat began. There is no Fatigue cost to do this. (Exception: If the defender receives a "—" result [no effect], all units participating in the defender's retreat option gain one Fatigue Level, to a maximum of level 4.) Even units at Fatigue Level 4 may join in this retreat. The defender must execute a voluntary retreat immediately, before the enemy player performs further actions.
Advance After Combat: If the attacker receives an "a" result, none, some, or all of the attacking units may advance into the hex vacated by the defender. An advance is not considered movement and does not expend MP. A unit may enter or exit an enemy ZOC, or advance from one enemy ZOC to another, without penalty. Regardless of whether or not a unit obtaining an "a" advances, its march may continue as long as it did not also suffer a "D", "F", "f", or "E" result. However, it may not continue to move if it advances into an enemy ZOC. In this case, the unit must either attack again or end its march. Leaders (including army/district leaders) may advance with subordinate units (and must advance if no subordinate units remain in the leader's hex). A leader may advance with a subordinate unit to which it had not been attached prior to the attack, although if it does so the active player must specify its new attachment. A leader may not advance with and attach to a non-subordinate unit.
7.7 Cavalry Retreat
A cavalry unit may use "cavalry retreat" to avoid attack by an enemy infantry or artillery (not cavalry) unit. A cavalry unit may perform a cavalry retreat more than once per action. The player owning a cavalry unit may declare a retreat in any of the following circumstances:
- Enemy Movement: An enemy infantry/artillery unit performing a march moves into a normal (not restricted) ZOC exerted by a cavalry unit.
- Starts Adjacent: An enemy infantry/artillery unit begins a march in a normal (not restricted) ZOC belonging to a cavalry unit. Exception: If an enemy infantry unit begins a march in a restricted ZOC belonging to a cavalry unit and selects the cavalry unit as the target of his attack in Step 1 of the Attack Procedure, then the cavalry unit may perform a cavalry retreat.
- Advance After Combat: An enemy infantry/artillery unit advances after combat into a cavalry unit's normal (not restricted) ZOC.
- Assault: The enemy player declares an assault action against a hex containing at least one cavalry unit (unless the assault is declared by a cavalry leader — in which case a cavalry retreat is not possible).
A player wishing to declare a cavalry retreat must make his declaration as soon as any of the above circumstances occur — before the enemy player declares an attack (or, in the case of an assault action, before the enemy player rolls a die to determine whether or not the assault takes place). If he does not make the declaration at this moment, he forfeits his ability to perform a cavalry retreat in the hex occupied by his cavalry unit for the duration of the enemy unit's march.
Performing a Cavalry Retreat: A cavalry retreat is voluntary. A cavalry unit may perform a retreat regardless of its status — even if it is demoralized, disorganized, exhausted, or at Fatigue Level 4. A player wishing to perform a cavalry retreat states this fact as soon as his opponent has performed one of the aforementioned actions. The enemy unit's march (or assault) is temporarily suspended while the retreat takes place. A cavalry retreat is performed as follows:
- Roll Die: The cavalry player rolls a die. This roll may be modified (see Cavalry Retreat table in Charts & Tables handout). The modified roll is halved (round fractions down to a whole number). The result is the number by which the enemy unit's Active Movement Allowance marker is reduced on the Movement Track. In assault actions, this roll has no effect since no Movement Allowance is determined. However, the roll still takes place to see if the cavalry unit suffers loss in Step 2.
- Manpower Loss: If the Step 1 roll (before modifications and halving) is 1, the cavalry unit's Manpower value is reduced by one. Place the new Strength marker on its disorganized side. On a roll of 2 to 6, no loss occurs.
- Retreat 4–6 Hexes: The cavalry unit must retreat from four to six hexes. The retreating player must adhere to retreat restrictions, using Retreat Charts 1 and/or 2 to fulfill this retreat. However, a cavalry unit does not suffer any Manpower value loss in a cavalry retreat, even if it retreats into a hex calling for a loss on a Retreat Chart. Exception: If in a cavalry retreat, a unit retreats into an enemy-occupied hex, Retreat Priority #5 applies and the unit(s) suffers a Manpower value loss of 3. Note: A cavalry unit may use the above rule 7.6, "Overriding Retreat Priorities," to attempt to avoid surrender.
- Fatigue: After executing its retreat, the cavalry unit's Fatigue Level is increased by 1 (to a maximum of 4). Note: An extended march is never triggered by a cavalry retreat.
- Disorganization: The cavalry unit's Strength marker is flipped to its disorganized side. If it is already disorganized, there is no further effect.
- Resume Action: The active enemy unit or leader resumes its activities from the point of interruption. If a unit's Movement Allowance has been reduced to 0, its march ends. (Exception: If the unit has not yet moved, it is permitted to move one hex; see 6.2. It may not refuse flanks.) In an assault action, if the hex the active leader is assaulting is completely vacated by the cavalry retreat, the units participating in the assault may advance into the hex vacated by the cavalry unit. No attack occurs and the assault action ends. (Exception: If the active player's command die roll in Step 5 of the assault procedure is unsuccessful, the units participating in the assault may not advance into the hex vacated by the cavalry unit.)
Cavalry Stacked With Other Units: With Cavalry Unit — if two or more cavalry units are stacked in the same hex, they must perform a cavalry retreat together. Only one die roll is made in Step 1, and all units must end the retreat in the same hex. If a 1 is rolled for the cavalry retreat, only 1 cavalry unit suffers a manpower loss. With Infantry Units — a cavalry unit stacked with an infantry unit may perform a cavalry retreat, but the infantry unit may not.
Multiple Cavalry Retreats: Same Unit — a cavalry unit may perform a cavalry retreat more than once per action. Cavalry Units—Separate Hexes — if two or more cavalry units occupying separate hexes are eligible to perform a cavalry retreat and all of them wish to retreat, each performs the retreat separately. The enemy unit's Movement Allowance reduction, if any, is cumulative.
7.8 Refusing Flanks
At a cost of one MP, the active player may place a "Flanks Refused" marker of the appropriate side on top of a unit performing a march. (Exception: A Flanks Refused marker may not be placed on a unit in a mountain or swamp hex; also, it may not be placed on top of a unit performing an assault.) As soon as a unit gains a Flanks Refused marker, its march ends. (It may perform actions later.) Since a unit must stop moving upon entering an enemy normal ZOC, it may not refuse flanks when entering an enemy normal ZOC. A unit may refuse flanks if it marches in place in a hex with an enemy normal ZOC (an extended march must be done if required per 5.1). A maximum of one Flanks Refused marker may exist in a hex at a time; its effects apply to all units in the hex. A unit does not have to spend one MP to enter a hex in which a Flanks Refused marker is already situated; it may enter the hex at no extra MP cost and receive the marker's benefits — and may continue its march. A Flanks Refused marker never accompanies a unit when it leaves a hex. A marker may not be placed on a unit after it performs a retreat, rout, or advance after combat. The players are not limited to the number of markers provided in the game.
Effects of Flanks Refused Markers: Units in a hex with a Flanks Refused marker may perform all actions normally (although they may be forced to remove the marker after the action is over; see below). Units occupying a hex containing a Flanks Refused marker defend against enemy flank attacks more effectively, but less effectively against normal attacks: flank attacks fulfilling the requirements for a +4 attacker die roll bonus are reduced to a +2 bonus instead; flank attacks fulfilling the requirements for a +3 or +2 attacker die roll bonus are reduced to a +1 bonus instead; flank attacks fulfilling the requirements for a +1 attacker die roll bonus are unchanged (the bonus remains +1); all non-flank attacks always provide the attacker with a +1 die roll bonus (in addition to other modifiers), even though requirements for flank attacks have not been fulfilled.
Removal of Flanks Refused Markers: A Flanks Refused marker may be voluntarily removed from a stack of units at no MP cost if one of the units in the hex initiates a march. (The active unit does not actually have to leave the hex.) The marker must be removed if all the units in the hex participate in an assault action. It also must be removed if only one unit is in a hex and it moves or attacks. (This does not preclude the owning player from placing another marker on the unit later in its march at a cost of one MP.)
8.0 Recovery
In the Recovery Phase, the following actions are performed strictly in the listed order:
-
Units at Fatigue Level 0 may entrench, build bridges, or repair bridges/ferries. A unit may not perform more than one of the aforementioned activities per Recovery Phase and may not perform any at all in a rain turn or if demoralized.
-
In the Advanced Game, units at Fatigue Level 0, 1, or 2 may forage (see the game's "Forage" rules), but not if they undertook any activities in Step 1 of the Recovery procedure.
-
Units at Fatigue Level 0 or 1 may be affected as follows:
a. Units at Fatigue Level 0 or 1 with disorganized Strength markers have their Strength markers flipped to their organized sides. Exceptions: If a unit has a Demoralize-2 marker at the start of this step, its Strength marker remains disorganized. Also, in the Advanced Game, out of supply units with disorganized Strength markers remain disorganized.
b. Units at Fatigue Level 0 or 1 which are on their exhausted sides are flipped to their normal sides. Exception: If an exhausted unit has a Demoralize-2 marker at the start of this step, it remains on its exhausted side.
c. Units at Fatigue Level 0 or 1 with Demoralize-1 markers have these markers removed; units at Fatigue Level 0 or 1 with Demoralize-2 markers have these markers flipped to their Demoralize-1 sides.
-
Units at Fatigue Level 3 or 4 are flipped to their exhausted (reverse) sides. If they are already on their exhausted sides, they remain so and there is no further effect.
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All units at Fatigue Level 1 or more lose three Fatigue Levels (to a minimum Fatigue Level of 0). Replace each unit's Fatigue marker with a new marker three less than the one being removed. (Units at Fatigue Level 0 do not have markers.)
-
In the Advanced Game Scenarios of Stonewall in the Valley (Union units only), out of supply units with organized Strength markers have their Strength markers flipped to their disorganized sides.
9.0 Entrenchments
Entrenchments enhance a unit's defensive capabilities. Units may construct entrenchments in the Recovery Phase, and in games taking place in 1863 or later, in the Action Phase. Players may also gain entrenchment benefits from a hex feature called "redoubts." Another hex feature, a permanent Fort, provides even further defensive capabilities and is described in the Advanced Game Rules of any module in which it appears. Permanent Forts typically provide the same entrenchment benefit as a Redoubt when units occupy those hexes.
Building Entrenchments
There are four types of entrenchments: redoubts, abatis, breastworks, and forts. Redoubts and permanent Forts, which are printed on the map and represent permanent fortifications, may not be built. (Exception: Some games' special rules allow redoubts to be built.) However, abatis, breastworks, and forts may be built in either the Action Cycle (see 5.5) or the Recovery Phase. Units building entrenchments in the Recovery Phase must be at Fatigue Level 0. A unit building a bridge or repairing a bridge/ferry may not also entrench in the same Recovery Phase. Units may not entrench in rain turns or if demoralized. The procedure for building entrenchments in the Action Phase (for games in 1864-1865, or games in 1863 if the Entrenchment Action optional rule is being used) is described in Section 5.5. The procedure for building entrenchments in the Recovery Phase is described below. Depending on the year depicted in the game being played, players use one of several different procedures.
Entrenchments (1862) — the procedure that applies to Stonewall in the Valley:
- If a unit entrenches, place a Breastwork–Build marker atop the unit. Exception: If a unit is in a redoubt hex that it is eligible to benefit from, place a Breastwork-Complete marker atop the unit.
- If a unit already possessing a Breastwork–Build marker entrenches, flip the marker to its Complete side.
- If a unit already possessing a Breastwork–Complete marker entrenches, place a Fort–Build marker atop the unit.
- If a unit already possessing a Fort–Build marker entrenches, flip the marker to its Complete side.
(The series rules also give 1861, 1863, and 1864-1865 procedures for other volumes of the series.)
Removing Entrenchments
A unit's Abatis, Breastwork or Fort marker is removed at the moment the unit leaves the hex. If a unit with an Abatis, Breastwork or Fort marker exits a redoubt hex, its marker is removed but there is no effect on the permanent redoubt.
Effects of Entrenchments
Entrenchments may enhance the Combat and Artillery values of defending (not attacking) units:
- Units directly under an Abatis marker (or a Breastworks-Build marker if the year is 1864 or later) have their Combat and Artillery values multiplied by 1.5 when defending.
- Units directly under a completed Breastwork, a Fort-Build marker (1863 or earlier), or a Fort-Build-1 marker (1864 or later) have their Combat and Artillery values doubled when defending.
- Units directly under a Fort-Build-2 marker (1864 or later) have their Combat and Artillery values multiplied by 2.5 when defending.
- Units directly under a completed Fort marker have their Combat and Artillery values tripled when defending.
- Units directly under a Breastworks-Build marker do not have their Combat and Artillery values modified if the year is 1863 or earlier.
Abatis, Breastwork, and Fort effects apply individually by unit, not by hex. In a stack of units, some may possess markers while others do not. Only units which actually entrenched in an earlier Action or Recovery Phase receive the Combat/Artillery value multiple provided by an entrenchment marker. Units without markers in the same hex use unenhanced values.
Exception: Units in a redoubt hex belonging to a player eligible to receive redoubt benefits gain the defensive benefit of the redoubt (see below). However, only those units which entrench further in an Action or Recovery Phase gain defensive enhancements beyond those provided by the redoubt.
Entrenchments do not enhance the combat value of units for the purposes of determining if they have enough Combat value to contribute to the achievement of a flank bonus (see "Flank Bonus Conditions", 7.4). Entrenchments also do not boost a unit's Combat value for the purpose of determining the additional MP cost to enter that unit's hex (see "Enter Friendly-Occupied Hex", 6.2).
Redoubts
Many of the games in the series have redoubts either printed on the map or added with special counters. The basic rules for each game define which player owns and gets the benefits for the redoubts in that game. The directional facing of a redoubt is solely for artistic purposes and has no effect on the benefits of the redoubt, which are for the hex and not just for some hexsides. Note: All redoubts printed on the maps in Virginia are Confederate Redoubts.
- Units in a redoubt hex (that they are eligible to benefit from) with no other entrenchments have their Combat and Artillery values multiplied by 1.5 when defending. (For Combat values, retain fractions; for Artillery values, multiply the sum of all the Artillery values in the hex by 1.5 and round fractions up to the nearest whole number.)
- All Naval Batteries printed on the maps are considered to also contain a Confederate redoubt (even if there is a destroyed Naval Battery counter in the hex).
Flank Attacks Against Redoubt Hexes
If a unit occupies a redoubt and is eligible to receive defensive benefits from that hex, its defensive capabilities against some flank attacks are enhanced (see 7.4).
+4 Bonus: If the attacking player fulfills requirements for a +4 final flank bonus in an attack against one or more units in a redoubt hex, that bonus is reduced to +2.
+3/+2 Bonus: If the attacking player fulfills requirements for a +3 or +2 final flank bonus in an attack against one or more units in a redoubt hex, that bonus is reduced to +1.
+1 Bonus: If the attacking player fulfills requirements for a +1 final flank bonus in an attack against one or more units in a redoubt hex, he receives no flank bonus at all.
Unlike Flanks Refused markers, non-flank attacks against redoubt hexes do not provide the attacking player a +1 die roll bonus. Defending units situated under Breastwork or Fort markers in redoubt hexes retain the redoubts' capabilities against flank attacks. However, Breastwork or Fort markers situated in non-redoubt hexes do not provide these capabilities.
10.0 Bridges, Dams, and Ferries
Units may cross major and minor rivers only at bridges, dams, ferries, and fords. A unit entering a hex across a bridge, dam, or ford ignores the cost of the major terrain in that hex and instead pays 1 MP as long as a road, pike, or RR crosses that bridge, dam, or ford. A unit also pays 1 MP if a pontoon bridge is constructed over that river (as long as both hexes connected by the pontoon bridge have a road, pike, trail, or RR in them). Units entering a hex across a bridge or ford which is not traversed by a road, pike or RR must pay that hex's major terrain MP cost. (See 6.2 for ferry MP penalties.) Roads crossing creek hexsides are not considered bridges, dams, ferries, or fords.
10.1 Pontoon Bridges
In the GCACW Standard Rules, bridges built during the game are known as "pontoon" bridges to differentiate them from "permanent" bridges which are printed on the map. Also, a player must make a die roll if he wishes to build a bridge, rather than building it automatically.
Building Pontoon Bridges
Eligible infantry units may attempt to build pontoon bridges. Bridges may always be built at fords. An infantry unit is eligible to build a pontoon bridge only if it meets all of the following conditions in Step 1 of the Recovery Phase:
- It is at Fatigue Level 0 and is not demoralized.
- It has a Combat value of 5 or more. Exception: In Stonewall in the Valley, it must have a Combat value of 3 or more.
- It occupies a hex containing at least one major or minor river hexside. A unit may build a pontoon bridge across a hexside that already contains a permanent bridge (destroyed or not). Exception: Union units may attempt to build a bridge over a major river in all GCACW games except Stonewall in the Valley.
- It must not have entrenched or repaired a bridge or ferry in the same Recovery Phase.
- If the bridge is to be built over a minor river, the player must have an unused minor river Bridge marker. Exception: In Stonewall in the Valley, the number of minor river Bridge markers in the game is not a limit. Players may build as many minor river bridges as they wish.
- If the bridge is to be built over a major river, the player must have an unused major river Bridge marker.
If a game limits the number of Bridge markers that may be employed, and all the Bridge markers of that type are in use, a player may not build a pontoon bridge of that type until one or more markers become available for use again due to dismantling or destruction (see 10.2).
Pontoon Bridge Restrictions
- Cavalry/artillery units and leaders may not build bridges.
- Bridges may not be built across creek hexsides.
- A bridge may not be built between two hexes if one of the hexes contains an enemy unit (or units) with a combined Combat value of 5 or more. It may be built into a hex if the enemy unit(s) in that hex have a combined Combat value of less than 5. Entrenchments are not taken into account in determining the Combat value that prevents a bridge from being built. Exception: In Stonewall in the Valley, a bridge may not be built between two hexes if one of the hexes contains an enemy unit (or units) with a combined Combat value of 3 or more. It may be built into a hex if the enemy unit(s) in that hex have a combined Combat value of less than 3.
- An eligible unit may attempt to build a maximum of one bridge per Recovery Phase, although it may attempt to build more than one bridge per game—even in the same hex.
- A maximum of one infantry unit per hex may make a bridge-building attempt in Step 1 of each Recovery Phase.
- A unit may not build a pontoon bridge across a hexside that already contains a pontoon bridge or a dam feature.
- Units may not build bridges in rain turns.
Pontoon Bridge Construction
For each eligible unit attempting to build a bridge in Step 1 of the Recovery Phase, the owning player follows this procedure:
- He specifies the hexside over which the bridge will be built.
- He rolls a die, modifying this roll if necessary (see below).
- 5 or Less: If the modified roll is 5 or less, the bridge is successfully built. Place an appropriate Bridge marker (minor or major) belonging to the building player directly on the hexside, with one end of the bridge symbol pointing to the unit's hex and the other end pointing to the hex directly across the river. Exception: On an unmodified die roll of 6, the bridge is not built.
- 6 or More: If the modified roll is 6 or more, the bridge is not built. No action is taken. Another attempt to build a bridge across that hexside may not be made until the following turn.
Construction Die Roll Modifiers
A player's pontoon bridge construction die roll is modified if any of the following conditions are in effect (modifiers are cumulative):
- +1: If the river being bridged is currently unfordable (see 12.0).
- +2: If the river being bridged is a major river.
Use the lowest modifier below that applies, but one of these modifiers must be used:
- +0: If a road, pike, trail, or RR is situated in both hexes to be connected by the bridge, and one or more of the following features exist across the hexside being bridged: a ford, a ferry (destroyed or not), or a permanent bridge (destroyed or not).
- +1: If a road, pike, trail, or RR is situated in both hexes to be connected by the bridge, but none of the following features exist across the hexside being bridged: a ford, a ferry (destroyed or not), or a permanent bridge (destroyed or not).
- +2: If there is a road, pike, trail, or RR in only one of the two hexes to be connected. The presence or lack of the following features across the hexside being bridged has no effect on this modifier: a ford, a ferry (destroyed or not), or a permanent bridge (destroyed or not).
- +3: If both of the hexes to be connected do not contain a road, pike, trail, or RR. The presence or lack of the aforementioned features across the hexside being bridged has no effect on this modifier.
Note: If a pontoon bridge is successfully built, it is considered to have a road (not pike) running across it as long as both hexes connected by the bridge have roads, pikes, trails, or RR in them. Otherwise the bridge is not considered to be traversed by a road.
10.2 Destroying Bridges and Ferries
In the GCACW Standard Rules, rules for bridge/ferry destruction and dismantling supersede the pertinent rules sections in all GCACW games, including the Stonewall in the Valley Advanced Game (see SIV 23.1). In all games, permanent bridges, pontoon bridges, and ferries may be destroyed, although permanent bridges/ferries are more difficult to destroy than pontoon bridges. Bridges and ferries may be destroyed in rain turns and while rivers are unfordable.
Destroying Pontoon Bridges
When a player builds a pontoon bridge, he "owns" it. Enemy units may not cross that bridge in a march, retreat, or advance after combat; nor may they attack across it. The bridge remains on the map until an undemoralized enemy unit with a Combat value of 5 or more (or, in Stonewall in the Valley, 3 or more) ends a march, retreat, or advance after combat in one of the two hexes connected by the bridge. At that time the Bridge marker is immediately removed. A pontoon bridge is automatically destroyed at the end of the Attachment Phase (an Advanced Game Phase) if the previous turn's Recovery Phase or the current turn's Attachment Phase has caused an undemoralized enemy unit to have an unentrenched combat value of 5 or more (or, in Stonewall in the Valley, 3 or more) in one of the two hexes connected by the bridge. Entrenchments are not taken into account in determining the Combat value that is needed to destroy a bridge. ZOC extend across undestroyed bridges normally, even a pontoon bridge constructed by the enemy player.
Dismantling
If at any time during a march, an active unit occupies one of the two hexes connected by a friendly pontoon bridge, the active player may "dismantle" that bridge. If so, the Bridge marker is removed. This does not cost any MP, and the active unit may continue its march afterwards.
Destroying Permanent Bridges and Ferries
If an undemoralized infantry unit with a Combat value of 5 or more (or, in Stonewall in the Valley, 3 or more) ends a march in either of the two hexes connected by a permanent bridge, or if an undemoralized infantry or cavalry unit of any Combat value ends a march in either of the two hexes connected by a ferry, the active player may attempt to destroy that bridge/ferry. A unit may make a maximum of one attempt to destroy bridges/ferries per turn. However, a player may make more than one attempt to destroy the same bridge/ferry in a turn, as long as the attempts are made by different units.
Exceptions: If an enemy unit occupies one of the two hexes connected by a bridge/ferry, the active player may not attempt to destroy it. Also, if one of the two hexes connected by a bridge/ferry is an enemy ZOC—including restricted ZOC—and that ZOC is not occupied by a friendly unit, the active player may not attempt to destroy it. Finally, some permanent bridges are indestructible.
Dams and Fords: Dams and fords may not be destroyed.
Permanent Bridge/Ferry Destruction Procedure: To attempt to destroy a permanent bridge or ferry, a player rolls a die. (This roll may be modified; see below.)
- Bridge: If the modified roll is 2 or less, a permanent bridge is "destroyed." If the modified roll is 3 or more, the attempt to destroy the permanent bridge has failed.
- Ferry: If the modified roll is 1 or less, a ferry is "destroyed." If the modified roll is 2 or more, the attempt to destroy the ferry fails.
If a permanent bridge/ferry is destroyed, place a "Destroyed" marker directly on the hexside. If a destroy attempt fails, the player may attempt to destroy the bridge/ferry again, as many times as he wishes, as long as a given unit makes no more than one attempt per turn.
Destruction Die Roll Modifiers: If a player attempts to destroy a permanent bridge or ferry, his die roll is modified if any of the following conditions are in effect (modifiers are cumulative):
- –2: If the Confederate player is attempting to destroy a ferry.
- –1: If neither hex connected by the bridge/ferry is an enemy ZOC hex (including restricted ZOC).
- –1: If the active unit attempting the destruction spent its entire march in the hex connected by the bridge or ferry, and the unit neither moved nor attacked during its march.
Destroyed Permanent Bridge/Ferry Effects
If a permanent bridge or a ferry over a minor river is destroyed, a ford is considered to cross the hexside formerly occupied by the bridge/ferry. (ZOC do not extend across destroyed bridge/ferry hexsides when the river they are on is unfordable.) If a permanent bridge or ferry over a major river is destroyed, no ford is considered to exist at that location. Exception: If Snicker's Ferry or Berry's Ferry, both on the Shenandoah River, are destroyed, a ford is considered to exist across that hexside.
10.3 Repairing Permanent Bridges and Ferries
These GCACW Standard Rules supersede the pertinent repair rules in Stonewall in the Valley (see SIV 23.2). In SIV, both Union and Confederate units may attempt to repair bridges and ferries according to the GCACW Standard Rules procedure.
An infantry unit is eligible to repair a permanent bridge/ferry only if it meets all of the following conditions in Step 1 of the Recovery Phase:
- It is at Fatigue Level 0 and is not demoralized.
- It has a Combat value of 5 or more. Exception: In Stonewall in the Valley, it must have a Combat value of 3 or more.
- It occupies a hex containing at least one destroyed permanent bridge or ferry hexside.
- It must not have entrenched or built a pontoon bridge in the same Recovery Phase.
- In Stonewall in the Valley, the Union player may only attempt to repair a bridge or ferry if at least one of the hexes connected by the bridge is situated in a county that is currently controlled by the Union player (see SIV 22.1).
Repair Restrictions
- Cavalry/artillery units and leaders may not repair bridges or ferries.
- A permanent bridge or ferry may not be repaired if one of the hexes connected by the bridge/ferry contains an enemy unit or units with a combined Combat value of 5 or more (or, in Stonewall in the Valley, 3 or more). It may be repaired if the enemy unit(s) in the connecting hex have a combined Combat value of less than 5 (or, in SIV, less than 3). Entrenchments are not taken into account in determining the Combat value that prevents a bridge from being repaired.
- Each player may make a maximum of one repair attempt per Recovery Phase per each individual bridge and ferry.
- Units may not repair in rain turns.
Repair Procedure
If an eligible unit attempts to repair a permanent bridge/ferry in the Recovery Phase, the owning player follows this procedure:
- He specifies the hexside on which the repair will be attempted.
- He rolls a die, modifying this roll if necessary (see below).
- Permanent Bridge: If the modified roll is 3 or less, the bridge is repaired. Remove the Destroyed marker: the bridge is functional again. If the modified roll is 4 or more, the repair attempt fails.
- Ferry: If the modified roll is 5 or less, the ferry is repaired. Remove the Destroyed marker; the ferry is functional again. If the modified roll is 6 or more, the repair attempt fails.
Repair Die Roll Modifiers: A player's repair die roll is modified if any of the following conditions are in effect (modifiers are cumulative):
- +1: If the river on which a permanent bridge or ferry is situated is currently unfordable (see 12.0).
- +2: If the river on which a permanent bridge or ferry is situated is a major river.
11.0 Demoralization
A unit is assigned a Demoralize-1 marker (or has an existing Demoralize-1 marker flipped to its Demoralize-2 side) if it suffers an "R" result in combat. A unit is assigned a Demoralize-2 marker if it suffers an "R*" result in combat. Leaders are never demoralized. Demoralized units may be chosen to perform actions normally, although their attack capabilities are less than normal.
Common Effects of Demoralization-1 and Demoralization-2
A unit with a Demoralize-1 or Demoralize-2 marker is affected as follows:
- It may not entrench.
- Demoralized units (active or inactive) belonging to the attacker may not contribute in any way to the achievement of a flank attack bonus.
- Its Artillery value is 0 in both attack and defense.
- It may not be selected to participate in a grand assault.
- It may not burn a RR station, build a bridge, repair a bridge/ferry, destroy an enemy pontoon bridge, or destroy a permanent bridge.
Additional Effects of Demoralization-1 and Demoralization-2
A unit with a Demoralize-1 marker is also affected as follows:
- Its Combat value when attacking is halved. Round fractions down to a whole number. (Exception: A Demoralize-1 unit with a Combat value of 1 or ½ has a Combat value of ½ when attacking.) The unit's Combat value when defending is normal.
A unit with a Demoralize-2 marker is also affected as follows:
- Its Combat value when attacking is 1. (Exception: A Demoralize-2 unit with a Combat value of 1 or ½ has a Combat value of ½ when attacking.) The unit's Combat value when defending is normal.
- If a hex being attacked contains any units with Demoralize-2 markers, the defender may have to subtract 1 from his combat die roll (see 7.4).
Removal of Demoralization Markers
A Demoralized marker remains on top of the unit to which it is assigned wherever that unit moves. However, a unit's Demoralize-1 marker may be removed (or a Demoralize-2 marker flipped to its Demoralize-1 side) during Step 3c of the Recovery Phase if that unit has a Fatigue Level of 0 or 1 (see 8.0).
12.0 Rain
Rain is a random event in all GCACW games. Rain effects apply only in the Advanced Game in some games, and in both Basic and Advanced Games in others. Each GCACW game uses its original Random Events Table according to that game's specific rules, without modification. Also, note that in rain turns, units may not perform Entrenching actions, nor may they entrench in the Recovery Phase.
Rain
The Random Events Table has four possible "Rain" results:
- Rain (Current): Rain rules are in effect throughout the current turn only. Place a Rain marker on the Turn Track in the box corresponding to the current turn.
- Rain (Current+1): Rain rules are in effect throughout the current turn and the following turn. Place Rain markers on the Turn Track in the boxes corresponding to the current and immediately succeeding turns.
- Rain (Current+2): Rain rules are in effect throughout the current turn and the following two turns.
- Rain (Current+3): Rain rules are in effect throughout the current turn and the following three turns.
Note: If a multiple turn Rain result occurs when there are already one or more Rain markers on the Turn Track, additional markers are placed on the track only if the new Rain result extends the rain time period into turns which did not previously possess a Rain marker. For example, if a "Rain (Current +2)" result occurs on Turn 6, Rain markers are placed in the Turns 6, 7, and 8 boxes on the Turn Track. If on Turn 7 a "Rain (Current +1)" result occurs, no additional Rain markers are placed on the track because the new result does not extend the rain period. However, if on Turn 7 a "Rain (Current +2)" result had occurred, a Rain marker should be added to the Turn 9 box due to the extension of the rain period.
Rain Effects
Provisional Swamps: Provisional swamp hexes function as full swamp hexes in rain turns. If a Rain event occurs while a unit is in a provisional swamp hex with no road, pike, or RR, the unit gains one Fatigue Level and its Strength marker is disorganized. (If it is already disorganized, it is not further affected.) It also must be immediately moved into an adjacent, non-enemy occupied hex. This special movement does not require activation and does not expend MP. It may not be into an enemy ZOC unless there are no non-enemy ZOC present. It also may not be into another swamp hex or across a major/minor river hexside without a bridge or ferry. If no legal hex is available to move into, the unit is eliminated, and VP are awarded for its loss. If rain takes effect while one or more units occupy a provisional swamp hex with a Flanks Refused marker, that marker is removed.
Zones of Control: ZOC do not extend across ford or destroyed bridge/ferry hexsides in rain turns. They also do not extend across creek hexsides untraversed by roads, pikes, RR or trail (unless at least one of the two hexes joined by that creek hexside is a city hex).
Attacks: The attacker subtracts 1 from all combat die rolls in rain turns. Attacks cannot be made across ford or destroyed bridge/ferry hexsides in rain turns. Attacks cannot be made across creek hexsides in rain turns unless the hexside is crossed by a road, pike, trail, or RR (or at least one of the two hexes joined by the creek hexside is a city hex). In an attack across a permissible creek hexside in a rain turn, the defender gains a +2 combat die roll modifier (instead of the normal +1).
Movement: If a unit enters a hex across a road or RR hexside in a rain turn, it expends 2 (not 1) MP. A unit entering a hex across a pike hexside expends 1½ (not 1) MP in a rain turn. If a unit enters a mountain hex through a hexside crossed by a trail in a rain turn, it expends 3 MP instead of 2; if a unit enters a non-mountain hex through a hexside crossed by a trail in a rain turn, it expends 2 MP instead of 1. In rain turns, the cost to enter all types of major terrain without benefit of roads, pikes, trails, or RR is increased (see Terrain Chart).
Rivers and Creeks: In rain turns, units may cross minor and major rivers only at bridge, dam, and ferry hexsides—never at fords or destroyed bridges/ferries. Units may cross creeks only across road, pike, RR or trail hexsides in rain turns. Exception: Units may always cross a creek hexside if at least one of the two hexes joined by that hexside is a city hex.
Bridges: Units may not build or repair bridges or ferries in rain turns but may destroy them.
Entrenching: Units may not entrench in rain turns.
River Fordability
In rain turns, units may not use fords to cross major or minor river hexsides. Furthermore, Rain results on the Random Events Table may cause fords to be unusable for an extended period of time after rain turns. Each time a Rain result occurs, the players must place a "Major Rivers Unfordable" and a "Minor Rivers Unfordable" marker on the Turn Track. (If they are already on the Track, they must be advanced a variable number of boxes.)
The placement and movement of these two markers on the Turn Track is governed by the type of Rain result that has occurred and the game being played. When a Rain result occurs, consult the chart below to get a Rain Number for minor rivers.
Minor River Rain Number Table
| Rain Event | OTR/AIO | SIV | All Others |
|---|---|---|---|
| Rain (Current) | 1 | 0 | 0 |
| Rain (Current +1) | 2 | 1 | 1 |
| Rain (Current +2) | 4 | 3 | 2 |
| Rain (Current +3) | 6 | n/a | 3 |
Place the Minor Rivers Unfordable marker on the Turn Track a number of boxes ahead of the current turn equal to the Minor River Rain Number. If the Minor Rivers Unfordable marker is already on the Turn Track, advance it by a number of turns equal to the Rain Number. Do not place the Minor Rivers Unfordable marker on the Track if the Rain Number is 0.
Next, consult the chart below to get a Rain Number for major rivers.
Major River Rain Number Table
| Rain Event | OTR/AIO | SIV | All Others |
|---|---|---|---|
| Rain (Current) | 1 | 1 | 1 |
| Rain (Current +1) | 3 | 3 | 2 |
| Rain (Current +2) | 6 | 5 | 3 |
| Rain (Current +3) | 9 | n/a | 4 |
Place the Major Rivers Unfordable marker on the Turn Track a number of boxes ahead of the current turn equal to the Major River Rain Number. If the Major Rivers Unfordable marker is already on the Turn Track, advance it by a number of turns equal to the Rain Number. For example, in any of the games, for a Rain Current result on turn 3, if the Major Rivers Unfordable Marker is not already on the Turn Track, place it on turn 4.
Unfordability Effects
If the Major Rivers Unfordable marker is on the Turn Track, units may not move, retreat, or advance across major rivers at fords in the current turn and all succeeding turns up to and including the box occupied by the marker. If the Minor Rivers Unfordable marker is on the Turn Track, units may not move, retreat, or advance across minor rivers at fords or destroyed bridges/ferries in the current turn and all succeeding turns up to and including the box occupied by the marker. If a unit cannot cross a hexside due to unfordability effects then its ZOC does not extend across that hexside. If a unit uses a ferry to move across a minor river that is currently unfordable, that unit must pay the normal ferry movement point penalty (Manpower value divided by 3, see Section 6.2). Remove a marker from the Turn Track at the end of the turn corresponding to the box it occupies on the Track.
Limited Intelligence (Optional Rule)
This optional rule can be used with any game in the series to better reflect the uncertainties of Civil War era command. It does significantly increase the time required to complete a scenario. This rule requires mutual trust between the players and should not be used for competitive play.
The Force Display
As described in Section 6.4, each player may remove stacks of counters and replace them with a Force Marker. Normally, forces kept off-map on the Force Display may be examined by either player at any time. When using these rules, each player's Force Display is kept secret from the enemy player. Hide each player's Force Display behind a screen or under a spare game box lid.
Placing Force Markers
Each player is allowed to utilize up to ten force markers at a time. Not all games in the Great Campaigns series include ten force markers for each player; players should substitute additional counters as necessary. A player may place one or more force markers during the Action Cycle whenever he possesses the initiative. (He is not required to activate the units being replaced with force markers during this action; he is free to take the action elsewhere.) As described in Section 6.4, the units are removed from the map and placed on the force display. Two or more force markers may be simultaneously placed in the same hex (or one or more force markers may be added to a hex that already has a force marker in it) to confuse the enemy about the direction in which a force will move. When more than one force marker is in a hex, the player is free to divide the units in that hex between those forces as he sees fit. A player is permitted to assign no actual units to a force marker; a phantom force of this type is referred to below as a "dummy marker". Dummy markers may be activated and moved (see below), but may not be used to reveal enemy forces, collect VP, or trigger any other action pursuant to the rules that requires the presence of an actual unit.
Placement of force markers must adhere to the following restrictions:
- A force marker may not be placed adjacent to an enemy unit (unless impassable terrain makes it impossible to move between the two hexes).
- A force marker may not be placed within two hexes of an enemy cavalry unit. Exception: A force marker may be placed within two hexes of enemy cavalry if all two-hex paths between the units are blocked by either: impassable terrain; woods or loess hexsides not crossed by a road, pike, trail, or RR; or a friendly unit in the hex between the force marker and the enemy cavalry unit.
Moving Force Markers
Units on the Force Display must move according to the published rules. A player moving a hidden force still rolls for that force's movement in view of the enemy player. Thus, the enemy player will have a good idea whether or not a friendly force marker contains infantry or cavalry based on the number of dice rolled for the movement. Dummy markers can be moved as either infantry or cavalry (with or without a leader) at the discretion of the owning player. The player's choice of how to move dummy markers should be based on which type of unit he is trying to trick the enemy player into thinking is present in that force. Any extended march rolls should be rolled in view of the enemy player; however, the moving player may make fake extended march rolls for hidden forces to confuse the enemy. Movement of dummy markers normally requires the player to win initiative and spend an activation. The only exception occurs when more than one force marker starts an activation in the same hex. In that case, one or more dummy markers may be moved from that hex at the same time as the force markers with actual units without requiring a separate activation.
Revealing Enemy Forces
Players replace friendly force markers with the units they represent (or remove them if they are dummies) in the following cases:
- If an enemy unit or force marker is adjacent to the friendly force marker (unless impassable terrain makes it impossible to move between the two hexes).
- If an enemy cavalry unit is within two hexes of the marker. Exception: A force marker may remain on the map within two hexes of enemy cavalry if all two-hex paths between the units are blocked by either: impassable terrain; woods or loess hexsides not crossed by a road, pike, trail, or RR; or a friendly unit in the hex between the force marker and the enemy cavalry unit.
Note: This case requires actual cavalry units to be present on the map within two hexes of the force marker; cavalry units under force markers can never reveal the composition of an enemy force.
Besides removing force markers in the cases listed above, force markers can be voluntarily removed at any time by the owning player (usually when he would rather use them elsewhere on the map).
Stonewall in the Valley Exclusive Rules
The sections below are exclusive to Stonewall in the Valley. They amend or supplement the GCACW Standard Basic Game Rules reproduced above.
Addition to 7.5 Combat Results
Addition to "Elimination of Units and Leaders": In the Advanced Game, if the cavalry unit "Ashby" is eliminated, the Confederate player must place Ashby in the off-map "Ashby" box. This unit may return to the game through a random event; see 15.0 for details.
12.0 Random Events
In each Random Events Phase, one of the players rolls two dice. Both players then consult the Random Events Table and check the result corresponding to the sum of the dice. In the Basic Game, only the "Rain" results apply; the other results have no effect.
Note: On May 1 (Turn 56) and later, several results on the Random Events Table are read as different results. This substitution applies in the Advanced Game and in Scenarios 2 and 3.
13.0 Basic Game Scenarios
There are seven Basic Game scenarios of differing complexity. Unless otherwise stated in the descriptions below, all units begin the game front (normal) side up, at Fatigue Level 0, with organized Strength markers. Before play begins, place the Turn marker on the Turn Record Track in the box for the date on which the scenario begins. This is Turn 1. In the Turn Indication Phase, advance the Turn marker one box to indicate the start of a new turn. At the end of the game, calculate victory points and determine the winner. Because losses in combat lead to victory points gained and lost, players should record manpower losses on paper or on the Victory Point Track.
The Stonewall in the Valley map is divided into three sheets: north, center, and south. Scenarios 1 and 3 use the center and north maps; Scenarios 2 and 4 use only the south map. In set-up instructions, hexes are given as "N" (north map), "M" (center map), or "S" (south map) plus a four-digit number. For example, "N5513" is hex 5513 on the north map (the village of Smoketown, Maryland).
When joining the center and north maps for Scenarios 1 and 3, align the leftmost hex column of the north map (called the "0100" column, because the first two digits of each of its hex numbers are "01") with the "1500" column of the center map, and butt the southern edge of the north map against the northern edge of the center map (see the illustration). Note that the two maps will overlap slightly. In north-map hex columns whose first two digits are odd (for example, the "1300" hex column), the southernmost hex is the same hex as the northernmost hex of the center map. For example, N0134 is the same hex as M1501, and N1734 is the same hex as M3101. In the overlapping area, the north map lies on top of the center map. Trim the gray border along the southern edge of the north map with a razor so that the map edges meet exactly. (Alternatively, cut this edge straight with scissors, cutting away half of the southernmost odd-numbered hexes. This is harder, but preferable to trimming the border because it does not cut away any "live" area of the map.)
Map joining illustration: the north map (containing Winchester) sits above the center map (containing Front Royal); hex N0134 on the north map is the same hex as M1501 on the center map.
13.1 Scenario 1 — Kernstown
Note: See "Game as History."
Maps: Use the north and center maps.
Game Length: March 10 to March 23, 1862 — 14 turns.
Union Set-up: See "UNION SET-UP" under "Scenario 1 Set-up," page 17 of the English rulebook.
Confederate Set-up: See "CONFEDERATE SET-UP" under "Scenario 1 Set-up," page 17 of the English rulebook.
Special Rules
-
Units may not build entrenchments in this scenario.
-
In each Turn Indication Phase from Turn 1 through Turn 12, the Union player may "withdraw" Union units in any of the following hexes:
- Harpers Ferry (N5524)
- Rippon (N4731)
- Shepherdstown (N5118)
- Berryville (M5702)
- Charlestown (N4927)
The Union player scores victory points for withdrawn units (see Victory Conditions). To withdraw a unit, remove it from the map and record on a slip of paper the turn on which it withdrew and its manpower. (Exception: A unit may not withdraw if all six hexes adjacent to it are either hexes containing Confederate units or Confederate ZOC not occupied by Union units. Also, units may not withdraw on Turns 13 and 14.) A withdrawn unit may not return to play. As long as at least one Union infantry brigade remains on the map at the end of the turn, there is no limit to the number of units the Union player may withdraw each turn. A leader attached to a withdrawing unit must also withdraw, but the Union player scores no victory points for him.
Victory Conditions
The Union player scores and loses victory points (VP) as follows:
| VP | Reason |
|---|---|
| +100 | A Union infantry brigade is in Winchester (N3333) at the end of the game. |
| +20 | A Union infantry brigade is in Strasburg (M3712) at the end of the game. |
| +10 | For each Confederate manpower point lost in combat, retreat, or cavalry retreat (not through extended march, force march, or movement from enemy ZOC to enemy ZOC). |
| +3 | For each Union manpower point withdrawn on Turns 1 through 6 (see Special Rule 2). For example, if the Gorman brigade (manpower 6) withdraws on Turn 6, the Union player scores 18 VP. |
| +2 | For each Union manpower point withdrawn on Turns 7 through 12 (see Special Rule 2). For example, if the Dana brigade (manpower 3) withdraws on Turn 7, the Union player scores 6 VP. |
| -10 | For each Union manpower point lost in combat, retreat, or cavalry retreat (not through extended march, force march, or movement from enemy ZOC to enemy ZOC). |
At the end of the game, total the Union VP and consult the table below to determine the winner.
| Union VP | Winner |
|---|---|
| 250 or more | Union Decisive Victory |
| 210 to 249 | Union Substantive Victory |
| 170 to 209 | Union Marginal Victory |
| 120 to 169 | Confederate Marginal Victory |
| 36 to 119 | Confederate Substantive Victory |
| 35 or less | Confederate Decisive Victory |
13.2 Scenario 2 — McDowell
Note: See "Game as History." This is a hypothetical scenario. In the actual campaign, Jackson did not use Ewell's division, and Banks did not block Jackson's advance into the mountains against Milroy. Had Banks marched south against Staunton, Jackson would have ordered Ewell to attack Banks. This did not actually happen, but it easily could have. This scenario examines what would have happened had Ewell and Banks taken part in the McDowell campaign.
Maps: Use the south map only.
Game Length: April 30 to May 11, 1862 — 12 turns.
Union Set-up: See "UNION SET-UP" under "Scenario 2 Set-up," page 18 of the English rulebook. (See Special Rule 5. Reinforcements, when they become available, are placed in S1101 (Franklin).)
Confederate Set-up: See "CONFEDERATE SET-UP" under "Scenario 2 Set-up," page 18 of the English rulebook.
Special Rules
-
On Turn 1, no unit may be activated or build entrenchments except the following Confederate units and leaders:
- Jackson
- Taliaferro
- Stonewall
- Ashby
- Campbell
Because no Union activity is permitted on Turn 1, no dice are rolled to determine initiative at the start of each Action Phase on Turn 1. The Confederate player performs as many consecutive Action Phases as he wishes, or is able to perform, taking actions with his eligible units and leaders; when he is finished, the Turn 1 Action Cycle ends. On Turn 2, all units and leaders may be activated and may build entrenchments normally (exception: see Special Rule 4).
-
Confederate units activated on Turn 1 must remain at least 4 hexes away from Union units during that turn. That is, no Union unit may be attacked on Turn 1.
-
The Confederate player has the following four objective hexes:
- McDowell (S0218)
- Harrisonburg (S3712)
- Franklin (S1101)
- Flook's Mill (S4701)
If a Confederate infantry (not cavalry) unit occupies or passes through an objective hex, the Confederate player controls that hex. Thereafter, if a Union infantry (not cavalry) unit occupies or passes through that hex, he loses control of it. If a Confederate infantry unit again occupies or passes through the hex, the Confederate player regains control of that objective hex. Control of a hex may be lost and regained several times during the game. The Confederate player scores victory points for the objective hexes he controls at the end of the game. When the Confederate player takes control of a hex, place a Confederate Control marker in it; when he loses control, remove the marker.
-
The Union player is subject to the following movement restrictions:
a. The 3 PHB regiment may never be activated and may not build entrenchments during the game.
b. The Schenck brigade may not be activated and may not build entrenchments until it is "released." To determine this, the Union player rolls one die at the start of Turn 2 and each turn thereafter. On a result of 1 or 2, Schenck is released and may be activated and may build entrenchments for the rest of the game. On a result of 3 or more, Schenck is not released.
Note: 3 PHB and Schenck are released from the restrictions above the moment a Confederate unit enters a hex within 4 hexes of Franklin (S1101).
-
In the Turn Indication Phase of Turn 2 and each turn thereafter, the Union player rolls one die to determine whether he receives reinforcements. On a result of 1, reinforcements arrive; on a result of 2 or more, no reinforcements arrive that turn. For each successful reinforcement roll, the Union player receives the following units and leaders (see the Union set-up):
Victory Conditions
The Confederate player scores and loses victory points (VP) as follows:
| VP | Reason |
|---|---|
| +6 | The Confederate player controls McDowell (S0218) at the end of the game (see Special Rule 3). |
| +3 | The Confederate player controls Franklin (S1101) at the end of the game (see Special Rule 3). |
| +2 | The Confederate player controls Harrisonburg (S3712) at the end of the game (see Special Rule 3). |
| +1 | The Confederate player controls Flook's Mill (S4701) at the end of the game (see Special Rule 3). |
| +1 | For each Union manpower point lost in combat, retreat, or cavalry retreat (not through extended march, force march, or movement from enemy ZOC to enemy ZOC). |
| -1 | For each Confederate manpower point lost in combat, retreat, or cavalry retreat (not through extended march, force march, or movement from enemy ZOC to enemy ZOC). |
| -3 | A Union infantry (not cavalry) unit is in Swoope's Depot (S1829) at the end of the game. Exception: This VP is not awarded if a Union infantry unit is also in Staunton or Fisherville at the end of the game (see below). |
| -4 | A Union infantry (not cavalry) unit is in Fisherville (S3133) at the end of the game. Exception: This VP is not awarded if a Union infantry unit is also in Staunton at the end of the game (see below). |
| -8 | A Union infantry (not cavalry) unit is in Staunton (S2629) at the end of the game. |
| -? | If no Union unit is in Swoope's Depot, Fisherville, or Staunton at the end of the game, determine the number of Union infantry units located within 8 hexes of Staunton (S2629). Divide this number by three (round down). At the end of the game, subtract the result from the Confederate player's VP. If a Union unit is in Swoope's Depot, Fisherville, or Staunton at the end of the game, this victory condition is ignored. |
Example: At the end of the game the Union player has no units in Swoope's Depot, Fisherville, or Staunton, but has five Union infantry units within 8 hexes of Staunton. In this case the Confederate player loses 1 VP. If the Union player had only one or two infantry units within 8 hexes of Staunton, the Confederate player would lose no VP.
At the end of the game, total the Confederate VP and consult the table below to determine the winner.
| Confederate VP | Winner |
|---|---|
| 14 or more | Confederate Decisive Victory |
| 10 to 13 | Confederate Substantive Victory |
| 6 to 9 | Confederate Marginal Victory |
| 2 to 5 | Union Marginal Victory |
| -2 to 1 | Union Substantive Victory |
| -3 or less | Union Decisive Victory |
13.3 Scenario 3 — Winchester
Note: See "Game as History."
Maps: Use the north and center maps.
Game Length: May 21 to June 2, 1862 — 13 turns.
Union Set-up: See "UNION SET-UP" under "Scenario 3 Set-up," page 20 of the English rulebook. (Units marked * begin the game under a completed Fort marker. ** See Special Rule 6.)
Confederate Set-up: See "CONFEDERATE SET-UP" under "Scenario 3 Set-up," page 20 of the English rulebook.
Special Rules
-
On Turn 1, no unit may be activated or build entrenchments except the following Confederate units and leaders:
- Taliaferro
- Jackson
- Stonewall
- Taylor
- Campbell
- Ashby
On Turn 2, all Confederate units and leaders may be activated and may build entrenchments normally, but no Union unit may do so. Because no Union activity is permitted on Turns 1 and 2, no dice are rolled to determine initiative at the start of each Action Phase on Turns 1 and 2. The Confederate player performs as many consecutive Action Phases as he wishes, or is able to perform, taking actions with his eligible units and leaders; when he is finished, the Action Cycle of Turn 1 or Turn 2 ends. On Turn 3, both players' units may be activated and may build entrenchments normally. Exception: See Special Rule 5.
-
Throughout Turns 1 and 2, all Confederate units must remain at least 6 hexes away from all Union units.
-
Random events are not determined on Turns 1 and 2.
-
The Confederate player has the following five objective hexes:
- Front Royal (M4615)
- Martinsburg (N4317)
- Strasburg (M3712)
- Harpers Ferry/Bolivar (N5524)
- Winchester (N3333)
If a Confederate infantry (not cavalry) unit occupies or passes through an objective hex, the Confederate player immediately controls that objective hex. Thereafter, if a Union infantry unit occupies or passes through it, he loses control of that hex. The Confederate player also loses control of an objective hex if, at the end of an Action Cycle, no Confederate infantry or cavalry is present in the county in which that objective hex lies. The Confederate player regains control of the objective hex if a Confederate infantry unit again occupies or passes through it. Control of a hex may be lost and regained several times during the game. The Confederate player scores VP for control of objective hexes at the end of each turn (not only at the end of the game). When the Confederate player takes control of a hex, place a Confederate Control marker in it; when he loses control, remove the marker. Record the VP scored for Confederate control of objective hexes on a slip of paper or on the VP Track.
-
The Union player is subject to the following movement restrictions:
a. On Turns 1 and 2, no Union unit or leader may be activated or build entrenchments.
b. The 10 ME and 8 NY regiments may not be activated and may not build entrenchments until a Confederate unit first enters a hex in Clarke, Frederick, or Hampshire County.
c. The 1 PHB and 1 ME regiments may not be activated and may not build entrenchments until a Confederate unit first enters a hex in Jefferson or Berkeley County.
Victory Conditions
The Confederate player scores and loses VP as follows:
| VP | Reason |
|---|---|
| +5 | For each Turn Indication Phase in which the Confederate player controls Harpers Ferry/Bolivar (N5524). |
| +3 | For each Turn Indication Phase in which the Confederate player controls Martinsburg (N4317). |
| +2 | For each Turn Indication Phase in which the Confederate player controls Winchester (N3333). |
| +2 | For each Turn Indication Phase in which the Confederate player controls Front Royal (M4615). |
| +2 | For each Turn Indication Phase in which the Confederate player controls Strasburg (M3712). Exception: In a Turn Indication Phase in which the Confederate player controls Front Royal, he does not receive the VP for controlling Strasburg. |
| +2 | For each Union manpower point lost in combat, retreat, or cavalry retreat (not through extended march, force march, or movement from enemy ZOC to enemy ZOC). |
| -2 | For each Confederate manpower point lost in combat, retreat, or cavalry retreat (not through extended march, force march, or movement from enemy ZOC to enemy ZOC). |
| -4 | If, at the end of the game, Union infantry or cavalry units are in both Front Royal (M4615) and Strasburg (M3712), the Confederate player loses 4 VP for each Confederate infantry brigade that ends the game in a center-map hex whose last two hex-number digits are 14 or less (for example, M4914), or in any hex of the north map. Exception: The Confederate player loses 4 VP for a Confederate infantry brigade that ends the game in Hardy County on the center map regardless of its hex number. If Union units are not in both Front Royal and Strasburg, the Confederate player loses no VP for his infantry brigades at the end of the game, wherever they are. |
At the end of the game, total the Confederate VP and consult the table below to determine the winner.
| Confederate VP | Winner |
|---|---|
| 79 or more | Confederate Decisive Victory |
| 62 to 78 | Confederate Substantive Victory |
| 45 to 61 | Confederate Marginal Victory |
| 28 to 44 | Union Marginal Victory |
| 11 to 27 | Union Substantive Victory |
| 10 or less | Union Decisive Victory |
13.4 Scenario 4 — Cross Keys and Port Republic
Note: See "Game as History."
Maps: Use the south map only.
Game Length: June 6 to June 11, 1862 — 6 turns.
Union Set-up: See "UNION SET-UP" under "Scenario 4 Set-up," page 23 of the English rulebook. (Units marked * may not be activated until they are "released" — see Special Rule 7.)
Confederate Set-up: See "CONFEDERATE SET-UP" under "Scenario 4 Set-up," page 23 of the English rulebook. (* All Confederate units except the VA Militia begin the game on their exhausted sides at Fatigue Level 1. ** The VA Militia begins the game under a completed Fort marker.)
Special Rules
-
Random events are not determined in this scenario.
-
Neither player's units may build entrenchments in this scenario. Exception: The VA Militia begins the game in Staunton under a completed Fort marker.
-
In this scenario, Columbia Bridge (between S5202 and S5303), Red Bridge (S4912-S5011), and Conrad's Store Bridge (S4914-S5013) are all treated as destroyed. Place Bridge Destroyed markers on these hexsides. At the start of the game, Port Republic Bridge (S3921-S4020) is not destroyed.
-
Throughout the game, units may not cross or retreat across major rivers at ford or destroyed bridge hexsides (exception: see Special Rule 6). ZOC do not extend across major rivers at ford or destroyed bridge hexsides. Units may cross the major river at Port Republic Bridge (S3921-S4020) unless that bridge is destroyed during the game (see Special Rule 5).
-
If any unit ends a march in S3921 or S4020, the player controlling that unit may destroy Port Republic Bridge. (Exception: The bridge may not be destroyed if an enemy unit is in one of those two hexes at that time.) If the active player decides to destroy the bridge, place a Bridge Destroyed marker on the hexside. A destroyed bridge may not be rebuilt.
-
Units may cross major river hexsides in the following circumstances:
a. At the start of Turn 5 (June 10), the Union player rolls one die. On a result of 2 or less, both players' units may, for that turn, cross and retreat across major rivers at ford and bridge hexsides (including destroyed bridge hexsides). In this case, ZOC extend across those hexsides for that turn. On a result of 3 or more, major rivers may not be crossed (except at an undestroyed Port Republic Bridge).
b. At the start of Turn 6 (June 11), the Union player rolls one die. On a result of 4 or less, both players' units may, for that turn, cross and retreat across major rivers at ford and bridge hexsides (including destroyed bridge hexsides). In this case, ZOC extend across those hexsides for that turn. On a result of 5 or more, major rivers may not be crossed (except at an undestroyed Port Republic Bridge), even if they could be crossed on the preceding turn.
-
The leader Shields and the Tyler, Kimball, and Ferry brigades may not be activated until they are "released." (The Carrol brigade, which begins the game in S5008, may be activated normally from the start of the game.) To determine whether the Union units are released, the Union player rolls one die at the beginning of Turn 1 (June 6) and each turn thereafter. The first time the result is 4 or less, the Union player may activate Shields and Tyler for the rest of the game. On a result of 5 or more, no units are released. The second time the result is 4 or less, the Union player may activate Kimball and Ferry for the rest of the game (after Kimball and Ferry are released, no further rolls are needed at the start of each turn). Union units that have not been released are automatically released if a Confederate unit moves within 10 hexes of their set-up hex.
Victory Conditions
The Union player scores and loses victory points (VP) as follows:
| VP | Reason |
|---|---|
| +6 | The Union player controls Mt. Vernon Furnace (S4222) at the end of the game. |
| +3 | The Union player controls Lewiston (S4221) at the end of the game. Note: If the Union player also controls Mt. Vernon Furnace at the end of the game (see above), he does not score the 3 VP for controlling Lewiston. |
| +4 | Any Union unit is in Staunton (S2629) at the end of the game. |
| +3 | The Union player controls Newhaven (S4020) at the end of the game. |
| +3 | The Union player controls Port Republic (S3921) at the end of the game. |
| +1 | At least one Union infantry unit is in a hex within 5 hexes of Staunton (S2629) at the end of the game. Note: If any Union unit is in Staunton at the end of the game, the Union player may not score this 1 VP. |
| +1 | For each Confederate manpower point lost in combat, retreat, or cavalry retreat (not through extended march, force march, or movement from enemy ZOC to enemy ZOC). |
| -1 | For each Union manpower point lost in combat, retreat, or cavalry retreat (not through extended march, force march, or movement from enemy ZOC to enemy ZOC). |
| -1 | A Confederate infantry (not cavalry) unit is in Harrisonburg (S3712) at the end of the game. Note: This VP deduction is taken only if, at the end of the game, a Union unit is in Staunton, or a Union infantry unit is within 5 hexes of Staunton, or both. Otherwise a Confederate presence in Harrisonburg at the end of the game has no effect on Union VP. |
At the end of the game, total the Union VP and consult the table below to determine the winner.
| Union VP | Winner |
|---|---|
| 12 or more | Union Decisive Victory |
| 7 to 11 | Union Substantive Victory |
| 2 to 6 | Union Marginal Victory |
| -1 to 1 | Draw |
| -4 to -2 | Confederate Marginal Victory |
| -7 to -5 | Confederate Substantive Victory |
| -8 or less | Confederate Decisive Victory |
Additional Scenario — Bath
A scenario for Stonewall in the Valley, for the Great Campaigns of the American Civil War series. Designed by Trevor Bender.
Notes: Christmas of 1861 brought General Jackson a gift of three brigades, which doubled the size of his fledgling Valley Army to 11,000 men. His first desire with this new found capability was to recover West Virginia for the Confederacy, but before he could do so he would first have to rid his own district of the foe. Additionally, he wanted to cause maximum damage to the B&O Railroad and the C&O Canal. The primary impediment to Jackson's objectives was a concentration of Union troops in and around Romney. He would need to push them out. To do so, Jackson desired to sever communications between Romney and General Banks, headquartered at Frederick, Maryland with 16,000 men, many of whom were garrisoning the Potomac lines. A logical point of rupture was Hancock, Maryland. With this destination in mind, the Army moved on New Year's Day, 1862. After a harsh three day march on icy roads, the army arrived just below Bath. Jackson was poised to remove a portion of the Yankee invader and rip up critical northern rail.
Map: Use only the north map.
Game Length: 2 turns; January 4 to January 5, 1862.
Special Rules
- Do not determine random events in this scenario. Mountain Winter conditions exist within Morgan county (only). Sole effect is to use right hand column movement point costs for all movement therein. No other special weather rules apply, including those associated with movement or combat across fords, creeks, rivers and attack modifiers in rain turns.
- Confederate units may neither attack nor move out of Morgan county except to enter Hancock (N3102).
- During both turns, the Union player automatically wins the first initiative and the Action Phase ends the moment the Confederate player passes.
- The Confederate player has four objective hexes: Bath (N2906), Sir John's Run (N2805), Great Cacapon (N2507), and Hancock (N3102). Place a Confederate Control marker in an objective hex when a Confederate infantry (not cavalry) unit occupies or passes through it. The Confederate player will receive victory points for such occupation even if a Union unit subsequently moves into the same hex.
Victory Conditions
The Confederate player gains and loses Victory Points (VP) for the following occurrences:
- +? Total the number of Objective Hexes entered at least once by Confederate Infantry and award victory points based on the following scale: 4 obj +8; 3 obj +4; 2 obj +2; 1 obj +1.
- +1 For each point of Union Manpower Value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another).
- -1 For each point of Confederate Manpower Value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another).
At the end of the game, the Confederate VP total is calculated and the players consult the chart below to determine the winner.
| Confederate VP | Winner |
|---|---|
| 9 or more | Confederate Decisive Victory |
| 7 to 8 | Confederate Substantive Victory |
| 5 to 6 | Confederate Marginal Victory |
| 3 to 4 | Union Marginal Victory |
| 0 to 2 | Union Substantive Victory |
| -1 or less | Union Decisive Victory |
Union Set-up
| Hist Unit | Counter | Size | Cmd | Type | Manpower | Hex |
|---|---|---|---|---|---|---|
| 110 PA | 2 PHB | Regt | M | Inf | 1* | N2507 (Great Cacapon) |
| 13 IN | 10 ME | Regt | S | Inf | 2 | N2805 (Sir John's Run) |
| 1 WV | Regt | – | Cav | 1 | N2906 (Bath) | |
| 39 IL | 1 PHB | Regt | S | Inf | 1 | N2906 (Bath) |
| 84 PA | 54 PA | Regt | S | Inf | 1** | N3006 |
| Lander | Donnelly | Brig | 1-S | Inf | 3*** | N3102 (Hancock) |
| 1 MD | Regt | 1-S | Inf | 2 | N3602 (Millstone) | |
| Williams | Div | 1-S | Ldr | – | N4404 (Clear Spring) | |
| Wilm's Bgd | Gordon | Brig | 1-S | Inf | 4 | N4404 (Clear Spring) |
* Begins the game under a Breastworks marker. ** Begins the game under a Flanks Refused marker. *** Begins the game under a Breastworks Build marker.
Confederate Set-up
| Hist Unit | Counter | Size | Cmd | Type | Manpower | Hex |
|---|---|---|---|---|---|---|
| Jackson | Dist | J-V | Ldr | – | N2909 (Johnson's Mill) | |
| Stonewall | Brig | J-V | Inf | 4* | N2909 (Johnson's Mill) | |
| Gilham | Burks | Brig | J-V | Inf | 3* | N2909 (Johnson's Mill) |
| Ashby | Regt | – | Cav | 1* | N2909 (Johnson's Mill) | |
| Taliaferro | Brig | J-V | Inf | 3* | N2809 (Smith's Crossroads) | |
| Anderson | Fulkerson | Brig | J-V | Inf | 3* | N3008 |
| VA Milit | Regt | V | Inf | 2* | N3009 |
* All Confederate units begin the game exhausted, disorganized and at Fatigue Level 1.
Historic Results: The Confederate assault got off to a late start, but in the face of mounting pressure, most Union units fled to the north side of the Potomac. By the end of the second day, the Confederates had destroyed the Union Depot at Bath, the Railroad Station at Sir John's Run, and the Railroad Bridge at Great Cacapon. Unable to force his way across the Potomac, Jackson turned south and then west to enter Romney unopposed, which due to the Bath action was now considered untenable by Northern commanders. In just two weeks and with trifling losses, Jackson had secured three counties for the Confederacy and established a pattern of rapid maneuver that would be the hallmark of his future campaigns.
Additional Scenario — New Market
A scenario for Stonewall in the Valley, for the Great Campaigns of the American Civil War series. Designed by Trevor Bender.
Notes: In the Spring of 1864 General John C. Breckinridge received command of the Shenandoah Valley Department and was given the simultaneous charge of protecting the Virginia & Tennessee railroad, securing the crops of the valley for Lee's Army, and guarding the Army of Northern Virginia's left, which operationally was anchored on the Blue Ridge Mountains. Opposing Breckinridge was Union General Franz Sigel, a political appointee given the task of threatening all that his southern counterpart was asked to protect. The situation was ripe for another "Shenandoah side show." In early May, 1864, Sigel moved in fits and starts up the valley, spreading his Army across 20 miles of turnpike and being harassed by Mosby and other raiders the whole way. Sigel's lead elements bumped into Breckinridge's concentrated army, which due to a desperate call for reserves included 258 VMI cadets, at the vital crossroads of New Market. Possession of the New Market Gap was critical to both sides if they were to coordinate their actions with the giants wrestling on the other side of the Blue Ridge.
Map: Use only the middle map.
Game Length: 1 turn; May 15, 1864.
Special Rules
- Prior to play, each player tosses a die. High roller can either choose the side he prefers to command or automatically win the first initiative. His opponent is granted the unchosen option. Initiatives two and on are chosen normally.
- Do not determine random events in this scenario. Rain conditions exist with all their effects.
- The Union player begins the game with two substitute counters in play which are subordinate to Sigel. Neither side may create additional substitutes during the scenario.
- If any unit ends a march in hex M2227 or M2228, the player controlling that unit may destroy the Meems Bottom Bridge by placing a Bridge Destroyed marker on it. (Exception: The bridge may not be destroyed if an enemy unit currently occupies one of these two hexes.)
Victory Conditions
The Confederate player gains and loses Victory Points (VP) for the following occurrences:
- +1 If the Meems Bottom Bridge (M2227/M2228) is destroyed by the end of the game.
- -1 If a non-demoralized Union Infantry unit occupies either hex of New Market Gap (M2433 or M2533) at the end of the game.
- +1 For each point of Union Manpower Value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another).
- -1 For each point of Confederate Manpower Value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another).
At the end of the game, the Confederate VP total is calculated and the players consult the chart below to determine the winner.
| Confederate VP | Winner |
|---|---|
| 4 or more | Confederate Decisive Victory |
| 3 | Confederate Substantive Victory |
| 2 | Confederate Marginal Victory |
| 1 | Union Marginal Victory |
| 0 | Union Substantive Victory |
| -1 or less | Union Decisive Victory |
Union Set-up
| Hist Unit | Counter* | Size | Cmd | Type | Manpower | Hex |
|---|---|---|---|---|---|---|
| Sigel | Blenker | Div | B-M | Ldr | – | M3018 (Woodstock) |
| Sullivan | Sub 1 | Regt | Inf | 3 | M3018 (Woodstock) | |
| Thoburn | Stahel | Brig | B-M | Inf | 2 | M2424 (Hawkinstown) |
| 123 OH | Sub 2 | Regt | Inf | 2 | M2226 (Mt Jackson) | |
| Moor | Steinwhr | Brig | B-M | Inf | 3 | M2133 (New Market) |
| 10 NY | Regt | Cav | 1 | M2133 (New Market) | ||
| 15 NY | 5 NY | Regt | Cav | 1 | M2232 | |
| 20 PA | 2 PA | Regt | Cav | 1 | M2229 (Dunkard Church) |
Confederate Set-up
| Hist Unit | Counter* | Size | Cmd | Type | Manpower | Hex |
|---|---|---|---|---|---|---|
| Breckinridge | Jackson | Dist | J(V) | Ldr | – | M1934 |
| Echols | Patton | Brig | J-V | Inf | 3 | M1934 |
| VA Milit | Regt | V | Inf | 2 | M1934 | |
| Wharton | Taliaferro | Brig | J-V | Inf | 3 | M2033 |
| Imboden | Ashby | Regt | – | Cav | 1 | M2134 |
* All counters and the rules for this scenario come from Stonewall in the Valley (SIV). In most cases the unit that participated is represented by a different unit as listed under the "Counter" column.
Historic Results: Rain hampered the action all day, swelling the creeks and rivers. After failing to prompt the Federals into an attack against him, Breckinridge saw an opportunity. If Imboden could get behind the Union lines and destroy the Meems Bottom Bridge, then a routed Union army would have nowhere to retreat and the Rebels could bag several thousand prisoners. Through a series of advances and charges, the Federals were indeed pushed back. The situation was not helped either through Sigel's shouting of orders in German, to his staff's dismay. As for the cadets, they showed extreme discipline under fire and managed to capture a Yankee 12 pounder which they promptly turned on the foe. The bridge was not put out of action until the Bluecoats had crossed, thus preventing the Valley Army from converting a marginal victory into something more. Nevertheless, the Confederate victory allowed Breckinridge to retire from the valley and come to Lee's aid at Cold Harbor.
Additional Scenario — Piedmont
A scenario for Stonewall in the Valley (using counters from Grant Takes Command), for the Great Campaigns of the American Civil War series. Designed by Ed Beach.
Notes: Picking up the Valley campaign after Sigel's debacle at New Market, General David Hunter marches south from Winchester in early June. With Breckinridge, Confederate hero of New Market, east of the Blue Ridge aiding Lee at Cold Harbor, defense of the Valley falls to a ragtag collection of troops that are rushed to the area under General W. E. "Grumble" Jones. On June 3, Jones joins Imboden at Mount Crawford on the North River. Seeing that the Rebels have entrenched behind the river, Hunter chooses a more circuitous route as his best bet to capture Staunton.
Map: Stonewall in the Valley south map.
Counters: All listed counters are available from Grant Takes Command.
Game Length: 3 turns; June 4 to 6, 1864.
Special Rules
-
Random Events: There are no random events in this scenario.
-
Major Rivers Unfordable: All major rivers are unfordable throughout the scenario.
-
Bridge Destroyed: The bridge from S3921 to S4020 has been destroyed prior to the scenario.
-
Confederate Deployment: Confederate units are deployed secretly by the Confederate player. These units must start in any hex within 3 hexes (inclusive) of hex S3217. They may be stacked more than one unit per hex as desired. Each Confederate unit is placed under an Abatis marker. All of the Confederate deployments should be secretly recorded on paper. Each Confederate unit is individually revealed and placed on the map whenever a Union unit moves to within two hexes (even if the intervening terrain is impassable). This revelation occurs in the middle of the Union movement — before the Union player has to decide the remainder of his movement path. A Confederate unit is also revealed if the Confederate player moves that unit from its starting location.
-
Turn 1: The Union player automatically wins the first four initiatives of the game. They must be used in exactly this order:
a. Tibbits must be activated first.
b. Wynkoop must be activated second.
c. Hunter must perform an activate leader action for the third and fourth initiatives.
After these four initiatives, initiative is determined normally for the rest of the game. Note that these Union moves will probably cause hidden Confederate units to be revealed as more and more Union units move to within 2 hexes of the Confederate starting locations.
-
Union Pontoon Bridge: The Union player may build minor river pontoon bridges normally in this scenario. However, the Union player may also build one major river pontoon bridge in this scenario, taking a shortcut from the usual procedure. One time only, the Union player may build a major river pontoon bridge by activating Moor or Thoburn for a march action while adjacent to a ford over a major river. (The destroyed bridge from S3921 to S4020 does count as a ford.) That unit gains one fatigue level as usual. However, instead of marching, the unit remains in place and a pontoon bridge is extended from the unit's hex across the major river ford (no die is rolled; this attempt is automatically successful). This bridge can never be moved and this ability can only be used once per scenario. This special bridge construction may occur as part of an Activate Leader action. The unit building the bridge does not need to make an extended march roll, even if the action brings him to Fatigue Level 3 or 4.
-
Hex Control: The Confederate player controls all objectives at the start of the scenario. A player gains control of an enemy-controlled objective hex at the moment one of his infantry (not cavalry) units enters that hex. A player maintains control of an objective hex even if he does not have an infantry unit occupying it, assuming the enemy player does not gain control of that hex.
Victory Conditions
The Union player gains and loses Victory Points (VP) for the following occurrences:
- +14 Union control of Staunton (SIV S2629).
- +8 Union control of Fisherville (SIV S3133).
- +6 Union control of Port Republic (SIV S3921).
- +6 If either of the two Union infantry brigades ends the game within 4 hexes of Staunton (SIV S2629). These VP are awarded in addition to points for Union control of Staunton.
- +3 For each point of Confederate Manpower Value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another).
- -2 For each point of Union Manpower Value lost in combat, retreat, or cavalry retreat (not in extended march, force march, or moving from one enemy ZOC to another).
At the end of the game, the Union VP total is calculated and the players consult the chart below to determine the winner.
| Union VP | Winner |
|---|---|
| 26 or more | Union Decisive Victory |
| 21 to 25 | Union Substantive Victory |
| 15 to 20 | Union Marginal Victory |
| 10 to 14 | Confederate Marginal Victory |
| 5 to 9 | Confederate Substantive Victory |
| 4 or less | Confederate Decisive Victory |
Union Set-up
| Unit/Leader | Size | Cmd | Type | Manpower | Hex |
|---|---|---|---|---|---|
| Moor | Brig | WV-1 | Inf | 7 | SIV S3612 (Tollhouse) |
| Tibbits | Brig | Cav-1-WV | Cav | 2 | SIV S3712 (Harrisonburg) |
| Wynkoop | Brig | Cav-1-WV | Cav | 2 | SIV S3712 (Harrisonburg) |
| Hunter | Dist | WV | Ldr | – | SIV S3713 |
| Thoburn | Brig | WV-1 | Inf | 7 | SIV S3713 |
Confederate Set-up
| Unit/Leader | Size | Cmd | Type | Manpower | Hex |
|---|---|---|---|---|---|
| W E Jones | Dist | WV | Ldr | – | See Special Rule 4 |
| B H Jones | Brig | WV | Inf | 2 | See Special Rule 4 |
| Browne | Brig | WV | Inf | 2 | See Special Rule 4 |
| VA Militia | Regt | WV | Inf | 1 | See Special Rule 4 |
| Vaughn | Brig | Cav | Cav | 1 | See Special Rule 4 |
| Imboden | Brig | Cav | Cav | 2 | See Special Rule 4 |
Advanced Game Rules
The Advanced Game uses additional rules, which increase the realism and complexity of the game. Do not use the Advanced Game rules with the Basic Game scenarios. Note that several new phases are added to the sequence of play in the Advanced Game (see 14.0).
14.0 Advanced Game Sequence of Play
Each turn of the Advanced Game is played according to the following sequence of play.
1. Random Events Phase — Roll two dice; the players consult the Random Events Table.
2. Reinforcement Phase — Both players place their reinforcements on the map. The Union player may also place "committed" units on the map.
3. Union Off-Map Movement Phase — Union units may be moved from the map to off-map, or from off-map onto the map.
4. Harpers Ferry Phase — The players determine whether Union units in or around Harpers Ferry are besieged. If so, the players consult the Harpers Ferry Table to determine whether a surrender occurs.
5. Leader Transfer Phase — Leaders may be transferred from a unit under one command to a unit under another.
6. Attachment Phase — Substitute units may be reattached to other units.
7. Action Cycle — Action Phase:
- A. Initiative Segment: Both players roll one die. The player with the higher result wins (if the results are equal, the Confederate player wins). The winning player must either take the initiative or pass.
- B. Activation Segment: The player who took the initiative must perform one action with an eligible leader or unit. At the end of the Activation Segment, the players return to the Initiative Segment and begin a new Action Phase. The players repeat Action Phases until both players pass in the same Action Phase (see 4.1).
8. Recovery Phase — Eligible units may build entrenchments, build bridges, and recover from fatigue, disorganization, exhaustion, and demoralization. Union units may also forage.
9. Strategic Cycle (only on turns divisible by 5):
- A. Strategic Segment: Roll two dice; the players consult the Strategic Table.
- B. County Control Segment: Both players determine which counties they control.
- C. Union Bridge Repair Segment: The Union player may attempt to repair destroyed bridges.
- D. Depot Segment (not performed on Turn 5): Each player may place one depot on the map on its "Build" side, or flip one existing depot from its "Build" side to its "Complete" side.
- E. Union Supply Status Segment (not performed on Turn 5): The Union player determines whether his units are "in supply" or "out of supply."
- F. Ammunition Segment (not performed on Turns 5 and 10): Both players may resupply ammunition.
- G. Union Commitment Phase (Turn 30 and later): The Union player may commit units to the map from the "Department of the Rappahannock" box.
- H. Withdrawal Segment: Both players may withdraw units from the map.
- I. Lull Segment: If the Strategic Table result in the current Strategic Cycle was "Lull," the players perform the following eight steps (if the result was not a Lull, skip the Lull Segment):
- All units return to Fatigue Level 0.
- Flip exhausted units to their normal sides.
- Remove out-of-supply markers from units.
- Flip disorganized Strength markers to their organized sides.
- Remove Demoralize-1 and Demoralize-2 markers from units.
- Union units check for "manpower increase."
- The Confederate player receives a "manpower increase."
- Do not proceed to the current turn's Turn Indication Phase. Instead, proceed directly to the Strategic Cycle five turns after the current turn (skipping Phases 1 through 8 of that turn). Advance the Turn marker five boxes on the Turn Record Track.
10. Turn Indication Phase — Advance the Turn marker one box on the Turn Record Track and begin a new turn.
15.0 Random Events
In each Random Events Phase, one of the players rolls two dice. The players consult the Random Events Table and check the result corresponding to the dice.
Rain
The effects of rain are exactly the same as in the Basic Game (see 12.0).
Command Stagnation
If this result occurs, the designated player subtracts 1 from the movement allowance of each of his infantry units and 2 from the movement allowance of each of his cavalry units for the current turn.
Note: In a Union "Activate Leader" action, the minimum movement allowance of a participating Union infantry unit is normally 2. However, when the Union Command Stagnation event is in effect, the minimum movement allowance of a participating Union infantry unit is reduced to 1.
Union Command Stagnation penalty: If Union Command Stagnation occurs and every Union infantry unit on the map is at that moment 6 or more hexes from the nearest Confederate infantry unit, no Union infantry unit may be activated or build entrenchments during the current turn. Consider only infantry units when making this determination; Union and Confederate cavalry units are ignored. While this penalty is in effect, Union cavalry units and all Confederate units may be activated normally during the current turn. Once a Confederate infantry unit moves within 5 hexes of a Union infantry unit, this stagnation penalty no longer has any effect on Union infantry units.
Ashby
If the "Ashby" result occurs, the Confederate player checks whether the "Ashby" cavalry regiment has already been eliminated during the game. (If the unit was eliminated, the Confederate player will have placed Ashby in the off-map "Ashby" box in accordance with 7.5.) If Ashby has not been eliminated, this random event is treated as "no effect." If Ashby has been eliminated, the Confederate player may place Ashby in Staunton (S2629) with a manpower-1 organized Strength marker. If the optional ammunition rules are in use, Ashby returns fully supplied with ammunition. Ashby may be activated normally for the rest of the game. If Union units are in Staunton at that moment, this result is treated as "no effect."
Union Cavalry Reinforcement
If the "Union Cavalry Reinforcement" result occurs, the Union player receives cavalry reinforcements (see 18.2).
16.0 Strategic Events
In the Strategic Segment of each Strategic Cycle, both players roll two dice. (Note that Strategic Cycles occur only on turns divisible by 5 — that is, Turns 5, 10, 15, 20, and so on.) The players consult the Strategic Table and check the result corresponding to the sum of the dice.
Lull
If the "Lull" result occurs, proceed through the current Strategic Cycle normally until the Lull Segment. (If no Lull result occurred in the Strategic Cycle, the Lull Segment is skipped.) When a Lull result has occurred, perform the following eight steps in order during the Lull Segment:
- Remove Fatigue markers from all units. All units are now at Fatigue Level 0.
- Flip all units that are exhausted side up to their normal sides.
- Remove out-of-supply markers from all units. All units are now in supply.
- Flip all disorganized Strength markers to their organized sides.
- Remove Demoralize-1 and Demoralize-2 markers from all units.
- The Union player checks for a "manpower increase" (see below).
- The Confederate player automatically receives a "manpower increase" (see below).
- Do not proceed to the Turn Indication Phase. Instead, advance the Turn marker five boxes on the Turn Record Track and proceed to the Strategic Segment of that turn's Strategic Cycle, skipping Phases 1 through 8.
Note: If the optional ammunition rules (see 24.4) are in use, a Lull result has no effect on ammunition resupply.
Example: A Lull result occurs in the Strategic Segment of Turn 5. Play all segments of the current Strategic Cycle normally until the Lull Segment. In that segment the players perform all eight steps above. In Step 8, advance the Turn marker to Turn 10. Play resumes with the Strategic Segment of Turn 10; Phases 1 through 8 of Turn 10 are skipped.
Union manpower increase: In Step 6 of the Lull procedure, the Union player rolls one die. On a roll of 2 or less, the Union player may increase the manpower of any one Union infantry unit on the map by 1 (a unit's manpower may never exceed 8). Replace the chosen unit's Strength marker with a marker of one greater manpower. The new marker is placed organized side up. On a roll of 3 or more, no Union unit may be increased.
Confederate manpower increase: In Step 7 of the Lull procedure, the Confederate player automatically receives a manpower increase. In this step, the Confederate player may increase the manpower of any one Confederate infantry unit on the map by 1 (a unit's manpower may never exceed 8). Replace the chosen unit's Strength marker with a marker of one greater manpower. The new marker is placed organized side up. Exception: If all Confederate infantry (not cavalry) units on the map are in Augusta County, Rockingham County, or both, the Confederate player may increase the chosen infantry unit's manpower by 2.
Restriction: During a Lull, units may not build entrenchments or bridges.
Turn 65 (May 10): On Turn 65 (May 10) and later, all Lull results are treated as a different result. That is, no Lull occurs after Turn 60.
Advancing the Strategic Marker
At the start of the game, place the "Strategic Track" marker in the "0" box of the Strategic Track. This track has eight boxes, numbered 0 through 7. Each time an "Advance the Strategic Marker" result occurs on the Strategic Table, the Strategic Track marker advances one box along the track. Advancing the Strategic Track marker may cause Confederate reinforcements to arrive (see 18.1) and may allow the Union player to build depots in certain counties (see 24.0).
End of the game: If the Strategic Track marker reaches box 7 ("End of Game"), the game ends automatically even if the Turn marker has not reached Turn 105 (June 19). Note: If this event occurs, each segment of the current Strategic Cycle must be completed before the game ends.
Confederate Reinforcements
If the "Confederate Reinforcement" result occurs, the Confederate player removes one infantry brigade from his off-map "Richmond" box and places it on the map as a reinforcement (see 18.1).
Union Reinforcements
If the "Union Reinforcement" result occurs, the Union player removes one or more units and leaders from his off-map "Mountain Department" box and places them on the map as reinforcements (see 18.2).
17.0 Harpers Ferry
In each Harpers Ferry Phase, the players must determine whether the Union units in and around Harpers Ferry are besieged and, if so, whether they surrender.
Determining Whether Harpers Ferry Is Besieged
In the Harpers Ferry Phase, every Union unit in Harpers Ferry/Bolivar (N5524) or within 3 hexes of it must attempt to trace a continuous path of road, pike, or railroad hexes, of unlimited length, to any map-edge hex. This path may not enter a hex containing Confederate units, nor a Confederate ZOC not occupied by a Union unit. (Remember that ZOC do not extend across minor or major river hexsides without a bridge or ford, and do not extend from or into mountains unless a road, pike, trail, or railroad runs through them — for example, a Confederate unit in N5624 does not exert ZOC into N5524, N5623, or N5724.)
Determining Whether Harpers Ferry Surrenders
If there are no Union units in N5524 or within 3 hexes of it, or if every Union unit in N5524 or within 3 hexes of it can trace a path to a map edge, nothing happens and play proceeds to the next phase. However, if even one Union unit cannot trace such a path, the Confederate player rolls two dice, totals the result, and resolves it on the Harpers Ferry Table. (This dice total may be modified; see below.) If the modified dice total is 11 or less, the result is "no effect" and play proceeds to the next phase. If the modified dice total is 12 or more, the result is "Surrender." The Confederate player may roll for a Harpers Ferry surrender at most once per turn.
Harpers Ferry Surrender
If the Confederate player rolls a "Surrender" result, every Union unit and leader in N5524 or within 3 hexes of it that cannot trace the path described above is immediately removed from play. The Confederate player receives VP for this.
Note: If the Union units surrender and a Union depot is in Harpers Ferry at that moment, the depot remains. Confederate units may thereafter enter the depot's hex as long as no Union unit occupies it; if they do, the depot is destroyed and removed from the map.
Harpers Ferry Table Modifiers
The Confederate player's Harpers Ferry Table roll is modified if any of the following conditions are in effect (all modifiers are cumulative):
- +3: A Confederate infantry unit with an Artillery value of at least 1 is in N5623 (Naval Battery).
- +1: A Confederate infantry unit with an Artillery value of at least 1 is in N5624 (Loudoun Heights).
- +1: A Confederate infantry unit with an Artillery value of at least 1 is in N5423 (Bolivar Heights).
18.0 Reinforcements
18.1 Confederate Reinforcements
Strategic Table Reinforcements
At the start of the game the Confederate player has three infantry brigades — Branch, Mahone, and Lawton — in the off-map "Richmond" box. The first time a "Confederate Reinforcement" result occurs on the Strategic Table, the Confederate player receives the Branch brigade as a reinforcement; the second time, the Mahone brigade; and the third time, the Lawton brigade. If Branch, Mahone, and Lawton are already on the map, the Confederate Reinforcement result is treated as "no effect." Confederate reinforcements are placed on the map in the Reinforcement Phase of the immediately following turn. See "Reinforcement Entry Areas" for the Confederate player's placement options, and the Confederate set-up for the reinforcements' manpower.
Strategic Track Reinforcements
Ewell's Division: If an "Advance the Strategic Marker" result occurs on the Strategic Table and the Strategic Track marker advances to box 3 ("Siege of Yorktown"), the Confederate player receives Ewell's Division as a reinforcement. Ewell's Division consists of the following units:
- Ewell (leader)
- Elzey
- Taylor
- Trimble
- 2/6 VA cavalry
The Confederate player removes these five units from the off-map "Ewell's Division" box and places them on the map in the Reinforcement Phase of the immediately following turn. See "Reinforcement Entry Areas" for placement options, and the Confederate set-up for the division's manpower.
Battle of Seven Pines: If an "Advance the Strategic Marker" result occurs on the Strategic Table and the Strategic Track marker advances to box 6 ("Battle of Seven Pines"), the Confederate player receives all or part of Whiting's Division as a reinforcement. To determine this, the Confederate player rolls one die at the moment the marker advances to box 6. There are four possible results:
| Die | Result |
|---|---|
| 1 | Major Confederate victory |
| 2-4 | Minor Confederate victory |
| 5 | Minor Union victory |
| 6 | Major Union victory |
- Major Confederate victory: The Confederate player receives all of Whiting's Division as a reinforcement.
- Minor Confederate victory: The Confederate player receives only the leader Whiting and the Law and Hood brigades as reinforcements.
- Minor Union victory: The Confederate player receives no reinforcements.
- Major Union victory: The Confederate player receives no reinforcements. In addition, if the Confederate player does not withdraw one infantry brigade from the map, the Union player gains VP (see 19.1).
If the Confederate player receives reinforcements from the Strategic Track marker advancing to box 6, he removes the appropriate units from the off-map "Whiting Division" box and places them on the map in the Reinforcement Phase of the immediately following turn. See "Reinforcement Entry Areas" for placement options, and the Confederate set-up for the division's manpower. Whiting's Division consists of the following units:
- Whiting (leader)
- Hampton
- Hatton
- Hood
- Law
- Pettigrew
Reinforcement Entry Areas
When the Confederate player's reinforcements become available, he must place them stacked in one of the following hexes:
- S3534
- S4032 (Jarman's Gap)
- S4131 (Turk's Gap)
- S4423 (Brown's Gap)
- S5018 (Simmons Gap)
- S5118 (Powell's Gap)
- S5416 (Swift Run Gap)
- Any station on the Virginia Central RR, provided Augusta County is not Union-controlled and no Union unit lies between that station and S3534.
Confederate reinforcements may not be placed in a hex containing Union units. They may be placed in a Union ZOC.
Emergency Reinforcements
If a Union unit is in Staunton (S2629) in any Reinforcement Phase, the Confederate player removes the Heth brigade from the off-map "Emergency Reinforcement" box and places it on the map in S0934, S1334, or S1534. If Union units are in all of these hexes, the Confederate player may delay Heth's arrival until a Reinforcement Phase in which no Union units are in one of these hexes. When placed, the Heth brigade is assigned an organized manpower-3 Strength marker.
18.2 Union Reinforcements
Strategic Table Reinforcements
At the start of the game the Union player has several units and leaders in the off-map "Mountain Department" box. The first time a "Union Reinforcement" result occurs on the Strategic Table, the Union player receives the following reinforcements:
- Fremont (leader)
- Blenker (leader)
- Stahel
- Steinwehr
- Bohlen
- Milroy
- Cluseret
The second time a Union Reinforcement result occurs, he receives the Crook brigade as a reinforcement. The third time (and thereafter), the result is treated as "no effect." See the Union set-up for the reinforcements' manpower.
Union Reinforcement Entry Areas
When the Union player's reinforcements become available, he may place them on the map in the immediately following Reinforcement Phase, subject to the following restrictions:
- Blenker, Stahel, Steinwehr, Bohlen: may be placed stacked in any one of the following hexes:
- Romney (N0124)
- Patterson's Depot (N0111)
- South Branch Depot (N1013)
- Paw Paw (N1612)
- Fremont, Cluseret: may be placed stacked in any one of the following hexes:
- Romney (N0124)
- Moorefield (N0111)
- Patterson's Depot (N0111)
- Milroy, Crook: may be placed in any hex on the western edge of the south map that contains a road or pike (that is, a road or pike hex whose first two digits are "01").
Union reinforcements may not be placed in a hex containing Confederate units. They may be placed in a Confederate ZOC. If Confederate units are in all of the hexes in which the Union units would arrive, the Union player may delay his reinforcements' arrival until the first Reinforcement Phase in which no Confederate units are in one of those hexes.
Cavalry Reinforcements
If the result in a Random Events Phase is "Union Cavalry Reinforcement," the Union player rolls one die. On a result of 4 or less, the Union player may choose one cavalry regiment from the "Banks" section of the Cavalry Reinforcements box as a reinforcement; on a result of 5 or more, he may choose one cavalry regiment from the "Fremont" section. All cavalry reinforcements have an organized manpower-1 Strength marker. In the immediately following Reinforcement Phase, the Union player places the cavalry reinforcement on the map subject to the following restrictions:
- Banks: A cavalry regiment chosen from the Banks section of the Cavalry Reinforcements box may be placed in any of the following hexes:
- Harpers Ferry (N5524)
- Sharpsburg (N5416)
- Williamsport (N5007)
- Hagerstown (N5505)
- Fremont: A cavalry regiment chosen from the Fremont section of the Cavalry Reinforcements box may be placed in any of the following hexes:
- Moorefield (M0407)
- Romney (N0124)
- Patterson's Depot (N0111)
Union cavalry reinforcements may not be placed in a hex containing Confederate units. If Confederate units are in all of the placement hexes, or if all the cavalry units have already been taken from the Cavalry Reinforcements box, the reinforcement result is treated as "no effect."
Emergency Reinforcements
At the start of the game the Union player has several of his units in the off-map "Emergency Reinforcement" box. There are two circumstances in which the Union player may receive emergency reinforcements:
- If, in any Reinforcement Phase on Turn 5 (March 11) or later, any Confederate unit is in Harpers Ferry (N5524) or Moorefield (M0407), or a Confederate infantry unit is in Morgan or Hampshire County, the Union player takes the Kelley brigade from the off-map "Emergency Reinforcements" box and places it in Patterson's Depot (N0111). Kelley is placed on the map with an organized manpower-4 Strength marker. If Confederate units are in Patterson's Depot, Kelley is not placed on the map until the first Reinforcement Phase in which no Confederate units are in Patterson's Depot.
- If, in any Reinforcement Phase on Turn 40 (April 15) or later, any Confederate unit is in Winchester (N3333), or a Confederate infantry unit is in Berkeley or Jefferson County, the Union player takes the Cooper and Slough brigades from the off-map "Emergency Reinforcements" box and places them in Harpers Ferry (N5524). Cooper and Slough are both placed on the map with organized manpower-6 Strength markers. If Confederate units are in Harpers Ferry, these reinforcements are not placed on the map until the first Reinforcement Phase in which no Confederate units are in Harpers Ferry.
Manassas Gap RR Reinforcements
If, in the County Control Segment of any Strategic Cycle, the Union player controls Warren County (see 22.0), the Union player receives the 28 PA infantry regiment and a Union depot on its "Complete" side as reinforcements. Take these units from the off-map "Manassas Gap RR" box and place them in M5616 (Markham Depot) in the Reinforcement Phase of the immediately following turn. The 28 PA is placed on the map with an organized manpower-2 Strength marker. If Confederate units are in Markham Depot, these reinforcements are not placed on the map until the first Reinforcement Phase in which no Confederate units are in Markham Depot.
Union Commitment
The Union player may place units from the "Department of the Rappahannock" box through "commitment" (see 20.0).
19.0 Withdrawal
19.1 Confederate Withdrawal
The Union player scores VP in certain circumstances if the Confederate player does not "withdraw" specific units from the map. The Confederate player may withdraw units only in the Withdrawal Segment of the Strategic Cycle. Only infantry brigades (not cavalry units or leaders) in a hex in Augusta or Rockingham County that can trace a path of unlimited length to any map-edge hex are eligible to withdraw. This path may not enter a hex containing Union units, nor a Union ZOC (though it may enter a Union ZOC occupied by a Confederate unit). To withdraw a unit, the Confederate player removes it and sets it aside. It may not return to play.
Branch and Mahone
If the Confederate Mahone and Branch infantry brigades are in any hex on the map, the Union player scores VP at the end of each Confederate Withdrawal Segment in which the Strategic marker is in box 5, 6, or 7 (see the Advanced Game victory conditions).
Battle of Seven Pines
If the Strategic Track marker advances to box 6 and a "Major Union victory" occurs (see 18.1), the Union player scores 4 VP in each Confederate Withdrawal Segment unless the Confederate player has already withdrawn one Confederate infantry brigade of manpower 4 or more. (Note: The withdrawn brigade may not be Branch or Mahone.) If the Confederate player has no brigade of manpower 4 or more, he may satisfy this requirement by withdrawing the brigade with the highest manpower among all his brigades on the map.
19.2 Union Withdrawal
The Union player may score VP by withdrawing infantry units from the map. He may withdraw units only in the Withdrawal Segment of the Strategic Cycle. Only infantry units and leaders (not cavalry units) in a hex in Loudoun, Fauquier, or Washington County (Maryland) are eligible to withdraw. To withdraw, the Union player selects and picks up eligible units and leaders and places them, with their Strength markers, in the off-map "Department of the Rappahannock" box. (These units may return to play later; see 20.0.) Out-of-supply, Fatigue, and Demoralization markers are removed. Exhausted units are flipped to their normal sides, and disorganized Strength markers are flipped to their organized sides.
To calculate the number of VP awarded to the Union player for withdrawn units, note the manpower of each withdrawn unit and consult the Union Withdrawal Table. Find the multiplier where the current turn intersects the "VP gained" column. Multiply each withdrawn unit's manpower by this multiplier to determine the number of VP awarded to the Union player. Immediately record the VP gained on the Union Victory Point Track.
The Union player may withdraw as many eligible units as he wishes, but he gains VP only in the Withdrawal Segment in which those units are removed. The Union player scores no VP for withdrawn leaders.
Example: The Union player withdraws two infantry brigades in the Withdrawal Segment of Turn 25. One brigade has manpower 5, the other manpower 6. The Union Withdrawal Table shows "manpower × 1½" for Turn 25. So the manpower-5 brigade is worth 8 VP (5 × 1½ = 7½, rounded up to 8) and the manpower-6 brigade is worth 9 VP (6 × 1½ = 9), for a total of 17 VP.
20.0 Union Commitment
In the Union Commitment Segment of each Strategic Cycle on Turn 30 (April 5) and later, the Union player may "commit" units from the off-map Department of the Rappahannock box onto the map. The Union player may not commit units before Turn 30.
The Department of the Rappahannock Box
The Union player begins the game with several units and leaders in the Department of the Rappahannock box. In addition, he must place all withdrawn leaders and infantry units in this box with their current Strength markers. In the Union Commitment Segment, the Union player may select as many units and leaders from this box as he wishes to commit to the map (including units and leaders withdrawn earlier). Once selected, a unit must be committed; the Union player may not remove it from the map.
Victory Point Loss for Union Commitment
The Union player loses VP for each infantry brigade he commits to the map. There is no VP loss for committing leaders or cavalry units. To determine the Union player's VP loss, consult the Union Commitment Table where the current turn intersects the "VP loss" row. The number shown is the VP immediately subtracted from the Union player's VP total on the Union Victory Point Track. The manpower of the committed units has no bearing on the Union player's VP loss.
Example: The Union player commits one leader, one cavalry unit, and three infantry brigades in the Union Commitment Segment of Turn 65. The Union Commitment Table shows that the VP loss for each infantry brigade committed on Turn 65 is -7 VP (there is no VP loss for the leader and the cavalry unit). The Union player's VP loss is therefore 21 VP (3 × 7 = 21).
Groups
When the Union player commits units from the Department of the Rappahannock box in a Union Commitment Segment, he must divide the selected units into numbered "groups." One group may consist of one leader, one cavalry regiment, and up to three infantry brigades. The Union player may create as many groups as he wishes, as long as each group contains at least one cavalry or infantry unit.
After dividing the committed units into numbered groups, the Union player rolls one die and determines when they are placed on the map as follows:
- The units in the first group may be placed a number of turns later equal to the die result.
- The units in the second group may be placed a number of turns later equal to the die result plus 1.
- The units in the third group may be placed a number of turns later equal to the die result plus 2.
- The units in the fourth, fifth, and sixth groups may likewise be placed a number of turns later equal to the die result plus 3, 4, or 5.
Placing Committed Units
The Union player must place his committed units on the map in the Reinforcement Phase of the turn indicated by the "group" die roll.
Example: In the Union Commitment Segment of Turn 65, the Union player selects eight infantry brigades and one cavalry regiment to commit from the Department of the Rappahannock box. Because one group may not consist of more than three infantry brigades, the Union player divides his committed units into three groups: the first of three infantry brigades and the cavalry brigade, the second of three infantry brigades, and the third of the remaining two infantry brigades. The Union player rolls one die; the result is 5. He must therefore place the first group on the map in the Reinforcement Phase of Turn 70 (five turns after the current turn). The second group must be placed in the Reinforcement Phase of Turn 71 (six turns after the current turn). The third group must be placed in the Reinforcement Phase of Turn 72 (seven turns after the current turn).
Entry Areas for Committed Units
In the Reinforcement Phase of the turn in which a group is placed on the map, the Union player must place all the units in that group in M5816. If Confederate units are in M5816, the group may not be placed, though it may be placed in a Confederate ZOC. Exception: If the Union player delays a group's scheduled placement by one or two turns, he may instead place that group in any hex from M5806 to M5832, but all units in the group must be placed in the same hex.
After a group is placed on the map, its units may be activated normally in the following Action Cycle. If the Union player wishes, he may withdraw these units later in the game.
21.0 Union Off-Map Movement
The Union player has an Off-Map Movement Display on which he may move units between the south and center maps. Confederate units may not enter the Off-Map Movement Display. In the Union Off-Map Movement Phase, the Union player may perform off-map movement as follows:
- A Union unit in M0113 or M0118 at the start of this phase may be placed in box 1 of the Off-Map Movement Display.
- A Union unit in box 1 at the start of this phase may be placed in box 2 of the Off-Map Movement Display, or placed on the map in M0113 or M0118.
- A Union unit in box 2 at the start of this phase may be placed in box 1 of the Off-Map Movement Display, or placed on the map in S1101 (Franklin) or S1601 (Oak Hats).
- A Union unit in S1101 (Franklin) or S1601 (Oak Hats) at the start of this phase may be placed in box 2 of the Off-Map Movement Display.
Restriction: When Union units move from an off-map movement box onto the map, they may not be placed in a hex containing Confederate units, though they may be placed in a Confederate ZOC. In the Union Off-Map Movement Phase, a unit's Fatigue Level is not changed, and its Demoralization and out-of-supply markers (if any) remain as they are. Its Strength marker and counter status (normal or exhausted) are likewise unchanged. Union units in an off-map movement box may not be activated and may not build entrenchments in the Action Cycle, and do not recover from fatigue, disorganization, exhaustion, or demoralization in the Recovery Phase.
22.0 County Control
In the County Control Segment of the Strategic Cycle, both players must check whether they control any counties. There are 13 controllable counties on the map, each with a "control county seat" town or village (marked with a star). In each County Control Segment, Union or Confederate control of particular counties causes the Union player to gain or lose VP, adjusting his VP total on the Union VP Track. In addition, if the Union player controls Warren County, he gains the special "Manassas Gap RR Reinforcements" (see 18.2).
22.1 Union County Control
In the County Control Segment, the Union player controls a county if a Union infantry (not cavalry) unit with manpower of 1 or more is in the control county seat. In addition, the total manpower of all Union units in that county (including cavalry) must be at least 2.
22.2 Confederate County Control
In the County Control Segment, the Confederate player controls a county not currently controlled by the Union player if the total manpower of all Confederate units in that county (including cavalry) is 8 or more. These units may be anywhere in the county; they need not be in the control county seat.
Note: If the Confederate player meets the requirements for controlling more than one county, the Union player loses VP only for the county with the largest VP loss.
Maryland
If, in a County Control Segment, at least three Confederate infantry brigades are in any hex in Maryland (that is, in any hex north of the Potomac River), the Union player loses VP (see the Advanced Game victory conditions). Even if Confederate infantry brigades are in Maryland in more than one County Control Segment, this VP loss applies at most once per game, not once per segment.
23.0 Bridge Destruction and Repair
23.1 Bridge Destruction
Several bridges crossing minor and major rivers are printed on the map. Both players may attempt to destroy these bridges. If an infantry or cavalry unit of any manpower ends its movement in either of the two hexes connected by a bridge, the active player may attempt to destroy that bridge. (Exception: The active player may not attempt to destroy it if an enemy unit is in one of the two hexes connected by the bridge. Likewise, he may not attempt to destroy it if one of the two hexes connected by the bridge is an enemy ZOC not occupied by a friendly unit.)
How to destroy a bridge: To attempt to destroy a bridge, the active player rolls one die (this roll may be modified; see below). On a modified roll of 5 or less, the bridge is destroyed. Place a "Destroyed Bridge" marker on the hexside connected by the bridge symbol. On a modified roll of 6 or more, the destruction attempt fails and nothing happens. A player may attempt to destroy bridges any number of times per turn, but each activated unit may make no more than one attempt per turn.
Die roll modifier: Add 1 to the roll if the activated unit attempting the destruction has manpower 1.
Effects of a destroyed bridge: If a bridge is destroyed, the hexside where the bridge formerly stood is treated as a ford for crossing purposes. That is, units may still cross a destroyed bridge hexside unless rain restrictions (see 12.0) are in effect. In addition, a destroyed bridge affects the Union supply line (see 24.2).
Note: Bridges built by either player during the game are not destroyed by this procedure. Instead, they are removed from the map as described in the Basic Game rules.
23.2 Union Bridge Repair
In the Union Bridge Repair Segment of the Strategic Cycle, the Union player may attempt to repair bridges. The Confederate player may not repair bridges. The Union player may attempt to repair at most one bridge per Bridge Repair Segment. The Union player may attempt a repair only if at least one of the following two conditions is in effect:
- The destroyed bridge is in a county currently controlled by the Union player (see 22.1) and no Confederate unit is in that county; or
- A Union infantry (not cavalry) unit is in one of the two hexes connected by the destroyed bridge and there is no Confederate unit or ZOC in the other hex. If Union units are in both of the hexes connected by the destroyed bridge, the Union player may attempt to repair the bridge.
Bridge repair attempt: To attempt a repair, the Union player designates one eligible Destroyed Bridge marker and rolls one die. On a result of 2 or less, the repair attempt succeeds. Remove the Destroyed Bridge marker; the bridge functions again (it may be destroyed again later in the game). On a result of 3 or more, the repair attempt fails and the Destroyed Bridge marker remains on the map. The Union player may attempt to repair the bridge again in a later Bridge Repair Segment.
24.0 Supply
In the Union Supply Status Segment of each Strategic Cycle on Turn 10 and later, the Union player must determine whether his units are "in supply" or "out of supply." Confederate units are automatically in supply throughout the game. (Both Union and Confederate units may run out of ammunition; see 24.4.) The Union Supply Status Segment is not performed on Turn 5.
24.1 Depots
Both players have depots on the map at the start of the game. In addition, both players may build depots during the game. Depots function as supply sources (for the Union player) and as ammunition sources (for both players). Depots have no combat strength, may not be attacked, and may not move or retreat. Units may enter a hex containing an enemy depot as long as no enemy unit is in it; if they do, the depot is destroyed and removed from the map.
How to Build Depots
Players may build depots in the Depot Segment of each Strategic Cycle on Turn 10 and later. A depot has two sides: a "Build" side and a "Complete" side. In the Depot Segment, each player may either place one depot on its Build side, or flip one already-placed Build-side depot to its Complete side. Each player may choose only one of these two options; he may not do both. The Depot Segment is not performed on Turn 5.
Confederate Depots
The Confederate player may place depots on the map only in Augusta County. He may not place depots in any other county (though he begins the game with one depot in Frederick County). No more than one depot may be placed in Augusta County, so the Confederate player may not place a depot unless the depot placed in Staunton (S2629) at the start of the game has been destroyed.
Placing a depot: In the Depot Segment, the Confederate player may place one Build-side depot at any of the following stations:
- Fisherville (S3133)
- Staunton Depot (S2630)
- Swoope's Depot (S1829)
A depot may not be placed at a station occupied by Union units or in a Union ZOC. (A depot may be placed in a Union ZOC hex if a Confederate unit occupies that hex.) A depot may also not be placed if the Virginia Central RR is cut (see below).
Completing a depot: In the Depot Segment, the Confederate player may flip an existing Build-side depot to its Complete side. He may not do so, however, if the Virginia Central RR is cut (see below).
Virginia Central RR: In the Depot Segment, the Confederate player may place a depot on the map, or flip an existing depot from its Build side to its Complete side, if he can trace a path of railroad hexes from that station to S3534. This path may not enter a hex containing a Union unit that has a completed Breastwork marker or a Fort marker (Build or Complete). The path may enter hexes containing unentrenched Union units. It may also enter Union ZOC of any kind. Once a Confederate depot has been flipped to its Complete side, it remains on that side (unless removed) until the end of the game.
Union Depots
There may never be more than one Union depot in a county. Therefore, if a Union depot is already in a county, the Union player may not place another there.
Placing a depot: In the Depot Segment, the Union player may place one Build-side depot at any station hex in a county he controls (see 22.1). (Exception: The Union player may not place a depot in Augusta County even if he controls it. However, he may place a depot in Washington County, Maryland even if he does not control that county.) The Union player is also restricted in his depot placement by the Strategic Track (see below).
The Union player may not place a depot at a station occupied by Confederate units or in a Confederate ZOC. (A depot may be placed in a Confederate ZOC hex if a Union unit occupies that hex.) He may also not place a depot if he cannot trace a path of railroad hexes from that station to a map-edge hex.
Completing a depot: In the Depot Segment, the Union player may flip an existing Build-side depot to its Complete side. He may not flip a depot, however, if he cannot trace a path from that station to a map-edge hex (see below).
Railroad hex path: In the Depot Segment, the Union player may place a depot on the map, or flip an existing depot from its Build side to its Complete side, if he can trace a path of railroad hexes from that station to any of the following three hexes:
- N5823 — Baltimore & Ohio RR
- M5816 — Manassas Gap RR
- N5401 — Cumberland Valley RR
This path may not enter a hex containing a Confederate unit that has a completed Breastwork marker or a Fort marker (Build or Complete). The path may enter hexes containing unentrenched Confederate units. It may also enter Confederate ZOC of any kind. The path may not cross a minor or major river at a destroyed bridge, and it may not enter a county controlled by the Confederate player. Once a Union depot has been flipped to its Complete side, it remains on that side (unless removed) until the end of the game.
Strategic Track: The Union player's depot placement is restricted by the Strategic Track as follows:
- He may not place a depot in Warren County or Shenandoah County unless the Strategic Track marker has advanced to box 4, 5, 6, or 7.
- He may not place a depot in Frederick County unless the Strategic Track marker has advanced to box 5, 6, or 7.
Union depots at the start of the game: At the start of the game, several Union depots are placed in hexes that are not stations. Even if an existing depot is removed, newly built depots may not be placed in such locations during the game.
24.2 Union Supply Status
In the Union Supply Status Segment of each Strategic Cycle, the Union player must determine whether each of his units is "in supply" or "out of supply." (Exception: The Supply Status Segment is not performed on Turn 5; Union units are automatically in supply at that time.) All units are in supply at the start of the game. Supply status is not determined for leaders.
How to Determine Union Supply Status
A Union unit is in supply in the Supply Status Segment if it meets either of the following two conditions:
- It is in a county containing a Complete-side Union depot.
- It is in a county adjacent to a county containing a Complete-side Union depot.
Confederate units in a county do not affect Union supply status, even if the Union unit is surrounded by Confederate units or ZOC.
Exceptions: The following special rules apply to Union supply:
- In the Union Supply Status Phase, Union units in Highland County are automatically in supply regardless of their distance from a Union depot.
- In the Union Supply Status Phase, a Complete-side Union depot in Hampshire County can supply only units in that county. Units in an adjacent county (for example, Morgan County) are not in supply unless another depot puts them "in supply."
- In the Union Supply Status Phase, a Complete-side Union depot in Hardy County can supply only units in that county. Units in an adjacent county (for example, Rockingham County) are not in supply unless another depot puts them "in supply."
In supply: If a unit is in supply, it functions at full capability and remains in supply until its status is checked again in the next Union Supply Status Segment.
Out of supply: Place an "out of supply" marker on an out-of-supply unit. This marker remains on the unit wherever it moves until the unit regains "in supply" status in a Union Supply Status Segment, or removes the marker by foraging (see 24.3). Out-of-supply units function normally in movement and combat. However, they suffer penalties in the Recovery Phase (see 8.0). In addition, a unit that is out of supply in two or more consecutive Union Supply Status Segments loses manpower (see below).
Manpower loss: If an already out-of-supply Union unit fails to regain "in supply" status in a Union Supply Status Segment, its manpower is reduced by 1. If the unit is not eliminated, its Strength marker is replaced by a new Strength marker on its disorganized side.
Example: The Union player has a Complete-side depot in Jefferson County. In the Union Supply Status Segment, all Union units in Jefferson County are in supply, and units in Clarke, Frederick, Berkeley, Loudoun, and Washington Counties are also in supply, because those counties are adjacent to Jefferson County.
24.3 Foraging
In Step 2 of the Recovery Phase, Union units that are out of supply and at Fatigue Level 0, 1, or 2 may forage. Units at Fatigue Level 3 or 4, and units that built a bridge or entrenchments in Step 1 of that phase, may not forage. Leaders may not forage. For each eligible unit the Union player wishes to have forage, he performs the following procedure:
- Roll one die and add the unit's current Fatigue Level to the result. (If the Fatigue Level is 0, the roll is unmodified.) This roll may be further modified by other factors (see below).
- If the modified roll is 3 or less, the unit forages successfully and immediately regains "in supply" status. The out-of-supply marker is removed and the unit is in supply until the next Union Supply Status Segment, when its supply status is determined normally. If the modified roll is 4 or more, the unit does not forage successfully and remains out of supply.
The Union player may forage with as many eligible units as he wishes in a turn, but no unit may forage more than once per turn. A unit that fails to forage may forage again on the following turn if its Fatigue Level is 0, 1, or 2.
Foraging modifier: Add 1 to the Union player's foraging roll — in addition to the modifier for the unit's Fatigue Level — if the foraging unit is in any of the following counties:
- Hampshire
- Mineral
- Hardy
- Morgan
- Highland
- Pendleton
24.4 Ammunition (Optional Rule)
If both players wish, they may record their units' ammunition consumption throughout the game. This adds record-keeping, but makes the game more realistic.
The Ammunition Pad
Players record ammunition consumption on the Ammunition Pad. On this pad, every unit (not leaders) has four boxes at the start of the game, each box representing one ammunition level. When all of a unit's boxes have been marked, that unit is out of ammunition. Place an "out of ammunition" marker on the unit. (If the unit is a Union unit and is also out of supply, replace its out-of-supply marker with an "out of supply / out of ammunition" marker.) Always mark the Ammunition Pad in pencil, since marks may be erased when a unit resupplies ammunition. Leaders have no ammunition.
How to Expend Ammunition
Whether attacking or defending, a unit that suffers a "D" (disorganized) result in combat loses 1 ammunition level. The owning player marks one box next to that unit's name on the Ammunition Pad. (Exception: A unit that suffers a "D" while already out of ammunition loses no ammunition level.) A unit that takes part in a combat but does not suffer a "D" result loses no ammunition level.
If several units attack or defend in the same combat and suffer a "D," each of them loses 1 ammunition level. However, units that did not take part in the attack but helped fulfil a flank bonus lose no ammunition level. A unit may never lose more than 1 ammunition level in a single combat, though it may lose more than one in a turn. Ammunition is not expended in a cavalry retreat.
Effects of Being Out of Ammunition
A unit that is out of ammunition suffers the following penalties:
- Its Combat value when attacking or defending is halved. Fractions are rounded down to a whole number, but no unit's Combat value may fall below ½. A unit that is both demoralized and out of ammunition may not attack. In a stack of attacking or defending units, total the Combat values of all out-of-ammunition units and halve that total.
- Its Artillery value is 0 in both attack and defense.
- If it is a cavalry unit performing a cavalry retreat, subtract 2 from its die roll.
Ammunition Resupply
Both players may attempt ammunition resupply for all their units in the Ammunition Phase of each Strategic Cycle on Turn 15 and later. The Ammunition Segment is not performed on Turns 5 and 10. A unit may attempt resupply even if it is not out of ammunition. Ammunition resupply is performed as follows:
- For each unit in the same county as a friendly Complete-side (not Build-side) depot, or in a county adjacent to a county containing a friendly Complete-side depot, the player erases two marks next to that unit's name on the Ammunition Pad. (Exception: See "Western Counties.")
- For each unit in a county that is two counties away from the nearest county containing a friendly Complete-side (not Build-side) depot, the player erases one mark next to that unit's name on the Ammunition Pad. Even if there are two friendly depots two counties away from a unit, that unit may erase only one mark. (Exception: See "Western Counties.")
- A unit in a county three or more counties away from the nearest county containing a friendly Complete-side depot may not resupply ammunition in that Ammunition Segment.
Western Counties: Units in the counties along the western edge of the map are subject to the following special resupply rules:
- For each Union unit in Highland County in the Ammunition Segment, the Union player erases one mark next to that unit's name on the Ammunition Pad, regardless of its distance from a Union depot. Confederate units in Highland County resupply ammunition normally.
- For each Union or Confederate unit in Mineral, Hampshire, Hardy, or Pendleton County in the Ammunition Segment that is in the same county as a friendly Complete-side depot, or in a county adjacent to a county containing a friendly Complete-side depot, the owning player erases one mark rather than two.
- For each Union or Confederate unit in Mineral, Hampshire, Hardy, or Pendleton County in the Ammunition Segment that is two or more counties away from a county containing a friendly Complete-side depot, the owning player erases no marks.
Note: Pendleton County (on the south map) and Hardy County (on the center map) do not touch on the map, but are treated as adjacent for resupply purposes.
Resupply restrictions: A player may not erase more than two marks per unit in a single Ammunition Segment. If a unit eligible to erase two marks currently has only one mark, only one mark may be erased. If a unit currently has no marks, it may not resupply. No unit may ever have more than four ammunition boxes.
Surrounded units: If all six surrounding hexes are hexes containing enemy units or are enemy ZOC, and no friendly unit is in any of those six hexes, the owning player may not erase marks next to that unit's name in the Ammunition Segment.
Ammunition resupply: If one or more marks are erased for an out-of-ammunition unit in the Ammunition Segment, its out-of-ammunition marker is removed and it regains its normal combat capability. If the unit is a Union unit and is also out of supply, replace its out-of-supply / out-of-ammunition marker with a plain out-of-supply marker.
Example: The Union player has one Complete-side depot on the map, in Winchester (N3333) in Frederick County. One out-of-ammunition Union unit is in Hopewell (N3528, Frederick County); another unit with one mark is in Charlestown (N4927, Jefferson County); a unit with three marks is in Honeyville (M1431, Rockingham County); a unit with two marks is at Cacapon Bridge (N1826, Hampshire County); and a unit with two marks is in Staunton (S2629, Augusta County). In the Ammunition Segment, the unit in Hopewell erases two marks because it is in the same county (Frederick) as the Union Complete-side depot (and its out-of-ammunition marker is removed, because it now has at least one unmarked box). The unit in Charlestown erases one mark (it is normally eligible to erase two boxes, being in Jefferson County adjacent to Frederick County, but it has only one mark, so only one mark is erased). The unit in Honeyville erases one of its three marks, because Honeyville is in Rockingham County, two counties from Frederick County. The unit at Cacapon Bridge erases one mark (a unit in Hampshire County erases only one mark even when it is adjacent to the county containing a Complete-side depot). The unit in Staunton erases no marks, because Staunton is in Augusta County, three counties from Frederick County.
25.0 Substitute Units
Each player has six "Sub" infantry regiments. The substitute units included in the game define the upper limit on their number. If all substitute units are in use at a given moment, no more may be used. However, if substitute units are attached to other units, they are removed from the map and become available again.
25.1 Detachment
Whenever an infantry regiment or brigade unit with manpower of 2 or more performs a march, the owning player may detach one or more substitute units from the activated unit.
Placing Detached Units
A detached substitute unit is placed in the hex in which the activated infantry unit began its march, or in any hex the activated unit entered during its march. After placing the substitute unit on the map, the activated unit may continue its march. Once placed, the substitute unit functions normally. The point at which a substitute unit is detached affects its status:
- If the substitute unit is placed in the hex in which the activated unit began its march, the substitute unit is assigned a Fatigue marker equal to the Fatigue Level of the activated unit before it was selected to march. If the activated unit is entrenched and detaches a substitute unit in the hex where it begins its march, the substitute unit is assigned an entrenchment marker of the same type as the one the activated unit possesses.
- If the substitute unit is placed in any hex other than the one in which the activated unit began its march, the substitute unit is assigned a Fatigue marker equal to the activated unit's Fatigue Level at that moment.
The owning player should record on a slip of paper each substitute unit's number and the department to which it belongs (if any) — it belongs to the same department as the unit that detached it. A substitute unit is not required to remain within a specific distance of its department commander, and may in fact be attached to a unit of another department at any time. Its department affiliation is, however, relevant to that department commander's Activate Leader and assault actions.
Strength of Detached Units
A substitute unit always has an Artillery value of 0 and may not be assigned artillery from the activated unit. Place a Strength marker equal to the manpower the player assigns to the substitute unit directly beneath it, on the same side (organized or disorganized) as the activated unit's Strength marker. The substitute unit's manpower is subtracted from the activated unit's manpower. A new Strength marker reflecting the activated unit's reduced manpower is assigned to it, on the same side as the marker it replaces. After a detachment, the activated unit must have manpower of at least 1. A substitute unit must be assigned a Strength marker with manpower of 4 or less. If the activated unit is exhausted side up, or has an out-of-supply marker, or has a Demoralization marker, every substitute unit it detaches must also be in those states.
A substitute unit receives the same number of ammunition boxes as the activated unit possesses. Write the boxes received next to the substitute unit's name on the Ammunition Pad. If the activated unit is out of ammunition, the substitute unit receives no ammunition boxes and is assigned an out-of-ammunition marker.
25.2 Attachment
In the Attachment Phase, a substitute unit stacked in the same hex as a friendly infantry unit may be "attached" to that unit. A substitute unit may be attached regardless of its size or affiliation.
How to Attach
To perform an attachment, remove the substitute unit and all markers attached to it from the map. The strength of the attached substitute unit is added to the strength of the receiving unit, and that unit receives a new Strength marker with increased manpower, on the same side (organized or disorganized) as the marker it replaces. (Exception: If the attached substitute unit's strength is greater than the receiving unit's strength, the new Strength marker of the unit remaining on the map is placed on the same side as the substitute unit's Strength marker.) If a substitute unit is attached to another unit and the two units are at different Fatigue Levels, the unit remaining on the map after the attachment receives a Fatigue Level equal to the higher of the two. If a substitute unit is attached to another unit and one of them is exhausted side up while the other is normal side up, the unit remaining on the map is flipped to (or remains on) its exhausted side.
Attachment Restrictions
A substitute unit must be attached with its entire strength (the substitute unit must be removed from the map); part of it may not be attached to another unit. A substitute unit may not be attached if the added manpower would bring the unit remaining on the map to manpower 9 or more.
If an entrenched substitute unit is attached to an unentrenched unit, the unit remaining on the map after the attachment is unentrenched (the substitute unit's entrenchment marker is removed). However, if a substitute unit, entrenched or not, is attached to an entrenched unit, the unit remaining on the map after the attachment is entrenched.
Special Attachments
Both players may attach their own infantry regiments that are on the map at the start of the game — even though these are not substitute units — to friendly infantry units, subject to the attachment restrictions above. For example, the 10 ME infantry regiment, which is on the map at the start of the game, may be attached to any Union infantry unit.
25.3 Substitute Units and Ammunition
When a unit is attached, erase its ammunition boxes on the Ammunition Pad. The number of ammunition boxes of the receiving unit remains as it was. (Exception: If the attached unit's manpower is greater than the receiving unit's manpower, the unit remaining on the map after the attachment is assigned a number of ammunition boxes equal to the number the substitute unit possessed.)
When a substitute unit resupplies ammunition, erase marks on the Ammunition Pad normally. However, for a substitute unit that has no marks (or has no marked ammunition boxes remaining) and is eligible to erase one or more marks, the owning player may add ammunition boxes to that substitute unit, provided that the number of unmarked boxes never exceeds four at any time.
25.4 The Branch and Mahone Brigades
The Confederate Branch and Mahone brigades may not detach substitute units. However, substitute units may be attached to either or both of these brigades.
26.0 End of the Game
There are two ways the Advanced Game ends.
Strategic Event: If a strategic event (see 16.0) advances the Strategic Track marker to box 7 of the Strategic Track, the game ends at the end of that turn. (The players must complete that Strategic Cycle before ending the game.)
Turn 105: If the game has not ended through a strategic event, it ends automatically at the end of Turn 105 (June 19).
At the end of the game, the Union player totals his victory points and the players determine the winner and the level of victory.
27.0 Advanced Game Scenario
There is only one Advanced Game scenario. Units begin the game normal side up, at Fatigue Level 0, and with organized Strength markers. Some units begin the game in off-map boxes; do not place Strength markers on these until they are placed on the map. Place the Turn marker in the March 7 box of the Turn Record Track. This is Turn 1.
27.1 Advanced Game Scenario — The Shenandoah Valley Campaign
Maps: Use all three maps.
To join the center and north maps, align the leftmost hex column of the north map with the "1500" hex column of the center map and butt the southern edge of the north map against the northern edge of the center map. To join the center and south maps, align the leftmost hex column of the center map with the "2700" hex column of the south map and butt the southern edge of the center map against the northern edge of the south map.
Note that the maps will overlap slightly. For example, N0134 is the same hex as M1501, and M0134 is the same hex as S2701. In the overlapping areas, the north map lies on top of the center map, and the center map lies on top of the south map. Trim the gray border along the southern edge of the north and center maps with a razor so that each map's edge meets the map to its south exactly. (Alternatively, cut these edges straight with scissors, cutting away half of the southernmost odd-numbered hexes. This is the preferable — though more difficult — method, because it does not cut away any "live" area of the map.)
Game Length: March 7 to June 19, 1862 — 105 turns.
Note: The game may end earlier because of a strategic event (see 26.0).
Union Set-up: See "UNION SET-UP" under "Advanced Game Set-up," page 35 of the English rulebook.
Important note: To conserve Union Strength markers, do not place Strength markers beneath Union units that begin the game off-map. Place a Strength marker beneath such a unit only when it is placed in a specific hex on the map in a Reinforcement Phase.
Confederate Set-up: See "CONFEDERATE SET-UP" under "Advanced Game Set-up," page 36 of the English rulebook. (* The VA Militia begins the game under a completed Fort marker.)
Important note: To conserve Confederate Strength markers, do not place Strength markers beneath Confederate units that begin the game off-map. Place a Strength marker beneath such a unit only when it is placed in a specific hex on the map in a Reinforcement Phase.
Special Rules
-
The Confederate player is subject to the following movement restrictions:
a. The VA Militia may not be activated until Turn 87 (June 1). This restriction is lifted the moment a Union unit enters any hex of Augusta County.
b. During the game, Confederate units may neither enter nor retreat into any of the hexes on the western edge of the south map (S0101 through S0122). They may, however, attack Union units in those hexes.
-
The Union player is subject to the following movement restrictions:
a. The Schenck brigade may not be activated and may not build entrenchments until Turn 56 (May 1). This restriction is lifted if any one of the following three conditions is met:
- A Confederate unit enters any hex of Hardy County.
- The Strategic Track marker reaches box 4.
- A "Union Reinforcement" result occurs on the Strategic Table.
b. The Gorman brigade may not be activated and may not build entrenchments until Turn 5 (March 11).
Victory Conditions
At the start of the game, place the three Union VP markers ("×1," "×10," and "×100") in the "0," "00," and "000" boxes of the Victory Point Track. The Union player scores and loses VP as follows, and should adjust the markers to reflect his current VP total. (If the markers get knocked out of place, it is a good idea to record VP on a separate slip of paper as well.) If the Union VP total becomes a negative number, flip the VP markers to their reverse ("minus") sides.
| VP | Reason |
|---|---|
| +35 | For each County Control Segment in which the Union player controls Augusta County. |
| +3 | For each County Control Segment in which the Union player controls Frederick County. |
| +3 | For each County Control Segment in which the Union player controls Shenandoah County. |
| +2 | For each County Control Segment in which the Union player controls Warren County. |
| +1 | For each County Control Segment in which the Union player controls Highland County. |
| +1 | For each County Control Segment in which the Union player controls Rockingham County. |
| +3 | For each Confederate manpower point lost in combat, retreat, or cavalry retreat (not through extended march, force march, or movement from enemy ZOC to enemy ZOC). |
| +? | For each Union infantry brigade withdrawn from the map in a Withdrawal Segment (see 19.2). Consult the Union Withdrawal Chart to determine the VP value received for each withdrawn brigade. |
| +2 | If the Strategic Track marker is in box 5, 6, or 7, the Union player scores 2 VP at the end of each Withdrawal Segment in which the Confederate Branch brigade is anywhere on the map. If the Branch brigade has already withdrawn or has not yet arrived (see 19.1), the Union player receives no VP. |
| +2 | If the Strategic Track marker is in box 5, 6, or 7, the Union player scores 2 VP at the end of each Withdrawal Segment in which the Confederate Mahone brigade is anywhere on the map. If the Mahone brigade has already withdrawn or has not yet arrived (see 19.1), the Union player receives no VP. |
| +4 | If the Strategic Track marker advances to box 6 and a "Major Union victory" occurs (see 18.1), the Union player scores 4 VP at the end of each Withdrawal Segment for the rest of the game. Exception: If, at the start of the Withdrawal Segment, the Confederate player withdraws a Confederate infantry brigade of manpower 4 or more (other than Branch and Mahone), the Union player may not score the 4 VP for the Major Union victory at the end of that Withdrawal Segment. |
| -3 | For each Union manpower point lost in combat, retreat, cavalry retreat, or the surrender of Harpers Ferry (not through extended march, force march, movement from enemy ZOC to enemy ZOC, or supply). |
| -2 | For each of the following counties the Union player does not control in a County Control Segment: Jefferson, Hardy, Berkeley, Hampshire, Morgan, Mineral. Example: In the County Control Segment of Turn 50, if the Union player does not control Hardy, Hampshire, and Mineral Counties, he loses 9 VP. |
At the end of the game, determine the Union VP total and consult the table below to determine the winner.
| Union VP | Winner |
|---|---|
| 271 or more | Union Decisive Victory |
| 188 to 270 | Union Substantive Victory |
| 105 to 187 | Union Marginal Victory |
| -4 to 104 | Confederate Marginal Victory |
| -113 to -5 | Confederate Substantive Victory |
| -114 or less | Confederate Decisive Victory |
Stonewall in the Valley Tables
Random Events Table
| Dice | Result |
|---|---|
| 2 | Rain (Current +2) * |
| 3 | Rain (Current +1) |
| 4 | No effect † |
| 5 | Rain (Current) ° |
| 6 | Union Cavalry Reinforcement |
| 7 | No effect |
| 8 | Union Command Stagnation |
| 9 | No effect |
| 10 | Ashby |
| 11 | Confederate Command Stagnation |
| 12 | Rain (Current +2) |
* On May 1 and later, read as "Rain (Current +1)." † On May 1 and later, read as "Rain (Current)." ° On May 1 and later, read as "No effect."
Strategic Table
| Dice | Result |
|---|---|
| 2 | Lull * |
| 3 | Advance the Strategic Marker |
| 4 | Lull † |
| 5 | Lull ° |
| 6 | Advance the Strategic Marker |
| 7 | Lull ° |
| 8 | Advance the Strategic Marker |
| 9 | Lull ° |
| 10 | Confederate Reinforcement |
| 11 | Union Reinforcement |
| 12 | Lull * |
* On May 10 (Turn 65) and later, read as "Confederate Reinforcement." † On May 10 (Turn 65) and later, read as "Union Reinforcement." ° On May 10 (Turn 65) and later, read as "No effect."
Harpers Ferry Table
| Dice total | Result |
|---|---|
| 11 or less | No effect |
| 12 or more | Surrender (see 17.0) |
Modifiers (cumulative):
- +3: A Confederate infantry unit with an Artillery value of at least 1 is in N5623 (Naval Battery).
- +1: A Confederate infantry unit with an Artillery value of at least 1 is in N5624 (Loudoun Heights).
- +1: A Confederate infantry unit with an Artillery value of at least 1 is in N5423 (Bolivar Heights).
Union Withdrawal Table
| Turn | VP gained |
|---|---|
| 5 | MV × 3 |
| 10 | MV × 2½ * |
| 15-20 | MV × 2 |
| 25-30 | MV × 1½ * |
| 35-40 | MV + 2 † |
| 45-50 | MV + 1 |
| 55-65 | MV × 1 |
| 70-80 | MV × ½ * |
| 85-95 | MV × ¼ * |
| 100+ | 0 |
* Round fractions up. † Exception: If the withdrawn unit's manpower is 1, the VP gained is 2 (not 3); if the withdrawn unit's manpower is 2, the VP gained is 3 (not 4).
MV: manpower value. VP: victory points.
Note: In the Union Withdrawal Segment of the Strategic Cycle, note the manpower of each Union infantry unit withdrawn from the map and modify that value as shown for the current turn. No VP are scored for withdrawn leaders. Cavalry units may not withdraw. For example, a manpower-5 unit withdrawn on Turn 50 scores the Union player 6 VP (5 + 1 = 6).*
Union Commitment Table
| Turn | VP lost |
|---|---|
| 5-25 | – |
| 30 | -11 |
| 35-40 | -10 |
| 45-50 | -9 |
| 55-60 | -8 |
| 65 | -7 |
| 70 | -6 |
| 75-80 | -5 |
| 85 | -4 |
| 90-100 | -3 |
| 105 | 0 |
VP: victory points.
Note: The Union player loses the listed VP for each infantry unit "committed" in the Union Commitment Phase of that Strategic Cycle. No VP loss results from committed leaders and cavalry units. Units may not be committed before Turn 30.
Union Foraging Table
| Die | Result |
|---|---|
| 3 or less | Success |
| 4 or more | Failure |
Modifiers (cumulative):
- +1: The foraging unit is in Hardy, Hampshire, Mineral, Morgan, or Pendleton County.
- +1: The foraging unit's current Fatigue Level is 1.
- +2: The foraging unit's current Fatigue Level is 2.
Note: In Step 2 of the Recovery Phase, the Union player must roll one die and consult this table for each of his units that forages. A unit that forages successfully has its out-of-supply marker removed; a unit that fails to forage keeps its out-of-supply marker.
County Control
How control is determined
- In a County Control Segment, the Union player controls a county if a Union infantry unit with manpower of 1 or more is in the control county seat. In addition, the total manpower of all Union units in that county (including cavalry) must be at least 2.
- In a County Control Segment, the Confederate player controls a county not currently controlled by the Union player if the total manpower of all Confederate units in that county (including cavalry) is 8 or more. These units may be anywhere in the county; they need not be in the control county seat.
| County | Control county seat |
|---|---|
| Augusta | Staunton (S2629) |
| Berkeley | Martinsburg (N4317) |
| Fauquier | Markham Depot (M5616) |
| Frederick | Winchester (N3333) |
| Hampshire | Romney (N0124) |
| Hardy | Moorefield (M0407) |
| Highland | McDowell (S0218) |
| Jefferson | Harpers Ferry (N5524) |
| Mineral | Patterson's Depot (N0111) |
| Morgan | Sir John's Run (N2805) |
| Rockingham | Harrisonburg (S3712) |
| Shenandoah | Strasburg (M3712) |
| Warren | Front Royal (M4615) |
Strategic Track
| Box | Event |
|---|---|
| 0 | Place the Strategic marker here at the start of the game |
| 1 | Army of the Potomac lands on the Peninsula |
| 2 | Union build-up on the Peninsula |
| 3 | Siege of Yorktown — see Note 1 |
| 4 | Battle of Williamsburg — see Note 2 |
| 5 | Advance on Richmond — see Note 3 |
| 6 | Battle of Seven Pines — see Note 4 |
| 7 | End of Game |
- Ewell's Division arrives (Ewell, Taylor, Trimble, Elzey, 2/6 VA cavalry).
- The Union player may begin building depots at stations on the Manassas Gap RR.
- The Union player may begin building depots at stations on the Winchester and Potomac RR. In addition, the Union player scores VP in each Confederate Withdrawal Segment in which the Branch brigade, the Mahone brigade, or both are on the map (see the Advanced Game scenario's victory conditions).
- Roll one die: 1 is a major Confederate victory; 2, 3, or 4 is a minor Confederate victory; 5 is a minor Union victory; 6 is a major Union victory (see 18.1).
Charts & Tables (GCACW Charts & Tables, v1.6)
Combat Chart
To resolve a combat, subtract the defender's modified die roll from the attacker's modified roll and read the resulting line on both halves of the chart: the defender cross-references his combined Combat value (not including entrenchment benefits); the attacker cross-references his combined Combat value. A dash means the player's units are unaffected.
Defender's results (columns are the defender's Combat value):
| Attacker's die minus defender's die | ½-3 | 4-6 | 7-11 | 12-18 | 19-26 | 27-37 | 38-49 | 50+ |
|---|---|---|---|---|---|---|---|---|
| ≤ -8 | – | – | – | – | – | – | – | – |
| -7 | – | – | – | – | – | – | – | – |
| -6 | – | – | – | – | – | – | – | – |
| -5 | – | – | – | – | – | – | – | 1 |
| -4 | – | – | – | – | – | – | 1 | 1 |
| -3 | – | – | – | – | – | 1 | 1 | 1 |
| -2 | f | f | f | f | f | 1f | 1f | 1f |
| -1 | F | F | F | F | 1F | 1F | 1F | 2F |
| 0 * | D | D | D | D | 1D | 1D | 2D | 2D |
| +1 | D | D | D | 1D | 1D | 2D | 2D | 2D |
| +2 | Dr | Dr | 1Dr | 1Dr | 2Dr | 2Dr | 2Dr | 3Dr |
| +3 | Dr | Dr | 1Dr | 1Dr | 2Dr | 2Dr | 3Dr | 4Dr |
| +4 | DR | 1DR | 1DR | 2DR | 3DR | 3DR | 4DR | 5DR |
| +5 | 1DR | 2DR | 2DR | 3DR | 3DR | 3DR | 4DR | 5DR |
Attacker's results (columns are the attacker's Combat value):
| Attacker's die minus defender's die | ½-3 | 4-6 | 7-11 | 12-18 | 19-26 | 27-37 | 38-49 | 50-59 | 60-69 | 70+ |
|---|---|---|---|---|---|---|---|---|---|---|
| ≤ -8 | 3D | 4D | 5D | 5D | 6D | 8D | 10D | 12D | 14D | 16D |
| -7 | 2D | 3D | 4D | 4D | 5D | 7D | 9D | 11D | 13D | 15D |
| -6 | 2D | 2D | 3D | 3D | 5D | 6D | 8D | 10D | 12D | 13D |
| -5 | 1D | 2D | 2D | 3D | 4D | 6D | 7D | 9D | 11D | 12D |
| -4 | 1D | 2D | 2D | 2D | 3D | 5D | 6D | 8D | 9D | 10D |
| -3 | 1D | 2D | 2D | 2D | 3D | 4D | 5D | 7D | 8D | 9D |
| -2 | D | 1D | 2D | 2D | 3D | 3D | 5D | 7D | 8D | 9D |
| -1 | D | 1D | 1D | 1D | 2D | 3D | 5D | 6D | 7D | 8D |
| 0 * | D | 1D | 1D | 1D | 2D | 3D | 4D | 5D | 6D | 8D |
| +1 | D | 1D | 1D | 1D | 2D | 3D | 3D | 4D | 5D | 7D |
| +2 | Da | Da | 1Da | 1Da | 2Da | 2Da | 3Da | 4Da | 5Da | 6Da |
| +3 |
* The results on the "0" line are printed in italics on the physical chart. Italicized results trigger Union panic in Stonewall Jackson's Way (they have no such effect in Stonewall in the Valley).
Key — numbers are Manpower Value loss; letters are:
- D = Disorganized / Fatigue (and ammunition loss)
- F = Fatigue -2
- f = Fatigue -1
- E = End Action
- r = Unit must retreat
- R = Unit is routed and demoralized -1
- R* = Unit is routed and demoralized -2
- a = Unit may advance after combat
Note: A Combat value may fall between two columns on the Combat Chart (e.g. 3½). If so, round the value up by ½ and use the right column of the two possible choices.
Combat Die Roll Modifier Summary
Defender's die roll modifiers (see 7.4):
- +2: Defending across bridge, dam, ferry, ford.
- +2: Defending in a mountain hex (but only +1 if the attacker is also in a mountain hex or the attack is down a ridge).
- +1 or +2: Defender's flanks refused.
- +2: Defending against an attack uphill across a ridge or bluff hexside.
- +1: Defending in a hill hex (but +0 if the attack is from a hill, from a mountain, or down a ridge).
- +1: Defending across a creek (+2 in a rain turn).
- -1: If at least ½ of the Combat value in the hex is contributed by Demoralize-2 units.
Attacker's die roll modifiers (see 7.4):
- +1 to +4: Flank attack bonus.
- -3 to +2: Artillery modifiers.
- +1: Assault action.
- +/-: Ratio modifier.
- +/-: Tactical modifier.
- -1: Attacks in a rain turn.
- Attack type in march: Prepared +1; Hasty -1; Column of Route -3.
Artillery Modifier Summary
Artillery Value Differential = attacker's Artillery value minus defender's Artillery value.
| Defender's terrain | -4 or less | -3 to +1 | +2 to +4 | +5 to +7 | +8 or more |
|---|---|---|---|---|---|
| Clear | -3 | -2 | NE | +1 | +2 † |
| Rolling | -2 | -1 | NE | +1 * | +1 |
| Rough/Hill/Loess @ | -1 | -1 * | NE | NE | +1 * |
| Woods/City/Mountain | NE | NE | NE | NE | NE |
| Swamp $ | NE | NE | NE | NE | NE |
* Just prior to combat, roll a die. If the roll is even, the indicated modifier is used; if the roll is odd, no modifier is used. † Just prior to combat, roll a die. If the roll is even, the +2 modifier is used; if the roll is odd, a +1 modifier is used instead. @ Also applies to provisional swamp hexes in non-rain turns. $ Also applies to provisional swamp hexes in rain turns. NE: No Effect.
Note: If the total of the defenders' printed Artillery values (not counting entrenchments) in the hex is 1, a -2 modifier is converted to -1. If the total is 2, a -3 modifier is converted to -2.
Attack Summary
| Attack | Infantry MP cost | Cavalry / mounted infantry MP cost | Combat modifier to attacker's roll |
|---|---|---|---|
| Column of Route | 0 * | 0 * | -3 |
| Hasty | 1 | 2 | -1 |
| Normal | 2 | 4 | None |
| Prepared | 4 | 8 | +1 |
* A column of route attack may not be declared if a unit's remaining Movement Allowance is 0.
General exception: If the defender is in loess terrain, a +1 MP penalty applies to the MP cost to undertake that attack (e.g., a prepared attack carried out by an infantry unit against a loess hex would cost 5 MP, not 4).
Summary of Combat Results
- D (Disorganized/Fatigued): The unit's Strength marker is flipped to the disorganized side. If already disorganized it remains so. The unit gains 3 Fatigue Levels (to a maximum of Level 4). If already at Level 4 it remains so. An active unit obtaining a "D" has its march action terminated.
- F (Fatigue-2): The unit's Fatigue Level is increased by 2 (to a maximum of 4). If the unit is active, it may not expend any more MP; its march is terminated.
- f (Fatigue-1): The unit's Fatigue Level is increased by 1 (to a maximum of 4). If the unit is active, it may not expend any more MP; its march is terminated.
- E (End Action): An active unit may not expend any more MP; its march is terminated.
- r (Retreat): The unit must retreat 2 to 4 hexes (see 7.6 for restrictions).
- R (Rout/Demoralized-1): The unit is routed (retreat 4 to 6 hexes). The unit also gains a Demoralize-1 marker. If it already is Demoralize-1, flip it to Demoralize-2. If it already is Demoralize-2, its Manpower value is unaffected.
- R* (Rout/Demoralized-2): The unit is routed (retreat 4 to 6 hexes). The unit also gains a Demoralize-2 marker. If it already is Demoralize-2, its Manpower value is reduced by 1 in addition to the normal Manpower loss result.
- a (Advance): The unit may advance after combat.
Ratio Chart
| Attacker to Defender Ratio | 1-13 or less | 1-12 | 1-11 | 1-10 | 1-9 | 1-8 | 1-7 | 1-6 | 1-5 | 1-4 | 1-3 | 1-2 | 1-1 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Attacker's Ratio Modifier | -12 | -11 | -10 | -9 | -8 | -7 | -6 | -5 | -4 | -3 | -2 | -1 | 0 |
| Attacker to Defender Ratio | 2-1 | 3-1 | 4-1 | 5-1 | 6-1 | 7-1 | 8-1 | 9-1 | 10-1 | 11-1 | 12-1 | 13-1 | 14-1 or more |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Attacker's Ratio Modifier | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 | +11 | +12 | +13 |
Retreat Charts
Prior to entering each hex in a retreat, check Retreat Chart 1 or 2 (see 7.6). A unit must retreat into a hex using the "Retreat Description" with the lowest "Priority Number."
Retreat Chart 1 — used for the first hex entered in a normal or voluntary retreat; for each of the first four hexes entered in a rout or cavalry retreat; and whenever the retreating unit exits an enemy ZOC.
| Priority | Manpower loss * | Retreat description |
|---|---|---|
| 1 | 0 | Retreat follows road, pike, trail, or RR into a hex more distant from the active enemy unit than the hex retreated out of. That hex is neither in an enemy ZOC nor enemy occupied. |
| 2 | 0 | Retreat does not follow road, pike, trail, or RR, and the hex retreated into is more distant from the active enemy unit than the hex retreated out of. That hex is neither in an enemy ZOC nor enemy occupied. |
| 3 | 0/1 † | Retreat is not into a hex more distant from the active unit than the hex retreated out of. The hex retreated into is not in an enemy ZOC or enemy occupied. |
| 4 | 0/1 • | Retreat is into an enemy ZOC, but not an enemy occupied hex. Retreat is into a hex more distant from the active enemy unit than the hex retreated out of. |
| 4 | 1/2 • | Retreat is into an enemy ZOC, but not an enemy occupied hex. Retreat is not into a hex more distant from the active enemy unit than the hex retreated out of. |
| 5 | 3 | Retreat is into an enemy occupied hex. |
Retreat Chart 2 — used for the second, third, or fourth hexes entered in a normal or voluntary retreat, and for the fifth or sixth hexes entered in a rout or cavalry retreat, assuming the unit is not exiting an enemy ZOC.
| Priority | Manpower loss * | Retreat description |
|---|---|---|
| 1 | 0 | Retreat is not into an enemy ZOC or enemy occupied hex. |
| 2 | 0/1 • | Retreat is into an enemy ZOC, but not an enemy occupied hex. |
| 3 | 3 | Retreat is into an enemy occupied hex. |
* A cavalry unit does not suffer Manpower loss in a cavalry retreat even if it retreats into a hex calling for Manpower loss on a Retreat Chart. Exception: If it retreats into an enemy occupied hex, it loses 3 manpower. † Use the number to the left of the slash for Manpower loss if the retreat or rout is along a road, pike, trail, or RR. Otherwise use the number to the right of the slash. • Use the number to the left of the slash for Manpower loss if the retreat or rout is along a road, pike, trail, or RR, or into a friendly-occupied hex. Otherwise use the number to the right of the slash.
Note: A hex "more distant from the active enemy unit" is defined as one that places the retreating or routing unit one hex further from the active enemy unit triggering the retreat than the hex from which the retreating unit exits, counting by the shortest path possible.
Overriding retreat priorities: If, by adhering to retreat rules, there is no possibility of avoiding surrender of a retreating unit due to "retreat restrictions," a player may "override" retreat priorities no more than once in that retreat (see 7.6).
Cavalry Retreat Die Roll Modifiers
Modifiers are cumulative.
- +? Terrain: If a cavalry unit occupies a location where it would receive a positive die roll in combat due to terrain (for occupying a mountain or hill hex, or for being separated from the active unit by a river, creek, or ridge hexside), that same modifier is used to increase its roll in the cavalry retreat.
- +2 Very Large Force: If the cavalry unit(s) in the hex have a combined Combat value of 3 or more, counting entrenchments. Exception: If the cavalry unit(s) are Confederate, the modifier is increased to +4 in Stonewall in the Valley.
- +2 Large Force (Confederate player in Stonewall in the Valley only): If Confederate cavalry unit(s) in the hex have a combined Combat value of 2 or more and less than 3, counting entrenchments.
- -2 Demoralized: If all the cavalry units are Demoralize-1 or -2.
- -2 Fatigue: If all cavalry in the hex are at Fatigue Level 4.
- -2 Supply: If all cavalry in the hex are out of supply (Advanced Games only, where cavalry can be out of supply).
- -2 Small Force: If the cavalry unit(s) in the hex have a combined Combat value of more than ½ and 1 or less, counting entrenchments. Exception: In Stonewall in the Valley, Confederate cavalry units ignore this modifier.
- -4 Very Small Force: If the only cavalry unit in the hex has a Combat value of ½. Exception: If the cavalry unit is Confederate, the modifier is altered to -2 in Stonewall in the Valley.
Flank Attack Examples
See rule 7.4 for details.
- +4: Two enemy units exert ZOC into all 6 hexes adjacent to the defender. If one enemy unit attacks, the attacker has a +4 basic flank bonus since all 6 hexes are "covered." The final flank bonus remains +4 as there are no applicable conditions reducing the basic flank bonus.
- +3: Two enemy units exert ZOC into all 6 hexes adjacent to the defender, but one of those hexes is occupied by a unit friendly to the defender. The basic flank bonus is +4; the final flank bonus is reduced to +3 because 1 of the 6 covered hexes is occupied by a unit friendly to the defender.
- +2: Two enemy units exert ZOC into 5 of the 6 hexes adjacent to the defender. If either enemy unit attacks, the attacker has a +2 basic flank bonus. The final flank bonus remains +2 as there are no applicable conditions reducing it.
- +1: Two enemy units exert ZOC into 5 of the 6 hexes adjacent to the defender, and one of those 5 covered hexes is occupied by a unit friendly to the defender. The basic flank bonus is +2; the final flank bonus is reduced to +1. Had a second unit friendly to the defender occupied another covered hex, the final flank bonus would have been reduced to 0.
Note: If the enemy units occupy or exert a ZOC into a hex adjacent to the defender, and those enemy units have a Combat value less than ¼ the defender's Combat value, that hex is not considered "covered."
Command Radius Summary
- Command radius is a path of 3 or fewer hexes between a leader's hex and a subordinate unit's hex.
- Terrain is irrelevant when tracing command radius.
- A command radius may not enter an enemy-occupied hex or an enemy ZOC (unless that ZOC is occupied by a friendly unit).
Movement Summary
Determining a unit's Movement Allowance in a march action:
| Unit | Movement Allowance |
|---|---|
| USA Infantry or Artillery Unit | 1D6 |
| USA Cavalry Unit or Mounted Infantry | 2D6 |
| CSA Infantry or Artillery Unit | 1D6+1 |
| CSA Cavalry Unit | 2D6+1 |
Determining a Movement Allowance in an Activate Leader action:
| Leader | Movement Allowance |
|---|---|
| USA Infantry Leader | 1D6+1 (in Stonewall in the Valley, 1D6 with a minimum of 2) |
| USA Cavalry Division Leader | 2D6+1 |
| USA Cavalry Corps Leader | 2D6+2 |
| CSA Infantry Leader | 1D6+2 |
| CSA Cavalry Division Leader | 2D6+2 |
| CSA Cavalry Corps Leader | 2D6+3 |
Force march:
- Only an organized unit may force march. Flip the unit's Strength marker to its disorganized side.
- In an infantry force march, roll 1 die and subtract 1. In a cavalry force march, roll 2 dice and subtract 1 from the sum. The result is the number of MP added to the unit's Movement Allowance. The minimum MP bonus for infantry is 2; for cavalry, 4.
- If the unmodified roll in Step 2 is 6 (for infantry), the active unit's Manpower value is reduced by 2 if its current Manpower value is 6 or more; otherwise, its Manpower value is reduced by 1. If the unmodified roll is from 2 to 5 (for infantry) or 8 or more (for cavalry), the unit's Manpower is reduced by 1. If the unmodified roll is 1 (for infantry) or 7 or less (for cavalry), the unit's Manpower is unaffected.
MP Costs to Enter a Friendly-Occupied Hex
An active infantry, artillery, or wagon train unit must pay an MP penalty to enter a hex already occupied by one or more friendly infantry and/or artillery units with a combined Combat value of 3 or more, or a hex occupied by a wagon train. The MP penalty depends on the major terrain in the hex entered. MP penalties to enter a friendly-occupied hex are not cumulative: the highest MP penalty in city, clear, rough, loess, rolling, and hill hexes is +2; the highest MP penalty in woods, swamp, and mountain hexes is +4. Cavalry units do not pay such MP penalties and do not trigger them if a friendly infantry, artillery, or wagon train unit enters their hex.
| Combined Combat value in hex | City, clear, rough, rolling, hill | Woods, loess, swamp, mountain |
|---|---|---|
| Less than 3 | NE | NE |
| 3 to 11 | +1 MP | +3 MP |
| More than 11 | +2 MP | +4 MP |
| Wagon Train(s) | +2 MP | +4 MP |
Extended March Table
| Modified die roll | Organized (any Manpower value) | Disorganized, Manpower ≤ 5 | Disorganized, Manpower 6 to 9 | Disorganized, Manpower ≥ 10 |
|---|---|---|---|---|
| ≤ 5 | NE | NE | NE | NE |
| 6 | D | 1 | 1 | 1 |
| 7 | D | 1 | 1 | 2 |
| ≥ 8 | D | 1 | 2 | 3 |
Modifiers (cumulative):
- +1: If a march by a unit on its normal side increases its Fatigue Level from 3 to 4.
- +1: If a march by a unit on its exhausted side increases its Fatigue Level from 2 to 3.
- +3: If a march by a unit on its exhausted side increases its Fatigue Level from 3 to 4.
- +1: If the march is by a Wagon Train. (For Union wagons, this modifier is in addition to the +1 modifier for "Other Union Units" below.)
Union army modifiers:
- +2 Garrison Units (infantry, artillery, and cavalry): If the march is made by a Union unit not belonging to the Army of the Potomac.
- +1 Other Union Units: All Union units (including wagon trains) not covered by the case above.
Other modifiers:
- +1: If, in the Advanced Game, the unit is "out of supply."
Results:
- NE: No effect.
- D: Disorganized. The unit's Strength marker is flipped to its disorganized side.
- 1 / 2 / 3: The unit's Manpower value is reduced by the indicated number. Replace the Strength marker with a new disorganized marker reflecting its reduced Manpower value.
When to consult the Extended March Table:
- If a unit on its normal side reaches Fatigue Level 3 or 4.
- If a unit on its exhausted side reaches Fatigue Level 2, 3, or 4.