The Hill of Death: Champion Hill
The Hill of Death: Champion Hill Rulebook
Table of Contents
Table of Contents
Series Rules
The Shattered Union Overall Series Rulebook.
A) Game Components
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Scale: The exact scale being depicted by the map and counters depends on the Game Module being played. Generally, games will fall into the following parameters: Each Hex = between 100 and 500 yards; 1 Strength Point = 50-200 men or 1-2 Artillery Cannons; Each Game Turn = 30 minutes to 1 hour; Unit Counters = one or more regiments/batteries.
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Unit Counters: Each unit counter represents a number of regiments, squadrons, or batteries. The information is displayed as follows:
- a. Unit ID (banner): The name or number of the Brigade or Division, depending on the Game Module.
- b. Two-Letter Code (top right corner): Abbreviation of the formation's commanding General.
- c. Blue/Gray Number (bottom left): Unit's Strength Points (SP) value. The SP value can be modified by a "Shaken / Disrupted" marker. Artillery units will also have a letter code indicating either Rifled guns ("R"), Smoothbore guns ("S") or Mixed guns ("M").
- Important: A unit's modified SP value can never be less than "0".
- d. Red Number (bottom right): This number is the unit's Cohesion Rating (CR). This value is an abstract measurement of the unit's elan, experience and training. This CR can be modified by an applied "Shaken/Disrupted" marker or Event Card effect.
- Important: A unit's modified CR can never be greater than "5" nor less than "0".
- e. Central Graphic: This picture identifies the unit as Infantry, Dismounted Cavalry, Mounted Cavalry or Artillery.
Note: Throughout the rules and on the components, the term "Rebel" is often used as a shortened term for "Confederate" to save space. The two terms are synonymous.
B) Sequence of Play
Shattered Union is played in a sequence of Game Turns with each Game Turn broken down into a series of consecutive Phases and Steps, called the Sequence of Play. Each Phase or Step must be completed before proceeding to the next Phase or Step.
- Game Turn Marker Phase
- Command Decision Phase
- Held Formation/CIC Activation Card Phase
- Activation Phase
- a. Draw Activation Card Step
- b. Immediate Event and Wild Card Step
- c. Formation Activation/CIC Card Step
- d. Fire Combat Step
- e. Movement Step
- f. Close Combat Step
- g. Regroup Step
- h. End Activation Step
- End Phase
- a. Held Event Card Step
- b. Reset and Victory Point Step
C) Game Turn Marker Phase
At the start of each Game Turn (except for Game Turn #1), players will move the "Game Turn" marker one space forward on the Game Turn Track. At the conclusion of the last Game Turn of the scenario being played, players will assess their Victory Point totals to determine the winner. Each Game Turn may introduce new units to either or both sides called Reinforcements. These units are placed directly onto the Game Turn Track in the space representing their arrival time at game start. They are placed off-map near their assigned entry hex(es) when the "Game Turn" marker moves into their space.
D) Command Decision Phase
Each player will be making their plans for the upcoming turn by setting up the Activation Card Draw Pile during this phase. The Activation Card Draw Pile contains cards seeded from both players. Each player will secretly choose their Formation Activation Cards for the upcoming turn, along with determining which of their Event Cards will also be seeded into the pile. CIC, Fog of War and Friction of War cards are automatically added to the draw pile each turn as well.
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Formation Activation Cards:
- a. Each Formation in the game will have an assigned number of cards bearing the formation's name and two-letter code. Additionally, every Formation Activation Card is assigned one of three Formation Orders along with an indicator showing the maximum number of units that can activate with this Order. For example, the indicator could show "One Unit", "One Brigade", etc. The number of Formation Activation Cards available to seed into the Activation Card Draw Pile depends on the scenario being played.
- b. Command Tests: Some cards will require a Command Test to determine the number of units that can activate. This is shown with a series of die roll results. The player rolls one die and references the card, and the die result will dictate the maximum number of activating units.
- c. The active player will "seed" one, two or three Formation Activation Cards per Formation, choosing exactly which Formation Order each card will represent. "Seeding" a card is each player secretly placing their chosen cards into the common Activation Card Draw Pile.
- d. All Formation Activation Cards can be activated or held by a player when they are drawn (see F-3).
There are normally three possible Formation Orders – Maneuver, Defend and Attack. The specific characteristics of each Order are listed below and summarized on each Formation Activation Card as well.
- Maneuver: This allows the formation's units to move quickly, including allowing them to move along a road in March Order (which is twice as fast as normal movement). However, these units cannot attack enemy units, nor can they move adjacent to them.
- Defend: Units are allowed only minimal movement. They may conduct Fire Combat but cannot engage the enemy nor attack in Close Combat. Units may perform a Regroup action, if otherwise eligible to do so. Also, those units that are attacked in Close Combat may re-roll the Defensive Fire die once.
- Attack: Units may move, engage and attack enemy units with both Fire and Close Combat, but they may not Regroup.
E) Held Formation Activation/CIC Card Phase
If either player is holding one or more Formation Activation or CIC Cards (see F-3b), they may be played in this phase. The player must announce the intent to do so before the next Activation Card is drawn. If so, a Formation Activation Step (see F-3), using the chosen held card only, is immediately resolved. The card is discarded after the activation is finished. If a player wishes to play multiple held cards, one card is played at a time and resolved to conclusion before another is played. If both players have held Formation Activation and/or CIC Cards and both wish to play one or more cards this phase, the players each roll one die. The higher die roll player elects to play their card first or second, with the players then alternating. However, if the die roll is tied, then neither player can play a card and they remain held. Play moves to the Activation Phase. Note that "Hold" Event Cards that are currently being held by either or both players may not be played now.
Players may wish to hold a drawn Formation Activation or CIC Card for later use because the timing is not right for them. For example, you've seeded a Maneuver card and an Attack card with the plan of moving the formation's units into position and then launching an attack. However, the Attack card is drawn first, which messes up your plan. You can decide to hold this card and play it after the Maneuver card is drawn (which you can do during the following Held Formation Activation Card Phase). But be aware that there are multiple ways that a held card can be discarded by your opponent or the card you are waiting for may be cancelled by the Friction of War card.
F) Activation Phase
The Activation Phase is where most of the game's action occurs. Players proceed through each of the following Steps in order and to completion.
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Draw Activation Card Step: Either player (it doesn't matter who) draws the top card from the Activation Card Draw Pile. If it is a Formation Activation, Event or CIC Card, the player identifies the drawn card and then gives the card to the owning player for further resolution. If it is a Wild Card, the drawing player reads it out loud and enacts the card as described below.
Held Event Cards: Some "Hold" Event Cards that are currently being held by players can be played in this step before a new Activation Card is drawn. These are identified on the card description or Game Module rules. A player holding the card must announce their intent to use it before the next card is drawn. If both players have held Event Cards and both wish to play one or more cards this step, the players each roll one die. The higher die roll player elects to play their card first or second, with the players then alternating. If the die roll is tied, then neither player can play a "Hold" Event Card and they remain held. Players then continue this step by drawing the next Activation Card.
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Immediate Event and Wild Card Step: If an Event, Fog of War or Friction of War Card is drawn, proceed as follows:
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a. Event Cards: If a player receives an Event Card labeled "Play Immediately" or "Option" and the player chooses Play Immediately, the card is now resolved. Note that cards labeled "Hold" can also be played immediately. If instead a player opts to hold a "Hold" card, it is placed face-down on the table in front of the player. Any number of "Hold" Event Cards can be held at one time, but they may only be played as dictated by the card or during a Held Event Card Step (see J-1).
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b. Default Event Option: Every Event Card can be used as a Default Event, meaning that the event on the card is ignored and instead, the player chooses any one unit (regardless of formation) to activate. This activated unit may either conduct a Minimum Movement (see H-2d) or it may issue Fire Combat (if otherwise eligible).
Remember this Default Event ability! If you can't find a good use for the written event, using the Default Event to move a unit through rough terrain, advance adjacent to an enemy unit or get an opportunistic shot off can be critical. Note that opting for the Default Event is treated as a "Play Immediately" card. Therefore, this Default Event Option is not available to be used if the card is held. The option must be exercised this phase or is lost.
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d. Friction of War Card: This card indicates that the next drawn Activation Card (regardless of the type of card) is immediately discarded with no further effect.
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Formation Activation/CIC Card Step: If a player has one of their Formation Activation or CIC Cards drawn, they either activate the card immediately or hold the card for later use.
- a. Activate Card: If a Formation Activation Card is drawn, only that formation is activated. The owning player announces exactly which of the formation's units are being made active, based on the drawn card's activation details. For example, if the card indicates "One Brigade", the player announces which Brigade belonging to the formation is to be activated. Some formations require a Command Test be taken to determine exactly which units can activate. In these cases, the player rolls a die and references the card results. The drawn Formation Activation Card will also indicate the Formation Order that all active units will operate under for this phase. Players proceed through the Fire Combat, Movement, Close Combat and Regroup Steps with their activated units. When completed, the drawn card is discarded into the discard pile. If a CIC Card is drawn, the process is the same except that any unit(s) in that army can be activated (unless limited by the card's text) and any one Formation Order the player chooses is assigned to activated units.
- b. Hold Card: The player can hold the Formation Activation or CIC Card for use in a future Held Formation Activation/CIC Card Phase (see section E). The card is placed face-down in front of the player. A player can normally hold any number of Formation Activation Cards (depending on Game Module).
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Fire Combat Step: Active units operating under an Attack or Defend Formation Order (only) may issue Fire Combat (see section G). Resolve Fire Combats in any order and to conclusion.
Important: Note that Fire Combat is conducted before Movement and Close Combat. Issuing Fire Combat does not prevent a unit from moving in the Movement Step nor from attacking in the Close Combat Step (assuming an Attack Order). Units thus need to be positioned for firing in advance.
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Movement Step: All units, regardless of their Formation Order, may conduct Movement. The exact distance moved and the ability to Engage is dependent on the actual Formation Order assigned (see section H).
G) Fire Combat Step
Units activated with an Attack or Defend Formation Order may issue Fire Combat during the Fire Combat Step while any unit can do so if allowed by an Event Card. A unit wishing to issue Fire Combat must first select an eligible enemy-occupied target hex within Range and Line of Sight. Units activated with a Maneuver Formation Order, Mounted Cavalry units and those units with a Blocked LOS (see below) may not issue Fire Combat.
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Range: The firing player counts the number of hexes between the firing unit and its intended target hex, counting the target hex itself but not the firing hex. This distance is cross-referenced on the Weapon Range Table with the type of unit firing (either Infantry, Dismounted Cavalry, Rifled Artillery or Smoothbore Artillery). If the measured Range is within the band of numbers in the first column, it is Effective Range Fire Combat. If within the second band of numbers, it is Long Range Fire Combat. Fire Combat is not allowed at a Range that is greater than the last number shown in the "Long" column.
Effective Range fire is issued with no ill effect to the fire's efficiency. Long Range fire will have a disadvantage applied (see G-5b). Note also that Dismounted Cavalry is always considered to be firing at "Long" Range.
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Line of Sight (LOS): The firing unit must be able to "see" the target hex by establishing a clear Line of Sight. To determine LOS, draw an imaginary line from the center of the firing unit's hex to the center of the target unit's hex. Any intervening hex that is touched in any way by this traced LOS is involved in the Fire Combat. Do not include the firing or target hex in this determination.
The LOS can be Blocked, preventing the fire (the red lines in the illustration above); Obscured, reducing the effectiveness of the fire depending on the situation (black lines); or Clear, with no effect on the Fire Combat (green lines). Take note of the Elevation Level of all hexes in the involved units' hexes and those along the LOS.
a. Firing Hex and Target Hex are at the same Elevation Level:
- If there are Town or Woods hexes or any Units (of either side) along the LOS that are on the same or higher Elevation Level than the firing and target hexes, the LOS is Blocked.
- If there any Town or Woods hexes or any Units (of either side) along the LOS on a lower Elevation Level than both the firing and target hexes, the LOS is Obscured.
b. Firing Hex is at lower Elevation Level than the Target Hex (i.e., firing uphill):
- X = the player must apply the indicated result to all affected units.
- X / Y = the player chooses either the left result or the right result to apply to the unit. If multiple units in affected hex, each may choose a different option.
- X (Y) = the player must apply the left result to the unit and may also apply the right result. If multiple units in affected hex, each may choose a different option.
- X + Y = the player must apply both results to all affected units.
Results ("X" and "Y" above) are detailed as follows:
- NE = no effect on targeted hex.
- SH = all units in the target hex are Shaken. Place a "Shaken" marker under each unit in the target hex. If a Shaken unit receives this result, give the unit a "Disrupted" marker instead. If a Disrupted unit receives this result, flip the unit counter to its Battleworn side and give it a "Shaken" marker. If the unit is already Battleworn, it must take a Break Test (see L-1).
- DS = all units in the target hex are Disrupted. Place a "Disrupted" marker under each unit in the hex. If a Shaken or Disrupted unit receives this result, flip the counter to its Battleworn side and the unit keeps its current "Shaken/Disrupted" marker. If the unit is already Battleworn, it must take a Break Test (see L-1).
- DP = all units in the target hex are Depleted and must flip over to their Battleworn side. Units keep any "Shaken/Disrupted" marker they may have at the time. If a unit is already on its Battleworn side, it must immediately take a Break Test (see L-1).
- SK# = all units in the target hex must Skedaddle the number of hexes indicated by the listed number (see section K).
Continuing the example from above, the final Fire Combat CRT column is the "8-9" column. The Red/White dice roll is "45", so the Cohesion Test Type is "R" (or a Routine test). The Union player's best CR unit is a "4" while the Rebels best is only a "3". The Blue die roll is "4" and the Union player will add "+1" to that for the higher-CR difference (4 versus 3), so the net die roll is "5". The Gray die roll for the Rebel player is a "2". Thus, the dice roll differential is the firing Union player's roll of "5" minus the targeted Rebel player's roll of "2", for a differential of "+3". Checking the Fire Combat Results Table, this falls within the "+2 to +4" Differential range and cross referencing that row with the "R" column, the players get a result of "SH (SK1)". This means that all the targeted Rebel units are Shaken. One unit is given a "Shaken" marker, but the other Rebel unit was already Shaken, and its marker is now flipped to its "Disrupted" side. The Rebel player also has the option to have units Skedaddle one hex and decides to Skedaddle the Disrupted unit but leaves the Shaken unit in the hex so it can Firefight (see below).
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Firefight: After the effects of a Fire Combat are applied to the target hex, the units in the originally targeted hex (only) may issue their own Fire Combat attack back at the firing hex(es) (only), providing they did not Skedaddle and they are otherwise eligible to do so. A targeted unit that Skedaddles may not engage in a Firefight, even if technically still able to issue fire. Subsequent Fire Combats are resolved using normal procedures, including the restriction that only one type of unit (Infantry or Artillery) may engage in Fire Combat from the same hex at the same target. Firefights may result in a string of back-and-forth Fire Combats and there is no limit to how often these can be exchanged. However, if any of the Fire Combat rolls results in a "doubles" roll (including the original dice roll), then the targeted hex is Shocked and the Firefight stops. The exchange ends after a player opts not to continue the Firefight or one side gets Shocked.
Note that this can lead to an escalating firefight that draws in units that were not part of the original combat! For example, the Union player uses a Default Event to fire with one unit that is in a stack of two Infantry units, targeting a Rebel hex that contains an Infantry unit and an Artillery unit. The fire has no effect, and the Rebel player opts to use Firefight and fire back at the Union hex with the Artillery unit (he could not use the Infantry unit as well as it is a different type). That result is "SH/SK1" and the Union player opts to take the Shaken result. Why? Because now he can continue the Firefight and include the second Union Infantry unit in the hex (also now Shaken) as part of the continued Fire Combat. This is because the Firefight option applies to the entire target hex, which is now both Union units. Had both Union units elected to Skedaddle, there would be no Firefight option. The Union player could also have elected to Skedaddle with one unit and taken a Shaken result with the other, which could then continue the Firefight alone. So, there are many tactical options available with the Firefight mechanic.
H) Movement Step
All active units may conduct movement during the Movement Step, but the actual distance allowed is dependent on the Formation Order assigned or an Event Card's instructions.
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Movement Allowances: Each Formation Order dictates the Movement Allowance of the units governed by that Order. The Movement Allowance is the maximum number of Movement Points (MP) that can be expended by a unit. The actual Movement Allowance for each Formation Order is dependent on the Game Module being played, as each module uses a different scale. Generally, the Formation Order effects are:
- Maneuver: The highest Movement Allowance, plus units may use March Order if qualified (see H-2b).
- Attack: The average Movement Allowance.
- Defend: The lowest Movement Allowance, usually only equal to the Minimum Movement Ability (see H-2d).
- Mounted Cavalry: This unit usually receives an additional MP bonus added to each Formation Order's normal Movement Allowance.
Note that whether units conducted Fire Combat or not is irrelevant to their ability to conduct movement.
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Movement Costs: Units are moved from hex to adjoining hex, paying a cost in Movement Points to be able to enter an adjacent hex depending on that hex's terrain type. If a unit does not have sufficient MP remaining to pay the cost of entering a hex, it may not do so (however, see Minimum Movement Ability below). The MP cost to enter specific hexes will be different with each Game Module. However, there are some standard series principles.
a. Clear Hexes: 1 MP to enter. These are hexes without any significant terrain features. b. March Order: 1/2 MP. When a unit is moving along a Main Road (only) and has also been activated with a Maneuver Formation Order (only), each Main Road hex costs only ½ MP to enter. However, a unit may never exceed the Stacking Limit at any point (see H-3) during movement. If it does, it may not use the faster March Order rate, it must instead use the normal non-Road cost of that hex. Units moving via an Event Card ability may not use the March Order rate.
I) Close Combat Step
Only units activated with an Attack Formation Order, and which are currently Engaged with an enemy hex, may attack in Close Combat during the Close Combat Step. In addition, some Event Cards allow a Close Combat attack. An eligible unit or stack of units wishing to attack in Close Combat must select one (only) adjacent enemy-occupied hex as the defending hex of the attack. Close Combat is resolved similarly to Fire Combat, but with key differences.
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Attack Declaration: The active player declares which of their eligible units are attacking an adjacent enemy target hex. A single defending hex can only be the target of one Close Combat per phase. Attacking units so committed cannot change the declared defending hex later in the phase.
a. Only active units or those utilizing an Event Card ability may conduct a Close Combat attack.
b. Attacking units stacked in the same hex may each attack a different adjacent enemy-occupied hex, or all attack the same defending hex. However, a single unit may not split its SP value against multiple defending hexes.
c. If there are multiple hexes attacking the same defending hex, they are all joined together into one combined attack.
d. An attacking hex is never forced to attack all adjacent enemy-occupied hexes. Attackers may target one adjacent hex and ignore others (but see Flank Support Defending Unit Advantage below).
e. Artillery units may never declare a Close Combat attack but may Engage enemy units and defend in Close Combat.
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Cavalry Withdrawal: After attack declarations are made, any Cavalry units (Mounted or Dismounted) in the defending hex may opt to automatically withdraw before the combat begins. However, if at least one Mounted Cavalry unit (only) is attacking the hex, the Cavalry Withdrawal option is not available.
a. Mounted Cavalry units may withdraw by applying an immediate "SK2 / SK3" result.
b. Dismounted Cavalry may withdraw by applying an immediate "SK1 / SK2" result.
c. If this withdrawal leaves the defending hex vacant, the attackers may conduct Attacker Breakthrough normally (see I-9).
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Defensive Fire: The attacking player will roll the Black die first. This die result is cross-referenced on the Defensive Fire Table to determine the effect of the defending unit's fire as the attack approaches. Do not roll the Black die if the defender is only Mounted Cavalry. The die result may be modified or re-rolled depending on the following circumstances:
a. The die roll can be increased based on the number and type of SP in the defending hex.
a. The attacking player chooses any of the attacking units that are not Shaken or Disrupted to move into the defending hex (up to the stacking limit).
b. These advancing units (only) may then immediately conduct another Close Combat attack against one adjacent enemy-occupied hex (only) using normal Close Combat procedures (including a new Defensive Fire die roll, etc.).
c. Infantry units may only conduct one Attacker Breakthrough per step; Mounted Cavalry (only) may conduct up to two Attacker Breakthroughs per step. Defending units cannot conduct an Attacker Breakthrough, except with a Counterattack result from a Brutal Melee.
Close Combat Example: The Rebel player activates a three-unit Brigade consisting of the following units: 8-3, 5-4 and 10-3. The Brigade is given an Attack Formation Order. The units first issue Fire Combat at eligible targets and resolve those combats to conclusion. Each Rebel unit then moves up to 2 MP and the Rebel player has them positioned in such a way that each is able to move adjacent to a two-unit Union stack from three separate hexes. The Union stack is made up of a Battleworn 6-3 and a Shaken 7-3 (the Shaken marker in this example is "-2 / -1"). The Rebel player first rolls the Black Die for Defensive Fire, modifying it by a +2 as the defenders have a total of 11 SP. The roll is a "6", which becomes an "8" and the result is "DS/SH+SK1". The Rebel 10-3 unit (the largest-SP attacking unit) must either become Disrupted or it becomes Shaken and retreats one hex. The Rebel realizes that he has now lost his 2:1 edge in SP (regardless of which option he chooses) so he opts to retreat the 10-3 and make it Shaken. It cannot now participate in the Close Combat, but it is in better shape than had it kept up the attack. The attacking Rebs are down to 13 SP, so the player starts the attack on the "13-15" column. The attack is shifted one column to the right because the Rebels achieved a Flanking Attack as each of the two remaining units are on opposites sides of the defending Union units. There are no other shifts involved, so the attack is resolved on the "16-18" column. The player rolls the four remaining dice and gets a Red/White combo of "44", a Blue die of "2" and a Gray die of "3". The "44" row yields a "T" Cohesion Test Type along with a Brutal Melee result. The combat is resolved first, and the players refer to the Close Combat Results Table. The Differential is figured as follows: attacker net die roll is "4" (Rebel highest CR of "4" versus Union highest CR of "3", so +1 to the Gray die) versus the defender die roll of "2" yields a Differential of "+2" (Rebel "4" less Union "2"). Cross-referencing the "T" column with the "+2/+3/+4" row gives us a result of "D:SH+SK1". The two defenders are each Shaken – the 7-3 flips its marker over to the "Disrupted" side (since it is already Shaken) and the 6-3 gets a "Shaken" marker. Both must also Skedaddle one hex but since doing so would leave them adjacent to an enemy hex (the attackers in this case), they must instead apply another "SH" result in the retreated hex. The 7-3 unit must now flip over to its Battleworn side, and it gets a "Shaken" marker; the 6-3 unit flips its marker over to its "Disrupted" side. Now the Brutal Melee must be determined. A player rolls a die and gets a "4", which is Attacker Enfiladed. The Rebel player must roll a die against the CR of each attacking unit. The roll is "6" for the 8-3 and "1" for the 5-4. This means that the 8-3 is now Shaken and cannot therefore conduct an Attacker Breakthrough. The 5-4 passed its check and it decides to conduct an Attacker Breakthrough into the vacated defending hex. The Rebel player opts not to conduct another Close Combat attack with the 5-4 (which it could do against the two Union units that just retreated). Narratively, this sequence indicates that though the Union units were surrounded briefly, they were able to squeeze out of the trap and catch the Rebel 8-3 unaware with a vicious and well-coordinated counterattack around its flank. But they are in dire straits nonetheless and are lucky that the Rebels lost their nerve to conduct a breakthrough attack.
J) End Phase
This phase marks the end of the Game Turn.
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Held Event Card Step: If either player is holding one or more "Hold" Event Cards, they may play eligible cards one at a time. If both players have such cards, they alternate playing one card at a time, with the Confederate player going first. Note again that held Event Cards may not be used for their Default Event during this step.
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Reset and Victory Point Step: If this is not the last Game Turn, players gather all their Formation Activation and Event Cards (played and un-played, including those that were held but never played) and take them back in hand. Note that held cards that were not played are not carried over from turn to turn. Players will count their earned Victory Points as detailed in the Game Module and record the new totals on the track. Gameplay then proceeds to the next turn's Game Turn Marker Phase. If the last Game Turn of the scenario just concluded, the game is over, and a final tally of Victory Points is made to determine the game winner.
K) Skedaddle
This is simply a thematically named way of describing a retreat movement. Skedaddling is conducted immediately upon it being imposed or chosen, as follows:
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Distance Retreated: The distance retreated is given as the number of hexes that must be moved. Do not count the normal MP cost of the hex terrain entered but a unit may only enter legal hexes.
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Movement Away from Enemy: The retreating unit must increase the distance between itself and the enemy unit that caused the Skedaddle result. If the Skedaddle was caused by an Event card, the unit must move away from the nearest enemy unit. If it is impossible to do so due to enemy units and/or the map edge, the Skedaddling unit may maintain the same distance from the enemy.
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Engagement: The retreating unit cannot Engage an enemy unit unless it is not possible to avoid such a move. If impossible to avoid, the unit may move adjacent to one or more enemy units, but it must then suffer an "SH" result, applied normally and in the first hex it is adjacent to an enemy. It does not matter how many enemy units are adjacent nor how many hexes are retreated into that cause Engagement, apply only one "SH" result to the unit.
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Off-Map Movement: A retreating unit may be forced to move off the map because it cannot meet any of the above criteria. If so, place it in the next Game Turn's box on the Game Turn Track and it may enter as a Reinforcement during that turn. It must enter through the hex from which it exited (use the "Off Map Exit/Entry" markers provided to indicate the hex).
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Friendly-Occupied Hexes: If a retreating unit moves through a friendly-occupied hex, it may only stop there if the hex then meets the Stacking Limit. If not, the retreating unit must keep retreating (even beyond the original SK result). If it is forced to keep retreating because of exceeding the Stacking Limit in this manner, the inactive units that were passed through are all given an immediate "SH" result, applied normally.
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Unable To Complete Skedaddle: If a retreating unit cannot possibly continue moving per the above parameters (for example, it is physically surrounded by adjacent enemy units) then it is immediately Broken (no Break Test is made).
L) Broken Units
Units that become Broken are temporarily put out of commission. They have lost all cohesion and do not exist on the map as viable combat units, now located away from the battlefield or hiding within a forest or buildings. These units are now just attempting to reorganize. Broken units are able to reappear into the game under certain circumstances.
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Break Tests: When a unit must flip to its Battleworn side for any reason but is already on that side, it must take an immediate Break Test. The owning player rolls one die and compares the rolled result to the CR of the affected unit. The unit's CR is reduced by an additional -1 if the testing unit is not stacked with, or adjacent to, another unit from its Brigade. If no other unit from its Brigade exists in the game (for any reason), then it must be stacked with, or adjacent to, another unit from its Division to avoid the "-1 CR" penalty.
- If the die roll result is equal to or less than the CR of the unit, the unit passes the test and remains in the game but is given a "Disrupted" marker (if it does not currently have one). If it is already Disrupted, nothing more happens.
- If the roll is greater than the unit's CR, the unit fails the test and is Broken.
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Broken Procedure: When a unit fails its Break Test, it is immediately Broken. The Broken unit is removed from the map and placed in a common area that both players have agreed upon to place Broken units. Use the provided "Broken Area" marker to make this location clear. Broken units are kept in this area for the entire game unless they are brought back by a Regroup action or an Event Card.
M) Regroup
Units may only conduct a Regroup Action if they are activated while operating under a Defend Formation Order.
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Regroup Eligibility: Units may not have conducted Fire Combat during the same activation in which they wish to Regroup (they are allowed to conduct Movement only). In addition, units may not choose to Regroup if they are within two hexes of an enemy unit (therefore the Regrouping unit must be at least three hexes from an enemy).
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Regroup Procedure: A Regroup allows one of the following actions to be conducted with each eligible unit:
- a. Remove Shaken: A Shaken unit may remove the marker immediately. The unit is no longer Shaken.
- b. Reduce Disrupted: A Disrupted unit may flip that marker over to its "Shaken" side. It is now a Shaken unit instead.
- c. Rally a Broken Unit: One Broken unit (only) belonging to the active formation may attempt a Break Test (see L-1) using the CR value as printed on its Battleworn side. There are no other modifiers applied to the CR (i.e., the unit is never considered to be Shaken or Disrupted while in the Broken area). If the unit fails the test, it remains in the Broken area. If it passes the test, it may be placed on the map with its Battleworn side face-up, adjacent to another unit from its Brigade or, if none exists on the map, adjacent to another unit from its Division. If there are no other units from its Division in the game, the Division has collapsed and this unit cannot be Rallied. The Rallied unit cannot be placed adjacent to an enemy unit.
Note that the Rally a Broken Unit action can only be used once per phase – if the player has multiple units in the Broken area for this formation, only one unit can attempt to Rally per phase.
N) Victory Determination
At the conclusion of the game, players will determine the winner. Specific Victory Conditions for each Game Module will be detailed in that module's rulebook. All modules will use some form of the following basic system.
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Victory Point Location Markers: Before the game begins, players will place a number of "VP Location – End of Game" and/or "VP Location – Per Turn" markers onto scenario-specified hex locations on the map. Players will do so by taking all such markers and placing them face-down (so the markers' common side is face up and hiding the detailed information on the back). The markers are mixed up and deployed face down onto their specified locations. The backs of the markers have a specific Victory Point reward that is only revealed and earned per the Game Module.
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End of Game VP Markers: These Victory Point markers are only earned at the end of the game by the side that controlled the hex at the start of the game (per the scenario details) or that last entered or occupied the hex with a unit from their side. The marker is revealed after it is determined who earned the VP marker and that side is awarded the value indicated on the back of the marker if it is Fully Controlled or only half the value if Contested Control is in effect (see below).
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Per Turn VP Markers: These Victory Point markers are scored by the owning side during the End Phase of certain Game Turns, as detailed by the scenario. These are kept face-down until the first time a player scores the VP, at which time it is flipped over and kept face-up for the remainder of the game. The side that controlled the hex at the start of the game (per the scenario details) or that last entered or occupied the hex with a unit from their side is awarded the value indicated on the back of the marker if it is Fully Controlled or only half the value if Contested Control is in effect (see below).
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Recording Victory Points: Victory Points are tallied during the game by using the appropriate "VP" markers and the Game Turn/Victory Points Track in each Game Module.
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Fully Controlled VP Locations: A VP Location marker is Fully Controlled if it is currently occupied by a friendly unit or was last occupied or passed through by a friendly unit and there is not an enemy unit adjacent to the marker's hex. If so, the full VP value of the marker is awarded to the player.
Example: Brutal fighting is occurring over a hill with a "VP Location – End of Game" marker on it and the hex has changed hands almost every turn. It is now the last turn of the game and the Rebs make a desperate Close Combat attack with two units. Due to weak Defensive Fire and a great Close Combat dice roll, the Confederates cause the defending units to be Shaken and they must Skedaddle two hexes. The one Rebel unit that wasn't Shaken by the Defensive Fire is able to conduct an Attacker Breakthrough onto the hill. But now, that unit is almost surrounded by an entire Division of Union units. Luckily for the Union player, he draws a "Defend" Formation Activation Card and the player activates that same Division. The entire Division proceeds to obliterate the Rebel unit with Fire Combat and it just manages to Skedaddle one hex away, Battleworn and Disrupted. But that Defend card was the last Activation Card in the pile and the game is now over! The Union player is really upset as he notes that his units couldn't move the 1 MP allowed by the Defend order because they are not able to Engage the enemy under that order. The "VP Location – End of Game" marker is now Contested, but it is Controlled by the Confederate player as a Rebel unit was the last to occupy the hex. The players flip over the marker and it's the "10 VP" chit. So, the Confederate player is awarded 5 VP (half the normal VP because it was a Contested marker). If the Union had even one Event Card left to use as a Default Event and thereby move one Union unit into the hex with the VP marker, they would have taken the hill and gotten the VP instead. And to the Union player's chagrin, it turns out that he would have won the game in that case. War is Hell!
Game Module Rules
The Hill of Death: Champion Hill Game Module rules. Players will use the Overall Series Rulebook above to play the game with the specific applications and exceptions detailed in this Game Module rulebook.
The Hill of Death covers the entire Battle of Champion Hill. This important engagement was fought outside of Vicksburg, Mississippi on May 16th, 1863, between the Union Army of the Tennessee (under Major General Ulysses S. Grant) and the Confederate Army of Vicksburg (under Lieutenant General John C. Pemberton). Grant successfully landed his army on the shores of the Mississippi River at Bruinsburg and advanced it inland towards the Mississippi state capital of Jackson. Confederate forces tried to stall the advance at the Battles of Port Gibson and Raymond, but to no avail. Grant drove on Jackson and General Joseph E. Johnston's force only made a token effort at defending the city. Despite this feeble defense, Johnston instructed Pemberton to sally forth from Vicksburg and attack Grant's line of supply. On the morning of May 16th, Pemberton's Army of Vicksburg was in route to doing so when it received new orders from Johnston to turn around and instead, join him near the town of Clinton, further to the north. Pemberton hesitated and as the Confederate commander contemplated his next move, Grant about-faced the Union army. Leaving most of Sherman's Corps to hold Jackson, he began a determined advance against Vicksburg and Pemberton's strung out and confused Rebel army.
There are two scenarios available in this module plus an option to add units that did not actually appear at the battle but could have done so.
A) Game Components (Game Module)
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Scale: Each Hex = 300 yards; 1 Strength Point = 100 men or 1 Artillery Cannon; Each Game Turn = 1 hour; Unit Counters = one or more regiments/batteries.
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Map: The map has various terrain features:
- Clear: Any hex without a terrain feature.
- Woods: Any hex with any "trees" graphic, whether in the entire hex or just a portion of the hex.
- Cornfield: This is hex 1108 with the "cornfield" graphic.
- Bakers Creek: Any hexside with a "creek" graphic running from hex 0110 to 1401.
- Jackson Creek: Any hexside with a "creek" graphic running from hex 0520 to 1109.
- Stream: Any hexside with a "stream" graphic (which is narrower than the "creek" graphic).
- Lake: This is hex 0120, which is entirely filled with a "lake" graphic, or a hexside with the "lake" graphic (ex: between 0519/0620).
- Farm: Any hex with a "building" graphic and the farm's name.
- Main Road: Hexes with a wide "road" graphic. The four Main Roads are Jackson Road, Middle Road, Ratliff Road and Raymond Road.
- Minor Road: Hexes with a narrow "road" graphic. There is only one Minor Road, running from hex 0217 to 0712.
B) Command Decision Phase (Game Module)
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Formation Activation Cards: The players will seed Formation Activation Cards each Game Turn, the exact number of which depends on the scenario being played.
a. Note that the Union Formations are Corps while the Confederate Formations are Divisions. The formations in this Game Module are:
- Union Army of the Tennessee (CIC Grant)
- o XIII Corps - McClernand (MC)
- 2nd Division – Blair (attached from XV Corps)
- 9th Division – Osterhaus
- 10th Division – A.J. Smith
- 12th Division – Hovey
- 14th Division – Carr
- o XVII Corps - McPherson (MP)
- 3rd Division – Logan
- 7th Division - Crocker
- o XIII Corps - McClernand (MC)
- Confederate Army of Vicksburg (CIC Pemberton)
- o Loring's (LR) Division
- o Stevenson's (ST) Division
- o Bowen's (BO) Division
b. CIC Cards: Each player has one or two CIC Cards to use (labeled "A" and "B"). Each card has some additional rules:
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Grant-A (GR): When this CIC Card is drawn, the Union player completes operations in the order listed on the card. First, the player may freely activate any Union Cavalry units currently in the game. Each unit can operate under any one Formation Order, and they need not pick the same Order. Next, the Union player may choose any one Union Brigade (only) and activate it with any Formation Order. But this unit can only be from any of McPherson's Corps formations (MP) or from the 12th Division of McClernand's Corps (MC). It does not matter if that unit has already activated, nor does it matter what Formation Order it was under previously.
- Union Army of the Tennessee (CIC Grant)
Like Grant, Pemberton had his own command issues. He did not get along with his subordinates, issued confusing orders and was himself unsure of how to be proceed based upon receiving his own conflicting directions from Johnston. Most importantly, he and Loring loathed one another and as such, Pemberton cannot assist in commanding any of Loring's units in the game.
c. Event Cards: The two players have different procedures when it comes to Key Event Cards and seeding the other Event Cards into the Activation Card Draw Pile. - Union: The Union player will choose two Key Event Cards from their set of ten available Event Cards. After picking these two, the player will shuffle the remaining eight cards and randomly draw more (without looking at them), the exact number of which depends on the scenario. All Event Cards are then seeded into the Activation Card Draw Pile. - Confederate: The Rebel player will choose one Key Event Card from their set of ten available Event Cards. After picking this card, the player will shuffle the remaining nine cards and randomly draw more (without looking at them), the exact number of which depends on the scenario. All Event Cards are then seeded into the Activation Card Draw Pile.
C) Activation Phase (Game Module)
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Draw Activation Card Step – Held Event Cards: Some "Hold" Event Cards for both sides can be held and played immediately before the next Activation card is drawn. These cards can activate a small number of units, separate from the normal activation mechanics. If a player is holding one or more of these cards, they may be announced and played per the standard series rules for doing so during this step. The cards are:
- Tactical Initiative (Union and Confederate)
- Open Fire! (Union and Confederate)
- Rebel Yell! (Confederate only)
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Fog of War Wild Card: When implementing the Battlefield Chaos result, the affected unit chosen must be in a Woods or Cornfield hex.
The woods and general lay of the land in the area surrounding Champion Hill was particularly challenging. The terrain was rough and difficult to traverse, with unseen ridges and hollows throughout. To reflect this, the Battlefield Chaos result is applied only to units in Woods and Cornfield terrain as they would often wander off, get caught up in the trees and undergrowth or hesitate for fear of stumbling upon the enemy.
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Default Event Option: In addition to the normal Default Event options, players may opt to use the "March to the Sound of the Guns" action instead. If this is chosen, the player may select one of their Brigades. All units from that Brigade who are adjacent to, or stacked with, at least one other unit of that same Brigade may each move up to 4 hexes (not MP) along a Main Road (only). These units may not Engage an enemy unit. This option may be used on just one unit. The Union player may use this ability throughout the game with an Event Card; the Confederate player may only use this ability after the Pemberton-B CIC Card has entered play.
D) Fire Combat (Game Module)
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Line of Sight (LOS): The Cornfield hex Blocks LOS when it and both units are on the same elevation level (case G-2a in the series rules). However, it does not Obscure LOS if it is a lower elevation intervening hex (cases G-2b and G-2c in the series rules).
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Fire Combat Advantages: The only type of hex that qualifies for the "In Cover" Target Hex Advantage in this Game Module is Woods.
Note that the Farm and Cornfield hexes do not count as cover. Some of the Farms do have Victory Point significance.
E) Movement (Game Module)
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Movement Allowances: Each Formation Order dictates the Movement Allowance of the units governed by that Order. The actual Movement Allowance for each Formation Order is:
- Maneuver = 4 MP (plus may use March Order)
- Attack = 2 MP
- Defend = 1 MP
- Mounted Cavalry = +2 MP to all normal Movement Allowances
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Movement Costs: The cost in Movement Points to enter an adjacent hex depends on the hex's terrain type, as follows:
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a. Clear and Farm Hexes = 1 MP
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b. Cornfield = 2 MP. Note that this cost only applies if the unit is not moving along the Main Road that enters hex 1108.
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c. Woods = 2 MP. However, Artillery and Mounted Cavalry units must stop their movement upon entering a Woods hex that does not also contain a Main Road or Minor Road. There is no such requirement to leave a Woods hex. In addition, the Stacking Limit may never be exceeded in a Woods hex, even during movement.
This again is the consequence of the rough, undulating, and restrictive terrain that existed on the battlefield.
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d. Move Uphill = +1 MP cost. This is when a unit enters a hex that is at a higher Elevation Level than the exited hex. It costs one additional MP to move uphill (i.e., the unit pays the normal cost to enter that higher hex and then increases that cost by 1 MP), regardless of the actual difference in Elevation Levels.
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e. Cross Stream = +1 MP cost. This cost is incurred when a unit exits a hex and must traverse a hexside with a "stream" graphic to enter an adjacent hex. It costs one additional MP to cross the stream (i.e., the unit pays the normal cost to enter that adjacent hex and then increases that cost by 1 MP).
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F) Close Combat (Game Module)
- Defender Units Advantages: Add the following Advantage:
- Attacking Across Baker's Creek: If all attacking hexes have a Baker's Creek hexside between them and the defending hex, the attacking hex gets two column shifts left (instead of just one shift). Close Combat attacks across Baker's Creek can only be made through the Bridge hexside.
G) Victory Determination (Game Module)
- Both scenarios use the standard rules to determine Victory Points earned, except as detailed in that scenario. Both have an additional unique VP mechanic that players should be aware of.
H) Scenarios (Game Module)
Before the game begins, players should decide which scenario they will play. The first scenario is the shorter and easier one to play and serves as a tutorial to the game system. The second scenario is representative of the entire historical battle. Players may also opt to play the second scenario using one or more of the variable Optional Units which are explained in the last entry in this section. Victory conditions for each scenario are explained in detail in the scenario entry. The player with the most total VP at the end of the game is the winner.
1. This Bloody Hill
This is a short scenario that can be used as a tutorial or if you have limited playing time. It simulates only the climax of the battle around Champion Hill itself, which started around noon and continued through mid-afternoon. The scenario lasts 6 Game Turns, from 11:00 am (Game Turn #1) through 4:00 pm (Game Turn #6).
- a. Map Restrictions: Only a portion of the map is used in this scenario. Draw an imaginary boundary along the "xx12" hex row (for example, 0112, 0212, 0312, etc.). Treat this as if it is the edge of the map for this scenario for all purposes.
- b. Event Cards: The Union player gets two Key Event Cards and one random Event Card, for a total three Event Cards per Game Turn. The Confederate player gets one Key Event Card and two random Event Cards, for a total of three random Event Cards per Game Turn.
- c. CIC and Formation Activation Cards: Players will seed CIC and Formation Activation cards depending on the specific Game Turn being played. Note that only the "B" version of the CIC Cards is used in this scenario. See the Scenario Game Turns section for details.
- d. Reinforcements: Both players receive Reinforcements during the game. Arriving unit details and hexes of entry are listed in the Scenario Game Turns section. These units are eligible to be activated on the indicated Game Turn and may enter the map via the listed hex(es).
- e. Game Setup: Place the listed units onto the map the game map as indicated. [Sic: as printed.]
UNION
McClernand's Corps (MC)
- 14th Division Artillery: 1811
- Lawler Infantry (both units): 1711
- Benton Infantry (both units): 1611
- Lindsey Infantry (9-3): 1509
- 9th Division Artillery and Lindsey Infantry (5-3): 1510
- Garrard Infantry (10-3): 1408
- Garrard Infantry (6-3): 1409
- Slack Infantry (both units): 1304
- McGinnis Infantry (8-3 and 6-3): 1204
- McGinnis Infantry (10-3): 1103
McPherson's Corps (MP)
- Stevenson Infantry (10-4): 1301
- Legget Infantry (both units): 1003
- 3rd Division Artillery (12R-4): 0902
- J.E. Smith Infantry (both units) and 3rd Division Artillery (6S-4): 0901
CONFEDERATE
Stevenson's Division (ST)
- Division Artillery (2S-3): 1007
[Transcription stops here. The source module file ends partway through the Confederate setup for This Bloody Hill. The remaining Confederate setup, the Scenario Game Turns section, the second scenario, the victory conditions for each scenario, and the Optional Units entry (H-3) are not in any source this transcriber could obtain, so they are not reproduced. Nothing has been filled in from memory.]