The Three Days of Gettysburg (Second Edition)
The Three Days of Gettysburg (Second Edition) Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Components/Terminology
- 3.0 Sequence of Play
- 4.0 The Command System
- 5.0 The Activation System
- 6.0 The Orders System
- 7.0 Facing and Refusal
- 8.0 Stacking and Extension
- 9.0 Movement
- 10.0 Fire Combat
- 11.0 Shock Assault
- 12.0 Combat Results
- 13.0 Morale and Rally
- 14.0 Special Units
- 15.0 Engineering
- 16.0 Night
- 17.0 Fatigue (Optional)
1.0 Introduction
The Great Battles of the American Civil War system allows gamers to simulate/play ACW battles on a regimental level, using mechanics that concentrate on the use, effects, and personalities of battlefield command, as well as the tactical difficulty in maneuvering such large numbers of troops and bringing them to bear tellingly on the enemy.
Each game in the system uses this base set of rules. However, each battle also contains additional rules, and some changes to the base rules, which allow us, and you, to simulate the specifics and peculiarities of each, different battle.
2.0 Components/Terminology
Each game in the system has its own set of components [see the Battle Book].
2.1 The Game Maps
Each game map depicts an area over which (part of) the battle was fought, covered by a hexagonal grid which is used to regulate movement and combat. The different types of terrain featured on the map, such as woods, streams, roads, etc., are explained in the rules.
2.2 Counters
There are three types of counters in the game: combat units, leaders, and informational markers.
2.21 Combat Counters. Combat Counters are either infantry, cavalry or artillery. Cavalry, furthermore, may have two types of counters: Mounted and Dismounted.
Each combat unit is rated for Weapon Type (in the flag on the counter), and, reading across the bottom of the counter, Combat Strength, Cohesion, and Movement Allowance. Also given is the unit's parent organization, usually its brigade, division and corps.
The individual units are color-coded so that they can be identified by brigade. The color on the top band identifies the Corps to which that unit belongs; the colored Cohesion box identifies the Division within that Corps to which the unit belongs. The designation on the right side of the counter indicates the Brigade that unit belongs to.
Artillery Combat Strengths are bracketed to show they are used for Fire only. The backside of all combat units is their Disordered side, indicated by a [d] on the reverse of the counter. The values and ratings for Disordered units are lower, except for the Combat Strength, which remains the same.
Horse Artillery Movement Allowance is printed in yellow with a black outline as a reminder.
Combat unit values (counter illustrations):
- Infantry Unit (e.g., 125 NY, 3/3/II): regiment name, weapon type (in the flag), Combat Strength, Cohesion (G = Green Unit), Movement Allowance, colored corps band, brigade/division/corps designation.
- Artillery Unit (e.g., I/1US, II Art): battalion name, type of guns, Fire Strength (number of guns) in brackets, Cohesion, Movement Allowance, corps band.
- Cavalry Unit (Mounted) (e.g., 9 NY, 2/1/C): battalion name, weapon type, Combat Strength, Cohesion, Movement Allowance, brigade/division/corps.
- Cavalry Unit (Dismounted) (e.g., 1 PA, 1/2/C): battalion name, weapon type, Combat Strength, Cohesion, Movement Allowance, brigade/division/corps.
2.22 Leaders: There are four levels of Leaders: Brigadiers, Division Leaders, Corps Commanders and Army Commanders. These are discussed in section 4.1.
Leader values (counter illustrations):
- Army Commander (e.g., Lee): name, four stars (type of leader), Initiative Rating, Command Range, Command (Army of Northern Va).
- Corps Commander (e.g., Longstreet): name, three stars, Efficiency Rating (e.g., +1), Command Range, Command (I Corps).
- Division Commander (e.g., Pickett): name, two stars, Brigade Coordination rating, Command Range, Activation Rating, Command (Pickett's Division, I Corps).
- Brigade Leader (e.g., Kemper): name, one star, Action Profile (e.g., N), Command Range, Orders Rating (e.g., +1), Command (3rd Brigade, Pickett's Division, I Corps).
2.23 Activation Markers (AM): These markers (3-4 for each division) represent the mechanic the game uses to determine who goes, and when. [See 5.0.]
2.24 Informational Markers include Corps Efficiency markers, Orders markers, Step Loss Markers to record combat losses, Extended Line Indicators, markers related to special events, and other similar indicators of status. Use of markers is explained throughout the rules.
2.3 Charts and Tables
The game provides a bunch of charts and tables, all used to resolve actions and/or list applied effects. These are discussed throughout the rules in detail.
2.4 Game Scale
2.41 Unit Scale. Infantry units are regiments, although there are some "battalions." Cavalry is also by regiment, although many cavalry regiments are divided into two battalions. Artillery units are mostly batteries (of 4-6 guns each); however, where the guns within the battery were not uniform as to caliber, each gun type is given a section.
Each infantry or cavalry combat strength point represents 50 men, and each artillery SP is one gun.
2.42 Map Scale. See Battle Rules.
2.43 Time Scale. Each turn encompasses about 1 hour of real time. The game uses a military (0100-2400) clock: 1600 is four o'clock in the afternoon.
2.5 The Die
The game includes one ten-sided die that is used to resolve certain game functions. The '0' is read as zero, not ten.
2.6 The Universal Disorder Dieroll
During play, you will often have to perform a Universal Disorder Dieroll (UDD) to determine the outcome of certain situations. When a unit is required to undergo a UDD, the owning player rolls one die and compares the result to that unit's Cohesion Rating.
- If the result is the same as or lower than the unit's Cohesion Rating, the unit passes, usually without penalty.
- If the result is higher than the unit's Cohesion Rating, the unit fails, and a penalty usually applies.
2.7 Terminology
The following words/phrases are used throughout the rules. The definitions below are general; they are not, in themselves, rules.
Activation: The game mechanic whereby the player determines which of his units are going to undertake movement, fire, etc.
AM Marker: A chit (1-4 for each division) placed in the AM Pool and used in the activation mechanic.
AM Pool: An opaque container used to hold AM and other markers.
Charge: A Charge is a form of Shock combat in which movement creates much of the effect. There are two types of Charge: Infantry [11.21] and Cavalry [11.5].
Cohesion: The measure of a combat unit's morale, training, regimental-level command, equipment and esprit de corps, all of which equate to how well that unit can fight and how it does after taking losses.
Command: A group of units commanded by a Leader. This can be a brigade, a division or a corps.
Commander: An inclusive term for the Corps and Overall Commanders.
Command Range: The maximum distance a combat unit may be from its Combat Leader to be In Command, or a subordinate Leader from his superior to be in the Chain of Command.
DRM: One of those gamespeak acronyms. It means "dieroll modifier," a numerical adjustment to whatever dieroll is being undertaken.
Efficiency: A game mechanic which determines how often during a single turn the Divisions in a corps can be activated.
Fire: The use of small-arms and cannon to inflict casualties on the enemy.
Initiative: The Player with the Initiative is the one who gets to choose with which Command he will start a turn's Activation Phase.
Leader: A generic term for all Division and Brigade Leaders in the game.
Orders: The type of Orders a command is under determines what the units in that command may do.
Phasing Player: The Player whose units are activated and moving/attacking. His opponent is the non-phasing player!
Shock: Hand-to-hand combat in which the main weapon is the weight (and spirit) of the formation. The object is to dislodge the enemy from its position, disrupt it, demoralize it, and, hopefully, put it to flight.
UDD: Universal Disorder Dieroll. [2.6]
2.8 Questions?
If you have any questions about the rules, we'll be glad to answer them - if you provide us with a self-addressed, stamped envelope.
Send questions to: GMT Games, ATTN: GBACW Q's, POB 1308, Hanford CA 93232. Or, we can be reached on the Internet (Designer: "[email protected]", Developer: "[email protected]", Publisher: "[email protected]"). For ongoing online support of this game, please visit the GMT website at www.gmtgames.com. It features a set of "Living Rules" as well as a discussion board where you can ask questions and get the latest tips and tricks from the designer/developer as well as other players.
3.0 Sequence of Play
The Sequence of Play is the order in which you perform the functions that the rules tell you how to go about doing.
General Overview Of Play: After determining Efficiency, and giving Orders to eligible Divisions, the player with the Initiative (determined by DR at the start of the turn) gets to choose which Division he wants activated to start the turn. In the Activation Phase, Brigades may change Orders and units get to Move, Fire, Shock, etc., based on their Orders. After the Initiative player undertakes actions with his chosen command, commands are then activated by blindly drawing an Activation Marker from the AM Pool. This continues until all AM have been drawn. After the Activation Phase, some housekeeping steps are performed, and the turn is complete.
The Sequence of Play
I. Initiative Segment Players dieroll to determine who has the Initiative for that turn. [5.1.]
II. Orders Segment
- A. Activation Efficiency Determination. Each Player picks Efficiency markers to determine the Efficiency of each of his Corps. He uses this Corps Efficiency to see how many Division Activation Markers he gets that turn. [5.2 and 5.4.]
- B. Division Orders. Players with a Chain of Command from Brigade to Corps may change the Orders of any brigade in that chain.
- C. Reinforcement Orders. Give Orders to all reinforcements scheduled to arrive that turn.
- D. Reserve Placement. Commands may be placed In Reserve [6.3].
III. Activation Segment
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A. Initiative Activation Choice. The player with the Initiative chooses which Division he will activate to start the turn.
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B. AM Pool Placement. All AM available from II/A for both sides, except the one used for the Initiative Activation (III/A), are now placed in the Pool (an opaque container).
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C. Activation. Either player selects an AM from the pool. The AM drawn determines which Division is now active and able to undertake various activities. An active Division's brigades do the following:
- Change Orders Phase. The player may attempt to change the Orders of activated brigadiers by dieroll, using the Brigade Orders Change Table.
- Brigade Coordination Phase. The player may attempt to activate all brigades in the division simultaneously by dieroll using the Brigade Coordination Table.
- Action Phase. Each unit in an activated brigade may undertake one of the three actions, below, or it may do nothing. Each brigade in that division completes all activations before the next brigade goes. Exception: Brigade Coordination.
- Move and/or Fire + Shock. After all movement and Fire, eligible units may Shock; or
- Rally Disordered units; or
- Construction.
When the selected division has finished, one of the players (blindly) draws a new AM from the AM Pool. If none remain, go to IV.
IV. End of Turn Segment
- A. Commander Movement Phase: All Corps and Overall Commanders may move. This is the only time in the turn they may do this (voluntarily).
- B. Replacement/Recovery Phase:
- Replace any eliminated Leaders.
- Undertake In Reserve activities, including Recovery from Rout, Fatigue and Straggler Recovery.
- Remove commands from Reserve status, if so desired.
- C. Combat Effectiveness Phase: Players check to see if any brigades or divisions are Combat Ineffective.
- D. Turn Record Phase. Advance the Turn marker one space on the Turn Track and begin a new turn. If the new turn is the 0200 turn, move the Day marker to the next day.
4.0 The Command System
There are four levels of command in (most) GBACW games: Army, Corps, Division and Brigade. Each command is represented by a Leader (brigade/division) or Commander (corps/army). One of the premises of the game system is that units operate better when communications, in the form of a "Chain of Command," are maintained.
4.1 Commanders and Leaders
4.11 Overall (Army) Commanders are the generals in command of the battle: e.g., at Gettysburg, Lee and Meade. They have four stars on their counters. The OC has two ratings on the counter:
Initiative Rating: This Rating is used to both:
- Affect the Initiative DR; and
- Increase the Corps Efficiency of that number of Corps Commanders, if eligible [5.22].
Command Range [4.15].
Design Note: The premise of the game is that you are the Army Commander, and that you will make the decisions. The effects of the historical OC are usually built into the Corps Commanders' ratings.
4.12 Corps Commanders have three stars on their counters. A Corps commander has the following ratings on his counter:
Efficiency Rating: A Modifier (e.g., +1) used to adjust Division Efficiency, as per 5.23.
Command Range: [4.15].
4.13 Division Leaders have two stars on their counters. They command all Brigade Leaders in their Division, and they are subordinate to their Corps Commander. They have the following ratings:
Brigade Coordination: [5.34].
Activation Rating: A modifier (e.g. +1) used to adjust the number of Activations that Division may undertake that turn, as per 5.23.
Command Range: [4.15].
4.14 Brigade Leaders are the Leaders, sometimes referred to as Brigadiers, directly commanding troops. They have one star on their counters. Brigade Leaders have the following ratings:
Action Profile: This rating is used when a "Loose Cannon" result appears while changing Orders [see 6.24]. An Aggressive leader also may provide a DRM in Shock. (A = Aggressive; N = Normal; C = Cautious; U = Unreliable)
Orders Rating: A DRM used whenever the brigade wishes to change Orders, as needed. [6.21.]
Command Range: [4.15].
4.15 Command Range is the number of Leader Movement Points (not hexes) over which the Leader may extend his influence, use his ratings, etc. Command Range is always counted from the superior to the subordinate Leader/unit, including the subordinate's hex but not the superior's hex. This premise applies to all Command Ranges. See 5.36 for the effects of being Out of Command.
4.16 Brigade and Division Leader Movement Allowances: Leaders do not have their Movement Allowance printed on the counter; it is '10' for all Brigade and Division Leaders.
- Brigade leaders move when their brigade is activated.
- Division leaders move when their division is activated, during the Action Phase of any one brigade.
4.17 Corps and Overall Commander Movement Allowances: The MA for these leaders is '40.' However, that rather large number may be misleading. They may move only in the Commander Movement Phase, and if they use more than 10 Movement Points, their "abilities" are reduced in the upcoming turn [9.33].
4.18 Replacement Leaders: The Reverse Side of a Leader counter is his Replacement side, showing the Leader who will replace him if he becomes a casualty.
Play Note: Some leaders do not have a replacement.
4.2 Chain of Command
4.21 The Chain of Command usually uses four levels of command, from the Overall Army Commander (OC) to Corps Commanders to Division Leaders to Brigade Leaders.
Play Note: While the OC is part of the chain, he has little effect on play; you are the OC.
4.22 The Chain of Command is maintained through the Command Range of the Leaders.
Example: If a brigadier is 3 MP from his Division Leader (range of '5'), who is 5 MP from his Corps Commander (range of '6'), the Chain of Command is complete from that corps to that brigade.
Exception: If a combat unit is outside its Brigade Leader's Range but adjacent to a unit from the same Brigade that is within Range, it is considered as In-Command. Therefore, if only one unit of a command is within range, but all the units in that command are adjacent to at least one other, they're all In-Command.
4.3 Artillery Leaders
Because of their relative independence and mission, artillery units have a slightly less restrictive command structure. In most major battles, with armies of multi-corps size, artillery was usually (but not always) organized in Brigades (or battalions, although it doesn't really make any difference game-wise), with each Brigade/Battalion having an Artillery Leader. These Brigades are attached either at Corps level or to the Artillery Reserve, for the Union, or, for the CSA, at the Division Level or to Corps Artillery Reserve. It does vary from battle to battle.
4.31 Artillery Brigade Leaders are treated as Brigade Leaders for purposes of Activation. All batteries assigned to that Artillery brigadier Leader may Move, Fire, etc., when its Division is activated.
4.32 In addition, each infantry or cavalry brigade may attach, and use, one of the batteries from its division.
4.33 Certain battles have Artillery Commanders (corps level officers) and large "Reserve" parks. The rules for use of these will be found in the individual battle rules.
5.0 The Activation System
The Activation system is based on Efficiency, and Efficiency (the ability of the cardboard units to do what the player wants them to do) is a product of Chain of Command and Leadership ability. The Efficiency mechanic serves two other play/simulation functions. It slows down the pace of a gamed battle to something approaching reality a bit more, and it provides just a touch of the Fog of War.
General Overview: Players determine the Efficiency rating of their Corps by blindly drawing an Efficiency Marker for each corps (that has units on the map) from the Pool of available E-markers. The number on that marker, adjusted by the Corps Commander's Efficiency modifier, represents the number of Activations he may provide for each of his subordinate Divisions. For each Division, that number may be further adjusted by the Activation modifier of the individual Division leader, the Chain of Command, and Combat Effectiveness.
To represent a Division's Activation Efficiency, the player then places Activation Markers equal to that Efficiency, for each Division, in The AM Pool for blind draw. When a division is activated by AM, each of its brigades may then undertake actions.
5.1 Turn Initiative
5.11 To determine which player will have the Initiative each turn, each player rolls one die, to which the following adjustments (DRMs) may be made:
- The player who had the Overall Initiative for the previous turn adds one (+1) to his DR.
- The player may add his OC's Initiative Rating to the DR if the OC has at least one of his corps commanders in his range. However, if that OC used more than 10 Movement Points in the Commander Movement Phase, the player may not add that Rating to the DR.
5.12 The player with the higher total has the Initiative. If the DR is a tie, no one has the Initiative. Place all AM in The Pool and start drawing.
5.13 The Player with the Initiative gets to choose which Division will be used first in the Activation Phase. Remember to set aside one of that division's AM; it does not go into the Pool.
Play Note: Some scenarios state which player automatically has the Initiative for the first turn of the game.
5.2 Efficiency
Efficiency determines how many times the units in a corps may be activated that turn.
Design Note: The rules, below, are for large battles. Smaller battles, especially those that do not have corps, will use a system similar to this but focus more on Divisions. [See individual Battle rules.]
5.21 In the Activation Efficiency Determination Phase, each player places his Efficiency markers (the ones numbered 1 through 4) into an opaque cup (the Efficiency Pool). The player then draws blindly and randomly an Efficiency marker (EM) for each corps which has any units on the map, or which is entering that turn as Reinforcements (and for which he is not using March Orders). The drawing player must announce for which corps he is drawing and assign the EM to that corps.
Play Note: On the game map or on a separate display there is a series of boxes for each corps commander, so that the drawn EM may be placed in it, face down, in case A Matter of Honor arises.
5.22 A Corps's Efficiency may be adjusted by the Overall Commander's Initiative Rating. If an on-map Corps Commander is within Command Range of his OC, and the OC has an Initiative Rating better than '0,' the OC may increase that number of Corps Commanders' Efficiency by +1 (each). Thus, an Initiative Rating of +2 (quite rare in this series), would allow an OC to increase two in-range corps' Efficiency by one each.
A Corps Efficiency may never end up below '1' or above '4.'
Design Note: The number, and ratings, of the Efficiency markers for each battle differ and they are not truly linear. They reflect a bell curve of capabilities, possibly adjusted for different battles.
5.23 All Divisions in a corps use their parent corps' Efficiency (regardless where they are on the map) to determine the number of Activations it may undertake that turn. That Corps Efficiency [5.22] may be adjusted as follows, for each division:
- If a Division Leader is within Command Range of his Corps Commander, the Corps Commander's Efficiency Rating is applied as follows: a. If the Corps Commander's Efficiency Rating is +1, he may increase the Activation Efficiency of any one, in-command Division leader by one. b. If the Corps Commander's Efficiency Rating is -1, the Corps Efficiency for that turn is reduced by one for all in-range divisions. [See #3, below.] c. If the Corps Commander's Efficiency Rating is 0, there is no effect.
- If a Division Leader is not within Command Range of his Corps Commander, subtract one from that number for that Division (only). This most certainly applies if a Division Leader's and/or Corps Commander are not on the map.
- The Division Leader's Activation modifier [4.13].
- Division Ineffective Status [13.32].
Example: II Corps is given a Corps Efficiency Marker for that turn of '3.' II Corps Commander has a +1 CE Rating. There are three divisions: 1/II and 2/II's leaders have Activation Rating of '0'; 3/II has an Activation Rating of +1. Both 2/II and 3/II are within Corps' range; 1/II is not. The following Division Activation Markers are used this turn:
- 1/II: 2 AM. The Division Leader is out of range (-1).
- 2/II: 4 AM. Corps commander gives him the +1 he can this turn.
- 3/II: 4 AM. His Activation Rating gives him a +1.
5.24 The result of the above is the number of Activations [5.3] that the brigades in that division may undertake that turn, represented by Activation Markers (AM). For each Division, take that number of AM and place them in the AM-Pool. A Division's number of AM may never end up below '1' or above '4.'
5.25 Divisions whose Leader is not within Command Range of the Corps Commander may never use more than 3 AM in a turn, with the exception of units in March Order.
5.26 Independent Brigades. Brigades whose brigadier starts a turn out of Command Range of their Division Leader must use one less Division AM in that turn. The choice of which AM to not use (for that brigade) is up to the player.
Example: Division 1/I gets 3 AM for a turn, but 1/1/I is out of Command Range. As the turn progresses, the player decides, as the 2nd 1/I AM is drawn, not to "activate" the 1/1/I with that AM.
5.27 There are instances when certain units do not use the marker-induced activation result.
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March Order Units. Units (be they corps, division, brigade, or individual) that are entering the map as reinforcements under March Orders, or have been given March Orders to move, have a maximum possible Activation level of '4.' Moreover, units under March Orders do not use the Divisional AM [5.35].
Exception: On-map Commands being given Division Orders to go into March, in the initial turn of that March must use the AM allotted for that division. Thus, III Corps has only 1 AM for the turn, while the player has changed the Orders for 1/III to March (from Advance). Despite being under March Orders, the division may use only 1 AM's worth of movement.
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Specified AM. Some reinforcements arrive with a specific number of activations available for that turn. Example: a brigade that arrives as a reinforcement with an Activation Efficiency of '1' may be activated only once that turn, regardless of what its division has.
5.3 Activation
5.31 The player with the Initiative gets to specifically select which Division AM with which he wants to start that turn and withholds an AM for that division from the AM Pool. All other AM are drawn, blindly and randomly, from The Pool, an opaque cup or similar container. Each turn, The Pool will start with:
- all of the Division AM available that turn to that player (or fewer, if he so wishes),
- the March AM for each Player (if he has units under March Orders at the time), and
- the Random Event marker (if the game uses that rule).
5.32 When a Division's AM is drawn, all brigades in that division, regardless where they are on the map, may be activated. Each brigade activates individually, completing all activities before the next brigade is activated (except as in 5.34 and remembering 5.26).
Example: The 1/I Union Division has three brigades: 1/1/I, 2/1/I and 3/1/I. The Union player activates 2/1/I first, completing all of its actions. He then activates 1/1/I, etc.
5.33 Brigade Activation. When a brigade is activated, all combat units, regardless where they are, may do what the Orders for that Brigade allow [6.1]. The brigade may include as a combat unit any one artillery battery (all sections) that is from that Division. Each unit, within that brigade, may undertake an action different from (or the same as) any other regiment therein.
Example: A Brigade has four regiments. The player may now Rally one of its Disordered units, Construct breastworks with another, and Move/Fire with the other two.
5.34 Brigade Coordination. Division Leaders are rated (a DRM from '0,' worst, to '3,' best) for their ability to coordinate and combine the actions of more than one of their brigades during any one action. Any brigades attempting this must have their brigadiers within the Division Commander's Range; brigades outside that range are not eligible for coordination.
The player wishing to combine brigades into a single activation, rolls the die, adjusting it by adding the Division Leader's Coordination Rating. The possible results are:
- May coordinate all brigades in command: All eligible brigades may undertake actions as if they were one brigade.
- May coordinate # brigades: The player may undertake actions with that number of in-command brigades from that division as if they were one brigade.
- Fail. No penalty; brigades move individually: No coordination is possible, but there is no penalty for trying.
- Confusion; no move/combat actions that activation: Not only is no coordination possible, but all of the leaders involved are confused as to what is supposed to happen. As a result, they do nothing. No in-command brigade in that division may undertake any move or combat actions that AM.
Example: Smith's Division's AM is drawn. All three of Smith's brigades are within his range, and the player wants to launch a division-sized attack with all of his brigades at once, rather than piecemeal. Smith has a Coordination Rating of '2.' He rolls the die, getting a '6.' The player may activate two of Smith's brigades (his choice) at the same time, as if they were one. The other activates separately.
Play Note: The Coordination Ratings are, usually, not very high. Lots of '0's.
5.35 March Order Activation. Units that are operating under March Orders do not move when their division AM is drawn; they move only when their (one) March AM is drawn. When a player's March Order is drawn, he may move all units under March Orders the equivalent of any number of activations, from 1 to 4. [But see the Fatigue rules; 17.0, and 5.27.] The order of movement is up to the selecting player.
Exceptions: Entering reinforcements with an AM# [9.74].
5.36 Out of Command. Being out of Command affects units depending on what that unit or command is.
- Division Leaders: May not receive Orders from Corps Commander, which means they may not transmit any Orders to their brigades in the II/B Phase. The division has one less AM placed in the AM Pool [5.23[2]].
- Brigade Leaders: May not receive Orders from their Division Leader in the II/B Phase. They must dieroll, in the III/C/1 segment, if they wish to change Orders. And, they activate one less time than the division as per 5.26.
- Individual Units: Out of Command combat units use the last Order their brigade received. There is no other effect. They also activate one less time than the division as if an independent brigade.
5.4 Efficiency Transfer
Players may take advantage of the Chain of Command to increase the Efficiency of certain commands by transferring two division's available Activations to another division.
5.41 In the Activation Efficiency Segment (II/A), after all Efficiency and Activation levels have been determined for that turn, a player may transfer focus - in the form of an increased Activation Level - to a selected division.
5.42 Only divisions that can trace a Chain of Command back to the Overall Commander may benefit by, or be used for, Transfer.
5.43 For every two Activations a player lowers any one (or two) other divisions, he may raise the Activation level of one other [5.42] Division by one (+1). A division may never have its Activation Level reduced to "0," or increased greater than '4,' by Transfer.
5.44 A Player may undertake only one Efficiency Transfer per Turn.
Example: The Corps Efficiency for XV Corps is '2.' All of XV Corp's Division Leaders are within range, and 2/XV has a +1 Division Leader. This means that, normally, 1/XV and 3/XV would get 2 AM, and 2/XV 3 AM. However, the player wants to undertake a Big Push with 2/XV, so he reduces 1/XV and 3/XV to 1 AM each, and gives an extra AM to 2/XV, so that it has '4.'
5.5 Ending The Turn
The Activation Segment is over when all the AMs have been drawn from The Pool.
6.0 The Orders System
General Premise: All brigades operate under "Orders." Orders delineate the parameters under which the combat units under those Orders may Move, Fire, Rally, etc. The ability to give/change Orders has nothing to do with the Efficiency or AM mechanics; it has everything to do with Chain of Command and brigadier leadership ability.
6.1 The Orders
6.11 There are three types of Orders: March, Advance, and Attack. A brigade (and the units therein) must be under one of these three Orders at any time. There are markers for both March and Attack Orders. If there is no such marker with a command, it is considered to be under Advance Orders.
6.12 Orders are changed in one of two phases:
- The Division Orders Phase (II/2): Any Division Leader that is in Command Range of his Corps Commander may change the Orders of any/all of his brigades, if the brigadier is within his range. Each brigade may have different Orders; no dieroll is necessary, just change the Orders.
- The Change Orders Phase of the Activation Segment (III/C/1): Here, as each brigade is activated, the player may, if he wishes, try to change that brigade's orders by dierolling for same [6.2].
6.13 March Orders. A command or unit under March Orders
- Uses March Movement Rates [9.22]
- Moves only when the March Order AM is drawn.
- May not start in, or move into, any hex that is within four hexes and within Line of Sight of an enemy combat unit at any time during movement. Regardless of LOS, no such unit may move adjacent to an enemy unit.
- Must use Extended Column [8.5] where applicable.
- Must obey the Stacking limitation for March Orders, as per 8.12.
- May not Fire; not even Reaction Fire.
- Suffers a (special) Cohesion Check DRM if shock attacked
- May not undertake any Construction.
Play Note: In essence, the only thing units under March can do is move.
6.14 A Command may be given March Orders only in the Division Orders Phase, and only if it either starts that Phase with no unit in that command within four hexes of an enemy combat unit to which it can trace a Line of Sight [10.2], or is an entering Reinforcement.
6.15 Advance Orders. An activated combat unit under Advance Orders:
- May Move or Fire; not both.
- If moving, uses Advance Movement [9.23].
- May not move into the hexes adjacent to an enemy combat unit, except artillery [but see the bridge/ford exception in 9.23]. However, if it starts the Phase adjacent to an enemy combat unit, it may Shock Attack.
- If firing as a non-Phasing unit, it may gain Prepared Fire bonus.
- May use Prepared Fire when undertaking non-Phasing Fire [10.4]
- May undertake Construction.
- Must obey the Stacking limitation for Advance Orders.
6.16 Attack Orders. An activated combat unit under Attack Orders:
- Uses Attack Movement restrictions [9.24].
- May Move and/or Fire.
- If Firing, gains the Prepared Fire Bonus if phasing (but not moving) or when using non-Phasing Fire [10.4].
- Eligible for the Infantry Charge bonus if not firing.
- Mounted cavalry may Charge.
- May Refuse [7.3].
- May not undertake Construction.
- Must obey the Stacking limitation for Attack Orders.
6.17 At the start of the game, the Initial Deployment instructions state which Orders a command is under. If it says "Player's Choice," he may choose from any of the three. All other commands must be assigned Orders the first time they are Activated to enter the map (as Reinforcements).
6.18 Artillery may never be under Attack Orders. If attached to a brigade with Attack Orders, the Artillery is considered to be under Advance Orders.
6.2 Brigade Orders Change
6.21 When an AM is drawn that activates a brigade (whether it be a Division AM or March AM), each brigade so activated may attempt to change its Orders (III/C/1). This is done before any units of any activated brigade undertake any actions. To attempt to change the Orders of an Activated Brigade, the player rolls the die, adjusts it by the brigadier's Orders Rating DRM, and consults the Orders Change Table [6.23].
Play Note: Remember, Orders may be changed by Divisions only in the Division Orders Phase.
6.22 If the brigadier is stacked with his Division Leader, add one to the dieroll (+1 DRM). If his Corps or Overall Commander is stacked with the Brigadier, add two (+2 DRM). Both DRMs may apply.
6.23 The Orders Change Table
| Dieroll | Result |
|---|---|
| 1 or Less | Retain and Stand |
| 2-3 | Retain |
| 4 | Loose Cannon/Player |
| 5 | Loose Cannon/Opponent |
| 6 or More | Change |
- Retain: Brigade keeps the Orders it has.
- Change: Brigade may Change to any Orders the player wishes.
- Stand: The units of the brigade may not move this Phase. It is still considered an Activation, although not for Fatigue purposes.
- Loose Cannon: See below.
Example: The XXXV Division AM has been selected. General Hackenbush, in command of the 1/3/XXXV brigade, wants to change his Orders from Advance to Attack. His division commander is too far away to do this in the Division Orders segment, so Hack must dieroll to effect the change. His Orders Rating DRM, though, is a -1. He rolls the die, getting a 4, which his rating lowers to a '3.' Hack's brigade retains their Orders for that activation, and operates under those Orders.
6.24 If the result is Loose Cannon/Player, the player who was trying to change Orders now consults the Action Profile of the brigadier in question: Aggressive (A), Normal (N), Cautious (C), or Unreliable (U).
If the Brigadier is Aggressive the Phasing Player does one of the following:
- If any unit in the brigade is within 3 MP of an enemy combat unit, the player places that Brigade under Attack Orders and launches an Infantry Charge [11.21] with as many units in that brigade as possible. Choice of targets is up to the Player.
- If no unit in the brigade is within 3 MP of an enemy unit, place the brigade under Advance Orders and move it as far as it can towards the nearest enemy units.
If the Brigadier is Normal the brigade retains its Orders.
If the Brigadier is Cautious the player retreats each unit in the brigade one hex, after which he places the Brigade under Advance Orders.
If the Brigadier is Unreliable, roll the die and treat the Brigadier as listed (for the above):
| Dieroll | Result |
|---|---|
| 0-2 | Aggressive |
| 3-6 | Normal |
| 7-9 | Cautious |
6.25 If the result is Loose Cannon/Opponent, the opponent consults the Action Profile of the brigadier in question: Aggressive (A), Normal (N), Cautious (C), or Unreliable (U).
If the Brigadier is Aggressive, the opponent does one of the following, his choice:
- Place the brigade under Attack Orders and conduct an Infantry Charge against any of his (opponent's) units that he could do so against.
- Place the brigade under Advance Orders and move it towards any of his (opponent's) units to which the Phasing Player's units can trace an LOS, or are within 10 MP.
- If neither of the above are possible, treat as a Stand, with the Opponent changing the enemy's Orders to whatever he wishes (within the rules for such).
If the Brigadier is Normal the brigade does nothing; but the opponent gives it whatever Orders he wishes (within the rules for such).
If the Brigadier is Cautious the opponent retreats each unit in the brigade away from his own units (and not nearer) up to half their MA. He may give them either Attack or Advance Orders in doing so. If they cannot retreat away, they Stand.
If the Brigadier is Unreliable, roll the die and treat the Brigadier as listed (for the above):
| Dieroll | Result |
|---|---|
| 0-3 | Aggressive |
| 4-5 | Normal |
| 6-9 | Cautious |
Play Note: When undertaking the above, Opponent must make every attempt to keep the Phasing Players' units In Command; he cannot simply send them scurrying all over the map, hither and yon.
6.26 A brigade under March Orders may attempt to Change Orders, as per III/C/1, to any other Orders when the March AM is drawn. Brigades that change Orders from March to Advance or Attack use the AM drawn during the rest of the turn; they suffer no AM usage penalty from such an Orders change.
6.27 A brigade that is under March Orders that is either Shock attacked or undergoes small-arms fire (not artillery fire) is, after the attack is resolved, immediately placed under Advance Orders. Combat does not effect other Orders.
6.3 Reserve
6.31 Any command (brigade, division or corps) may be placed In Reserve, regardless of its Orders, if it qualifies, as below:
- All units must be out of Line of Sight of any enemy unit and at least five hexes from the nearest enemy combat unit; or
- All units are at least ten hexes away from the nearest enemy combat unit (note that there are no LOS requirements for this qualification).
- If it is a Night Turn, the minimum distance is reduced to five hexes.
Play Note: The hex range limits are the minimum; it is recommended that, for the safety of your troops, you act with a bit more caution.
6.32 Commands are placed In Reserve in the Reserve Placement Phase at the beginning of the turn. Reserve status is removed
- Voluntarily: At the end of the turn, in the Recovery Phase
- Involuntarily: A brigade whose units are either Shock attacked or fired upon at a range of four hexes or less automatically abandon Reserve and enter Advance Orders.
6.33 If all (remaining) units in a command have been Routed, the command may be put into Reserve by having the brigadier (counter) follow 6.31.
6.34 Commands In Reserve pay no attention to drawn AM; they may not undertake any actions available to non-Reserve units. Only commands In Reserve may check for Straggler Recovery.
6.35 During the Replacement/Recovery Phase, units from a command In Reserve do the following:
- Reduce Fatigue by two levels.
- Flip all Disordered units to their normal side.
- Rally Routed units [13.5] by returning them as Disordered.
- Change Orders to any Orders the Player wishes.
7.0 Facing and Refusal
The direction in which a unit is faced determines which hexes surrounding it that unit controls.
7.1 Facing
7.11 All combat units under Attack or Advance Orders must be faced towards a vertex (joint) of the hex it is in, not a hexside, as per diagram #1. All combat units under March Orders must be faced towards a hexside, as per diagram #2. All units in a hex must face in the same direction.
Design Note: The admonition that all units in the same hex must face in the same direction is one that arises purely from a need to keep the game manageable. There is really no "historical" reason why this should be a restriction, so, if both players agree, feel free to ignore it. Be aware, though, that it raises a host of tangential, and entangling, play questions that you are free to resolve on your own.
(Diagrams #1 and #2, "Facing For Unit under Advance Orders/Attack Orders" and "Facing For Unit under March Orders", show the Front, Flank and Rear hexes/hexsides around a unit; they are not reproduced here.)
7.12 Facing determines which adjacent hexes, and which of the unit's hexsides, are Front, which are Flank, and which are Rear.
7.13 Units may move, Fire and/or Shock (when eligible to do so) only into their Front hexes (through their Frontal hexsides).
7.2 Changing Facing
7.21 Changing Facing is treated as movement. A unit may change facing without actually leaving the hex. A unit may change facing at a cost of 1 MP (per hex) during movement, regardless of how many vertices are changed.
7.22 Attack Orders Exception. Units under Attack Orders changing facing in a woods hex incur several additional problems (because of their very linear state):
- They pay one MP per vertex, unless they wish to change 180 degrees, in which case they only pay one MP (to have everybody turn and face in the opposite direction). In addition, if stacked, you must switch the stacking order, as the top unit is now the bottom unit.
- After any facing change in a woods hex they undertake a UDD. Pass? No problem; Fail? Disordered.
7.23 Under certain circumstances a unit pays no MP cost to change facing:
- When changing to/from March Orders
- Road/Trail movement;
- Advance after combat.
- As a Reaction to enemy Movement or Fire.
7.24 A phasing unit that starts movement in an enemy Frontal Hex may change facing by (only) one vertex in that hex. [And see 7.42.]
7.25 Units suffering certain combat results, or rallying from such results, have the following abilities and restrictions concerning changing facing:
- Retreat: Unit maintains original facing; no change allowed.
- Rally: A rallied unit may assume any facing upon being rallied.
7.26 An Extended column may become an Extended Line when the unit's orders change from March to Advance or Attack, as long as the requirements for Extended Line are met. Vice versa is also true.
7.3 Refusal
7.31 A unit that is either at the end of a line or not adjacent to any friendly unit may Refuse. This means that the end of the unit bends backward, away from the line, as in the diagram below. Place a Refuse Right, or Refuse Left, as appropriate, on the unit so doing.
(Diagrams "Facing For Unit with Refused Left" and "Facing For Unit with Refused Right" show the two normal Front hexes plus a third, Refused Front hex on the refused side, with the other hexes marked Flank and Rear; not reproduced here.)
7.32 Only units under Attack Orders may Refuse. In addition:
- It costs 1 MP to Refuse
- A unit may not Refuse if it starts adjacent to an enemy unit
- A unit may not Refuse if it is in between (adjacent to) two, friendly occupied (flank) hexes.
7.33 A unit may not move with a Refused marker. A unit that is Refused that wishes to move (voluntarily) must pay one MP to remove the Refused status. Any involuntary movement causes the marker to similarly be removed, but at no MP cost.
7.34 Refused units have three Frontal hexes: the usual two Frontal hexes plus the third, Refused Frontal hex; see above. They may fire out of/through any/all of these frontal hexes, splitting their fire to do so. However, no more than one-half of a unit's Fire strength may fire out of a Refused Frontal hex, and, if Refused, no more than one half of a unit's SP may fire through its normal Frontal hexes. If the unit's SP is "odd," round down for the Refused Frontal hex, up for the normal.
8.0 Stacking and Extension
Stacking refers to having more than one combat unit in a hex, a function more of tactical usage than how many men can be crammed into a space. Extension is just the opposite, in that it is concerned with the ability of a unit to increase its frontage.
8.1 Stacking Limits
8.11 Stacking limits apply at all times during the turn, even (and especially) during movement. There are no stacking restrictions for Leaders or informational markers.
8.12 The stacking restrictions/limits depend on the Orders a unit is under. They also may vary according to the scale of the battle [see Battle/Scenario Rules].
March Orders
- Infantry: May stack up to seven SPs of Infantry or Dismounted cavalry (as long as they are all from the same brigade). If an individual unit contains more than 7 SP, the player must use Extended Column.
- Cavalry: May stack up to four mounted cavalry SP's in a hex, as long as they are all from the same brigade. If an individual unit contains more than 4 SP, the player must use Extended Column.
- Artillery: Two batteries, regardless of number of guns, may occupy a hex. This includes all sections from that battery. May not stack with other units.
There is no intermingling of unit types when in March Order; artillery may not stack with infantry, etc.
Advance or Attack Orders
- Infantry: May stack any two (2) units from the same brigade, up to a maximum of 15 SP per hex, or any one unit, plus any one battery of any type (Field or Horse). If the infantry is using Extended Lines, one battery may stack in each of the extended unit's hexes.
- Cavalry: Up to seven (7) mounted SP, if from the same brigade, per hex, or one mounted unit regardless of strength, plus any one Horse Artillery (MA of 10) battery.
- Artillery: Up to two artillery batteries per hex, regardless of strength, if not stacked with infantry/cavalry. If stacked with infantry/cavalry, one battery per hex.
8.13 Units that wish to make use of the movement bonuses for using roads and trails [9.2] must use March Orders stacking to do so. Units that are stacked as per the restrictions for any other type of Orders must use the terrain in the hex to determine movement costs.
Play Note: Thus, units moving through, say, a large stretch of woods using a road, under Advance Orders, get to use the 1 MP per hex Movement cost only if they obey March Orders stacking restrictions. However, as they are under Advance Orders they will not get the extra bonus (e.g., Roads may be 1/2 MP) they would while under March Orders.
8.2 Stacking and Movement
8.21 During a Movement Phase, each unit must be moved one unit at a time. A combat unit may move through another unit at a cost of 2 MP (in addition to the terrain). In addition, the moving unit undertakes a UDD upon finishing its movement. It adds to that DR the normal cost for entering that hex, if that cost is 2 or >. Thus, moving through a unit in a woods hex will mean a +2 (sometimes a +3) DRM. There would be no DRM if it was a Clear hex. The stationary unit does not undertake a UDD.
Play Note: Given the terrain costs of such as woods, it will be extremely difficult for units to pass through in that type of hex.
A unit may move into a hex with another unit, as per 8.12, and end its movement therein.
- If the moving unit entered the stationary unit's hex through a front or flank hexside, it is placed on top of the stack.
- If it entered through a Rear hex, it is stacked beneath the non-moving unit(s).
8.22 There are three Exceptions to 8.21:
- The Artillery Exception: Infantry/cavalry units may move through artillery units, but not vice versa.
- The Road Movement Exception: Units moving along Pikes and Roads (but not trails) may move through friendly units in such a hex, as long as the latter is not under March Orders. If it is, the moving unit may move through the hex by paying the cost of the actual terrain in the hex; in essence, moving "around" the units blocking the road.
- The Bridge/Ford Exception: If a unit under March Orders occupies either side of a bridge or ford, a moving unit may not use that bridge or ford.
8.23 Stacking order within a hex may be changed at any time instead of Movement (but only then).
8.24 Units given March Orders may start the phase stacked, as long as they follow March stacking as they move.
8.3 Stacking and Combat
8.31 Maximum Fire Strength per Hex:
- The maximum number of infantry or dismounted cavalry Strength Points that may fire out of a single hex is seven, regardless of the actual strength of the unit(s). Thus, if you have a '10' SP infantry unit, you could still fire with only 7 SP's.
- The maximum for Mounted cavalry is four SP.
- The maximum for artillery SP's that can fire out of any one hex is twelve.
8.32 The above may be combined, so that 7 infantry SP's and one artillery battery's SP's in the same hex can both fire out of that hex. If an infantry and an artillery unit are stacked together they may each fire at separate targets or the same target [And see 8.34.]. They may not, however, combine their fire.
8.33 The Fire Frontage Rule: The number of units in a hex, or their stacking order, has no bearing on Fire; 8.31 is the ruling premise. However, artillery may always fire regardless of where it is in the stack.
Example: A 5 SP infantry unit is stacked with a 9 SP unit, plus a 6 gun battery. 7 SP of infantry plus the battery could fire out of that hex.
Play Note: If more than one small-arms weapon type fires from a hex at the same target, the least favorable weapon type's range modifier applies.
8.34 If eight or more SP's of any (non-artillery) type are in a hex, that hex is subject to a Massed Target penalty. A player firing artillery, at Shot/Shell Range, at a Massed Target gets a +1 dieroll adjustment on the Fire Table. Conversely, artillery firing at hexes where there are 2 or less SP's (again, excluding artillery SP's), get a Dispersed Target adjustment of -1 to the DR. Hexes occupied solely by artillery receive neither of the above DRMs; they do not apply to artillery alone.
8.35 The top unit takes step losses and Disorder results before any other unit. If a top unit becomes Disordered, however, the player must undertake a UDD for all other units in the hex. See Shot/Shell Artillery Fire for "artillery exceptions" to this basic premise.
Exception: This rule does not apply to the results of Shot/Shell artillery fire because all the units in the hex are affected by such fire.
8.4 Extended Lines
8.41 Individual infantry units with eight or more SP's may extend their presence into an adjacent flank hex by placing a Line Extender marker in that adjacent hex.
- It must be placed either to the direct left or right flank of that unit,
- The extending unit may not be stacked with another unit, nor can the extension hex be occupied by another unit
- The hex must not be adjacent to an enemy unit,
- The MP cost to "move" into the Extension hex must not be greater than two MPs.
8.42 The cost to voluntarily Extend or Retract is the same as if that unit moved into the hex. Thus a unit extending into a Woods hex would use up 2 MP's. If an Extended unit is reduced in strength by combat below 8 SP's, it is automatically, and immediately, retracted. Remove the Extended marker without spending an MP.
8.43 Units with SP of 15 or greater may extend to both sides. They lose this capability when they drop below 15 SP's.
Play Note: Large units extending to both sides still pay only 2 MP to extend, as long as both extensions are placed simultaneously.
8.44 An extended unit occupies both hexes. The 'base' unit and any extensions must all have the same facing.
- For movement it is treated as one, "solid" unit, with points paid for entering the most costly hex. The unit may only move into a frontal hex; see "A" below. Movement Points are paid for the most costly hex entered by any portion of the extended unit. As units may move only frontally, an extended must "pivot" to change its direction (and facing), paying the cost of the hex into which it pivoted [see "B" below]. Extended units may "pivot" to advance/retreat after combat. See the Wrap-Around rule for an exception for Shock Attacks. (Diagrams A and B not reproduced.)
Play Note: The Refusal rule, and the Extension Facing requirement are not contradictory, as Refusal applies to an individual counter, while the latter concerns two counters acting as one. Extended units may use Refusal.
- For purposes of Fire and Massed Target determination, an extended unit has its strength divided among the hexes it occupies as equally as possible. Any leftover points are assigned to the actual unit counter.
Example: An extended 9 SP unit would have 5 SP's in the counter hex, and 4 SP in the extension hex.
- For Fire, each hex is treated as an individual unit. The diagram shows the possible maximum Fire SP per hex(side) from a 10 SP unit (5 and 5) and a double-extended 18 SP unit (6-6-6). (Diagram not reproduced.)
- For Shock, an extended unit is treated as one "solid" unit, attacking or defending. Extended unit Shocks at full strength. Must Shock both units.
Example: [Gettysburg] An 8 SP infantry is in 2122, extended into 2123. It shock assaults an enemy infantry unit in 2223, causing it to retreat. The "8" may advance after combat by moving directly ahead, into, say, 2222-2223, or it may pivot into the abandoned 2223, leaving the extender in 2123. The extender, of course, has its facing adjusted to reflect its flank extension.
8.45 An extended unit may fire all its (allowable) SP's into any enemy unit in one of its frontal hexes, in essence combining the fire of the "separate" counters, or it may fire each portion separately. Note that, when so combining fire, both hexes must be able to fire into that target hex.
Play Note: This is, in effect, in line with 10.14, which requires separate resolution of each unit's fire, as the extended unit is still only one unit. Therefore, a 17 SP unit, even when fully extended (6 - 6 - 5), could fire and combine only 12 of its SP's into an adjacent, defending target, as at least one of the extended sections could not fire at the target, given the hex configurations. It would be able to combine its fire capability if the target were two or more hexes distant, and the "lines of fire" were clear.
8.46 When Shock attacking, an extended unit must attack all enemy units in its Frontal hexes in the same resolution.
8.47 Extended units advance or retreat as follows.
- If the extended unit Advances, it must do so extended, unless it cannot do so, in which case the Extended Line marker must be removed before advancing. Extended markers may not be removed voluntarily in an advance.
- If either part of an extended unit must Retreat, it must retreat extended. If it cannot do so, the Extended Line marker must be removed before it retreats. After the retreat is finished, the player makes a UDD [2.6]. If it fails, it suffers a Disorder result.
8.48 Wrap-Around: When an Extended Line unit Shock attacks a single-hex enemy unit, and part of the Extended Line is not "in contact" with the enemy but, if it could move forward, would be, that half of the Extended unit may move forward (causing the unit to pivot) into the empty hex if:
- The moving part of the extension does not begin its attack in an enemy frontal hex, and
- it would place the defender in one of its Frontal Hexes, and
- that hex is not in the Frontal hex of another enemy unit, and
- the extended portion is not Refused.
Play Note: This will probably result in a +3 DRM for attacking through the Flank.
Example: Defender in 3311 facing west; attacker in 3109-3110, extended, facing east. Attacker moves into 3210-3211 to Shock. The "3210" portion is not in contact with the defending unit but it may become so by moving the half that is in 3210 into 3310.
8.49 After the result of the Shock is applied an attacker using Wrap-Around is immediately Retracted and removes the Extended Line marker. This takes place before any advance, retreat or Continued Shock, etc.
8.5 Extended Columns
Individual infantry units of eight SP's or more, and individual cavalry units of four SP or more, under March Orders, must extend one hex to the rear, to represent the length of that column. (An individual unit with 15+ SP would have to extend two hexes to the rear when at full strength.) Place the Column Extender, as in the diagram (a unit with Front, two Flank hexes each side and an Extended Column hex to the rear). It, too, is treated as part of that unit (as if they were one).
Extended Column markers may be removed voluntarily only at the beginning of a command's activation, or, if the unit is Shock attacked, at the conclusion of the Shock.
Note: It is allowable for units under March Orders that are travelling along a pike/road/trail to extend to the rear in conformance with the road. With 2-hex extensions or several consecutive extended units moving by road, this can result in a "serpentine" column that follows the road. In such cases, the column has only one front and rear hex (at the beginning and end of the column); all other hexes are flank hexes.
9.0 Movement
9.1 Movement Allowance
9.11 All combat units have their Movement Allowance (MA) printed on the counter. Leaders do not have their MA on their counter; it is 10 for Brigadiers and Division leaders, and 40 for Corps and Army Commanders.
9.12 The MA represents the total number of Movement Points (MPs) that the unit may use in a phase; it may vary according to the Orders a unit is operating under.
9.13 Units expend MPs to enter hexes and cross hexsides, moving into adjacent, contiguous hexes. These MPs may not be saved or transferred in any way. A unit does not have to use all of its MA. The player may choose to expend less; he may never expend more.
9.2 Movement Modes
9.21 There are three different modes of Movement, corresponding to the Orders under which a unit is operating. The entire brigade must use the type of Movement corresponding to its Orders.
9.22 An activated combat unit under March Orders uses March Movement, as follows:
-
Units under March may move into any hex, except they may not move into any hex that is within four hexes and within Line of Sight [10.2] of an enemy combat unit at any time during, or at the start of, movement. Even with no LOS, the units may not move adjacent to an enemy unit.
Play Note: A March Orders unit starting its move within four hexes and LOS of an enemy unit must change orders in order to move.
-
The MP cost for Pikes and Roads (but not Trails) is halved (to 1/2 MP per hex) for units using March Order.
-
They are activated only by the March AM; their Division AM does not affect them. [5.35]
9.23 An activated combat unit under Advance Orders uses Advance Movement, as follows:
-
May use all or some of its printed MA.
-
May not voluntarily move adjacent to an enemy combat unit.
Exception: a unit under Advance Orders may cross a bridge or ford to move adjacent to an enemy combat unit. It cannot shock attack, however, until its next Activation.
-
May use Roads, Trails, Pikes, Bridges and/or Fords.
9.24 An activated combat unit under Attack Orders uses Attack Movement, as follows:
- Units' Movement Allowance is halved, rounding up.
- May not use Road, Trails or Pike Movement costs; they use the MP cost of the terrain in the hex.
- May not use Bridges or Fords as part of movement. [9.44]
- Artillery [6.18].
9.3 Leader Movement
9.31 Brigade and Artillery Leaders may move with their combat units when that command is activated. A Brigadier may move only once per Phase; i.e., he must undertake all of his movement at one time; he may not break up his movement into sections. Leaders' MA are affected by the Orders of their Commands (and are thus doubled when under March).
9.32 Division Leaders move during the activation of one of their brigades, once per Division AM.
9.33 Corps and Overall Commanders may (voluntarily) move only in the Commander Movement Phase. However,
- if a Corps Commander uses more than 10 of his allowed 40 MP, his Command Range is reduced to '0' (only units "stacked with" the Corps Commander would be in command).
- if an OC uses more than 10 of his allowed 40 MP, he may not use his Initiative Rating for any purpose.
9.4 Terrain and Movement
This section applies to all games within the system, generally. Specific terrain rules can be found in the Battle Book.
9.41 The types of terrain in each hex have their own costs to enter (such as Woods) or cross (such as streams and slopes), depending on unit type. For example, it may cost an infantry unit 2MP to enter a Woods hex, whereas it will cost an artillery unit 4 MP's to do the same. Most terrain types are self-explanatory; those that are not are discussed below or in the Battle Book.
9.42 If a unit does not have the necessary MP's to enter a hex, for whatever reason, it may not enter that hex.
Exception: a unit may always move one hex, as long as it would have been able to enter that hex using its full printed MA. Prohibited hexes\hex sides may never be entered or crossed via this exception.
9.43 Pikes, Roads, Trails, Fords, and Bridges are available to speed movement (as long as the moving unit adheres to March Order stacking [8.12].
- For units in March Order, the MP cost to enter a road or pike hex [as per 9.45] is one-half (1/2). All other costs are as listed.
- Units under Advance Orders use printed Pike, Trail, Ford and Bridge movement costs.
- Units under Attack Orders may not use Roads, etc. They must use the cost of the terrain in that hex.
- Artillery may use Road, etc. costs as it is always under Advance Orders.
9.44 When being used:
- Pike and Road movement rates apply regardless of the terrain, including elevation changes. [8.12.]
- Trail movement rates are one half (x1/2) the non-trail rate for the terrain in the hex
- rounded down, to a minimum of 1 MP, if under March;
- rounded up, if under Advance [and obeying 8.13].
Example: Artillery moving into a woods hex would normally pay 4 MP's; if it is using a Trail, it pays 2 MP's.
- Bridge. Units may not move (as part of "Movement") across a bridge if under Attack Orders. However, they may Shock Attack across the bridge under those Orders, and, if the result allows, advance across that bridge. [See, also, 6.15 and 9.23.]
- Fords. The cost to use fords is often singularly appropriate to the specific battle. See the Battle Rules and the game's Terrain Chart. They may be used under March or Advance Orders; units under Attack Orders may not move using fords, but they may attack and advance across the stream/river through the ford hexside.
Design Note: Although pikes were macadamized and roads were packed dirt, tactically they had the same effect (unless it rained).
9.45 Units gain the benefit of roads, etc., when available, only if they enter such a hex from a connecting road hex. In addition, units using roads, etc., do not pay any MP's to change facing during movement as long as they are moving from one road/trail hex directly into another, connected road/trail hex.
9.46 The GBACW system uses a graduated Elevation system to represent changes in terrain height. In doing so, we have determined that whereas some changes in elevation are so gradual as to be imperceptible, others are not so. As the representation varies from game to game, depending on the elevation scale adopted, see the Battle Rules for specifics.
9.47 Certain terrain, as per the Terrain Chart, carries with it Disorder possibilities.
- If a unit enters or crosses terrain with a "D" that unit is automatically Disordered the instant it enters/crosses that hex/hexside (and remember the reduced MA of a Disordered unit [12.33]).
- If a unit enters or crosses terrain with a "dr" that unit undergoes a UDD the instant it enters/crosses that hex/hexside. If the DR is higher than its Cohesion, the unit is Disordered.
9.5 Enemy Units and Movement
9.51 A friendly unit may never enter a hex containing an enemy combat unit.
9.52 Only units under Attack Orders may move adjacent to an enemy infantry or cavalry Combat Unit. Units under Advance Orders may move adjacent to artillery.
Exception: if the hexside between the non-phasing and phasing unit is uncrossable (e.g., a river), this prohibition does not apply.
9.53 Combat units must cease movement for the Phase when they move adjacent to an enemy Combat unit, even if separated by what would be impassable terrain.
Play Note: Because they cease movement upon moving adjacent, that means they may not change facing after entering that hex.
A unit that starts an Activation Phase adjacent to an enemy unit may move, as long as it obeys 7.24.
Example: A unit starting its activation adjacent to an enemy unit may move directly to another hex, adjacent to the same (or another) enemy unit. It ceases movement at that point.
9.54 Withdrawal Movement. Units under either Advance or Attack Orders may use Withdrawal Movement (WM) as their movement for that activation. When using WM, a unit may move backwards (no facing change) a maximum of two hexes. However, if any hex into which the unit wishes to withdraw would cost more than one MP to enter, the unit undergoes a UDD, which earns a +1 DRM for each MP (of each hex) in excess of '1' in each hex entered.
- If the unit "fails," it is Disordered.
- If a Disordered unit fails, it may not enter the second hex; it remains Disordered in the first WM hex. Units using WM may not fire.
Example: An infantry unit withdraws two hexes, both Woods. Woods has a normal cost of '2.' The player rolls the die, adding +2 DRM (+1 for each Woods hex) to get the UDD result. If the infantry unit is already Disordered (either beginning the activation Disordered or as a result of Withdrawal Fire) and fails the WM UDD, it may not enter the second woods hex.
9.55 Artillery units may not voluntarily move within three hexes and LOS of an enemy unit. Artillery that starts activation within 3 or fewer hexes may not move closer, unless such movement is into a hex occupied by a friendly infantry or cavalry unit.
Play Note: This is a "doctrine" rule; not a "what happens" rule. It is there to reflect how these batteries were used; they are Civil War artillery units, not WWII tanks.
9.56 No unit may voluntarily leave the map. Units forced to leave the map are eliminated. (Some battles have exceptions to this).
9.6 Reaction Movement
A non-phasing infantry or cavalry unit may move during an opponent's phase as "Reaction" to what is happening.
9.61 Reaction Facing Change. A non-phasing infantry or cavalry may change facing in reaction to movement by, or fire from, an enemy unit.
- Any enemy movement, including advance after combat and continuing shock, that brings the latter adjacent to the non-phasing unit, may trigger a Facing Change.
- Enemy Fire through a flank or rear hexside will trigger a Facing Change.
9.62 A unit eligible to use Reaction Facing change
- May change only one vertex.
- May do so only once per enemy activation.
- Undergoes a UDD when it does so. If it fails, the unit suffers a Disorder Result.
It also incurs no MP cost to do so (as it is not a phasing unit). It may not do so if it is already in the Frontal Hex of another enemy unit. And it may not do so if it is Refused.
9.63 Mounted Cavalry has the additional capability of Moving in Reaction to enemy movement, as long as it is not Disordered. The affected cavalry may move/retreat one or two hexes, after which it
- Undergoes a UDD when it does so. If it "retreats" into any hex other than clear, add the cost for cavalry to enter that hex (for each hex) to the DR. If it fails, the unit suffers a Disorder Result.
- Incurs no MP cost to do so (as it is not a phasing unit).
- May not do so if it is already in the Frontal Hex of another enemy unit.
9.64 The decision to so retreat is announced before the phasing unit moves adjacent. (Thus the reacting cavalry is not susceptible to Withdrawal Fire [10.44].)
9.65 If Mounted Cavalry choose to Move in Reaction, the phasing unit may keep moving, if it has MP remaining.
Play Note: Theoretically, the cavalry can keep retreating if the phasing unit keeps advancing. This could happen when the phasing unit is mounted. However, each time the non-phasing unit so retreats it could incur Disorder, and, in the face of oncoming cavalry, that could be most problematic.
9.7 Reinforcements
9.71 In most games in the GBACW system, reinforcements enter through the hexes listed in the scenario. Arriving units are given specific Orders, in the Orders Segment, prior to their arrival, and use that Movement mode to enter.
9.72 If more than one unit enters through the same hex, the first unit pays the cost of the entrance hex, the second its cost plus that of the first, and so on. Reinforcements may not enter the map by moving into a hex occupied by enemy units, but they may move adjacent to an enemy unit. The corollary of this is that no friendly unit may move adjacent to an enemy Entrance hex.
Play Note #1: The "chain" effect, above, is very important when bringing in large numbers of units, which happens fairly often.
Play Note #2: Yes, the enemy movement restriction is a mite artificial. However, consider the alternative.
9.73 Arriving units that are not able to make it onto the map because of unit crush simply come on the next Activation Phase for that command. This should not be a problem when using March Orders.
9.74 Some Reinforcements are restricted as to the number of Activation Phases they may undertake in the Turn in which it enters. This applies even to entering Reinforcements using March Orders.
Example: A unit arriving under March Orders stated to have only one activation allowable for its turn of entry may move only the equivalent of one activation.
9.75 Some Reinforcements have Priority Numbers, indicating they must enter before the next group of units.
10.0 Fire Combat
Combat is divided into two parts: Fire and Shock. Fire is undertaken either as part of (or instead of) Movement, or in Reaction to enemy Movement or fire. Shock is effected and resolved after all Movement and Fire has been completed. The combat units use their Strength Points for both Fire and Shock.
10.1 Basic Fire Concepts
Fire Combat is of two types: small arms and artillery.
10.11 Units may Fire at the enemy when:
- activated and under Attack Orders (in addition to Movement), or
- activated and under Advance Orders, (instead of Movement)
- in reaction to certain enemy actions (but not while under March Orders).
10.12 A unit may fire at any enemy unit within its Range (per Weapon Type) and Line of Sight [10.2]. The Range is the number of hexes from the firing unit to the target, counting the target unit's hex but not the firing unit's hex.
10.13 No unit is ever required to fire; fire is always voluntary. However, each phasing unit must complete its movement/fire before any other phasing unit starts.
10.14 Each unit fires separately; no two units may ever combine fire:
Exception #1: Infantry using Extended Lines, as they are really one unit.
Exception #2: See 10.63 for combined artillery fire.
10.15 A single unit, and this includes Extended units, may split its fire among all possible targets in its frontal hexes. Such splitting must be done as evenly as possible.
Example: A 5 SP unit with an enemy unit in each frontal hex, may fire all 5 SP's at either unit. Or, it can split fire, directing 3 SP at one hex and 2 at the other. No other combinations are possible.
10.16 Each Weapon type has a Maximum and Prepared Fire range, listed on the Range Effects Chart. No unit may fire at a target that is outside its maximum range. All fire must be through a unit's frontal hexes, as depicted in the diagram.
Example: Units with "R" (rifled-muskets) have a maximum range of 5, and a Prepared Fire Range of '2'; and those with "M" (muskets) have a range of 2 and 1 for Prepared.
10.17 To resolve fire, the player determines the number of Strength Points and rolls one die, cross-referencing the dieroll with the Fire Strength on the Fire Table. The dieroll may be modified by several DRMs, all listed in 10.7 and on the Fire Table. The results are applied immediately, as per 12.0.
10.2 Line of Sight
Design Note: We'll try to keep this as simple and basic as possible, knowing full well that it is impossible to cover every angle. There are sure to be anomalies; try to solve them based on the underlying principles these rules portray.
The following rules are generic; battle-specific situations (plus examples) can be found in the Battle Rules.
10.21 Units firing at a target two or more hexes distant may fire only at targets to which they can trace a Line of Sight (LOS); they must be able to "see" the target. LOS is traced from the center of the firing hex, through the front of the unit [7.11] to the center of the target hex.
10.22 Certain terrain hexes block LOS. If the LOS is blocked, fire is not possible. Blocking terrain hexes can always be fired into, but never through. (Consequently, you can always fire through frontal hexsides into an adjacent hex.)
10.23 The following terrain hexes may block LOS, depending on their location:
- Woods are treated as being one full level higher than the actual hex elevation. Orchards do not block LOS.
- Infantry or cavalry units (but not artillery, which never blocks LOS) are treated as being one-half a level higher than the hex they are in.
10.24 If both firing and target hex are on the same or different level: any intervening terrain of a higher elevation than both blocks LOS.
10.25 If firing and target hex are on a different level, and target is lower:
- If intervening terrain is higher than both, LOS is blocked.
- If intervening terrain is same as firing hex, LOS is blocked only if intervening terrain is closer to the target than the firing unit. (Exactly halfway is not considered to be closer.)
10.26 If firing and target hex are on a different level, and target is higher:
- If intervening terrain is higher than both, LOS is blocked.
- If intervening terrain is the same elevation as target hex, LOS is blocked only if intervening terrain is closer to the firing unit than the target (Exactly halfway is not considered to be closer.).
Example (10.25 and 10.26): A can see W-Z; B can see X-Z; C can see Y-Z; and D can see Z. This applies in both directions. (Diagram: Elevation 2 hexes D C B A over Elevation 1 hexes W X Y Z.)
10.27 Elevation Change Hexsides may block LOS. Gradual slope hexsides have no effect on LOS. A Minor or Steep Slope hexside, or a RR Cut hexside, will block LOS if:
- the firing unit is on a different level than the target, and
- the hexside is not part of the target hex, and
- the firing unit is closer to the blocking hexside than the target. (Halfway is not closer.)
Example: A can see W-Z; B can see X-Z; C can see Y-Z; D can see Z. This applies in both directions. (Diagram with an Elevation Change Hexside.)
10.28 Intervening infantry and cavalry blocks LOS for small-arms fire, and artillery fire at ranges of 1-3 hexes as per their 10.23 status. Given no intervening, blocking terrain, combat units block LOS for artillery firing at a range of 4 or more hexes, if such infantry/cavalry is within two hexes of the target (and, of course, in the line of fire).
10.29 If LOS runs down a hexside adjacent to a hex that blocks LOS, the LOS is blocked. (Accurate? No sir. But it stops arguments.)
10.3 Phasing Fire
Phasing Fire applies to units who have been activated and it is their "turn."
10.31 A phasing unit may fire only once per Activation.
Play Note: Certain games in the series have exceptions to this, usually for units armed with Repeating Rifles, as well as for Artillery Rapid Fire [10.68].
10.32 A phasing unit may fire when it is Activated under the following Orders:
- Attack Orders. It may fire once during its activation, at any time before, during or after Movement.
- Advance Orders. It may fire once, instead of movement. However, it may change facing one vertex to effect fire.
10.33 The following units may not use Phasing Fire:
- Units under March Orders
- Units under Advance Orders that Move.
10.4 Non-Phasing Fire
Non-phasing Fire refers to opportunities for units belonging to the player who is not activated to fire at activated units that are threatening them in some way. There are four different types of non-Phasing fire: Return Fire, Pre-Shock Fire, Withdrawal Fire for infantry/cavalry, and Approach Fire for artillery.
10.41 Non-phasing Fire is available to units under Advance and Attack Orders; it may not be used by those under March Orders.
10.42 Return Fire. Non-phasing infantry or cavalry units that are fired at by phasing, enemy units, may fire back at the hex from which the phasing fire originated, if it can do so (frontal hexes, range, and LOS all being taken into consideration).
- Return Fire is simultaneous with the fire that triggered it: both sides fire before results are applied.
- However, a unit may use Return Fire only once per enemy activation.
Example: If a non-phasing unit is fired on by two enemy units, the non-phasing unit (facing permitting) may either fire back at one of those phasing units, or split its fire against the two.
10.43 Pre-Shock Fire. A non-phasing infantry or cavalry unit may fire at its attackers during Shock Resolution. [11.38] Pre-Shock Fire is not available to defenders against Continued Shock if they were previously Shocked that segment, or are in the Frontal Hex of another (enemy) unit.
10.44 Withdrawal Fire. Whenever an enemy unit attempts to leave a non-phasing infantry or cavalry unit's Frontal Hexes the latter may Reaction Fire before the enemy unit withdraws. All eligible units fire before the phasing unit Withdraws, but after any facing changes.
Play Note: This applies only to actual voluntary Withdrawals, not to mandated Retreats.
10.45 Non-phasing Artillery may fire as follows:
- Return Fire: As in 10.42. However, in this case Artillery Return Fire is resolved after the enemy fire is resolved.
- Pre-Shock: As in 10.43.
- Approach Fire: Artillery may fire at an enemy unit (LOS, etc., willing) that moves within three hexes of the guns. It may do this only once per Phase.
Play Note: Remember, artillery may always fire, regardless of where it is within a stack of units. This means that if a stack with infantry on top is fired at, both the infantry and the artillery beneath may return fire.
10.46 Phasing units never get to use Non-phasing fire in any form.
10.5 Prepared Fire
10.51 Each small-arms (not artillery) weapon type has a (reduced) range within which it may gain the DRM benefit of Prepared Fire, as listed on the Range Effects Chart. Units may not gain the Prepared Fire DRM outside that Range.
10.52 Prepared Fire may be used (only) by
- Phasing, non-moving, non-disordered infantry (but not dismounted cavalry) units under Advance or Attack Orders, instead of moving.
- Non-phasing, non-disordered infantry and dismounted cavalry under Advance or Attack Orders, as per 10.4.
10.53 Units that are eligible for Prepared Fire have one added (+1) to the dieroll when resolving fire.
10.6 Artillery Fire
For the most part, the mechanics for artillery fire and small-arms fire are the same: roll the die, adjust the dieroll for range, etc., and find the result. There are, though, some rules specific to artillery.
10.61 Artillery may move and fire (once) in the same activation. However,
- Guns that fire have their MA halved for that activation.
- Guns that move, but are still eligible to fire, suffer a -2 DRM when they do fire.
- Moving batteries that exceed half their MA may not fire.
- Disordered artillery may not Fire; it may move.
10.62 Artillery batteries may use Phasing Fire either when activated as part of a Brigade (one in-command battery only), or when their Artillery Leader is activated.
10.63 Combined Fire: Generally, individual artillery counters each fire separately. Guns that are stacked in the same hex may combine their fire at ranges of 4 hexes or more. Different Batteries, even those in the same hex, that are firing at ranges of 1-3 hexes (canister/grape), may not combine fire, although the guns from the same battery may.
Design Note: This rule may be changed by individual battles/games, usually in terms of Barrage.
10.64 If there is more than one type of gun in that battery, and the DRM for the range is different for each, use the lower (worse) DRM for all. This also applies to Combined Fire.
10.65 Individual artillery batteries, or sections, may split fire [10.15] into more than one hex, if it has more than one possible target.
10.66 If an artillery battery is alone in a hex, and it is in the Frontal hex of an enemy unit and wishes to fire, it must, if it can, fire at that enemy unit. Artillery using Return Fire, like any other defending unit, must fire at its attacker (if it can).
10.67 Canister/Grapeshot vs Shot/Shell: Artillery used different types of ammunition, depending on the range to the target.
- Artillery Fire at 1, 2, or 3 hexes (canister and grapeshot) is resolved as per 12.22, using the Small-Arms/Canister-Grape Fire Table.
- Artillery Fire at 4 hexes or greater uses the Shot or Shell Fire Table. It affects all units in the target hex. [8.35]
10.68 Rapid Fire: Smoothbore cannon, artillery types noted with an (RF) on the Range Chart; e.g., "N", may use Rapid Fire to increase their firepower at ranges of 1 to 3 hexes. However guns that moved (excluding changing facing) may not use Rapid Fire. Rapid Fire may not be combined for any sections not in the same hex.
- Cannon using Rapid Fire may fire twice per Phase (whether it is Phasing or non-Phasing Fire).
- When using Rapid Fire, if an adjusted '0,' '5' or '10' is rolled, the guns are Disordered after firing. (This represents overheating, overuse of available ammo, etc.)
10.69 The Ammo Rule. Any time a player rolls an adjusted '5' (and, when using Rapid Fire, an adjusted '0,' '5,' or '10') the firing guns are all Disordered.
Design Note: We have eliminated the Supply Rules. However, each game has specific rules relating to use of Barrage.
Historical Note: The drop-off in capability over 1000 yards is not because of any problem with the guns themselves. It's just that sight effective range for virtually all guns in this period was around 1000 yards. Anything farther than that was out of visual range, at least in terms of sighting in.
10.7 Fire Dieroll Modifiers
The dierolls to resolve both artillery and small-arms fire may be modified by various conditions. All DRM are cumulative.
| DRM | Condition |
|---|---|
| +/-? | Range Effects, as per the Range Chart |
| -? | Terrain Effects, as per the Terrain Chart. This includes defending behind Breastworks [15.1]. |
| +1 | Small-arms fire from directly "behind" breastworks (not for arty firing as small arms at 1-3 hexes). |
| +/-1 | Massed or Dispersed Target [8.34]. Applies only to Shot/Shell Arty Fire. |
| +1 | If target is non-phasing (only) mounted cavalry. |
| -1 | Mounted Cavalry Firing |
| +1 | Prepared Fire [10.5]. |
| -1 | Disordered unit Firing |
| +1 | Flanking Fire. If a target incurs fire through a flank hexside. This does not apply when: the target is in March Mode, and when the fire is artillery at 4 hexes or greater (shell) |
| -2 | Artillery Fire in same phase in which it Moved. |
A General Terrain Note: The Terrain adjustment for firing up/down certain slopes applies regardless of where the slope actually is; it doesn't have to be adjacent to either firing or target unit. (Firing at significant level changes affected "aim," whether this was up or down.)
10.8 Ammo Supply and Recovery (Optional)
This is an optional rule, if, alone, for the fact that it means putting another layer of markers on the counters, which many of you do not like to do. We recommend it to players who like an added level of reality and enjoy the challenge of getting an army to do what you want it to.
Design Note: Ammo Depletion DRM markers are not supplied with River of Death and Three Days of Gettysburg II.
10.81 Whenever an infantry unit fires and rolls the asterisked dieroll of '5' (that's adjusted dieroll, not natural dieroll), it incurs an Ammo Depletion DRM of -1. If it is already -1, it becomes -2, to -3, to Out of Ammo (and no Firing allowed).
10.82 A unit may reduce its Ammo DRM by undergoing a Rally Action. The Ammo DRM may be reduced by one (e.g., a -3 to a -2, or an Out of Ammo to a -3) for each such Rally it undergoes.
- Ammo Recovery Rally is in addition to any other type of Rally undertaken that activation.
10.83 Units adjacent to an enemy unit are not eligible for Ammo Recovery. (The sentence ends here as printed.)
11.0 Shock Assault
The term "shock" simulates hand-to-hand, charge-and-assault. Although there is some firing going on, most of what is happening is an initial, short charge, followed by a rather disorganized melee intended to get the other guy to abandon his position.
Shock was intended to take advantage of the casualties and disorder caused by fire. In itself, it caused few losses; but when effective, it could throw an enemy unit, teetering on the edge of indecision, into, if not headlong flight, a widespread loss of cohesion, rendering it ineffective for a long time.
11.1 Basic Shock Concepts
11.11 General Shock Procedure:
- Designate all targets of Shock and Charges [11.31]
- Perform Retreat Before Shock [11.33]
- "Green" Attacker Commitment Check [11.36]
- Defender's Pre-Shock Cohesion Check [11.37]
- Pre-Shock Reaction Fire [11.38]
- Resolve Shock and Apply Disorder [11.4]
Each of the above steps must be undertaken in the order listed, and each step must be completed, for each unit, before the next is undertaken. Other than that, players may choose whichever units they wish to go first, second, etc.
Exception: Step 6 is resolved left-to-right or right-to-left down the line.
11.12 Shock is resolved after all movement/fire is completed by units of that brigade for that phase. A unit is eligible to Shock Attack if
- It is under Attack or Advance Orders; and
- It is from the brigade that was active in that phase; and
- It did not undertake Rally or Construction; and
- There is an enemy unit in its Frontal Hexes.
Play Note: Yes, units under Advance Orders may not move adjacent to enemy units. But they may find themselves adjacent and, in those circumstances, may elect to Shock.
11.2 Requirements For Shock
Whether a unit "must" or "may" Shock varies, as follows.
11.21 The following units must Shock Attack:
- Infantry Charge: Infantry or Dismounted cavalry under Attack Orders that, in that Phase, move (they must have moved) adjacent to an enemy unit and did not fire. An Infantry Charge carries with it a +1 DRM in favor of the attacker. (The +1 DRM does not carry over to Continued Shock.)
- Mounted cavalry Charge: Charging mounted cavalry Must Shock [11.5].
11.22 The following units may Shock Attack:
- Any unit that falls under 11.12 that is not under "must," above. This includes Disordered units, which are eligible to shock (with a penalty for being Disordered, to be sure.)
11.3 Pre-Shock Resolution
The sections below refer to the General Shock Procedure, in 11.11.
11.31 Step 1: Target Designation: In the Target Designation Segment, the attacker must designate which enemy units are being attacked by which attacking units. All non-phasing units in the Frontal hexes of a designated attacking unit must be the subject of a Shock attempt by at least one attacker.
11.32 Combining Strength. The following principles apply to determining when attacking units may combine their strengths in one attack:
- Adjacent Infantry and/or dismounted cavalry may combine to shock the same defender. If they are not adjacent to each other (or one other) they may not combine.
- Conversely, one attacker must shock units in each of his frontal hexes, combining the strength of the defenders.
- Charging cavalry may never combine strength, neither with foot nor with other cavalry.
- A shocking unit may not split strength; that includes an Extended unit.
- A defending unit may end up being Shock attacked more than once (e.g., two attacking units not adjacent). One attack is resolved, then, if the defender is still in place, the latter is resolved.
As long as all defending units in Shock-designated hexes are targeted, there is no other requirement. Use the Shock markers to indicate attackers and targets, removing them as the combat proceeds.
(Diagram: attackers A1, A2, A3 facing defenders B1, B2.)
Examples: In the diagram above, the choices possible for Attacker "A" are:
- A1 vs B1, and A2 vs B2, with A3 not attacking, as all defenders are "covered."
- If A2 attacks B2, then A1 must attack B1.
- A2 may attack both B1 and B2, with A1 and A3 not attacking anyone.
- A1-2-3 may not combine to attack B1-2 because A3 is not adjacent to A-1.
11.33 Step 2: Retreat Before Shock. Non-phasing infantry and cavalry about to be shock attacked by infantry may Retreat Before Shock.
- Infantry or dismounted cavalry move one hex away from the attacker, maintaining facing.
- Mounted cavalry move up to two hexes, maintaining facing.
Play Note: This is different from 9.63, Cavalry Reaction Movement, as that is in reaction to movement and takes place before any combat can occur; the above is reaction to a shock attack. Thus the cavalry has two chances to choose discretion over valor.
Disordered units may retreat before infantry Shock, after which they undergo a UDD. If the unit fails, it Routs.
Artillery may not retreat Before Shock.
Any unit being Shock attacked by mounted cavalry, whether it is charging or not, may not retreat Before Shock.
11.34 A Unit Retreating towards a friendly-occupied hex it normally could not enter because of Stacking Restrictions may use Displacement [12.57]. A Retreating unit may not enter an enemy Frontal Hex, unless stacking with a friendly unit (if allowed).
11.35 The attacking enemy infantry may advance into the vacated hex, but there is no Withdrawal Fire against the Retreating unit at any time.
Design Note: To understand why units so retreating would not be fired at, one has to visualize the attack and the retreat all as "one piece." To fire, the attacking units would have to stop, which would put a large dent in the impetus of the charge, not to mention the difficulty of issuing such an order in the midst of the ongoing events.
11.36 Step 3: "Green" Attacker Commitment Check. If an attacking unit is Green [14.1], it must pass a UDD before shock attacking. If it fails, it will not shock (but such DR does not produce a Disorder).
11.37 Step 4: Defender's Pre-Shock Cohesion Check. Prior to resolving Shock Assaults, all designated defending units undergo a Pre-Shock Cohesion Check. For each defending unit the player makes a UDD:
- If the unit passes, it defends normally
- If the unit fails, the defender suffers a Disordered result. If already Disordered, it Routs.
March Order Defender's Pre-Shock Cohesion Check. If defender is under March Orders, he undergoes the same check as above. However, the results are different:
- If the unit passes, it becomes disordered and defends normally
- If the unit fails, it Routs.
Exception: Units involved in Shock Continuation do not pre-shock check.
Important Play Note: Certain DRMs apply to the Defending unit (only) in Pre-Shock Check. These are listed in the Defender Pre-Shock DRM section of the charts.
11.38 Step 5: Pre-Shock Reaction Fire. Non-phasing units with Shock attackers in their frontal hexes may fire at those attackers only, within the restrictions for Non-phasing Fire [10.4]. All results are applied immediately.
11.4 Step 6: Shock Resolution
The final "step" (#6) in the Shock procedure is to resolve what you have brought about.
11.41 The Procedure for Resolving Shock: Each separate Shock attack is resolved (All steps 'a' through 'e') before proceeding to the next. Resolve all attacks either left-to-right, or right-to-left. No picking or choosing your spots.
- a. Determine Shock DRMs
- b. Resolve Shock
- c. Conduct all Advances
- d. Perform Shock Continuation
- e. Apply Post Shock Automatic Disorder
11.42 Step 6a: Determine Shock DRMs. Each individual shock attack often takes into account factors other than just the sheer numbers involved. These factors are all integrated as adjustments to the shock resolution dieroll. The Shock DRM Chart lists all the adjustments as they pertain to either the Attacker (additions to the dieroll) or Defender (subtractions from the dieroll). All such dieroll adjustments are cumulative.
11.43 Attacker and defender compare their combat strengths to obtain the Shock Ratio. The concepts of 11.32 apply, to which we add that cavalry charging into a defender's flank or rear has its strength doubled (2x).
The Attacker compares his SP's to that of the Defender and reduces that comparison to a simple odds/ratio, one of the ones given on the Shock Ratio Chart. Odds are always "expressed" attacker to defender. The Shock Ratio is used as a Dieroll Modifier.
When reducing to a simpler ratio, round off as follows:
- Round off in favor of the Attacker if the Attacker moved during the phase and the Defender is not getting any DRM benefit from terrain.
- Round off in favor of the Defender in all other instances.
Example: 5 SP's shock attacking 3 would be at 2-to-1 odds if the attacker moved, but 1 and 1/2-to-1 if the attacker started adjacent or the defender is in the Woods.
Odds less than 1-4 or more than 5-1 are treated as if they were at those ratios.
Check for and Total Dieroll Adjustments. In addition to noting the (possible) Shock Ratio DRM [11.42], and positional advantage [11.44], the players check the Shock DRM Chart to see if any other adjustments apply. Each individual shock attack often takes into account factors other than just the sheer numbers involved. These factors are all integrated as adjustments to the resolution dieroll.
11.44 Position benefits only the Attacker and refers to whether the attacker is shock attacking through the defender's flank or rear hexes, or a combination of front, flank, and or rear. "Surrounded" means that all hexes adjacent to the defender are either occupied by an attacker or are in his Frontal hex zone. Friendly, defending units negate enemy frontal hex positioning for purposes of this rule.
11.45 Step 6b: Resolve the Shock. Shock is resolved by rolling the die, adjusting it as per the DRMs determined in 6a, and referring to the Shock Resolution Table. Results from the table are applied immediately before going on to resolving the next Shock. Place an "Advance" or "Continued Shock" on any units that will be doing so in the next step.
11.46 Step 6c: Undertake Advances. All "victorious" units that can, must now Advance into the vacated hex. The attacker must advance all of the attacking units, within stacking restrictions, and top units have priority over those underneath. The advancing unit(s) may change facing by one vertex after the advance. If extended, see 8.47.
11.47 Step 6d: Continued Shock. A possible result from Shock (in addition to the losses and Disorders) is the ability of the attacker (or the defender) to Continue Shock, by attacking again (or, in the case of the defender, counter-attacking). CS is a specific result on the Shock Table and applies only when so stated.
Continued Shock is mandatory when:
- an attacking unit charged [11.21].
Continued Shock is voluntary when:
- it applies to the Defender's ability to continue shock (DR of '1' or lower on Table)
- for the attacker, the defender has Routed from a Pre-Shock Cohesion check or a non-charging DR of '8' on Table.
- the attacking unit did not charge.
Units using Continued Shock advance, as in Step 6c, into the hex(es) vacated by the retreating unit and place a "Continued Shock" marker thereupon. When it comes time to undertake Step 6d, the units so designated:
- May advance one or two hexes (in addition to those taken in 6c)
- Must stop upon moving adjacent to an enemy combat unit
- May change facing one vertex for each hex it enters in an advance
- May neither enter nor cross impassable terrain, and
- May not enter any hex that would normally cost it more than 2 MP's to enter.
Upon finishing its advance, it must then attack any enemy unit in its Frontal hex(es), using standard rules for such, with the following exceptions:
- There is no pre-Shock Dieroll.
- Continued Shock never gets a Charge bonus DRM, whether infantry or cavalry.
- Automatic Disorder does not apply until the conclusion of Continued Shock.
- For each Continued Shock a unit undertakes, subtract one (-1) from the Shock DR. Thus, the 2nd continued shock (in succession) would be -2, etc.
Play Note: It is possible that one CS attack will result in another. Successful attackers can roll up an enemy line in this fashion.
11.48 Step 6e: Apply Post Shock Automatic Disorder. At the conclusion of each Shock attack (or at the end of a series of Continued Shocks, if applicable) the following additional results are applied, in the order listed.
Affects only Attacking/Phasing Units
- All non-disordered attacking units (infantry and cavalry) are now automatically Disordered (except mounted cavalry).
- All already Disordered Attacking units (except mounted cavalry) suffers a 1 SP loss (Call 'em stragglers, if you wish.)
Affects only March Mode Defender/Non-Phasing unit
- The brigade automatically changes to Advance Orders.
- Units in that brigade that were not involved in Shock that phase must then undergo a UDD which, if they fail, Disorders them.
Affects Both Players
- All non-Disordered mounted cavalry is Disordered.
- All Disordered Mounted Cavalry, whether charging or not, are now "Blown."
The term "attacker," for this section, applies to the player who is rolling the die to resolve the Shock. Both sides may have attacked during the phase.
Play Note #1: Automatic Disorder applies only to those attackers that have actually engaged in Shock (Step 6). It does not apply to an attacker when the defending unit voluntarily Retreats Before Melee or vacates the hex because of a Defender Pre-Shock Cohesion Check.
Play Note #2: Essentially, units attacked while in March mode suffer several (bad) effects: they cannot Reaction Fire, their Pre-Shock Cohesion check can cause them to rout, and, when it's all finished, the rest of the brigade undergoes a UDD.
11.5 Cavalry Charge
Design Note: By this time, it was evident that Napoleonic-style cavalry charges were a thing of the past. The Union cavalry was more mounted infantry than anything else, and the Confederates were better suited to scouting and screening. However, this did not stop either side from engaging in some good, old-fashioned "hell-bent-for-leather" charges.
11.51 Mounted cavalry units that use Attack Movement to effect Shock are "Charging" [11.54]. Cavalry that did not move in the Phase, or that moved but is not eligible to Charge, uses normal Shock rules, above.
11.52 The Charge Path: In order for a Cavalry unit to Charge it must be under Attack Orders and move adjacent to the targeted enemy that phase. The last three hexes (or less depending on how far it moved) of that movement is called the Charge Path. While in the Charge Path, the charging unit may not change facing (It may, of course, have moved more than three hexes, but it may not change facing in the last three.). The Charge Path does not include the target hex and may not include any terrain which would cost more than one MP to enter, except for crossing streams.
11.53 Cavalry may charge only those enemy units it can "see" (trace an LOS to) before starting its movement. Disordered and Out of Command cavalry may not attempt a charge, although cavalry that becomes Disordered during the Charge attempt will complete the charge. Moreover, Charging cavalry may not fire during any portion of a charge.
11.54 A player wishing to Charge announces such intention and, before moving, makes a UDD
- If the unit passes it must Charge
- If the unit fails it will not charge and remains in place, its Activation over.
11.55 If a unit is Charging a defender that does not receive a favorable terrain DRM, the Charging unit earns the following benefits:
- A +1 DRM for charging.
- Defending units add one (+1) to pre-Shock DR checks.
Regardless of terrain, charging mounted cavalry always receives a +2/+3 DRM if charging into the defender's rear/flank. Also, mounted cavalry charging into a defender's rear/flank does so at double strength.
11.56 Counter-Charge. If non-phasing Mounted Cavalry is charged by either Cavalry or Infantry, the defending cavalry may opt to Counter-Charge, if it is not being attacked through flank or rear [but see 9.61]. Counter-charge takes the place of Pre-Shock checks.
- If the non-phasing unit is under Attack Orders, the ability to Counter-Charge is automatic
- If the non-phasing unit is under Advance Orders, it must "pass" a UDD to counter-charge.
- Against Phasing Mounted Cavalry: If the unit passes, it Counter Charges. It does not move, but defends against a phasing Cavalry charge by having the Phasing Player ignore 11.55.
- Against Phasing Infantry: If the unit passes, it Counter Charges. It does not move, but defends against a phasing infantry charge by using the DRM in 11.55 as a benefit to the counter-charging cavalry.
- If it Fails: it does not Counter-Charge and is treated like any other defending unit [11.55], including pre-Shock checks.
Cavalry using counter-charge may use neither Reaction Fire nor Withdrawal Fire. All terrain restrictions to cavalry charges apply. (Thus you cannot counter-charge against units in woods hexes.)
Play Note: A cavalry unit being shocked through a flank hexside may first use 9.61 (Reaction Facing Change) to negate the Position approach of the enemy and then opt to Counter-Charge.
11.57 If all defending units vacate the hex, victorious charging cavalry must advance into the vacated hex. And Continued Shock applies to Cavalry Charges, too.
11.58 Automatic Disorder. At the conclusion of a charge, all charging (and counter-charging) cavalry are automatically Disordered. If the cavalry unit was already Disordered, it is now Blown.
Exception: Cavalry is not Automatically Disordered if charging artillery alone.
11.59 Blown cavalry is a Disordered unit with the following additional restrictions:
- Its printed Movement Allowance is halved (rounded up) for all purposes.
- A Blown unit that suffers any adverse combat result, automatically loses 1 additional SP to that result and then must make a UDD to check for possible Rout. If it fails, it routs.
- Blown cavalry may not dismount.
Play Note: "Blown" applies only to the Automatic Disruption at the end of a Charge.
A Blown marker is automatically removed at the end of the next Activation for that unit's command. After the Blown marker is removed, the unit remains Disordered.
Example: Hampton's Legion Cavalry is Blown in its first Activation of the 1600 turn. At the end of its next Activation, Hampton's Blown marker is removed; the unit starts its succeeding Activation Disordered.
11.6 Artillery Shock Capability
11.61 Artillery may never Shock attack.
11.62 Artillery does not use its printed combat strength for Shock; that strength is used only for fire.
11.63 If artillery is alone in a hex (that is, there are no infantry/cavalry units) and that hex is shock attacked, the artillery is automatically eliminated. It does get to use Reaction Fire, and there is no Continued Shock or Auto Disorder afterwards.
Play Note: Consider the guns captured, spiked, or whatever.
11.64 If artillery is stacked with infantry or cavalry, it does not add any SPs to the Shock resolution. All step losses must be taken from the infantry or cavalry first. If artillery is forced to take a step loss from Shock it is, instead, eliminated.
11.65 Artillery may retreat, if required. However, it is automatically Disordered after doing so. [12.55]
11.7 Leadership and Combat
11.71 Fire. Leaders/Commanders have no effect on Fire.
11.72 Shock.
- When a brigade conducts a Shock Attack, if none of the regiments of that brigade that is actually shock attacking are stacked with their brigadier, the player subtracts one (-1) from the dieroll for all attacks by regiments in that brigade. This does not apply to defending units.
- If a unit is stacked with its "Aggressive" brigadier when attacking (not defending), add one (+1) to the Shock Resolution DR.
11.73 UDD/Rally. A leader stacked with units from his command will provide a negative DRM, equal to that leader's rank (represented by the number of stars on the counter) for each unit in that stack, for any dieroll that requires using the unit's Cohesion rating.
Example: A Corps Commander (**) would provide a -3 DRM to a Rally dieroll.*
12.0 Combat Results
12.1 Combat Unit Strengths
12.11 All combat units have Combat Strength Points (SP's), incremental steps representing their manpower (infantry/cavalry) or guns (artillery) at the start of the battle. Thus, an infantry unit with 6 SP's starts with six such "steps," while one with 11 SP's starts with eleven steps.
12.12 The SP value on the counter is the maximum strength that unit may ever have.
12.13 To indicate lost steps, place a numbered Step Loss Marker beneath the counter to keep track of its present strength. When a unit has taken Step Losses equal to its original strength it is eliminated.
Play Note: Some players like the marker to indicate steps lost; others, present strength. It matters little which method you use, as long as both of you agree what method is being used.
12.2 Strength Point Losses
12.21 Units take Strength Point Losses from enemy fire (as indicated by the numbered results on the Fire Table), Shock (where indicated by the Shock Resolution Table), and from additional Disorder [12.35]. All Step Losses are taken before applying any other results.
12.22 All Step Losses apply to the top unit. If the top unit is eliminated before absorbing all the required step losses, the next unit in the stack takes the losses. All units eliminated? Ignore leftover losses.
12.23 Collapse: An infantry (only) unit that has taken step losses that reduce it to less than half of its original strength is automatically Disordered the instant such loss takes effect. It is also considered Collapsed; place a Collapsed marker on this unit. A Collapsed unit has these characteristics, in addition to those for being Disordered:
- It may never be rallied to normal status while at less than half-strength [16.2].
- Each time a Collapsed unit takes additional SP losses, the player must make a UDD [2.5.]. If it fails, it Routs.
Example #1: An 8 SP unit that has suffered 4 SP losses is still normal. The instant it loses its 5th SP it is Disordered and Collapsed. This is in addition to any other D's that occur from that combat.
Example #2: The unit from the above example suffers an additional result of "1D" from enemy Fire. The player reduces it to '3,' then flips the unit to its Disordered side while placing a "Collapsed" marker on it. It is then reduced further, to '2,' from the Disorder result. And, as it has taken additional SP losses, it must roll to see if it Routs.
12.3 Disorder
Disorder represents a wide range of reactions to combat, other than being killed. As such, it often (but not always) represents disintegration of a unit's cohesion.
12.31 The reverse side of all combat units is their Disordered side. When a non-disordered unit suffers a Disordered result it is flipped to its Disordered side (retaining its facing). A unit's Cohesion Rating and Movement Allowance are reduced when Disordered; not the Strength.
12.32 Disorder from the Fire or Shock Tables:
- A "d" means that all affected units must make a UDD. Roll one die for each unit. The UDD is modified by any DRM listed with the combat result (e.g., "d+2"), and/or the presence of a leader [11.73]. If a unit fails, it is Disordered.
- A "D" means that the Disorder result is automatic to all affected units.
12.33 Disorder from Terrain (as per the Terrain Chart) is the same as in 12.32 (without any of the DRM; there are no DRM for terrain-incurred 'd' results). In addition, a moving unit disordered by terrain immediately uses the MA on its Disordered side, subtracting what it has already expended.
12.34 The effects of being Disordered are:
- Units may not voluntarily move adjacent to an enemy. However, if a Disordered unit is already adjacent to an enemy it may shock attack, and Cavalry that is disordered during a Charge is still eligible to move adjacent and must attack.
- Disordered units may Retreat before Shock, but must undergo a UDD check upon doing so. Failure means Rout.
- Disorder also causes dieroll adjustments for both Shock and Fire.
- Disordered Artillery may not fire; it may move, however.
- A unit Disordered while it is moving assumes the MA of its Disordered status.
12.35 Additional Disorder to Infantry/Cavalry: Units that are already Disordered and that incur another Disorder suffer the following effects:
- 2nd Disorder from Fire: A Disordered infantry/cavalry unit (including Blown cavalry) that takes an additional Disorder remains Disordered and:
- takes a 1 Step Loss, and
- retreats 1 or 2 hexes, player's choice.
- 2nd Disorder from Shock (including Pre-Shock checks), from Reaction Facing, or Retreat Displacement: The unit undergoes a UDD.
- If it fails, it routs;
- if it passes it retreats one or two hexes (player's choice) and loses one SP.
- 2nd Disorder from Terrain: If a Disordered infantry unit is Disordered a second time by terrain (e.g. [3DoG], Disordered infantry enters a rough woods hex and fails the UDD), it ceases movement in the hex that caused it. There is no other penalty.
- 2nd Disorder from Automatic Post-Shock Disorder:
- Disordered Mounted Cavalry is Blown.
- Disordered infantry/dismounted cavalry loses 1 SP.
- 2nd Disorder due to rule 12.64: The unit Routs.
12.36 Additional Disorder to Artillery: If a Disordered artillery unit suffers an additional Disorder
- From Shock: It is eliminated.
- From Fire: It loses a SP, as per 12.42. It does not retreat.
12.4 Small-Arms Fire vs. Artillery
12.41 When small-arms units, or artillery firing Grape/Canister at 3 hexes or less, fire against any hex containing enemy artillery:
- If the artillery is stacked with and beneath infantry/cavalry, the "protecting" infantry (or cavalry) suffers any/all Step Losses first. If the protecting infantry/cavalry is eliminated the artillery unit(s) take the remaining step losses. Furthermore, artillery ignores all "d" results; it does incur "D" results.
- If the artillery is on top (or alone in the hex), it takes step losses as listed [see 12.42]. All other results, other than No Result, are treated as "D."
12.42 Strength Point losses from small-arms/grapeshot fire are treated as loss of one gun per Strength Point loss.
Design Note: In reality, it would be crew loss that makes operation of that gun impossible, the gun being abandoned.
12.5 Retreat
12.51 Units retreat due to a variety of circumstances. The owning player always has the choice of retreat path, when choices are available.
12.52 Involuntary Retreats. These are retreats mandated by a combat result.
- One Hex: As a result of a 1 or lower (attacker) or 5-9 (defender) Shock Resolution dieroll.
- Two Hexes: As a result of 10+ Shock Resolution dieroll.
- One or Two Hexes: 2nd Disorder from Fire.
12.53 Voluntary Retreats. These are retreats where the player chooses to do so.
- One Hex Infantry Retreat Before Shock.
- Two Hexes Mounted Cavalry Retreat Before Shock.
12.54 A retreating unit moves one or two hexes away from the unit causing the retreat, within the following restrictions:
- It cannot retreat off the map.
- It cannot cross a hexside or enter a hex that it would normally not be able to move across/into.
- It cannot enter an enemy-occupied hex
- It may enter (but not pass-through) a friendly occupied hex only if stacking restrictions allow it to. The retreating unit automatically assumes the facing of the non-retreating unit.
- It cannot enter an enemy Frontal Hex or any hex adjacent to the unit causing the retreat unless that hex is occupied by a friendly unit and stacking restrictions allow it.
- If a unit retreats into a hex which carries a "d" or "D," the retreating unit must either UDD (d) or take the Auto Disorder (D) as part of the retreat. A failed UDD or a D halts the retreat if the unit is already disordered.
Non-artillery units prevented from retreating by any of the above restrictions lose one SP for each hex they must retreat but cannot.
Play Note: See 8.47 for treatment of Extended units.
12.55 Artillery suffers the following if forced (or chooses) to Retreat
- If an artillery unit retreats it is automatically Disordered.
- Artillery may not retreat into a hex which would normally cost it more than 2 MP to enter.
- Artillery that cannot complete a retreat is eliminated.
12.56 If the top unit in a stack is forced to Retreat (e.g., a Disordered infantry unit suffers another Disorder from enemy fire), all of the non-artillery units beneath it must undergo a UDD.
12.57 Displacement. A unit that must retreat, but which finds its path blocked by friendly units, must use Displacement. Displacement means that the retreating unit enters the occupied hex, and the friendly unit already in that hex then retreats backward one hex (or two, if required), in a form of chain reaction. A displaced unit must undergo a UDD at the end of Displacement. If it fails, it is Disordered. An already-Disordered unit Routs.
12.6 Rout
12.61 A Rout occurs when:
- A Disordered unit suffers an additional Disorder during Shock or Retreat Displacement.
- A "Collapsed" unit loses a SP and fails its required UDD.
12.62 If both sides would Rout: If both sides involved in Shock end up Routing, the single (one) unit with the highest Cohesion Rating does not Rout; it ignores the Rout result. All other units Rout. If there is a tie, the defending unit(s) will Rout; one attacking unit will not.
12.63 An infantry or cavalry unit that Routs is removed from the map and placed in its Corps Command Box. It is eligible to be returned when its brigade command is in Reserve, as per 13.5. Artillery units do not Rout; if they suffer a Rout result they are, instead, permanently eliminated.
12.64 Friendly infantry/cavalry units (but not artillery) that are adjacent to, or stacked with, a unit that Routs (including one that routs from this rule!) must undergo an immediate UDD each time a unit so Routs. If it fails the UDD, the unit incurs a Disorder result.
Play Note: One unit routing could end up having a chain reaction effect.
12.7 Advance
If a defender vacates a hex as a result of Combat, the attacker that caused that result may advance thereunto. It may change facing one vertex, if desired.
- From Shock. The attacker must advance all of the attacking units, within stacking restrictions and top units have priority over those underneath. If extended, see 8.47.
- From Fire or Failed Cohesion check: The attacker may advance the firing unit, which decision must be made immediately. Such advance may be made only if the firing unit started adjacent to the target. Again, see 8.47 for extended units.
Artillery may never advance.
12.8 Leader Casualties
12.81 If a leader is stacked with combat units that suffer a Step Loss as a direct result of either Fire or Shock (including a Step Loss as a result of a 2nd Disorder), roll again.
- If the DR is a "0" that leader has been killed and is removed from play. (This effectively renders all units in that command Out of Command until the Leader Replacement Phase.)
- If the DR is a 1-9, nothing has happened (to the Leader). If all units in his command are eliminated the Leader is automatically Killed.
Play Note: A Leader is not removed if all of his units are Routed. (He can bring them back by being placed In Reserve [6.33].)
12.82 If an enemy unit moves adjacent to a hex which has only a Leader, the Leader is immediately placed with the nearest combat unit in his command (and the enemy unit continues moving as if the Leader hadn't been there). If there is no path to the new combat unit free of enemy units, Frontal Hexes, or impassable terrain (i.e., he is surrounded), the Leader is Killed.
12.83 Leaders stacked with units that must retreat, may stay with that unit for some of the, or the entire, length of such retreat. Leaders, themselves, are never routed nor do they have to retreat.
12.84 To replace a leader, in the Leader Replacement Phase, flip the "fallen" counter over to the Replacement Leader side and place the "new" leader with any unit in that command. If it is already a Replacement Leader, simply bring that Replacement back in the Replacement Phase.
12.85 If a Replacement Leader happens to be the same person as a lower-level commander, flip the latter's counter over, too, in the Replacement Phase.
12.86 If a Replacement Leader is one who is already out of the game, use the leader for the next level of subordinate from the highest numbered unit in that lower command.
Thus, 1/III would be chosen before 2/III, etc., to replace the III Corps commander.
13.0 Morale and Rally
13.1 Morale Status
Individual units can be at one of the following morale states; these states are not mutually exclusive:
- Disordered: The unit is on its Disordered side.
- Collapsed: The unit is on its Disordered side, and it is at less than half strength.
- Routed: The unit has disintegrated and is off-map.
These statuses may be improved by Rally.
13.2 Brigade Combat Effectiveness
The effectiveness of commands to continue to fight is dependent on how much of a beating their component units have taken.
13.21 Brigades become Combat Ineffective (CI) when one (or both) of the following situations exist:
- All regiments (excluding those yet to enter as reinforcements) are either Eliminated, Collapsed, Disordered, or Routed.
- More than one-half of the brigade's regiments are Collapsed.
13.22 The Combat Effectiveness of a Brigade is determined in the Command Efficiency Phase (IV/C). If either of the above apply, place a "Combat Ineffective" marker atop the Brigadier. The CI marker may be removed at the conclusion of the Phase in which enough of the units return to normal status.
13.23 A Combat Ineffective Brigade may undergo a maximum of two activations in a Turn, regardless of the Efficiency of its Corps/Division. They could have less.
13.24 This rule does not apply to artillery battalions/brigades.
13.3 Division Combat Effectiveness
13.31 A Division is rendered Combat Ineffective when more than one half of its Brigades are Combat Ineffective. Place a "Division Ineffective" (DI) marker atop the Division leader.
13.32 If a Division is Combat Ineffective, it (and its brigades) may not have more than two activations in a Turn. Moreover, its brigades may not be coordinated [5.34] in any activation.
13.33 The DI marker may be removed at the end of any Command Efficiency Phase in which it no longer has a majority of CI brigades.
13.4 Rally
Disordered units may be rallied as part of a Rally operation; there is no separate Rally phase for combat units. Units wishing to Rally may not do anything else in the phase in which Rally is attempted.
13.41 To Rally a Disordered unit, roll the die, adjusting as per 13.42. If the dieroll is
- a. The same as or Lower than Cohesion Rating: The unit is no longer Disordered. Flip the unit to its normal side. The player may adjust facing by one vertex, if he wishes.
- b. Higher than the Cohesion Rating: It remains Disordered. However, see below.
- c. At least two times (2x) Higher than Cohesion Rating: it remains Disordered and loses 1 SP.
- d. An adjusted "9" or higher: regardless of the unit's Cohesion Rating, treat as 'c,' above.
Example #1: A Cohesion '5' unit is Disordered. (The letter following each line refers to the relevant condition (a-d) above.)
- A Rally DR of 4 will flip unit to normal side [a].
- A Rally DR of 8 will keep unit Disordered [b].
- A Rally DR of 9 will keep unit Disordered but minus 1 SP [d].
Example #2: A Cohesion '4' unit is Disordered.
- A Rally DR of 4 will flip unit to normal side [a].
- A Rally DR of 5 will keep unit Disordered [b].
- A Rally DR of 8 will keep unit Disordered but minus 1 SP [c].
13.42 The following Dieroll Adjustments, all cumulative, apply to any Rally dieroll:
- If the unit is adjacent to an enemy combat unit, add one (+1) to the dieroll.
- If the unit is mounted cavalry, subtract one (-1) from the dieroll.
- If the unit is stacked with a Leader, subtract one (-1) for each rank (star) on the leader counter [See 11.73].
13.43 A Leader may affect Rally only at the conclusion of his movement. It may not hopscotch to rally units.
13.44 Rally is voluntary. Players may choose to not undergo Rally rolls for a unit. Such ignored units simply remain in their present status.
13.45 Any brigade that neither moves, uses phasing fire, or engages in any shock (attack or defense) for one full turn may, at the completion of that turn either
- Rally all Disordered in-command units, or
- reduce Fatigue by one level [17.43].
13.5 Recovery From Rout
13.51 Routed units in an off-map Corps Box are eligible to be returned to play at the conclusion of any turn (IV/B) in which that command (brigade) has been In Reserve [6.3] the entire turn.
13.52 To have a Routed unit recover, the player undertakes a UDD for the unit.
- If it passes (same as or lower), place the unit on the map within one hex of its brigadier. However, reduce the unit by one SP, and the unit is Disordered. If the step loss would cause that unit to Collapse, the unit is permanently eliminated.
- If it fails (higher than) the unit is permanently eliminated.
13.53 Recovered (Routed) cavalry is always replaced on the map in mounted status.
14.0 Special Units
Individual battles/games usually have additional Special Units, other than those discussed, below.
14.1 'Green' Units
Regiments that had not been in any action before are "Green"; they are indicated with a "G" next to their Cohesion Rating. Green units remain "green" the entire course of the game. Green units must make a special, pre-Shock Commitment check when Shock Attacking. Other than that, they are treated normally.
14.2 Dismounted Cavalry
14.21 Cavalry can exist in one of two states: mounted or dismounted. Therefore, each cavalry unit has two counters, each one representing one of the statuses.
Play Note: Many (but not all; see individual battles) CSA cavalry units were neither trained to, nor adept at, fighting dismounted. They were raiders and "chargers." Their Cohesion ratings, were they to dismount, would be so low as to make such a tactical choice prohibitive. Therefore, for many battles we have obviated the choice by keeping them horsed; those units do not have dismounted versions. Union cavalry were more "mounted infantry" than anything else, although, later in the war, they did become rather Napoleonic.
14.22 Units may mount or dismount only at the beginning of their Activation Phase, before movement. The unit must not be adjacent to an enemy unit. To indicate status, simply change counters. Its MA for that Activation (only) is one-half, rounded up, the printed MA of its new status.
Exception: Mounted cavalry that is Blown may not dismount.
14.23 Mounted cavalry is treated as cavalry; dismounted cavalry is treated as infantry.
14.24 Mounted cavalry may fire, but they may never do so during an activation in which they are charging or counter-charging. Moreover, Phasing mounted cavalry may not fire at a distance in excess of two hexes. The latter restriction does not apply to non-Phasing mounted cavalry using Return Fire.
Play Note: Fire at a non-phasing, mounted cavalry benefits from a Small-Arms Fire DRM of +1.
14.25 Horseholders: All dismounted cavalry units subtract one (-1) from their present SP, if that SP is 4 or more, for all purposes to account for the fellows holding the horses.
Play Note: The advantages to being mounted are movement (including pre-attack Withdrawal) capabilities, and charge (and counter-charge) capabilities. The advantage to being dismounted (where available), is an increase in combat capabilities (better fire ability), plus the fact that they can shock in woods hexes (whereas mounted cannot).
14.3 Spencer Repeaters
The Spencer Repeating rifle (and its brethren) was a major step forward in small-arms firepower. (E.g., Wilder's Lightning Brigade at Chickamauga.) This increase is reflected in several rules that apply to units with SR weapons. These rules do not apply to mounted cavalry.
14.31 If a Phasing unit is firing with SR weapons, it gets an extra round of fire:
- Phasing unit fires
- Target unit may use Return Fire, but it is not simultaneous with the Phasing Fire.
- **Phasing (SR) unit fires again whether or not target used Return Fire.
14.32 If non-Phasing unit is Reaction Firing, it gets an extra round of fire, as follows:
- Phasing unit announces fire
- Phasing units fire, and non-phasing SR units Return Fire, both simultaneously.
- **SR units get second round of Return/Reaction Fire (at same unit).
14.33 The ** on the Fire Table means that if a player rolls an adjusted '5' for a SR unit when it is firing in any of these "second rounds," the unit is Disordered. Disordered SR units fire as if they were normal units (but at SR ranges); no "second rounds," all fire simultaneous, etc. (A representation of jammed weapons, a problem with many Spencers, and/or overuse of ammunition.)
14.34 A Disordered SR unit undertakes phasing and/or non-phasing fire as if it were any other type of small-arms. i.e., 14.31[3] are not in effect.
15.0 Engineering
Engineering consists, in the base rules, of constructing breastworks. (Individual battles may have rules for bridge construction, et al.) Breastworks represent temporary fortifications that provide a benefit against both fire and melee. However, they do take some time to construct, as the only available materials for such construction are trees (which are hard to cut and take time to saw) and wooden farm fences.
15.1 Constructing Breastworks
15.11 Breastworks may be built by any In Command, non-disordered infantry or dismounted cavalry unit under Advance Orders. Units under March or Attack Orders may not build Breastworks. Construction is one of the actions a unit may undertake in its Activation, and the constructing unit may not perform any other action that phase.
15.12 Breastworks may be constructed in any hex, other than a town or marsh hex, that is within three hexes of a woods, orchard or town hex, or a hex with a building/house. Such a hex may not be adjacent to an enemy unit. There is no limit to the number of breastworks that may be built.
Exception: The non-adjacent restriction does not apply when inimical units are separated by uncrossable hexsides.
15.13 It takes two consecutive Activation Phases to construct breastworks.
- Place a Construction Marker on top of the unit in the first Activation Phase that it conducts the Construction Action.
- At the conclusion of the unit's next Activation Phase, flip the marker over to its Breastwork side, which is placed so that the breastworks design matches the hex configuration. Once placed, breastworks can never be reoriented.
15.14 If the construction sequence is interrupted by the constructing unit performing any action (including non-Phasing Fire) other than construction, or the hex is the subject of enemy Shock assault, construction is cancelled and discontinued. Remove the Construction marker.
15.15 Construction started by one unit must be completed by that unit. Additional units in the hex do not speed up construction.
15.16 Units building breastworks retain all defensive capabilities.
15.17 Breastworks may be removed by any combat unit that moves across a Breastworks hexside by expending one additional MP to do so. Once a unit has moved through the protective hexside of a breastwork and expended the extra MP, remove the breastworks counter.
15.2 Effects of Breastworks
15.21 Breastworks have a two-hexside facing, as indicated on the actual breastworks counter. The breastworks must be placed to conform to those hexsides, and they affect Fire/Shock/movement only through those hexsides.
15.22 Breastworks hinder movement, and the cost to move through a breastworks hexside is listed in the Terrain Chart.
15.23 Breastworks provide a beneficial DRM for both Fire and Shock for the unit behind the breastworks, if the latter is attacked through a breastwork hexside that is part of the hex, listed on the Terrain Chart. In addition, subtract one (-1) from any pre-Shock Cohesion Check for a unit defending behind a breastworks.
16.0 Night
This section applies only to those games with multi-day battles.
16.1 From Dusk Till Dawn
16.11 For any game-turn designated as a Dawn or Dusk turn, all daylight rules are in effect, with the following changes/additions:
- All Maximum Ranges are halved, rounding up.
- There is a -2 DRM for any fire over one hex range.
16.12 For any game-turn designated as a Night turn, all daylight rules are in effect, with the following changes and additions:
- There are no Range Adjustments per Fire as per the Range Chart. Instead, there is a negative adjustment for distance that is cumulative. For one hex, it is -1; for two hexes, it would be -1 + -2, or -3. For 4 hexes distant it would be 10 (or prohibitive).
- Artillery batteries/sections each fire separately, regardless of command situation or stacking.
- There is no Prepared Fire.
- All Activations while under Attack Orders incur Fatigue.
16.2 Straggler Recovery
Not all combat losses were "casualties"; a not-insignificant number of losses were from soldiers who simply "drifted off," fell by the road during marches, or opted for discretion, etc. Some of these could be recovered during extended lulls in the battle, which here, means at Dusk/Night.
16.21 To undergo Straggler Recovery, a command must be In Reserve for all Night/Dusk turns. It undertakes the actual Recovery at the conclusion of the last Night turn.
16.22 For eligible commands [16.21], the player makes a UDD for each In Command unit in the brigade.
- If it passes, increase its SP by one.
- If it fails, there is No Effect.
16.23 A unit's strength may never be increased to its original, face value (or higher). The best it can do is to return to its original strength minus 1.
16.24 Units may Recover Stragglers and Fatigue; they are not mutually exclusive.
17.0 Fatigue (Optional)
Play Note: We've made this optional because it adds another layer of "complexity" to the game. However, we recommend its use highly. It adds a level of Reality.
17.1 Who Gets Fatigued?
Fatigue applies to all combat units, except artillery. Fatigue is applied at Brigade Level, and a Brigade incurs a new level of Fatigue even if one unit in that Brigade does any of the actions that would incur fatigue.
17.2 How Fatigue is Incurred
17.21 Brigades start the game with no Fatigue Level. This is indicated by the absence of any Fatigue Indicator with the Brigadier.
Play Note: In certain games, reinforcements may enter at a specific Fatigue Level.
17.22 There are two ways in which fatigue is incurred:
-
Any turn in which a brigade undertakes more than two Activations, its Fatigue Level increases by one, for each activation above two [17.24]. Thus, a brigade that undertakes four activations in one turn will increase its Fatigue Level by two. Activations by Out of Command units also count towards Fatigue, but activations which are solely undertaken by attached artillery, alone, do not count.
Exception #1: A Brigade whose units' only activity is Rally, or undertakes no activities at all, does not incur fatigue.
Exception #2: A unit using March Movement solely on Roads/Pikes does not incur Fatigue for its brigade for the first three (3) Activation-equivalents in a turn; it does for a 4th. If it enters any terrain other than Roads or Pikes that Activation Phase will count towards fatigue.
Example: An infantry regiment under March Orders can move up to 24 MP (or 4 AM worth) in one turn (for that March AM), incurring Fatigue for any movement above 18 MP. Note that in most games, Road movement would be at 1/2 MP per hex, so the maximum distance would be 48 MP, with Fatigue being incurred starting with hex 37.
-
If a command engages in Shock (either attacking or defending) more than once in a turn, all such phases after the first earn Fatigue.
Comprehensive Example of Fatigue: A unit moves for its 1st AM, shock attacks for 2nd AM and shock Attacks for its 3rd AM. It also had to defend against Shock twice (Busy little fellers.). The brigade has incurred 4 levels of Fatigue:
- Its 1st AM movement did not incur Fatigue as Fatigue is not incurred for the first two activations.
- Its 2nd AM Shock attack did not incur Fatigue as Fatigue is neither incurred for the first two activations nor does the first Shock incur Fatigue.
- It earned one Fatigue level for its 3rd AM activation and one Fatigue level for its second Shock attack (for a total of two Fatigue levels).
- Plus one Fatigue level each for the two Shock defenses (for a total of four Fatigue levels).
17.23 A brigade may incur a maximum of two Fatigue Level increases due to Activations. There is no limit to how many Fatigue Levels may be incurred due to Shock attack/defenses.
Play note: A Brigade which Shock attacks during its Activation and subsequently defends against a Shock (due to rolling a '1') only incurs one Fatigue Level. The same is true for the initial defender turned attacker.
Historical Note: It is estimated that the average unit/brigade could undergo about one and one-half hours of combat before becoming so fatigued as to be relatively worthless.
17.24 Other than having no Fatigue marker, the following are the levels of Fatigue incurred, in ascending order. Place an appropriate marker with the brigadier to so indicate:
- Fatigue "OK"
- Fatigue "0"
- Fatigue '1'
- Fatigue '2'
- Fatigue '3'
- Fatigue '4' (the highest)
17.25 Once a unit reaches '4,' it goes no higher, nor is there any further effect of undertaking an action that would earn fatigue.
17.26 Artillery does not incur Fatigue. However, when moving with units under March Orders that uses a 4th AM (as in 17.23), an artillery unit must check for broken wheels. Roll the die; if it is a 6-9, the unit loses 1 SP.
Play Note: As artillery MA is '8,' it usually only need move the equivalent of 3 AM to keep up with the foot-sloggers.
17.3 Effects of Fatigue
17.31 All units in a Brigade use the number on the Fatigue Level Marker as a modifier to a variety of actions.
Subtract one-half (1/2) the Fatigue Level, rounding up, from:
- Movement Allowance.
- All Shock Resolution DRs when attacking.
- All Fire DR.
Add one-half (1/2) the Fatigue Level, rounding up, to:
- All UDDs.
- All Shock Resolution DRs when defending.
- All Pre-Shock Check DRs (including "Green") when defending.
- All Rally Attempts.
17.32 Brigades at Fatigue Level 4 automatically and immediately revert to Advance Orders. They may not be given March or Attack Orders until they lower their Fatigue level.
17.33 Fatigue OK and '0' have no effect, other than that they are a level closer to one that does.
17.4 Reducing Fatigue
17.41 To reduce a brigade's Fatigue Level, the Player must place that brigade "In Reserve" for that entire turn. [See 6.31.]
17.42 At the end of the turn, if the brigade is still In Reserve, its Fatigue Level is reduced by two levels.
17.43 Any brigade that neither moves, uses phasing fire, or engages in any shock (attack or defense) for one full turn may, at the completion of that turn either
- Rally all Disordered in-command units [13.45], or
- reduce Fatigue by one level.