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Thunder on the Mississippi: Grant's Vicksburg Campaign thumbnail

Thunder on the Mississippi: Grant's Vicksburg Campaign

Thunder on the Mississippi: Grant's Vicksburg Campaign Rulebook

Table of Contents

Table of Contents

  • GCACW Standard Basic Game Rules
  • 1.0 Introduction
  • 2.0 Basic Game Concepts
  • 3.0 Terrain
    • 3.3 Special Terrain Within a Hex
    • 3.5 Hexside Terrain
  • 4.0 Basic Game Sequence of Play
  • 5.0 Leader Transfer
  • 6.0 The Action Cycle
  • 7.0 Recovery
  • 8.0 Actions
    • 8.2 Extended March (EM)
      • Extended March Table
    • 8.3 Force March
    • 8.4 Activate Leader
    • 8.5 Assault
    • 8.6 Burn RR Station
    • 8.7 Refusing Flanks
  • 9.0 Entrenchments
    • 9.4 Action Cycle Procedure
    • 9.5 Removing Entrenchments
    • 9.6 Effects of Entrenchments
  • 10.0 Movement
    • 10.1 Rules of Marching
    • 10.2 Movement
    • 10.3 Terrain Effects on Movement
    • 10.4 Enter Enemy Zone of Control (ZOC)
    • 10.5 Exit Enemy Zone of Control (ZOC)
    • 10.6 Leader Movement
    • 10.7 Enter Friendly-Occupied Hex
  • 11.0 Combat
    • 11.2 March Attack
    • 11.3 Assault
    • 11.4 Grand Assault
    • 11.5 Leaders and Combat
    • 11.6 Combat Values (CV)
    • 11.7 Combat Die Roll Modifiers (drm)
      • Ratio Chart
      • Artillery Modifier Summary
    • 11.8 Flank Attacks
    • 11.9 Combat Die Roll drm Convention
  • 12.0 Combat Results
    • 12.2 Letter Results
    • 12.3 Number Results
    • 12.4 Applying Results
    • 12.5 Retreats and Routs
      • Retreat Charts
    • 12.6 Retreats into Enemy-Occupied Hexes
    • 12.7 Defender's Voluntary Retreat
    • 12.8 Advance After Combat
    • 12.9 Cavalry Retreat
      • Cavalry Retreat Die Roll Modifiers
  • 13.0 Demoralization
  • 14.0 Rain
    • 14.4 River Fordability
  • 15.0 Bridges, Dams, and Ferries
    • 15.3 Destroying Bridges and Ferries
    • 15.5 Destroying Permanent Bridges and Ferries
    • 15.6 Repairing Permanent Bridges and Ferries
  • 16.0 Limited Intelligence (Optional Rule)

GCACW Standard Basic Game Rules

1.0 Introduction

1.1: The purpose of this manual is to serve as a guide to playing Basic Game scenarios for any of the Great Campaigns of the American Civil War (GCACW) series. The games published so far in the series are listed below (in order of publication), along with the three-letter abbreviation for each game. These abbreviations are used throughout this manual.

  • Stonewall Jackson's Way (SJW) [Original Publication]
  • Here Come the Rebels (HCR) [Original Publication]
  • Roads to Gettysburg (RTG) [Original Publication]
  • Stonewall in the Valley (SIV)
  • Stonewall's Last Battle (SLB)
  • On to Richmond! (OTR)
  • Grant Takes Command (GTC)
  • Battle Above the Clouds (BAC)
  • All Green Alike (AGA)
  • Stonewall Jackson's Way (SJW) [Redesign Publication]
  • Atlanta Is Ours (AIO)
  • Here Come the Rebels! (HCR) [Redesign Publication]
  • Roads to Gettysburg (RTG) [Redesign Publication]
  • Rebels in the White House (RWH) [Redesign Publication]
  • Hood Strikes North (HSN)
  • On To Richmond (OTR) [redesign publication]
  • Grant Takes Command (GTC) [redesign publication]
  • Thunder on the Mississippi (TOM)

Two modules were also published in The Skirmisher #2 magazine:

  • Burnside Takes Command (BTC)
  • Rebels in the White House (RWH) [Original Publication]

1.2: The first six games in the series were each published with their own rule booklet that contained minor changes in the Basic Game rules from one game to the next. The Basic Game rules for the series were then standardized with the publication of the Standard Series Upgrade Kit in issue #1 of the GCACW Gamer's Guide, The Skirmisher. This kit itemized the changes required to bring each game in line with the official common set of rules. Since the Basic Game rules have been standardized, each subsequent game in the series has included a Standard Basic Game rule book (Standard Basic Game Rules, Version 1.5) and a separate set of rules that are unique to that campaign. The first version of the Standard Basic Game rules appeared in Grant Takes Command. These rules have only had minor revisions in games published since then. The new designation for the standard rules that are included herein are the GCACW Standard Basic Game Rules, Version 1.6. The rules that have been added or modified for version 1.6 are shown in blue text for ease of identification.

1.3: Since these rule sections are the most recent version of the Standard Series Rules ("Standard Rules"), they should also be used to update the rules in Sections 2.0 to 12.0 for the first six games in the series. Please note that the special rules and setups for each scenario still must be referenced from the rule booklet that was originally published with each game. The Upgrade Kit in The Skirmisher also contained 130 updated counters that are needed to convert the first five games in the series to the Standard Rules. Note: the various notes and leader counters for SJW, HCR, and RTG contained in Skirmisher 1 should not be used when playing the republished version of SJW, HCR, and RTG; these items are already included in the republication.

1.4: Although these Standard Rules enhance the realism and enjoyment of the series, particularly the early volumes, their use slightly increases the complexity of play. Although this manual's rules are considered "official", it is entirely understandable that some players may prefer to play the games strictly as originally written. Before starting play of any GCACW game, players must agree whether or not these Standard Rules will be employed. It is recommended that if these rules are used, they be used in their entirety, not selectively. However, rules listed as "Optional" may be used selectively.

1.5: This Standard Basic Game Rules (2024 Reformat) is based entirely upon the GCACW Standard Basic Game Rules, Version 1.6. The intent of this reformat is not to rewrite the rules, or to include new rules [EXC: 11.9]. As much as possible, the rules have been written exactly as in Version 1.6. However, they have been reordered, with illustrations as necessary, and are extensively numbered with comprehensive cross-referencing. Some phrasing has been changed to render a rule stand-alone in the new numbering system. The goal is to present the existing rules in a manner that is easier to reference, especially for new players, both with the order of presentation as well as with the additional illustrations.

2.0 Basic Game Concepts

2.1 General Information: One person is chosen as the Union player and the other as the Confederate player. However, playing the game solitaire presents no special difficulties.

2.11 Game Components: The components differ from one game to the next in the Great Campaign Series. Consult the original rule booklet for each game to find the list of components for that title in the series.

2.12 Playing Pieces: The following types of playing pieces (or counters) are used in the game: military units, leaders, and informational markers.

2.13 Stacking: An unlimited number of friendly units and leaders may occupy the same hex at a given time.

2.14 Force Markers: Since stacks of counters are unwieldy, players should use substitute counters called "Force Markers" when they have more than two units per hex. Each player has his own set of force markers and a corresponding Force display.

2.141 Identification: Each Force Marker is identified by number and has a corresponding box on the display. A player may remove an unwieldy stack of counters from the map at any time and place the units, leaders, and markers comprising this stack in the corresponding empty box of the display. Place units and markers in separate piles so they may be viewed at a glance. Then the Force Marker corresponding to this box is placed on the map in the hex formerly occupied by the stack.

2.142 Hex Occupation: All units and leaders comprising a force are considered to occupy the hex in which the Force Marker is situated, and they exert ZOC (2.210) normally. Subject to normal marching rules, units and leaders may leave the force and be placed back on the map at any time the owning player wishes.

2.143 Joining a Force Marker: Units may freely join a Force Marker if they end a march in the same hex as the marker. Force markers have no effect on play. Players are not obligated to use them.

2.15 Victory Points (VP): Victory Points are gained by fulfilling VP requirements as specified in a given scenario.

2.16 Abbreviations: The following common abbreviations will be used frequently throughout this rulebook. Consult the Index and Glossary for a comprehensive list.

  • Arty = Artillery Modifier
  • AV = Artillery Value
  • CV = Combat Value
  • dr = Die Roll (1d6)
  • DR = Dice Roll (2d6)
  • drm = Die Roll Modifier
  • DRM = Dice Roll Modifier
  • EM = Extended March
  • FL = Fatigue Level
  • MP = Movement Point(s)
  • MV = Manpower Value
  • RZOC = Restricted Zone(s) of Control
  • RR = Railroad
  • TAC = Tactical Modifier
  • TV = Tactical Value
  • VP = Victory Points
  • ZOC = Zone(s) of Control

2.2 Military Units: Each player controls a set of military units. Military units are divided into three types: Infantry, Cavalry, and Artillery.

2.21 Unit Graphics: The sample units depicted in the rulebook represent the graphics common to many GCACW games in the series. For those games with different counter graphics, refer to the rules included with that particular game for the unit style.

2.22 Name: Military Units are usually identified by their commanding officer, who is listed by name on the counter (e.g., "Ward" and "Loring"). Some small units, however, are simply identified by regiment name (e.g., "10GA" - the 10th Georgia Infantry).

2.23 Symbol: The symbol is the colored rectangle in the middle of the counter. The type of rectangle will identify the type of unit, infantry, cavalry, or artillery. The color identifies the infantry Corps (or in some modules, cavalry division) to which the unit belongs.

2.24 Artillery Value (AV): The Artillery Value represents the number of artillery batteries attached to that unit. This number is referenced when determining drms on the Combat Chart during combat (11.65 & 11.72).

2.25 Tactical Value (TV): The Tactical Value represents the military competence of the unit's commander and troops as well as that of individual leaders. A parenthesized Tactical Value means that the unit may not be the only unit in an attack, whether marching (11.22) or assaulting (11.3). This number is referenced when determining drms on the Combat Chart during combat (11.731).

2.26 Organization: The Organization designation identifies the corps and/or the division to which the unit belongs. For example: the "S" Organization on the Confederate Loring division means that it belongs to Stewart's corps in HSN. The "XX" Organization on the Union Ward division means that it belongs to the Twentieth Corps. The Confederate "M-W" designation means that the unit belongs to Wheeler's Corps, Martin's Division.

2.27 Size: Military Units come in five different sizes:

  • II = Squadron (Union only)
  • III = Regiment
  • X = Brigade
  • XX = Division
  • X+ = Demi-Division (Confederate only)

The demi-division was not a true military organization, although several Confederate reports from early 1862 used that term. It is an aggregation of 2 to 4 brigades from the same division and is appropriate for the early period of the war, when Confederate leaders could not easily control divisions with up to 16,000 men.

2.28 Division Designation: Union infantry units also have a numerical division designation on the right side of the organizational symbol, which is used for informational purposes only. For example, the "3" on the Union Ward counter means that this is the 3rd division in the XX Corps.

2.29 Unit Sides: Military units have two sides: the front ("normal") side and the reverse ("exhausted") side. The exhausted side is marked by a white stripe across the top of the unit.

2.210 Zones of Control (ZOC): A military unit, regardless of its status, exerts a Zone of Control (ZOC) into each of the six adjacent hexes surrounding it. ZOC extend across bluff hexsides (3.49) normally, even those untraversed by a road or ferry. [EXCs: ZOC extend across major or minor river hexsides only at fords, dams, ferries, or bridges, even enemy pontoon bridges (15.31). Also, ZOC extend into and out of swamp and mountain hexes only across hexsides crossed by a road, pike, RR, or trail. Finally, ZOC do not extend across all-water hexsides.]

2.211 Restricted ZOC (RZOC): If a unit exerts a ZOC across a woods or loess hexside (3.12, 3.13, 3.25, 3.27), and no road, pike, RR, or trail traverses that hexside, the hex into which that ZOC is exerted is referred to as a "restricted ZOC" (RZOC). Non-restricted ZOC are sometimes referred to as "normal" ZOC. Unless otherwise specified, restricted ZOC hexes function like normal ZOC.

2.210 and 2.211 Examples of Normal, Restricted, and no Zone of Control:

  1. Elliott exerts a ZOC into five of the surrounding hexes. Hexes 2707 and 2808 are RZOC because no road, pike, RR or trail traverses the woods hexsides between Elliott and those hexes. 2708 is a normal ZOC due to the road traversing the woods hexside. 2806 and 2908 are normal ZOCs due to being non-restrictive terrain. There is no ZOC into 2907 because there is no dam, ferry, ford, or bridge across the river between the two hexes.
  2. Kimball exerts a ZOC into four of the six surrounding hexes. Hexes 1924, 2022, and 2123 are all non-restrictive terrain. Hex 2024 is a normal ZOC because of the bridge that traverses the hexside between Kimball and 2024. No ZOC is exerted into mountain hex 1923 because there is no road traversing the hexside between Kimball and 1923. Finally, there is no ZOC into 2124 because there is no dam, ferry, ford, or bridge across the river between the two hexes.
  3. Grover exerts a ZOC into five of the surrounding hexes. Hex 4809 is a normal ZOC due to the ford (non-rain). Hexes 4708 and 4710 are normal ZOC due to the road that traverses the loess hexsides between Grover and those hexes. Hexes 4608 and 4609 are RZOC because no road, pike, trail, or RR traverses the loess hexsides between Grover and those hexes.
  4. Herron exerts a ZOC into four of the six surrounding hexes. Hexes 3614 and 3813 are normal ZOC due to the road that traverses the hexsides between Herron and those hexes. Hexes 3613 and 3715 are RZOC because no road, pike, trail, or RR traverses the hexsides between Herron and those hexes. No ZOC is exerted into swamp hexes 3713 and 3814 because no road, pike, trail, or RR traverses the hexsides between Herron and those hexes.

2.3 Leaders: There are four types of leaders in the GCACW series. A leader may never occupy a hex by itself. It must always be stacked with a friendly, subordinate military unit. The unique characteristics of each leader (and the proper way to identify their counters) are described in the sections below.

2.31 Army Leaders: Army Leaders have only a single number on their counters, which is their Command Value (2.34). Army Leaders are used to initiate grand assaults (11.41), and in the Advanced Game scenarios of some games in the series they can perform the Activate Army Leader action. They must be attached to a subordinate infantry (not cavalry or artillery) unit at all times. Army Leaders are present for both players in every game except SIV and AGA.

2.32 District Leaders: District Leaders are distinguished by the presence of a colored star on their counter. Like Corps and Division Leaders, District leader counters contain two numbers: a Tactical Value (2.27) and a Command Value (2.34). District Leaders are hybrid units that are used to both activate units for movement (8.4) and assault (11.3) like Corps and Division Leaders, and initiate grand assaults (11.41) like Army Leaders. District Leaders may not perform the Activate Army Leader action. They must be attached to a subordinate infantry (not cavalry or artillery) unit at all times. District Leaders are generally found leading the forces in a side theater that was not large enough historically to warrant the deployment of an entire army (such as SIV or the GTC side theaters) EXC: In AGA, District Leaders. Note: Not all games have District Leaders.

2.33 Corps and Division Leaders: Corps and Division Leader counters contain two numbers: a Tactical Value (2.26) and a Command Value (2.34), but no red star. Players must check the "Size" column in the scenario setup to determine which leaders with these two numbers are Corps leaders and which are Division Leaders. Corps and Division Leaders are used to both activate units for movement (8.4) and to initiate assaults (11.3). Corps and Division Leaders must be attached to a subordinate unit belonging to the same Corps or Division at all times. This subordinate unit can be of any type (infantry, cavalry, or artillery), depending on the composition of the units in that Corps or Division. Some combination of Corps and/or Division leaders are present for both players in every game in the series. Some Corps may even have both Corps and Division Leaders present. In this case, some units may be activated by either the Corps or Division Leader at the player's discretion.

2.34 Command Value: The Command Value represents the overall military ability of a leader to initiate Assaults (11.3) and Grand Assaults (11.41). This number is referenced when determining the success of an attempted Assault or Grand Assault.

2.35 Command Radius: Sometimes a leader must trace a "command radius" between itself and subordinate units or another leader. A command radius is usually a path of three or fewer contiguous hexes between a leader's hex (exclusive) to a unit's hex (inclusive) [EXC: AGA]. Terrain is irrelevant when a leader traces a command radius - the three-hex path may enter any type of hex or cross any hexside. A command radius may not enter an enemy occupied hex or an enemy ZOC, including RZOCs. It may enter an enemy ZOC hex if that hex is occupied by a friendly unit. The hex occupied by a leader is considered within its own command radius.

2.4 Informational Markers: These markers enable players to keep track of the status of their units as well as other activities or situations on the map as they occur. The two most common informational markers are Strength Markers and Fatigue Markers. Other informational markers will be shown and explained in the specific rules segment in which they apply.

2.41 Strength Markers: A military unit must always possess a single Strength Marker. Strength Markers never function by themselves; they must always be assigned to a military unit (2.2). At the start of a scenario, a Strength Marker of the correct Manpower Value is placed underneath a unit, usually on its organized side. Wherever a unit goes, its Strength Marker accompanies it. A maximum of one Strength Marker may be assigned to a unit at a time. As a unit suffers losses, its marker changes. A player may examine his opponent's Strength Markers at any time. Leaders never possess Strength Markers.

2.411 Strength Marker Sides: A Strength Marker has a front (organized) side and a reverse (disorganized) side. The organized side has a single number from 1 to 21, which is both its "Manpower Value" (MV) and "Combat Value". The disorganized side has two numbers: a smaller number in value (1/2 to 14), which is its Combat Value (CV), and a larger number in value (1 to 21), which is its Manpower Value.

2.412 Maximum Manpower Value (MV): Although Strength Markers can have numbers from 1 to 21, in most games in the series, players are limited to a maximum Manpower Value that is less than 21. The maximum manpower in a specific game is listed in the Advanced Game rules for that game, in the attachment section.

GameMaximum Manpower Value
RTG17
SIV8
OTR21
BAC14
AGA7
AIO16
HSN11
TOM12
All Others18

2.42 Fatigue: Fatigue represents a measure of activity or excess exertion over a period of time. Such activities include, but are not limited to: March, Assault, Cavalry Retreat, and additional Fatigue gained as a result of Combat. Activities that require gaining Fatigue will be shown and explained in the specific rules segment in which they apply.

2.421 Fatigue Markers: As military units move and fight, they become "fatigued". Fatigue is represented in five "Fatigue Levels" (FL) from 0 to 4. Military units must always be at one of these levels. Fatigue markers are placed underneath a unit's Strength Marker. As the unit's Fatigue Level changes, its Fatigue marker is adjusted. A unit at FL 0 does not possess a Fatigue marker - the lack of such a marker indicates level 0. Leaders never possess Fatigue markers. (The Fatigue markers are labelled: Fatigue 1; Fatigue 2 "Ext March if Exhausted"; Fatigue 3 "Extended March"; Fatigue 4 "Extended March".)

2.422 Fatigue Levels: A unit's Fatigue Level is increased when it performs an action. It may also be increased due to combat. A unit at Fatigue Level 4 may not perform an action, although it may defend and retreat due to combat. Players may wish to turn units sideways when they reach FL 4 so that they can see at a glance which units are no longer eligible for activation. [EXC: If playing with the optional rules 8.17 and 8.424, units at Fatigue Level 4 may activate if their strength marker is organized.]

3.0 Terrain

3.1 Major Terrain: Each hex on the map is classified as one of eleven major terrain types: clear, rolling, rough, woods, city, swamp, provisional swamp, hill, mountain, loess, or water. Each terrain type has its own Movement Point cost, which military units (2.2) pay to enter the hex. Each terrain type usually has an effect on combat. These costs and combat effects are listed below and on the Terrain Effects Chart. A land hex is considered to be the terrain type of the predominant symbology in that hex. Only whole hexes are playable. Partial hexes are not playable for any game purpose. They are considered off-map.

3.11 Special Hex/Hexside Features: A number of terrain types appear along hexsides, such as rivers, creeks, ridges, bluffs, fords, bridges, ferries, dams, and county borders. Several types of special terrain appear within a hex, such as towns and villages, railroads and RR stations, unfinished railroads, pikes, roads, trails, landings, and redoubts, but these have no effect on a hex's major terrain classification.

3.12 Woods Hexside: A "woods hexside" is a hexside between a woods hex and any other hex (including another woods hex). The hexside itself does not have to be covered with a forest pattern to be considered a woods hexside.

3.13 Loess Hexside: A "loess hexside" is a hexside between a loess hex (3.25) and any other hex (including another loess hex). The only current game with loess hexsides is TOM.

3.2 Major Terrain Types: Each terrain type shown will show four notations. The upper two indicate the cost in Movement Points (MP) in clear and rain turns. The lower two indicate any modifications (drm) to the defender's die roll (dr) (11.9) during combat in clear and rain turns. (Below, each hex illustration's values are given as: MP clear / MP rain; defender drm clear / defender drm rain. "-" means none. A prohibition symbol means the hex or hexside may not be entered.)

3.21 City (MP 1 clear / 1.5 rain; drm none / none): Artillery completely ineffective. Units may cross a creek in a rain turn if at least 1 of the 2 hexes joined by the creek hexside is a city (14.35).

3.22 Clear (MP 3 / 3; drm none / none): Most favorable terrain for artillery.

3.23 Rolling (MP 3 / 4; drm none / none): Favorable terrain for artillery.

3.24 Rough (MP 5 / 6; drm none / none): Unfavorable terrain for artillery.

3.25 Loess (MP 6 / 7; drm none / none): Unfavorable terrain for artillery. If defender in loess: +1 MP penalty for March attacks and +1 drm to Assault and Grand Assault command dr. ZOC are Restricted (RZOC: 2.211) across loess hexsides not crossed by a road, pike, trail, or RR.

3.26 Hill (MP 5 / 6; defender drm +1 clear / +0 rain as shown on the illustration "+1 / +0"): Unfavorable terrain for artillery. +1 defender drm when defending in a Hill hex (but +0 drm if the attack is from a Hill, Mountain, or down a Ridge (3.48)).

3.27 Woods (MP 6 / 7; "No Art." in both): Artillery completely ineffective. ZOC are Restricted (RZOC: 2.211) across woods hexsides not crossed by a road, pike, trail, or RR.

3.28 Provisional Swamp (MP 5 clear; prohibited in rain): In non-rain turns, Provisional Swamp hexes are the same as rough hexes (3.24). In rain turns Provisional Swamps convert to normal Swamp hexes (3.29).

3.29 Swamp (entry prohibited except as below): Artillery completely ineffective. A unit may not enter/exit a Swamp hex except at a hexside crossed by a road, pike, trail, or RR.

3.210 Mountain (entry prohibited except as below; defender drm +1 / +1 and +2 / +2 as shown): Artillery completely ineffective. A unit may not enter/exit a Mountain hex except at a hexside crossed by a road, pike, trail, or RR. +2 defender drm when defending in a Mountain hex (+1 if attacker is also in a Mountain hex or attack is down a Ridge (3.48)).

3.211 Water (entry prohibited): Units may only enter water hexes during amphibious movement (OTR, GTC Advanced Game only).

3.3 Special Terrain Within a Hex

3.31 Road (MP 1 clear / 2 rain): Wagon trains may only move across road, pike, RR, bridge or ferry hexsides. [EXC: TOM.]

3.32 Pike (MP 1 clear / 1.5 rain): Identical to Road except in Rain turns when it provides faster movement.

3.33 Trail (MP 1 clear / 2 rain for non-mountain hexes; 2 clear / 3 rain when entering a mountain hex): If a unit enters a mountain hex through a hexside crossed by a trail, it expends 2 MP (3 in Rain turns). If it enters a non-mountain hex through a hexside crossed by a trail, it expends 1 MP (2 in Rain turns).

3.34 Railroad (RR) (MP 1 clear / 2 rain): Treated as a Road for game purposes. See special RR movement in Advanced Game Rules and some Basic Game scenarios.

3.35 Unfinished RR (MP 1 / 2): Treated as a Road for game purposes.

3.36 Redoubt (defender multiplier x1.5 in both clear and rain): Defender combat and artillery values are multiplied by 1.5, fractions retained for combat and fractions rounded up for artillery values. Attacker's Flank Bonus (11.810) is reduced when attacking units occupying a Redoubt.

3.37 Town: Notes: None.

3.38 Village: Notes: None.

3.39 County Control Seat: Cities, Towns, and Villages marked with a red star are County Control Seats (the 3.37 Town illustration would also be a County Control Seat). Must be occupied by scenario mandated Manpower points to gain control of a county for VP, strategic movement, and Railroad movement within the county limits (See specific scenario and Advanced Game rules).

3.310 Railroad (RR) Station: Hexes containing red buildings next to a Railroad are Railroad Stations (the 3.39 County Control Seat illustration is also a Railroad Station). Units eligible for RR movement must start their action in a RR Station hex, unless entering the mapboard from off-map via RR movement.

3.311 Landing: Units embark for and disembark from amphibious movement or river transfer (OTR, GTC, and TOM advanced games only). In TOM, may be amphibiously invaded.

3.312 Fort: Has intrinsic Combat and Artillery Values dependent upon the scenario being played that are added to any unit occupying the fort when attacked. Negates any attacker's tactical advantage (11.731) when attacking an enemy Fort. Negates any attacker's flank bonus (11.8) when attacking an enemy Fort. Both cases apply regardless if the enemy Fort is occupied or not. Units of the side designated by scenario occupying a destroyed Fort are treated as if they occupied a redoubt hex (3.36).

3.5 Hexside Terrain

3.41 Major River: A unit may cross a major river at a bridge, dam, ferry, or ford. In rain turns, a unit may cross a major river only at an undestroyed bridge, dam, or ferry - never at a ford. Rain causes major rivers to become unfordable for an extended period (14.4). (Entry otherwise prohibited.)

3.42 Minor River: A unit may cross a minor river only at a bridge, dam, ferry, or ford. In rain turns, a unit may cross a minor river only at an undestroyed bridge, dam, or ferry - never at a ford. Rain may slightly extend the period that minor rivers are unfordable (14.4). (Entry otherwise prohibited.)

3.43 Creek (defender drm +1 clear / +2 rain): In rain turns, a unit may cross or attack across a creek only at a hexside crossed by a road, pike, trail, RR, or unfinished RR. Units may cross and attack across a creek in a rain turn if at least 1 of the 2 hexes joined by the creek hexside is a city hex. +1 Defender drm when defending across a creek, +2 drm in a rain turn.

3.44 Bridge (no MP cost; defender drm +2 / +2): Allows units to cross major or minor rivers in both rain and non-rain turns. May be destroyed (15.5). +2 Defender drm when defending across a bridge.

3.45 Dam (no MP cost; defender drm +2 / +2): Allows units to cross major or minor rivers in both rain and non-rain turns. Can never be destroyed. +2 Defender drm when defending across a dam.

3.46 Ferry (+1/3 MP in both clear and rain as shown; defender drm +2 / +2): In non-rain turns, a unit may cross a minor river ferry hexside at no MP penalty. A unit crossing a major river ferry hexside, and also a minor river ferry hexside during a rain turn must pay a MP penalty. The MP penalty is equal to 1/3 the active unit's Manpower value, dropping fractions. May be destroyed (15.5). +2 Defender drm when defending across a ferry.

3.47 Ford (no MP cost clear; prohibited in rain; defender drm +2 clear): Allows units to cross major or minor rivers in non-rain turns as long as the river is still fordable (14.4). In BAC, only cavalry may cross fords over the Tennessee River. +2 Defender drm when defending across a ford.

3.48 Ridge (+1 MP in both clear and rain; defender drm +1 / +2 as shown): +1 Movement Point applies even if the hexside is crossed by a road, pike, trail, or RR. +2 Defender drm when defending against attack up a ridge (into any terrain). +1 Defender drm when defending down a ridge into a mountain hex.

3.49 Bluff: A bluff hexside has a "downhill side, in which the bluff line pattern is uneven, and an "uphill side, in which the bluff line pattern is smooth. Units may not move, attack, or assault across a bluff hexside unless it is crossed by a road or ferry. +2 Defender drm when defending against attack up a bluff. Units may retreat across bluff hexsides whether or not those hexsides contain a road or ferry. ZOC extend normally across all bluff hexsides, and bluff hexsides are treated as not present for flank purposes. (Illustration: defender drm +2 attacking up / +0 attacking down.)

3.50 County Border (defender drm +0): No effect on normal movement. Control of a county does affect strategic movement and RR movement within its borders in Advanced Game scenarios.

4.0 Basic Game Sequence of Play

Each game turn represents a day of actual time, and is performed according to the following Sequence of Play:

  1. Random Events Phase: Two dice are rolled (DR), and the players consult the Random Events Table. Random events are only used in a Basic Game scenario if the scenario specifically calls for it.
  2. Leader Transfer Phase (5.0): Leaders may be transferred from one subordinate unit to another.
  3. The Action Cycle (6.0):
    • Action Phase:
      • A. Initiative Segment: Both players roll a die (dr). The player with the higher roll wins. The winner must take initiative or pass (6.23). If both players roll the same number, special considerations apply.
        • In BAC and AIO, either the Union or Confederate player may win initiative depending on the specific numbers rolled. Insubordination may also occur in BAC. Check the BAC or AIO Basic Game rules for more details.
        • In all other games, the Confederate Player wins initiative.
      • B. Activation Segment: The player who has taken initiative must perform a single action with an eligible leader or unit. At the end of an Activation Segment, the players return to the Initiative Segment and a new Action Phase begins. Players continue to perform Action Phases indefinitely until both players pass (6.23) in the same Action Phase.
  4. Recovery Phase (7.0): Eligible units may entrench (9.3), build bridges (15.21), repair bridges and ferries (15.6), and recover from fatigue, disorganization, exhaustion, and demoralization.
  5. Turn Indication Phase: The turn marker is advanced one box on the Turn Record Track and the players begin a new turn.

5.0 Leader Transfer

5.1 Leader Transfer Phase: During the Leader Transfer Phase, the owning player may transfer some, none, or all of his leaders from one subordinate unit to another. To perform a transfer, the owning player must trace a path of contiguous hexes no more than 10 hexes in length from the leader's hex (exclusive) to the hex occupied by the unit to which the leader wishes to transfer (inclusive). This path may not enter enemy-occupied hexes, but it may enter enemy ZOC. It may transit any terrain type, including swamps, mountains, and rivers.

5.11: The Union must perform all desired transfers in the Leader Transfer Phase before the Confederate player executes any leader transfers.

5.2 Activate Leader Action: Leaders may transfer during an Activate Leader action (8.4). Such a transfer may only be performed once per action, only to activated units, and only before activated units perform any activity like march, entrench, or place flanks refused markers.

5.21 Army and District Leaders: Army and District Leaders are subject to the following restrictions:

  1. They may transfer in the Leader Transfer Phase, but they may not attach to a cavalry or artillery unit or cavalry leader.
  2. If a District Leader is the Active Leader, then he can leader transfer as per rule 8.45.
  3. If they are situated in the same hex as an active leader performing an Activate Leader action, Army or District Leaders may transfer with the active leader as per rule 8.45, although they are not obligated to do so. If an Army/District Leader transfers, it must transfer and attach to the same unit as the active leader. [EXC: If the active leader is a cavalry leader, an army/district leader may not transfer in step 5 of the Activate Leader procedure].
  4. If an Army/District Leader occupies a hex with more than one subordinate infantry unit, and one of those units to which the Army/District Leader is not currently attached leaves the hex during a March or Activate Leader action, including an advance after combat, the leader may attach to the departing unit or it may remain in the hex and stay attached to its current unit.
  5. An Army/District Leader is not obligated to be attached to an infantry unit to which a non-Army Leader is also attached. The Army/District leader may be attached to an infantry unit by itself.

5.0 Examples of Leader Transfer:

5.1 Leader Transfer Phase: Stanley is stacked with an infantry unit in hex 3021. During the Leader Transfer Phase, he may transfer to Wagner, Elliott, Opdycke, Wood, and Beatty. He can transfer to Wood and Beatty even though the transfer route passes through Mountains and enemy ZOC.

5.2 Activate Leader Action: Stanley activates the infantry unit in his hex, plus Wagner, Elliot, and Opdycke, who are all in his command radius. After rolling for movement, but before any units march (8.45), Stanley could transfer to Wagner, Elliott, or Opdycke.

6.0 The Action Cycle

6.1 Overview: Every turn has a single Action Cycle of indefinite length.

6.11 Action Phase: An Action Cycle consists of a variable number of Action Phases. Each Action Phase is composed of an Initiative Segment and an Activation Segment. As soon as a player completes an action in the Activation Segment, a new Action Phase begins. Action Phases continue indefinitely until conditions for ending the Action Cycle are fulfilled.

6.2 The Initiative Segment: During this segment, both players roll a die. If both players roll the same number, special considerations may apply.

  • a. In BAC, TOM, AIO, and HSN either the Union or Confederate player may win initiative depending upon the specific number rolled. Insubordination may also occur in BAC. Check the Basic Game Rules for those games for more details.
  • b. In many Advanced Games, if both players roll a "1", the turn may end. Check the Advanced Games Rules for that specific module for applicability and more details.
  • c. In all other games, the Confederate Player wins initiative.

6.21 Initiative-based Activation: In some games, such as all OTR scenarios and the GTC Grand Campaign game, players must note the number on the winning die. In such games, this number is used to determine which units are eligible for activation with that initiative [EX: 8.425]. If one player has no units eligible for activation in an Initiative Segment, his opponent automatically wins, and the dice are not rolled. [EXC: In some scenarios, the turn may end early or Insubordination may occur on certain tied initiative rolls. In these scenarios, both players must roll the dice in each Initiative Segment, even if one player has no units eligible for activation. If the player who has no eligible units wins the roll, he must pass.]

6.22 Initiative Options: The winning player must choose one of the following two options:

  • a. Take Initiative: He may take the initiative, thereby obligating him to perform an action in the subsequent Activation Segment.
  • b. Pass: He may "pass", automatically yielding initiative to his opponent.

6.221 Opposing Player Options: A player who lost the initiative roll but who has initiative yielded to him by a "pass" must choose one of the following two options:

  • a. Take Initiative: He may take the initiative, thereby obligating him to perform an action in the subsequent Activation Segment.
  • b. Pass: He may "pass," automatically ending the Action Cycle.

6.23 Passing: If the player who wins the initiative roll passes, he does nothing. His opponent must then either take the initiative or pass. If the opponent also passes, the Action Cycle ends.

6.3 Activation Segment: The player who takes initiative must perform a single action with an eligible unit or leader in the Activation Segment. The counter selected for this action is called the "active unit" or "active leader." The player controlling this unit/leader is called the "active player."

6.31 Actions: There are five types of actions:

  • a. March (8.1)
  • b. Activate Leader (8.4)
  • c. Assault (11.3)
  • d. Burn RR Station (not in SIV or OTR) (8.6)
  • e. Entrenchment (1863 or later) (9.4)

6.32 Ending the Action Cycle: As soon as a player completes an action in the Activation Segment, a new Action Phase begins. Action Phases repeat indefinitely in an Action cycle until both players pass in the same Action Phase. Thus, an Action Cycle ends when the player who wins the initiative roll passes, and his opponent - who is then given the choice of taking initiative or passing - also passes. The Action Cycle also ends when both players have no units eligible for activation; or if a player passes when his opponent has no units eligible for activation. When an Action Cycle ends, proceed to the Recovery Phase.

7.0 Recovery

7.1 Recovery Phase Actions: In the Recovery Phase, the following actions are performed strictly in the listed order:

  1. Units at Fatigue Level 0 (2.421) may entrench (if it is not Demoralized) (9.3), build bridges (15.21), or repair bridges/ferries (15.6). A unit may not perform more than one of the aforementioned activities per Recovery Phase and may not perform any at all in a rain turn [EXC: Late Rain (14.2)]. In RTG, Confederate infantry units may impose a "levy" on Pennsylvania towns in this step (RTG 19.0)
  2. Issue Emergency Supply (BAC & AIO Advanced Game Scenarios). A player must issue Emergency Supply before he makes any forage attempts in Step 3 of the Recovery Phase. Once he has made one forage roll, he may not issue Emergency Supply until the following turn. Units that entrenched, built a bridge, or repaired bridges/ferries in Step 1 or the Recovery Phase may receive Emergency Supply.
  3. In the Advanced Game, units at Fatigue level 0, 1, or 2 may forage (see each GCACW game's "Forage" rules), but not if they undertook any activities in Step 1 or 2 of the Recovery procedure. Note: units in RTG and SLB may not forage.
  4. Units at Fatigue Level 0 or 1 are affected as follows:
    • a. Units at Fatigue Level 0 or 1 with disorganized Strength markers (2.411) have their Strength markers flipped to their organized sides. [EXC: If a unit has a Demoralize-2 (13.3) marker at the start of this step, its Strength marker remains disorganized. Also, in each GCACW volume's Advanced Game, out of supply units with disorganized Strength markers remain disorganized. Note: There is no "Out of Supply" status in SLB and RTG.]
    • b. Units at Fatigue level 0 or 1 which are on their exhausted sides (2.29) are flipped to their normal sides. [EXC: If an exhausted unit has a Demoralize-2 marker (13.3) at the start of this step, it remains on its exhausted side.]
    • c. Units at Fatigue level 0 or 1 with Demoralize-1 (13.2) markers have these markers removed. Units at Fatigue level 0 or 1 with Demoralize-2 markers have these markers flipped to their Demoralize-1 sides (13.4).

8.0 Actions

8.1 March: Only a single unit (not a leader) may be activated to perform a march action. A unit is eligible to march only if it is currently at a Fatigue Level of 3 or less. It may not march if it is at Fatigue Level 4 [EXC: 8.16]. The unit's Strength marker may be organized or disorganized. A unit may march more than once per Action Cycle (6.0), but never more than once per Action Phase (6.11).

8.11 March Procedure: The player with initiative selects one eligible unit anywhere on the map. The number of Movement Points (MP) available to the activated unit (its Movement Allowance) is calculated as follows:

  • a. Union Infantry or Artillery Unit: The Union player rolls one die. The result is the Movement Allowance (MA).
  • b. Confederate Infantry or Artillery Unit: The Confederate Player rolls one die. The die roll is increased by 1. The modified dr is the unit's Movement Allowance. [EXC: In OTR and AGA, the Confederate Player rolls one die, but does not increase the roll by 1. The result is the unit's Movement Allowance, although the unit's minimum Movement Allowance is 2, even if the dr is 1.]
  • c. Union Cavalry Unit: The Union player rolls two dice. The sum of the DR is the unit's Movement Allowance.
  • d. Confederate Cavalry Unit: The Confederate Player rolls two dice. The sum of the DR is increased by one. The modified DR is the unit's Movement Allowance.

8.12 Fatigue: The chosen unit's Fatigue Level is increased by one. The unit gains a new Fatigue marker (or has an existing marker flipped over) to reflect the change. If this march brings a unit on its normal side to a new Fatigue Level of 3 or 4, or a unit on its exhausted side to a new Fatigue Level of 2,3, or 4, it is an "Extended March" (8.2). The player must then consult the Extended March Table. Note: Before proceeding to 8.13, enemy cavalry units in the active unit's ZOC may perform a cavalry retreat (12.9).

8.13 Movement Track: Place the "Active Movement Allowance" marker on the Movement Track in the box corresponding to the unit's final Movement Allowance.

8.14 Movement Point Expenditure: The unit performs its march. As it expends MP, the Active Movement Allowance marker is adjusted downward. The march ends when the marker reaches 0 or the active player states that the action is over. If the marker reaches 0 due to an attack (11.2), the action does not end until the attack is resolved.

8.15 Single Unit Entrenchment: In scenarios set in 1864 or later (and optionally for those set in 1863), a single unit that is activated may declare that it is entrenching (9.42). This designation must occur when activated as per 8.1, prior to making a dr or DR to determine the Movement Allowance.

8.16 Optional Activation of Units at Fatigue 4: As an optional rule, a unit at Fatigue Level 4 may be selected in 8.11 of a March Action if its strength marker is organized. If a unit at Fatigue Level 4 marches, its Strength marker is automatically flipped to its disorganized side. It retains its Fatigue Level 4 marker. The player does not consult the Extended March Table (8.2). If a unit at Fatigue Level 4 marches, it may not also Force March.

8.2 Extended March (EM)

If a unit on its normal side marches and its fatigue increase brings it to Fatigue Level 3 or 4, or 2, 3, or 4 if it is exhausted, the action is an Extended March. Before proceeding to 8.13 of the March Procedure, the active player rolls a die and consults the Extended March Table (below and Charts and Tables player aid). This dr may be modified. If the unit's Strength Marker is organized, the modified dr is cross-referenced with the "Organized" column. If the unit's Strength Marker is disorganized, the modified dr is cross-referenced with the "Disorganized" column corresponding to its current Manpower value.

8.21 No Extended March: Extended March does not occur with the following Actions: Assault (8.5); Burn RR Station (8.6); Entrenchment (8.461).

8.22 Extended March Results: There are three possible results:

ResultEffect
NENo Effect: The Extended March has no effect on the active unit.
DDisorganized: The unit's Strength marker is flipped to its disorganized side.
1/2/3The unit's Manpower Value is reduced by 1, 2, or 3. The unit's new Strength marker is placed on its disorganized side.

8.2 Extended March Example: Garrard is exhausted, but organized and declares a March Action. He makes the dr for his Movement Allowance (8.11), and then replaces the F2 marker with an F3 marker (8.12). Before proceeding to 8.13, he makes an Extended March (EM) dr. The dr is 4, with drms of +1 (Union) and +1 (Exhausted increasing from F2 to F3) for a total modified EM roll of 6 on the "Organized" column. This results in his Strength Marker flipping to the disorganized side. Had he started his March Action already disorganized, he would have referenced the "Disorganized Manpower 6 to 9" column and his Manpower Value would have been reduced by one.

Extended March Table

Status of Marching Unit's Strength Marker:

Modified Die RollOrganized (Any Manpower Value)Disorganized Manpower <= 5Disorganized Manpower 6 to 9Disorganized Manpower >= 10
<= 5NENENENE
6D111
7D111
>= 8D123

Modifiers (Cumulative):

  • +1 If march by unit on its normal side increases its Fatigue Level from 3 to 4.
  • +1 If march by unit on its exhausted side increases its Fatigue Level from 2 to 3.
  • +3 If march by unit on its exhausted side increases its Fatigue Level from 3 to 4.
  • +1 If march by Wagon Train.

Union Army Modifiers:

  • +0 Late and Early War Cavalry: if march is made by any Union cavalry unit (HSN, AIO, BAC, RWH, AGA) or by a Union cavalry unit belonging to the Army of the Potomac (RTG, GTC).
  • +2 Garrison Units: If march is made by a Union unit not belonging to the Army of the Potomac (SJW, HCR, RTG) or by a Union unit that is not a "Regular Army" unit (RWH).
  • +1 Other Union Units: All Union units not covered by the two cases above.

Game Specific Modifiers:

  • +1 If a "Heat" event is in effect. (For all games with Heat events)
  • +1 If, in Advanced Game, the unit is "out of supply". (For all games with supply rules)
  • +1 All non-cavalry units in 1861 scenarios. (AGA only)
  • -3 All cavalry units in 1861 scenarios. (AGA only)
  • -3 If the unit is executing a Retreat March (only AGA scenarios 2, 5, 6, and 7)

Results:

  • NE: No Effect
  • D: Disorganized. Unit's Strength marker is flipped to its disorganized side.
  • 1/2/3: Unit's Manpower Value reduced by indicated number. Replace Strength marker with new Disorganized Strength marker reflecting its reduced Manpower Value.

When To Consult The Extended March Table:

  • If a unit on its normal side reaches Fatigue Level 3 or 4 (Exception: see Strategic Movement rules).
  • If a unit on its exhausted side reaches Fatigue Level 2, 3, or 4 (Exception: see Strategic Movement rules).

8.3 Force March

A player may enhance his active unit's Movement Allowance by declaring a "Force March." A force march may only be declared in the 8.13 step of the March Procedure. An active unit may force march only if its Strength Marker is currently on its organized side. Artillery and wagon train units can never force march.

8.31 Force March Procedure: To conduct a force march, follow this procedure:

  1. Flip the unit's Strength Marker to its disorganized side (2.411).
  2. If an infantry unit force marches, roll one die and subtract 1 from the dr. If a cavalry unit force marches, roll two dice and subtract 1 from the DR. The result is the number of MP added to the active unit's Movement Allowance as determined in 8.11. The minimum MP bonus gained by an infantry unit's force march is 2, even if the modified dr is 0 or 1. The minimum MP bonus gained by a cavalry unit's force march is 4, even if the modified DR is 1, 2, or 3.
  3. If the unmodified dr/DR in Step 2 is 1 for infantry and <=7 for cavalry, the active unit's Manpower Value (MV) (2.41) is unaffected.
  4. If the unmodified dr/DR in Step 2 is from 2 to 5 for infantry, or 8 or more for cavalry, the active unit's Manpower Value (MV) is reduced by one.
  5. If the unmodified dr in Step 2 is 6 (for infantry), the active unit's Manpower Value is reduced by two if its current Manpower Value is 6 or more. Otherwise, its Manpower Value is reduced by 1. New Strength Markers are placed on their disorganized sides.

8.3 Force March Example: Caldwell is exhausted but organized as the Union player declares a March Action. He makes a dr to determine his Movement Allowance (8.11), rolling a 2. Caldwell then replaces the F2 marker with an F3 marker (8.12). Before proceeding to 8.13, he makes an EM dr, with a +2 drm (+1 Union, +1 Exhausted going from F2 to F3). A 3 is rolled, plus 2 drm = 5 on the Extended March Table, "Organized" column. Since the modified EM dr was <= 5, he passes the EM roll. Needing to move all the way to 2313, The Union player then decides to Force March Caldwell. He flips Caldwell's Strength Marker to its disorganized side and makes a dr, obtaining a 6. This is reduced by 1 to 5. Thus, Caldwell's final Movement Allowance is 7 (2+5). The Active Movement Allowance marker is placed in the "7" box on the Movement Track. Since an original 6 was rolled on the Force March, he loses 2 Manpower (8.31, item 3). His Strength Marker is reduced from 8 to 6. Caldwell moves to 2313, concludes his March, and is Exhausted, Disorganized with 6 MV, and at F3.

8.4 Activate Leader

The "Activate Leader" action enables a player to perform one or more consecutive march actions with eligible military units in the same Action Phase. The following Actions may not be performed in an Activate Leader action: Assault (11.3), Burn RR Station (8.6), and (in Advanced Game Scenarios) RR or amphibious embarking and movement. Only one district, division, or corps leader at a time may be chosen for activation. A leader is eligible for activation only if one or more units within his command radius belonging to his command are at Fatigue Level 3 or less. A leader activation is performed as follows:

8.41 Leader Selection: The player with initiative selects an eligible leader anywhere on the map.

8.42: The player with initiative must select one or more units belonging to the active leader's command that are situated within the leader's Command Radius (2.35). All of the units selected to participate in an Activate Leader action must be at Fatigue Level 3 or less. Place a Union or Confederate "Leader Activation" marker on top of each unit selected. The player is not obligated to select every eligible unit within the leader's Command Radius, although he may do so. He must select at least one.

8.421 Activation Restrictions: In all games, there will be units that do not belong to any leader's command. [EX: Union cavalry units in SIV, OTR, SJW, HCR, SLB, and AGA do not belong to a command since there are no Union cavalry leaders in those games]. These units may not be selected to join an Activate Leader action. They may only perform march and entrenchment activities individually.

8.422 Artillery: Artillery units in all games may be selected to join in an Activate Leader action of any non-cavalry leader, even if they do not belong to the active leader's command.

8.423 March or Entrenchment Designation: In 1864, or in 1863 if playing with the "Entrenchment" action optional rule, the player must declare whether each unit selected will march or entrench. This designation must occur when activated as per 8.42, prior to the determination of the Movement Allowance. The player is free to have some units march and others entrench during a single Activate Leader action.

8.424 Optional Fatigue 4 March: As an optional rule, a unit at Fatigue Level 4 may be selected to march (not entrench) as per 8.42 of an Activate Leader action if its Strength marker is organized. If a unit at Fatigue Level 4 marches, its Strength Marker is automatically flipped to its disorganized side. It retains its Fatigue Level 4 marker. The player does not consult the Extended March Table. If a unit at Fatigue Level 4 marches, it may not also Force March.

8.425 Special Rule for On to Richmond: In OTR, if the Union player is performing the Activate Leader action, the number of units that may be selected is limited by the number that is rolled during the just-completed Initiative Segment of the current Action Phase.

Union Die RollResult
1 to 4Union Player may select only 1 eligible unit.
5Union player may select 2 eligible units.
6Union player may select any number of eligible units.

8.4251 Confederate Initiative: If the Confederate player won the initiative roll in the current Action Phase but passed, the Union player may select any number of eligible units in a leader activation regardless of the number that he rolled in the Initiative Segment. Also, if the Union player has taken initiative in the current Action Phase without an initiative dice roll (which is possible if the Confederate player has no units eligible for activation), the Union player may select any number of eligible units in a leader activation.

8.43 Movement Allowance: The number of Movement Points (MP) available to each unit activated by the leader (its Movement Allowance) is calculated as follows:

  • a. Union Infantry Leaders: The Union Player rolls one die. The result is increased by 1. The modified dr is the leader's Movement Allowance. [EX: In SIV, OTR, and AGA, the Union Player rolls one die, but does not increase the dr by 1. The result is the unit's Movement Allowance, although the unit's minimum Movement Allowance is 2, even if the dr is 1.]
  • b. Union Cavalry Division Leaders: The Union player rolls two dice. The sum of the DR is increased by 1. The modified DR is the leader's Movement Allowance.
  • c. Union Cavalry Corps Leaders: The Union player rolls two dice. The sum of the DR is increased by 2. The modified DR is the leader's Movement Allowance.
  • d. Confederate Infantry Leaders: The Confederate player rolls one die. The dr is increased by 2. [EXC: The result is increased by 1 in OTR and AGA]. The modified dr is the leader's Movement Allowance.
  • e. Confederate Cavalry Division Leaders: The Confederate player rolls two dice. The sum of the DR is increased by 2. The modified DR is the leader's Movement Allowance.
  • f. Confederate Cavalry Corps Leaders: The Confederate player rolls two dice. The sum of the DR is increased by 3. The modified DR is the leader's Movement Allowance.

8.44 Movement Allowance for Activated Units: The leader's Movement Allowance determined in 8.43 is used by every unit selected for participation in the leader activation. Place the "Leader Movement Allowance" marker on the Movement Track in the Box corresponding to this number. Do not move the marker from this box for the duration of the leader activation, as it serves to remind the players of the leader's Movement Allowance.

8.45 Leader Transfer: The active leader may transfer to any hex occupied by a subordinate unit (including an artillery unit) selected in 8.42. This transfer is voluntary and may only take place before any units march. Place the leader in the hex to which it transfers.

8.451 Designated Unit: In the hex that the active leader occupies, the player must now designate a unit in the leader's command to which the leader is "attached" and with which the leader must remain for the entire Activate Leader Action. This unit does not have to be a unit activated in the current action (in which case that unit cannot move since it has not been activated). The only exception to this attachment is under "Leaders and Combat" in section 11.5.

8.46 Unit Actions: The active player chooses a single unit to perform a march or entrenchment action. The chosen unit must have been selected as per 8.42, (i.e., it must have a Leader Activation marker, which is not removed). The unit must choose the same action that was designated for the unit as per 8.423. The chosen unit's Fatigue Level is immediately increased by one. [EXC: If the optional 1863 entrenching rule is used, the activated unit would increase its Fatigue Level by two].

8.461 Entrenching: If the unit is entrenching, it follows the procedure outlined in 9.4. After following the entrenchment procedure, skip steps 8.47 and 8.48 and resume this procedure at 8.49.

8.462 Marching: If the unit is marching, it uses the active leader's Movement Allowance calculated in 8.43. If this march brings a unit on its normal side to a new Fatigue Level of 3 or 4, or a unit on its exhausted side to a new Fatigue Level of 2, 3, or 4, it is an Extended March, and the player consults the Extended March Table (8.2). Before proceeding to 8.47 but after rolling for Extended March, enemy cavalry units in the marching unit's ZOC may perform a Cavalry Retreat, (12.9).

8.47 Force March: An eligible unit may enhance its Movement Allowance by making a Force March (8.3). The MP gained by a force march are added to the leader's Movement Allowance calculated in 8.43 to determine the unit's final Movement Allowance. Place the Active Movement Allowance marker on the Movement Track in the box corresponding to this number. If no force march is performed, the Active Movement Allowance marker is placed in the same box as the active leader's Movement Allowance calculated in 8.43.

8.48 March Procedure and Restrictions: The unit performs its march. As it expends MP, the Active Movement Allowance marker is adjusted downward. The march ends when the marker reaches 0 or the active player states that the march is over. If the marker reaches 0 due to an attack (11.2), the march does not end until the attack is resolved.

8.481 Cavalry Restrictions: Units activated by cavalry division leaders are limited by the following rule: only the first cavalry unit to march as part of an Activate Leader action initiated by a cavalry division leader may conduct an attack (11.2). The second or any subsequent cavalry unit to march in an Activate Leader action may not attack. Thus, a maximum of one cavalry unit may attack in an Activate Leader action initiated by a cavalry division leader. There is no such limitation in an Activate Leader action initiated by a cavalry corps leader.

8.49 Repeat and Conclude: The active player now repeats steps 8.46, 8.47, and 8.48 for each unit selected in 8.42. Units may not withdraw from the action, although they are not obligated to move or attack. Each unit must perform steps 8.46, 8.47, and 8.48 a maximum of once per leader activation. A unit must complete its march or entrenchment before another unit begins its action. The leader activation ends when each unit with a Leader Activation marker has completed steps 8.46, 8.47, and 8.48.

8.4 Activate Leader Action Example: The Union player takes initiative and declares an "Activate Leader" action with Stanley, who is stacked with Elliott in 1516. Five divisions are situated within Stanley's Command Radius (2.35): Elliott (FL0), Garrard (part of DAT Corps), Kimball (FL1), Beatty (FL4), and Opdycke (FL0).

  1. Waters, in 1916, is not eligible for Leader Activation because he is not in Stanley's Command Radius. Beatty is not eligible to participate because he is at FL4 (EXC: 8.424). Garrard is not eligible because he is not part of Stanley's IV Corps.
  2. Only Elliott, Kimball, and Opdycke are eligible to participate, but the Union player selects only Kimball and Opdycke. He places a Leader Activation marker on both units. The Union player makes a dr, rolling a 4, with a +1 drm (8.43) making a total of 5. The Leader Movement Allowance marker is placed in the "5" box of the Movement Track, where it remains for the duration of the action. Before either Kimball or Opdycke perform any activity, Stanley may Leader Transfer to either unit (5.2). The Union player performs a March Action with Kimbell, whose Leader Activation marker is removed. His FL is increased to 2, so there is no Extended March dr since he is not exhausted (8.2). Kimbell's march ends when the Active Movement Allowance marker reaches 0. Next, the Union player performs a March Action with Opdycke. He repeats the procedure followed for Kimbell. The Leader Activation now ends and a new Action Phase begins.

8.5 Assault

An "Assault" action enables a district, division, or corps leader to attack a single, adjacent, enemy-occupied hex with a group of subordinate units rather than attacking with each individually. Only one leader at a time may be chosen for an assault. A leader is eligible for an assault only if one or more subordinate units in the leader's hex have a Fatigue Level of 3 or less. MP are not used in an assault, and the active player does not roll a die to determine a Movement Allowance. Assaults are explained in detail in the combat section (11.3).

8.6 Burn RR Station

Only a single military unit (not a leader) may be chosen to perform a burn RR station action. A unit is eligible for this action if it occupies a RR station hex and is at a FL of 3 or less. It may not be chosen if it is at FL 4. The unit's Strength Marker may be organized or disorganized, but it must have a Combat Value (not Manpower Value) of 2 or more and cannot be demoralized. Units in SIV and OTR may not burn RR stations.

8.61 Procedure: The player with initiative selects a single eligible unit anywhere on the map. The chosen unit's Fatigue Level is immediately increased by one. An extended march never occurs as a result of a burn RR station action, even if the unit goes to a new FL of 2, 3, or 4.

8.62 Results: If the unit's Combat Value is 2, 3, or 4, place a Damage marker in the RR station hex. If the unit's Combat Value is 5 or more, place a Destroy marker in the hex. The presence of other friendly units in the hex has no effect on the type of marker placed in the RR station hex. The action is now over and a new Action Phase begins.

8.63 Duration: Damage/Destroy markers remain in place for the duration of the game. [EXC: Damage/Destroy markers may be removed in the Advanced Game in some of the volumes in the series]. However, an existing Damage marker is flipped over to its Destroy side at the moment a unit with a Combat Value of 5 or more performs a Burn RR Station action in that hex. An existing Damage marker is unaffected if a unit with a Combat Value of 2, 3, or 4 performs a Burn RR Station action in that hex. A Destroy marker is unaffected if other units later perform a burn RR station action in that hex.

8.6 Examples of Burn RR Station Action: Caldwell, exhausted, disorganized, FL0, but with a Combat Value of 5, is sitting in Catoosa Station. Taking the initiative, the Union Player announces that Caldwell is performing a Burn RR Station action. His FL is increased to FL1, and because his Combat Value is 5, a RR Station Destroyed marker is placed in the hex (8.62).

Next Union impulse, the Union player announces that Waters in Ringgold, organized, FL0, with a Combat Value of 2 will perform a Burn RR Station action. His FL is increased to FL1, but because his Combat Value is only 2, he is only able to place a RR Station Damaged counter in the hex (8.62). Only if a unit with a Combat Value of 5+ subsequently occupies Ringgold and announces a Burn RR Station action will the Damage marker be able to be converted to a Destroy marker (8.63).

8.7 Refusing Flanks

At a cost of one MP, the active player may place a "Flanks Refused" marker of the appropriate side on top of a unit performing a march. As soon as a unit places a Flanks Refused marker, its march ends. It may perform actions in subsequent Action Phases.

8.71 Limits: A maximum of one Flanks Refused marker may exist in a hex at a time. Its effects apply to all units in the hex. Players are not limited to the number of markers provided in the game.

8.72 Restrictions: A Flanks Refused marker may not be placed on a unit in a mountain or swamp hex. It may not be placed on a unit performing an assault.

8.73 ZOC Impact: Since a unit must stop moving upon entering an enemy normal ZOC, it may not Refuse Flanks when entering an enemy normal ZOC. A unit may Refuse Flanks if it marches in place in a hex in an enemy normal ZOC. EM (8.2) must be done if required.

8.74 RZOC: A unit entering a RZOC (2.211) may place a Flanks Refused marker because RZOCs do not affect movement in any way (10.45).

8.75 Post-Combat: A Flanks Refused marker may not be placed on a unit after it performs a retreat, rout, or advance after combat.

8.76 Entry and Exit: A unit does not have to spend one additional MP to enter a hex in which a Flanks Refused marker is already placed. It may enter the hex at no extra cost [EXC: 10.7] and receive the marker's benefits if it remains in the hex. Or, it may continue its march. A Flanks Refused marker never accompanies a unit when it leaves a hex.

8.77 Removal: A Flanks Refused marker may be voluntarily removed from a stack of units at no MP cost if one of the units in the hex initiates a march. The active unit removing the Flanks Refused marker does not actually have to leave the hex. The marker must be removed if all the units in the hex participate in an Assault Action. It must also be removed if only one unit is in a hex and it moves or attacks. This does not preclude the owning player from placing another marker on the unit later in its march.

8.78 Effects of Flanks Refused Markers: Units in a hex with a Flanks Refused marker may perform all actions normally, although they may be forced to remove the marker as per 8.76. Units occupying a hex containing a Flanks Refused marker defend against enemy flank attacks more effectively, but less effectively against normal attacks:

Original Final Flank BonusReduced Flank Bonus
+4+2
+3 or +2+1
+1+1
None*+1

Notes: All of the above drms are in addition to other modifiers to the attack. * All non-flank attacks always provide the attacker with a +1 drm, even though requirements for flank attacks have not been fulfilled.

Examples of Refusing Flanks: Stanley, who starts the Action Phase stacked with Post in 2919, announces an Activate Leader action (8.4), activating Kimball in 2920 and Post's division. Elliott, in 2719, could not be activated since he sits outside Stanley's Command Radius (2.35).

After increasing FL and rolling for Movement Allowance (rolling high enough for both to perform all actions), Post with Stanley moves to 2918 by way of 3018 and 3017. Upon his arrival at 2918, Post is unable to place a Flanks Refused marker because he ended his move in Loring's normal ZOC (8.73).

Kimball moves to 2819. Because 2819 is a RZOC (2.211) from Loring, Kimball is able to place a Flanks Refused marker because RZOCs do not affect movement in any way (8.73, 10.45).

In the next Union impulse, Elliott is activated, increases his FL, marches in place, and is able to place a Flanks Refused marker (8.73).

9.0 Entrenchments

9.1 Introduction: Entrenchments enhance a unit's defensive capabilities. Units may construct entrenchments in the Recovery Phase (7.1), and in games taking place in 1863 or later, in the Action Phase. Players may also gain entrenchment benefits from redoubts (3.36). Another hex feature, a permanent Fort (3.312), provides even further defensive capabilities and is described in the Advanced Game Rules of any module in which it appears. Permanent Forts typically provide the same entrenchment benefit as a Redoubt when units occupy those hexes.

9.2 Building Entrenchments: There are five types of entrenchments: Abatis, Breastworks, Forts, Redoubts, and Permanent Forts. Redoubts (3.36) and Permanent Forts (3.312) are printed on the map, representing permanent fortifications, and may not be built. However, Abatis, Breastworks, and Forts may be built in either the Action Cycle (8.16 and 8.423) or the Recovery Phase (7.1).

9.21 Recovery Phase Restrictions: Units building entrenchments in the Recovery Phase must be at FL 0. A unit building a bridge, foraging (advanced games), or repairing a bridge/ferry may not also entrench in the same Recovery Phase. Units may not entrench in rain turns or if demoralized. (14.36). [EXC: In Late Rain (14.2) turns, units may entrench in the Recovery Phase, even if rain commenced during the Action Cycle].

9.3 Recovery Phase Procedure: Depending on the year depicted in the game being played, players use one of four different procedures. (The entrenchment markers carry a defensive multiplier printed on the counter, noted below in parentheses.)

1. 1861 Entrenchments (AGA) (markers: Abatis Build; Abatis x1.5; Breastworks x2):

  1. If a unit without an entrenchment marker entrenches, place an Abatis Build marker atop the Unit. [EXC: If a Confederate unit entrenches in a redoubt hex (3.36), place a Breastworks marker atop the unit].
  2. If a unit already possessing an Abatis Build marker entrenches, place an Abatis marker atop the unit.
  3. If a unit already possessing an Abatis marker entrenches, place a Breastworks marker atop the unit.
  4. Forts: the only units that may be entrenched above the Breastworks level are those that start a scenario in a Fort marker. If those units leave the fort marker, they may not re-entrench beyond the Breastworks level.

2. 1862 Entrenchments (SJW, HCR, SIV, and OTR) (markers: Breastworks Build; Breastworks x2; Fort Build x2; Fort x3):

  1. If a unit without an entrenchment marker entrenches, place a Breastworks Build marker atop the unit. [EXC: if a unit is in a redoubt hex (3.36) from which it is eligible to benefit, place a Breastworks marker atop the unit.
  2. If a unit already possessing a Breastworks Build marker entrenches, flip the marker to its Breastworks side.
  3. If a unit already possessing a Breastworks marker entrenches, place a Fort Build marker atop the unit.
  4. If a unit already possessing a Fort Build marker entrenches, flip the marker to its Fort side.

3. 1863 Entrenchments (SLB, RTG, BAC, and TOM) (markers: Brstwrks Build 1863 x1; Brstwrks 1863 x2; Fort Build 1863 x2; Fort 1863 x3):

  1. If a unit without an entrenchment marker, or possessing a Breastworks Build (9.421) marker entrenches, place a Breastwork marker atop the unit. [Note: If a unit is in a redoubt hex (3.36) from which it is eligible to benefit, this same procedure is still used, i.e. a Redoubt hex does not augment Action Cycle entrenchment actions in 1863.]
  2. If a unit already possessing a Breastwork marker entrenches, place a Fort Build marker atop the unit.
  3. If a unit already possessing a Fort Build marker entrenches, flip the marker to its Fort side.

4. 1864 - 1865 Entrenchments (GTC, AIO, RWH, HSN, and TPC) (markers: Abatis x1.5; Brstwrks Build x1.5; Brstwrks x2; Fort Build-1 x2; Fort Build-2 x2.5; Fort x3):

  1. If a unit without an entrenchment marker entrenches, places a Breastworks marker atop the unit. [EXC: If a unit is in a redoubt hex (3.36) from which it is eligible to benefit, place a Fort Build-1 (9.422) marker atop the unit.
  2. If a unit already possessing an Abatis (9.422) marker entrenches, place a Fort Build-1 marker atop the unit.
  3. If a unit already possessing a Breastworks Build (9.422) marker entrenches, place a Fort Build-2 (9.422) marker atop the unit.
  4. If a unit already possessing a Breastworks, Fort Build-1, or Fort Build-2 marker entrenches, place a Fort marker atop the unit.

9.4 Action Cycle Procedure

In any 1864 or later scenario, or in an 1863 scenario if the Entrenchment Action optional rule is used by mutual consent of the players, players may perform an Entrenchment Action as one of the actions available to active units. Entrenchment actions may be performed by units activated individually, or as a part of an Activate Leader action. Entrenching during the Action Cycle is always in addition to end-of-turn entrenchment. Eligible units may still entrench in Step 1 of the Recovery Phase (7.0).

9.41 Action Cycle Restrictions: The unit must meet all of the following conditions to be selected for an Entrenchment Action:

  • a. It must be a military unit (not a leader).
  • b. It must be at FL 0, 1, or 2 if the year is 1863, or FL 0, 1, 2, or 3 in 1864 - 1865.
  • c. It must not be demoralized. It may be exhausted and/or disorganized.
  • d. It must not already possess a completed Fort marker.
  • e. If the weather is "Late Rain" (14.2), rain must not have commenced during that Action Cycle.

Note: A unit may perform more than one Entrenchment Action per turn, assuming it is eligible.

9.42 Action Cycle Entrenchment Procedure: If an Entrenchment Action is declared, the active unit follows one of the following two procedures, depending on the year of the game.

9.421 1863 Procedure (Optional) (markers: Brstwrks Build x1; Brstwrks x2; Fort Build x2; Fort x3):

A. The active unit's FL is increased by two. An Extended March (8.21) never occurs as a result of an Entrenchment Action.

B. The player places an Entrenchment marker on the active unit, or adjusts an existing Entrenchment marker as follows:

  1. If the active unit does not currently possess an Entrenchment marker, place a Breastworks Build marker atop the unit.
  2. If the active unit already possesses a Breastwork Build marker, flip the marker to its Breastworks side.
  3. If the active unit already possesses a Breastworks marker, place a Fort Build atop the unit.
  4. If the active unit already possesses a Fort Build marker, flip the marker to its Fort side.

C. The Entrenchment Action ends, and a new Action Phase or the next action in an Activate Leader Action begins.

9.421 1863 Example: The Confederate Player selects Cheatham (stacked with Smith) for a Leader Activation and selects Smith, Brown, and Bate, who are all at FL0. Before rolling for the Movement Allowance, the Confederate player announces that Brown and Smith will entrench, and Bate will march (8.423). The Movement Allowance is rolled. Bate's FL is increased to FL1 and he marches. Since it is 1863, the FL of both Smith and Brown is increased to FL2. Breastworks Build markers are placed atop Smith and Brown.

Occupying a Redoubt hex (3.36) Does not augment Action Cycle entrenchment actions in 1863.

9.421 1863 Example Continued: In the next Confederate impulse, Cheatham is selected for a Leader Activation and selects Brown, announcing that Brown will entrench. Brown's FL is increased by 2 to FL4, an Extended March does not occur (8.21), and a Breastworks counter is placed atop Brown.

In subsequent turns, Brown and Smith could continue to perform Entrenchment actions, either individually or as part of a Leader Activation Action, until they possessed Fort markers atop them.

9.422 1864 Procedure (markers: Abatis x1.5; Brstwrks Build x1.5; Brstwrks x2; Fort Build-1 x2; Fort Build-2 x2.5; Fort x3):

A. The active unit's FL is increased by one. An Extended March (8.21) never occurs as a result of an Entrenchment Action.

B. The player places an Entrenchment marker on the active unit, or adjusts an existing Entrenchment marker as follows:

  1. If the active unit does not currently possess an Entrenchment marker, place an Abatis marker atop the unit. [EXC: If the active unit is in a redoubt hex from which it is eligible to benefit (3.36), place a Breastworks Build marker atop the unit.]
  2. If the active unit already possesses an Abatis marker, flip the marker to its Breastworks Build side.
  3. If the active unit already possesses a Breastworks Build marker, place a Breastworks marker atop the unit.
  4. If the active unit already possesses a Breastworks marker, flip the marker to its Fort Build-1 side.
  5. If the active unit already possesses a Fort Build-1 marker, place a Fort Build-2 marker atop the unit.
  6. If the active unit already possesses a Fort Build-2 marker, flip the marker to its Fort side.

C. The Entrenchment Action ends, and a new Action Phase, or the next action in an Activate Leader Action, begins.

9.422 1864 Example:

  1. The Confederate player activates Bate, who is at FL0 (individually or via Leader Activation) and declares that he will entrench. Bate's FL is increased by 1 to FL1. An Abatis marker is placed atop Bate. Had he been in a Redoubt hex (3.36), a Breastworks Build marker would be placed instead of an Abatis.
  2. In subsequent impulses, Bate is activated for additional Entrenchment Actions. His FL is increased from F1 to F2, and a Breastworks Build marker is placed.
  3. Then, his FL is increased from F2 to F3, and the Breastworks Build marker is replaced with a Breastworks marker.
  4. Finally, his FL is increased from F3 to F4, and the Breastworks marker is flipped over to the Fort Build-1 marker.

An Extended March (8.21) does not occur, even though Bate's FL increased to F3 and F4. In a subsequent turn, additional Entrenchment Actions would replace the Fort Build-1 marker with a Fort Build-2 marker and the Fort Build-2 marker with a Fort marker.

9.5 Removing Entrenchments

A unit's entrenchment marker, regardless of the level of entrenchment, is removed at the moment the unit leaves the hex. If a unit with an entrenchment marker, regardless of the level of entrenchment, exits a redoubt or permanent fort hex, its marker is removed but there is no effect on the redoubt or permanent fort.

9.6 Effects of Entrenchments

Entrenchments enhance the Combat and Artillery values of defending (not attacking) units.

9.61 Redoubts: Many of the games in the series have Redoubts (3.36) either printed on the map or added with special counters. The basic rules for each game define which player owns and gets the benefits for the Redoubts in that game. The directional facing of a redoubt is solely for artistic purposes and has no effect on the benefits of the redoubt, which are for the hex and not just for some hexsides. Note: All redoubts printed on the maps in Virginia are Confederate Redoubts.

9.611 Redoubt Effects: All units in a redoubt hex from which they are eligible to benefit, but with no other entrenchments have their Combat and Artillery Values multiplied by 1.5 when defending. For Combat Values, retain fractions. For Artillery Values, multiply the sum of all the Artillery Values in the hex by 1.5 and round up to the nearest whole number. Final Flank Bonus may be reduced (11.810).

9.612 Naval Batteries: All Naval Batteries printed on the maps are considered to also contain a Confederate Redoubt, even if there is a destroyed Naval Battery counter in the hex.

9.62 Abatis, and Breastwork Build (1863 and 1864): Units directly under an Abatis marker, or a Breastworks Build marker if the year is 1864 or later, have their Combat and Artillery Values multiplied by 1.5 when defending.

9.63 Breastworks, Fort Build (1863 or earlier), and Fort Build-1 (1864): Units directly under a Breastworks, 1863 or earlier Fort Build, or 1864 or later Fort Build-1 markers have their Combat and Artillery Values multiplied by 2 when defending.

9.64 Fort Build-2 (1864 or later): Units directly under an 1864 or later Fort Build-2 marker have their Combat and Artillery Values multiplied by 2.5 when defending.

9.65 Forts: Units directly under a completed Fort marker have their Combat and Artillery values multiplied by 3 when defending.

9.66 Printed Forts (Inherent Terrain 3.312): Printed forts negate any attacker's tactical advantage (11.731) and flank bonus (11.8). Both cases apply if the enemy fort is occupied or not. Units of the side designated by scenario occupying a destroyed fort are treated as if they occupied a redoubt hex (3.36, 9.61).

9.67 Pre-1864 Breastwork Build: Units under a Breastwork Build marker do not have their Combat and Artillery Values modified if the year is 1863 or earlier.

9.68 Unit Application: All entrenchment effects apply individually by unit, not by hex. Only units which actually entrenched in an earlier Action or Recovery Phase receive the Combat/Artillery multiplier value provided by an entrenchment marker. For Combat Values, multiply the sum of all the Combat Values in the hex and retain fractions. For Artillery Values, multiply the sum of all the Artillery Values in the hex and round fractions up to the nearest whole number. If multiple units occupying the same hex have different entrenchment multiplier values, each different multiplier is resolved individually before combining all of the results into one set of Combat and Artillery Values. Units without markers in the same hex use unenhanced values. [EXC: All units in a redoubt hex belonging to a player eligible to receive redoubt benefits gain the defensive benefit of the redoubt. However, only those units which entrench further in an Action or Recovery Phase gain defensive enhancements beyond those provided by the redoubt].

10.0 Movement

10.1 Rules of Marching

10.11 General: A marching unit may move and/or attack. Attacks are explained in detail in the Combat section (11.13, 11.22).

10.12 Stacking: An unlimited number of friendly units and leaders may occupy the same hex at a given time.

10.13 Fatigue Levels: A unit's Fatigue Level is increased when it performs an action (8.12, 8.46). It may also be increased due to combat (11.0). A unit at Fatigue Level 4 may not perform an action [EXC: Optional rules 8.16 and 8.424], although it may defend and retreat due to combat. Players may wish to turn units sideways when they reach Fatigue Level 4 so that they can see at a glance which units are no longer eligible for activation.

10.14 Enemy-Occupied Hexes: A unit may not enter a hex occupied by enemy units [EXC: 12.6].

10.2 Movement

A unit moves from hex to adjacent hex, expending a number of Movement Points (MP) equal to the cost of the major terrain, or terrain feature (if applicable) in the hex entered (3.2 and the Terrain Chart). A marching unit can expend some, none, or all of its MP. As a unit expends MPs, the Active Movement Allowance marker is adjusted downward on the movement track.

10.21 End of Movement: The unit may no longer move when the marker reaches 0, when the MP cost to enter the next hex exceeds the remaining MPs or when it enters an enemy normal ZOC (10.4).

10.22 Unused Movement Points: Unused Movement Points may not be saved from march to march, nor may they be transferred between units.

10.23 Minimum 1 Hex Movement: Provided that a unit does not attack during its march, it may always move at least one hex - even if its Movement Allowance is not sufficient for it to enter an adjacent hex. [EXC: A unit may still not enter or exit a mountain or swamp hex except by road, pike, RR, or trail. It may not cross a major or minor river hexside except at a bridge, dam, ford, or ferry.]

10.231 Movement Allowance Reduction: If an enemy cavalry retreat (12.9) reduces an active unit's Movement Allowance to 0 before it has moved in its march, it may still move one hex.

10.232 Ferries: If a unit begins a march adjacent to a ferry hexside and does not have enough MP to cross due to the ferry MP penalty (3.46, 10.324), it may cross that ferry hexside anyway using all of its available MP.

10.23 Examples of Minimum 1 Hex Movement: Elliott can move into hexes 2228, 2329, 2330, and 2130 in non-rain turns. He cannot enter into 2129 because it is a swamp hex and no road, pike, trail, or RR crosses the hexside (3.28). He cannot enter 2230 because there is no bridge, ferry, dam, or ford crossing the river hexside (3.42). In a rain turn, he could not enter 2330 because no road, pike, trail, or RR crosses the creek hexside. If no creek was present, Elliott still cannot enter 2330 because it is a provisional swamp hex (3.27) that becomes a normal swamp hex (3.27, 3.28) in a rain turn. The numbers are the actual MP cost for Elliott to enter a given hex in a non-rain turn.

Post is able to move into 1111, 1012, 0912, and 0911. He cannot enter 1010 because the river hexside is not crossed by a bridge, ferry, dam, or ford. He cannot enter 1112 because it is a mountain hex with no road, pike, trail, or RR crossing the hexside (3.29). In a rain turn, Post could not enter 0911 because units cannot cross major or minor rivers at fords during a rain turn (3.41, 3.42). The numbers are the actual MP cost for Post to enter a given hex in a non-rain turn.

10.3 Terrain Effects on Movement

When a unit enters a hex, it normally expends Movement Points equal to the terrain cost of the major terrain entered (3.2).

10.31 Terrain Features Within a Hex: The following terrain features are found within, and can affect the MP cost to enter that hex.

10.311 Roads, Pikes, Railroad, and Unfinished RR: If a unit enters a hex through a hexside crossed by a road, pike, railroad (RR), or unfinished RR, it ignores the cost of the hex's major terrain and instead pays 1 MP [EXC: Rain (14.34)].

10.312 Trails: If a unit enters a mountain hex through a hexside crossed by a trail, it expends 2 MP. If a unit enters a non-mountain hex through a hexside crossed by a trail, it expends 1 MP [EXC to both: Rain (14.34)].

10.32 Hexside Terrain: The following terrain features are found on the hexsides between hexes, and can affect the MP cost to cross that hexside.

10.321 Ridge: If a unit enters a hex across a ridge hexside, it must expend an additional 1 MP above the normal cost for entering the hex. This applies even if the hexside is crossed by a road, pike, trail, or RR, and regardless of the direction of movement, i.e., there is a penalty both when moving up and when moving down the ridge.

10.322 Bluffs: Bluff hexsides currently only appear in TOM. Units performing a March Action may never cross a bluff hexside unless that hexside is traversed by a road or ferry.

10.323 Rivers: A unit may not cross a major or minor river hexside except at a bridge, dam, ferry, or ford. A unit crossing a bridge, dam, or ford pays no MP penalty. The MP cost of the major terrain in the hex entered is negated if the bridge, dam, or ford is crossed by a road, pike, or RR. Instead, the road, pike, or RR MP cost is used.

10.323 Dams: Dams are considered indestructible bridges in all GCACW games. A unit may cross a dam over a major or minor river with no movement point penalty, even in a rain turn, just as if it were a bridge. Unlike bridges, dams may not be destroyed. In SLB, dams were not official terrain features although they were labeled on the maps. When using the GCACW Standard Rules in SLB, the only crossing labeled as a "Dam" that should be treated as a Dam and not a ford is Scott's Dam Ford (SLB S-3526). The following crossings labeled as a Dam in various GCACW games (as graphically shown on the maps) and not Dams are:

  • Occoquan Dam (SLB S-5304)
  • Strider's Dam Ford (SIV N-4322)

10.324 Ferries: A unit may cross a ferry over a minor river in non-rain turns with no MP penalty, just as if it were a ford. However, at a major river ferry on any turn, regardless of weather, or at a minor river ferry in a rain turn or while unfordable, the unit must pay a MP penalty (simulating the use of boats to cross). The unit's Manpower Value is divided by 3 (drop fractions). The result is the MP penalty to cross the ferry. This penalty is in addition to the normal MP cost to enter the hex on the far side of the ferry (typically the road movement cost) [EXC: 10.232].

10.325 Creeks: Creek hexsides do not affect movement [EXC: Rain (3.43 and 14.35.)]. Units may cross them at no special MP cost.

10.33 Restricted and Prohibited Terrain: The following major terrain types have either restrictions or prohibitions for units to enter.

10.331 Swamps: A unit may never enter or exit a swamp hex unless this move is performed across a hexside crossed by a road, pike, or RR. Provisional swamp hexes (3.27) function in all respects as rough hexes (3.24) except in rain turns (14.31), when they convert to normal swamp hexes.

10.332 Mountains: A unit may never enter or exit a mountain hex unless this move is performed across a hexside crossed by a road, pike, trail, or RR.

10.333 Water: Units may not enter water hexes.

10.34 Enemy-Occupied Hexes: A unit may not enter a hex occupied by enemy units [EXC: 12.6].

10.3 Examples of Terrain Effects: Crossland expends 1 MP (non-Rain) to enter 0416 and 0616 because the hexsides are crossed by a road. He expends 6 MP to enter 0415 and 0517 (not shown) since the hexside is not crossed by a road, pike, trail, or RR, resulting in expending the inherent cost of terrain. He expends 3 MP to enter 0615, 2 for the Mountain trail, and 1 extra for crossing a ridge hexside (10.321). He expends 6 MP to enter 0515, 5 for the cost of terrain, and 1 extra for crossing a ridge hexside. The additional numbers are the total MP needed to reach a particular hex from 0516. The red X'es are impassible hexsides because they are not crossed by a road, pike, trail, or RR.

Post expends 1 MP (non-rain) to enter 2525 and 2626 due to the road crossing the hexsides. He expends 2 MP to enter the mountain trail in 2725 (10.312). He expends 3 MP to cross the river into 2526 at the ferry, 1 MP for entering 2526 due to the road on the hexside being crossed, and +2 MP due to crossing a major river at a ferry (8 / 3 fractions dropped = 2) (10.324). Post cannot enter hexes 2624 and 2726 because neither hexside is crossed by a road, pike, trail, or RR. The additional numbers are the total MP needed to reach a particular hex from 2625. It costs 1 MP to cross the river at 2525 to 2524 due to the bridge and the road in 2424 (15.251 - Note). Post must expend 3 MP to cross the bridge at 2626 into 2527 because there is no road, pike, trail, or RR in 2527.

10.4 Enter Enemy Zone of Control (ZOC)

A unit must stop its movement at the moment it enters an enemy normal ZOC hex (2.210) from a hex that is not in an enemy normal ZOC. The unit must then either attack or end its march. A unit must stop upon entering an enemy normal ZOC even if that ZOC is occupied by a friendly unit. If a unit enters an enemy cavalry unit's normal ZOC, and the enemy unit performs a cavalry retreat (12.9), the unit may be able to continue its march.

10.41 Cavalry Retreat: When an active infantry unit moves into the normal ZOC of an enemy cavalry unit - before the active player declares an attack - the cavalry unit may make a cavalry retreat (12.9).

10.42 Successful Attack: If the unit attacks successfully, i.e., it does not receive a "D", "F", "f", or "E" combat result (12.2), it is allowed to continue its march by either moving and/or attacking. However, if after a successful attack it still occupies an enemy normal ZOC, the unit must either attack again or end its march.

10.43 Refuse Flanks: A unit may not refuse flanks (8.7) when entering an enemy normal ZOC. However, it may refuse flanks if it marches in place in an enemy normal ZOC.

10.44 Detachments: In scenarios allowing Detachments (Advanced Game scenarios and Basic Game scenarios that specifically allow Detachment), a unit may detach a substitute when entering an enemy normal ZOC.

10.4 Examples of Entering Enemy ZOC: If Stevenson moves to 1714, he must stop due to the ZOC-to-ZOC movement (10.52). However, since this move was into a hex connected by a pike, he does not disorganize (10.55). When he moves into 1714, Stewart has the option to perform a cavalry retreat (10.41, 12.9). If Stevenson moves to 1713, he must stop due to the ZOC-to-ZOC movement. Since this move was into a hex not connected by a road, pike, trail, or RR, his Strength marker is flipped to its disorganized side. If it is already disorganized, he would lose 1 Manpower (10.55). If he moves into 1913, he pays 2 MP, 1 MP for the normal movement cost plus 1 MP to exit the ZOC. Since 1913 is a RZOC he may continue moving into 2012 (10.45).

10.45 Restricted ZOC (RZOC): RZOC hexes (2.211) are those into which a ZOC is exerted across a woods or loess hexside not containing a road, pike, unfinished RR, RR, or trail and do not affect movement in any way.

10.45 Example of Entering a RZOC: Garrard may move from 2911 through 2811 without stopping. Since Stevenson's ZOC in 2911 is a Restricted ZOC, Garrard does not have to expend an extra MP to leave Stevenson's ZOC in 2911. When Garrard enters 2811, he is not required to stop because Stevenson's ZOC from 2810 into 2811 is also a Restricted ZOC and does not affect movement because there is no road, RR, pike, unfinished RR, or trail crossing those hexsides.

Green does not have to expend an extra MP to leave Bryant's ZOC in 1904, since Bryant's ZOC into 1904 is a Restricted ZOC. When Green enters 1804, he is not required to stop because Bryant's ZOC from 1904 into 1804 is also a Restricted ZOC and does not affect movement because there is no road, pike, unfinished RR, or trail crossing those hexsides. Upon entering 1805, Green must end his march due to the normal ZOC that Bryant exerts into 1805 due to the road that crosses the loess hexside between those hexes.

10.5 Exit Enemy Zone of Control (ZOC)

An active unit may not exit an enemy normal ZOC hex (2.210) unless it starts its march in an enemy normal ZOC and its first activity is to exit that ZOC.

10.51 ZOC to non-ZOC: If it moves from an enemy normal ZOC hex directly to a hex that is not in an enemy normal ZOC, it pays normal MP costs plus 1 to enter that hex. Assuming the unit has MP remaining, it may continue its march.

10.52 ZOC to ZOC: If it moves directly from one enemy normal ZOC to another, it ignores the hex's MP cost and instead pays a cost equal to the unit's entire Movement Allowance (in essence a Minimum Move (10.23). This penalty applies even if the enemy normal ZOC hex entered is occupied by a friendly unit and even if the two enemy ZOCs emanate from different enemy units not in the same hex. Since the unit then has 0 MP left, its march is over and it may not attack (11.2).

10.53 Refuse Flanks: A unit may not refuse flanks (8.7) when moving from one enemy normal ZOC to another enemy normal ZOC.

10.54 Restrictions: Even though a hex's normal MP cost is ignored, a unit may still not enter or exit a mountain or swamp hex, except by road, pike, RR, unfinished RR, or trail (10.331 and 10.332), nor may it cross a major or minor river hexside, except by ford, bridge, dam, or ferry (10.322).

10.55 Penalties: If a unit moves directly from one enemy normal ZOC hex to another and the two hexes are not connected by a road, pike, RR, unfinished RR, or trail, the unit's Strength marker is flipped to its disorganized side. If it is already disorganized, the Strength marker's Manpower value is reduced by 1. Disorganization or loss is not applied if the unit moves from one enemy normal ZOC hex to another and the two hexes are connected by a road, pike, RR, unfinished RR, or trail.

10.5 Examples of Exiting Enemy Zone of Control: Brown must expend 3MP to move to 2733 [1MP to leave ZOC + 2MP (Mountain trail, 10.312)], 2MP to enter 2701 or 2601 [1MP + 1MP (to leave a ZOC along a RR and/or road)]. He must spend all of his MP [Minimum Move (10.23)] to enter 2632 or 2501 (10.52). Additionally, since there is no road, pike, RR, or trail connecting hexes 2633 and 2501, if Brown moves to 2501, he will become disorganized. If he is already disorganized, he will lose 1 Strength Point (10.55).

Stevenson must expend 3MP to move to 2933 [1MP to leave ZOC + 1MP (Ridge (10.321) + 1MP (Road)]. He must expend 4MP to move to 2801 [1MP to leave ZOC + 1MP (Ridge) + 2 MP (Mountain Trail 10.312)]. In all cases involving ZOC to non-ZOC movement, if a unit does not have sufficient MP to depart the ZOC, he may still utilize Minimum Movement (10.23).

10.6 Leader Movement

A leader may never occupy a hex by itself. It must always be stacked with a subordinate unit. A leader is considered "attached" to a unit with which it is stacked and must move with that unit wherever it goes during a March (8.1) or Activate Leader Action (8.4) [EXC: 11.51]. More than one leader may be attached to the same unit if they represent different organizational levels (e.g., a division and corps commander, or a corps and army/district leader).

10.61 Restrictions: Once a unit with one or more leaders begins its movement in a March or Activate Leader action, it may not "drop off" a leader and attach it to a different unit in any hex entered during that action. A leader may neither move nor activate by itself, although it may perform Leader Transfer (5.2 and 5.3).

10.7 Enter Friendly-Occupied Hex

An active infantry, artillery, or wagon train unit must pay a MP penalty to enter a hex occupied by one or more friendly infantry and/or artillery units with a combined Combat Value (2.411) of 3 or more, or a hex occupied by a wagon train. If the combined Combat value falls exactly between two rows of the following chart (e.g., 11.5), fractions are rounded up.

10.71 MP Penalty: The MP penalty depends upon the terrain in the hex entered. MP penalties to enter a friendly-occupied hex are not cumulative. The highest MP penalty in city, clear, rough, rolling, and hill hexes is +2. The highest MP penalty in woods, loess, swamp, and mountain hexes is +4.

Combined Combat Value in HexTerrain in Hex: City, Clear, Rough, Rolling, HillTerrain in Hex: Woods, Loess, Swamp, Mountain
Less than 3NENE
3 to 11+1 MP+3 MP
More than 11+2 MP+4 MP
Wagon Train+2 MP+4 MP

10.71 Example: A City, Clear, Rough, Rolling, or Hill hex containing infantry and/or artillery unit(s) with >11 Combat Value, plus 1 or more wagons will still cost only the maximum +2MP penalty for additional units to enter the hex. If that hex were a Woods, Loess, Swamp, or Mountain hex, the maximum penalty would be +4.

10.72 Entrenchments: Entrenchments (9.0) do not boost a unit's Combat Value for the purpose of determining the additional MP cost to enter that unit's hex.

11.0 Combat

11.1 Attacks: There are two methods that are used to initiate combat: a march attack (11.2), or an assault (11.3). Only a unit performing a march, or units participating in an assault action, may attack.

11.11 Targets of Attacks: An attacking unit, or group of units in an assault, may attack any single, adjacent hex occupied by one or more enemy units. If the attacking unit is adjacent to more than one enemy-occupied hex, it may attack only one hex of the active player's choice.

11.12 Participation in Attacks: Attacks are never mandatory.

11.13 March Attacks: In a march, only the active unit may attack. All other friendly units never participate in the attack, even those stacked in the same hex as the active unit. A unit may attack more than once per march as long as it has the requisite MP and does not suffer a prohibitive result on the Combat Results Table.

11.14 Assaults: In an assault action, only subordinate units stacked in the same hex as the active leader may participate in the attack [EXC: Grand Assault (11.4)]. A maximum of one attack may take place per assault action.

11.15 Participation in Defense: All units in a hex being attacked must participate in that combat. The attacker may not single out a unit in the hex as a target, and the defender may not withhold units in the hex from combat.

11.16 Attack Restrictions: The following restrictions apply to all attacks:

  • a. Cavalry: See 8.481.
  • b. Artillery: Artillery units may not be the only units in an attack (marching or assault).
  • c. Rivers: An attack may not take place across a major or minor river hexside unless a bridge, dam, ferry, or ford connects the attacker's and defender's hexes.
  • d. Mountains and Swamps: An attack may not take place against a unit in a mountain or swamp hex unless the attacker's and defender's hexes are connected by a road, pike, RR or trail. A unit in a mountain or swamp hex may not attack an enemy unit unless the two hexes are connected by a road, pike, RR, or trail.
  • e. Woods or Loess Hexsides: A unit may only attack or assault across a woods or loess hexside (3.12) if it meets either of the following conditions:
    1. If the woods or loess hexside is a RZOC (2.211), it starts the action in the hex from which the attack or assault is made.
    2. There is a road, pike, RR, or trail connecting the attacker's and defender's hexes. In this case, it is permissible for the active unit to have marched one or more hexes before initiating the attack across the woods hexside.
  • f. Bluff Hexsides: Units may not March Attack across a bluff hexside, and leaders may not initiate an Assault action across a bluff hexside, unless that hexside is traversed by a road or ferry.

11.16 Attack Restrictions Examples:

  1. Garrard can attack Brown from the mountain hex 3101 because there is a road that connects both the attacker's (3101) and defender's (3233) hexes. Garrard cannot attack He Stevenson in 3133 because there is not a road, pike, RR, or trail that connects the mountain hex occupied by Garrard and the hex occupied by Stevenson.
  2. Thompson can attack French across the RZOC woods hexside between 1322 and 1222 with either a march attack or, if a leader is stacked with him, an assault, because he started the action in the hex from which the attack is being made. If Thompson declares a march action and moves into 1321, he cannot attack Loring in 1420 across the RZOC woods hexside in the same action because there is no road, pike, RR, or trail connecting 1321 and 1420, and Thompson did not start the action in 1321.
  3. Welsh and Evans can attack each other across the bluff hexside because there is a road through the hexside that connects each hex. Welsh and Ector cannot attack each other because there is not a road (or ferry) through the hexside that connects each hex.
  4. Parke may select Potter for an assault on Featherston across the bluff hexside because there is a road through the hexside that connects each hex. Potter may not assault Buford because there is not a road (or ferry) through the hexside that connects each hex.

Because they are starting an action adjacent, McArthur may attack Buford and vice versa across the RZOC loess hexside with either a march attack, or an assault if a leader is stacked with the attacking unit.

11.2 March Attack

A marching unit may attack any single adjacent hex occupied by enemy units. There are four types of attacks, each of which expends a different number of MP, and are used only for units attacking in a march. If the defender occupies a loess hex, an additional +1 MP must be expended to make that particular attack. The MP cost also varies for infantry and cavalry units. A unit may not attack if it does not possess the requisite MP. The four attacks and their MP costs are:

AttackMovement Point Cost
Column of Route0 MP for both infantry and cavalry * (1 MP defender in loess)
Hasty1 MP (2 MP defender in loess) for infantry; 2 MP (3 MP defender in loess) for cavalry
Normal2 MP (3 MP defender in loess) for infantry; 4 MP (5 MP defender in loess) for cavalry
Prepared4 MP (5 MP defender in loess) for infantry; 5 MP (9 MP defender in loess) for cavalry

* A column of route attack may not be declared if a unit's Movement Allowance is 0. It may only be used if the unit has a Movement Allowance of 1 or more at the moment of declaration.

11.21 Defender's Terrain: The defender's terrain does not affect an attack's MP cost.

11.22 March Attack Procedure: A march attack is performed as follows:

  1. Select Target: The active player states the target of his attack.
  2. Select Attack Type: The active player states his type of attack: column of route, hasty, normal, or prepared. Adjust the Active Movement Allowance marker downward on the Movement Track by the attack's MP cost.
  3. Determine Combat Values: The players determine their Combat Values (CV) (2.411) and calculate the ratio modifier to the attacker's dr in Step 5 (11.71).
  4. Determine Die Roll Modifiers: The players determine any other drms to the combat die rolls (11.7).
  5. Roll Dice: The attacker and defender each roll a die, modifying their rolls as required. The defender's modified dr is subtracted from the attacker's modified dr. The players consult the Combat Chart and apply the results (12.1).
  6. Continue Action: If the marching unit has remaining MP and the combat result does not require it to end the action, it may continue to perform its march. Additional march attacks may be performed if the marching unit has sufficient MP remaining to initiate an attack. If the unit has no more MP or the combat result calls for the march to end, the action is over and a new Action Phase begins, unless additional units activated as part of a Leader Activation need to perform their actions.

11.2 March Attack Examples:

  1. Stanley, who is stacked with Newton in 3501 performs a Leader Activation. The resultant Movement Allowance is 6 [5dr+1 (8.43)]. Newton (w/Stanley) starts his march. Having at least 1 MP and not wanting to squander MP, he declares a Column of Route attack for 0 MP against Palmer. The resultant combat is resolved with a net +5 drm to the attack dr [-1 Arty (11.72), +9 Ratio (11.71), +2 TV (11.731), -3 Column of Route drm (11.741), -2 Ford (11.771)]. The combat results in Palmer being eliminated, with Newton advancing into 3601 and able to continue his march.
  2. With 6 MP still remaining, he spends two MP to move through 3702 and into 3801. With 4 MP remaining, Newton then declares a Prepared Attack on French, using his remaining 4 MP.

11.2 March Attack in Loess Example: Vaughn is activated for a March Action. The resultant Movement Allowance is 5 [4dr +1 (8.11)]. Vaughn expends 5 MP and declares a Prepared Attack on Welsh (4+1 MP). A prepared attack normally costs 4 MP. However, since Welsh is defending in a loess hex, Vaughn must expend an extra MP to be able to make the Prepared Attack.

11.3 Assault

A corps, division, or district leader may be selected for an assault only if one or more subordinate units at FL 3 or less are stacked with that leader. A Movement Allowance is not calculated in an assault and MP are not used. Unlike a march attack, the active player does not specify a type of attack (column of route, hasty, normal, or prepared). An assault is performed as follows:

  1. Select Participants: The active player selects an eligible leader. Next, he chooses one or more units in the active leader's hex belonging to the same command as that leader. Each unit selected to participate must be at FL 3 or less. [EXC: If an infantry leader is selected, player may select one or more artillery units occupying the same hex as the active leader to participate in an assault even though the artillery units do not belong to the leader's command.] Note: An artillery unit may never be the only unit in an assault (11.16).
  2. Increase Fatigue: Each unit selected to participate in the assault in Step 1 has its Fatigue Level increased by one. Note: An EM (8.2) never occurs as a result of an assault action, even if the unit's FL increases to FL 2, 3, or 4.
  3. Select Target: The active player states the target of the attack, which must be a single, adjacent, enemy-occupied hex.
  4. Cavalry Retreat: The enemy player may conduct a cavalry retreat with eligible cavalry units (12.9).
  5. Assault Die Roll: The active player makes a dr. This dr may be modified (11.31).
    • a. If the dr is an unmodified 6, the assault automatically ends. Begin a new Action Phase. Do not proceed to Step 6.
    • b. If the dr is 5 or less, apply any appropriate drm to this roll, and subtract the modified number from the active leader's Command Value (2.34). The result is the Assault Number. If the Assault Number is less than 0, the assault ends. Begin a new Action Phase. Do not proceed to step 6. However, if the Assault Number is 0 or greater, the assault takes place: continue the assault procedure. The Assault Number is the maximum number of attacking units that may participate in the assault. If the AN is 0, one unit must participate.

11.31 Assault Die Roll Modifier: The following drm apply to the active player's assault dr in Step 5 of the assault procedure in any game with District Leaders (2.32):

drmCondition
+1If the defending unit occupies a loess hex.
-2If the active leader is a District leader (not a Corps or Division leader).

Note: Advanced Game assault drms, such as SLB's "Hooker Loses Confidence" (SLB, 16.0) and OTR's Union "Passive" Command Posture (OTR, 18.0) are in effect in all applicable scenarios.

11.3 Assault Example: It is the Confederate's initiative, and Cheatham is stacked with Brown, Bate, and Smith in hex 2924. 1: Cheatham is selected for an Assault Action, and chooses all three infantry units in his hex to participate. 2: The FL of the infantry units is increased. 3: The hex occupied by Steedman (3024) is selected as the target of the attack. 5: The assault dr is made, and it is an unmodified "6". The assault ends and a new Action Phase begins.

2. The next Confederate initiative, Cheatham is selected again for an Assault action, choosing all three infantry units to participate (1). After increasing their FL (2), Steedman's hex is selected as the target for the assault (3). 5: The assault dr is a "3" (5). This is subtracted from Cheatham's Command Value of 5, resulting in only two of the three infantry units being able to participate in the assault. Brown and Bate are selected to make the assault. 7 and 8: The net attacker drm is +2, -1 Arty [3AV-2AV= 1= -1, 11.72], +1 Assault [11.742], +1 Ratio [20:10=2:1=+1, 11.71], +1 TAC [11.731]. 9: The attacker and defender each make a dr and the players consult the Combat Chart and apply the results (12.0).

11.4 Grand Assault

A player may attempt a "Grand Assault" in Step 6 of the assault procedure only if all of the following conditions are met:

  • a. Army or District Leader: A friendly army or district leader is situated within the Combat Radius (2.35) of the active leader's hex. A district leader who successfully initiated an assault may himself attempt a Grand Assault.
  • b. Eligible Hexes: One or more of the six hexes adjacent to the defender is eligible to join a Grand Assault. A hex is eligible to join a grand assault if both of the following conditions are met:
    1. It is adjacent to the defender, including the hex in which the assault action was initiated. Additionally, if it is a mountain or swamp hex, it must be connected to the defender's hex by a road, RR, pike, or trail.
    2. It must be occupied by one or more of the attacker's units which were not originally selected to participate in the active leader's assault, and at least one of those units is at FL 3 or less.
  • c. Non-Cavalry Leader: The active leader initiating the current assault must not be a cavalry leader.
  • d. Combat Value: The total Combat Value of the units committed to the assault action is 3 or more. [EXC: This requirement does not apply in AGA or SIV].

11.41 Grand Assault Procedure: A maximum of one Grand Assault may be attempted per action, although an unlimited number may be attempted per turn. A grand assault is attempted as follows:

  1. Grand Assault Die Roll: The active player makes a dr. In the Basic Game of all GCACW games, this roll is never modified [EXC: If the defending unit occupies a loess hex, a +1 drm is applied to this dr]. However, in some Advanced Games, it may be modified (Note below).

    • a. If the modified dr is 6 or more, the grand assault does not take place. The grand assault ends. Return to Step 7 of the assault procedure
    • b. If the modified dr is 5 or less, subtract the number rolled from the Army (or District) leader's Command Value. The result is the "Grand Assault Number". If the Grand Assault Number is 0 or less, the grand assault does not take place. Return to Step 7 of the assault procedure. However, if the Grand Assault Number is 1 or more, the grand assault must take place. Proceed to Step 2

    Note: Advanced Game grand assault drms, such as SLB's "Hooker Loses Confidence" (SLB, 16.0), and OTR's Union "Passive" Command Posture (OTR, 18.0) are in effect in all applicable scenarios.

  2. Select Eligible Hexes: From among the six hexes adjacent to the defender, the attacker must select a number of eligible hexes (not units) equal to or less than the Grand Assault Number, which he wishes to use in the Grand Assault. He must select at least one hex. An "eligible hex" is defined above.

  3. Select Participants: In each hex selected in Step 2, the active player must select one or more eligible friendly units to join the Grand Assault if it meets all of the following conditions:

    • a. It has a FL of 3 or less.

11.4 Grand Assault Example: It is the Union's impulse. Sumner, Richardson, and Sedgwick are stacked together in 4014. Porter, Morell, and Sykes are all stacked in 4015. McClellan, Heintzelman, and Kearny are all stacked in 4213, and Hooker is the sole occupant of 4214. Jackson and AP Hill are stacked in 4115, and Taliaferro is the sole occupant of 4116.

In the top illustration, Sumner is selected for an Assault action, selecting Richardson and Sedgwick, increasing their FL, selecting Jackson/AP Hill's hex as the target, and then making the assault dr. The assault dr is a "5", resulting in an Assault Number of 1. The assault will proceed, but with only one unit participating. Richardson is selected for the assault. Wishing to increase the chances of a successful assault, McClellan (who is in the Command Radius of Sumner) attempts a grand assault.

1: The Grand Assault dr is made, and a "1" is rolled, which when subtracted from McClellan's "4" Command Value, results in "3". 2: Up to three hexes with friendly units adjacent to AP Hill may be selected for the Grand Assault. 3: The occupants of hexes 4214 (Hooker) and 4015 (Sykes and Morell) are selected to participate in the grand assault. Sedgwick could not be selected for the Grand Assault because he was selected for the initial assault. The FL of the selected units is increased, and the Union player returns to Step 7 of the Assault Procedure (11.3).

In the bottom illustration, In Step 7 the Combat Value is determined and in Step 8 additional drms are calculated. The Combat Values are 33:8 = 4:1 = +3 ratio modifier. The Flank Bonus (11.8) is +3. The Artillery Value Differential is +12 (16-4=12) with the combat occurring in clear terrain. A dr is made on the Artillery Modifier Summary chart, and the dr is even, resulting in a +2 attacker drm. The final attacker drm is +8 (+3 Flank Attack [11.8], +2 Arty [11.72], +1 assault [11.742], +3 ratio, -1 TAC [11.731]). The attacker and defender each make a dr. The Union rolls a 5+8=13. The Confederates roll a 6. The net result is a +7 on the Combat Chart. The players consult the Combat Chart and apply the results (12.0). Had the Grand Assault attempt failed, Richardson would still have had to make the assault (11.3 Step 6). However, his combat roll drm would have been only +1 (+3 Flank Attack, -2 Arty, +1 assault, +0 ratio, -1 TAC), with a net result of 0 on the Combat Chart given the same die rolls.

11.3 and 11.4 Assault and Grand Assault in Loess Example: It is the Union's impulse, and McPherson and Grant are stacked with Crocker. 1. McPherson is selected for an assault action and selects Crocker to participate. 2. Crocker's FL is increased. 3. The hex occupied by Wilson is stated as the target of the attack. 5. The assault dr is made, and it is a "4", which is modified by +1 to "5" (11.31) because the defending unit occupies a loess hex. This is subtracted from McPherson's Command Value of 5, resulting in "0", still enabling Crocker to participate in the assault.

Wishing to increase the chances of a successful assault, Grant attempts a Grand Assault, trying to include Dennis in the Assault. 1. The Grand Assault dr is made, and a "4" is rolled, which is modified by +1 to "5" (11.41[1]) because the defending unit occupies a loess hex. This is subtracted from Grant's Command Value of 5, resulting in a "0". The Grand Assault fails and the Assault continues with just Crocker attacking.

11.5 Leaders and Combat

11.51 Retreat After Combat: If a unit with one or more attached leaders is forced to retreat after combat (12.5), the leaders must remain with that unit throughout the retreat. During its retreat, if it enters a hex occupied by other units, it may not "drop off" a leader and attach it to another unit in that hex.

11.52 Advance After Combat: If a unit with one or more attached leaders is eligible to advance after combat the leaders accompany the unit during the advance (12.82). [EXC: If more than one unit is eligible to advance after combat, and some advance while others do not, the owning player may either keep leaders attached to their current unit, or he may reattach one or more of them to another subordinate unit in the hex immediately before the advance is undertaken.].

11.6 Combat Values (CV)

Every military unit has Combat Values shown on its accompanying Strength Marker.

11.61 Strength Markers: A unit's Combat Value varies depending upon whether its Strength Marker is organized or disorganized. If a unit's Strength Marker is organized, its Combat Value is simply the number shown on the marker. If a unit's Strength Marker is disorganized, its Combat Value is the smaller number in value; the larger number represents the unit's manpower. A unit with a disorganized Strength Marker may have a Combat Value of 1/2. If so, this fraction is retained in combat. It is not rounded up or down. A unit's FL has no effect on its Combat Value.

11.62 Total Combat Value: In combat, the attacker and defender combine the Combat Value of all their participating units. Players cannot withhold any part of their unit's Combat Value. To determine the Combat Value of an attacking unit in a march action, simply use that unit's Combat Value alone. No other units may join the attack. To determine the final Combat Value in an assault, combine the Combat Value of all units participating in that assault, and add the Combat Values of those units joining in a grand assault (if any). To determine the final Combat Value of the defending units, combine the Combat Values of all units in the defending hex, factoring any effects of entrenchments in the defender's hex. The Combat Value of any attacking units are not affected by entrenchments.

11.63 Maximum Values: The maximum combined Combat Value of attacking and defending units is limited as shown in the table below. Note that there are different limits in OTR. In a grand assault, the limit shown below applies to each hex containing attacking units, so the overall total from all hexes may exceed the number listed in the "Attacking" row below.

SituationOTROther Games
Attacking7080
Defending6070
At least one-half defending units entrenched100120
All defending units entrenched130160

11.64 Increased MV Loss With Large Attacking Force: In a grand assault, if the attacker's total Combat Value of attacking units is 80 or more, the attacker's MV loss in that combat is increased as follows:

Combat ValueIncreased MV Loss
80 to 891 MV
90 to 992 MV
100 or more3 MV

11.65 Artillery Values (AV): A unit's Artillery Value (AV) is shown directly on the unit itself. A unit's FL or Strength Marker (organized or disorganized) has no effect on its AV. AV are used to determine the "Artillery Modifier" in combat (11.72).

11.7 Combat Die Roll Modifiers (drm)

Several factors modify combat die rolls. Modifiers are cumulative.

11.71 Ratio Modifier: The attacker's dr must be modified by the ratio modifier. To calculate this modifier, compare the attacker's CV sum to the defender's CV sum and round this ratio down in favor of the defender to conform to one of the simplified ratios listed on the Ratio Chart. A drm from -12 to +13 is listed next to each ratio. This is the ratio modifier.

Ratio Chart

Attacker to Defender RatioAttacker's Ratio Modifier
1-13 or less-12
1-12-11
1-11-10
1-10-9
1-9-8
1-8-7
1-7-6
1-6-5
1-5-4
1-4-3
1-3-2
1-2-1
1-1

11.72 Artillery Modifier (Arty): The attacker's die roll may be modified by the artillery modifier. Note: If the defender occupies a woods, city, mountain, or swamp hex, it is not necessary to determine an Artillery Value (AV) differential because no artillery drm can possibly apply. The attacker adds the AV of all attacking units and subtracts the combined AV of all defending units from this sum. The result is the "Artillery Value Differential." On the Artillery Modifier Summary, cross-index the appropriate Differential column with the line corresponding to the terrain in the defender's hex. The result, a positive or negative number, or no effect (NE), is the artillery drm that is applied to the attacker's dr. Some results call for the attacker to roll the die to determine the final artillery drm. Note: The final AV in the defender's hex is rounded up due to any entrenchments (9.6).

11.721 Special Cases:

  • a. If neither the attacker nor defender have AV, no artillery drm applies.
  • b. If the defender's AV is 0, a negative artillery drm is converted to NE.
  • c. If the total of the defender's printed AV (not counting entrenchments) in the hex is 1, a -2 drm is converted to a -1 drm. If the total of the defender's printed AV (not counting entrenchments) in the hex is 2, a -3 drm is converted to a -2 drm.

Artillery Modifier Summary

Artillery Value Differential: Attacker's Artillery Value Minus Defender's Artillery Value

Defender's Terrain-4 or Less-3 to +1+2 to +4+5 to +7+8 or More
Clear-3-2NE+1+2 †
Rolling-2-1NE+1 *+1
Rough/Hill/Loess/non-rain Provisional Swamp-1-1 *NENE+1 *
Woods/City/MountainNENENENENE

* Just prior to combat, roll a die. If the roll is even, indicated modifier is used. If the roll is odd, no modifier is used.

† Just prior to combat, roll a die. If the roll is even, the +2 modifier is used. If the roll is odd, a +1 modifier is used instead.

NE: No Effect

Note: If neither the attacker nor the defender have Artillery Values, no modifier applies. If the defender's Artillery Value is 0, a negative modifier is converted to a "NE". If the defender's Artillery Value is 1, a -2 modifier is converted to -1. If the total of the defender's printed AV (not counting entrenchments) in the hex is 2, a -3 drm is converted to a -2 drm. Defender Artillery Value fractions (due to 1.5 or 2.5 entrenchment modifiers (9.6)) are rounded up.

11.73 Leadership Modifiers: Leaders can add drm to the combat die rolls, whether they are division, district, corps, or in special instances army leaders.

11.731 Tactical Modifier (TAC): The attacker's dr is modified by the tactical modifier. To calculate this drm, the defender determines the highest Tactical Value (TV) among the units and leaders in the defending hex. Meanwhile, the attacker makes the same determination among his units and leaders participating in the attack. A leader may contribute his TV to an attack only if it is stacked in the same hex as a subordinate attacking unit. The defender's TV is subtracted from the attacker's TV. The result is the Tactical Modifier, which is added to the attacker's dr. If it is a negative number, it is subtracted from the attacker's dr.

11.732 Split Tactical Values: Some leaders and units have a split TV, which consists of a number before and after a slash in the tactical position on the counter. The number before the slash is the TV to use when attacking. The number after the slash is the TV to use when defending.

11.733 March or Activate Leader: In a March or Activate Leader action, a leader may contribute his TV to any attack made by a subordinate unit active in the leader's hex, even if the attack is not being made by the unit to which the leader is attached.

11.734 Assault: In an Assault action, the TV of the leader initiating the assault is always used, never the tactical value of a military unit or other leader [EXC: HSN rule 2.2: Cleburne].

11.735 Leadership drm: Certain leaders apply a drm to combats being made by active or defending units in that leader's hex:

  • a. Lee (Not in RTG): If a Confederate district, corps, or division infantry leader successfully undertakes an Assault action, and the army leader Lee is currently stacked in the same hex as the active leader, the Confederate player adds 1 to his attack dr. This bonus is in addition to the +1 drm due to assault, and is applied regardless of whether or not a Grand Assault takes place. The Lee bonus may never be applied to defending units, cavalry attacks, and cannot be applied in any RTG scenario.

    The Lee assault bonus may only be used with assaults started by leaders within one corps per turn. Once the Confederate player uses the Lee assault bonus in an assault in a turn, for the remainder of that turn the bonus may only be used with assaults initiated by leaders (corps or division level) from that specific corps. The SEV district (found in Eastern Theater games after 1864 such as GTC) is treated as a corps for purposes of this rule. The Confederate player must state that the Lee bonus will be used immediately before the assault dr. If the subsequent assault dr fails, Lee's bonus is still tied to that corps for the rest of the turn.

  • b. Longstreet: In any scenario occurring in 1864 or later, the Confederate player adds 1 to his attack dr if the corps leader Longstreet successfully undertakes an Assault action. This bonus is in addition to the +1 drm due to assault, and is applied regardless if a Grand Assault takes place or not. The Longstreet bonus can never be combined with the Lee bonus.

  • c. Jackson: In the games SJW, HCR, and SLB, the Confederate player adds 1 to his attack dr if the corps leader Jackson successfully undertakes an assault action. This bonus is in addition to the +1 drm due to assault, and is applied regardless if a Grand Assault takes place or not. The Jackson bonus can never be combined with the Lee bonus. Note: In SLB Stonewall Jackson is treated as a leader with a 4 TV for both offense and defense, despite the 5/4 printed on his counter.

  • d. Thomas: In AIO, army leader Thomas has a "+1D" printed on his counter. When a hex containing Thomas is attacked, the Union player adds 1 to his defense dr (or subtracts 1 from the attacker's dr (11.9)).

11.74 Types of Attacks: The attacker's combat dr is modified by the type of attack chosen by the attacker.

11.741 March Attacks: In a march, the type of attack chosen by the attacker modifies the attacker's combat dr as follows:

AttackAttacker's drm
Column of Route-3
Hasty-1
Normal0
Prepared+1

11.742 Assault Action: In an assault action, drm for Column of Route, Hasty, Normal, and Prepared attacks never apply. Instead, an Assault action always provides a +1 drm to the attacker's combat dr.

11.75 Demoralization-2: If a unit with Demoralize-2 (13.3) marker is alone in a hex and is attacked by an enemy unit, the defending player applies a -1 drm to his combat dr. If the Demoralize-2 unit is in a stack of friendly units that is attacked, the -1 drm only applies if at least one-half of the total CV in the hex is contributed by units with Demoralize-2 markers.

11.76 Rain: The attacker applies a -1 drm to his combat dr in rain turns (14.33).

11.77 Terrain Effects (3.2 and 3.4): The defender's combat dr may be modified by terrain:

11.771 Bridge/Dam/Ferry/Ford: If an attack takes place across a bridge, dam, ferry, or ford hexside the defender applies a +2 drm to his combat dr.

11.772 Creek: If an attack takes place across a creek (even if across a road, pike, RR, or trail hexside), the defender applies a +1 drm to his combat dr.

Note: In a grand assault, if more than one hex adjacent to the defender's hex has attacking units, the above drm apply only if the defender's hex is separated from the leader who initiated the assault by a bridge, dam, ferry, ford, or creek hexside. This does not apply to the army leader doing the grand assault.

11.773 Hill: If the defender occupies a hill hex, he applies a +1 drm to his combat dr. However, if the active attacking unit occupies a hill or mountain hex, or if the active attacking unit is attacking down a ridge hexside, the defender's dr is not modified.

11.774 Mountain: If the defender occupies a mountain hex, he applies a +2 drm to his combat dr. However, if the active attacking unit also occupies a mountain hex, or if the active attacking unit is attacking down a ridge hexside, the defender only applies a +1 drm to his combat dr.

11.775 Ridge: If an attack takes place across a ridge hexside, and the active attacking unit is attacking up a ridge hexside, the defender applies a +2 drm to his combat dr. If the active attacking unit is attacking down a ridge hexside the defender applies a +1 to his combat dr if the defender is in a mountain hex and a +0 drm if the defender is in any other type of hex.

Note: A unit is attacking up a ridge hexside if the ridge between his hex and the defender's hex is within the defender's hex. If it is within the attacker's hex the unit is attacking down the ridge hexside.

11.775 Ridge Example:

  • Red Arrows: If 1633 is attacked from 1501 or 1733, Steedman from 1732, French, or Loring, and 2032 from 2031, the defender receives a +2 drm because the ridge is in the defender's hex and therefore the attack is up the ridge hexside. The attack into Steedman's hex from 1732 would receive an additional +1 drm (*) due to the creek hexside.
  • Blue Arrows: If 1501 is attacked from 1633, Loring from Steedman, and 2031 from 2032, the defender receives a +1 drm because the ridge is in the attacker's hex. Therefore, the attack is down the ridge hexside but is into a mountain hex.
  • Green Arrows: If 1733 is attacked from 1633, and 1732 or French from Steedman, the defender receives a +0 drm because the ridge is in the attacker's hex. Therefore, the attack is down the ridge hexside, but is into a non-mountain hex. However, the defender in 1732 would receive a +1 drm (*) from an attack by Steedman due to the creek hexside.

11.776 Bluff: If an attack takes place across a bluff hexside, and the active attacking unit is attacking up a bluff hexside, the defender applies a +2 to his combat dr. If the attack is down a bluff hexside, no drm applies to the defender.

11.776 Bluff Example: If Ewing attacks up the bluff hexside, Tracy receives a +2 drm to his combat dr. If Tracy attacks down the bluff hexside, Ewing receives a +0 drm to his combat dr. (Uphill Side: +2 Defender drm; Downhill Side: +0 Defender drm.)

11.8 Flank Attacks

At the moment of combat, if defending units are partially or completely surrounded by active and inactive enemy units or their ZOC, or impassable terrain, the attacker's combat dr can possibly be modified. This bonus, called a "Flank Attack", applies even if some of the enemy units surrounding a defender do not participate in the attack.

11.81 Flank Attack Calculation: The Flank Attack is calculated as follows:

11.82 "Covered" Hexes: The active player determines the number of "covered" hexes among the six hexes adjacent to the defender. A covered hex is one meeting any of the following conditions:

  • a. It is occupied by an undemoralized unit friendly to the attacker, including the attacking unit itself.
  • b. It is in the ZOC of any undemoralized unit friendly to the attacker, including the attacking unit itself and including RZOC (2.211).
  • c. Bluff hexsides, even those untraversed by a road or ferry, have no effect on Flank Attack Bonuses. Treat the situation as if the bluff hexside is not present.
  • d. It is a mountain or swamp hex (including provisional swamp hexes in a rain turn) or the defender's hex is a mountain or swamp hex. The two hexes are not connected to each other by a road, pike, RR, or trail.
  • e. It is separated from the defender's hex by a major or minor river hexside not containing a bridge, dam, ferry, or ford. [EXC: In a turn when a river is unfordable (14.4), a hex is covered if it is separated from the defender by a ford hexside over such river. In a rain turn, a hex is covered if it is separated from the defender by a creek hexside untraversed by a road, pike, RR, or trail.]
  • f. It is a hypothetical hex just off of the map that would be adjacent to a map edge hex occupied by the defender.

Note: Each of the six hexes adjacent to the defender may be counted only once in this step even if it fulfills more than one definition of "covered".

11.83 Basic Flank Bonus:

Covered HexesBasic Flank Bonus
6+4: Proceed to 11.84
5+2: Proceed to 11.84
<= 4None: Skip the rest of this Procedure.

11.84 Final Flank Bonus: The basic flank bonus from 11.83 may be reduced to determine the "final flank bonus". The basic flank bonus is reduced by one for each covered hex meeting at least one of the following conditions:

  • a. It is occupied by an undemoralized unit friendly to the defender.
  • b. It is unoccupied and is separated from all adjacent units friendly to the attacker (including the attacking unit itself) by woods or loess hexsides untraversed by a road, pike, trail, or RR (2.211 - RZOC). [EXC: In SLB only, if the Confederate player is attacking, he ignores 11.84b of the flank bonus procedure. The basic flank bonus is not reduced by one for each unoccupied covered hex separated from adjacent Confederate units by woods hexsides untraversed by a road, pike, or RR. 11.84b does apply to the Union player in SLB].
  • c. It is a mountain or swamp hex (including provisional swamps in a rain turn) or the defender's hex is a mountain or swamp hex, AND the defender's hex and the covered hex are not connected to each other by a road, pike, trail, or RR.
  • d. It is separated from the defender's hex by a major or minor river hexside not containing a bridge, dam, ferry, or ford. This case also includes: 1) a turn when a river is unfordable, if a hex is separated from the defender by a ford hexside over such a river, and 2) in a rain turn, if a hex is separated from the defender by a creek hexside untraversed by a road, pike, RR, or trail.
  • e. It is a hypothetical hex just off of the map that would be adjacent to a map edge hex occupied by the defender.

Note: Each of the six hexes adjacent to the defender may be counted only once in this step even if it fulfills more than one of the above conditions.

11.85 Apply Modifier: The final Flank Bonus from Step 3 is applied as a drm to the attacker's combat dr, in addition to other modifiers.

11.86 Maximum Reduction: The maximum reduction that may be applied to the basic flank bonus is -3, even if a greater reduction would normally apply. Also, the final flank bonus may never be less than 0. Thus, if all six hexes adjacent to a defender are covered, yielding a basic flank bonus of +4 in Step 2, there will always be a final flank bonus of at least +1.

11.87 Flank Bonus Conditions: The status of the attacker's units may modify a flank bonus. If one or more of the attacker's units occupy or exert a ZOC into a hex adjacent to the defender, and all of those units together have a combined CV (not including entrenchments (11.871)) less than one-fourth of the defender's CV (including the defender's entrenchments and possibly capped by the Maximum Value (11.63)), that hex is not considered to be "covered" in step 11.82a or 11.82b of the flank attack procedure. The attacking player's units in different hexes can combine their CV to reach the one-fourth defender's CV total, as long as all of the units are adjacent to the same "covered" hex.

11.871 Entrenchments: Entrenchments (9.0) do not enhance the CV of units for purposes of determining if they have enough CV to contribute to the achievement of a Flank Bonus.

11.88 Flank Attack Restrictions: Demoralized units (active or inactive) belonging to the attacker may not contribute in any way to the achievement of a flank bonus (13.2). A unit helping to provide a flank bonus which does not participate in the attack may not contribute its TV to a combat, nor does it trigger tactical modifiers.

11.89 Flank Bonus Reductions: The final flank bonus from Step 3 may be reduced in either of the following circumstances:

  • a. Flanks Refused: Flank attack bonuses may be modified by "Flanks Refused" markers (8.7).
  • b. Redoubts: Flank attack bonuses may be modified if the defender occupies a hex containing a Redoubt (11.810)
  • c. Printed Forts: Flank attack bonuses are modified if the defender occupies a hex containing a printed Fort.
  • d. Cavalry: Flank attack bonuses may be modified if both the attacker and defender possess cavalry units (11.813).

11.810 Flank Attacks Against Redoubt Hexes: If a unit or units occupy a Redoubt (3.36) and is eligible to receive defensive benefits from that redoubt, its defensive capabilities against some flank attacks are enhanced.

Final Flank BonusModified Bonus
+4+2
+3 or +2+1
+1No Bonus

11.811 Non-Flank Attacks Against Redoubt Hexes: Unlike Flanks Refused markers (8.7), non-flank attacks against redoubt hexes do not provide the attacking player with a +1 drm. Defending units situated under Breastwork or Fort markers in redoubt hexes retain the redoubts' capabilities against flank attacks. However, Breastwork or Fort markers situated in non-redoubt hexes do not provide these capabilities.

11.812 Flank Attacks Against Printed Fort Hexes: A printed Fort hex (3.312) negates any attacker's flank bonus when its hex is attacked. This applies to both the fort's inherent garrison if the hex is empty, or if the hex also contains additional friendly units. Units of the side designated by scenario occupying a printed fort hex are treated as they occupied a redoubt hex (Advanced Game scenarios).

11.813 Cavalry and Flank Attacks: The final flank bonus may be reduced if both of the following conditions are in effect:

  • a. The active attacking unit is a cavalry unit, or the active leader making an assault is a cavalry leader.
  • b. More than one-half of the CV in the defender's hex is comprised of cavalry units.

If both of these conditions are fulfilled in a combat in which a flank bonus applies, that combat's final flank bonus is modified as follows:

Final Flank BonusModified Bonus
+4+2
+3 or +2+1
+1No Bonus

Note: In these circumstances, non-flank attacks do not provide the attacker with a +1 drm, as is normally the case with Flanks Refused markers (8.77). However, if a Flanks Refused marker is already placed in the defender's hex, or if the defending units occupy a Redoubt hex, normal Flanks Refused and Redoubt rules apply instead of the above cavalry rules.

11.8 Flank Attack Examples: The illustrations in the rulebook demonstrate the two basic flank attack situations for the Union forces attacking French. The red circles are the attacking units, and the gray ZOC circles indicate "covered" hexes.

In illustration #1, the hexes occupied by Kimball and Wagner are covered hexes (11.82a), and hexes 2010, 2110, 2211, and 2212 are covered hexes due to ZOC (11.82b). Six covered hexes results in a Basic Flank Bonus of +4 (11.83) and Final Flank Bonus of +4 since there are no reductions (11.84).

In Illustration #2, the hexes occupied by Kimball and Wagner are covered hexes (11.82a), and hexes 2110, 2211, and 2011 are covered hexes due to ZOC (11.82b). Five covered hexes results in a Basic Flank Bonus of +2 (11.83) and Final Flank Bonus of +2 since there are no reductions (11.84).

In illustration 3, the Basic Flank Bonus is +4 because Wagner still exerts a ZOC into Loring's hex (11.83). However, with Loring occupying one of the "covered" hexes, this reduces the basic flank bonus by one (11.84a), resulting in a Final Flank Bonus of +3.

In illustration 4, the Basic Flank Bonus is +2 because Wagner still exerts a ZOC into Loring's hex (11.83). However, with Loring occupying one of the "covered" hexes, this reduces the Basic Flank Bonus by one (11.84a), resulting in a Final Flank Bonus of +1.

In illustration 5, the Basic Flank Bonus is +4. However, this Basic Flank Bonus is reduced by 1 for each of the RZOC (2.211) woods hexes (green circles) because they are not connected to a friendly attacking unit by a road, pike, RR, or trail (11.84b), resulting in a Final Flank Bonus of +2.

In illustration 6, the Basic Flank Bonus is +4. Kimball occupies one hex and projects a ZOC over the bridge at Frederick Junction into 2428, and into the woods hex 2628. Hex 2627 is covered because it is separated from French by a river hexside not containing a bridge, dam, ferry, or ford across the river hexside (11.82d). The Basic Flank Bonus is reduced by 1 for each of the following: hex 2628 because it is a woods hex unconnected to Kimball by a road, pike, RR, or trail (11.84b), Kimball's hex because it is separated from French's hex by a river hexside not containing a bridge, dam, ferry, or ford (11.84d), and hex 2627 because it is separated from French by a river hexside not containing a bridge, dam, ferry, or ford (11.84d) The three reductions subtracted from the Basic Flank Bonus of +4 results in a Final Flank Bonus of +1.

In illustration 7, the Basic Flank Bonus is +2. Hex 2211 is not covered because Waters' 1 Combat Value is less than one-fourth of French's 5 Combat Value (11.87), so the Final Flank Bonus is +2.

In illustration 8, the Basic Flank Bonus is +4. Hex 2211 is now covered because even though the individual Combat Values of Waters and Post are less than one-fourth of French's Combat Value, their combined Combat Value of 2 is greater than one-fourth of French's Combat Value (11.87). With no reductions, the Final Flank Bonus is +4.

In illustration 9, Crossland and Bell have a Basic and Final Flank Bonus of +4 on Stewart. However, since the attacking unit is a cavalry unit, and the defending unit is also cavalry, the +4 Final Flank Bonus is reduced to a +2 Final Flank Bonus (11.813).

In illustration 10, Crossland and Bell have a Basic and Final Flank Bonus of +2 on Stewart. However, since the attacking unit is a cavalry unit, and the defending unit is also cavalry, the +2 Final Flank Bonus is reduced to a +1 Final Flank Bonus (11.813).

In illustration 11, the Basic Flank Bonus is +4. Welsh projects a normal ZOC into 1911 because of the road that connects his hex (1810) to 1911. However, this Basic Flank Bonus is reduced by 1 for each of the RZOC (2.211) loess hexes (yellow circles) because they are not connected to a friendly attacking unit by a road, pike, RR, or trail (11.84b), resulting in a Final Flank Bonus of +2. Note: Welsh also projects a RZOC into 1811 because hexsides have no effect on Flank Attack Bonuses (11.82[c]) but his loess hexside is not connected to 1811 with a road (or ferry) (18.84[b]).

In illustration 12, the Basic Flank Bonus is +4. Welsh projects a ZOC into 1611 because bluff hexsides have no effect on Flank Attack Bonuses. With no reductions, the Final Flank Bonus is +4.

11.9 Combat Die Roll drm Convention

There are many drm to both the Attacker's and Defender's combat dr. Because of this, it is an accepted practice to combine all of these drm into one drm that is then applied to the Attacker's combat dr. Any positive defender drm become negative attacker drm and vice versa. [EX: A +2 drm for defending across a bridge, dam, ferry, or ford would be converted into a -2 drm to the Attacker's combat dr, which plus any other drm would then be tallied into one drm.]

Therefore, an assault with a +0 Ratio, +0 TAC, +3 flank attack (A), +1 assault (A), attacking a Demoralized-2 enemy unit -1(D), in a hill hex +1(D), in a rain turn -1(A), across a creek +2(D) (14.33) would then convert into a +0 Ratio, +0 TAC, +3 flank attack, +1 assault, +1 Demoralized-2, -1 hill hex, -1 rain, -2 creek = +1 attacker drm.

12.0 Combat Results

12.1 Combat Chart: The Combat Chart is used to resolve combat. A combat produces two results: one for the attacker, and one for the defender. To resolve a combat, the defender's modified dr is subtracted from the attacker's modified dr. On the Combat Chart, the attacker cross-references the result with the column corresponding to his combined Combat Value. The defender cross-references the result with the column corresponding to his combined Combat Value, prior to applying any entrenchment benefits. Both player's results, which are applied immediately, may consist of a number and/or one or two letters. A dash indicates that the player's units are unaffected.

12.11 Resolving Combat Value Fractions: A Combat Value may fall between two columns on the Combat Chart (e.g., 3 1/2). If so, round the value up by 1/2 and use the right column of the two possible choices.

12.12 Union Panic: Union panic is triggered in the SJW advanced game by any italicized result on the GCACW Standard Combat Chart (see SJW Advanced Rule 6.0). Any italicization can be ignored in all other games.

12.13 No Extended March: An EM (8.2) never takes place due to a combat result, even if a unit goes to a new FL of 2, 3, or 4.

12.2 Letter Results

There are eight possible letter results:

Letter ResultEffect
D (Disorganize/Fatigue)The unit's Strength marker is flipped to its disorganized side (2.411). If it is already disorganized, it remains so. The unit's FL is also increased by 3, to a maximum of 4. If the unit is already at FL4, it remains so. Finally, an active unit obtaining a "D" result may not expend any more MP. His march action is over and a new Action Phase begins unless other units activated by a Leader Activation have yet to perform their actions.
F (Fatigue-2)The unit's FL is increased by 2, to a maximum of 4. An active unit may not spend any more MP. Its march is over and a new Action Phase begins unless other units activated by a Leader Activation have yet to perform their actions.
f (Fatigue-1)The unit's FL is increased by 1, to a maximum of 4. An active unit may not spend any more MP. Its march is over and a new Action Phase begins unless other units activated by a Leader Activation have yet to perform their actions.
E (End Action)An active unit may not spend any more MP. Its march is over and a new Action Phase begins unless other units activated by a Leader Activation have yet to perform their actions. This result has no effect on an assault action, since an assault automatically ends after the combat has been resolved.
r (Retreat)The unit must retreat 2 to 4 hexes (12.5).

12.3 Number Results

Number results, which precede letter results on the Combat Chart, indicate a reduction of the unit's manpower value (not artillery value). Remove the unit's Strength marker and replace it with another one showing its new manpower (i.e., the unit's manpower before the combat minus the number result). [EXC: In a grand assault, if the total combat value of attacking units is 80 or more, the attacker's manpower value loss in that combat is increased (11.64)].

12.31 Strength Marker Status: The new strength marker may assume a new status:

  • a. If the original Strength marker was disorganized before the combat, the new Strength marker is also disorganized.
  • b. If the original Strength marker was organized prior to the combat, the new Strength marker is disorganized if the combat result contains a "D" (Disorganized/Fatigue), or organized if the combat result does not contain a "D".

12.4 Applying Results

Combat results are applied immediately after the combat dr. How they are applied varies between attacker and defender.

12.41 Attacker: In a march, the attacker's letter and number results apply only to the active unit, even if other friendly units occupy the same hex. In an assault, the attacker's letter result applies to each participating unit, including those joining in a grand assault. The attacker's number result applies to the attacking force as a whole, not to each individual unit. As long as the number result is fully applied, the attacker may divide it among any of his attacking units as he wishes. Units providing a flank attack which do not participate in the attack are unaffected by combat results.

12.42 Defender: The defender's letter result applies to each defending unit. The defender's number result applies to the defending force as a whole, not to each individual unit. As long as the number result is fully applied, the defender may divide it among any of his defending units as he wishes.

12.43 Results Sequencing: Combat results are always applied to the defending unit(s) before they are applied to the attacking unit(s).

12.44 Entrenchments and Combat Values: Defending units' Combat Value and Artillery Value may be enhanced by entrenchments (9.0). However, when determining the defender's combat result, the Combat Chart column used is that of the defender's Combat Value prior to the application of entrenchment benefits.

12.45 Unit and Leader Elimination: A unit is eliminated at the moment its MV is reduced to 0. If, due to the elimination of a unit, a leader remains in that hex with no subordinate units, the leader is placed in the nearest hex occupied by a subordinate. A leader is eliminated at the moment no units subordinate to that leader exist.

12.44 Entrenchments Combat Example: Stewart, stacked with Loring, French, and Walthall, declares an assault on Steedman. The assault dr (11.3 Step 5) results in all three of his divisions being able to participate in the assault. The total attacker Combat Value is 22 with a 6 Artillery Value. The defender's Combat Value is 16 and his Artillery Value is 4, due to the X2 enhancement of Combat Value and Artillery Value due to the breastworks. However, if Steedman were to suffer a number result on the Combat Chart, the 7-11 column would be used to resolve the combat results (his actual combat value of 8), and not the 12-18 column.

12.0 Combat Results Example: Continuing the 12.44 combat example above, the net attacker drm is a +2 (+0 Flank, +0 Artillery [6-4=2=NE], +1 Assault, +0 Ratio [22:16=1:1=+0], +1 TAC). The Confederate dr is a 4+2=6, and the Union dr is a 3. The defender's total dr is subtracted from the attacker's total dr (12.1) resulting in a +3 combat result. Steedman suffers a 1Dr result, and the attacking Confederate units suffer a 2Fa result. The Union (defender) applies the combat results first (12.43), reducing Steedman's Strength marker by one to 7 Manpower Points ("1"), which is then flipped to its disorganized side (12.31) and gains 3 FL ("D"). He then must retreat 2 to 4 hexes ("r") (12.5). The Breastworks marker is removed when Steedman retreats out of the hex (9.5). After the defender applies his combat results, the attacker applies his combat results. Loring's Strength marker is reduced by two to 7 Manpower points ("2"), and all three divisions increase their FL by 2 ("F"). The Confederates may then advance into the hex vacated by Steedman ("a").

Note: Had Steedman not been under a Breastworks marker, the net attacker drm would have been a +3 (+0 Flank, +0 Artillery [6-2=4=NE], +1 Assault, +1 Ratio [22:8=2-1=+1], +1 TAC). The Confederate dr would have been a 7 (4+3), which becomes a +4 combat result after subtracting the Union dr of 3. Steedman would then have suffered a 1DR result, and the attacking Confederates would have suffered a 1fa result.

12.5 Retreats and Routs

There are four types of retreats: normal ("r"), "Defender's Voluntary Retreat" (12.7), Rout ("R"), and cavalry retreat (12.9). Each retreat type has both a minimum required and a maximum number of hexes that a unit can retreat:

Retreat TypeRetreat Minimum - Maximum Hexes
Normal (r)2 Minimum - 4 Maximum
Rout (R)4 Minimum - 6 Maximum
Defender's Voluntary Retreat (12.7)1 Minimum - 4 Maximum
Cavalry Retreat (12.9)4 Minimum - 6 Maximum

Notes: The choice of retreat distance and path is left to the defender, as long as the retreat path adheres to the following rules. Retreating units must move as a stack and cannot separate. Leaders must accompany retreating units with which they are attached (11.5). MP are not expended in retreats, and with the following exceptions, terrain is irrelevant.

12.51 Bluff Hexsides: Units may retreat, including cavalry retreat (12.9), or rout across bluff hexsides with no penalty, even those untraversed by a road or ferry.

12.52 Retreat Restrictions: Retreating units are subject to the following restrictions:

Retreat Restrictions
Mountains and Swamps: A retreating unit may only enter or exit a mountain or swamp hex (including a provisional swamp hex in a rain turn) across a road, pike, RR, or trail hexside.
Bluff Hexsides: When executing a retreat/rout, a player may consider a bluff hexside that is untraversed by a road or ferry as impassable if he wishes. Note: See 12.51
Rivers and Creeks: A retreating unit may cross a major or minor river hexside only at a bridge, dam, ferry, or ford. In a rain turn, a unit may not retreat across a ford hexside, or a creek hexside untraversed by a road, pike, RR, or trail.
Off-Map: A unit may not retreat off of the map.
Start Hex: A retreating unit may not enter the hex where a retreat began.
Same Hex: A retreating unit may not enter the same hex twice.
Adjacent Hex: A retreating unit may not end a retreat in a hex adjacent to the hex where the retreat began. [EXC: The retreating unit may end up adjacent in a one-hex voluntary retreat (12.7)].
Closer to Attacker: A retreating unit may not enter a hex that is closer to the enemy unit triggering the retreat than the hex out of which it retreated, counting the shortest possible path. If there is a grand assault, the active enemy unit is the one initiating the corps assault. A unit may not retreat into the hex occupied by the active enemy unit.

12.521 Surrender: If there is no hex into which to retreat that does not violate any of the aforementioned restrictions, a retreating unit surrenders, and is eliminated from play. VP are awarded for this occurrence.

12.53 Retreat Priorities: In addition to adhering to Retreat Restrictions (12.51), a retreating player must follow Retreat Priorities, which are listed on Retreat Charts 1 and 2. A retreating unit must adhere to retreat priorities in each hex entered in that retreat. Furthermore, the appropriate chart and/or priority to use may change from hex-to-hex in that retreat.

12.531 Retreat Chart 1: A player must use Retreat Chart 1 in any of the following cases:

  • a. For the first hex entered in a normal or voluntary retreat.
  • b. For each of the first four hexes entered in a rout/cavalry retreat.
  • c. If already in a retreat, rout, or cavalry retreat, a unit exits an enemy ZOC, including RZOC (2.212).

12.532 Retreat Chart 2: A player must use Retreat Chart 2 in any of the following cases:

  • a. For the second, third, or fourth hexes entered in a normal or voluntary retreat, assuming the unit is not exiting an enemy ZOC.
  • b. For the fifth or sixth hexes entered in a rout/cavalry retreat, assuming the unit is not exiting an enemy ZOC.

12.533 Using the Retreat Charts: Prior to entering each hex in a retreat, a player checks the appropriate chart and follows this procedure:

  1. Check Legal Retreat Hexes: The player determines how many of the six hexes adjacent to the retreating unit may be legally retreated into according to the Retreat Restrictions rules (12.51).
  2. Retreat Description: For each of the legal retreat hexes determined in Step 1, the player determines the Retreat Description from the appropriate Retreat Chart corresponding to a retreat into that hex.
  3. Priority: Each Retreat Description consulted in Step 2 has a corresponding "Priority Number". The player must retreat his unit into a hex using the Retreat Description from Step 2 with the lowest Priority Number [EXC: 12.54 Overriding Retreat Priorities]. If more than one hex fulfills this requirement, the player may retreat his unit into any of those hexes. Also, if two different Retreat Descriptions have the same Priority Number, the player may choose either description when retreating into a hex.
  4. Complete Retreat: The player repeats Steps 1, 2, and 3 for each hex entered in that retreat. When he fulfills retreat requirements, at least two and up to four hexes in a normal retreat; at least four and up to six hexes in a rout or cavalry retreat, the retreat is over.

12.54 Overriding Retreat Priorities: If, by adhering to retreat rules, there is no possibility of avoiding surrender (not destruction due to Manpower loss} of a retreating unit due to Retreat Priorities, a player may "override" retreat priorities no more than once in that retreat.

12.541 Override Procedure: To override Retreat Priorities, a player may retreat a unit into a hex by choosing any Retreat Description on the appropriate chart, regardless of its Priority Number. He is not obligated to choose the lowest Priority Number. If the unit cannot avoid surrender due to a single override, it is eliminated. The player can make this override at any point in the retreat path; it does not have to be at the exact point that surrender would occur. Thus, the player may look ahead to avoid surrender. [EX: If in a retreat path, by following the Retreat Priorities a unit would surrender in the 3rd hex, the unit is allowed to do its override in the 1st, 2nd, or 3rd retreat hex.]

12.55 Manpower Loss: If a unit retreats into a hex using a Retreat Description with an accompanying Manpower loss, the retreating unit's MV is reduced by the indicated number. Replace its Strength marker with a new one on its disorganized side reflecting the loss. If a stack of more than one unit retreats into a hex calling for MP loss, the loss number is applied to each unit in the stack, not just one.

Note: MP losses in retreats may vary depending on whether a unit retreats into a hex across a road, pike, RR, or trail hexside, or if the hex retreated into is friendly-occupied (See Retreat Chart). In a retreat, entering or exiting a city hex is the equivalent of crossing a road hexside, even if no road actually crosses that hexside.

Retreat Charts

Retreat Chart 1

Priority NumberManpower Loss*Retreat Description
10Retreat follows road, pike, RR, or trail into a hex more distant from active enemy unit than hex retreated out of. That hex is neither in an enemy ZOC nor enemy occupied.
20Retreat does not follow road, pike, RR, or trail into a hex more distant from active enemy unit than hex retreated out of. That hex is neither in an enemy ZOC nor enemy occupied.
30/1 †Retreat is not into a hex more distant from active enemy unit that hex retreated out of. The hex retreated into is not in an enemy ZOC nor enemy occupied.
4(a)0/1 •Retreat is into an enemy ZOC, but not an enemy occupied hex. Retreat is into a hex more distant from active enemy unit than hex retreated out of.
4(b)1/2 •Retreat is into an enemy ZOC, but not an enemy occupied hex. Retreat is not into a hex more distant from active enemy unit than hex retreated out of.
53Retreat is into an enemy occupied hex

Note: A hex "more distant from the active enemy unit" is defined as one that places the retreating or routing unit one hex further from the active enemy unit triggering the retreat than the hex from which the retreating unit exits, counting by the shortest path possible.

Retreat Chart 2

Priority NumberManpower Loss*Retreat Description
10Retreat is not into an enemy ZOC or enemy occupied hex
20/1 •Retreat is into an enemy ZOC, but not an enemy occupied hex.
33Retreat is into an enemy occupied hex.

Notes Applying to Retreat Charts 1 and 2

  • * A cavalry unit does not suffer Manpower loss in a cavalry retreat even if it retreats into a hex calling for Manpower loss on a Retreat Chart. [EXC: If it retreats into an enemy occupied hex, it is eliminated.]
  • † Use number to left of slash if retreat or rout is along road, pike, RR, or trail. Otherwise, use number to right of slash for Manpower loss.
  • • Use number to left of slash for Manpower loss if retreat is along a road, pike, RR, or trail, or into a friendly occupied hex. Otherwise, use number to right of slash for Manpower loss.

Overriding Retreat Priorities (12.54): If a retreating unit cannot avoid surrender or elimination, it may "override" retreat priorities, but no more than once in its retreat. If so, a unit may retreat using any Retreat Description on the appropriate chart - not just the lowest Priority Number.

12.56 Basic Retreat Principles: At first, it may seem difficult to consult the Retreat Charts for every hex entered in a retreat. However, players will find them easy to use after a few games. To help the players become more familiar with the Retreat Charts, some of their basic principles are outlined below.

12.561 Retreat Chart 1: On Retreat Chart 1, the highest priority retreat is to move one hex more distant from the active enemy unit by crossing a road, pike, RR, or trail hexside into a non-enemy-occupied/non-enemy-ZOC hex. If that cannot be achieved, the next-highest priority is to attempt to do the same thing by crossing a non-road/pike/RR/trail hexside. If that in turn cannot be achieved, the next-highest priority is to retreat into any hex that is not enemy-occupied, nor in an enemy ZOC. This may incur MP loss. If that in turn cannot be achieved, the next-highest priority is to avoid retreating into an enemy-occupied hex. This may incur MP loss.

12.562 Retreat Chart 2: On Retreat Chart 2, the highest priority retreat is to move into any hex that is not enemy occupied, nor in an enemy ZOC. If that cannot be achieved, the next-highest priority is to avoid retreating into an enemy-occupied hex. This may incur MP loss.

12.6 Retreats into Enemy-Occupied Hexes

Some Retreat Descriptions allow retreats into an enemy-occupied hex, an occurrence which causes a MP loss of three to the retreating unit. However, a unit may never retreat into the hex occupied by the active enemy unit. A unit may not end its retreat in an enemy-occupied hex. If there is no alternative except to do so, its retreat may be extended by a sufficient number of hexes so that it ends the retreat in a hex unoccupied by an enemy unit.

12.7 Defender's Voluntary Retreat

On any combat result applying to the defender not containing an "r" or "R", the defender may voluntarily retreat one or more of his units from one to four hexes subject to retreat rules. This is considered a retreat, not a rout. In this case, the defender may end the retreat in a hex adjacent to the hex where the retreat began. There is no fatigue cost to do this. [EXC: If the defender receives a "-" result (no effect), all units participating in the defender's retreat option gain one FL, to a maximum of FL4.] Even units at FL4 may join in this retreat. The defender must execute voluntary retreat immediately, before the enemy player performs further actions.

12.8 Advance After Combat

If the attacker receives an "a" result, none, some, or all of the attacking units may advance into the hex vacated by the defender. An advance is not considered movement and does not expend MP. A unit may enter or exit an enemy ZOC, or advance from one enemy ZOC to another without penalty.

12.81 Advance During a March Action: Regardless of whether or not a unit obtaining an "a" advances, its march may continue as long as it did not also suffer a "D", "F", "f", or "E" result. However, it may not continue to move if it advances into an enemy ZOC. In this case, the unit must either attack again, or end its march.

12.82 Advance Restrictions: Units may advance after combat across a bluff hexside only if that hexside is traversed by a road or ferry.

12.82 Leaders: Leaders, including army/district leaders, may advance with subordinate units. They must advance if no subordinate units remain in the leader's hex. A leader may advance with a subordinate unit to which it had not been attached prior to the attack, although if it does so the active player must specify its new attachment. A leader may not advance with and attach to a non-subordinate unit.

12.5 Retreat Examples: Each of the following examples of retreat shows paths of retreat, based upon the priorities shown on the Retreat Chart. In all of the illustrations, the Confederates have attacked and forced Sykes to retreat. In all illustrations, a RED X = a prohibited hex into which to retreat.

Retreat Priority 1: Sykes has received a retreat result due to an attack by Brown. Adhering to Retreat Priority 1 on Chart 1, he must retreat along the road into 3215 (following the path of green circles) for the first of 2 to 4 hexes if it is an "r" retreat, or the first 4 of up to 6 hexes if it is an "R" retreat. He would then continue his retreat contingent upon the type of retreat and Retreat Priorities available to him.

Retreat Priority 2: Sykes has received a retreat result, but there is a Confederate ZOC in hex 3215 (the hex just above his current location). Because of the ZOC in 3215, Sykes must adhere to Retreat Priority 2 on Chart 1 and retreat either into 3116 or 3316. He would then continue his retreat contingent upon the type of retreat and Retreat Priorities available to him.

Retreat Priority 3: Sykes received an "R" result. He must first adhere to Retreat Priority 1 on Chart 1 to retreat into 3423. However, due to the ZOC exerted by Crossland into 3524, he is unable to retreat there. A retreat into 3524 would be the first Retreat Priority 4 on Chart 1, which cannot be taken if a lower priority retreat is available. Sykes then adheres to Retreat Priority 3 to continue his retreat along the road into 3424. For the remaining two hexes of his Chart 1 retreat, he uses Retreat Priority 1 to retreat into 3526. Once there, he has the option to continue his retreat for a maximum of two more hexes using Retreat Chart 2 while still adhering to the 12.51 Retreat Restriction concerning moving closer to the active enemy unit that triggered the retreat.

Retreat Priority 4a/4b: Sykes is forced to adhere to either Retreat Priority 4a or 4b for the first hex of his retreat. Since both retreat descriptions have the same priority number, either description may be used when retreating into a hex (12.533 - #3).

Priority 4a: Sykes uses Retreat Priority 4a to retreat along the road into 3217. While still in Brown's ZOC, he does not take any Manpower loss because the retreat was along a road. A retreat into 3316 would also have used Retreat Priority 4a, but Sykes would have taken one Manpower loss because the retreat was not along a road, pike, trail, or RR.

Priority 4b: A retreat into 3215 would have used the Retreat Priority 4b, and although he retreated along a road, would still take a one Manpower loss because it is not more distant from Smith's hex. A retreat into 3117 would also be on the 4b Retreat Priority table. However, Sykes would then take a two Manpower loss because the retreat was not along a road, pike, trail, or RR, and was not more distant from Smith's hex.

Retreat Priority 5: Sykes is forced to adhere to Retreat Priority 5 for this retreat. He cannot cross the river since there is no bridge, ferry, dam, or ford. He cannot retreat through Brown because a unit can never retreat over the active unit that started the attack. His only choice is to retreat through either Loring or Crossland, taking a 3 Manpower loss.

Surrender and Overriding Retreat Priorities: Sykes received an "R" combat result. Adhering strictly to the Retreat Priorities forces him to retreat to 3323, 3423, and 3424 using Retreat Option 1 for all three hexes (red path). Unfortunately, when Sykes arrives at 3424, he is unable to cross the river due to the ford being unfordable because it is a rain turn (14.4). At that point, he is unable to continue his retreat without violating one of the Retreat Restrictions (12.51). Because Sykes only retreated 3 of the required 4 hexes, he surrenders (12.511). However, if Sykes exercises Overriding Retreat Priorities (12.54) he could instead retreat to 3322 using Retreat Priority 2, to 3422 again using Retreat Priority 2, to 3423 using Retreat Priority 3, and finally to 3424 using Retreat Priority 1 (yellow path). Having satisfied the 4-hex retreat requirement, Sykes lives to fight another day

Note: Because he used Retreat Option 3 to enter 3423, and the retreat was not along a road, pike, trail, or RR, Sykes will take a one Manpower loss entering 3423.

Retreat Examples Continued:

"R" Retreat: Sykes has received an "R" Retreat from Brown's attack and must retreat 4 to 6 hexes. He has multiple paths to satisfy the first 4 hexes of his "R" retreat as required by Retreat Chart 1:

Note: P1 = Retreat Priority 1, P2 = Retreat Priority 2, etc.

Yellow Paths: 1st Hex 3223 (P1), 3224 (P1), 3225 (P1), 3326 (P1), or 3223, 3224, 3325 (all P1), 3326 (P2) or 3425 (P2). Upon arrival at 3326 or 3425, Sykes has retreated the required 4 hexes. If he desires to continue his retreat to the maximum 6 hexes, Retreat Chart 2 is then referenced for the remaining two hexes (yellow squares), adhering to the 12.51 Retreat Restriction precluding moving closer to the active enemy unit that triggered the retreat.

Blue Path: 1st Hex 3323 (P1), 3422 (P2), 3423 (P4b) [losing 2 Manpower Points based upon 4b losses], 3424 (P1). Upon arrival at 3424, Sykes has retreated the required 4 hexes. If he desires to continue his retreat to the maximum 6 hexes, Retreat Chart 2 is then referenced for the remaining two hexes (blue squares), adhering to the 12.51 Retreat Restriction precluding moving closer to the active enemy unit that triggered the retreat.

"r" Retreat: With an "r" Retreat, Sykes also has multiple retreat routes to satisfy both the first hex on Retreat Chart 1 and hexes 2-4 on Retreat Chart 2:

Purple Path: 1st Hex 3323 (P1). From 3323, the next hex of his retreat must be to 3422, because that is Priority 1 on Retreat Chart 2, being able to end his retreat in that hex. From 3422, if desired, Sykes can continue his retreat to 3423 (P2) 3422 [losing 1 Manpower Point based upon Priority 2 losses], and 3424 (P1), all of which adhere to the 12.51 Retreat Restriction precluding moving closer to the active enemy unit that triggered the retreat.

Orange Path: 1st Hex 3223 (P1), Hexes 2-4 using Retreat Chart 2 for the orange squares. The second hex will be one of those marked with a black A, B, or C. Sykes can choose to end his retreat there or continue to the squares marked with a white A, B, or C, all of which adhere to the 12.51 Retreat Restriction precluding moving closer to the active enemy unit that triggered the retreat.

12.9 Cavalry Retreat

A cavalry unit may use "cavalry retreat" to avoid attack by an enemy infantry or artillery (not cavalry) unit. A cavalry unit may perform a cavalry retreat more than once per action. The player owning a cavalry unit may declare a retreat in any of the following circumstances:

  • a. Enemy Movement: An enemy infantry/artillery unit performing a march moves into a normal ZOC (not RZOC) exerted by a cavalry unit.
  • b. Starts Adjacent: An enemy infantry/artillery unit begins a march in a normal ZOC (not RZOC) belonging to a cavalry unit. [EXC: If an enemy infantry unit begins a march in a RZOC belonging to a cavalry unit and selects the cavalry unit as the target of his attack in Step 1 of the Attack Procedure (11.22), then the cavalry unit may perform a cavalry retreat.]
  • c. Advance After Combat: An enemy infantry/artillery unit advances after combat into a cavalry unit's normal ZOC (not RZOC).
  • d. Assault: The enemy player declared an assault action against a hex containing at least one cavalry unit. [EXC: If the assault is declared by a cavalry leader, a cavalry retreat is not possible.]

12.91 Retreat Declaration: A player wishing to declare a cavalry retreat must make his declaration as soon as any of the above circumstances occur, before the enemy player declares an attack. [EXC: An enemy unit starting a march adjacent in a RZOC, 12.9]. In the case of an assault action, the declaration is made before the enemy player rolls a die to determine whether or not the assault takes place. If he does not make the declaration at these moments, he forfeits his ability to perform a cavalry retreat in the hex occupied by his cavalry unit for the duration of the enemy unit's march or assault.

12.92 Performing a Cavalry Retreat: A cavalry retreat is voluntary. A cavalry unit may perform a retreat regardless of its status. This includes being demoralized, disorganized, exhausted, or at FL4. A player wishing to perform a cavalry retreat states this fact as soon as his opponent has performed one of the aforementioned actions (12.9). The enemy unit's march or assault is temporarily suspended while the retreat takes place. A cavalry retreat is performed as follows:

  1. Roll Die: The cavalry player makes a dr. This dr may be modified as per the Cavalry Retreat Die Roll Modifiers on the Combat Chart. The modified dr is halved, fractions rounded down. The result is the number by which the active enemy unit's Movement Allowance marker is reduced on the Movement Track. In assault actions, this dr has no effect since no Movement Allowance is determined. However, the dr still takes place to see if the cavalry unit suffers loss in Step 2.
  2. Manpower Loss: If the Step 1 roll is 1, before modifications and halving, the cavalry unit's MV is reduced by one. Place the new Strength marker on its disorganized side. On a dr of 2 to 6, no loss occurs.
  3. Retreat 4-6 Hexes: The cavalry unit must retreat from four to six hexes. The retreating player must adhere to retreat restrictions, using Retreat Charts 1 and 2 to fulfill this retreat. However, a cavalry unit does not suffer any MV loss in a cavalry retreat, even if it retreats into a hex calling for a loss on a Retreat Chart. [EXC: If in a cavalry retreat, a unit retreats into an enemy-occupied hex Retreat Priority #5 applies, and the unit(s) suffers a MV loss of 3. Note: A cavalry unit may use the above rule 12.54 "Overriding Retreat Priorities, to attempt to avoid destruction.]
  4. Fatigue: After executing its retreat, the cavalry unit's FL is increased by 1, to a maximum of FL4. Note: An EM (8.2) is never triggered by a cavalry retreat.
  5. Disorganization: The cavalry unit's Strength marker is flipped to its disorganized side. If it is already disorganized, there is no further effect.
  6. Resume Action: The active enemy unit or leader resumes its activities from the point of interruption. If a unit's Movement Allowance has been reduced to 0, its march ends. [EXC: If the unit has not yet moved, it is permitted to move one hex (10.23). It may not Refuse Flanks (8.7)]. In an assault action, if the hex that the active unit is assaulting is completely vacated by the cavalry retreat, the units participating in the assault may advance into the hex vacated by the cavalry unit. No attack occurs and the assault action ends.

12.93 Cavalry Stacked with Other Units: If two or more cavalry units are stacked in the same hex, they must perform a cavalry retreat together. Only one dr is made in 12.92 Step 1, and all units must end the retreat in the same hex. If a 1 is rolled for the cavalry retreat 12.92 Step 2, only one unit suffers a Manpower Value loss.

12.94 With Infantry Units: A cavalry unit stacked with an infantry unit may perform a cavalry retreat, but the infantry unit may not.

12.95 Multiple Cavalry Retreats: A cavalry unit may perform a cavalry retreat more than once per action.

12.951 Cavalry Units in Separate Hexes: If two of more cavalry units occupying separate hexes are eligible to perform a cavalry retreat in the same enemy action, and all of them wish to retreat, each performs the retreat separately. The enemy unit's Movement Allowance reduction, if any, is cumulative.

Cavalry Retreat Die Roll Modifiers

The cavalry retreat modifiers below apply to all GCACW games, superseding all previous modifiers. Modifiers are cumulative.

ModifierCondition
+?Terrain: If a cavalry unit occupies a location where it would receive a positive die roll in combat due to terrain (for occupying a mountain or hill hex, or for being separated from the active unit by a river, creek, or ridge hexside) that same modifier is used to increase their roll in the cavalry retreat. Note that this change adds a cavalry retreat die roll modifier of +1 to creeks (which did not have such a modifier in earlier versions of the rules.)
+2Very Large Force: If the cavalry unit(s) in the hex have a combined Combat Value of 3 or more, counting entrenchments. Exception: If the cavalry unit(s) are Confederate, the modifier is increased to +4 in OTR, AGA, and SIV.
+2Large Force: (Confederate player only in OTR, AGA, and SIV): If Confederate cavalry unit(s) in the hex have a combined Combat Value of 2 or more and less than 3, counting entrenchments.
-2Demoralized: If all the cavalry units are Demoralize-1 or -2.
-2Fatigue: If all cavalry in the hex are at Fatigue Level 4
-2Supply (SIV, SLB, OTR, GTC, BTC) If all cavalry in the hex are out of supply (Advanced Game only).

Cavalry Retreat: Sykes starts his march in 1924. Before any attack is declared, Crossland may declare a Cavalry Retreat. Following the 12.92 sequence of actions:

For the Blue example:

  1. The Confederate player makes a dr of 5 which is modified by +1 Terrain (creek) to 6. This total is halved, resulting in Sykes losing 3 MP if he was marching.
  2. No Manpower loss (dr >1)
  3. Crossland retreats 4-6 hexes.
  4. His FL is increased by 1.
  5. His Strength marker is flipped to its disorganized side.
  6. Resume Action.

For the Green example:

  1. The Confederate player makes a dr of 1 which is modified by +1 Terrain (creek) to 2. This total is halved, resulting in Sykes losing 1 MP if he was marching.
  2. Because an original "1" was rolled, Crossland's MV is reduced by 1.
  3. Steps 3 through 6 are identical to the Blue example.

Note: Had the game been in OTR, AGA, or SIV, a +2 drm to the step 1 dr would also have been applied because Crossland is a Large Force (2 MV).

13.0 Demoralization

13.1 Assignment: A unit is assigned a Demoralize-1 marker, or has an existing Demoralize-1 marker flipped to its Demoralize-2 side if it suffers an "R" result in combat. A unit is assigned a Demoralize-2 marker if it suffers an "R*" result in combat. Leaders are never demoralized. Demoralized units may be chosen to perform actions normally, although their attack capabilities are less than normal. (The markers read: Demoralize 1 - Attack: 1/2, Artillery: 0; Demoralize 2 - Attack: 1, Artillery: 0.)

13.2 Effects of Demoralization-1: A unit with a Demoralize-1 marker is affected as follows:

  • a. It may not entrench.
  • b. Demoralized units (active or inactive) belonging to the attacker may not contribute in any way to the achievement of a Flank Bonus (11.88).
  • c. Its CV when attacking is halved. Round fractions down to a whole number. [EXC: A Demoralize-1 unit with a CV of 1 or 1/2 has a CV of 1/2 when attacking.] The unit's CV when defending is normal.
  • d. Its Artillery Value is 0 in both attack and defense.
  • e. It may not be selected to participate in a grand assault (11.41).
  • f. It may not burn a RR station, build a bridge, repair a bridge/ferry, destroy and enemy pontoon bridge, or destroy a permanent bridge.

13.3 Effects of Demoralization-2: A unit with a Demoralize-2 marker is affected as follows:

  • a. It may not entrench.
  • b. Demoralized units (active or inactive) belonging to the attacker may not contribute in any way to the achievement of a Flank Bonus (11.88).
  • c. Its CV when attacking is 1. [EXC: A Demoralize-2 unit with a CV of 1 or 1/2 has a CV of 1/2 when attacking.] The unit's CV when defending is normal.
  • d. Its Artillery Value is 0 in both attack and defense.
  • e. It may not be selected to participate in a grand assault (11.41).
  • f. If it is alone or at least 1/2 of the defending CV in a hex being attacked is contributed by Demoralize-2 units, a -1 drm applies to the defender's Combat dr (11.75).

13.4 Removal of Demoralization Markers: A Demoralized marker remains on top of the unit to which it is assigned wherever that unit moves. During the Recovery Phase (7.0), Demoralize-1 units at FL 0 or 1 remove the Demoralize-1 marker (7.1-4c). Demoralize-2 units at FL 0 or 1 flip the Demoralize-2 marker to its Demoralize-1 side (7.1-4c).

14.0 Rain

14.1 Rain Overview: Rain is a random event in all GCACW games. In some games, rain effects apply only in the Advanced Game (SJW, AGA, HCR, RTG, SLB, BAC, HSN, TOM and AIO); in other games (SIV, OTR, and GTC), rain effects apply in both Basic and Advanced Scenarios. However, the GCACW Standard Rules do not modify how players determine whether or not rain occurs. Each GCACW game uses its original Random Events Table according to that game's specific rules, without modification.

14.2 Rain Random Event: The Random Events Tables have six possible "Rain" results:

  • a. Late Rain: In Advanced Game scenarios and some Basic Game scenarios, when a Late Rain Random Event is rolled, the weather is clear at the start of the turn. Place a Late Rain marker on the Turn Track in the box corresponding to the current turn. Rain may commence during an Action Cycle if specific conditions are met, at which time the Late Rain marker is replaced with a Rain marker. Normal Rain effects rules (14.3) apply, but only until the end of the Action Cycle, after which a normal (non-rain) Recovery Phase is conducted.
  • b. Rain (Current): Rain rules are in effect throughout the current turn only. Place a Rain marker on the Turn Track in the box corresponding to the current turn.
  • c. Heavy Rain (TOM only): Rain rules are in effect throughout the current turn only. Place a Rain marker on the Turn Track in the box corresponding to the current turn. However, Heavy Rain has alternate River Unfordability effects (14.44).
  • d. Rain (Current +1): Rain rules are in effect throughout the current turn and the following turn. Place Rain markers on the Turn Track in the boxes corresponding to the current and immediately succeeding turn.
  • e. Rain (Current +2): Rain rules are in effect throughout the current turn and the following two turns. Place Rain markers on the Turn Track in the boxes corresponding to the current and immediately succeeding two turns.
  • f. Rain (Current +3): Rain rules are in effect throughout the current turn and the following three turns. Place Rain markers on the Turn Track and in the boxes corresponding to the current and immediately succeeding three turns.

14.21 Multiple Turn Rain Event: If a multiple turn Rain result occurs when there are already one or more Rain markers on the Turn Track, additional markers are placed on the track only if the new Rain result extends the rain time period into turns which did not previously possess a Rain marker. [EX: If a "Rain (Current +2)" result occurs on Turn 6, Rain markers are placed in the Turns 6, 7, and 8 boxes on the Turn Track. If, on Turn 7, a "Rain (Current +1)" result occurs, no additional Rain markers are placed on the track because the new result does not extend the rain period. However, if on Turn 7 a "Rain (Current +2) result had occurred, a Rain marker should be added to the Turn 9 box due to the extension of the rain period.]

14.3 Rain Effects: Rain affects terrain, movement, combat, and ZOC as follows:

14.31 Provisional Swamps: Provisional swamp hexes (3.27) function as normal swamp hexes in rain turns. If a Rain event occurs while a unit is in a provisional swamp hex with no road, pike, or RR, the unit gains one FL and its Strength marker is disorganized. If it is already disorganized, it is not further affected. It also must be immediately moved into an adjacent, non-enemy occupied hex. This special movement does not require activation and does not expend MP. It may not be into an enemy ZOC unless there are no non-enemy ZOC present. It also may not be into another swamp hex or across a major/minor river hexside without a bridge or ferry. If no legal hex is available to move into, the unit is eliminated, and VP are awarded for its loss. If rain takes effect while one or more units occupy a provisional swamp hex with a Flanks Refused marker, that marker is removed.

14.32 Zones Of Control: ZOC do not extend across ford or destroyed bridge/ferry hexsides in rain turns. They also do not extend across creek hexsides untraversed by roads, pikes, RR, or trails, unless at least one of the two hexes joined by that creek hexside is a city hex.

14.33 Attacks: The attacker subtracts 1 from all combat dr in rain turns. Attacks cannot be made across ford or destroyed bridge/ferry hexsides in rain turns. Attacks cannot be made across creek hexsides in rain turns unless the hexside is crossed by a road, pike, RR, or trail, or at least one of the two hexes joined by the creek hexside is a city hex. In an attack across a permissible creek hexside in a rain turn, the defender gains a +2 drm, instead of the normal +1 drm.

14.34 Movement: If a unit enters a hex across a road or RR hexside in a rain turn, it expends 2 MP instead of 1MP. A unit entering a pike hexside expends 1 1/2 MP instead of 1 MP. If a unit enters a mountain hex through a hexside crossed by a trail in a rain turn, it expends 3 MP instead of 2. If a unit enters a non-mountain hex through a hexside crossed by a trail in a rain turn, it expends 2 MP instead of 1 MP. In rain turns, the cost to enter all types of major terrain except clear terrain without benefit of roads, pikes, RR, or trails is increased (3.2 and Terrain Chart).

14.35 Rivers and Creeks: In rain turns, units may cross minor and major rivers only at bridge, dam, and ferry hexsides. They may never cross at fords or destroyed bridges/ferries. Units may cross creeks only across road, pike, RR, or trail hexsides in rain turns. [EXC: Units may always cross a creek hexside if at least one of the two hexes joined by that hexside is a city hex].

14.36 Bridges: Units may not build or repair bridges or ferries in rain turns but may destroy them.

14.37 Entrenching: Units may not entrench in rain turns [EXC: Late Rain (9.21, 9.41)].

14.4 River Fordability

In rain turns, units may not use fords to cross major or minor river hexsides. Furthermore, Rain results on the Random Events Table may cause fords to be unusable for an extended period after rain turns [EXC: 14.2 Late Rain]. Each time a Rain result occurs, the players will often need to place "Major Rivers Unfordable" and "Minor Rivers Unfordable" markers on the turn track (14.42). If they are already on the track, the markers may need to be advanced on the Turn Track (14.42). The placement and movement of these markers on the Turn Track is governed by the type of Rain result that has occurred and the game being played. When a Rain result occurs in any game, consult the charts below to get the Rain number for major and minor rivers.

14.41 Placement Procedure: After the Minor and Major River Rain numbers have been determined, Unfordable markers are placed on the turn track ahead of the current turn equal to the applicable Rain Number. [EX: in OTR/AIO scenarios, if a "Rain (Current +2)" result occurs on Turn 6, the Minor and Major Rivers Unfordable numbers are "4" and "6" respectively. The Minor Rivers Unfordable marker (4) is placed on Turn 10 and Major Rivers Unfordable marker (6) is placed on Turn 12]. Unfordable markers are not placed on the Turn Track if the Unfordable number on the Table is "0".

14.42 Unfordability Advancement: If Rain occurs in subsequent turns, and Minor and Major Rivers Unfordable markers are already on the Turn Track, the markers are advanced on the turn track by a number of turns equal to the Rain Number. [EX: Continuing the 14.41 Example, on Turn 7 another "Rain (Current)" result occurs. The Minor and Major Rivers Unfordable markers are currently on Turns 10 and 12, respectively. The Minor and Major Rivers Unfordable numbers are both "1" for Rain (Current). The Minor Rivers Unfordable marker is advanced to Turn 11, and the Major Rivers Unfordable marker to Turn 13]. If no Minor or Major Unfordable markers are on the Turn Track, 14.41 applies.

14.43 Gaming Convention: While the rules specify that only one marker for Minor and Major Rivers Unfordable is placed on the Turn Track based upon the applicable Rain Number, it is a common practice particularly when playing the game using a VASSAL module to place Minor and Major Rivers Unfordable markers onto the Turn Track on all turns that minor and major rivers are unfordable. These markers are placed through the turn that is specified by the applicable Rain Number. They are not placed on the actual Rain turns, but starting on the first non-rain turn. So in the 14.41 example, Minor Rivers Unfordable markers would be placed on Turns 9 and 10, and Major Rivers Unfordable markers would be placed on Turns 9 through 12. In the 14.42 example, an additional Minor Rivers Unfordable marker would be placed on Turn 11, and an additional Major Rivers Unfordable marker would be placed on Turn 13.

14.44 Unfordability Effects: If the Major Rivers Unfordable marker is on the Turn Track, units may not move, retreat, or advance across major rivers at fords or destroyed bridges/ferries in the current turn and all succeeding turns up to and including the turn occupied by the marker. If the Minor Rivers Unfordable marker is on the Turn Track, units may not move, retreat, or advance across minor rivers at fords or destroyed bridges/ferries in the current turn and all succeeding turns up to and including the turn occupied by the marker. If a unit cannot cross a hexside due to unfordability then its ZOC does not extend across that hexside. If a unit uses a ferry to move across a minor river that is currently unfordable, that unit must pay the normal ferry movement point penalty (3.46, 10.324) usually associated with crossing a major river at a ferry. Remove the Rain, Minor Rivers and Major Rivers Unfordable markers from the Turn Track at the end of the turn corresponding to the box it occupies on the Track.

14.45 Minor River Rain Number Table:

Rain EventOTR/AIOSIVAll Others
Late Rain*000
Rain (Current)100
Rain (Current +1) / Heavy Rain (TOM)211
Rain (Current +2)432
Rain (Current +3)6n/a3

Place the Minor Rivers Unfordable marker on the Turn Track a number of boxes ahead of the current turn equal to the Minor River Rain Number. If the Minor Rivers Unfordable marker is already on the Turn Track, advance it by a number of turns equal to the Rain Number. Do not place the Minor Rivers Unfordable marker on the Track if the Rain Number is 0.

* If Rain commences during the Action Cycle of a Late Rain turn, its effects apply only until the end of the Action Cycle of the current turn, after which a normal (non-rain) Recovery Phase is conducted. It does not affect Recovery Phase entrenchment, bridge/ferry repair, or bridge construction (7.1(1)).

14.46 Major River Rain Number Table:

Rain EventOTR/AIOSIVAll Others
Late Rain*000
Rain (Current)111
Rain (Current +1) / Heavy Rain (TOM)332
Rain (Current +2)653
Rain (Current +3)9n/a4

Place the Major Rivers Unfordable marker on the Turn Track a number of boxes ahead of the current turn equal to the Major River Rain Number. If the Major Rivers Unfordable marker is already on the Turn Track, advance it by a number of turns equal to the Rain Number.

* If Rain commences during the Action Cycle of a Late Rain turn, its effects apply only until the end of the Action Cycle of the current turn, after which a normal (non-rain) Recovery Phase is conducted. It does not affect Recovery Phase entrenchment, bridge/ferry repair, or bridge construction. (7.1(1)).

14.4 River Unfordability Examples: (The source illustrates these with Turn Track diagrams; marker positions are described here.)

Example 1: The Scenario is set in any game except OTR or AIO. On Turn 1, a Rain (Current) result is rolled. A Rain marker is placed on Turn 1. Major and Minor rivers are unfordable during a Rain turn. Since the Minor River Rain Number is "0", no Minor Rivers Unfordable marker is placed on Turn 2. However, the Major River Rain Number is "1", so a Major Rivers Unfordable marker is placed on Turn 2.

Example 2: The Scenario is set in OTR/AIO. On Turn 1, a Rain (Current) result is rolled. A Rain marker is placed on Turn 1. Because both the Minor and Major River Rain Numbers are "1", Minor and Major Rivers Unfordable markers are placed on Turn 2.

Example 3: On Turn 1, a Rain (Current +1) result is rolled. Rain markers are placed on Turns 1 (Current) and 2 (+1) on the Turn Track. Minor and Major Rivers Unfordable markers are placed on the Turn Track ahead of the current turn in accordance with the numbers given for each of the scenario categories as shown on the Minor and Major River Rain Number charts. (Resulting markers: OTR/AIO - Minor on Turn 3, Major on Turn 4. SIV - Minor on Turn 2, Major on Turn 4. All Others - Minor on Turn 2, Major on Turn 3.)

Example 4: Continuing Example 3, on Turn 2, a Rain (Current) result is rolled. Because a Rain marker is already present on Turn 2, no additional Rain marker is placed. However, there can be additional effects on river unfordability.

In OTR/AIO, the Minor River Rain Number for Rain (Current) is "1". Since there is already a Minor Rivers Unfordable marker on Turn 3, the Minor Rivers Unfordable counter is advanced to Turn 4. The Minor Rivers Unfordable marker is already on Turn 2 in both SIV and All Others. However, the Minor River Rain Number for Rain (Current) is "0" for these scenario categories. Because of this, the Minor Rivers Unfordable markers remain on Turn 2.

The Major River Rain Number for Rain (Current) is "1" for all scenario categories. Because Major Rivers Unfordable markers are already present in all three scenario categories, the Major Rivers Unfordable marker is advanced by one to Turn 5 for OTR/AIO and SIV, and to Turn 4 for All Others.

Example 5: Continuing Example 3, on Turn 2, a Rain (Current +2) result is rolled instead of the Rain (Current) result shown in Example 4. Because a Rain marker is already present on Turn 2, no additional Rain marker is placed on this turn. However, since the result was (Current +2), additional Rain markers are placed on Turns 3 and 4 (14.21).

Minor Rivers: In OTR/AIO, the Minor River Rain Number is "4". Since there is already a Minor Rivers Unfordable marker on Turn 3, the marker is advanced four turns to Turn 7. In SIV, the Minor River Rain Number is "3". Since there is already a Minor Rivers Unfordable marker on Turn 2, the marker is advanced three turns to Turn 5. In All Others, the Minor River Rain Number is "2". Since there is already a Minor Rivers Unfordable marker on Turn 2, the marker is advanced two turns to Turn 4.

Major Rivers: In OTR/AIO, the Major River Rain Number is "6". Since there is already a Major Rivers Unfordable marker on Turn 4, the marker is advanced by six turns to Turn 10. In SIV, the Major River Rain Number is "5". Since there is already a Major Rivers Unfordable marker on Turn 4, the marker is advanced by five turns to Turn 9. In All Others, the Major River Rain Number is "3". Since there is already a Major Rivers Unfordable marker on Turn 3, the marker is advanced by three turns to Turn 6.

Example 6: On Turn 1, a Late Rain result is rolled. The weather is clear at the start of the turn, and units perform actions like movement, combat, and Action Cycle entrenchment normally. During this turn, specific scenario conditions are not met, and rain does not commence. As a result, the Action Cycle continues as a clear turn and at the end of the Action Cycle, a normal, non-rain Recovery is performed.

Example 7: On Turn 1, a Late Rain result is rolled. The weather is clear at the start of the turn, and units may perform actions like movement, combat, and Action Cycle entrenchment normally. However, unlike Example 6, specific scenario conditions were met, and rain commenced. The Late Rain marker is converted to a Rain marker, and normal Rain Effects (14.3) apply, but only until the end of the Action Cycle, after which a normal, non-rain recovery is performed. Non-rain Recovery actions like entrenchment, bridge/ferry repair, and bridge building may be performed normally (7.1(1)).

15.0 Bridges, Dams, and Ferries

15.1 General: Units may cross major and minor rivers only at bridges, dams, ferries, and fords (3.44, 3.45, 3.46, 3.47). A unit entering a hex across a bridge, dam or ford ignores the cost of the major terrain in that hex and instead pays 1 MP as long as a road, pike, or RR crosses that bridge, dam or ford (10.322, 10.323). A unit also pays 1 MP if a pontoon bridge is constructed over that river, as long as both hexes connected by the pontoon bridge have a road, pike, trail, or RR in them. Units entering a hex across a bridge or ford which is not traversed by a road, pike, or RR must pay that hex's major terrain MP cost, see 10.324 for ferry MP penalties. Roads crossing creek hexsides are not considered bridges, dams, ferries, or fords.

15.2 Pontoon Bridges: In the GCACW Standard Rules, bridges built during the game are known as "pontoon" bridges to differentiate them from "permanent" bridges which are printed on the map. Also, in all GCACW games [EXC: SLB], a player must make a dr if he wishes to build a bridge, rather than building it automatically. Note: In SLB, all original bridge building rules (see SLB 10.0) are in effect, including major river bridges. These rules are unmodified by the GCACW Standard Rules.

15.21 Building Pontoon Bridges: Eligible infantry units may attempt to build pontoon bridges. Note: In some GCACW games, units had formerly been prohibited from building bridges over major rivers, but this is now permissible in the Standard Rules. Also, in the Standard Rules, bridges may always be built at fords.

15.22 Eligibility: An infantry unit is eligible to build a pontoon bridge only if it meets all of the following conditions in Step 1 of the Recovery Phase:

  • a. It is at FL 0 and is not demoralized.
  • b. It has a CV of 5 or more [EXC: In SIV or TOM, it must have a CV of 3 or more].
  • c. It occupies a hex containing at least one major or minor river hexside. A unit may build a pontoon bridge across a hexside that already contains a permanent bridge (destroyed or not). [EXC: Confederate units may only attempt to build a bridge over a major river in OTR, GTC, AIO, TPC, and TOM. Union units may attempt to build a bridge over a major river in all GCACW games except SIV.]
  • d. It must not have entrenched or repaired a bridge or ferry in the same Recovery Phase.
  • e. If the bridge is to be built over a minor river, the player must have an unused Minor River Bridge marker. [EXC: In SJW, HCR, RTG, and SIV, the number of Minor River Bridge markers is not limited. Players may build as many minor river bridges as they wish.]
  • f. If the bridge is to be built over a major river, the player must have an unused Major River Bridge marker.

15.23 Bridge Building Limits: In OTR and GTC, the Union and Confederate players are limited to eight and four Minor River Bridge markers, respectively. In TOM, these limits are four for both the Union and Confederates. In games in which either or both players may build Major River Bridges, they are limited to one Major River Bridge marker each. [EXC: In AIO, the Union may build three Major River Bridges. In SLB, the Union player may build two, and in TPC each side may build three. In TOM, the Union may build three, and the Confederates may build two]. If a game limits the number of Bridge markers that may be built, and all of the Bridge markers of that type are in use, a player may not build a pontoon bridge of that type until one or more markers become available for use again due to dismantling or destruction.

15.24 Pontoon Bridge Building Restrictions: The following restrictions apply to all bridge-building attempts:

  • a. Cavalry/artillery units and leaders may not build bridges.
  • b. Bridges may not be built across creek hexsides.
  • c. A bridge may not be built between two hexes if one of the hexes contains an enemy unit (or units) with a combined CV of 5 or more. However, in TOM, a combined CV of 3 or more is necessary. It may be built into a hex if the enemy unit(s) in that hex have a combined CV of less than 5. Entrenchments (9.0) are not taken into account in determining the CV that prevents a bridge from being built. [EXC: In SIV or TOM, a bridge may not be built between two hexes if one of the hexes contains an enemy unit(s) with a combined CV of 3 or more. It may be built into a hex if the enemy unit(s) have a combined CV of less than 3.]
  • d. An eligible unit may attempt to build a maximum of one bridge per Recovery Phase (7.0), although it may attempt to build more than one bridge per game, even in the same hex.
  • e. A maximum of one infantry unit per hex may make a bridge-building attempt in Step 1 of each Recovery Phase.
  • f. A unit may not build a pontoon bridge across a hexside that already contains a pontoon bridge or dam feature.
  • g. Units may not build bridges in rain turns [EXC: Late Rain (14.2)].

15.25 Pontoon Bridge Construction: For each eligible unit attempting to build a bridge in Step 1 of the Recovery Phase, the owning player follows this procedure [EXC: In SLB, bridges are not built according to this procedure. The original SLB bridge rules are in effect]:

  1. He specifies the hexside over which the bridge will be built.
  2. A dr is made, modifying it if necessary (15.251).
    • a. 5 or Less: If the modified dr is <= 5, the bridge is successfully built. Place an appropriate Bridge marker (major or minor) belonging to the building player directly on the hexside, with one end of the bridge symbol pointing to the unit's hex and the other end pointing to a hex directly across the river.
    • b. 6 or More: If the modified dr is >= 6, the bridge is not built. No action is taken. Another attempt to build a bridge across that hexside may not be made until the following turn. [EXC: On an unmodified die roll of 6, the bridge is not built).

15.251 Construction Die Roll Modifiers: A player's pontoon bridge construction dr is modified if any of the following drm are in effect (drm are cumulative):

drmCircumstance
-3If the Confederate player attempts to build a Major River Bridge within 10 hexes of the Confederate Capitol (OTR N0627/GTC S3626).
-1If the Union player attempts to build a minor river bridge in 1865.
-1If the Union attempts to build a bridge in any TOM scenario.
+1If the river being bridged is currently unfordable (14.4).
+1If the bridge is being built between hexes OTR S3409 and OTR S3509 (Barrett's Ferry).
+2If the river being bridged is a major river (does not apply to the Union starting in June 1864).

Use the lowest modifier below that applies, but one of these modifiers must be used:

drmCircumstance
+0If a road, pike, trail, or RR is situated in both hexes to be connected by the bridge and one or more of the following features exist across the hexside being bridged: a ford, a ferry (destroyed or not), or a permanent bridge (destroyed or not).
+1If a road, pike, trail, or RR is situated in both hexes to be connected by the bridge but none of the following features exist across the hexside being bridged: a ford, a ferry (destroyed or not), or a permanent bridge (destroyed or not).
+2If there is a road, pike, trail, or RR in only one of the two hexes to be connected. The presence or lack of the following features across the hexside being bridged has no effect on this modifier: a ford, a ferry (destroyed or not), or a permanent bridge (destroyed or not).
+3If both of the hexes to be connected do not contain a road, pike, trail, or RR. The presence or lack of the following features across the hexside being bridged has no effect on this modifier: a ford, a ferry (destroyed or not), or a permanent bridge (destroyed or not)

Note: If a pontoon bridge is successfully built, it is considered to have a road (not pike) running across it as long as both hexes connected by the bridge have roads, pikes, trails, or RR in them. Otherwise, the bridge is not considered to be traversed by a road i.e., the major terrain (3.2) MP cost of the hex to be entered must then be expended to cross the bridge.

15.26 Chatham Bridge in SJW/SLB: In SJW, Chatham Bridge (S4328-S4427) is considered a Union pontoon bridge, even though it is printed on the map. It is subject to all GCACW Standard Rules applying to dismantling and destruction (15.3) and it may be rebuilt if it is destroyed or dismantled. Chatham Bridge does not count against the Union player's limit of one Major River Bridge in SJW. In SLB, Chatham Bridge is considered to be destroyed at the start of the game.

15.3 Destroying Bridges and Ferries

In the GCACW Standard Rules, rules for bridge and ferry destruction and dismantling supercede the pertinent rules sections in all GCACW games, including the SIV Advanced Game (SIV 23.1). The following rules are identical to the OTR model. In all games, permanent bridges, pontoon bridges, and ferries may be destroyed, although permanent bridges and ferries are more difficult than pontoon bridges to destroy. Bridges and ferries may be destroyed in rain turns (14.0) and while rivers are unfordable (14.41).

15.31 Destroying Pontoon Bridges: When a player builds a pontoon bridge, he "owns" it. Enemy units may not cross that bridge in a march, retreat, or advance after combat; nor may they attack across it. However, ZOC extend across undestroyed bridges normally (2.211), even a pontoon bridge constructed by the enemy player. The pontoon bridge remains on the map until an enemy unit with a CV of >= 5 (in SIV or TOM, >= 3) ends a march, retreat, or advance after combat in one of the two hexes connected by the bridge. At that time the Bridge marker is immediately removed. A pontoon bridge is automatically destroyed at the end of the Attachment Phase (an Advanced Game phase) if the previous turn's Recovery Phase or the current turn's Attachment Phase has caused an enemy unit to have a CV of >= 5 (in SIV or TOM, >= 3) in one of the two hexes connected by the bridge. Entrenchments are not taken into account in determining the Combat Value that is needed to destroy a bridge.

15.4 Dismantling Pontoon Bridges: If at any time during a march, an active unit occupies one of the two hexes connected by a friendly pontoon bridge, the active player may "dismantle" that bridge. If so, the Bridge marker is removed. This does not cost any MP, and the active unit may continue its march afterwards.

15.5 Destroying Permanent Bridges and Ferries

If an undemoralized infantry unit with a CV of >= 5 (in SIV or TOM, >= 3) ends a march in either of the two hexes connected by a permanent bridge, or if an infantry or cavalry unit of any CV ends a march in either of the two hexes connected by a ferry, the active player may attempt to destroy that bridge/ferry.

15.51: A unit may make a maximum of one attempt to destroy bridges/ferries per turn. However, a player may make more than one attempt to destroy the same bridge/ferry in a turn, as long as the attempts are made by different units.

Exceptions:

  • a. If an enemy unit occupies one of the two hexes connected by a bridge/ferry, the active player may not attempt to destroy it. Also, if one of the two hexes connected by a bridge/ferry is an enemy ZOC, including RZOC (2.212), and that ZOC is not occupied by a friendly unit, the active player may not attempt to destroy it.
  • b. Some permanent bridges are indestructible (15.54).
  • c. Dams and fords may not be destroyed.

15.52 Permanent Bridge/Ferry Destruction Procedure: To attempt to destroy a permanent bridge or ferry, the player makes a dr, which may be modified (15.53).

  • a. Bridge: If the modified dr is <= 2, a permanent bridge is destroyed. If the modified dr is >= 3, the attempt to destroy the permanent bridge fails.
  • b. Ferry: If the modified dr is <= 1, a ferry is destroyed. If the modified dr is >= 2, the attempt to destroy the ferry fails.

If a permanent bridge/ferry is destroyed, place a "Destroyed" marker directly on the hexside. If a destroy attempt fails, the player may attempt to destroy the bridge/ferry again, as many times as he wishes, as long as a given unit makes no more than one attempt per turn. Note: SLB does not have Destroyed markers. Players may use Destroyed markers from other games, or they may make their own markers.

15.53 Destruction Die Roll Modifiers: If a player attempts to destroy a permanent bridge or ferry, his dr is modified if any of the following drm are in effect. Modifiers are cumulative:

drmCircumstance
-2If the Confederate player is attempting to destroy a ferry.
-1If neither hex connected by the bridge/ferry is an enemy ZOC hex, including RZOC (2.212).
-1If the active unit attempting the destruction spent its entire march in the hex connected by the bridge or ferry, and the unit neither moved nor attacked during its march.
+2If the active player is attempting to destroy the C&O Canal Aqueduct (HCR W4126).

15.54 Indestructible Bridges: The following permanent bridges may not be destroyed:

  • a. Chain Bridge (SJW N5809; HCR E0537)
  • b. Aqueduct Bridge (HCR E0739)
  • c. Patterson Viaduct (HCR E2317)
  • d. Thomas Viaduct (HCR E2519)
  • e. Frederick Junction RR Bridge (HCR W4317; RTG S2428)
  • f. Long Bridge (HCR E0941)
  • g. Hunting Creek Bridge (HCR E0845)

C&O Canal Aqueduct: This aqueduct at HCR W4126 is not a terrain feature that affects movement. It cannot be used as a bridge. Its only effect is destroying it gives the Confederates VPs in some scenarios. It is treated as a permanent bridge across hexside HCR W4126-W4226. Note the +2 destruction drm for the Aqueduct.

15.55 Destroyed Permanent Bridge/Ferry Effects: If a permanent bridge or a ferry over a minor river is destroyed, a ford is considered to cross the hexside formerly occupied by the bridge/ferry. ZOC do not extend across destroyed bridge/ferry hexsides when the river they are on is unfordable (14.41). If a permanent bridge or ferry over a major river is destroyed, no ford is considered to exist at that location. [EXC: If Snicker's Ferry or Berry's Ferry, both on the Shenandoah River, are destroyed, a ford is considered to exist across those hexsides.]

15.6 Repairing Permanent Bridges and Ferries

The following GCACW Standard Rules for permanent bridge and ferry repair (identical to those in OTR) apply to all games. Note: These rules supersede the pertinent repair rules in SIV (SIV 23.2). In SIV, both Union and Confederate units may attempt to repair bridges and ferries according to the GCACW Standard Rules procedure.

15.61 Unit Eligibility: An infantry unit is eligible to repair a permanent bridge/ferry only if it meets all of the following conditions in Step 1 of the Recovery Phase:

  • a. It is at FL 0 and it is not demoralized.
  • b. It has a CV of 5 or more [EXC: In SIV or TOM, it must have a CV of 3 or more].
  • c. It occupies a hex containing at least one destroyed permanent bridge or ferry hexside.
  • d. It must not have entrenched or built a pontoon bridge in the same Recovery Phase.
  • e. In SIV, the Union player may only attempt to repair a bridge or ferry if at least one of the hexes connected by the bridge is situated in a county that is currently controlled by the Union player (SIV 22.1).

15.62 Repair Restrictions: The following restrictions apply to all repair attempts:

  • a. Cavalry/artillery units and leaders may not repair bridges or ferries.
  • b. A permanent bridge or ferry may not be repaired if one of the hexes connected by the bridge/ferry contains an enemy unit or units with a combined CV >= 5 (in SIV or TOM, >= 3). It may be repaired if the enemy unit(s) in the connecting hex have a combined CV of < 5 (in SIV or TOM, a CV of < 3). Entrenchments are not taken into account in determining the CV that prevents a bridge from being repaired.
  • c. Each player may make a maximum of one repair attempt per Recovery Phase per each individual bridge and ferry.
  • d. Units may not repair in rain turns [EXC: Late Rain 14.2].

15.63 Repair Procedure: If an eligible unit attempts to repair a permanent bridge/ferry in the Recovery Phase, the active player follows this procedure:

  1. He specifies the hexside on which the repair will be attempted.
  2. He makes a dr, modifying this dr if necessary (15.64).
    • a. Permanent Bridge: If the modified dr is <= 3, the bridge is repaired. Remove the Destroyed marker. The bridge is functional again. If the modified dr is >= 4, the repair attempt fails.
    • b. Ferry: If the modified dr is <= 5, the ferry is repaired. Removed the Destroyed marker. The ferry is functional again. If the modified dr is >= 6, the repair attempt fails [EXC: In AIO, a dr of "1" for a major river bridge repair is always successful, regardless of the drm].

15.64 Repair Die Roll Modifiers: A player's repair dr is modified if any of the following conditions are in effect. Modifiers are cumulative:

drmCircumstance
+1If the river on which a permanent bridge or ferry is situated is currently unfordable (14.4).
+2If the river on which a permanent bridge or ferry is situated is a major river.
+1If the attempt is for the Etowah RR bridge (across hexsides AIO W5417-W5517).
+1If the attempt is for the Chattahoochee RR bridge (across hexsides AIO E2514-E2614).
-1If the Union player attempts to repair a bridge (not ferry) in any TOM scenario.

15.65 Chatham Bridge in SLB: In SLB, Chatham Bridge (4328-4427) may not be repaired, although the Union player may build a pontoon bridge at that hexside according to normal SLB bridge rules (SLB 10.0).

16.0 Limited Intelligence (Optional Rule)

16.1 General: This optional rule can be used with any game in the series to better reflect the uncertainties of Civil War era command. It does significantly increase the time required to complete a scenario. This rule requires mutual trust between the players and should not be used for competitive play.

16.2 Force Display Markers: As described in 2.14, each player may remove stacks of counters and replace them with a Force Marker. Normally, forces kept off-map on the Force Display may be examined by either player at any time. When using these rules, each player's Force Display is kept secret from the enemy player. Hide each player's Force Display behind a screen or under a spare game box lid.

16.3 Placing Force Markers: Each player is allowed to utilize up to ten Force Markers at a time. Not all games in the Great Campaigns series include ten Force Markers for each player. Players should add additional counters as necessary up to the maximum allowed.

16.31 Placement: A player may place one or more Force Markers during the Action Cycle whenever he possesses the initiative. He is not required to activate the units being replaced with Force Markers during this action. He is free to take the action elsewhere. As described in 2.132, the units are removed from the map and placed on the Force Display. Two or more Force Markers may be simultaneously placed in the same hex. Or, one or more Force Markers may be added to a hex that already has a Force Marker in it. When more than one Force Marker is in a hex, the player is free to divide the units in that hex between those forces as he sees fit. A player is permitted to assign no actual units to a Force Marker. A phantom force of this type is referred to below as a "dummy marker". Dummy markers may be activated and moved (16.34), but may not be used to reveal enemy forces, collect VP, or trigger any other action pursuant to the rules that requires the presence of an actual unit.

16.33 Placement Restrictions: Placement of Force Markers must adhere to the following restrictions:

  • a. A Force Marker may not be placed adjacent to an enemy unit [EXC: If impassible terrain prohibits movement between the two hexes].
  • b. A Force Marker may not be placed within two hexes of an enemy cavalry unit. [EXC: A force marker may be placed within two hexes of enemy cavalry if all two-hex paths between the units are blocked by either impassable terrain, woods hexsides not crossed by a road, pike, trail, or RR, or a friendly unit in the hex between the Force Marker and the enemy cavalry unit.]

16.34 Moving Force Markers: Units on the Force Display must move according to the published rules. A player moving a hidden force still rolls for that force's movement in view of the enemy player. Thus, the enemy player will have a good idea whether or not an enemy Force Marker contains infantry or cavalry based on the number of dice rolled for the movement, or if a leader is present based upon added drm. Dummy markers can be moved as either infantry or cavalry, with or without a leader, at the discretion of the owning player. The player's choice of how to move dummy markers should be based upon which type of unit he is trying to trick the enemy player into thinking is present in that force. Any EM dr should be rolled in view of the enemy player. However, the moving player may make fake EM dr for hidden forces to confuse the enemy.

16.341 Movement of dummy markers normally requires the player to win initiative and spend an activation. The only exception occurs when more than one Force Marker starts an activation in the same hex. In that case, one or more dummy markers may be moved from that hex at the same time as the force markers with actual units without requiring a separate activation.

16.35 Revealing Enemy Forces: Players replace friendly Force Display markers with the units they represent, or remove them if they are dummies, in the following cases:

  • a. If an enemy unit or Force Marker is adjacent to the friendly Force Marker, unless impassable terrain makes it impossible to move between the two hexes.
  • b. If an enemy cavalry unit is within two hexes of the marker. [EXC: A Force Marker may remain on the map within two hexes of enemy cavalry if all two-hex paths between the units are blocked by either: impassable terrain, woods hexes not crossed by a road, pike, trail, or RR, or a friendly unit in the hex between the force marker and the enemy cavalry unit.] Note: This case requires actual cavalry units to be present on the map within two hexes of the force marker. Cavalry units under Force Markers can never reveal the composition of an enemy force.

16.351 Voluntary Removal: Besides removing Force Markers in the cases listed above, force markers can be voluntarily removed at any time by the owning player. This is usually when he would rather use them elsewhere on the map.

  • Additional Phases: Occasionally, an individual Basic Game scenario might draw on one or more rules sections from the Advanced Game rules for that volume. In these situations, additional phases may be added to the sequence of play after the Random Events Phase.
  • Units at Fatigue Level 3 or 4 are flipped to their exhausted (reverse) sides (2.210). If they are already on their exhausted sides, they remain so and there is no further effect.
  • All units at Fatigue Level 1 or more lose three Fatigue Levels, to a minimum Fatigue Level of 0. Replace each unit's Fatigue marker with a new marker three less than the one being removed. Units at Fatigue Level 0 do not have markers.
  • In the Advanced Game Scenarios of HCR, SIV (Union units only), OTR, GTC, RWH (Confederate units only), TOM (Union units only), SJW, BAC, AGA, and AIO, out of supply units with organized Strength markers have their Strength markers flipped to their disorganized sides. Note: Step 7 of the Recovery Phase is skipped in SLB and RTG because units are never out of supply in those games.
  • c. If the Assault Number is less than the number of units selected in Step 1, the active player must choose a number of units from among the units selected in Step 1 to participate which equals the Assault Number. The assault must proceed, even if the number of units actually participating is less than the number selected in Step 1.
  • d. If the Assault Number is equal to or greater than the number of units selected in Step 1, all the units selected in Step 1 (and no more) must participate in the assault.
  • e. Regardless of whether or not an assault takes place, all units selected in Step 1 gain one FL in Step 2, even if they ultimately are dropped from the assault.
  • Attempt Grand Assault: The active player may attempt a "Grand Assault (11.4)". A successful Grand Assault allows additional units to participate in the attack. Even if a Grand Assault attempt fails, the assault must proceed to Step 7. The active player cannot cancel or avoid the assault.
  • Determine Combat Values: The players determine their Combat Value and calculate the ratio modifier to the attacker's dr in Step 9.
  • Determine Die Roll Modifiers: The players determine any other drms to the combat die rolls (11.7).
  • Roll Dice: The attacker and defender each make a dr, modifying their rolls as required. The defender's modified dr is subtracted from the attacker's modified dr. The players consult the Combat Chart and apply the results (12.1). The assault is finished and a new Action Phase begins.
  • b. It must be eligible to participate in an attack as described in Attack Restrictions (11.14).
  • c. It must not have already been selected (successfully or unsuccessfully) in Step 1 of the assault procedure. [EXC: Refer to the specific game module you are playing for any exceptions regarding any restrictions on units that can be selected to participate in the Grand Assault.
  • d. Note: The attacker may not cancel or avoid a grand assault once the grand assault procedure goes beyond Step 1. Each hex chosen by the attacker in Step 2 must contribute at least one eligible unit to the Grand Assault.
  • e. It does not have a Demoralize-1 or 2 marker on it (13.2).
  • Increase Fatigue: Each unit selected in Step 3 of the Grand Assault procedure has its FL increased by one. An EM never occurs as a result of a Grand Assault, even if the unit's FL increases to FL 2, 3, or 4.

  • Return to Assault Procedure: Return to Step 7 of the assault procedure. Each unit selected in Step 3 of the Grand Assault contributes its Combat Value and Artillery Value (AV) to the attacker's totals in Steps 7 and 8 of the assault.

  • 0
    2-1+1
    3-1+2
    4-1+3
    5-1+4
    6-1+5
    7-1+6
    8-1+7
    9-1+8
    10-1+9
    11-1+10
    12-1+11
    13-1+12
    14-1 or more+13
    Swamps/Provisional Swamp in rain turnNENENENENE
    R (Rout/Demoralize-1)The unit is routed (retreat 4 to 6 hexes) (12.5). Also, the unit gains a Demoralize-1 marker. If it already has such a marker, it is flipped to its Demoralize-2 side. If it is already at Demoralize-2, there is no further effect.
    R* (Rout/Demoralize-2)The unit is routed (retreat 4 to 6 hexes) (12.5). Also, the unit gains a Demoralize-2 marker. If it is already at Demoralize-1, flip the marker to its Demoralize-2 side and there is no further effect. If it is already at Demoralize-2, its manpower value is reduced by one in addition to its normal manpower loss result due to the original combat result.
    a (Advance)The unit may advance after combat (12.8).
    active
    [EXC: If the active player's Assault die roll (11.3 Step 5) is unsuccessful, the units participating in the assault may not advance into the hex vacated by the cavalry unit].
    :
    -2Small Force: If the cavalry unit(s) in the hex have a combined Combat Value of more than 1/2, but no more than 1, counting entrenchments. Exception: In OTR, AGA, and SIV, Confederate cavalry units ignore this modifier.
    -4Very Small Force: If the only cavalry unit in the hex has a Combat Value of 1/2. Exception: If the cavalry unit is Confederate, the modifier is altered to -2 in OTR, AGA, and SIV.