Published in the United Kingdom by Reisswitz Press © 2016
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[email protected] Web: http://toofatlardies.co.uk Design, layout and typesetting by Henry Hyde Front cover design by Richard Clarke with thanks to Don Troiani. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form, or by any means, electronic, mecahnical, photocopying, recording or otherwise without the prior permission of the publisher and copyright holder. David C R Brown has asserted the moral right to be identified as the author of this work. © David C R Brown 2016.
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PICKETT’S CHARGE Wargames Rules for the American Civil War 1861-1865 by David C R Brown Give the order for the brigades of Garnett, Kemper and Armistead to advance upon Cemetery Ridge! Ensure hesitant commanders obey your orders and faltering brigades keep their position in the line. Manoeuvre individual regiments, choose whether to adopt line of battle or skirmish order and make the decision to either open fire or charge! ACKNOWLEDGEMENTS: Special thanks to Christopher Brown, Dave Callen, Richard Clarke, Richard Gillingham, Gary Williams and the members of Loughton Strike Force for their ideas and play testing. Photos, figures and terrain from the collections of, inter alia, the author, Richard Gillingham and DZ.
CONTENTS 1: PREPARING FOR BATTLE Scales 7 Regiments, Batteries & Squadrons 7 Casualty Removal 8 Equipment 8 Game Set Up 8 2: ARMIES & ORGANISATION The Commander-in-Chief Staff Officers The Brigade General Brigade Command Radius Brigade Quality Brigade Organisation Historical Orders of Battle Troop Types Unit Sizes Troop Grading Unit Casualties Unit Formations
9 10 10 11 11 11 12 13 14 17 18 19
3: DEPLOYING THE DIVISION & THE GAME TURN Deploying the Division Fog of War Cards The Game Turn
23 24 26
4: COMMAND & INITIATIVE The C-in-C’s Role 27 Availability of Staff Officers 27 Posting Staff Officers & Tasking Staff Officers 28 Brigade Command Rolls 28 Steady/Obey Orders 31 Hesitant 31 Falter 32 Initiative 33 5: CHARGE COMBAT Charge Procedure 35 Charge Restrictions 36 Ordering the Charge 36 Support Units in a Charge 37 Conducting the Charge 38 Charge Combat Table 39 Charge Combat Results 40 True Grit – Close to Melee 42 Evading 42 Evaders Caught by Chargers 43
6: MOVEMENT & TERRAIN Unit Movement Rates 45 Double Quick 46 Generals 46 Formation Test 47 Formation Changes 47 March to Flank 48 Gone to Ground/Prone 48 Wheeling 48 Stepping Back 49 Retiring 49 Cavalry Mount/Dismount 49 Interpenetration 49 Evading 49 Whipped & Routed Reforming 49 Terrain Good Terrain 50 Rough Terrain 50 Crossing Walls & Rail Fences 50 Severe Terrain 51 Roads 51 Buildings 51 Cover Types & Definitions 51 Cover 51 Works 51 Defending Works 51 Field Obstacles 51 Crossing Field Obstacles 51 Reduction of Works by Artillery 52 Visibility 52 Line of Sight 52 7: FIRE COMBAT Close Order Infantry & Artillery General Rules 53 Fire & Movement 53 Priority Targets 53 Arc of Fire 53 Line of Sight 54 Casualties 54 Casualty Dice 54 Multiple Targets 55 Partial Cover 55 Half Casualties 55 Double Six 55 Infantry Firing Procedure 55 Artillery Firing Procedure 57 Firing Overhead 58 3
Fatigue Casualties 58 Bounce-Through 58 Artillery Assault Fire 58 12pdr Canister 59 Cavalry Firing 59 Fire Modifier Definitions 60 Serendipity 60 8: SKIRMISHERS Skirmish Unit Types 61 Regiments Deployed in Skirmish Line 61 Skirmishers Firing 61 General Skirmish Rules 62 Priority Targets 62 Falling Back Before Close Order Units 62 Snipers 63 9: MORALE The “See the Elephant” Test 65 Obey orders 66 Unformed 66 Whipped 66 Rout 67 Disperse 67 Surrendering 67 Faltering Brigade 67 Tuckered Out Brigade 68
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10: CORPS LEVEL GAMES & OPTIONAL RULES Corps Commander Ability Corps Commander Influence Optional Rules C-in-C Command Radius Brigadier Quality Brigade in Woods Command Roll First Volley Veterans Firing from Cover Extreme Range Infantry Fire Unformed & Charging Losses to Artillery Horses & Limbers Rout & Catawamptiously Chewed Up Vulnerable Target
69 69 70 70 70 70 70 70 70 71 71 71 71
APPENDICES A – INTRODUCTORY SCENARIO B – POINTS VALUES C – ROSTER SHEET D – ORDER & STATUS MARKERS
73 75 78 80
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Pickett’s Charge American Civil War rules offer the gamer command challenges and tactical challenges at a divisional to corps level in a miniature wargame setting. First, the player is presented with command choices as to how he will exercise command throughout the battle. By utilsing a straightforward system of “Staff Officer” command tasks, the player is given just a few crucial command choices each turn. Will he concentrate on ensuring that his brigades obey orders and carry out his battle plan, or use his precious staff officers to scout enemy formations, or to ensure his crumbling brigades hold their ground? Secondly, as the basic tactical unit in Pickett’s Charge is the infantry and cavalry regiment supported by artillery batteries, the player is also presented with tactical combat choices each turn. Does he lead the Texas Brigade forward in a brigade column charge against Union positions, or adopt line of battle supported by a heavy skirmish line? Does he deploy Jones’ cavalry brigade forward to support his central attack, or keep his sabres in reserve to counter an enemy breakthrough? These are the tactical command and combat choices the player must make each turn. It is these decisions combined with a solid battle plan and, of course, luck that will determine victory or defeat.
INTRODUCTION
“Shall I lead my division forward sir?” Pickett to Longstreet, Gettysburg 1863
Pickett’s Charge rules are quick to learn and provide for fast, ‘wargames accurate’ games with a minimum of record keeping. There is no figure counting or figure removal, and continuous chart referencing has been minimised. However, in order to capture the period’s particular tactical nuances, specific rules are necessary, but by including only the most essential modifiers, the core requisites of civil war combat are still captured.
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6
PREPARING FOR BATTLE
Pickett’s Charge is set at both divisional and corps level. The standard game is set at the divisional level and your ‘army’ is commanded by a single general referred to as the “C-in-C”. This C-in-C will command a number of brigades, normally between four and eight, though players can field two or more divisions if they wish to do so. Each brigade is in turn commanded by a brigadier. The brigadiers (under control of the players) will command their individual infantry regiments, cavalry squadrons and artillery batteries. The C-in-C’s ability to control his division is achieved through the use of his “Staff Officers” sent out each turn in an attempt to bring command and control to the battlefield. However, there is a catch as there is no guarantee as to how many staff officers you will receive or even if your brigadiers will obey your commands! The larger game is set at corps level when fielding more than two divisions, (see Chapter 10).
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“Besides his musket and cartridge box, every man had a canteen, most men a blanket and haversack.”
The Confederate Army, 1861
REGIMENTS, BATTERIES & SQUADRONS The standard tactical units in Pickett’s Charge are the infantry regiment, the cavalry regiment (or squadrons) and the artillery battery. Players organise units into brigades and manoeuvre each tactical unit in order to defeat the opponent. These units are represented by figures mounted on a base, with each figure base ‘representing’ 75 to 80 men. Each wargame unit can have from three to six or more bases. Base sizes are not essential to the game, thus there is no need to rebase any figures. As long as players use the same basing or, if there are differences, make allowances where necessary for this difference, this should be fine. Figures already based for Guns at Gettysburg, Fire & Fury or Johnny Reb rule systems will match Pickett’s Charge perfectly – so no rebasing is needed! For more on basing, see Chapter 2. SCALES
Figure Scale The game does not rely on a distinct figure scale, as one base of figures in the game simply represents 75 to 80 men, so the number of figures you put on each base is up to you. So, whatever your current basing, simply presume that each base represents 75-odd men, regardless of the physical number of figures. (I still use a 1:20 scale representation, simply because regiments with 20 or more figures look good!) As for artillery, a model battery represents either six guns or four guns, which can be represented by a single battery model. (If, like me, you’re following roughly a 1:20 scale, then one model gun and its crew represents two actual artillery pieces.)
Ground Scale Approximately 1mm equals 1 yard/metre for 15mm figures.
Time Scale I will not suggest a time scale, as wargaming time tends to be very elastic. Do 7
bear in mind, however, that the turn is divided into four game phases, each following the other; thus charges take place perhaps several minutes before normal movement, and so on. 15MM & 28MM DISTANCES Throughout the rules, all command radius, movement rates and ranges are first shown in centimetres (cm) is for 15mm figures followed by the 28mm figure equivalent within square brackets, e.g. 15cm [9"]. If using 6mm or 10mm figures, a good comprise is to use the 28mm distances and ranges but convert these directly into centimetres (e.g. the 6mm/10mm column move distance converts from 9" into 9cm). CASUALTY REMOVAL Individual casualties caused during the game are not removed. Players need only note when a unit has reached one of the set casualty levels – generally four casualties, eight casualties and either ten or twelve casualties. Progression to these stages can either be recorded on a roster sheet (provided in the Appendix) or noted with an appropriate casualty marker placed next to the unit. (For my games I use a collection of ‘dead and wounded’ figures mounted on square card as Casualty Markers. The markers are numbered 1 to 4, 5 to 8 or 9 to 12 around the sides. The marker is then placed next to a unit once it takes casualties, with the appropriate casualty number actually in physical contact with the unit. As casualties mount, the marker is turned round to show the current casualty state.) EQUIPMENT • A minimum of two six-sided dice per side, (up to six per player will be useful). • Staff Officer figures or markers (see Appendix). • Status Markers depicting Hesitant, Faltering, Unformed, Whipped and Rout. See Appendix for printed markers. • Roster sheets (see Appendix) or casualty markers if you have them. GAME SET UP At the beginning of each game players should: 1. Prepare forces and define the scenario. 2. Establish game objective/s. 3. Establish and define terrain and troop capacity of any works or fortifications. 4. Rate C-in-Cs. 5. Determine battle plan and brigade deployment. (It is generally best if the players write their plans and brigade deployments down; after all, even a poor plan is better than no plan at all!) 6. Note off-table reserves and entry points. 7. Mark brigades held in reserve with Reserve marker. 8. Mark unit deployment under Fog of War cards and deploy Fog of War cards. (Optional.) 9. Begin Turn 1.
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ARMIES & ORGANISATION THE COMMANDER IN CHIEF In the standard game the division (your ‘army’) is commanded by a single general referred to as the C-in-C. The C-in-C is represented by a suitably impressive general figure accompanied by at least one or preferably more junior officers on the same base. The role of the C-in-C is to deploy his brigades and then exercise command over his brigade generals through the use of his Staff Officers. The C-in-C should be placed on table at the rear or on a suitable terrain piece, as he marks the HQ’s position. (Note that the C-in-C has no influence upon command radius or an individual units morale, etc.)
2 “T’aint no militia. It’s the Army of the Potomac!” Of the Iron Brigade at Gettysburg
C-in-C basing suggestion – any size; three or four officers and ADCs grouped together looks best.
The C-in-C’s Ability Players must grade their C-in-C’s as Auspicious, a West Pointer or a Politician. Auspicious commanders would be those rare breeds who had a real talent for warfare as well as the respect of the men, (e.g. Jackson.) They gain an extra Staff Officer due to their military and administrative talents. This extra Staff Officer is always available and is not subject to availability rolls. West Pointers are trained, reasonably professional soldiers who probably had experience of the Mexican War, they receive Staff Officers at the standard rate of one per brigade. Politicians are self-serving appointees or those with little command experience and even less respect from their men. Politicians permanently lose a Staff Officer due to their overall incompetence, so a Politician commanding a division of four brigades would only ever have three possible Staff Officers. 9
If not following historical examples or a scenario then roll a D6. Results 1 Politician. Lose one Staff Officer 2-5 West Pointer 6 Auspicious. Gain one Staff Officer STAFF OFFICERS Staff Officers represent the C-in-C’s command ability on the battlefield. (They can be seen as a combination of the C-in-C’s command ability, how he controls battle as well as the use of his staff and ADCs as physical messengers and organisers.) Each brigade in the player’s command will provide the C-in-C with one Staff Officer. So if you have a division of five brigades, your C-in-C will have up to five Staff Officers potentially available per turn, a division of four brigades will provide four Staff Officers and so on.
Staff Officer Tasks Staff Officers are used in the command phase and each may be utilised for varying tasks each turn. See Chapter 4 for how Staff Officer taskings work. Any single officer or ADC style figure can represent a staff officer. There is no strict basing requirement. (Alternatively, players can use markers or counters if they wish.) THE BRIGADE GENERAL Brigade Generals position and manoeuvre all units in their brigade, ensuring as best as possible that units are in command, and orders any charges. Brigadiers may also be attached to units from their own brigade to add charge and morale benefits, by raising the unit to the next higher troop grade. (This means elite units will not benefit from the presence of a general, but then their superior status means they don’t need some ‘big bug with chicken guts’ to encourage them!)
Brigade General basing suggestion: for 15mm figures – 30mm wide by 35mm deep; 28mm figures – 45mm wide by 50mm deep with one or two command figures.
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Brigadier’s Command Radius All brigaded units within 30cm [18"] of their brigadier may act as the player wishes, as they are assumed to be under command. Units beyond this distance are considered out of command and restricted in their ability to move. Out of Command Any unit over 30cm [18"] from their brigadier may only carry out two actions: a. Manoeuvre (reform, change formation, wheel or voluntarily retire/evade) or b. Fire Units outside of 30cm [18"] of their brigadier may not move, unless retiring on their brigade, until placed within command radius of their brigadier. This also applies to artillery batteries, so a battery could be deployed at long range to support a brigade advance but if later the player wishes the battery to move up closer to the enemy he will need to move his brigadier to a position where the artillery are placed in command. Brigadier’s Command Radius in Woods All brigade units within 20cm [12"] of their brigadier may act as the player wishes as they are assumed to be under command. Units beyond this distance are considered out of command. BRIGADE QUALITY All brigades are classed as Standard, (which operate as per the normal rules) or Tuckered Out. Tuckered Out Brigades are any brigades in a game that have over 50% of units dispersed or those formations that have suffered badly in the campaign (worn out, lacking supplies or similar campaign disadvantage, players may accommodate these brigades within their scenario design if they wish). Tuckered Out brigades are more likely to be hesitant than standard brigades. BRIGADE ORGANISATION Players may form their brigades in one of the following ways: a. Field historical brigades straight onto the tabletop, with each unit represented by its wargame equivalent. b. Players may field their own brigades. c. Players may field brigades using the points system. (See Appendix B.) d. Brigade Minimum Size: a brigade must contain a minimum of two units. A brigade cannot consist of purely sharpshooter or sniper units. e. Brigade Maximum Size: brigades should not be larger than six units, (unless following a specific historical scenario). For brigade size purposes, Snipers do not count towards a brigade’s unit total. f. Individual brigaded infantry and cavalry regiments and artillery batteries are then graded as either Elite, Old Lag, Veteran, Regular or Green.
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HISTORICAL ORDERS OF BATTLE Listed below are two historical orders of battle. Both are from Gettysburg and can be used straight onto the tabletop without any adjustments.
Example Union Order of Battle Wadsworth’s 1st Division – Reynolds 1st Corps, Army of the Potomac BRIGADE
Cutler
Meredith Iron Brigade
Artillery
UNIT
STRENGTH
GRADE
84th N. York
4 bases
Regular
147th N. York
5 bases
Regular
76th N. York
4 bases
Regular
95th N. York
5 bases
Regular
56th Pennsylvania
4 bases
Regular
7th Indiana
5 bases
Regular
2nd Wisconsin
4 bases
Elite
6th Wisconsin
5 bases
Elite
7th Wisconsin
5 bases
Elite
19th Indiana
4 bases
Elite
24th Michigan
6 bases
Veteran
Union six gun 3" Rifle Battery
Regular
Doubleday’s 3rd Division – Reynolds 1st Corps, Army of the Potomac BRIGADE
Biddle
UNIT
STRENGTH
GRADE
80th N. York
5 bases
Veteran
121st Pennsylvanian
4 bases
Green
142nd Pennsylvanian
4 bases
Green
151st Pennsylvanian
6 bases
Green
Buford’s 1st Cavalry Division – Pleasonton’s Corps, Army of the Potomac BRIGADE Gamble (Cavalry) Artillery
UNIT
STRENGTH
GRADE
8th N. York (Breechloaders)
7 bases
Regular
8th Illinois (Breechloaders)
7 bases
Regular
12th Illinois (Breechloaders)
4 bases
Regular
3rd Indiana (Breechloaders)
4 bases
Regular
Union six gun 3" Rifle Battery
Regular
Example Confederate Order of Battle Heth’s Division – Hill’s 3rd Army Corps, Army Of Northern Virginia BRIGADE
Pettigrew
Brockenbrough*
Archer*
Davis
Artillery Brigade
UNIT
STRENGTH
GRADE
11th N. Carolina
8 bases
Regular
1st & 2nd Bn. 26th N. Carolina
2 x 5 bases
Regular
47th N. Carolina
7 bases
Green
53rd N. Carolina
7 bases
Green
40th/47th Virginia
2 x 3 bases (or 6 bases)
Veteran
22nd/55th Virginia
2 x 3 bases (or 6 bases)
Veteran
13th Alabama
4 bases
Veteran
1st Tennessee
4 bases
Veteran
7th/14th Tennessee
6 bases
Veteran
5th Alabama - sharpshooters
2 bases
Veteran
2nd Mississippi
6 bases
Regular
11th Mississippi
8 bases
Regular
42nd Mississippi
7 bases
Green
55th N. Carolina
8 bases
Green
CSA four gun 12pdr Smoothbore battery
Regular
CSA four gun 12pdr Smoothbore battery
Regular
(* = Brockenbrough’s four small Virginian regiments may be combined to form two larger provisional regiments of six bases each, while Archer’s 5th Alabama battalion, barely two companies strong at 135 men, has been fielded as permanent Skirmishers and classed as a Sharpshooter unit.
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TROOP TYPES
Infantry Infantry formed the vast majority of all the troops deployed by either side in the Civil War. Gone were the distinctions between infantry types seen in the European armies, with all men being expected to carry out skirmishing, volley fire or shock action as the situation demanded. The distinctions for units in both armies were more driven by the espirit de corps of the troops themselves, for example the men of the Texas Brigade or the Zouaves of Weeds Brigade. The Confederate army was entirely formed of volunteers at the beginning of the war, while the Union army had to undergo a massive expansion from the very small cadre of pre-war regular army units to enable it to fight effectively. The combat effectiveness of units was more a function of their time in the field, the ability to be equipped and supplied plus the successes or failures, of the army in which they served. The Civil War also saw a huge variety in the firearms deployed by both sides. The most common weapons were either the Springfield or Enfield rifled muskets. However in an attempt to equip the ever growing armies all sorts of older or more obsolete weapons were brought out of retirement along with imports from overseas. Smoothbore weapons were often used, especially in the western theatre, and some still used the flint as a firing mechanism. The Civil War also saw the first significant deployment of breech loading weapons as well as magazine fed repeating rifles, although both of these types were only ever used in small numbers in comparison to the rifled musket. The standard civil war infantry regiment normally mustered a single battalion made up of ten companies. Each company was supposed to have strength of between 80-100 officers and men at full strength, but a far more realistic figure would be around 40 to 60 men per company as numbers dropped off markedly once real campaigning began.
Basing Close Order Infantry A standard figure base can be used as your wargames building block for all infantry regiments, these can have two, three, four or even more figures: it’s irrelevant, as long as both players have similar armies. Regardless of the number of figures, each base simply represents two companies of around 40 men each, giving roughly 75 to 80 men per base for a standard regiment. (As mentioned, I use a rough 1:20 scale with four figures to a base, because it simply looks good, though there’s nothing to stop you having just three figures or even six figures to a base if you prefer.) 13
Suggestion: each infantry base has four figures, two figures in the front rank and two figures in the rear rank.
Basing suggestion: for 15mm figures 10-12mm per figure – 28mm figures use 15-20mm per figure – mounted in two ranks, with four figures to a base.
Unit Sizes Standard Regiment The average regiment size will be from around 350-375 up to 500 men – so five to six bases to the wargames unit. The standard game regiment will have five bases. Size can be increased or decreased according to the scenario or if following a historical order of battle. Large Regiments A regiment of over 500 men or even stronger is considered a large regiment – any wargames unit with seven to eight (or more) bases. Splitting Large Regiments Players fielding very strong regiments may permanently split the unit into two or more ‘battalions’, e.g. an eight base regiment may be split into two four base ‘battalions’, a ten base regiment into two five base ‘battalions’ and so on. This must be done at the beginning of the game before Turn 1 and be clearly stated. Once the regiment is split up, each battalion acts as an independent unit for all game purposes, though all battalions from a regiment must remain within the same brigade. Once split up a regiment may not revert into a single regiment during the course of the game. Small Regiments Any regiment of around 300 to 250 or fewer men uses just four or three bases. 1. Provisional Regiments: players following a historical order of battle may combine two or more very weak regiments into one regiment. Any combined or “provisional” regiment must adopt the troop grade of the lower quality unit. Provisional regiments must be formed prior to 14
the start of the game and may not be broken down into their original regiments during the course of the game. 2. Sharpshooters: deploy weak regiments as a permanent sharpshooter unit. (See Skirmishers – Chapter 9.) Sharpshooters Sharpshooter units are classed as any unit that is permanently deployed as skirmishers. This could be an elite unit of Berdan’s Sharpshooters and any small regiment. If the player decides to employ the unit as Sharpshooters they remain in skirmish order for the entire game (may not form into close order) and as such move at an enhanced rate.
Cavalry The pre-war cavalry arm in the United States had primarily been used as a border force for policing the western US borders and, because of this, there was a general feeling amongst the army’s commanders that the mounted arm was of minimal use on the battlefield. Due to its agricultural bias, the south produced far more volunteers for its cavalry arm, with the men often supplying their own horses. The more industrialised north, especially in the eastern theatre, suffered from a lack of trained horsemen at the beginning of the conflict. Towards the latter stages of the war, the function of the cavalry began to change as it was increasingly realised that the best function of the cavalry arm was to move quickly to a point on the battlefield and then dismount and fight on foot. The Union army even mounted several infantry units in the west to perform this very function. Most cavalrymen started out the war armed with a sabre, pistol and carbine. Many Southern horsemen carried shotguns and extra pistols, as these were preferred over sabres in close combat. Numerous Southern cavalrymen, as well as mounted infantry, adopted the rifled musket as their main weapon as the war progressed, and the north began deploying large numbers of breech loading carbines as well as repeaters such as the Spencer. An average Civil War cavalry regiment was composed of five squadrons, each of two companies, with an average of 75-80 men each. Again, campaign strengths were far lower and a more realistic cavalry company strength was 40 men, with 400 men to a regiment. The wargame regiment size uses the same measure as infantry, so five or six bases would be a standard cavalry regiment, seven or more a large regiment and so on.
Union cavalry
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Cavalry Basing A three figure base or four figure cavalry base can be used to represent a cavalry company of 75 to 80 men. Or if your cavalry are based in pairs, then use a one base equals 35-40 men ratio. Basing suggestion: for 15mm figures – 10mm to 15mm per figure; 28mm figures – 20mm to 30mm per figure, with either two, three or four figures to a base. Dismounted Cavalry Again for ease of play each dismounted cavalry base represents 75 to 80 men (or if your dismounted cavalry is mounted in pairs you can use the one base to 40 men ratio). Also note that one man in four was required as a horse-holder, so that’s one base per standard regiment in our game. Therefore you will not need to represent the entire regiment with dismounted figures, however you may wish to base up one horse-holder base for each cavalry regiment, although these are not strictly essential for game play.
Dismounted Union cavalry. (N.B. You will not need this many horse-holder bases in your games! Just one base per regiment is sufficient.)
Artillery
CSA guns, limbers and ammunition wagons.
Initially, both sides’ artillery started out the war armed primarily with the 1841 6pdr bronze smoothbore cannon and a few modern rifled pieces. As the war progressed, the 1857 12pdr ‘Napoleon’ smoothbore became the favoured weapon, especially in the South where its manufacture was easier. The North also deployed large numbers of rifled artillery pieces, with the 3" Ordnance and the 10pdr Parrot being the most common, although these pieces also made an appearance in the Confederate arsenal (through capture) as the war progressed. Union armies occasionally deployed siege guns in the field, such as at Malvern Hill, though this was quite rare. The distinction between 16
horse and foot artillery was mostly in name only during the civil war. The main difference was between field and heavy artillery. Artillery batteries on both sides were supposed to have a strength of six guns deployed in three sections. But often, a shortage of weapons and horses in the Confederate army meant that they deployed batteries of only four guns, (as was the case with late war Union batteries). Thus for game purposes: • A Union standard battery is considered a six gun battery. • A Confederate standard battery is considered a four gun battery. However, players may field Confederate batteries of six guns if following a specific scenario.
A deployed Union six gun battery.
Artillery Basing Artillery basing is particularly flexible. Players can either have one gun model on a base, with each gun model representing a section of two actual cannon with anything from two to four crew figures, or use just a single ‘battery base’ with one, two or three model cannon and any number of crew figures. (The physical number of gunner figures is irrelevant under the rules.) The only condition is that single base batteries should not have too small a frontage in comparison to an infantry regiment. A basing suggestion is 30mm to 45mm per 15mm model gun or 50mm to 60mm per 28mm model gun. A six gun battery would have three gun models and a four gun battery two gun models. If mounting a single battery to a base, then I suggest approximately 75mm wide for a 15mm CSA battery and 100mm wide for a 15mm Union battery. For 28mm, make them about 150mm to 180mm wide for a Union battery, about 100mm to 125mm for a CSA battery. TROOP GRADING 1. Elite. Tough, professional units who have seen combat and been on campaign or in the field for a significant period of time and have distinguished themselves in battle time and time again. Examples include the Iron Brigade, Hood’s Texas Brigade and Barksdale’s Mississippians. Individual units would be Berdan’s Sharpshooters and, of course, the famous Louisiana Tigers. Also, much of the Confederate cavalry arm for the first three years of the war should be considered Elite. Elite infantry and cavalry units receive a firing and morale benefit and are far more likely to maintain formation when undertaking difficult manoeuvres. Only infantry and cavalry should be graded as Elite. 17
2. Veteran. Troops who have battle and campaign experience, giving them an edge over regulars. This is best used to denote the more experienced Union regiments such as US Regulars, Pennsylvania Reserves or the men of Armistead’s and Woofford’s brigades and Kershaw’s South Carolinians for the Confederacy. A Veteran grading should also apply to a fair proportion of the Eastern theatre Confederate forces, especially due to the Confederate practice of allocating reinforcements to existing units rather than the Union practice of raising whole new units to take the field. Veteran units have generally good morale, but are considered more reluctant than Elites to charge the enemy. 3. Old Lag. This troop grade covers those veteran regiments that are battle-fatigued, over-exposed to combat or simply reluctant, (and could also cover those men who had served their enlistment period). On the surface, they are good soldiers but are battle-weary, with no desire to be overly engaged in combat. As such, they fire and manoeuvre as Elite units, but their morale varies from poor to reasonable. Only infantry and cavalry should be graded as Old Lags. 4. Regular. This covers most Union or Confederate units who are reasonably trained but have limited combat experience. And also good quality militia units, such as the 71st New York “American Guard” and the vast majority of artillery batteries. 5. Green. This covers trained troops who have yet to “see the elephant” or those who consistently performed badly in combat conditions, many militia units or newly raised regiments such as the infamous Excelsior Brigade. This can also include some early US Cavalry and US Artillery regiments used as infantry. Green units receive a disadvantage in firing and morale (but not when charging) and are far less likely to maintain formation when undertaking difficult manoeuvres. UNIT CASUALTIES All tactical units have four ‘casualty’ levels as shown in the table below. For a standard regiment these are 0-3 casualties (i.e. fresh); 4+ casualties, 8+ casualties; and on 12 casualties, the unit will disperse. Casualties reflect battlefield attrition and include fatigue, loss of morale as well as dead and wounded. As the unit progresses to each level it will suffer the appropriate negative modifier in all charges, firing and morale. Accumulated casualties should be noted on the target unit via a casualty marker or on a roster sheet. Players should note that the game system concentrates less on numbers of men and more on the quality or morale of units; hence a small but fresh regiment is likely to overcome a large regiment that is battle worn and fatigued. As Napoleon said, “In war, morale makes up three-quarters of the game, the relative balance of manpower accounts for only the remaining quarter”. REGIMENT SIZE / CASUALTIES
FRESH
1ST LEVEL
2ND LEVEL
DISPERSE
Large Regiment
0-3 casualties
4+ = -1
10+ = -2
14+
Standard Regiment
0-3 casualties
4+ = -1
8+ = -2
12+
Small Regiment
0-3 casualties
4+ = -1
8+ = -2
10+
Artillery Battery
0-3 casualties
4+ = -1
6+ = -2
7+ (CSA)/8+ (Union)
Large units have slightly greater battlefield durability, while small units and artillery batteries are considered just too small to hold together after significant casualties. Casualties can, in certain circumstances, be recovered through a successful 18
rally order, successful charges or luck. This represents a significant uplift in a unit’s morale, the recovery of stragglers and officers regaining influence and command over a once flagging unit. INFANTRY FORMATIONS
Line of Battle
All companies formed side by side in a solid formation. The two rank Line of Battle was the standard civil war infantry formation.
Line
A line is defined as any formation that is just one figure base deep. Each figure base should be touching its neighbouring base.
A federal regiment in line of battle.
Double Line
A double line is a formation drawn up that is two figure bases deep. Each figure base should be touching its neighbouring base. Double Line gains no benefits other than that it is easier to deploy and manoeuvre if space is restricted. There is no target modifier when engaging a Double Line.
Skirmish Line This represents an infantry regiment that has deployed into skirmish order or deployed in a loose single rank to cover more ground or to seek greater cover from enemy fire. Although harder to inflict casualties upon units in a Skirmish Line, these formations have limited firepower and are vulnerable to close order charges. Skirmish Lines are deployed in a Line formation, but all bases must have from at least a half up to a full base width between each other.
A Federal regiment deployed in skirmish line.
Attack Column (Column of Divisions) This is formed on a two company frontage with additional companies stacked up behind, so includes any formation that is two figure bases wide and three or more figure bases deep. It is generally used as a manoeuvre formation, though columns could be used for delivering attacks (e.g. at 19
Fredericksburg) but often failed due to the high casualty rate inflicted upon such dense formations. Attack Columns fire at half effect.
A Confederate regiment in column of divisions or Attack Column.
Column of Companies or March A general purpose, company-wide or smaller column of manoeuvre, (e.g. column of fours). All bases in the unit are formed one behind the other facing in the same direction. • This column does not require a Formation Test when manoeuvring through rough terrain. • Units may only charge in this formation if terrain restricts any other deployment, e.g. over a bridge. • Units may not fire in this formation.
A Federal regiment in march column.
CAVALRY FORMATIONS Mounted cavalry may adopt the same formations as infantry. Mounted Cavalry deployed in any formation other than skirmish order suffer potentially higher casualties losses to reflect their vulnerability to ever increasing firepower.
Skirmish Order All stands of the unit are formed into a single or double skirmish line and all bases must have at least half a base width between each other up to a maximum of one base width apart.
Dismounted Cavalry Dismounted cavalry may form either of the two formations below. When operating dismounted cavalry regiments must leave a minimum of 1 in 4 figures to the rear as horse holders. (If 1 in 4 presents an awkward number due to figure basing, the minimum that will act as horse holders is one base, if too few round up to the next figure base. Horse holders may either advance with their regiment, to the rear of the firing line, or may be left at a desired position. 20
Line Dismounted cavalry may deploy in a close order line, which was generally just one rank deep. Although the cavalry troopers could attempt to face off against formed infantry, this formation was still vulnerable to infantry charges. Each figure base should be touching its neighbouring base.
Skirmish Line The cavalry troopers may deploy into skirmish order, but although harder to inflict casualties upon, a skirmish line of dismounted cavalry has limited firepower, (even with repeating carbines) and is vulnerable to close order charges. Skirmish lines are deployed in a Line formation, but all bases must have from at least a half up to a full base width between each other. ARTILLERY FORMATIONS
Deployed (Unlimbered) All guns are deployed for firing, with horse teams to the rear. Artillery may be manhandled (prolonged) forwards or backwards while deployed.
Limbered All guns are attached to the horse teams. This was the usual formation adopted for any movement of artillery pieces. Limbered artillery counts as a normal close order target for firing purposes.
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DEPLOYING THE DIVISION & THE GAME TURN
3
“Go tell General Hood to hold his ground, reinforcements are rapidly approaching...” DEPLOYING THE DIVISION Prior to beginning Turn 1, each player positions his C-in-C model. Next, each player either deploys his brigades on the tabletop or draws a sketch map of his brigade deployments if using Fog of War cards.
General Lee at Antietam
Each brigade can have one of two deployments, either Committed or In Reserve. Committed means in the front line and ready to do battle. Each Committed brigade is assigned its position in your divisional line of battle. Brigades must have their own deployment area and should not overlap or intermix with other brigades. Once deployed into the divisional battle line, brigades must keep their position in that line unless redeployed in later turns, i.e. the right flank brigade cannot suddenly move over to the left flank unless instructed to do so by the C-in-C. (For more on redeployment, see Chapter 4: Staff Officer Taskings.) Example: a division consisting of five brigades has four Committed brigades. Their respective positions in the battle line are one brigade deployed on the right, two brigades in the centre and one brigade on the left. The final brigade is deployed to the rear In Reserve. In Reserve is exactly that: the brigade is held back awaiting orders before joining battle. Brigades In Reserve should be marked with a Reserve marker to clearly identify their status, or held off-table. On-Table Reserve. Each player may choose to hold back any number of his brigades as On Table Reserves. Reserve brigades should be deployed on the table edge or other suitable initial deployment position to the rear of the main battle line (such as next to the C-in-C) and marked with a Reserve marker. • Brigades in Reserve (both on- and off-table) do not roll a command die. It is only when the player releases a brigade from reserve, or attempts to release a brigade that a command die is then rolled as per normal in the command phase. • N.B. Once a reserve is committed it must be given its respective position in the divisional battle line. 23
Off-Table Reserve. Each player may choose to hold one brigade as an offtable reserve. (This can be increased to suit your scenario.) The entry position is written down on Turn 1 and cannot be altered. The player may bring on this reserve at the moment of his choosing but must first deploy two Staff Officers to do so and the brigade must Obey Orders. If successful, the player may bring the brigade onto table anywhere within the ordered position. Off-Table Reserve Entry Points. This is either centre, right flank or left flank. •
•
•
Right Flank Entry. If ordered to enter on the right flank, the player’s brigade may enter the table anywhere along the rear right hand friendly table edge (so anywhere on the right up to the centre line) or anywhere along the player’s right flank as far up the table as the forward line of his own troops. The brigade must enter behind these troops and not within 20cm [12"] of enemy units. Left Flank Entry. If ordered to enter on the left flank, the player’s brigade may enter the table anywhere along the rear left hand friendly table edge (so anywhere on the left up to the centre line) or anywhere along the player’s left flank as far up the table as the forward line of his own troops. The brigade must enter behind these troops and not within 20cm [12"] of enemy units. Centre. If a central reserve, they may enter anywhere along the friendly player’s central table edge sector – up to 40cm [24"] to either the left or right of the exact central point of the player’s table edge, (as long as terrain permits).
Finally, off-table reserve brigades may enter the table using Fog of War cards. Reinforcing Brigades. In scenarios where brigades arrive on the table over a series of turns, these brigades automatically arrive on the turn laid down in the scenario, but they are always considered In Reserve and are immediately marked with a Reserve marker. In the following turns, the player may release them as normal. FOG OF WAR CARDS (‘BLINDS’) Fog of War cards are simple markers that represent both real and phantom troops. They permit players to undertake tabletop manoeuvres whilst denying the opponent compete knowledge of the forces involved. • Number of Fog of War cards per player. Each player may deploy one Fog of War card for every two units in the battle plus a D6 roll, so simply add up all your units and divide by two. Now roll a D6, add this score to your number and that’s how many cards you have in total. You do not have to use them all, but the ones you are using must be used either at the start of the game or for troops entering the table in later turns. • Unit Capacity of a Fog of War card. Each card can ‘conceal’ up to two brigade units and may hide any mixture of troop types. • Phantom Cards. Players may deploy some of their Fog of War cards as blanks that represent no real units. However, this type of card may only be deployed next to or within 10cm [6"] of either a card that is concealing actual units or figures physically deployed on the tabletop. (NB: Phantom Cards may not be deployed on their own, as the author reasons that tactical battlefield reconnaissance (as opposed to campaign intelligence), was usually based on some truthful intelligence, even if the numbers ascertained were wildly inaccurate or exaggerated!) Players should number the cards and simply list which units are with which 24
cards. The cards (not the figures they represent) are then placed on the tabletop. Fog of War cards should measure approximately 5cm x 15cm [4" x 9"], but this is not strictly necessary.
Movement of Fog of War cards a. All Fog of War cards move at 20cm [12"] per turn in open or rough terrain, regardless of the troop types they actually represent. b. Double Quick movement is permitted for Fog of War cards. c. Units forbidden from entering certain terrain types are still prohibited even when under a Fog of War card.
Spotting Fog of War cards 1. A card is automatically revealed as soon as any enemy unit comes within 30cm [18"] of a card and it is in line of sight. 2. All spotting ranges of cards are halved to 15cm [9"] if the following applies: a. Deployment Card situated within woods or similar terrain or b. Weather is rain, fog, mist or a dawn/dusk or night engagement. 3. If units declare a charge from a card, the card is removed and all troops placed on the tabletop. 4. Staff Officer Scouts posted to scouting duties roll a D6 to reveal a Fog of War card. A score of 4-6 reveals the card. A score of 1-3 fails. If the card is within woods, apply a -1 modifier to the die roll. 5. As soon as a card is spotted by the opponent, it is removed and any figures it represents are immediately placed on the tabletop. Once a Fog of War card is removed, it cannot be used again. 6. If a fog of war card receives a See the Elephant test requirement, the card is immediately removed and any figures it represents are placed on the tabletop, but no actual test is taken. 7. If any unit hidden by a Fog of War card fires, the card is removed and any figures it represents are immediately placed on the tabletop. 8. If opposing Fog of War cards are within spotting range of each other, both players must state if they have actual troops under the card. If both cards contain troops, then both players deploy their troops on the table. If one player has a blank, only that card is removed. 9. Placing of Units on the Tabletop. Units must be deployed either side by side with a maximum of 5cm [3"] between the units, or one unit behind the other, with a maximum of 5cm [3"] between the units. If, for any reason, the units cannot actually fit into a restricted space on the tabletop, then deploy them in any manner so they can actually fit into the area. The player may choose the formation the actual units are in and they do not all have to adopt the same formation. 10. Deploying in Rough Terrain. Any troops deploying onto the tabletop from a Fog of War card in rough terrain must take a Formation Test.
Firing at Fog of War cards 1. Fog of War cards may be fired upon at any range; however, a -2 modifier is always applied. This represents the fact that Fog of War cards are assumed to be obscured or unclear targets. 2. When firing at a Fog of War card, any cover and range modifiers apply. 3. If any unit inflicts casualties upon a Fog of War card, then the total casualties should be noted on the card. When the figures it represents are deployed on the tabletop, any casualties are now allocated to the actual units. The owning player decides which unit or units the casualties are allocated to. 25
THE GAME TURN Each game turn involves four separate phases that are taken in the following order – these are either taken simultaneously or alternately as shown. COMMAND and INITIATIVE – Simultaneous CHARGES – Alternate MOVEMENT – Alternate FIRE COMBAT – Alternate
Command & Initiative [See Chapter 4] At the beginning of each turn, both players roll for Staff Officer availability and decide upon postings. 1. Command. Check the number of Staff Officers available to the C-in-C. This will determine the command situation for this turn. Better results will permit the C-in-C to ensure his brigades obey orders, poorer results may find brigades becoming hesitant and temporarily failing to carry out orders. 2. Initiative. To determine who has won the initiative, both players roll two D6 each and subtract their current number of Hesitant & Faltering brigades. The player with the higher modified scores wins the initiative. If players draw, then the player who had the Initiative last turn will keep it. (Should players draw on Turn 1, then simply roll a D6 to ascertain who has won.) The player with the initiative (called the “Phasing Player”) will declare and deliver his charges first, before his opponent (called the “NonPhasing Player”), move first and finally fire first. This simply represents one side getting their act together before the other. The advantage of possessing the Initiative other than moving and firing first (bearing in mind that casualties caused do not fire back) is that you are forcing the opponent to respond to your moves. 3. Charges (see Chapter 5). The Phasing Player now specifies which of his brigaded units wish to Charge, followed by his opponent’s Charge declarations. The Phasing Player then carries out all his Charges to their conclusion. The Non- Phasing Player then carries out all his Charges to their conclusion. Charges are carried out ahead of normal movement; in the time scale of things, they are assumed to be a couple minutes or so ahead of normal movement. Any melees are completed at the end of the Charge phase. 4. Movement (see Chapter 6). All units not involved in Charges may now take normal Movement, Double Quick if ordered to do so, or make formation changes and reform. The Phasing Player moves first, followed by the Non-Phasing Player. Restriction: units involved in the Charge phase, either through charging, engaging in a charge or support fire, may not move in this phase. 5. Fire Combat (see Chapter 7). The Phasing Player carries out all his available firing, followed by the non-phasing player. Casualties caused by the Phasing Player’s firing do not fire back. The Phasing Player is basically getting in the first volleys. Restriction: units involved in the Charge phase either through charging, engaging in a charge or support fire, may not fire in this phase, even if they did not actually fire in the Charge phase. 6. End of Turn – remove all Brigade Hesitant markers.
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COMMAND & INITIATIVE
4 “General Lee’s orders are to attack…” Longstreet to Hood at Gettysburg
Command & Initiative is split into three sections: 1. Staff Officer Availability and Taskings 2. Brigade Command Roles 3. Initiative THE C-IN-C’S ROLE The C-in-C is responsible for brigade deployment, issuing all brigades with initial battle orders and deploying his staff officers to influence his control over the battle throughout the game. Note that the C-in-C has no direct influence over tactical issues; he is only used in the command phase. STAFF OFFICERS Staff Officers represent the C-in-C’s physical ability to influence the battle – how he manages his battle plan, maintains his brigade’s momentum, keeps the initiative and ultimately wins the battle. Staff Officers are the key to command and control in the game. Each brigade in the player’s command will provide the C-in-C with one potential Staff Officer. So, if you have a division of five brigades, your C-in-C will have up to five Staff Officers potentially available per turn, a division of four brigades will provide four Staff Officers and so on. The number of Staff Officers a player receives is dependent upon the commander’s availabile die rolls which dictate how many Staff Officers he will actually receive in the current turn.
Availability of Staff Officers At the beginning of each turn, both players roll a D6 per Staff Officer to ascertain how many they will have available for taskings this turn. This represents a fluctuating command ability, as your C-in-C cannot guarantee receiving all his Staff Officers each turn and therefore must plan carefully to ensure his battle plan is not overly-complex or heavily reliant upon Staff Officers. The availability roll is mandatory (even on Turn 1!) and players may not opt to leave their Staff Officer in post. 27
Procedure Both players roll one D6 per Brigade/Staff Officer. 1. Each score of 3-6 means a Staff Officer is Available 2. Each score of 1-2 means a Staff Officer is Absent 3. Available Staff Officers can be used for Taskings this turn Absent Staff Officers should be placed off-table and cannot be used for Taskings this turn. They do not stay on their original posting. They may be used again if successfully recalled in the following turns. An Absent Staff officer can be considered as briefly lost or still struggling to carry out the previous task, or perhaps even making his way slowly back to HQ via the canteen, and so on.
Extra ADCs When a player rolls D6s for ADC availability, any double 6 will generate an extra ADC available for this turn only (e.g. a C-in-C with five brigades rolls five D6s for ADC availability; he rolls 3, 4, 4, 6, 6. Thus he not only recalls all his ADCs, but the ‘double 6’ earns him an additional ADC for this turn).
Off-Table Brigades Staff Officers from brigades currently off-table are available on a score of 5 or 6 and unavailable on a score of 1-4.
Loss of ADCs When a brigade suffers a “Catawamptiously Chewed Up!” result or is completely Dispersed, it will lose its Staff Officer, resulting in a permanent Staff Officer loss to the C-in-C. A second “Catawamptiously Chewed Up!” result for the same brigade will not result in the loss of another Staff Officer.
Posting Staff Officers Both players now allocate their available Staff Officers to a particular Command Task. As the game progresses, players will find that they require Staff Officers for differing and often competing tasks, such as ensuring that brigades obey orders and/or recover from Falter or to redeploy a brigade to reinforce a crumbling flank. Generally, players will not have enough Staff Officers to undertake all desired tasks and must make a series of tactical choices each turn as to where their command effort is going to be placed. Players are not limited to posting just one Staff Officer to a brigade. For example, a brigade could receive one Staff Officer as a brigade attachment and two Staff Officers for a Double Quick move. **ALL Staff Officer taskings last for the current turn only.**
Tasking Staff Oficers Both players simply place their staff officers either next to the C-in-C or next to a particular brigade or brigadier and declare the task for this turn, or place a tasking marker (see Appendix) underneath or next to the staff officer figure. In the basic game, there is no distance restriction as to how far a brigade is from the from the C-in-C. The command postings or tasks are listed below: • Scouts! This task requires one Staff Officer. Once the tasking is announced the player indicates the fog of war card to be scouted and rolls one D6 in an attempt to reveal the card. A player can indicate any card to be scouted regardless of where the card is on the table top. A score of 4-6 reveals the card. A score of 1-3 fails. (If the card is within woods apply a -1 modifier to the die roll.) If successful the player may immediately 28
•
•
•
•
•
•
remove the opposing player’s fog of war card and any concealed troops are placed on the table. (See Fog of War cards – Chapter 3.) Restriction: A maximum of one Staff Officer per division may be posted to this task. Brigade Attachment! Reroll Brigade Command Roll. This task requires one Staff Officer that is placed with the intended brigade or brigadier. An attached Staff Officer permits the brigade to reroll its command roll, if the first roll ended with a Hesitant or worse result. Once a reroll is made the new score must be accepted, you cannot revert to the old score. Restriction: the maximum number of Staff Officers that can be attached to a brigade is one. Double Quick! This task requires two Staff Officers that are placed with the intended brigade or brigadier. This permits the following if the brigade obeys orders: add 4D6cm [3D6"] to a normal move, (not to a charge) for all troop types, or add 2D6cm [1D6"] to a charge move. Restriction: deployed artillery may not use Double Quick movement. Commit Reserve! Committing an On-Table Reserve requires one Staff Officer that is placed with the intended brigade or brigadier. Committing an Off-Table Reserve requires two Staff Officers that are placed with the intended brigade or brigadier. This permits the C-in-C to commit an on-table reserve brigade or bring on an off-table reserve brigade. If the brigade obeys orders, the reserve may be released/brought onto the table in the specified table sector. If the brigade successfully “Obeys Orders” this turn, the task is considered complete and the Staff Officers do not need to remain with the brigade in following turns. If, however, the brigade is “Hesitant”, then the order is not considered to have been implemented and Staff Officers will need to be retasked to try again. The player must indicate the reserve brigade’s position on the divisional battle line. Artillery Assault Fire! This task requires two Staff Officers that are placed with the intended brigade or brigadier. This increases the fire rate of Artillery, usually in order to destroy or break up enemy formations prior to a major assault. If the brigade obeys orders, this a) permits all brigade artillery batteries to roll two extra casualty dice when firing; and b) doubles Fatigue Casualties. Restrictions: Hesitant and Faltering brigades may not use Assault Fire; batteries that have four or more casualties may not use Assault Fire; and batteries that are low on ammunition or out of command may not use Assault Fire. Pinkerton! This task requires two Staff Officers that are placed near your C-in-C. This permits the player to force one brigade from the opponent’s command to reroll its command die. (This can be seen as the opposing side using agents to intercept opposing couriers, deliver false information reports and so on to confuse the enemy. Confederate players may use a Mosby instead of a Pinkerton if they wish!) The player using Pinkerton may wait until the opponent has completed all his brigade command rolls before declaring which brigade he will be required to reroll. Restriction: A maximum of just one Pinkerton tasking per division is permitted and a Pinkerton may only be played on an enemy brigade that is currently obeying orders. Therefore, the worst result possible is always Hesitant. Rally! This task requires three Staff Officers that are placed with the intended brigade or brigadier. If the brigade obeys orders, this permits the player to recover infantry stragglers by removing casualties from each infantry regiment in the brigade. The brigade receives the following benefits: each infantry regiment rolls a D6 to recover stragglers – a score of 1-2 removes one casualty, 3-5 removes two casualties, and 6 removes three casualties. Units may not recover casualties if within 15cm (9") of 29
•
•
• •
any enemy units. Restriction: each infantry brigade may only receive one successful Rally tasking per game (i.e. each brigade may only rally and recover casualties once per game). Artillery and cavalry do not benefit from a Rally. Ammunition! This task requires two Staff Officers that are placed with the intended brigade or brigadier. If the brigade obeys orders, all artillery ammunition in the brigade is replenished. Remove any low on ammo marker/s or caissons. Redeploy! This task requires two Staff Officers that are placed with the intended brigade or brigadier. If the brigade obeys orders, it may redeploy from its position in the line, (i.e. move to over to the left or right flank) including being recalled into Reserve. The player should either indicate or write down the brigade’s new position in the battle line or mark it with a Reserve marker if it is pulled back into reserve. A Redeploy tasking is not required if a brigade wishes to simply fall back or give ground. Divisional Morale! This task requires a mandatory one Staff Officer per faltering brigade – these are placed next to the C-in-C. Failure to assign sufficient Staff Officers to cover the current number of Faltering brigades will result in each unassigned brigade automatically receiving a Catawumptiously Chewed Up result. (See Chapter 9 – Morale.)
EXAMPLES [A] The Confederate C-in-C Longstreet, classed as a West Pointer, with four available Staff Officers, determines he will continue with his offensive this turn. He decides that his lead attack brigade must keep going and push forward quickly, so he attaches three staff officers, one as a Brigade Attachment and two to permit a Double Quick. He tasks his final staff officer to Scout an opposing Fog of War card in front of his main attack – as he is anxious to know what lies before him. [B] Opposing Longstreet is the Federal C-in-C General Dullard, who is unfortunately classed as a Politician. He has just two Staff Officers available. He decides that he will use these for a Pinkerton attempt this turn and hopefully give him an edge over the Confederates.
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BRIGADE COMMAND ROLLS After posting their available Staff Officers, both players now roll a D6 for each brigade in turn. Each player should dice from left to right across the table and the score for that brigade then dictates whether the brigade will continue to obey orders or not. (A brigade command die result cannot be transferred to another brigade.) NB Brigades currently in Reserve do not roll a command die. Only when the player successfully releases a brigade from reserve or attempts to release a brigade is a command die then rolled.
Standard Brigade Command Situation • • •
Brigade Obeys Orders: a die score of 3-6 means the brigade is steady and will Obey Orders. Brigade Hesitant: a die score of 1 or 2 means the brigade will be Hesitant. Brigade is Faltering: the player will need to refer to the Faltering Brigade Command Table and apply the result.
Tuckered Out Brigade Command Situation
Once a brigade has over 50% of units Dispersed, it is classed as Tuckered Out and thus is harder to command. • Brigade Obeys Orders: A score of 5 or 6 means the brigade is steady and will obey orders. • Brigade Hesitant: A score of 1 to 4 means the brigade will be hesitant.
Brigade Command States Brigades have three command states: • • •
Steady/Obey Orders Hesitant Falter
•
Steady/Obey Orders. When a brigade is neither Faltering nor Hesitant, then it is considered as Steady and Obeying Orders. The player may manoeuvre the brigade as he sees fit, in accordance with his battle plan. The brigade may move in any direction dictated by the player, (but may not redeploy from the divisional battle line unless Staff Officers were posted to this task). Units may change formation or reform, guns limber or unlimber, units may fire and of course declare charges. Units that are Whipped/Routed are automatically rallied and may reform in a formation of the player’s choice during the movement phase. A faltering brigade that achieves an Obey Orders immediately removes the Falter marker and may now act as desired. Hesitant. When a brigade fails its individual command roll, the brigadier and his brigade are considered Hesitant. (Perhaps intimidated or uncertain of events, slow to react to orders or simply reluctant to obey their orders.) The brigade is marked with a Hesitant marker. Hesitant is only a temporary status and all Hesitant markers are removed at the end of each turn. Restrictions: ◽◽ No charges are permitted. (Mounted cavalry may still countercharge.) ◽◽ No forward movement or any movement that brings units closer to the enemy is permitted (including Fog of War cards). ◽◽ No long range fire or artillery Assault Fire is permitted. ◽◽ Arc of fire restricted to straight ahead.
•
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•
◽◽ Whipped units cannot be rallied. They remain in position in their current Whipped state and lose one casualty. ◽◽ Routed units disperse. ◽◽ Units being charged suffer a morale deduction to reflect the brigade’s uncertain status. ◽◽ Movement to the rear is permitted. ◽◽ Unformed units may reform. ◽◽ Effective and Close Canister range fire are all permitted. Falter. The brigade is in command confusion due to individual regiments being Routed or Whipped or having suffered an adverse Serendipity result. This status is permanent until the brigade regains Steady status via a successful command roll. ◽◽ Faltering brigade restrictions are the same as Hesitant AND ◽◽ Supports cannot be committed into a charge combat, (no D6 rerolls), though they may still offer support fire.
If a Faltering Brigade Fails to Obey Orders Should a Faltering brigade fail to obey orders, its situation for the turn is determined by its individual D6 command roll. The worse the command roll, the more likely the brigade will suffer an adverse result. • Ascertain the brigade’s average troop grading, (if a 50/50 split, then take the higher troop grading) and consult the table below for the brigade’s reaction. • All Tuckered Out brigades roll against the Tuckered Out Brigade line; their overall troop grading is ignored. FALTERING BRIGADE TABLE Roll the command die and compare to the brigade’s average troop grading. Brigade/Die Score
6 or 5
4
3
2
1
Elite
Obey Orders
Obey Orders
Hesitant
Withdraw
Withdraw
Veteran & Regular
Obey Orders
Hesitant
Withdraw
Withdraw
Catawamptiously Chewed Up!
Green
Obey Orders
Obey Orders
Withdraw
Tuckered Out
Hesitant
Withdraw
Catawamptiously Chewed Up! Disperse!
** These results are carried out immediately. ** Obey Orders
The brigade has successfully rallied and immediately Obeys Orders.
Hesitant
The brigade has rallied but is classed as Hesitant for this turn. All brigaded units retire 20cm [12"] and lose one casualty each. Artillery limber and withdraw. Routed units Disperse. The brigade continues to Falter. No other actions are permitted this turn.
Withdraw!
Catawamptiously Chewed Up!
All brigaded units retire 30cm [18"] to their rear and lose two casualties each. Routed/ Whipped units Disperse. Artillery will also go Low on Ammunition. No other actions are permitted this turn. The brigade continues to Falter. In addition, lose the brigade’s Staff Officer. (This is a permanent loss to the C-in-C and reflects the increasing strain upon command. This only happens once and any subsequent such result will not cause the loss of another Staff Officer.)
Tuckered Out brigades that receive a Disperse result are removed from play.
EXAMPLES [A] Continuing with our game, Longstreet now rolls for his five attacking brigades, rolling one D6 for each brigade in turn. For the brigade with three Staff Officers (Brigade Attachment and Double Quick) he rolls a 2 – fortunately, the Brigade Attachment Staff Officer means he can reroll. He now rolls a 3, so the brigade Obeys Orders. The next three brigades roll 4, 5 and 6 respectively, so all Obey Orders and can act as Longstreet desires. Unfortunately, his last roll is another 2, and with no Staff Officer attachment means the brigade will be Hesitant and not advance with the other brigades this turn. 32
[B] General Dullard with his two Staff Officers posted to Pinkerton decides that he must disrupt Longstreet’s main attack, so plays the Pinkerton on the Confederate brigade with the Double Quick order. Longstreet is forced to reroll his command die – he rolls a 4 – and the Pinkerton attempt has no effect! Somewhat disappointed, Dullard now rolls a command die for each of his brigades in turn. [C] Later in the game, one of Dullard’s brigades suffers a Routed unit which immediately turns its command status to Falter. In the following turn’s command phase, the Union C-in-C must roll on the Faltering Brigade Table to ascertain this brigade’s reaction. The brigade has three Regular units and one Veteran, so is classed as Regular grade for the purposes of the command roll. He rolls a 3 and, looking at a regular brigade’s reaction, this is a Withdraw result. His brigade must immediately withdraw and apply the casualty loss to each brigaded unit. He will also lose his one Routed unit and will be required to keep rolling on the Faltering Brigade Table until he achieves either an Obey Orders or Hesitant result. INITIATIVE Both players roll two D6 and subtract their current number of Hesitant and Faltering Brigades from that score. The player with the highest score wins the Initiative for this turn. If players draw, then the player who had the Initiative last turn will keep it. Should players draw on Turn 1 then simply roll a D6 to ascertain who has won. The winner of the Initiative will act first in the turn’s alternate phases – thus declare and deliver his charges first, move first and finally fire first.
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34
CHARGE COMBAT
5 “Forward men! Forward! Now’s your chance!” General Hancock, at Gettysburg
A charge is declared when a player wishes to dislodge the enemy from his current position through a charge or melee or simply through the threat of a charge to contact. CHARGE PROCEDURE 1. Declare Charges. The Phasing Player (with the initiative) declares his charges first and the Non- Phasing Player then declares his charges. 2. Charge! The Phasing Player (with the initiative) carries out all his charges simultaneously. After the Phasing Player has completed all charges, the Non-Phasing Player then conducts his charges. If, for any reason, the NonPhasing Player’s declared charge targets are no longer in arc or reach, the charge is cancelled. 3. Charge Direction. Charging units must charge in a straight line perpendicular to their front. However, charging units and their supports may use their charge bonus to execute a wheel first as far as one or more charge bonus D6 rolls permit and subsequently charge in a straight line, (and then without any or with reduced charge bonus). But once the charge is launched, chargers must then move in a straight line. If the charge bonus was insufficient to allow the chargers to wheel far enough to bring the target into alignment, the charge is cancelled. The centre of the lead charge unit should aim for the nearest point or middle of the target unit. 4. Declare Reaction to the Charge Declaration. Units receiving a charge must now state their reaction. The possible reactions are: a. Fire b. Wheel Half a Move and Fire. The defender/s may only wheel in response to a charge, (no other manoeuvre is permitted), if the chargers started at least 15cm [9"] from their target. The maximum movement permitted is half the normal movement rate for the unit’s current formation. c. Evade if skirmishers, cavalry or limbered artillery. 35
d. Counter-Charge if mounted cavalry. Mounted cavalry are the only troops permitted to counter-charge. e. Restriction. Units being charged may not declare their own charge on another target or manoeuvre so as to avoid the charge.
Charge Restrictions •
• • • • • •
•
Charge Reach. The lead charging unit must be within potential charge reach of the target, (not just to the 5cm [3"] point). Charge reach includes the normal move and the maximum possible D6 charge bonus result combined. Hesitant and Faltering brigades may not declare charges. Skirmishers may only charge other skirmishers or unsupported, single batteries. Whipped and Routed units may not charge. Infantry may not charge mounted cavalry. Artillery may not declare charges. Cavalry may not declare charges into woods, severe terrain or across works, entrenchments or field defenses.
Line of Sight to Target. The lead charge unit must be able to see the target before a charge can be declared. (i.e. a line of sight traced from the unit to its target.) Exception: if within 15cm [9"] it is assumed units are well aware of the presence of the enemy via skirmishers and forward officers and charges may be declared, even if the enemy cannot technically be seen.
Ordering the Charge • •
• 36
Command Radius. The Brigadier must be within command radius to order a charge, (30cm [18"]). Units outside of this command radius may not charge. Ordering a Charge when Flanked. If a potential charging unit has an enemy unit behind its flank or rear and within 15cm [9"], then a general must be attached to the charging unit in order for the charge to be declared. Units cannot charge without an attached general when flanked. Attacker’s Advantage. The attacker always has the option to use flank supports as supports or declare separate charges with them.
3
2 1
B
A EXAMPLE This Confederate attack against Union Unit A is led by Unit 1 and the player designates both units 2 and 3 as supports. However, Confederate unit 3 may not act as a support to Unit 1, as it is directly opposed by the union unit B to its front. Thus, only Unit 2 may support Unit 1.
Supporting Units in a Charge •
Friendly units to the flank and/or rear and within 5cm [3"] may support either the lead charge unit or lead defending unit. • Flank Support. A flank supporting unit must start from within 5cm [3"] of the lead charge unit or lead defending unit. The maximum number of flank supports is two, one left and one right. • Flank supports may provide defensive fire and fight in the charge combat if unopposed. (See prohibited supports below.) • Rear Support. Rear supporting units must start from within 5cm [3"] of the lead charge unit or lead defending unit or a fellow rear support. The maximum number of rear supports is two. • Support Benefits. Supporting units enable the player to reroll one or more dice from the charge combat dice roll. • Each Formed Supporting Unit permits the player to reroll one D6 from the 2D6 charge combat roll. • Each Unformed Supporting Unit permits the player to reroll one D6 from the 2D6 charge combat roll if a die has a score of 2-6 (so scores of 1 cannot be rerolled). • Additional supports may reroll a support’s reroll if the player wishes. • Once a reroll is made, the new score must be accepted – you cannot revert to the old score. (If the idea that a support could be a disadvantage disconcerts you, consider the possibility of supports blundering into the lead unit or mistakenly firing at the lead charge unit! This rule simply reflects the limited ability of a brigadier or colonel to order and coordinate numerous charges across his brigade in the heat of battle.) • Restrictions: ◽◽ Supports cannot come from other brigades unless defending and automatically drawn into the combat, (i.e. within 5cm [3"] of the target unit). ◽◽ Faltering brigades cannot commit supports at all. Exception: if you have one attacker directly charging two adjacent defending units from a faltering brigade then one defending unit is automatically drawn into the combat as a support and a reroll may be used. ◽◽ Supports must be facing in the same direction as the lead unit. ◽◽ If a defending unit can potentially support two separate lead defending units, then the defending player may choose which combat to support. EXAMPLE Kershaw’s South Carolina brigade deploys into a brigade column, three regiments deep and each within 5cm [3"] of the other (see photo above). In the charge phase, they declare a charge upon 126th New York regiment defending a worm fence. The New Yorkers have a battery to their right and a New Jersey regiment to their left; both these units are within 5cm [3"] and unopposed by any other Confederate 37
units, so offer fire support as indicated by the white dice. Kershaw’s men close in, braving the hail of musketry from two Federal regiments and battery canister fire! In the charge combat, Kershaw’s lead regiment is entitled to two D6 support rerolls, due to its two rear rank supports, (indicated by the red dice). On the Union side, the New Jersey regiment is automatically committed into the charge combat, as it is a defender’s flank support, so provides one D6 support reroll. The supporting artillery battery, however, can only provide fire support, it cannot provide an additional D6 support reroll. Thus the Confederate player has two support rerolls and the Federal player has only one support reroll.
Prohibited Supports A unit cannot offer support if: • Declared as a charging support but not in command radius. • Opposed by another enemy unit. A flank support cannot offer support if an enemy unit not involved in the charge is to its front and within 15cm [9"]. (See diagram overleaf.) • It is either Flanked, Whipped or Routed. • Skirmishers. Skirmishers cannot offer support to any unit, even other Skirmishers. (Skirmishers can, however, be supported by close order infantry.) • Artillery (may provide defensive fire only). • Mounted cavalry, which may not support infantry or artillery and vice versa. • Prevented by impassable terrain. CONDUCTING THE CHARGE 1. Designate Lead Charge Unit, any Supports and Target Unit. In each charge, the attacker identifies the lead charge unit and any rear or flank supporting units and nominates the target unit. 2. Attacker’s Advantage. The attacker always has the option to use fellow flanking units as supports or declare separate charges with them. 3. Designate any Defending Unit Supports. 4. Defender’s Disadvantage. The defender must use flank/rear supports if they are within the support distance and unopposed – the defender does not have the option to exclude them! 5. Attacker moves up to the 5cm [3"] point from the enemy. The attacker should aim to charge the centre of the target unit (or as near as possible). 6. Charge Move. If the lead charge unit fails to roll sufficient charge movement to reach the target: 7. If the chargers can reach the 5cm [3"] point, complete the charge, but all units will be unformed. 8. If the chargers are unable to reach the 5cm [3"] point, all units halt at the end of the charge move unformed. No charge combat takes place. 9. Defender Fires or Defender Reacts/Fires. a. Defender Fires. The defender and any flank support units may now fire at the chargers. b. Defender Reacts/Fires. The defender may only wheel in response to a charge, (no other manoeuvre, except about face, is permitted), if the chargers started at least 15cm [9"] from their target. If so, defenders may then conduct a wheel of up to half the normal movement allowance in response. (Units offering flank support operate under the same conditions.) Chargers that start from within 15cm [9"] provide insufficient time for the defenders to react and no defensive manoeuvre is permitted (though they may still fire if within arc). Mounted cavalry may either declare a counter-charge or evade, (they do not fire whilst receiving a charge mounted, nor dismount and then fire). 38
c. Charged in Flank or Rear. If a unit is charged in the flank or rear, it must first take a See the Elephant test. Pass = May only wheel in order (or about face) to oppose the enemy. Fail = immediately apply the result. All supports act the same as the lead unit. d. Casualties. All casualties caused are spread out as evenly as possible amongst all attacking units, with any odd or left over casualties always reverting to the lead charge unit. 10. Supporting Fire. Any unit may provide support fire, provided they are within effective range of the charging enemy or supports and provided they have no other targets whatsoever within effective range to their front. (This rule stops players firing with every available unit and concentrating all fire upon a single charging unit, acting as if his units were equipped with sophisticated 21st century radio communications!) 11. See the Elephant Test. The lead attack unit takes any required See the Elephant test then applies the result immediately. If the lead attack unit is Unformed, it may still charge. If it is Whipped or Routed, all supports then retire. 12. Attacker and Defender resolve the Charge. Both attacker and defender roll two D6 each and consult the Charge table. The attacker uses the chargers’ modifiers. The defender uses the defenders’ modifiers. 13. Result. The difference in the final modified scores is compared to the Charge Results Table. Results are applied immediately to all units involved in the charge combat. Any draws result in Melee. THE CHARGE TABLE Procedure. Both attacker and defender roll two D6, apply the appropriate modifiers to their lead charge unit or defending unit respectively, use any support rerolls, and then compare the final modified score to the results table. Multiple Unit Charges. In situations where two or more units are conducting separate charges against one target, (e.g. two units versus one and not declared as supports), then each separate unit still has its own dice roll and adds or subtracts all appropriate modifiers. The defender applies his one result against both attackers. LEAD CHARGERS’ MODIFIERS
LEAD DEFENDERS’ MODIFIERS
General attached = Promote to next higher troop grade. Elite
+1
Elite or Veteran
+1
Veteran; Regular or Green
0
Green or Old Lag or Dismounted Cavalry
-1
Pursuing
+2
Skirmishers v close order
-2
Unformed
-2
Unformed
-2
Tuckered Out Brigade
-1
Hesitant; Faltering or Tuckered Out Brigade
-1
Charging Flank/Rear
+2
Flanked or Whipped
-2
Every 2 Casualties suffered in Charge
-1
Artillery Casualties: 4+/6+
-1/-2
Lead Unit Casualties: 4+/8+ (10+)
-1/-2
Lead Unit Casualties for Infantry/Cavalry: 4+/8+ (10+)
-1/-2
The modifiers only apply to the lead charge unit or lead defending unit. Supports have no bearing on these modifiers, other than the D6 support reroll. Each Supporting Unit: reroll a Charge Combat D6 (not 1s if Support Unformed).
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Modifier Definitions MODIFIER
NOTES If the lead charge unit or lead defending unit has an attached brigadier, it is temporarily promoted to the next higher troop grade for the charge combat. For example, a Green unit would fight as Regulars, a Veteran or Old Lag unit as Elite.
Brigadier General Attached Elite
If the lead charge unit or defending unit is Elite, apply the modifier.
Green or Old Lag
If the defending unit is either Green or Old Lag, apply a -1 modifier. (Green troops were often a bit keener to charge, thus do not receive a negative modifier when charging, whereas Old Lags, having done their bit, were far less likely to charge or stand. Veterans also tended to be reluctant to charge, so are treated the same as Regulars when charging.)
Dismounted Cavalry
If the unit is dismounted cavalry standing against close order opponents, apply a -1 modifier, due to their looser formation.
Skirmishers
If the unit is skirmishers standing against close order opponents, apply a -2 modifier. N.B. Skirmishers must be in cover to stand against a close order charge.
Pursuing
Pursuing units apply a +2 modifier.
Charging Flank/Rear
If the chargers have at least one base completely behind the front base edge of the target unit at the 5cm [3"] point, it is classed as charging the flank/rear.
Unformed
If a lead unit is unformed and either charging (through any terrain) or is defending then apply a -2 modifier.
Hesitant; Faltering; Tuckered Out Brigade
If the lead unit’s brigade is currently Hesitant, Faltering or Tuckered Out, apply a -1 modifier.
Artillery Casualties
The casualty modifier is based on the current casualties of defending battery, either -1 or -2.
Lead Unit Casualties
The casualty modifier is based on the current casualties of the lead charge or lead defending unit. If the unit has four or more casualties apply a -1 modifier; if 8 or more (10+ if large) casualties a -2 modifier.
Every 2 Casualties Suffered In Charge
If the chargers including supports, took two casualties from defensive fire apply the -1 modifier. If the chargers took four casualties, this increases to -2, if six or more casualties then apply a -3 modifier.
Flanked or Whipped
If the defending unit is Whipped, apply a -2 modifier. If the defending unit has an enemy unit behind its flank or rear and within 15cm [9"], then apply the flanked modifier. (To be classed as flanked, at least one base of the enemy unit must be completely behind the front base edge of the target unit.) Any friendly unit covering the flank and/or in-between the target and the attackers will negate the flanked effect. (If whipped and flanked apply a -4 modifier!)
CHARGER WON BY:
CHARGE COMBAT RESULTS CHARGER’S ACTIONS:
DEFENDER’S REACTION
6 or more
Give ‘Em Cold Steel!
Rout! Supports Whipped. Brigade Falters
5 to 3
Press On! or Take the Ground!
Whipped! Supports Retire.
2 to 1
Halt & Volley! Roll 6/5/4 CD (Mounted Cavalry Close to Melee.)
Hold – Unformed! (Mounted Cavalry Close to Melee)
DRAW
True Grit! Close To Melee!
CHARGER LOST BY:
Charger’s Actions:
Defender’s Reaction
-1 to -2
Halt Unformed & Volley! Roll 3/2/1 CD. (Mounted Cavalry Close to Melee.)
Hold. (Mounted Cavalry Close to Melee.)
-3 to -5
Retire! Supports Retire.
Hold.
-6 or worse
Whipped! Supports Retire.
Press On! Or Hold.
CASUALTIES: Retire = 1 Casualty. Whipped = 1D3 casualties. Rout = 1D6 casualties.
Charge Combat Results Definitions
1. Give ‘em cold steel! Attacking charges that rout the enemy will lead to a “Give ‘em Cold Steel!” result. a. The attacker has the choice to either Take the Ground or Pursue. (Player’s choice.) 40
b. Take the Ground! If the unit chooses to take the ground it may recover one casualty. (After such a victory the men are elated and unit morale is high – hence the casualty recovery to represent the unit’s overall combat state rather than a reflection of actual losses in men.) c. Pursue! To obtain the pursuit distance in centimetres roll four D6 [3D6"]. The total score equals the pursuit distance in centimetres for 15mm figures or inches for 28mm figures, and is taken from the chargers current position. Supports may also pursue if the player wishes. d. Pursuing units charge the nearest enemy within reach and within a 45° arc of their front or move up to the full pursuit move in any forward direction if no enemy are within reach. e. Pursuing units may use their D6 pursuit bonus to wheel. f. Exception: Mounted cavalry must take a Formation Test. Pass = Act as above. Fail = Must pursue or advance the full pursuit distance in the direction of the nearest enemy. 2. Press on! The lead unit and supports may take additional movement in any forward direction. To obtain the distance, infantry roll 3D6 [2D6] – the total score equals the pursuit distance in centimetres or inches, taken from the unit’s current position. a. Units pressing on may not declare a second charge. 3. Take the ground! Charging units either: a. Move up and halt in the position the enemy moved from or b. Move up to the defensive position held by the enemy and occupy. (The chargers can stop at a wall or rail-fence, etc, without having to cross over.) 4. Hold! The target unit and any supports hold in position. a. Mounted cavalry will close to melee. 5. Halt & volley! The lead charge unit and all flank supports halt and fire rolling six/five/four Casualty Dice each. Use six CD if a large regiment, five CD if a standard regiment, and four CD if a small regiment or any unit in a column or double line or in skirmish order. (There is no modifier for troop grading, terrain or if unformed. It is deemed a good volley regardless.) 6. Mounted cavalry will close to melee. 7. Hold – unformed! Infantry and artillery and any supports hold their position but immediately become unformed. a. Mounted cavalry will close to melee. 8. Halt unformed & volley! The lead charge unit and any flank supports halt unformed and fire, rolling three/two/one casualty dice each. Use three CD if a large regiment, two CD if a standard regiment, and one CD if a small regiment or any unit in a column or double line or in skirmish order. a. Mounted cavalry will close to melee. 9. Retire! The losing unit and any supports immediately conduct a full retire move to the rear; they may choose to go prone or not at the end of the retire move. After a retire move, units are automatically unformed and will lose one casualty. 10. Whipped! The losing unit immediately conducts a full whipped/rout move to the rear. (Any supports retire, see above.) Whipped units must continue their retreat move until either behind a friendly supporting unit where they may halt, or have moved back the full whipped distance. The unit will lose 1D3 casualties. (See Chapter 9.) 11. Rout! The losing unit immediately routs. (Act as whipped but facing away from the enemy.) The unit will lose 1D6 casualties. Any supports are whipped. The routed unit’s brigade is now marked with a falter marker. Routed units must moved back the full rout distance. 41
Charge Combat Casualties • • •
Retire: all retiring units lose one casualty. Whipped: all whipped units roll 1D3 for lost casualties. (Use a D6: a score of 1 or 2 = one casualty; 3 or 4 = two casualties and 5 or 6 = three casualties.) Rout: A routed unit loses 1D6 casualties. The die score indicates the casualties lost.
TRUE GRIT - CLOSE TO MELEE! In the event of a charge combat draw, units are considered to have entered a very brief melee. Both sides now count the total number of bases involved in the charge combat, lead charge unit or defending unit and all their supports. (All units involved in the charge count as fighting, including rear and flank supports even if not actually in physical contact as, being in actual base to base contact is not necessary.) The total number of bases equals the number of Casualty Dice the player is entitled to roll. Some situations will permit extra Casualty Dice or remove dice. These are:
• •
Confederates Charging
+1 CD
Elite
+1 CD
Mounted Cavalry
+2 CD
Shotgun Armed
+1 CD
Each Unformed or Skirmish unit
-1 CD
Each Unit carrying 8+ casualties
-1 CD
Each Whipped unit
-2 CD
A Battery will receive two Casualty Dice regardless of its size or type. The minimum Casualty Dice per unit is always one.
1. Each player now rolls his Casualty Dice and will inflict a casualty upon the opponent on each die score of 4, 5 or 6. (Any 1, 2 or 3 does not cause a casualty). 2. The winner of the melee takes a formation test and takes the ground. 3. The loser of the melee is whipped and all involved units must immediately fall back the full whipped distance or behind nearby supports. 4. Routed units in melee immediately disperse. 5. If artillery lose a melee they also disperse. 6. If equal casualties are inflicted, then both sides immediately retire unformed. Exception: units defending works always stand, the attackers retire. 7. If the winner of the melee reaches its dispersal point, then the loser will gain a pyrrhic victory! EVADING The following units may evade a charge: a. All Skirmishers: move a full evade move. Skirmishers in the open cannot stand if charged by close order infantry or cavalry. 42
b. Mounted Cavalry or Dismounted Cavalry Line: move a full evade move, becoming Unformed in the process. c. Artillery: Deployed artillery may NOT evade. Limbered artillery may evade a full evade move, becoming Unformed in the process. d. Close order infantry, including whipped units, may NOT evade.
Procedure 1. Chargers move to the 5cm [3"] position. 2. Evaders now move up to the full evade distance. No firing is permitted, except by sharpshooters who may fire and then evade if charged by infantry. 3. Skirmishers in the open charged by close order infantry or mounted cavalry must take a “See the Elephant” test on evading. Pass = Evade. Fail = Whipped and must immediately retreat and lose 1D3 casualties. 4. Chargers’ Reaction: charging units may either: a. Take The Ground – move up and halt in the position the enemy moved from or move up to the defensive position held by the enemy (the chargers can stop at a wall or rail-fence, etc, without having to cross over) OR b. Declare a follow-on charge upon any enemy unit/s still in range and straight ahead.
Evaders Caught by Chargers If a unit that has evaded is caught by the charging unit, the evading unit is immediately dispersed. EXAMPLES [A] Infantry Charge: The Confederate 1st Texas regiment wishes to declare a charge upon a unit of Union troops, the 19th Maine. The general is within command radius so the charge may proceed. The 1st Texas move to the 5cm [3"] point from the federal unit. The 19th Maine, not wishing to move, now fire and inflict two casualties. Both regiments now roll for the charge combat. The Texans score 8, add +1 for elite, but -1 for suffering 2 casualties in the charge. No other modifiers apply so their total is 8. The 19th Maine roll 5 and with no modifiers applying have lost the charge combat on a difference of three between the scores - a Whipped result. The 19th Maine immediately conduct their retreat, losing 1D3 casualties. The 1st Texas now has the option to press on or take the ground. The player decides to take the ground occupied by the 19th Maine and halt. [B] Flank Charge: The 1st Ohio regiment declares a charge upon a Confederate infantry flank. The Confederate player states he will wheel to face and fire. The distance is now measured between the two units – it is 20cm [12"]. As the distance from charger to defender is over 15cm [9"] the defender may take half a move as a defensive response and then fire. (Had the 1st Ohio started their charge much closer and within 15cm [9"], then the unfortunate Confederates would not be able to manoeuvre). So the Confederate player now moves up half the standard formation move, the Federals move to the 5cm [3"] point and the Confederates then fire, receiving a -2 modifier for moving. Both sides then roll for the charge combat as per normal. [C] Wheeling to Charge: The 7th Virginian cavalry launch a charge upon the 8th New York cavalry. The federal cavalry are well within charge range but not straight ahead, so the Virginians must wheel first to bring their target in line. As mounted cavalry has a 3D6 charge bonus, the confederate player now decides he must use at least 2D6 to obtain enough distance to wheel, the player rolls his dice and scores enough, so wheels to straighten up on the New York troopers. The confederate player now has 1D6 of charge bonus left plus his standard move; ample to declare a head on charge against the federals! (Had the confederate cavalry 2D6 roll been insufficient he could also add his final D6 to gain more wheel distance, but had all three extra dice still been insufficient to wheel then the charge would be cancelled and the 7th Virginian would halt in their current position.) 43
[D] Pursue! Later in the game the 1st Texas declare another charge. Their opponents are the 14th New York who are unfortunately Whipped. The New Yorkers may not fire so both sides roll for charge combat and the Texans manage to rout the unfortunate New Yorkers who immediately fall back the full distance. Having routed their opponents the 1st Texas decide to pursue! The Texans roll their pursuit 4D6 scoring 19cm. Within this distance (and within the 45 degree arc permitted by pursuing) is a Union battery - the Texans now close in on the gunners and the charge procedure is repeated.
Double 6 Finally, any unit rolling an unmodified double 6 in the initial 2D6 charge combat roll (not from support rerolls) immediately rolls on the Serendipity Table and applies the result. (See Chapter 7.)
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6
MOVEMENT & TERRAIN
MOVEMENT 1. In this phase, players may move their units and generals using the normal movement rates or gain additional movement through a Double Quick move. Units also reform or change formation in this phase. 2. This phase is alternate, the player with the initiative will move first. N.B. The player with the initiative must move first, allow his opponent to move and then fire first. He cannot choose to move second and then fire first. 3. Units may now move up to the maximum movement distance that is allowed for their current formation. 4. Any unused movement may not be carried over into the next turn. 5. Minimum Close Distance to Enemy: Units may not voluntarily advance closer than 5cm [3"] to enemy units, except in the charge phase, (this does not apply to compulsory moves such as rout). Nor may any unit voluntarily move into base to base contact with an enemy unit during the movement phase. 6. Units interpenetrated and unformed by charging or broken units in the charge phase may reform in the same turn’s movement phase. 7. Actions such as reforming or changing formation are classed as movement. 8. Units involved in the charge phase may NOT move or reform in this phase.
“Our knapsacks were left on the ground behind us. At the word a rush was made for the fences. The line was so disordered by the time the second fence was passed that we hurried forward to a slight undulation….to reform.”
9th NY Volunteers, Antietam
UNIT MOVEMENT RATES UNIT
LINE
COLUMN
STEP BACK
Infantry
15cm [9"]
20cm [12"]
10cm [6"]
Skirmish Line
15cm [9"]
N/A
15cm [9"]
Sharpshooters
20cm [12"]
N/A
20cm [12"]
Mounted Cavalry
Artillery
EVADE /RETIRE
WHIPPED/ROUT
30cm [18"]
30cm [18"]
25cm [15"]
10cm [6"] 25cm [15"] if skirmish line
30cm [18"] +1D6cm/"
30cm [18"] +1D6cm/"
LIMBERED
PROLONG
EVADE/RETIRE
WHIPPED/ROUT
20cm [12"]
5cm [3"]
30cm [18"]
30cm [18"]
Charge Bonus
Infantry = +1D6cm [1D6"], Mounted Cavalry = +3D6cm [+2D6"]
Fog of War card
20cm [12"]
45
Charge Bonus • • • • •
The maximum possible charge reach for any unit is its normal formation move plus the full charge bonus. The target of any charge must be within this maximum distance for a charge to be declared. If the chargers can reach the 5cm [3"] point, but not the target, complete the charge but all units will be unformed. If the chargers are unable to reach the 5cm [3"] point all units halt at the end of the charge move unformed. If the charger needs to wheel in order to hit the target, then charge bonus D6s are used to ascertain how far you can wheel. You can sacrifice up to your entire charge bonus for a wheel. If the target is still out of range after the wheel, the charge is cancelled.
Double Quick Order The Double Quick order grants a brigade the option to increase their movement rate, though at the expense of firing. (Staff Officers must have been tasked to the brigade in the command phase to order Double Quick.)
Double Quick Move • •
• •
This is an additional 4D6cm [3D6"] for all troops and all Fog of War cards. The dice are rolled and the combined score represents extra movement in centimetres for 15mm troops or inches for 28mm troops. This one movement bonus is available to all units in the brigade; the dice are not rolled separately for each brigaded unit. Brigaded units may combine formation changes and the Double Quick extra movement. Double quick charge bonus: this is an extra +2D6cm [1D6"] added to the existing charge bonus.
Double Quick Restrictions Once a brigade is ordered to Double Quick: • All brigaded units lose the opportunity to fire in the fire phase, (regardless of whether individual units moved or not). This does not apply to charge results such as Halt & Volley. • Deployed artillery may not prolong at the double quick. EXAMPLES [A] 15mm example. Hood’s Texas brigade is given a Double Quick order as Staff Officers were attached in the command phase by the C-in-C. In the following movement phase the player rolls the 4D6cm bonus dice to gain extra movement. He scores 10, and adds this to the brigades current line of battle formation thus increasing the move from 15cm to 25cm. [B] 28mm example. The Irish brigade wish to conduct a charge using Double Quick. They are deployed in line so may charge 9", plus the standard charge bonus of +1D6" AND the Double Quick charge bonus of another 1D6". So the player now rolls two D6 to ascertain his full charge move. He rolls a 2 and a 5, a total of 7, so he adds 7" bringing his overall charge move to 16". [C] Artillery example. An artillery brigade is given a Double Quick order. As they are currently limbered they decide to take the double quick move first and then unlimber using their normal movement.
Movement of Generals – the C-In-C and Brigadiers • • • 46
The standard move for all generals is 30cm [18"]. Generals may only move in the Movement phase. A brigade general may attach himself to a unit in the Movement phase.
• •
Once attached to a unit, generals move with that unit and may make any necessary additional movement to stay in contact. If generals are contacted by enemy troops, they are simply moved to one side or fall back to their nearest friendly unit.
THE FORMATION TEST In the following circumstances, a unit will be required to undertake a Formation Test each turn to ascertain whether it has maintained good order or become unformed (i.e. lost alignment and order in the ranks).
Take a Formation Test: 1. As soon as a unit charges, moves or changes formation in Rough Terrain. Not applicable to Skirmishers or infantry in column of march. (Only test once per turn for movement within the same area of rough terrain.) 2. A unit crosses a rail-fence, stone wall or field obstacle. Not applicable to Skirmishers. 3. As soon as a Skirmisher unit charges, moves or changes formation in Severe Terrain. 4. Mounted Cavalry achieving a charge combat Give ‘em Cold Steel result.
Formation Test Procedure Roll 2D6 and consult the Formation Test results table. If the unit passes the test it maintains its formation. If it fails, it will become unformed. UNIT TYPE
Elite & Old Lags
Veteran & Regular
Green
KEEP FORMATION ON:
6 or more
7 or more
8 or more
BECOME UNFORMED ON:
5 or less
6 or less
7 or less
Fog of War cards do not take formation tests, until units actually deploy on-table. FORMATION CHANGES This table shows the proportion of a movement phase needed to carry out a particular formation change. Formation changes are conducted on a front rank figure base, usually the command base. Units cannot change formation centred on a figure base situated in the rear ranks. ALL INFANTRY & CAVALRY FORMATION CHANGES ELITE & OLD LAG
Change Formation with No Move Penalty
VETERAN & REGULAR
Change Formation with ½ Movement Phase Penalty
GREEN
Change Formation or Move
Reform Unformed Regiment
All Units Take a Full Movement Phase. Cannot Be Done When Charged.
Rally/Reform from Whipped/Rout
Brigade Obeys Orders with Full Movement Phase ARTILLERY FORMATION CHANGES
Limber and ½ Move or ½ Move and Unlimber Heavy Rifled Artillery (20pdr+) may only Change Formation (limber or unlimber/deploy) or Move. Changing Formation in ROUGH TERRAIN = Full Movement Phase For All Units.
EXAMPLES [A] An Elite unit may conduct a formation change and take a full move or vice versa. A Regular unit may conduct a formation change and take half it’s move allowance for the current formation (or vice versa); while Green units will require a full movement phase to conduct any change in their formation. 47
[B] The Confederate 4th Texas regiment, graded as elite, decides to change formation from column to line of battle. Once the formation change is complete the regiment takes a standard 15cm [9"] line movement allowance, as elite units may complete a formation change and still take a full move. A few turns later the 4th Texans enter a wood and so must take a Formation Test. They roll 2D6 requiring a 6 or more to pass and maintain formation, the player scores 8 so the Texans remain formed. Next turn the player decides to form the unit into a skirmish line, but as the Texans are in rough terrain this formation change takes the entire movement phase, regardless of their troop grade.
Formation Change Restriction A unit belonging to a Faltering brigade may not change formation.
Unformed The unit has lost order and formation. As such its ability to volley is reduced and the unit is more vulnerable in charge combat. The unit may however still charge and can offer both flank and rear support. Unformed units do not suffer any movement penalties.
Crossing Rail Fence or Stone Wall Skirmishers
No effect
Infantry
Formation Test
Mounted Cavalry
Half Movement Allowance and Formation Test
Artillery
Half Movement Allowance and Formation Test
Forming a Skirmish Line All infantry and cavalry regiments may deploy into a skirmish line. This is classed as a formation change.
Reforming a Skirmish Line into Close Order An infantry unit reforming from a skirmish line into any close order formation may only do so behind a friendly close order unit. • The skirmish line must first fall back behind the close order unit, be within 15cm [9"] and then reform. • The close order unit cannot be whipped or routed and cannot be other skirmishers. FIELD MANOEUVRES • About Face: all units take a full turn to about face. (It’s not just conducting an about face, but also realigning all the companies etc into their correct positions.) • Emergency About Face: there will be those times when an urgent about face is required – the player may about face at a cost of half a movement phase but is immediately unformed. This can be done in reaction to a charge if the enemy started from at least 15cm [9"] distance. • March to flank: infantry and cavalry units may march to the flank (or ”just moving over a bit” in wargames parlance) up to a maximum of 10cm [6"] per turn regardless of their current formation. • Go to ground/go prone: all infantry, dismounted cavalry and skirmishers may opt to go prone. If they do so they gain a -1 cover modifier. (Thus prone units behind a rail fence are fired at with a -2 modifier; skirmishers that go to ground are fired at with a -3 modifier, etc.) Going to ground will reduce the fire effect of a close order infantry unit; while skirmishers armed with muskets will lose 1CD. Going to ground is classed as a formation change. To get up from prone is classed as a free action and has no movement cost. • Wheeling: For units to wheel, the inside figure or gun model remains 48
• •
•
•
•
• • • •
•
stationary while the outside figure/gun model wheels at normal speed. Artillery will wheel at their respective prolong rates. Stepping back: infantry and cavalry units may step back up to a maximum of 10cm [6"] per turn regardless of their current formation. Artillery units may only manhandle (prolong) 5cm [3"] backwards. Retiring: All units may opt to voluntarily retire. This is a swift move to the rear ending up facing the enemy and as such the unit is unformed after the manoeuvre. Artillery may only conduct a voluntary retire when limbered Cavalry mount/dismount: a dismounted cavalry unit must be within 5cm [3"] of its horse-holders before it can remount. If a regiment dismounts, any casualties it is currently holding are now placed with the dismounted troopers, (not on the horse-holders). ◽◽ Horse Holders – one in four bases are required as horse-holders. The minimum is always one base. ◽◽ Mounting and Dismounting is classed as a formation change. Interpenetration (Passing through friendly units). As a general rule, all friendly units may pass though other friendly units but with the following conditions: ◽◽ If charging units charge through any unit other than skirmishers, both units immediately become Unformed. ◽◽ All close order units in line (including double line) may take normal movement, including double quick, through all other lines, deployed artillery and skirmishers, without effect. ◽◽ Columns may not pass through any friendly troop formation except deployed artillery or skirmishers. ◽◽ Limbered artillery may not pass through any friendly troop formation except deployed artillery or skirmishers. ◽◽ Skirmishers may move through any troop type at normal speed, including double quick, without effect. ◽◽ Passed though by Broken Units: any unit that is passed through by either a retiring, whipped or routing unit for the first 10cm [6"] of the compulsory move immediately becomes Unformed. ◽◽ Any broken unit that ends its move in the middle of a friendly unit takes as much extra movement as necessary until it clears the unit. Evading: The evade option is only used in the charge phase as a reaction to being charged (see above). The following units may evade: ◽◽ Skirmishers; Mounted & Dismounted Cavalry, (Unformed after an evade move); Limbered artillery (Unformed after an evade move); Sharpshooters and Snipers. ◽◽ Close order infantry and deployed artillery may NOT evade. ◽◽ Units either evade the full evade move or evade behind a close order support, (infantry or cavalry). They cannot fall back on other skirmishers or artillery. Units may evade within a 45° arc to their rear. Whipped & routed reforming: Whipped and routed units may only be rallied and reformed if the brigade is currently Obeying Orders. Whipped and routed units may not rally/reform if the brigade is either Hesitant or Faltering. Whipped and routed units may not move in any way until reformed, unless carrying out another compulsory move or evading. If the brigade is Obeying Orders, any Whipped and Routed units are considered automatically rallied and will reform in the current movement phase. An entire movement phase is required to reform for all troop grades; no other movement action may be taken. A rallied unit may reform into the formation of the player’s choice. 49
TERRAIN
“We advanced in disorder…over stone-walls and over fences, through blackberry bushes and undergrowth…”
Col Cavins, 14th Indiana Terrain is divided into three distinct types – good, rough and severe. All terrain features must be classified at the beginning of the game.
Good Terrain This includes all terrain such as open ground and open fields, roads and tracks, gentle slopes and hills. EFFECT: none. Units move at their normal movement rates.
Rough Terrain This will include woods, scrubland, shallow rivers and streams and rough or rocky slopes. It also includes built up areas such as farms and buildings. EFFECT a. Close Order Infantry move at standard speed but will require a formation test every turn they move in such terrain. Exception: A Formation Test is not required by units in column of march. b. Mounted Cavalry are reduced to half speed as soon as they enter such terrain and also require a Formation Test for each turn they move in such terrain. c. Artillery are reduced to half speed as soon as they enter such terrain and also require a Formation Test for each turn they move in such terrain. d. Artillery & Mounted Cavalry will continue to move at half speed until all figures in the unit clear the terrain. e. Skirmishers, Generals and Retiring, Whipped or Routed troops are not affected.
Crossing Walls and Rail Fences a. Close Order Infantry move at standard speeds (no movement is lost) when crossing over walls and fences but will require a Formation Test after crossing. b. Skirmishers and generals are not affected. c. Mounted cavalry lose half their move allowance crossing the obstacle and require a Formation Test. d. Artillery lose half their move allowance crossing the obstacle and requires a Formation Test. e. If units have insufficient movement allowance to cross such obstacles, then halt on reaching the obstacle and cross next turn. 50
Severe Terrain This includes features such as very dense woods, marshes, passable but deep and/or steep sided streams or very steep sided high ground. EFFECT a. Skirmishers require a formation test for every turn they move in such terrain. b. Close order infantry move at half speed and require a formation test for each turn they move in the terrain. c. Mounted cavalry and artillery may not enter such terrain.
Roads No road bonus move is included in the main body of the rules as most roads where dirt tracks as opposed to cobble streets. However if you wish to include road movement add 5cm [3"] to column of march/fours or limbered artillery rates.
Buildings For game purposes all farms, settlements and towns are grouped into the one “buildings” category. Buildings are always classed as rough terrain and receive a -1 cover modifier from all fire. Any troop capacity is only limited by the actual size of the terrain area.
Cover Types & Definitions •
•
•
Cover: This includes woods, orchards, farm buildings, stone walls, rail and worm fences, tall corn, fire-pits and piled logs and includes taking cover just over the crest of a hill or ridge, etc. Firing at units defending cover incurs a -1 fire modifier. (The cover modifier accounts for the morale benefit to those in cover and the difficulty of the firer acquiring the target. Players may increase the modifier of a particularly advantageous defensive position to -2, if they wish.) Works: Proper entrenchments, redoubts, siege works and permanent fortifications. Firing at units defending works incurs a -2 modifier. ◽◽ Defending Works: Any infantry unit defending works adds an extra Combat Die when firing – this represents the ability of defenders in good cover to hold their nerve in the face of a charge. Field Obstacles, which include: ◽◽ Abatis – felled trees with their tops facing the enemy, sometimes branches were sharpened into spikes ◽◽ Wire – a cleared copse with wire strung between the stumps ◽◽ Palisades or Chevaux de Frise – sophisticated abatis where branches are sharpened and protrude from the ground or on prepared logs
Crossing Field Obstacles Whenever a close order infantry unit crosses field obstacles a Formation Test must be taken. Skirmishers are not affected. Mounted cavalry and limbered artillery may not cross field obstacles. 51
Reduction of Works by Artillery Each time an enemy battery engages works (i.e. the units defending the works), roll a D6 to establish any damage to the works’ defences. Heavy Rifled Artillery has a +1 modifier. 1-3 = No Damage 4-5 = 1 Point Destroyed 6 = 2 Points Destroyed Standard works have a defensive value of 8. Heavy fortifications a defensive value of 12. (Players are free to improvise and vary modifiers for substantial defences or those reduced by enemy artillery fire, etc.) Once a set of works is reduced to 0 points, its cover modifier is reduced to -1. It cannot be reduced any further. It is suggested that any field obstacles forward of the reduced works are also considered destroyed and removed from play.
Visibility • • •
All units may see a maximum of 10cm [6"] through woods, orchards and scrubland. All units may see a maximum of 5cm [3"] through dense woods and built up areas, etc. Very dense terrain such as close and overgrown woods, deep corn fields etc. restricts visibility to troops lining the features. If opposing troops are within the same terrain feature, then apply the 5cm [3"] rule.
Line of Sight As a general rule, all hills and ridges are considered higher than trees and built-up areas. Hillocks can be considered the same height as trees and builtup areas. As no hill or ridge is ever the same, I will not impose a ruling on dead ground behind or in front of higher terrain. Players should, however, clearly distinguish such areas (if any), along with the exact position of crest lines, prior to the beginning of the game. If you want a rough ruling, adopt a dead ground area of 10cm [6"] and any unit in or even partially in this area is considered concealed. Troops behind and within 10cm [6"] of buildings and woods are considered in dead ground.
52
FIRE COMBAT CLOSE ORDER INFANTRY AND ARTILLERY FIRE GENERAL RULES
Units fire once per move – this can be carried out in the Charge phase in response to a charge, or in the Fire phase. 1. Measuring the range. Measure from the centre or middle base of the firing unit (from the front base edge) to the nearest point of the target. Players may measure the range before firing. 2. Fire & Movement. Close order infantry and artillery may move and fire, but if they move any distance, or change formation or reform, they suffer a -2 modifier. 3. Regiment Size. Small regiments with an initial strength of three or four bases always use the deadbeat volley line for their effective range volleys. Standard regiments have no modifier and use the standard volley line at effective range, while large regiments are the same but also gain two casualty dice each time they fire. Note that a standard regiment does not become a small regiment through casualty losses, and likewise a large regiment is not reduced to standard sized regiment through loses, all loses are accounted for by the casualty modifiers. 4. Unit Integrity. When firing, units must maintain their individual unit integrity and fire as separate regiments or batteries. 5. Priority Targets. a. Enemy charging the unit. b. The nearest enemy close order infantry, cavalry or artillery unit. Close order infantry and artillery may choose to ignore enemy skirmishers and fire at other targets. c. Only artillery from the same brigade may concentrate fire on the same target, (unless of course, only one target is available or clearly a priority for dispersed batteries). 6. Arc of Fire. The angle of fire for all firing units in a Steady brigade is 45º from either base edge. (This generous arc of fire for a steady brigade accounts for small manoeuvres by the firing unit that would not realistically incur the game’s negative modifier for moving, so this can be rationalised as a line of battle manoeuvring its end companies to bring the enemy into their arc of fire or a battery manhandling over to the left
7 “Aiming low, they opened a deadly concentrated discharge upon the moving mass in their front. Nothing human could stand it. Staggered by the storm of lead the charging line hesitated…” Lt. Col Rice, Gettysburg
53
or right to bring all guns to bear on their target. It also makes the game easier to play!) 7. The angle of fire for all firing units in a Hesitant or Faltering brigade is straight ahead. When firing straight ahead, a target can still be engaged as long as the firing unit can hit any part of the target unit, even the end of a base.
Steady brigade – units have 45º fire arcs
Hesitant or faltering brigades – units fire straight ahead only
8. Line of Sight. There must be a clear line of sight between the firer and the target. Firing at targets through or over intervening cover that does not completely block line of sight, such as a wall or rail-fence, is treated as if the target is behind that cover. However, if the firer is actually in base to base contact with that cover, (i.e. actually lining a wall or rail-fence) then they may fire over without penalty. 9. Restricted Fire. In the case of a unit with restricted line of sight due to terrain or friendly units, then: a. If a unit is able to fire with at least three-quarters of its strength, it may fire at full effect. b. If a unit is only able to fire with a half to just under three-quarters of its strength, it fires at half effect. c. If only less than half of the unit can fire, then firing is prohibited. 10. Casualties. The number given in the casualty tables should be noted on the target unit via a casualty marker or on a roster sheet. Casualties inflicted reflect the declining combat state of a unit, so includes fatigue, battle shock and loss of morale as well as dead and wounded. 11. Casualty Dice. For each Casualty Die, use a separate D6, preferably a different coloured die to the 2D6 dice. A score of 4, 5 or 6 on a Casualty Die equals one casualty inflicted. A score of 1, 2 or 3 has no effect. N.B. Casualty Dice results are not affected by range or other modifiers. 12. Firing Through Enemy Units. Units may not intentionally fire through close order enemy units in order to hit units behind. They may fire through enemy skirmishers if the target are within 10cm [6"] of the skirmish unit – fire as normal, but with the skirmishers taking the first casualty. Also see Bounce-Through fire below. 54
13. Multiple Targets. Units firing against multiple targets spread the fire and casualties as evenly as possible against all eligible targets. If firing at several units in different formations, then apply the modifiers for the largest unit; if equal size, then nearest. When one unit fires at two or more targets, then one 2D6 dice roll is made and this score is used for all calculations. 14. Partial Cover. If over 50% of a unit is behind cover, then the unit is considered to be entirely in cover. 15. Half Casualties. Half casualties are rounded up on a separate D6 roll, requiring a 4, 5 or 6 to round up. 1, 2 or 3 are a miss. Any quarter casualties are ignored. 16. Double 6. Any unit rolling an unmodified double 6 may immediately roll on the Serendipity Table. INFANTRY FIRING
Procedure Measure the range, roll 2D6, (a high score is always better) and apply any modifiers (all modifiers are cumulative). Then consult the Infantry rows on the Casualty Table for the result. Any Casualty Dice can either be rolled at the same time or afterwards. Weapon Type
Effective
Long
Extreme (Optional)
Smoothbore Muskets
0-10cm [6"]
10-20cm [6-12"]
-
Rifles & Rifled Muskets
0-15cm [9"]
15-30cm [9-18"]
30-40cm [18-24"]
Rifled Carbines
0-15cm [9"]
15-24cm [7-14"]
-
Snipers
0-50cm [30"]
Musket and Rifle Types • • • •
• •
Smoothbore muskets include all smoothbore percussion cap muzzle loading muskets. Rifled muskets includes all percussion cap rifled muzzleloaders, most common of which were the Enfield and Springfield types. This was the dominant weapon of the civil war. Rifled carbines include all muzzle loading carbines and all breech loading carbines. Inferior muskets includes all poorly manufactured weapons (such as the Austrian or Belgian rifles) or older or converted rifles (such as the Mississippi rifle) or, worst of all, the old style flintlock smoothbore muskets. Breechloaders includes all single shot breech loading rifles and carbines, such as the Sharps breechloader. Repeaters includes all magazine fed rifles and carbines, such as the Henry and Spencer repeaters. 55
INFANTRY FIRE MODIFIERS Infantry Type and Situation Target is Elite & Old Lag +2CD In Cover or Prone (-2 if in Works) -1 (-2) Large Regiment +2CD Skirmishers or Deployed Battery -2 Green Regiment -1 Fog of War card -2 Moved or Unformed -2 Halve all casualties if firer is in Column or Prone Casualties: 4+/ 8+ (10+) -1/-2 Add Casualty Dice if No Fire if Breechloaders/Repeaters (Effective range) +1CD/+2CD In Works, or Smoothbores when charged +1CD Unit Used Double Quick this turn or is Whipped or Routed Target is in Column, or Mounted Cavalry +2CD CD=Casualty Dice: Roll a separate D6, preferably a different coloured die to the 2D6 dice. A score of 4, 5 or 6 on the casualty die equals one extra casualty. A score of 1, 2 or 3 has no effect. VOLLEY FIRE CASUALTIES CAUSED Volley Type/Score
3 or less
4
5
6
7
8
9
10
11
STANDARD VOLLEY: Effective Range FD FD 1 1 2 2/ET 3/ET 4/ET 4/ET DEADBEAT VOLLEY: Effective Range FD FD ½ 1 2 2 3/ET 3/ET 4/ET ALL VOLLEYS: Long Range FD FD ½ 1 1 1½ 2 3/ET DEADBEAT VOLLEY = All Small regts, in Double Line/Column, armed with Inferior muskets or if unit has lost Fire Discipline. FD = Loss of Fire Discipline. ET = target unit must immediately take a See the Elephant morale test.
12** 5/ET 4/ET 3/ET
EXAMPLE A Union Regular regiment in line (standard size of five bases) has moved up in the Movement Phase to engage a Rebel line taking cover behind a rail-fence at long range. The Union player rolls two D6, scoring 11. He subtracts 1 as the target is behind a rail fence and a further 2 because he moved. This gives a total of 8. He now consults the Casualty Table, which shows that infantry at long range on a score of 8 cause 1 casualty.
Specific Infantry Fire Rules
1. Standard Volley. The majority of standard and large units use the standard volley line when firing in Line formation and have not lost fire discipline; but some units will use the Deadbeat Volley line, see below. 2. Deadbeat Volley.Who uses the Deadbeat Volley line? a. Small regiments b. Deployed in Double Line c. Deployed in Column d. Armed with inferior muskets e. Units that have lost fire discipline f. If infantry that has not recovered fire discipline fires and receives another loss of fire discipline result, it will take one fatigue casualty instead. g. Units are not penalised twice, (e.g. a small regiment armed with inferior muskets) – once on the deadbeat volley line, you can’t get any worse! 3. Loss of Fire Discipline. Any final modified score that results in “FD” means thee firing unit loses its fire discipline. (This can be seen as officers losing control of the firing process, smoke and individual soldiers starting to fire on their own initiative.) Players may wish to mark the unit with a smoke marker (cotton wool) to clearly distinguish units that have lost Fire Discipline. 4. Recovering Fire Discipline. If a unit remains stationary for the full movement phase (it may still conduct a formation change or reform), it will automatically recover its fire discipline at the end of the movement phase. If the unit actually moves any distance, then it cannot recover lost fire discipline. 5. See The Elephant Test. Any casualty result that is followed by ET indicates 56
.
the target unit must immediately undertake a "See the Elephant" test. 6. Double 6, Any unit scoring an unmodified double 6 when firing may immediately roll once on the serendipity table and apply the result. ARTILLERY FIRING
Firing Procedure Measure the range, roll 2D6, (a high score is always better) and apply any modifiers (all modifiers are cumulative). Then consult the appropriate row on the Casualty Table for the result. Any Casualty Dice can either be rolled at the same time or afterwards. Cannon Type 6pdr Smoothbore 12pdr Howitzer 12pdr Smoothbore Mixed Artillery Rifled Artillery Heavy Rifled Artillery
ARTILLERY RANGES Close Canister Effective 0-20cm [12"] 20-35cm [12-21"] 0-20cm [12"] 20-35cm [12-21"] 0-25cm [15"] 25-45cm [15-27"] 0-25cm [15"] 25-50cm [15-30"] 0-20cm [12"] 20-55cm [12-33"] 0-25cm [15"] 25-60cm [15-36"]
Long 35-80cm [21-54"] 35-80cm [21-54"] 45-90cm [27-60"] 50-100cm [30-66"] 55-110cm [33-72"] 60-120cm [36-78"]
Artillery Types • •
• •
Rifled Artillery includes such types as 10pdr Rifles, 12pdr Rifles and 3" Rifles. Mixed Artillery includes batteries that have a mixture of smoothbores and rifled pieces, e.g. 12pdr Napoleons, 10pdr Rifles, 12pdr Rifles, 3" Rifles and howitzers of various sizes. Different artillery pieces forming part of a single battery do not fire separately and are grouped together, firing as a Mixed Artillery battery, e.g. a US battery of two 12pdr rifles, two 6pdr smoothbores and two 12pdr howitzers. The highly accurate 12pdr Whitworths are classed as Rifled Artillery and always fire as if at effective range. Heavy Rifled Artillery generally refers to the 20pdr Parrott. ARTILLERY FIRE MODIFIERS Battery Situation Casualties: 4+/6+
Target is -1/-2
In Cover or Prone (-2 if in Works)
-1/-2
Battery Moved or Unformed or Low on Ammo
-2
Deployed Guns
-2
12pdr Smoothbore Firing Canister (If 6 guns)
+1CD (+2CD)
Skirmishers
-2
No Fire if: Whipped, Routed or Used Double Quick this turn
Fog of War card
-2
Target is in Column or Mounted Cavalry
+2CD
CD = Casualty Dice. Roll a separate D6, preferably a different coloured die to the 2D6 dice. A score of 4, 5 or 6 on the Casualty Die equals one extra casualty. A score of 1, 2 or 3 has no effect.
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ARTILLERY CASUALTY TABLE Range/ Score
3 or less
4
5
6
7
8
9
10
11
12**
Close
FC
1
1
2
2
2/ET
3/ET
3/ET
4/ET
4/ET
5/ET
5/ET
Effective
FC
½
1
1
1
1½
2
2
2/ET
3/ET
3/ET
4/ET
Long
FC
-
½
½
½
1
1
1
1/ET
2/ET
2/ET
3/ET
The number shown equals casualties lost. Casualty score in red = 4 gun battery, (CSA). FC = Fatigue Casualty – the firing battery receives one casualty. ET = See the Elephant Test (see below)
EXAMPLES [A] Canister Fire. A Union 12pdr Napoleon battery fires at close range at a Confederate line in the open. The player rolls two D6, scoring 4 and 1. On a score of 5, the battery inflicts one casualty. In addition, the player rolls two casualty dice, (as it’s a Union six gun battery) and scores 5 and 6. He scores another two casualties, giving a total of three casualties this turn. [B] Assault Fire. A CSA Mixed battery fires at a Federal line at long range. The player rolls two D6, scoring 8 – which inflicts one casualty. Added to this result are two casualty dice for using Assault Fire – he rolls two D6 and scores 2 and 6 – one more hit. Two casualties in total are inflicted.
Specific Artillery Fire Rules
1. Standard Artillery Fire. This is the normal artillery fire method used to inflict casualties upon enemy formations, firing shot or canister. 2. Artillery Assault Fire. This employs a higher rate of fire designed to break up enemy formations prior to an assault or desperate defence. Assault Fire must be ordered in the Command phase via Staff Officer Tasking. a. Advantage: batteries employing Assault Fire add two Casualty Dice to their firing this turn b. Disadvantage: batteries using Assault Fire that end with a FC result will receive two fatigue casualties. c. Restriction: Any battery with four or more casualties is assumed to be either too fatigued or has sustained too many casualties to employ assault fire. 3. Fatigue Casualties. Any final modified score that results in FC leads to the firing battery losing one casualty. (Two casualties if using Assault Fire.) This represents battery fatigue, with crew becoming tired or exhausted through firing, etc. It’s also a useful wargame mechanism to remind players not to continually fire guns at any and all targets or you may well wear out your gunners! 4. Score Result in Red: Any score result of 7 or 9 is divided into two separate scores. The left score is highlighted in red and this is used for all four gun batteries. The score to the right in normal black is used for all six gun batteries. 5. See The Elephant Test. Any casualty result followed by “ET” indicates the target unit must immediately take a See the Elephant morale test. 6. Firing Overhead. Artillery may fire overhead if the friendly troops being fired over are on lower ground and at least 15cm [9"] away from the front of the firing battery and no friendly units are within 15cm [9"] of the target unit, (in any direction). Only shot or shell may be fired overhead, not canister. 7. Bounce-through. For ease of play, Bounce-Through applies to all artillery pieces and at all ranges. Any unit within 10cm [6"] of the target unit and directly behind the target may suffer bounce-through causalities. Roll 1 Casualty Dice to ascertain if any casualties are caused on this target. 58
(Directly behind = behind and with at least half the unit in the line of fire when drawing a line between the centre of the firing battery and the centre of the primary target unit.) Example. A Union battery fires at a Confederate line which has another supporting line of battle directly behind it. The player works out the casualties on the target unit in the usual way and then rolls 1CD requiring a 4, 5 or 6 to ascertain if a casualty is caused on the supporting line to the rear. 8. Loss of Crew. At four or more casualties, a battery will receive a -1 modifier, and this increases to -2 on reaching six or more casualties. This reflects a reduction in combat efficiency as the battery sustains casualties upon men and guns and crew fatigue. 9. Limbered Artillery Target. Once limbered artillery, counts as a normal close order target with no modifiers. 10. 12pdr Canister. When firing canister with either a 12pdr smoothbore or howitzer battery, the player adds either one Casualty Die if a four gun (CSA) battery or two Casualty Dice if a six gun (Union) battery. 11. Low On or Out of Ammunition. Any unmodified double 1 result will render the battery low on ammunition. A second double 1 result will reduce a battery low on ammunition to out of ammo. Out of ammo batteries are removed from play. If using Assault Fire, any single double 1 result will render a battery as immediately out of ammo. Batteries can be marked as low on ammo by placing either a marker or model caisson next to the battery. Replenishment of ammunition via successful Staff Officer Tasking will remove the caisson model. CAVALRY FIRING • Close order mounted cavalry may not fire. • Skirmish order mounted cavalry may fire. (See Chapter 8.) • Dismounted cavalry deployed in line fire according to the normal close order infantry firing rules. • Dismounted cavalry deployed as skirmishers fire according to the normal skirmish firing rules, (see Chapter 8).
59
Elite or Old Lag Green Inferior Muskets Breechloaders Repeaters Smoothbores - Buck & Ball Firer in Works Firer is in Column Formation Firer is Prone Firer Moved Firer Unformed Infantry Casualties: 4+/ 8+ (10+) Artillery Casualties: 4+/6+ Battery is Low on Ammunition Target is Infantry Column or Mounted Cavalry Target is In Cover or Prone Target Skirmishers or Deployed Battery Target a Fog of War card No Fire
FIRE MODIFIER DEFINITIONS If the firing unit is elite or old lag infantry, also roll two Casualty Dice. If the firing unit is graded as green infantry, apply a -1 modifier. If the firing unit is armed with inferior firearms, use the Deadbeat results line. When firing at effective range, breechloaders add one Casualty Dice. When firing at effective range repeaters add two Casualty Dice. If charged, defenders armed with smoothbores add one CD to reflect ‘buck & ball’ ammunition. If charged, defenders in works add one CD to reflect point blank fire. Infantry units in column formation always fire at half effect. Close order prone infantry units always fire at half effect. If close order infantry, cavalry or a battery moved in any manner, reformed or changed formation this turn, apply a -2 modifier. If the firing unit is unformed this turn, apply a -2 modifier. If a unit has lost four to seven casualties, apply a -1 modifier. If a small or standard unit has lost eight or more casualties, apply a -2 modifier. If a large unit has lost ten or more casualties, apply a -2 modifier. If a battery has lost four or more casualties, apply a -1 modifier. If a battery has lost six or more casualties, apply a -2 modifier. If a battery is low on ammo, apply a -2 modifier. When firing at either an infantry column (either attack column or column of march) or mounted cavalry, add two Casualty Dice. This represents the greater vulnerability of dense infantry columns and cavalry formations to Civil War firepower. When firing at units in any form of cover or lying prone, apply a -1 modifier. If the target is within works or fortifications, apply the -2 modifier. When firing at either skirmishers or deployed artillery units, apply a -2 modifier. This represents the more dispersed nature of these targets making them harder to hit and inflict casualties. When firing at a Fog of War card, apply a -2 modifier. This represents the unclear or obscured nature of the target. If a unit carried out any action in the charge phase it may not fire. Units may not fire in the fire phase if they used a double quick bonus move. Whipped and routed units may not fire.
Serendipity Serendipity represents moments of luck on the battlefield and is represented by any unmodified roll of double 6 during close order infantry volley fire, artillery fire or a charge. Each unmodified double 6 roll entitles the player to a roll against the Serendipity Table. Results are applied immediately.
Procedure Roll two D6 and consult the Serendipity Table below: DICE ROLL 2-4
5-7
8-10
11-12
60
SERENDIPITY RESULTS Rally Once Again! Your valiant action encourages some skulkers to rejoin the colours. Remove 1 casualty. Crack Regiment! If Charge Combat: the opposing colonel is caught out by the fury of the charge and flees to the rear. Lose one supporting unit’s reroll. (The player on the receiving end of the Double 6 chooses which support to lose.) If the enemy has no supports, then ignore. If Fire Combat: the opposing regimental colonel (or artillery captain) is picked off by your boys! The opposing unit immediately Retires. Hurrah!/Rebel Yell! The unit’s heroic action (and lack of cursing) so impresses the general he now regards them as a superior regiment. If an infantry/cavalry unit, issue an Hurrah!/Rebel Yell! marker; if artillery, issue a Double Canister marker. Hurrah!/Rebel Yell! = +1 to all 2D6 rolls including Formation Tests, Firing and See The Elephant tests. This lasts until the unit either Retires or is Whipped/Routed. The marker should be placed with the unit until such time as it is removed. Double Canister = +2 CD to a round of battery fire of your choice, at close or effective ranges. The Double Canister marker should be placed with the battery and removed once used. (A unit may only have one such marker at any time.) Once the unit either retires, is whipped or routed, then the marker is immediately removed. French Leave! Your determined action panics the opposing brigadier! He now decides that a more suitable command post would be a gunboat harboured some miles from the battle and gallops off; but not before disgracefully blaming junior officers for his own incompetence. In later years, his image finds fame at the bottom of chamber pots. Opposing Brigade Falters. (For game purposes, the brigade general figure remains in play, just assume the brigadier position has been taken up by a colonel or major from one of your brigaded units.)
SKIRMISHERS
SKIRMISH UNIT TYPES For game purposes, there are three methods of deploying skirmishers: 1. Sharpshooter Units: sharpshooters are any dedicated skirmish units or any small regiment (of three bases or less) permanently deployed as skirmishers for the duration of the game. Such units could include a detachment of Berdan’s Sharpshooters or several companies of the 1st Virginia Rifles. 2. Infantry Regiments deployed into a Skirmish Line: all Confederate and Union infantry regiments are capable of deploying into Skirmish Lines. 3. Cavalry: all Union & Confederate cavalry regiments are capable of deploying into a Skirmish Line, when either mounted or dismounted.
8 “When I reached the fences I sent skirmishers through the belt of trees and found the enemy advancing upon the Williamsberg road...”
General Burns, Savage Station
REGIMENTS DEPLOYED IN SKIRMISH LINE • Spread the regiment’s bases out to physically represent this deployment. • Your figure bases must be deployed at least half a base width apart, up to a maximum of one base width apart. • If restricted for space, you may choose to deploy skirmishers in two or more ranks of figure bases. Only the front rank of figure bases may fire, but of course the player may feed more bases into the forward firing line. • Reforming a Skirmish Line into Close Order: the skirmish line must first fall back behind a friendly close order unit, be within 15cm [9"] and then reform. The close order unit cannot be Whipped or Routed and cannot be other skirmishers.
Skirmishers Firing Skirmishers fire by rolling casualty dice (CDs). Each base in the unit generates a CD, so simply count up all the bases in the unit firing, add or subtract any CD modifiers and that’s the number of Casualty Dice the unit may roll. All bases count for firing purposes, even bases holding casualties. (If you have cavalry mounted two figures to a base – 40 men rather than 75-80 men – then only allocate one CD per two bases. Any odd bases are rounded up.)
Inflicting Casualties • •
Each 5 or 6 on a die roll causes one casualty at effective range. Each 6 on a die roll causes one casualty at long range. 61
•
Any double 6 rolled will also inflict a “See the Elephant” test upon the target (e.g. a skirmish line of just three bases scores a lucky three 6s – this would result in three casualties and a discipline test upon the target.) SKIRMISH FIRE MODIFIERS: Elite
Add 1CD
Green
Lose 1CD
Mounted Cavalry
Lose 1CD
Repeaters or Breechloaders*
Add 1CD
Target in Cover or Skirmishers
Lose 1CD
Prone & armed with muskets
Lose 1CD
Unformed
Lose 1CD
Casualties: 4+/ 8+ (10+)
Lose -1/-2CD
*Units armed with either repeaters or breechloaders enabled the average soldier to shoot faster and skirmish better, especially as they could easily reload lying down, unlike the more common muskets of the period.
• •
The minimum number is always 1CD, regardless of modifiers. Target Formation - there is no modifier for the target’s formation.
EXAMPLE A Union Regular skirmish unit of 3 bases armed with Breechloaders opens fire at a Confederate regiment lining a rail fence at long range. As he has three bases he gains 3D6, as he is armed with Breechloaders he gains another D6, giving a total of four D6. However as the target unit is in cover he must lose 1 D6 - giving a final total of 3D6. He rolls 2, 3, and a 6 - he scores just one hit - so the Confederates suffer 1 casualty.
General Skirmish Rules
1. Fire and Movement. All skirmishers may take a full move and fire at full effect. 2. Arc of Fire. All skirmishers have an arc of fire of 45º from the base edge, even if part of a Hesitant brigade. 3. Priority Targets a. Opposing skirmishers charging the unit. b. Any enemy unit in the arc of fire. 4. Splitting Fire. Skirmishers may split their fire at different targets as the player sees fit. 5. Minimum Close Distance to the Enemy. Skirmishers may not advance closer than 5cm [3"] to any enemy close order infantry, mounted cavalry or artillery unit. 6. Falling Back Before Enemy Close Order Units. In the movement phase, skirmishers automatically fall back before advancing close order units to maintain the respective set distance from enemy infantry and cavalry. This withdrawal is classed as a bonus move, so a normal move may still be taken in their own phase. If skirmishers cannot maintain this distance, they must retire to the rear of their brigade or into cover. If charged, or in the way of a charge, skirmishers must evade. They may never voluntarily contact close order enemy units unless skirmishers in cover are electing to stand in the face of a charge. 7. Firing Through Enemy Skirmishers. Units may fire through skirmishers if the enemy are within 10cm [6"] of the skirmish unit – fire as normal but with the skirmishers taking the first casualty. 8. Firing Through Friendly Skirmishers. Not allowed. 62
9. Officers Hit by Skirmish Fire. Any double 6 from your combined casualty dice represents an enemy officer hit, requiring the target unit to take an immediate See the Elephant Test. SNIPERS
Each player may field one sniper unit. They are considered crack shots, armed with rifles and telescopic sights. A sniper unit should be represented by just one or two figures on a round base to clearly differentiate them from other troop types. • Snipers must be assigned to a brigade. • Snipers only operate when the brigade is obeying orders and then may act as the player wishes. Snipers do not fire when their brigade is hesitant or faltering. • Snipers ignore the Brigadier’s Command Radius ruling – see Chapter 2. • Snipers may take a full move (they move as sharpshooters) and fire at full effect.
Firing Procedure
Snipers may fire at any target the player sees fit. Snipers are the only units in the game who may deliberately target generals. • Firing at Infantry/Artillery/Cavalry. Roll two Casualty Dice. Hit on 5s and 6s. Each hit causes one casualty. • Firing at Enemy Generals & Snipers. Roll two Casualty Dice. Hit on 5s and 6s. ◽◽ If two hits are scored, the opposing sniper is killed (“Mighty Fine Shot!”). Just one hit has no effect. ◽◽ If two hits are scored, the enemy general targeted is shot dead, causing his brigade to falter. (For game purposes, the brigade general figure remains in play, so just assume the brigadier position has been taken up by a colonel or major from one of the brigade’s units.) Just one hit has no effect. • Maximum Range = 50cm [30"]. Snipers always fire as if at effective range – they suffer no long range disadvantage. • Target in cover – not applicable to snipers. • Skirmishers Firing at Snipers. If a skirmish unit targeting a sniper rolls three or more hits, the enemy sniper is killed. One or two hits have no effect. • Close order infantry, cavalry and artillery may not target snipers.
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9
MORALE
THE ‘SEE THE ELEPHANT’ TEST Test if: • Infantry Volley or Artillery Fire result. • Officer hit by Skirmish Fire (any double 6). • Broken-through by friendly routing troops. (Any friendly unit behind and within 10cm [6"] of a routed unit will be broken through.) • Charged in Flank or Rear (test at 5cm [3"] point). • Fired on from flank or rear when Flanked. (See diagram below.) • Skirmishers in the open evading.
“When only 178 men remained, Col. Chamberlain gave the order to fix bayonets and almost before he could say “charge”, the regiment leaped down the hill and closed in with the foe… Surprised and overwhelmed, most of them threw down their arms and surrendered.” 20th Maine, Little Round Top, Gettysburg
Procedure Roll two D6, apply the modifiers and consult the results table.
Modifiers • • •
General Attached: promote to next higher troop grade, e.g. a Regular unit with a general attached tests as a Veteran unit. Old Lags would test as Regulars. Unit Flanked or Whipped: see diagram overleaf. Unit Casualties: see Casualty Table below:
Regiment Size/Casualties
Fresh
1st Level
2nd Level
Disperse
Large Regiment
0-3 casualties
4+
-1
10+
-2
14+
Standard Regiment
0-3 casualties
4+
-1
8+
-2
12+
Small Regiment
0-3 casualties
4+
-1
8+
-2
10+
Artillery Battery
0-3 casualties
4+
-1
6+
-2
7+ (CSA) / 8+ (Union)
Obey Orders on:
ELITE & VETERAN = 6+
SEE THE ELEPHANT TEST RESULTS REGULAR = 7+
GREEN & OLD LAG = 8+
Unformed on:
5
6
7
Whipped on:
2 to 4
3 to 5
4 to 6
Rout on:
1 or less
2 or less
3 or less
65
Results • • • • • • •
The modified score needed for Elite and Veteran units to obey orders is 6. The modified score needed for Regular units to obey orders is 7. The modified score needed for Green & Old Lag units to obey orders is 8. If the unit equals or passes the required score, it may carry on as normal. If the unit fails by 1, the unit is Unformed. If the unit fails by 2 to 4 the unit is Whipped. If the unit fails by 5 or worse, the unit is Routed.
EXAMPLE A Green Federal regiment, the 14th New York, suffered three casualties from Confederate fire in the Fire Phase and is required to take a See the Elephant test. The Federal player rolls two D6, scoring just 5; he subtracts a further 1, as the unit now has a total of four casualties; so the final total is just 4. Looking at the table, we see a Green regiment requires a score of 8 or more to pass – it’s obviously failed. On a score of 4, the regiment is now Whipped and must immediately retreat.
Definitions
Flanked. At least one base of the enemy unit must be completely behind the front base edge of the testing unit and within 15cm [9"]. There must be a clear line of sight with no intervening friendly units.
Flanking Unit
15cm [9"] or less
Flanked Target Unit
Obey Orders. The unit is of good morale and may act as desired. Unformed. The unit has lost order and formation. Its ability to volley is reduced and the unit is more vulnerable in charge combat. The unit may, however, still charge and can offer both flank and rear support. Unformed units do not suffer any movement penalties. Whipped. The unit is broken and must immediately retreat. Players should consider Whipped infantry as falling back in disorder, while cavalry and artillery are retreating with horses blown. a. Whipped units move directly away from the enemy or back towards their own lines for the first 10cm [6"] of the retreat move. They will interpenetrate and unform other friendly units during this first 10cm [6"] move. From then on they avoid other units and may move in any backward direction. b. Whipped units maintain their original formation during the first 10cm [6"] of the initial compulsory move, thereafter they move in ‘column of mob’. c. Whipped units must continue the retreat move until either reaching safety behind a supporting unit, where they may halt, or have moved back the full Whipped distance. (This supporting unit can be in any state, even if itself Whipped or Routed.) Example. The 14th New York was Whipped as a result of failing their See the Elephant test. They must now immediately either fall back the full Whipped move of 30cm [18"] or halt behind any support within this distance that they can reach. A fellow New York regiment is 15cm [9"] behind, so the player elects to halt the 14th N.Y. behind these friendly troops. 66
d. On completion of any Whipped retreat move, the unit will halt facing the enemy. They do not move again in future turns except to evade a charge if Skirmishers, or as a result of charge combat. e. Whipped units may not reform, move or fire. Whipped units cannot be classed as a support in a charge. f. Whipped units are automatically rallied and may reform in the following turn only if the brigade is Obeying Orders. A full movement phase is required to reform the unit; it may reform into good order in any formation. g. Whipped units cannot be rallied or reformed if their brigade is either Hesitant or Faltering. The unit remains Whipped in its current position and loses one casualty. h. Artillery Whipped as a result of a melee disperse. i. If two or more brigaded units are Whipped at the end of the turn, then the brigade automatically falters and must be marked with a Falter marker in the morale phase. Rout. The unit has been badly broken and is close to collapse. a. Routed units act in the same manner as Whipped units. (See above.) b. Any friendly units behind and within 10cm [6"] of the Routed unit, and therefore interpenetrated and unformed by it, are themselves required to take a See the Elephant Test. c. Routed units must fall back the full Rout move – they may not halt behind friendly supports. d. Each new Rout will cause the parent brigade to immediately falter and is marked with a Falter marker. e. N.B. A unit can only have one condition at a time – it is either Unformed or Whipped or Routed. (A unit cannot have a combination of, say, Unformed and Whipped.) Disperse. The unit has broken completely and the men skedaddle. Remove from play. Units disperse if: a. It reaches its Casualty Dispersal Point. b. Whipped or Routed, and the brigade is “Catawamptiously chewed up” in the Command Phase. c. Routed and the brigade Withdraws in the Command Phase. d. Caught by chargers when evading. e. It leaves the table. If any unit disperses, the brigade immediately falters and is marked with a Falter marker. Surrendering: Any unit subject to a compulsory move (Retire, Whipped or Rout) that is surrounded, or the first 10cm [6"] of the initial compulsory move takes them into contact with enemy units, will surrender and is removed from play. The unit disperses and the brigade immediately falters and is marked with a Falter marker. FALTERING BRIGADES • Any brigade with two or more Whipped units is immediately marked with a Falter marker. • Any brigades that have suffered a unit rout or dispersal are immediately marked with a Falter marker. • Exception: Sharpshooter units, (i.e. permanently deployed Skirmishers) of four or fewer bases do not cause the brigade to falter should they either Rout or Disperse. 67
TUCKERED OUT BRIGADE Once a brigade has over 50% of units Dispersed, it is classed as Tuckered Out. Tuckered Out brigades require a command roll score of 5 or 6 to Obey Orders. They are Hesitant on a score of 1-4. (See Chapter 2.) DIVISIONAL MORALE At the beginning of the Command Phase, each currently faltering brigade requires the player to allocate one Staff Officer to shore up his divisional morale and offset defeat. • Using the Divisional Morale Staff Officer tasking, the player must post one Staff Officer for each faltering brigade to ensure Divisional Morale is maintained. • If you have insufficient Staff Officers to assign to a faltering brigade, then the brigade does not receive a command roll and will receive an automatic Catawumptiously Chewed Up result. • If a player has two or more brigades in this situation, the brigade with the lowest overall trooop grading will receive the result. If you have two of the same gading, then the owning player may choose. EXAMPLE The Union C-in-C Dullard is having a tough time of it and currently has three faltering brigades. Therefore, at the beginning of the next Command Phase, he must allocate three Staff Officers to Divisional Morale. At the beginning of the new Command Phase, Dullard rolls for his available Staff Officers, and disaster strikes – he only has two Staff Officers available! Therefore, as he cannot task one Staff Officer to each brigade, he must automatically allocate the brigade with the lowest troop grading a Catawumptiously Chewed Up result.
68
CORPS LEVEL GAMES & OPTIONAL RULES
10 “I have thrown the mass of the army on the left flank... Burnside is now attacking on the right.” McClellan at Antietam
THE ROLE OF CORPS COMMANDERS In large battles, where players are using two or more divisions, the use of a corps commander is sometimes necessary. The corps commander acts as the overall officer in command, providing each division with its initial deployment and objectives.
The Corps Commander’s Ability Players must grade their corps commanders as either a Young Napoleon (excellent), Experienced (average) or a Drunk (poor). A Young Napoleon would be an exceptionally talented commander such as Lee or Jackson. Experienced commanders cover the vast majority of senior officers such as Meade or Hancock, while a drunk epitomizes those officers who are basically unsuited for command of a latrine detail, let alone a division or corps! If not following an obvious historical scenario then roll a D6. 1 Drunk 2-5 Experienced 6 A Young Napoleon
The Corps Commander’s Influence 1. A corps commander graded a Young Napoleon gains an additional three Staff Officers. He rolls for availability and may allocate his Staff Officers to his Divisional C-in-Cs as he sees fit. 2. A corps commander graded as Experienced gains an additional two Staff Officers. He rolls for availability and may allocate to one Divisional C-in-C of his choice. 3. A Corps Commander graded as Drunk must remove all Staff Officers from a randomly determined Divisional C-in-C (once that commander has rolled for availability) and then allocate all these Staff Officers to another C-in-C of his choice every turn. Thus, at times this could be useful, at other times this could be a hindrance. 69
EXAMPLE In a large game, Sickles is classed as a Drunk corps commander and under his command are three divisions, I, II and III. In the Command Phase, Sickles must remove the Staff Officers from one of his divisions, so he rolls a D6, (1, 2 = I Division, 3 or 4 = II Division, 5 or 6 = III Division) and scores 4, so he must remove all Staff Officers from II Division. So Sickles removes the Staff Officers from II Division and must now allocate these to another division of his choice; he chooses to allocate to III Division, as he believes this will assist this command.)
Optional Rules •
• •
•
•
• • • • 70
C-in-C Command Radius. The player is limited to deploying Staff Officers to brigadiers that are within a command radius of the C-in-C. Brigadiers outside this distance cannot receive the benefit of Staff Officers. Players will need to move their C-in-C (movement is the same as brigadiers at 30cm [18"] per turn) in order to ensure he is best placed to effect overall command. (If using corps commanders, use a standard command radius of 120cm [72"].) C-in-C Quality
Command Radius
Politician
55cm [32"]
West Pointer
65cm [36"]
Auspicious
75cm [42"]
Corps Commander
120cm [72"]
Moving the HQ. If the player moves his C-in-C to a new position, this will require one Staff Officer to do so. The C-in-C (HQ) moves in the Command Phase. Brigadier Quality. Players may employ rules to cover their brigadier quality. ◽◽ Excellent Brigadiers gain a second reroll if their first command roll results in a Hesitant result. ◽◽ Poor Brigadiers require an additional Staff Officer for any tasking. ◽◽ To determine quality, roll a D6. A result of 6 = Excellent, a result of 1 = Poor. Brigade in Woods – Command Roll. Any brigade entirely within woods is harder to command, therefore use the following: ◽◽ Brigade Obeys Orders: a die score of 4 to 6 means the brigade is steady and will obey orders. ◽◽ Brigade Hesitant: a die score of 1 to 3 means the brigade will be hesitant. Independent Commands. A brigade may be split into two commands. The parent regiments remain with the brigadier and operate according to the usual command rules. The other brigaded regiments or batteries will be considered as an ‘independent brigade’ and are classed as Tuckered Out brigades for command roll purposes only. (This reflects that fact they are commanded by a junior officer.) Battle March. A brigade that is over 60cm [36"] distance from any enemy unit may use Double Quick, at a cost of just one Staff Officer. First Volley. When firing the first close order infantry volley of any engagement, the player adds one Casualty Die to his fire. (Players will need to denote when units have issued their first fire.) Veterans Firing from Behind Stone Wall or Works when Charged. Add one Casualty Die. Extreme Range Infantry Fire 30-40cm [18-24"]. Only close order Elite, Old Lag or Veteran infantry may fire at extreme range and to do so they
•
•
•
•
may not have moved in any manner and apply a -1 modifier. Infantry firing at extreme range use the long range casualty results line. Extreme Range only applies to Rifled Muskets, Breechloaders and Repeating rifles. Unformed and Charging. If ordering Unformed Old Lag, Veteran or Regular units to charge, a score of 1, 2 or 3 results in the charge being cancelled. This represents the oft-displayed reluctance of more experienced soldiers to charge and close with the enemy. This does not apply to elite units with their better esprit de corps, nor to green units due to their inexperience. Losses to Artillery Horses and Limbers. Once a battery has lost six casualties, it is assumed to have suffered significant horse and limber losses and thus cannot adopt limbered movement rates. It may, however, still prolong and wheel. Rout and Catawamptiously Chewed Up! For a quicker game, treat routed units as dispersed and remove from play. Treat Catawamptiously Chewed Up brigades as dispersed – remove all brigade units from play and lose one Staff Officer. Vulnerable Target! The firer adds two CD when firing at any unit in a very crowded temporary formation, such as crossing a bridge or passing through a gap in works.
71
72
INTRODUCTORY SCENARIO ANTIETAM: ATTACK ON THE BLOODY LANE
Appendix
A
“The entire front line, with few exceptions, went down in the consuming blast.” Colonel Gordon, 6th Alabama Regiment.
In September 1862, Major General McClellan’s Army of the Potomac confronted Lee’s Army of Northern Virginia at Sharpsburg, Maryland. At dawn on September 17th, Hooker’s Union corps launched a powerful assault on Lee’s left flank that began the bloodiest battle of the civil war – Antietam. One of the fiercest engagements of the battle was the Federal attack upon the Confederate centre held by D. H. Hill’s division, deployed on a natural defensive feature later to become known as the “Bloody Lane”.
Mission • •
Confederate: Hold the Sunken Lane. Union: Capture the Sunken Lane by the end of the game.
A player controls the Sunken Lane if he has more units within the lane or, if Union, also beyond the Sunken Lane, but the Union player must have at least one unit in the lane for those beyond it to count. The game ends after 16 turns.
Deployment The Confederate player deploys up to the sunken lane, but no further. Union forces deploy from up to 20cm [9"] in, anywhere along their table edge. 73
ORDERS OF BATTLE
Confederates C-in-C General Hill. West Pointer (five Staff Officers). BRIGADE Rodes
UNIT
STRENGTH
GRADE
3rd Alabama - sharpshooters
3 bases
Veteran
5th/6th Alabama
4 bases
Veteran
12th/26th Alabama
4 bases
Veteran
4th North Carolina - sharpshooters
3 bases
Regular
G. Anderson
Colquitt
Wright & Cumming
Artillery
2nd North Carolina
4 bases
Regular
14th North Carolina
6 bases
Regular
30th North Carolina
4 bases
Regular
13th Alabama
4 bases
Regular
6th Georgia
3 bases
Regular
23rd Georgia
4 bases
Regular
27th Georgia
4 bases
Regular
28th Georgia - sharpshooters
3 bases
Regular
44th Alabama - sharpshooters
3 bases
Regular
3rd Georgia
3 bases
Regular
22nd/48th Georgia
4 bases
Regular
8th/9th Alabama
4 bases
Regular
10th/11th Alabama
4 bases
Regular
Two CSA Mixed Batteries
Regular
Union C-in-C French. West Pointer (six Staff Officers). BRIGADE
Kimball
Morris
Weber
Meagher Irish Brigade
Caldwell Artillery
UNIT
STRENGTH
GRADE
14th Indiana
4 bases
Regular
8th Ohio
4 bases
Regular
132nd Pennsylvania
7 bases
Regular
7th West Virginia
4 bases
Regular
14th Connecticut
7 bases
Green
108th New York
7 bases
Green
130th Pennsylvania
7 bases
Green
1st Delaware
7 bases
Green
5th Maryland
5 bases
Green
4th New York
5 bases
Green
3rd New York SB
4 bases
Regular
69th New York SB
4 bases
Regular
88th New York SB
4 bases
Regular
Sharpshooters
3 bases
Regular
61st/64th New York
5 bases
Regular
81st Pennsylvania
4 bases
Regular
Two Union 3” Rifle Batteries
Regular
Special Rules • • • • 74
Infantry defending the Sunken Lane gain an extra Casualty Die when firing. Artillery may not deploy in the Sunken Lane. All infantry are armed with rifled muskets unless indicated as smoothbore armed (SB) The Union player may hold one brigade off-table in reserve or deploy all brigades on the table as he see fit.
Terrain • • • •
All roads are fenced, including the Sunken Lane. The low rises in the centre of the table should be placed at extreme rifled musket range of the Sunken Lane, (30cm [18”]), so that troops may line the crest and fire into the lane. A good number of fields fenced with picket/rail fences, including the corn field, should be placed about the board. Table size: 6’ x 5’ or 4’ for 15mm, appropriately larger for 28mm.
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Appendix
B
POINTS VALUES
The following points system allows for one-off battles to be fought on an equal footing, (if there is such a thing!). For an average size battle, each player should build his division using between 1,000 and 1,500 points. C-IN-C COSTS
“There they go… the gay and gallant few, doomed, the last gathering of the flowers of Southern pride.”
Of the Army of Tennessee, 1865
• •
C-in-C Quality
Cost
Politician
50
West Pointer
100
Auspicious
150
Each division must have one C-in-C and at least four brigade generals. Brigadiers are free. Excellent Brigadiers = 25. Each Poor Brigadier reduces your C-in-C cost by 15.
POINTS COST PER INFANTRY/CAVALRY BASE AND PER GUN BATTERY Infantry Base
Cost
Cavalry Base
Cost
6 Gun Battery
Cost
Elite
16
Elite
24
20pdr+
150
Old Lag
8
Old Lag
12
3” or 10pdr Rifle
90
Veteran
10
Veteran
16
12pdr Napoleon
90
Regular
8
Regular
12
12pdr Howitzer
75
Green
6
Green
8
6pdr
75
If Smoothbore armed
-10 per unit
If Smoothbore armed
-10 per unit
4 Gun Battery
If Inferior Rifles
-10 per unit
If Inferior Rifles
-10 per unit
20pdr+
100
If Breechloader armed
+20 per unit
If Breechloader armed
+15 per unit
3” or 10pdr Rifle
60
If Repeater armed
+30 per unit
If Repeater armed
+25 per unit
12pdr Napoleon
60
12pdr Howitzer
50
6pdr
50
Veteran Battery Crew +15/+10 Whitworths +50 to battery cost. Add shotguns to a unit +5. No unit may be larger than 10 bases.
Six gun CSA batteries may only be fielded once two other standard four gun batteries have been fielded. If using a 40 men to a base ratio for cavalry, then halve your base costs. Minimum unit cost is 20 points regardless of quality or armament.
76
INFANTRY REGIMENT COSTS
Armed with Rifled Muskets
4 BASES
5 BASES
7 BASES
Elite
64
80
112
Old Lag
32
40
56
Veteran
40
50
70
Regular
32
40
56
Green
24
30
42
4 BASES
5 BASES
7 BASES
Elite
96
120
168
Old Lag
48
60
84
Veteran
64
80
112
Regular
48
60
84
Green
32
40
56
CAVALRY REGIMENT COSTS
Armed with Rifled Carbines
77
Appendix
C
ROSTER SHEETS
PICKETT’S CHARGE BRIGADE ROSTER BRIGADE GENERAL: Unit 1: Grade:
Armament:
Unit 2: Grade:
Armament:
Unit 3: Grade:
Armament:
Unit 4: Grade:
Armament:
Unit 5: Grade:
Armament:
Unit 6: Grade:
Armament:
Casualties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Casualties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Casualties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Casualties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Casualties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Casualties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
PICKETT’S CHARGE BRIGADE ROSTER BRIGADE GENERAL: Unit 1: Grade:
Armament:
Unit 2: Grade:
Armament:
Unit 3: Grade:
Armament:
Unit 4: Grade:
Armament:
Unit 5: Grade:
Armament:
Unit 6: Grade:
Armament:
Casualties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Casualties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Casualties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Casualties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Casualties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Casualties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
PICKETT’S CHARGE BRIGADE ROSTER BRIGADE GENERAL: Unit 1: Grade:
Armament:
Unit 2: Grade:
Armament:
Unit 3: Grade:
Armament:
Unit 4: Grade:
Armament:
Unit 5: Grade:
Armament:
Unit 6: Grade:
78
Armament:
Casualties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Casualties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Casualties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Casualties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Casualties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Casualties: 1 2 3 4 5 6 7 8 9 10 11 12 13 14
ORDER & STATUS MARKERS ADC TASKING TOKENS
Appendix
D
BRIGADE ATTACHMENT
BRIGADE ATTACHMENT
PINKERTON
Re-roll Command Roll
Re-roll Command Roll
Force enemy brigade to re-roll Command Roll
PINKERTON
SCOUTS
ARTILLERY ASSAULT FIRE
Force enemy brigade to re-roll Command Roll
1 Fog of War card revealed on D6 roll of 4, 5 or 6
Add 2 Casualty Dice to artillery fire
ARTILLERY ASSAULT FIRE
RESERVE
RESERVE
Add 2 Casualty Dice to artillery fire
Release off-table Reserve
Release off-table Reserve
RESERVE
RALLY
RALLY
Release on-table Reserve
Recover 1D3 casualties per infantry regiment
Recover 1D3 casualties per infantry regiment
AMMUNITION
AMMUNITION
REDEPLOY
Replenish Artillery Ammunition
Replenish Artillery Ammunition
Redeploy Brigade from current position in the Battle Line
REDEPLOY
DOUBLE QUICK
DOUBLE QUICK
Redeploy Brigade from current position in the Battle Line
Add 4D6cm [3D6"] to Movement. Add 2D6cm [1D6"] to Charge.
Add 4D6cm [3D6"] to Movement. Add 2D6cm [1D6"] to Charge.
79
Brigade and unit markers are given here and may be photocopied. If mounted on card and appropriately covered, they can take repeated handling.
80
RE SERVE
RE SERVE
RE SERVE
RE SERVE
H E SITA NT
H E SITA NT
H E SITA NT
H E SITA NT
H E SITA NT
H E SITA NT
H E SITA NT
H E SITA NT
FA LTER
FA LTER
FA LTER
FA LTER
TUCK ERED OUT
LOW ON A M MO
TUCK ERED OUT
LOW ON A M MO
WHIPPED
WHIPPED
WHIPPED
WHIPPED
WHIPPED
WHIPPED
WHIPPED
WHIPPED
UNFORM ED
UNFORM ED
UNFORM ED
UNFORM ED
UNFORM ED
UNFORM ED
UNFORM ED
UNFORM ED
PRONE
PRONE
PRONE
PRONE
HURRAH !
D OUBL E CA NISTER !
REBE L YE L L !
D OUBL E CA NISTER !
STAFF OFFICER
STAFF OFFICER
STAFF OFFICER
STAFF OFFICER
D OUBLE QUICK
D OUBLE QUICK
D OUBLE QUICK
D OUBLE QUICK
BRIGADE
BRIGADE
BRIGADE
BRIGADE
ARTIL L ERY AS SAULT
SCOUT
ARTIL LERY AS SAULT
SCOUT
PINK ERTON
INITIATIVE
PINK ERTON
INITIATIVE
RA L LY!
RE SERVE
RA L LY!
RE SERVE
REDEPLOY
A M MUNITION
REDEPLOY
A M MUNITION
81
This fast-paced and dynamic set of rules is designed for battle-sized engagements in the American Civil War, from Division or Corps strength for a club evening to huge multi-Corps battles for full days or weekends.
Veteran Game Designer David Brown, well known for such classics as General de Brigade and Battlegroup PanzerGrenadier, presents the next generation of game design with an emphasis on command decisions and a streamlined, easy to learn game system which is still challenging to master.
ReisswitzPRESS