AMERICAN CIVIL WAR 10mm SCALE MINIATURES RULES

Transcription

AMERICAN CIVIL WAR 10mm SCALE MINIATURES RULES
Billy Yank; 10mm ACW Rules
0
2/13/2005
Billy Yank; 10mm ACW Rules
2/13/2005
BILLY YANK!
AMERICAN CIVIL WAR IN 10MM SCALE
MINIATURES RULES
TABLE OF CONTENTS
INTRODUCTION............................................................................................................. 4
General ............................................................................................................................. 4
The War Between the States .............................................................................................. 4
Generalship....................................................................................................................... 5
UNIT ORGANIZATIONS ............................................................................................... 5
General ............................................................................................................................. 5
The Infantry ....................................................................................................................... 6
The Cavalry....................................................................................................................... 7
The Artillery ....................................................................................................................... 8
SCALES AND STAND SIZES ...................................................................................... 10
General ........................................................................................................................... 10
The Table........................................................................................................................ 10
Troop Scale..................................................................................................................... 10
Ground Scale .................................................................................................................. 14
Time Scale ...................................................................................................................... 15
MANEUVER FORMATIONS ...................................................................................... 15
General ........................................................................................................................... 15
Infantry Maneuver Formations .......................................................................................... 15
Cavalry Maneuver Formations .......................................................................................... 17
Regimental Command Group ........................................................................................... 18
Artillery Maneuver Formations .......................................................................................... 18
Changing Maneuver Formation......................................................................................... 19
Other Units – Command and Logistics .............................................................................. 20
Tactical Example ............................................................................................................. 20
TURN SEQUENCE ........................................................................................................ 21
General ........................................................................................................................... 21
MORALE PHASE .......................................................................................................... 21
General ........................................................................................................................... 21
Morale Procedure ............................................................................................................ 21
FIRE PHASE................................................................................................................... 23
General ........................................................................................................................... 23
Fire Combat Procedure .................................................................................................... 23
Special Small Arms Fire Rules ......................................................................................... 24
Historical Long Arms ........................................................................................................ 25
Artillery Ammunition To Hit Procedure ............................................................................... 28
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Artillery Weapons ............................................................................................................ 30
MOVEMENT PHASE.................................................................................................... 33
General ........................................................................................................................... 33
Infantry Movement ........................................................................................................... 33
Cavalry Movement ........................................................................................................... 33
Artillery and Wagon Movement ......................................................................................... 34
Movement Phase Procedure ............................................................................................ 34
Maneuvering ................................................................................................................... 35
Step Back ....................................................................................................................... 36
Charge Movement ........................................................................................................... 36
MELEE PHASE.............................................................................................................. 37
General ........................................................................................................................... 37
Melee Procedure ............................................................................................................. 37
Effect Of Retreats/Routs On Friendly Units ........................................................................ 39
COMMAND AND CONTROL ..................................................................................... 40
General ........................................................................................................................... 40
Defend ............................................................................................................................ 40
Attack ............................................................................................................................. 40
Reserve .......................................................................................................................... 40
Changing Orders ............................................................................................................. 41
How to Change Orders .................................................................................................... 41
Command Rating............................................................................................................. 41
Command Initiative .......................................................................................................... 41
Command Casualty ......................................................................................................... 42
OPTIONAL RULES....................................................................................................... 42
General ........................................................................................................................... 42
Balloons .......................................................................................................................... 43
Telegraph........................................................................................................................ 43
Messengers .................................................................................................................... 43
Indians ............................................................................................................................ 44
African American troops ................................................................................................... 44
Historical Leadership ....................................................................................................... 44
Random Battle Generator................................................................................................. 45
Weapons Determination ................................................................................................... 46
Fatigue ........................................................................................................................... 46
FORTIFICATIONS AND FIELD DEFENSES ........................................................... 47
General ........................................................................................................................... 47
Fortifications.................................................................................................................... 47
Fortresses ....................................................................................................................... 49
Field Defenses ................................................................................................................ 51
ENGINEERS AND PIONEERS.................................................................................... 53
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General ........................................................................................................................... 53
Engineer Organization ..................................................................................................... 53
Obstacles ........................................................................................................................ 54
Demolitions ..................................................................................................................... 57
Pontoon Bridge Building ................................................................................................... 57
TERRAIN ........................................................................................................................ 58
General ........................................................................................................................... 58
Terrain Effects ................................................................................................................. 59
Visibility, Night and Cover................................................................................................. 61
Line of Sight/Fire ............................................................................................................. 63
NAVAL OPERATIONS................................................................................................. 63
General ........................................................................................................................... 63
Types of Ships and Their Characteristics .......................................................................... 64
Ship Defensive Value ....................................................................................................... 65
CAMPAIGN GAME....................................................................................................... 66
General ........................................................................................................................... 66
Player Roles .................................................................................................................... 66
The Strategic Map ........................................................................................................... 66
Game Length and Victory ................................................................................................. 67
Sequence of Play ............................................................................................................ 67
Strategic Movement Phase .............................................................................................. 68
Special Movement Cases ................................................................................................. 68
Strategic Battle Phase...................................................................................................... 69
Recovery ........................................................................................................................ 71
Strategic Reorganization Phase ........................................................................................ 71
Strategic Recruiting Phase ............................................................................................... 71
Supply ............................................................................................................................ 72
Historical Fortifications ..................................................................................................... 73
Special Rules .................................................................................................................. 74
Maneuver Formations ...................................................................................................... 75
Orders of Battle ............................................................................................................... 76
Initial Set-up .................................................................................................................... 77
Weapons Determination ................................................................................................... 78
DESIGNERS NOTES..................................................................................................... 78
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INTRODUCTION
General
As always I am seeking a set of rules that is both fun and realistic. I have found that
combination of several rule sets and optional ideas make the best rules. The big problem is to
mesh it all in to a well flowing set of rules. Thus Billy Yank is not an original set of rules rather it is
the best of many free sets of rules seamlessly complied into one comprehensive set of rules.
A basic set of war game rules must provide a vehicle for troop movement, a procedure
for deciding combat and a method for accounting for the results of combat (casualties and routed
units). Laid over all this, the war gamer must be confounded with command and control issues
and logistics problems. All this must be done without unduly complicating the rule system and
maintaining game playability and realism.
You will require one three foot measuring tape, one 10 sided die and two 6 sided dice per
player to play this set of war game rules. You will need to make one artillery template as well.
You will also require a game table, which is discussed below and finally, miniatures, which is
discussed throughout.
The War Between the States
The Civil War lasted from 1861 to 1865 and cost the lives of 600,000 Americans; more
than in all Americas' other wars combined. Its immediate cause was the decision of several
southern states to leave the Union of States. This 'secession' was the result of years of rivalry
between north and south and friction between the federal Government and State governments,
particularly over the issue of slavery. Some 50,000 books and articles have been written about
this epic conflict that re-forged the American nation.
This is a rules system that enables players to re-fight some of the 2,500 battles and
skirmishes that made up of this dramatic episode of history. They are based on modern historical
research, which dispels some long-founded myths and misconceptions about the way these
battles were fought.
During 1861 eleven Southern states formed a 'Confederacy' to assert their independence
of the Federal government. On paper, they were doomed to defeat if the North decided to fight.
Northern states had a white population three times that of the South, which meant it could raise
more troops and more easily replace casualties. Three-quarters of the manufacturing industry
was in the north, which also had the most extensive railroad network. The Confederacy was
therefore constantly battling against superior technology, with their troops generally worse armed
and worse supplied with such essentials as boots and uniforms. The final nail in the Confederate
coffin was the supremacy of the US Navy, which the South was seldom able to actively oppose.
The Confederates faced these odds with self-made myths that one Southerner was worth
three Yankees and that when pushed, the North would not fight. The North did fight - and
enjoyed immediate success in naval operations, introducing a blockade and seizing many towns
and forts along the Confederate coasts. In the West, in Kentucky, Tennessee and New Mexico,
'Rebel' troops were gradually pushed back by a tide of blue uniforms. For the watching world,
however, the main focus of the war was in the East, particularly in Northern Virginia, where a crop
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of indifferent Union commanders were repeatedly beaten; so often in fact, that Union armies
became accustomed to defeat.
The South initially produced the most able Generals, notably Robert E. Lee and
'Stonewall' Jackson. Southern cavalry, brilliantly commanded by such men as Nathaniel Bedford
Forrest and JEB Stuart literally ran rings around their opponents. Most of the Southern
armaments came from captured Federal supplies, but they often lagged behind in the quantity of
the more advanced firearms and artillery pieces. Southern infantry was more aggressive and
was employed with more determination than the Northerner, until this was blunted by heavy
losses. Confederate victories in Virginia were, however, insufficient to prompt the North to sue for
peace, or to tempt European powers to intervene on their side.
In July 1863, the twin defeats of Gettysburg in Pennsylvania and Vicksburg on the
Mississippi signaled that the end could be delayed but not averted. At last the Union found a new
breed of commander, promoting US Grant to lead its armies, with such subordinates as W.T.
Sherman and 'Phil' Sheridan. Their infantry became confident and their cavalry, initially abysmal,
became able to confront the Southerners on their own terms. As a final extra weapon, the
Federal Government formally abolished slavery at the end of 1862 and during the following year,
the first of over 100 regiments of African Americans were raised to join what had become a war
for freedom. With Southern backs to the wall, smart gray uniforms gave way to patched civilian
clothes, or cloth dyed 'butternut' brown as the Federal blockade tightened. Lee surrendered at
Appomattox in April 1865, with the remaining Confederate armies giving up the fight by the end of
May.
Generalship
At the beginning of the war, the USA had only a tiny army and few General officers who
had ever exercised high command. The majority of Generals tried to fight the war in much the
same manner as the Napoleonic wars. Massed infantry attacks would be supported by artillery
fire, with cavalry being held in reserve for the expected breakthrough. Feints and flank attacks
were also devised, but these complex plans rarely worked in practice. This was partly due to the
terrain, which often included forests, mountains or swamps, partly due to the inexperience of their
soldiers and junior officers. Most were civilians at heart, and the democratic, individualistic nature
of American society meant that Civil War armies did not have the iron discipline employed in
European armies at that date.
Many of the battles therefore degenerated into bloody stalemates, with the attacker often
being defeated and allowed to escape without the kind of close pursuit needed to turn retreat into
rout. In the closing battles, Grant ruthlessly abandoned subtle tactics in favour of 'meat grinder'
attacks where the Northern superiority in numbers would finally prevail. As such, Grant was
anticipating the logic used by generals in the Great War sixty years later.
UNIT ORGANIZATIONS
General
During the American Civil War, organizations were fairly constant throughout. Since both
sides of the conflict were graduates of the same military education system, the military system
was fairly identical on both sides, although the practice was somewhat different. There are two
basic organizational influences; Regular ORBAT and Militia ORBAT. Only the Union used the
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Regular ORBAT and then only in the pre-war Regular Army units. Both sides used the Militia
ORBAT for the wartime-raised units and state controlled militia units.
The Infantry
This was an infantryman's war, and infantry would bear the brunt of most battles, being
most often employed in two deep lines for both attack and defense. Deeper columns could be
formed for the attack and troops would march from point-to-point in a long, straggling column.
Drill was sketchy and few regiments were capable of fancy battlefield maneuvers.
It was normal for infantry to detach some fifth of its strength into a skirmish line ahead of
the main body. Towards the end of the war, up to a whole regiment might be deployed as
skirmishers. Although some troops were initially armed with Napoleonic-style smoothbore
muskets, the standard Civil War firearm became the rifled musket. This had a range up to 800
yards, but long-range firing was discouraged as it wasted ammunition and did not produce
decisive battle-winning results. Such a long range however was only useful in open battle, and
much fighting took place in forest or woodland at ranges under 50 yards. Bayonet charges were
relatively rare, as attacks were ether halted by the fire of defenders, or the defenders would run
away before the attackers arrived. Most attacks would halt within 100 yards of the enemy
position, when both sides would engage in a firefight until one side retreated or ran out of
ammunition.
The Infantry Regiment - There were three organizations of infantry regiment during the
American Civil War; the Pre-war Infantry Regiment (Regular Army and Militia), the Regular Army
Infantry Regiment and the Volunteer Infantry Regiment. The pre war infantry regiment was
organized into 10 companies of 87 officers and men each, thus a total of 878 officers and men in
the regiment. The companies were letter A to K omitting J with A and B Company considered
flank companies and were made up of the finest soldiers of the regiment. There was 1 Colonel, 1
Lieutenant Colonel, 9 (yes NINE!) Majors and 10 Captains, Lieutenants and Second Lieutenants
on the regimental rolls.
At the start of the war, 9 additional Regular Army regiments were formed using the
"French Model". The French model consisted of 3 battalions of 8 companies of 100 officers and
men each. There was 1 Colonel, 3 Lieutenant Colonels, 15 Majors and 24 Captains, Lieutenants
and Second Lieutenants on the regimental rolls. The first 10 pre-war Regular Army infantry
regiments were converted to the French model during the war. The two USSS (United States
Sharpshooters) Regiments used the French Model as well. Regular Army regiments suffered
from severe manpower problems during the war as recruits rushed to their patriotic state militia
regiments and the shorter enlistments to be had in those regiments.
The last organization was the volunteer infantry regiment that was close to the pre-war
infantry regiment in organization. The volunteer infantry regiment was organized into 10
companies of 100 officers and men each, thus a total of a little over 1000 officers and men in the
regiment. The companies were letter A to K omitting J with A and B Company considered flank
companies and were made up of the finest soldiers of the regiment. There was 1 Colonel, 1
Lieutenant Colonel, 9 Majors and 10 or more Captains, Lieutenants and Second Lieutenants on
the regimental rolls. All confederate infantry regiments and all Union volunteer, coloured troops
and state militia regiments use this organization.
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Paper strength is one thing, field strength another as many units never went into battle
with their full complement. Most war time units suffered from attrition in the form of desertion,
conscription pay offs, stragglers and the big manpower consumer; sickness. This whittled paper
strength down until field strength was roughly fifty to forty percent of paper strength on average
by mid war. Confederate units faired a little better until the very end because of superior
Confederate manpower replacement policies.
Union units were used up in battle until they were amalgamated with other units because
the Union tended to prefer to raise new green units en mass and feed them into the army. This
meant that until late in the war there was should be a high percentage of green units in Federal
armies. Confederates kept the same units throughout the war and fed new replacements into
veteran units thus keeping the combat effectiveness of units up for longer periods and allowing
green replacements to learn their craft from the veterans. The confederate system was better for
both the private soldier and the limited confederate manpower pool as this method lead to fewer
casualties and better soldiers.
In game terms, the average volunteer infantry regiments will consist of 20 to 30 figures.
The Confederates should have slightly larger regiments until mid war when they will equal out at
20 figures. After the mid war period, Confederate regimental strength will decrease to about 16
figures per regiment in the late war to the surrender. The Union should remain around the 20
figure mark throughout but will have more green units. Union Regular Army regiments will consist
of a field strength of 3 battalions of 18 figures each in the French model and will be considered
veteran élan grade units from the start of the war but may never attain the status of elite.
The Cavalry
Cavalry were expensive to raise and took time to train properly, so played very much a
subordinate role in this war. The rough or wooded terrain of most battlefields was unsuitable for
classic cavalry charges and even when attempted, these normally ended in disaster. Steady
infantry with rifle-muskets could shoot down cavalry long before they came within reach of sabers
or pistols. Horsemen were best employed in scouting, skirmishing and raiding the enemy supply
lines. Dismounted, they proved effective for seizing objectives and skirmishing. Confederate
cavalry normally carried a number of pistols, supplemented by shotguns, muzzle loading carbines
and musketoons all very useful at close range. Some Union cavalry were initially only supplied
with sabers, which coupled with their poor training made them next to useless. By 1863, they
were being issued with repeating rifles, which in the days of the single shot rifled musket made
them formidable once on foot.
The Cavalry Regiment - Union Regular Army cavalry was organized into regiments of 3
battalions, each of 2 squadrons, each of 2 troops (lettered A to J) consisting of a paper strength
of 100 officers and men each. The Union war-time raised units were organized into 6 squadrons
of two troops each, consisting of a paper strength of 100 officers and men. In field, the wastage
of horse flesh and attrition of men was such that most regiments maintained a strength of 300 to
360 officers and men. Regardless of organization there were 1 Colonel, 1 Lieutenant Colonel, 3
Majors and 6 captains and 15 Lieutenants on the regimental rolls. Most Regular Army cavalry
regiments did not serve together during the war, instead they made up provost guards of various
Corps.
Confederate cavalry came from a different background. Pre-war militia cavalry regiments
were popular amongst the horse racing culture of the Southerners with hundreds of independent
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cavalry companies spread throughout the Confederate states. These units were brigaded 10 in
number to become numbered state regiments. Thus Confederate regiments were organized into
regiments of 10 companies (lettered A to J), each of 60 to 80 officers and men and thus a paper
strength of 600 to 800 officers and troopers. In field, the wastage of horse flesh and attrition of
men was such that most regiments maintained a strength of 300 to 400 officers and men, despite
the superior manpower management of the Confederate armies. Again as in the Union cavalry
regiments, there were 1 Colonel, 1 Lieutenant-Colonel, 3 Majors and 6 captains and 15
Lieutenants on the regimental rolls.
Unlike Union cavalry each Confederate cavalryman had to supply his own horse and
arms. This situation resulted in a more careful use of horse flesh but had the effect that most
Confederate cavalry was not prepared to charge into any situation that would mean a very
probable loss of that horse flesh. Additionally, most Confederate cavalry was not saber armed
until they captured sufficient weapons, if at all. Confederate cavalry was armed with the muzzle
loading cavalry carbine throughout the war, as the breech loader was of no use to the
Confederates who had no means of producing the ammunition for breech loaders. This kept
Confederate dismounted firepower retarded in comparison to their Union counterparts.
In the game, both the Union and Confederate cavalry regiment will consist of an average
of 16 mounted figures.
The Artillery
Artillery was divided into 'heavy' and 'light', the latter being the ones doing most of the
fighting on the battlefield. Heavy regiments tended to man fortresses or siege trains, or were
even fielded as infantry! Few Civil War generals made good use of their artillery. Napoleonicstyle 'grand batteries' were rare and it was unusual for guns to be maneuvered across the
battlefield like Napoleonic horse artillery. For the most part, once a battery position had been
chosen, the guns remained there for the duration of the battle.
The Artillery Battery - Both sides in the conflict organized identically in theory, however,
differences in availability of equipment and training resulted in compromises on the Confederate
side. From 1862 batteries were grouped into brigades of three in the Federal armies or battalions
of four in the Confederate armies.
The equipment of the American civil war Union artillery consisted of 6 cannon (the
cannon varied by type but within the battery an attempt was made to keep all the artillery of
uniform make and caliber), 6 limbers, 12 Caissons, 1 wagon, 1 forge wagon, 20 teams of 6
horses, 10 spare horses, 5 officers and 190 men (30 men (called cannoneers) per gun under a
Sergeant (know as the "chief of the piece) plus battery troops) at full strength. The battery was
organized into 3 sections of 2 guns each with an officer commanding each section. Practically, in
the field a Union battery average 100 officers and men. For game purposes, Union artillery
batteries will consist of a cannon with 6 crewmen and 1 limber with a team of 2 horses. In the
higher echelon, Union artillery will receive 1 caisson per 2 batteries in a formation and 1 forge per
division.
The Confederate artillery arm was far worst off because of lack of cannon making
industry, lack of good cannon in seconded Federal armouries and lack of trained artillerists. The
equipment of the American civil war Confederate artillery consisted of 4 cannon of a hodge-podge
of type and caliber (the cannon varied by type within the battery and no attempt was made to
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keep all the artillery of uniform make and caliber), 4 limbers, 8 Caissons, 1 wagon, 1 forge wagon,
14 teams of 4 horses, 4 officers and 130 men (30 men per gun plus battery troops) at full
strength. The battery was organized into 2 sections of 2 guns each with an officer commanding
each section. Practically, in the field a Confederate battery average 40 to 100 officers and men.
For game purposes, Confederate artillery batteries will consist of a cannon with 4 crewmen and 1
limber with a team of 2 horses. In the higher echelon, Confederate artillery will receive 1 caisson
per 4 batteries in a formation and 1 forge per Corps.
The game rules reflect the inefficiency of Confederate artillery by reducing the ability of it
to kill using a Fire Factor Table Modifier Case. The South, a horse loving culture that preferred
the race horse to the work horse, did not have as large a pool of draft horses as the Union and
this is reflected by the smaller teams of horses in the battery. To reflect this historical reality in
the game we reduce the movement value of Confederate artillery by 1 movement point (this
prohibition does not apply to the Confederate horse artillery).
Horse Artillery - For both sides "horse artillery", that is artillery that accompanies the
cavalry uses the lightest weight cannon, usually 6 pounder smoothbores. The main difference
with horse artillery is that all members of the battery are mounted thus allowing them to keep
pace with the cavalry. Thus the overall number of horses in the battery will exceed the members
of the battery when the draft horses are taken into account. Thus designated horse artillery
moves at the speed of the cavalry.
Siege Artillery – Siege artillery was made up of the very largest cannon in existence and
designed to batter down the walls of stone fortresses (which there were many on the American
Coast). Siege artillery saw use mainly at Vicksburg, Richmond and Petersburg on the Union
side. On the Confederate side, siege artillery saw a lot of use defending the fortresses and
redoubts of Southern ports during the Union blockade.
Common bores sizes for siege artillery were 32 pounder smooth bores and 30 pounder
rifled cannon along with 10 and 13 inch siege mortars. All this was group into a Siege Train of
various sizes depending on equipment availability and was very hard to move around. If taken, a
siege train will move any great distance by railroad and then man handled to the site of the siege.
The Heavy Artillery Regiments that served the siege artillery were organized into 12
batteries on the Union side. On the Confederate side, siege artillery was organized into
battalions of 4 batteries. The normal ratio is about 3 smooth bore batteries to 2 rifled batteries to
1 mortar battery. Thus the average regiment would have six batteries of smooth bores, 4
batteries of rifled cannon and 2 mortar batteries and the average battalion should have 2, 1 and
1, respectively. One, and possibly two, heavy artillery regiments and an engineer regiment would
make up an army siege train.
Siege artillery batteries vary in size from 2 to 6 cannon or mortars and should be reflected
in the game by a cannon or mortar model and 2 to 6 figures depending on the number of guns in
the battery. Players should note by 1865 the Union had so much siege artillery that a number of
regiments were converted to infantry and served in that capacity during the battle of Petersburg.
Legion – Legions are units of either large battalion size or regiment size that contain a
mixture of infantry, cavalry and artillery. The standard legion usually consisted of a battalion of
infantry, a battalion of cavalry and an artillery battery.
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By 1862 most legions had their component parts reassigned but the infantry portion
continued to use the term legion in its name.
SCALES AND STAND SIZES
General
The first step in creating a war-gaming system is to set values in miniature to represent
the real world norms. There must be some connection to reality without making the game area
required too large for the average war gamer.
The Table
War gaming is played on a table of some sort. You can use the dining room table when it
is not so employed or develop purpose built table in some location. Your table can be full time if
you have the space or maybe part time where you set it up for a battle or event. In these post
modern days many gamers do not have the space and use either a floor or join a war gaming
club that shares their historical interest. My table is full time and measures six by nine feet.
Troop Scale
The next part of war gaming is representing the actual historical troops and campaigns in
scale. Scale is done by creating a number of representative ratios of game to real life. In
particular, we need to think of three ratios; Game Board to Actual Ground, Game Turn to Actual
Time and Miniature Figure to Actual Soldier. This soldier representation is called “troop scale”
and is the first of our standard war game scales to be introduced.
Troop scale is the representation of the historical troop strength to the number of
miniature models. Troop scale is related to number of men in a unit and is usually represented by
stands of figures. Stands are small bases with one or more figures mounted on them. Stands
are the basic maneuver unit of our game, while figures are the basic casualty-counting unit.
Stand Size
1.5cm X 1cm
1cm X 1cm
1cm X 1cm
.5cm X .5cm
1cm X 1cm
1cm X 1cm
1cm X 1cm
Not Based
1cm X 2cm
1cm X 2cm
Troop Scale and Stand Size
Models
Real Men in Game Scale
Unit Type
Figures per Stand
Company
Regiment
Brigade
Infantry
2 figures
40 men
80 men
160 men
Cavalry
2 figures
40 men
80 men
160 men
Dismounted Cavalry
2 figures
40 men
80 men
160 men
Artillery crewmen
1 figure
20 men
20 men
20 men
and Skirmishers
Brigade General
1 Foot General
Brigade
Brigade
Division
Division General
1 mounted General
Division
Division
Corps
1 mounted General
Corps
Corps
Army
Army General
1 mounted flagmen
Artillery
1 model
1 Battery
1 Battery
1 Battery
Supply Wagon
1 model
2 wagons
2 wagons
2 wagons
2 wagons
Pontoon Wagon
1 model
2 wagons
2 wagons
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Artillery Guns are not based so that they can be limbered and unlimbered. Players
should consider leaving a long edge on the basing at the rear of artillery limber bases to set the
cannon on when it is limbered to that limber.
Players will note that I have given three ratio scales. This is called game scale. Players
should pick the game scale ratio that best suits their time and pocket book. From most time
consuming and expensive to least time consuming and expensive the game scales are;
Company, Regiment, Brigade.
Basing Units – Basing units must take in account the ease of player use and the need to
account for game statistics. Thus basing must let the player move his unit easily and provide a
means to account for casualties, movement, facing and morale.
Given above were the basic basing sizes, given below will be the addenda to that will be
allowed to make up a given unit. Certain of amount figures in a unit are considered to be
skirmishers and thus based like artillery crew.
The following symbols legend is appropriate for use in this section
Symbols Legend
Foot
Mounted
Private
Private
Musician
Musician
Regimental
Officer
Standard
Bearer
Regimental
Officer
Standard
Bearer
General
General
Wagon
Horse
Limber
Draft Horse
Cannon
Base
The Infantry Regiment – This example of basing assumes a mid-war reduced strength
infantry regiment of 400 men in total:
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Basically, The 400 man infantry regiment consists of 4 Skirmisher stands of 1 figure, 1
Command stand of Regimental Colonel and Standard Bearer, 1 Signal stand of Musician and
Sergeant Major, 6 Musket stands of 2 figures each; for a total of 12 stands. A full strength
regiment of 1000 men would add 10 more Musket stands of 2 figures each; for a total of 22
stands. A full strength unit would be 2 ranks deep and 22 figures wide. Special units that had a
history of skirmishing or irregular warfare should be depicted with all skirmisher stands except for
the Command and Signals Stands. The unit depicted above is in line formation.
Players wishing to depict both colours of a regiment should organize their units with a
Command stand of Regimental Colonel and Musician and Colour stand of both colours, thus
omitting the Sergeant Major.
The Infantry Battalion – This example of basing assumes a mid-war reduced strength
infantry battalion of 250 men in total. The Confederate army was the primary user of battalions
and these units usually consisted of regiments recruited in area where they ran out of recruits.
This left these units are less than regimental strength.
Basically, The 250 man infantry battalion consists of 2 Skirmisher stands of 1 figure, 1
Command stand of Battalion Lieutenant-Colonel and Standard Bearer, 1 Signal stand of Musician
and Sergeant Major, 3 Musket stands of 2 figures each; for a total of 7 stands. Interestingly, this
figure was the strength of the 20th Maine Infantry Regiment in its defense of Little Round Top.
The figure above is in line formation.
Historically, infantry units have two colours; a regimental colour and a national colour.
The representation of two flags in one unit at this scale would be an visually unrealistic ratio of
flags to troops. Along these lines, if you doing a brigade level game use only one colour to a
brigade. In either case, I recommend the use of the more readily recognizable national colour.
If you are basing brigades instead of regiments the type of basing remains the same but
the overall number of bases may change even if using the 80 men to a figure rule given above.
For the most part though, change the name regiment to brigade and you have a brigade-sized
formation.
The Cavalry Regiment – This example of basing assumes a mid-war reduced strength
cavalry regiment of 320 men in total.
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Basically, The 320 man cavalry regiment consists of 1 Command stand of Regimental
Colonel and Standard Bearer, 1 Signal stand of Musician and Sergeant Major, 6 Saber stands of
2 figures each; for a total of 8 stands.
Dismounted cavalry are considered skirmishers and thus mounted singularly on bases. I
recommend you keep the cavalry regiment Command and Signals stands mounted at all the time.
The Cavalry Battalion – This example of basing assumes a reduced strength cavalry
battalion (legion) of 160 men in total.
Basically, The 160 man cavalry battalion consists of 1 Command stand of Regimental
Colonel and Standard Bearer, 1 Signal stand of Musician and Sergeant Major, 2 Saber stands of
2 figures each; for a total of 4 stands.
The Artillery Battery – This example of basing assumes a battery of 4 guns and 100
men in total. Each crewmen of a battery represents a gun in the actual battery. This is important
to the game mechanics because as long as a battery has a single crewmen serving the gun it
may continue to fire. In that way, a historical battery of 6 guns will last longer in the game than a
battery of 4 guns without creating a lot of useless player paper work.
Note that the gun is not on a base so it can be limbered to a limber on a limber base and
that the crewmembers are on separate bases each. If you have a multiple number of batteries
under one unit it is called an artillery battalion and add a single foot officer as the artillery battalion
commander.
General Officers and Headquarters Staff – This example of basing assumes a General
Officer, his aides and couriers. Certain levels of Generals have a large staff and receive a
second figure standard-bearer. Lower level Generals are mounted on a stand-alone and finally
brigade Generals are not mounted to show their level in the army hierarchy (in the brigade level
game Brigade Generals are part of their brigade like regiment colonels in the company and
regiment level game, so do not use separate brigade General figures). A stand or two of cavalry
maybe added to indicate the headquarters guard and provost detail for Corps headquarters.
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Above in the diagram are stands for (from left to right); a General with Standard Bearer, a
General alone and a General on foot. Each Corps and Army should have a mounted General
Officer with standard-bearer who is the commander of that Corps and Army. Each division has a
mounted General officer who is the division commander. Each brigade has a foot General officer
who is the commander of that brigade.
Each Corps and Army should have a mounted General who is the senior artillery officer
for that formation and commands all the artillery of that formation. This figure should be separate
from any artillery commanders at battalion level and like the artillery battalion commanders he
should have some effect on the accuracy of artillery only when in position with that battery.
Each Corps and Army should also have a mounted General who is the senior engineer
officer for that formation, he should command the formation pontoon train (if provided) and any
engineer regiments that formation may have (it is a good idea to provide some engineer figures
for each Corps commander on the table as well as a minimum of 8 engineer figures to
accompany, protect and install the pontoon bridge if it is provided). Engineers will be covered in
detail in the section “Engineers and Pioneers”.
A third mounted General officer to command the logistics and wagon train maybe
included if you got the extra figures. These specialist (Artillery, Engineer and Logistics) Generals
may rally units that rout past them but may not lead units into battle.
Wagon and Pontoon Bridge Trains – This example of basing assumes a train of
sufficient equipment to support a Division in the case of supply wagons, a Corps in the case of
Pontoon bridges and a battery in the case of artillery.
It is important to note that only a single team of horses is used. This usage is in keeping
with the ground scale. If you use more teams of horses it will look more visually real but you will
reduce the space you have to move units around. Note how the base for the limber is set up; the
second example above is a limber with cannon see where the cannon wheels are – near the rear
of the base. The third example above is the limber without cannon; notice the empty space to the
rear of the limber model. When a limber is not towing a cannon this empty space is not
considered part of the limber for movement and combat purposes.
Ground Scale
The second ratio is the representation of the historical ground to the gaming surface
(your table or what have you). This is known as Ground Scale and is the relationship of the game
table in centimeters to actual ground in meters.
In our game, ground scale is relative to the size of the game scale and is given in the
chart below.
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Time Scale
The last ratio is the representation of the historical time to the game turn. This is known
as Time Scale. In our game, time scale is given in the chart below.
Time and Ground Scale
Game Scale
Company
Regimental
25 meters
50 meters
5 minutes
15 minutes
Measurement
One Centimeter
One Turn
Brigade
100 meters
30 minutes
MANEUVER FORMATIONS
General
Maneuver formations are the means of moving and fighting large bodies of troops on the
battlefield. They should not be confused with Brigades, Divisions, Corps and Armies, which are
organizational formations of units. Organizational formations are means of placing individual
troops and equipment into the line in an organized matter to take advantage of terrain and
firepower to win battles. To keep it straight maneuver formation is related to drill and organization
formation is related command hierarchy.
Infantry Maneuver Formations
There are five basic maneuver formations that infantry units can use. Infantry must be in
a maneuver formation if they are to move and/or fire.
March Column Maneuver Formation - March column maneuver formation is the basic
formation for marching troops to take advantage of road movement. March column formation is
longer than it is wide. Troops in column may fire a maximum of 2 ranks in the unit to the front and
none to the flanks and rear. March column formation is always 2 figures wide to be able to fit on
game board roads.
Direction of Travel
For example; a regiment of 20 figures with be 2 figures wide by 10 figures deep in
column formation. Only the two front ranks of 2 figures each may fire.
Line Maneuver Formation - Line maneuver formation is the basic formation for firing
troops to take advantage of their fire combat power. Line formation is wider than it is long.
Troops in line may fire all figures in the unit to the front and none to the flanks and rear.
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Infantry may charge in line formation.
Direction of Travel
For example; a regiment of 20 figures with be 10 figures wide by 2 figures deep in
line formation. Both ranks of 10 figures may fire.
Attack Column Maneuver Formation - Attack column maneuver formation was very
popular amongst the French (Napoleon make it famous). Basically, a cross between column and
line it was wider than column and thicker than line. Troops in attack column may fire a maximum
of two ranks in the unit to the front and none to the flanks and rear. Infantry may charge in attack
column formation. Civil war infantry only use this formation when attacking fortifications as part of
a much larger Division or Corps attack.
Direction of Travel
For example; a regiment of 20 figures with be 4 figures wide by 5 figures deep in
attack column formation. Only the two front ranks of 4 figures each may fire.
Skirmish Formation - Skirmish formation is an open order formation that is practiced
only by light troops. Basically, the light troops are deployed an open order line in front of the main
infantry formation to snipe at enemy troops and draw fire away from the main infantry body.
Skirmish troops are represented by single figure stands deployed 2 centimeters away from each
other in loose lines forward of the main infantry formation.
Direction of Travel
Note the distance between stands and the position of Signals and Command stands,
infantry use skirmish formation in front of the main body of infantry and in country not suited to
close formations, such as woods. All Infantry and cavalry stands may skirmish. A skirmishing
cavalry stand can be mounted or dismounted.
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Sending out skirmisher stands from a formed unit is not considered a formation change.
Recovering skirmisher stands is considered a formation change. Skirmisher stands have no flank
or rear and have a 360-degree arc of fire.
Skirmisher stands cannot approach an enemy unit closer than 100 meters. If an attacker
attempts to enter Melee with skirmisher stands, the skirmisher stands must execute an immediate
step back to rejoin their parent unit. This will constitute their movement for the turn, if they have
not already moved during the turn.
If an enemy unit advances towards skirmishers, the skirmishers must automatically
withdraw in order to maintain the 100-meter distance, but this will count as their normal
movement for the turn. Skirmisher stands charged by enemy may issue defensive fire at the
attacking enemy unit before executing their mandatory step back if the skirmisher stands did not
already fire in the fire phase and if they successfully pass an immediate morale check.
Skirmisher stands may individually move in any direction to the full extent of their
movement without consideration for facing. Skirmisher stands may issue small arms fire in the
fire phase, and then move one-half of their normal movement in the Movement Phase, or may
hold fire in the fire phase and make a full move in the Movement Phase
Skirmisher stands are considered to be a separate unit from their parent unit when fired
upon. However, when skirmisher stands rejoin their parent unit, the reconstituted unit will add the
skirmisher disorder marker(s) to those of the parent unit.
Entire infantry regiments maybe not use skirmish formation prior to 1865 unless deployed
in forest or acting as skirmishers in front or formed infantry.
Square Maneuver Formation - Square formation is a closed order formation that is
practiced only by infantry as a defense against cavalry. It was a rarely practiced formation during
the American Civil War and thus if used must take twice as long to execute. All figures face out
and away from the center and a unit may not move while in square formation.
Disordered Formation - Disordered formation is a formation imposed on a unit by the
end results of failed morale check and as such is not a maneuver formation. A unit in disordered
formation has its stands moved away from each other and is not in any semblance of any other
formation mentioned above. Units in disordered formation may not fire.
Cavalry Maneuver Formations
There are three basic maneuver formations that cavalry units can use. Cavalry must be
in a formation if they are to move and/or fire.
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March Column Maneuver Formation - March column maneuver formation is the basic
formation for marching troops to take advantage of road movement. March column formation is
longer than it is wide. March column formation is always 2 figures wide to be able to fit on roads.
Direction of Travel
For example; a cavalry regiment of 16 figures with be 2 figures wide by 8 figures
deep in column formation.
Line Maneuver Formation - Line maneuver formation is the basic formation for firing
troops to take advantage of their combat power. Line formation is wider than it is long. Troops in
line may fire all figures in the unit to the front and none to the flanks and rear. Cavalry must be in
line formation to make a charge.
Direction of Travel
For example; a cavalry regiment of 16 figures with be 8 figures wide by 2 figures
deep in line formation. Only both ranks of 16 figures may fire.
Disordered Formation – Disordered formation is a formation imposed on a unit by the
end results of failed morale check and as such is not a maneuver formation. A unit in disordered
formation has its stands moved away from each other and is not in any semblance of any other
formation mentioned above. Units in disordered formation may not fire.
Regimental Command Group
Each infantry unit must have at least one stand containing flag(s), musician(s) and/or
officer(s), which together represent Command Group. Cavalry units have one stand which
contains a flag and/or officer. Artillery batteries do not have a Command Stand, as the batteries
can operate separately from each other.
A unit is defined as a separate entity regardless of whether it is battery, battalion,
regiment or brigade (in the brigade game a brigade is a unit, in the other two game scales it is an
organizational formation).
Artillery Maneuver Formations
There are two basic formations that artillery units can use. Artillery must be in a
formation if they are to move and/or fire.
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Limbered Maneuver Formation - Limbered formation is the basic formation for artillery
to take advantage of road movement. Artillery in limbered formation have their cannon hooked
up to limbers and ammunition stowed in wagons. Artillery may not fire in limbered formation but
they may move in column using road movement and cross-country movement.
Direction of Travel
Unlimbered Formation - Unlimbered formation is the basic formation for artillery to fire.
Artillery in unlimbered formation have their cannon emplaced and ready for firing with ammunition
ready and limbers sent to the rear. Unlimbered cannon may not move (Exception; 6 pounders
with crew of four maybe pushed 25 meters per turn that they do not fire).
Cannon may be adjusted to face another direction in a turn provided they do not fire,
each turn they may be moved 45 degrees from their current facing.
Direction of Enemy
Changing Maneuver Formation
Regardless of the formation or type of unit, it requires movement allowance to change
formation. No fire may take place during a formation change. Units change formation at the
during the movement phase before or during other movement. Changing formation is achieved
by drill movements, these movements are Turns on the March and/or Change Facing.
Turns – Turns are changes in the direction of the units formation is moving. Turns are
made during the movement phase and require twenty-five percent of the unit’s movement
allowance for each forty-five degree change in direction. It is possible to move execute a turn
and move the remaining movement allowance.
Simply declare the direction of the turn measure the angle relative to the current direction
and pay the movement allowance penalty to turn. Next place the unit in the same formation but
facing the new direction.
Turns can be one of; right oblique (right 45 degrees), left Oblique (left 45 degrees), right
(right 90 degrees), left (left 90 degrees) or about (180 degrees). Regardless, each forty-five
degrees cost twenty-five percent of the unit movement allowance.
Face – Facing is the changing of direction of a unit that has not moved. Facing is used to
bring a unit from column into line and from line into column. Facing is completed in 90 degree
increments and requires the unit’s full movement allowance to complete.
Example; a Unit in line can be faced right by turning all stands 90 degrees to the
right or left then massaging the result by placing the unit’s stands into a neat
column or line formation as applicable.
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The key difference between turns and facing movement is that in the turn, the formation
may not change, while during the face, the formation must change.
Interpenetration of units – Interpenetration is the disorder imposed on units when units
move through other another or when units changing formation move into each other. This
creates a temporary disorder as the units sort out who has the right of way. See the maneuver
section in the movement phase rule section below for the penalties as a result of this penetration.
Other Units – Command and Logistics
General Officers, Supply trains, Pontoon trains and supply wagons are always in column
formation but move at the same rate of the unit they are attached to up to their maximum
movement allowance rate.
Tactical Example
Now that we have discussed the organization and tactical formations of civil war military
units, lets put it together into a comprehensive example of how a civil war military formation
maneuvered. In this example we will use an average Corps reinforced with an additional
regiment of cavalry moving on it's own axis of advance as part of a wider army movement. The
Corps would deploy into March formation using column formation. A march would go for about
three hours followed by a rest and provisions and then another 3 hours until a few hours before
dark when camp would be pitched.
Each Division would follow the other, as would each brigade and each regiment all in
March column formation. Divisional staffs would follow behind their lead brigade and brigade
staffs behind their lead regiment. Artillery would be allotted to the lead regiment in the case of
brigades and the lead brigade in the case of divisions and the lead division in the case of Corps.
The Corps provost guard would provide security details of squadron strength on the flanks and
rear as well as a number of messengers for the Corps Commander.
The lead elements of the Corps would form a Screen and an advance guard. The screen
would consist of an attached cavalry regiments (sometimes with horse artillery) who would work
in front of the Corps providing information on forage, water and campsites, as well as enemy
movements seen. The screen would fight the initial reconnaissance in force. The Advance
Guard usually consisting of a brigade with attached divisional artillery would provide a muscle
back up should the screen make contact with blocking force and provide the holding force for the
Corps commander to come forward and decide on his deployment. On deciding to attack the
Corps would deploy into line in echelon of division (each division deploying as it came into the
deployment area). Artillery would be grouped in areas were it could take the enemy under longrange fire. The Cavalry would re-deploy to the enemy flanks in an effort to determine his
strength.
Meanwhile, the infantry battle develops with the forward units advancing in line to win the
infantry firefight. The echelon brigades would deploy into line to provide a punch-through force
once the forward units and artillery have suppressed the enemy. The echelon divisions will
deploy into attack column or stay in column to exploit the enemy defeat. After breaking the
enemy line and taking the position the Corps would spent a day re-deploying for the march again
on or near the battlefield.
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TURN SEQUENCE
General
The turn sequence is a set process to ensure that the game is carried out in a fair way
that ensures both players an opportunity to act, interact and react. Further, the turn sequence
must model reality with as much clarity as the possible without making the rule system
complicated or un-useable.
As stated previously, a turn models five minutes of real time, however, players should
allow each other five minutes to complete their half of the turn. Thus a turn will maximize at ten
minutes. Players can modify this as they need to depending on the number of players, number of
units each player controls and the experience of the players.
Prior to beginning a scenario, both players throw one die, the highest number thrown is
the player who will go first (hereafter called the first player). The turn sequence is divided into six
phases, in order; Morale Phase, The Fire Phases (2), Movement Phases (2) and Melee Phase.
Phase
Morale Phase
First Fire Phase
First Movement Phase
Second Fire Phase
Second Movement Phase
Melee Phase
Turn Sequence
First Player Action
Conduct Morale Phase
Conduct Fire Combat
Conduct Movement
Watch for Compliance
Conduct Defensive Fire
Conduct Melee Attack
Second Player Action
Conduct Morale Phase
Watch for Compliance
Conduct Defensive Fire
Conduct Fire Combat
Conduct Movement
Conduct Melee Attack
MORALE PHASE
General
All units with disorder markers on them received at any time prior to the unit’s turn must
take an immediate morale check. Results are applied immediately. Friendly units that receive
disorder markers due to retreat or rout of other friendly units must immediately test as well.
Any units that retreat or rout are considered to have moved for the turn (morale checks
may also be taken as a result of disorder markers received from defensive fire, or a defender
being charged).
Units that do not require a morale check are considered to have passed a morale check
in good order.
Morale Procedure
Élan - Each unit has an élan grade value indicating it’s training and experience and it’s
ability to perform on the battlefield.
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Élan Grade
Elite Value
Veteran Value
Regular Value
Élan Grades
Value
Élan Grade
10
Poor Value
9
Militia Value
8
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Value
7
6
?
For Green Unit, roll one 10-sided die and apply one of possible results outlined; 0 =
Militia; 1,2,3 = Poor; 4,5,6,7 = Regular; 8 = Veteran; 9 = Elite.
Disorder markers - The effects of disorder, melee and failed morale are called disorder
markers. Disorder markers are indicated by the use of individual casualty figures mounted on
7mm by 7mm square base.
A unit can never have more than 2 on the unit at any given time, regardless of the actual
number accumulated in a given turn.
All disorder markers may be removed by a unit attempting and successfully passing a
morale check in the morale phase.
Units may receive a maximum of 2 disorder markers from the following causes:
a.
Retreat or rout of friendly units nearby;
b.
Loss of commander;
b.
Interpenetration of units; and
d.
At the discretion of umpire in special situations.
Morale Checks - A morale check is taken in the morale phase receiving “HITS” in the fire
phase or after melee in the melee phase or because of receiving disorder markers.
In order to make a successful morale check, the testing unit must roll one ten sided die
less than or equal to the unit's modified Élan Grade Value. For this test, a "0" is a zero, not ten,
and the following modifiers are added to or subtracted from the die role as follows:
Modifier
+1
+1
+1
+2
+2
+1
-1
-X
Morale Test Modifiers
Condition
For each disorder marker a unit has when testing (maximum of two).
For each figure the unit has already lost in the battle.
If unit was withdrawing due to a retreat result the previous turn.
If unit was withdrawing due to a rout result the previous turn.
If unit took effective fire from the flank or rear the previous turn.
Unit is attempting defensive fire (Opponents Movement Phase).
Unit is in or behind cover (such as a fence, wall, building, town, fort).
Commander’s rating if currently within command distance of the unit.
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A successful morale check will cause a unit to completely remove all disorder markers
and the unit will be able to fire and move normally in the upcoming turn, or issue defensive fire at
an attacker depending on the situation.
A failed morale check will cause an adverse result in concert with the amount of failure
that is determined as follows on the chart below:
Failed Morale Test Results
If the modified die roll is:
"0" or less
Élan Grade Value or less
"1" or "2" more than Élan Grade Value
"3" or "4" more than Élan Grade Value
"5+" more than Élan Grade Value
The result is:
The unit becomes "Overenthusiastic", and will move as quickly
as possible to attack the nearest enemy unit. It will receive a
one-column shift in its favor in Combat until it fails a morale
check or passes without a modified "0" or less, when it reverts
to its original status.
Unit passes morale check, and removes all existing disorder
markers.
Unit receives an additional disorder marker.
Unit must execute an immediate retreat, which will count as the
unit’s movement for the turn.
Unit must execute an immediate rout, which will count as the
unit’s movement for the turn.
FIRE PHASE
General
Infantry and Cavalry may fire at full effect with no movement later, or fire at reduced
effect and move one-half a normal move later (Exception: Skirmishers, which fire at full effect and
then make a full move later in the Movement Phase).
Artillery may fire at full effect or fire at reduced effect and change formation. All fire must
be declared and allocated by a player before die rolls are made to find the effect. Full effect is
considered to be the total amount figures firing at the given firepower points. Reduced effect is
considered to be the total amount figures firing at one half the given firepower points.
Fire Combat Procedure
Firing Procedure And Restrictions - Determine the fire total firepower points for each
unit firing as follows:
a.
A unit may fire with as many figures as it has in the two front ranks of the unit,
with the restriction that it will lose the fire of one figure for each disorder marker
on the unit at the time of firing. A Unit that fires part of its figures may fire the
remainder at another target (a unit may not split it’s fire more than twice and
artillery may not split fire at all). Fire from small arms and artillery against a
single unit is not combined;
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b.
Each figure firing measures the distance to the target, giving it a total firepower
points as indicated on the chart below. The final number of figures eligible to fire
multiplied by the total firepower points for each figure is the unit's total firepower
points in that fire phase. See below for the artillery to hit procedure; and
c.
If artillery, the player must specify the type of ammunition. Ues the artillery
ammunition to hit procedure specified in the Artillery Ammunition Section below
to determine the final target and firepower points effects for artillery.
First determine the unit or units firing by their weapon types. Total the firepower points
by weapon type and ranges using the small arms and artillery firepower points chart below.
Weapon
Hand Thrown Weapons
Revolver
Shotgun
Smooth Bore Horse Pistol
Arab Rifled Musket
Kentucky Rifled Musket
Smooth Bore Carbine
Muzzle Loading Carbine
Breech Loading Carbine
Baker Rifle
Smooth Bore Musket
Rifled Musket
Breech Loading Rifle
Repeating Rifles
Small Arms Firepower Points Chart
Maximum
Firepower Points Per Figure at Target Range in Meters
Range In
Over
100 200
300
400
500
600
900
1800
Meters
1800
50
1
50
2
0
0
0
0
0
0
0
0
50
4
0
0
0
0
0
0
0
0
25
2
0
0
0
0
0
0
0
0
200
4
2
0
0
0
0
0
0
0
400
4
3
2
1
0
0
0
0
0
100
3
2
0
0
0
0
0
0
0
300
3
2
1
½
0
0
0
0
0
300
4
3
2
1
0
0
0
0
0
200
3
2
0
0
0
0
0
0
0
300
3
1
½
0
0
0
0
0
0
600
3
2
1
1
½
½
0
0
0
600
4
3
2
1
1
½
0
0
0
600
5
4
3
2
1
0
0
0
0
Special Small Arms Fire Rules
First Volley – the first time a unit fires at a target it will fire at a lower probability of a
successful hit. Thus the volley will be somewhat less than efficient.
Marksmen - A unit with this special skill receives a benefit when firing at a target. The
two United States Sharpshooters regiments would fall into this category. As would some
southern regiments, your research will give you an idea of whom. The benefit is in the form of a
firepower points case modifier.
Snipers - A single figure with "Marksman" ability may shoot at officers standing alone in
an attempt to injure or kill them. Fire is resolved as a skirmishing mounted target (one column
shift in favor of the firing unit) in addition to any other modifiers that apply. Sniper Rifles were
very rare at the best of times during the American Civil War and as such should not be overly
used in games due their power the standard rifled musket. As a basic guide one to two snipers
could be used for every twenty stands of infantry. A sniper stand is a single figure stand and has
skirmisher capabilities.
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Ammunition Supply - A unit rolling a "0" when firing is considered out of ammunition. It
will receive an "Out of Ammo" marker, and will fire with a two column shift to the left when firing.
To resupply, the unit must be within touch the base of its division supply wagon at the beginning
of its turn.
Historical Long Arms
This chart is provided so that players can determine how a historical small arms type fits
into the game. Read the Loading method followed by the weapon length to determine the game
equivalent. For example, the Spencer carbine is a breech loading rifled repeater or the
Springfield is a muzzle loading rifled musket. The chart below:
Weapon
Musket M1822, M1841
Austrian Consol Musket
Austrian Thouvein
French Vincennes
Hall Rifle
Palmetto Rifle
Maynard Rifle
Springfield Rifle
Enfield Rifle
Plymouth Rifle
Austrian Consol Rifle
Liege Rifle
Harpers Ferry Rifle
Remington Rifle
Shotgun
Hall Carbine
French A Tige Carbine
Austrian Jager Carbine
Enfield Carbine
Jenks Carbine
Merrill Carbine
Maynard Carbine
Burnside Carbine
Smith Carbine
Gallagher Carbine
Star Carbine
Joslyn Carbine
Sharps Carbine
Spencer Carbine
Merrill Rifle
Greene rifle
Ballard rifle
Sharps Rifle
Richmond Sharps Rifle
Whitworth Rifle
Kerr Rifle
Spencer Rifle
Henry Rifle
Colt Rifle
American Civil War Historical Small Arms Chart
Muzzle Loading
Breech Loading Rifled
Weapon Length
Smooth Bore
Rifled
Single Shot
Repeater
Musket
Carbine
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
X
25
Notes
CS only
CS only
CS only
CS only
CS only
CS only
Sniper
Sniper
Sniper; CS only
US Only
US Only
US Only
Billy Yank; 10mm ACW Rules
Weapon
2-3 lb Smooth Bore
4lb Smooth Bore
6lb Smooth Bore
8lb Smooth Bore
9lb Smooth Bore
12lb Napoleon
2-3lb Howitzer
4lb Howitzer
6lb Howitzer
8lb Howitzer
12lb Howitzer
24lb Howitzer
32lb Howitzer
6lb Rifle
Whitworth
3" or 10lb Rifle
20lb Rifle
30lb Rifle
50lb Rifle
10” Siege Mortar
13” Siege Mortar
Gunboat
Gatling Gun
2/13/2005
Small Arms Firepower Points Chart
Maximum
Firepower Points Per Figure at Target Range in Meters
Range In
Over
100 200
300
400
500
600
900
1800
Meters
1800
1100
3
3
2
2
1
1
½
0
0
1300
5
4
3
2
1
1
½
0
0
1500
6
4
2
1
1
1
½
0
0
1600
9
6
4
2
2
1
½
0
0
1600
10
7
6
3
1
1
½
0
0
1700
12
9
6
3
1
1
1
½
0
600
6
4
3
2
1
½
0
0
0
700
7
5
4
3
2
1
0
0
0
800
8
7
7
5
4
3
0
0
0
900
10
9
8
7
6
5
4
0
0
1100
14
10
6
3
1
1
1
½
0
1300
15
11
7
3
1
1
1
½
0
1700
16
12
8
4
2
2
2
1
0
1700
5
4
3
2
1
1
1
½
0
5600
2
2
2
2
2
2
2
2
2
3600
7
6
5
4
3
2
2
1
½
4000
8
7
6
5
4
3
2
1
1
4400
9
8
7
6
5
4
3
2
1
5000
11
10
9
8
7
6
5
4
3
2100
12
11
10
7
4
4
3
2
1
2300
14
12
10
9
7
5
3
2
1
2700
8
8
7
7
6
6
4
2
1
1200
14
11
8
5
4
3
2
1
0
In the chart above the artillery outlined in red may fire grapeshot effectively. Mortars may
not fire grapeshot at all and rifles reduce the number of casualties by half.
Next determine the direct fire modifiers to determine any column shifts. Total the column
shifts into one column shift modifier. There are a number of cases that will cause a shift in the
combat results column. These cases are cumulative and outlined below.
Fifty Percent Rule - Once a unit receives fifty percent casualties the unit is withdrawn
from combat and marched to the friendly board edge. Once there, the unit waits until other fifty
percent units arrive. Then the owning player may combine units to get one full strength unit that
can be returned to combat. The disadvantage of this combining is a drop in the élan grade value
by one level.
26
Billy Yank; 10mm ACW Rules
Direct Fire Modifier Chart Column Shifts
Case
Firing unit is infantry/cavalry firing and not moving in the phase
Firing unit is firing a first volley
Firing unit is accompanied by General Officer
Firing unit is marksmen
Firing unit is Skirmishers
Firing unit is cavalry firing while mounted
Firing unit is Artillery firing grapeshot at target in range
Firing unit is Confederate artillery
Firing unit is out of ammunition (Optional)
Firing unit is firing at 50 meters range for small arms (Optional)
Firing unit is fatigued (Optional)
Target unit is unlimbered artillery
Target unit behind/in soft cover
Target unit behind/in hard cover
Target unit is two ranks deep
Target unit is three or more ranks deep OR in square
Target unit is limbered, mounted, in road column, OR enfiladed
2/13/2005
Shift
Right One
Left One
Right One
Right One
Left One
Left Two
Right Two
Left One
Left One
Left One
Left One
Left One
Left One
Left Two
Right One
Right Two
Right One
Once all cases have been applied the final result is applied to the target unit by using the
firepower result chart.
Finally, apply the total firepower points to the fire results chart, make any column shifts
necessary and roll one ten-sided die. Cross-index the die roll, the column shifts and the total
firepower points to get the fire effect on a target unit.
Die
0
1
2
3
4
5
6
7
8
9
0+
0
0
0
0
0
0
0
0
D
D
3+
0
0
0
0
0
0
0
D
D
1
6+
0
0
0
0
0
D
D
D
1
1
Firepower Results
Total Combined Firepower Factors
10+
15+
21+
28+
36+
0
D
D
D
1
0
D
1
1
1
D
D
1
1
1
D
D
1
1
1
D
1
1
1
1
1
1
1
1
2
1
1
1
1
2
1
1
1
2
2
1
1
2
2
2
1
2
2
2
3
45+
1
1
1
1
2
2
2
2
3
3
55+
1
1
2
2
2
2
2
3
3
4
In the chart above D equals a disorder marker and the number is equal to the number of
hits taken. Each time a unit receives a hit, a figure is removed from the unit, thus one hit equals
one figure.
27
Billy Yank; 10mm ACW Rules
2/13/2005
Artillery Ammunition To Hit Procedure
Artillery fire is resolved somewhat differently due to the different procedure necessary to
delivery the projectile to the target. You do not have to solve artillery fire this way but it is more
historically accurate and that allows you to appreciate the demands of using artillery. Ignore
these rules in the brigade level game and resolve as small arms fire.
Roundshot – Roundshot is a solid round iron shot that kills by striking the target. As
such it is much more accurate than most artillery ammunition of the period but its effect is mush
more muted. Roundshot will always hit its declared target with full effect.
Roundshot has one very important after effect that must be simulated in the game in
order to understand artillery of this period. Roundshot continues to travel after hitting it’s target
(unless the target is a stone wall or ship). This travel is along a straight line from the firing battery
to the target and continuing for another 150 meters before coming to a rest. This follow-through
travel will effect reserve units, supply and staff units behind the intended target as the roundshot
bounces to a stop.
Roundshot Firing Procedure - Use the template below to determine the targets (if any)
hit AFTER the intended target was hit.
1
2
3
0
The template is 150 meters long graduated at 75 meters (1), 125 meters (2) and 150
Meters (3). Each number on the template corresponds to the next landing of the roundshot after
that bounce.
Place the zero of the template on the point of impact on the intended target stretching the
template out in a straight line away from the target and inline with the firing battery that fired the
roundshot.
Each number on the template is a landing spot of that roundshot and is resolved as
follows:
Landing Spot
1
2
3
Roundshot Bounce Fire Effect
Distance From 0 Firepower Points Effect
75 Meters
75%
125 Meters
50%
150 Meters
25%
Any target, enemy or friendly, under each of these numbers is attacked at the firepower
points for that type of cannon at that range at the firepower points as modified in the chart above.
Shell Firing Procedure – Shell is a hollowed out roundshot or conical shaped round
(depending on year and nation using it) that is filled with an explosive and fused.
28
Billy Yank; 10mm ACW Rules
2/13/2005
A shell has a 50 meter burst radius and may kill any figures, enemy and friendly, within
that burst radius, regardless of the size of the firing howitzer. Basically, all figures within the 50
meter burst radius must be diced for on the Firepower points result Table in accordance with the
type of weapon firing the shell at that particular range.
Shell Firing Procedure – The player firing the shell declares the intended point of impact
of the target and the places the zero point of the template below on that point of impact. Use this
template:
4
2
6
0
1
5
3
On this template points 1 is 25 meters from 0, 2 and 3 are 50 meters from 0. Of the outer
points, Point 6 is 75 meters from 0, Point 4 is 100 meters from 0 and point 5 is 75 meters from
zero.
Roll one six-sided die and compare to the template, this die roll is the corrected aiming
point and the mean center point of that battery shell burst. Finally resolve the firepower points
effects on the Firepower Points Results Table for all figures in the burst radius one at a time
(Treat hits as kills and everything else as a miss).
Shrapnel, an early form of shell is less effective and therefore is resolved after a fifty
percent deduction in the firepower points.
Shell can only be fired up to three quarters the maximum range of the weapon firing it.
Grapeshot Firing Procedure – Grapeshot is the artillery’s anti personnel round with a
very limited range. It consists of smaller lead or iron balls wired together. When fired grapeshot
sends out a shower of these balls in a conical pattern in front of the battery. These balls attack
every figure inside the fire cone to the maximum range of grapeshot.
The maximum range of grapeshot is 250 meters from the end of the barrel of the artillery
piece. Use the following template below to determine canister casualties.
Grapeshot effects targets up using the following template:
29
Billy Yank; 10mm ACW Rules
2/13/2005
The template is triangular and 250 meters long by 50 meters wide at the triangle base.
Roll one 10 sided die on the corresponding column of the fire results chart for each figure in the
template.
All direct fire modifier cases apply as applicable.
Grapeshot is an ammunition type fired by smoothbore cannon only. Canister is a modern
type of grapeshot that is not different game wise so feel free to use the terms interchangeability.
Artillery Weapons
Below is charts the reflect the game equivalents to historical artillery.
Weapon
Type
Rifled 6 pounder
James Rifle
James Rifle
James Rifle
Ordnance Rifle
Parrott
Parrott
Parrott
Whitworth BLR
Wiad
Wiad
Armstrong BLR
Armstrong
Blakey
Blakey
Blakey
Mountain Rifle
Ordnance Rifle
Ordnance Rifle
Whitworth BLR
Whitworth BLR
Whitworth BLR
Whitworth
M1841
M1857
M1841
Mountain M1835
M1841
M1841
M1844
Field Rifle
Field Rifle
Field Rifle
Field Rifle
Field Rifle
Field Rifle
Field Rifle
Field Rifle
Field Rifle
Field Rifle
Field Rifle
Field Rifle
Field Rifle
Field Rifle
Field Rifle
Field Rifle
Field Rifle
Field Rifle
Field Rifle
Field Rifle
Field Rifle
Field Rifle
Field Rifle
Field Gun
Field Gun
Field Gun
Howitzer
Howitzer
Howitzer
Howitzer
American Civil War Historical Field Artillery Pieces Chart
Calibre
Ammunition
Weight
Table
(Inches)
Roundshot
Shell
Grapeshot
3.67
Medium
6 lb Rifle
N/A
X
1
3.8
Medium
6 lb Rifle
N/A
X
1
3.8
Medium 10 lb Rifle
N/A
X
1
3.8
Medium 10 lb Rifle
N/A
X
1
3
Medium 10 lb Rifle
N/A
X
1
2.9
Medium 10 lb Rifle
N/A
X
1
3
Medium 10 lb Rifle
N/A
X
1
3.67
Heavy
20 lb Rifle
N/A
X
1
2.75
Medium
6 lb Rifle
N/A
X
1
2.6
Light
6 lb Rifle
N/A
X
1
3.67
Heavy
20 lb Rifle
N/A
X
1
3
Medium 10 lb Rifle
N/A
X
1
3
Medium 10 lb Rifle
N/A
X
1
2.9
Medium 10 lb Rifle
N/A
X
1
3.5
Heavy
10 lb Rifle
N/A
X
1
4
Heavy
20 lb Rifle
N/A
X
1
2.25
Pack
6 lb Rifle
N/A
X
1
3
Medium 10 lb Rifle
N/A
X
1
3
Medium 10 lb Rifle
N/A
X
1
1.7
Pack
Whitworth
N/A
X
1
1.92
Pack
Whitworth
N/A
X
1
2.17
Light
Whitworth
N/A
X
1
2.75
Medium Whitworth
N/A
X
1
3.67
Light
6 lb
X
2
X
4.62
Medium
12 lb
X
2
X
4.62
Medium
12 lb
X
2
X
4.62
Pack
12 lb
X
2
X
4.62
Medium
12 lb
X
2
X
5.82
Heavy
24 lb
X
2
X
6.4
Heavy
32 lb
X
2
X
Barrel
Bronze
Bronze
Bronze
Steel
Iron
Cast Iron
Cast Iron
Cast Iron
Steel
Steel
Steel
Iron
Iron
Cast Iron
Steel
Steel
Bronze
Cast Iron
Bronze
Steel
Steel
Steel
Steel
Bronze
Bronze
Bronze
Bronze
Bronze
Bronze
Bronze
User
Both sides
Both sides
Both sides
US only
Both sides
Both sides
Both sides
Both sides
Both sides
US only
US only
CS only
CS only
CS only
CS only
CS only
CS only
CS only
CS only
CS only
CS only
CS only
CS only
Both sides
Both sides
Both sides
Both sides
Both sides
Both sides
Both sides
Note 1 Rifle may fire grapeshot but reduce casualties caused by half.
Note 2 Smooth Bores may fire shell but reduce casualties caused by half.
Note 3 Pack weight weapons maybe broken down and carried on mules rather than towed. Heavy weight weapons are
normally part of a siege train. Medium weapons are standard pieces and light weapons are used by the horse artillery.
Note 4 Wiad was very rare and only the 3.67 inch was used as a counter battery weapon by the US.
Field Rifle – These are conventional artillery pieces designed to accompany the field
army. They are all mounted on a two wheeled carriage and towed by a limber. These pieces
have rifled barrels that make them designed to fire primarily concial shells but they can fire
30
Billy Yank; 10mm ACW Rules
2/13/2005
grapeshot to a reduced effect. They do not fire roundshot. Most field rifles are in the 2 to 4 inch
calibre with a shell weight of 10 pounds. Mountain pieces are designed to be broken down and
packed on mules.
Field Gun – These are also conventional artillery pieces designed to accompany the field
army. They are all mounted on a two-wheeled carriage and towed by a limber. These pieces
have a smooth bore barrel that allows them to fire roundshot, grapeshot and shell (at reduced
effectiveness). Most field guns have either six or twelve pound weight of shot. These are all
often called Napoleons even though some are of an older vintage. Mountain pieces are designed
to be broken down and packed on mules.
Weapon
Rodman 10”
Rodman 8”
Old Pattern 10”
Old Pattern 8”
Rifled 8”
Coast Gun 42 lb
Coast Gun 32 lb
Navy Gun 42 lb
Navy Gun 32 lb
Rifled Coast 32 lb
Siege Gun 24 lb
Sea Coast 10”
Sea Coast 8”
Siege 8”
Siege 24 lb
Dahlgren 12 lb
Dahlgren 30 lb
Dahlgren 50 lb
Dahlgren 9”
Dahlgren 11”
Dahlgren 15”
M1845 8”
Dahlgren 12 lb
Parrott Rifle LR
Parrott Rifle LR
Parrott Rifle LR
Parrott Rifle LR
Brookes Rifle
Brookes Rifle
Brookes Rifle
Brookes
Brookes
Armstrong
Whitworth 70 lb
Blakely
Blakely
Blakely
Sawyer
Ordnance
Mortar Heavy
Mortar Light
Dictator
American Civil War Historical Siege and Mortar Artillery Pieces Chart
Calibre
Ammunition
Type
Weight
Table
(Inches)
Roundshot Shell Grapeshot
Columbiad
10
Heavy
Gunboat
X
Columbiad
8
Heavy
Gunboat
X
Columbiad
10
Heavy
Gunboat
X
Columbiad
8
Heavy
Gunboat
X
Columbiad
8
Heavy
50 lb Rifle
X
Siege Gun
Heavy
42 lb
X
Siege Gun
Heavy
32 lb
X
Siege Gun
Heavy
42 lb
X
Siege Gun
Heavy
32 lb
X
Siege Gun
Heavy
32 lb
X
Siege Gun
Heavy
24 lb
X
Howitzer
10
Heavy
Gunboat
X
X
X
Howitzer
8
Heavy
Gunboat
X
X
X
Howitzer
8
Heavy
Gunboat
X
X
X
Howitzer
8
Heavy
Gunboat
X
X
X
Howitzer
Heavy
Gunboat
X
X
X
Howitzer
Heavy
30 lb Rifle
X
X
X
Howitzer
Heavy
50 lb Rifle
X
X
X
Shell Gun
9
Heavy
Gunboat
X
X
Shell Gun
11
Heavy
Gunboat
X
X
Shell Gun
15
Heavy
Gunboat
X
X
Shell Gun
8
Heavy
Gunboat
X
X
Shell Gun
Heavy
Gunboat
X
2
Siege Rifle
4.2
Heavy
20 lb Rifle
X
1
Siege Rifle
5.3
Heavy
30 lb Rifle
X
Siege Rifle
6.4
Heavy
30 lb Rifle
X
Siege Rifle
8
Heavy
50lb Rifle
X
Siege Rifle
4.62
Heavy
20 lb Rifle
X
1
Siege Rifle
6.4
Heavy
30 lb Rifle
X
Siege Rifle
7
Heavy
30 lb Rifle
X
Siege Gun
10
Heavy
Gunboat
X
2
Siege Gun
11
Heavy
Gunboat
X
2
Siege Rifle
8
Heavy
50lb Rifle
X
Siege Rifle
Heavy
50lb Rifle
X
Siege Rifle
4.5
Heavy
20 lb Rifle
X
1
Siege Rifle
7
Heavy
30 lb Rifle
X
Siege Rifle
8
Heavy
50lb Rifle
X
Siege Rifle
4.62
Heavy
20 lb Rifle
X
Siege Rifle
4.5
Heavy
20 lb Rifle
X
Mortar
10
Heavy
10 Mortar
X
2
N/A
Mortar
10
Heavy
10 Mortar
X
2
N/A
Mortar
13
Heavy
13 Mortar
X
2
N/A
31
Barrel
User
Cast iron
Cast iron
Cast iron
Both sides
Both sides
Both sides
Both sides
Both sides
Both sides
Both sides
Both sides
Both sides
Both sides
Both sides
Both sides
Both sides
Both sides
Both sides
Both sides
US Only
US Only
Both sides
Both sides
Both sides
Both sides
Both sides
Both sides
Both sides
Both sides
Both sides
Both sides
Both sides
Both sides
CS Only
CS Only
CS Only
CS Only
CS Only
CS Only
CS Only
US Only
US Only
Both sides
Both sides
Both sides
Billy Yank; 10mm ACW Rules
2/13/2005
Note 1 Rifle may fire grapeshot but reduce casualties caused by half.
Note 2 Smooth Bores may fire shell but reduce casualties caused by half.
Columbiad – Columbiads were used in fortifications for defense against attack by sea.
The Rodman versions wwere developed just at the start of the war and used for defending
Northern ports against attack, so seldom in action. The oler patterns were captured by the
Confederates and used in repelling ironclad attacks. A couple were rifled by the Confederates
with mixed results. They were all mounted on fixed emplacements and thus were primarily used
to fight ships and besiege fortifications and were not mobile in the field.
Siege Rifle – These rifles were the new solution to modern ships and heavier
fortifications. They could undertake sieges at longer ranges than previously. There are a large
variety of them as the technology was new and going through growing pains. The largest rifles
were used only in fortifications but the 4.5 inch versions would accompany the field army’s siege
train.
Siege Gun – Heavy and siege guns had been around for a long time at the start of the
war. Both versions were mounted on fixed emplacements and required extensive work to
prepare in the field. Shell guns are the navy version designed for naval engagements and thus
found only on ships and gunboats.
Mortar - A short cannon with a chambered bore designed to fire hollow projectiles at high
elevation along an arcing trajectory. Mortar fire was generally inaccurate, that is, it was very
difficult to obtain the same point of impact with repeated firings, since the high trajectory of
projectiles made them even more subject to the effects of wind and weather than other
smoothbore pieces of artillery. Their fire was therefore usually delivered toward a limited area
rather than a specific target.
Mortars were used in both the attack and defense of all types of fortifications. In an attack
heavy siege mortar batteries were usually established in front of the second parallel though the
high trajectory of their fire made it possible to establish mortar batteries at any point convenient to
the attack. Heavy mortars were used to bombard the interior of a fortification and harass the
garrison's quarters, set fire to exposed buildings within the fortification, and crush or demolish the
fortifications by the impact and explosion of heavy shells.
In the defense of a fortification mortars could be positioned under cover of the parapet or
rampart where they could not be reached by besieging batteries' direct fire. Unlike cannon
positioned on a fortification's walls which could be silenced by both direct and ricochet fire,
mortars could be preserved into the final stages of a siege and continue to hamper the advance
of the besieging army's works throughout the course of the siege. Heavy mortars could be used
to counter-battery attacking batteries to reduce their fire or explode their magazines.
Mortars therefore can fire into a fort at targets they cannot see and they fire shell
ammunition only within the scope of this game.
Howitzer - Howitzers were cannon specifically designed to fire hollow projectiles with
smaller powder charges than similarly sized guns. Howitzers were distinguished from guns by
having a chamber in the bore that limited the amount of powder that could be use to charge the
32
Billy Yank; 10mm ACW Rules
2/13/2005
piece and were both shorter and lighter in proportion to their projectiles than guns designed to fire
solid shot.
Howitzers were designated by the weight of solid shot that they would fire (if they fired
solid shot) and by the diameter of the bore in inches.
Howitzers were a powerful accessory to the close defense of any fortification. Canisters
for howitzers carried more small balls than guns and could inflict devastating casualties on an
attacking body of troops as it approached the crest of the counterscarp or when enemy troops
were trapped in a well flanked ditch. Shells fired at longer ranges could help break down the
orderliness and ensemble of an assaulting column or harass the artillerists in batteries
established against the fortification.
Howitzers can fire either grapeshot or shell.
MOVEMENT PHASE
General
Movement is the essential ingredient that allows a commander to gain advantage on an
enemy. Without movement, no commander can have the tactical initiative to win a battle. The
movement phase is the phase in which all movement is conducted.
Infantry Movement
The average infantry pace is 40 centimeters in length. Thus in one minute an
infantryman can cover a straight-line distance of about fifty meters or in game terms 2
centimeters. This means in five minutes, an infantryman can cover a straight-line distance of two
hundred and fifty meters or in game terms 10 centimeters. This pace, however, is one man alone
on flat level ground, not struggling to maintain formation or under combat conditions.
Therefore, we will assume that this is the pace of infantry in column formation on a road
not under enemy fire and we will call it the infantry road movement rate. Infantry road movement
rate applies only to infantry units considered to be in March Column formation. Infantry
movement overland in other formations is at 5 centimeters per turn (Skirmishers move at 6
centimeters).
Double Time – Infantry in column may double time for a maximum of two turns. Double
time movement can be conducted either on road or overland and adds fifty percent to the
overland and/or road bonus. Double time movement is intended to simulate the ability of infantry
to move at the double quick time in certain formations
Double time in line or attack column formation is considered a charge and subject the
charge rules. Double may not be used more than two turns every ten turns.
Cavalry Movement
Unlike infantry, cavalry have a number of different movement paces. These paces are
dependent of the type of activity cavalry is doing. The walk is the standard movement pace and it
simulates no only a horse at a walking pace but the intervals when cavalry dismounts and walks
33
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beside the horse. The trot is the main movment speed in the battlefield area and can be used for
prolong periods of time. The charge is used at the last moment before contact with the enemy.
The Walk - Cavalry move at one and one half the rate of infantry at the “walk” (15
centimeters on road movement, 7 centimeters in line or cross-country in March column. The
“walk” is the standard non-tactical and changing formation movement rate.
The Trot - Cavalry move at twice the rate of infantry at the “trot” (20 centimeters on road
movement, 10 centimeters in line or cross-country in March column. The “trot” is used to move
cavalry from one end of the battlefield to the other in urgence.
Mount/Dismount - Cavalry may dismount, form line or skirmish and fire their carbines as
infantry. In order to mount or dismount, the cavalry unit must use half their movement allowance
to mount/dismount and they msut dismount or mount in area not under fire leaving their horses
with horse holders.
Horse Holders - Only 3 of every 4 figures may dismount, the remainder is considered
the horse holders and must stay to the rear where the unit dismounted holding the empty mounts.
If horse holders are dismounted the mounts are considered to have run away and the
cavalry unit may not mount again in that scenario.
Artillery and Wagon Movement
Artillery was towed by large draught horses and accompanied by great ammunition
wagon trains pulled by oxen or horses. Artillery is thus considered to move at the rate of infantry
or 10 centimeters on the road and 5 centimeters overland.
A special type of artillery called horse artillery was designed to accompany the cavalry
and they move at cavalry speeds but they may only tow light artillery guns (6 and 12 pound
smoothbores).
Movement Phase Procedure
During the Movement phase the following procedure is in effect: and listed in order of
performance:
a.
Change Static Formations (Limber and Unlimber, Faces, Mount and Dismount);
b.
Attempt charges (announce charging unit and target of charge);
c.
Make defensive fire attempts at moving enemy units if available; and
d.
Complete the movement of all other units and change mobile formations (left or
right turn) on the move.
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Movement Table
Movement Type
Speed
Infantry Overland
Formation Movement
125 meters
Infantry Skirmish
Movement
150 meters
Mounted Cavalry
Walk Movement
175 meters
Mounted Cavalry
Trot Movement
250 meters
Dismounted Cavalry
Movement
Considered
Skirmishers
Artillery and Wagon
Movement
125 meters
100 meters
Horse Artillery
Movement
As for Cavalry
Road Bonus
Double
+25 meters for
Confederate
Cavalry only
Infantry Double Time
50% Increase to
Standard rates
Notes
Infantry will receive a road movement bonus if in column on a road,
at the player's choice. A column is defined as a formation with a
frontage of 1 stand. A line is defined as a formation other than a
column or square.
See SKIRMISH rules for special consideration
Walking Cavalry will receive a road movement bonus if in column on
a road, at the player's choice. A column is defined as a formation
with a frontage of 1 stand. A line is defined as a formation other
than a column.
Trotting Cavalry will receive a road movement bonus if in column on
a road, at the player's choice. A column is defined as a formation
with a frontage of 1 stand. A line is defined as a formation other
than a column.
Operates as skirmish infantry only.
Always considered in column when limbered - may never charge.
Confederate wagons use fewer horses per horse team and their
movement is in red.
Always considered in column when limbered - may never charge.
Horse artillery may accompany a cavalry charge at the rear of the
charging unit and at charging speed.
In column or limbered formation on a road, units move at double
their normal pace (for infantry, all artillery and wagons, the overland
pace; cavalry, the walk or trot pace. Confederate cavalry have better
horsemanship skills, there for they add one movement point to their
road movement.
May only be used by infantry in column formation but may be used
overland or on road. Not used more than 2 turns every 10 turns.
Line is the normal fighting formation for both infantry and cavalry. Column is used only
on the march except that all units may also use it as an attack formation when assaulting a
fieldwork, bridge or defile.
Maneuvering
There are a number internal unit movement options that are called maneuvering for
position. This movement occurs inside a unit but affects unit performance.
All maneuvers that cause a deduction of movement are cumulative. Deductions of one
movement point are made before any determination of one-half movement. However, a unit may
always move at least one movement point, regardless of the number of conditions causing loss of
movement except for a unit that has fired all its figures to full effect.
The following chart expresses the penalties for maneuvering:
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Penalty
Minus fifty meters of
movement allowance
One-Half Speed
Full movement
allowance
Cross Major Obstacle
(abatis, climb walls
of a fort, etc)
Retreat or Rout
2/13/2005
Maneuver Chart
Maneuver
Interpenetration (except for infantry skirmishers and dismounted cavalry). Infantry
skirmishers may freely pass through any infantry formation and limbered artillery.
Formed infantry may pass through other formed infantry if the interpenetrated
infantry unit does not move during the turn. Skirmishing cavalry may only freely
pass through other cavalry skirmishers unless dismounted then they are
considered infantry. All units may freely pass through unlimbered artillery. Any
interpenetration that occurs not covered by the above cases, either voluntarily or
involuntarily, will cause each unit to receive a disorder marker.
For 90 degree Left/Right Turn; Cavalry mount or dismount.
For 90 Face for a formation changes (Line to Column; Column to Line; Artillery
limber/unlimber; skirmishers rejoining parent unit or reforming into a close order
unit; Infantry step back.
Available to infantry and dismounted cavalry only. To cross, unit must start within
25 meters of the obstacle. Unit then will only move to the other side of the
obstacle during its Movement Phase. The unit automatically receives one
additional disorder marker if fired upon by enemy defensive or pass-through fire
while crossing the obstacle in addition to any other disorder markers received from
fire.
Units forced to retreat/rout always move around troops that are in good order
(example; fewer disorder markers), but will automatically collide and interpenetrate
units that have the same or more disorder markers).
Step Back
When an enemy unit moves into Melee with a unit, the player may attempt to “refuse
combat” by “step back”. Basically, when the enemy charge is completed and the units are in
Melee range the non-moving player may attempt to refuse combat by ordering his unit to step
back.
In order to step back the player must not have attempted defensive fire that phase.
If the non-moving player rolls a 0 on one ten sided die, he may move his regiment
backwards 50 meters and refuse the melee. Step back is only possible with regular, veteran, and
elite units.
Charge Movement
The Infantry Charge - Once infantry in line formation that have passed their morale
check come to within 225 meters of the any enemy unit, they may make charge move at the
owning player’s discretion. A charge move is 225 meters in length and maybe made once every
10 turns by the same unit. In order to charge, the unit may not have moved or fired in any phase
that turn. In order to make a charge movement the movement must end in contact with the
enemy for Melee purposes (charge movement is always made toward the enemy; never away).
The Cavalry Charge - Once cavalry in line formation that have passed their morale
check come to within 450 meters of the any enemy unit, they may make charge move at the
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owning player’s discretion. A charge move is 450 meters in length and maybe made once every
10 turns by the same unit. In order to charge, the unit may not have moved, dismounted,
mounted or fired in any phase that turn. In order to make a charge movement the movement
must end in contact with the enemy for Melee purposes (Charge movement is always made
toward the enemy; never away).
It is important to note that cavalry charges were very rare in the American Civil War.
Southern cavalrymen had to supply their own horses and were loathe using them up so quickly
and wastefully. Northern cavalrymen never obtained the élan necessary to make the charge.
Finally, the infantry rifled musket made cavalry charges such a very costly event that few cavalry
regiment colonels were prepared to destroy their commands so needlessly.
Most charges were against enemy cavalry, routing enemy infantry or wagon trains where
the charge would end in a dismount and Melee on the objective with pistol and carbine (most
Southern cavalry did not have swords).
In other periods, cavalry designated as heavy have a shock effect when they charge to
melee while light cavalry have the opposite effect. Heavy cavalry are Curassiers, Dragoons,
Carbiniers, Lancers and Life Guards.
Light Cavalry are Hussars, Chasseur a Cheval, Light Dragoons and irregular mounted
units.
MELEE PHASE
General
Empirical hospital evidence suggests that the number of times a melee actually took
place in battle were not very frequent. Rarely was the need to close with bayonet and saber
necessary as the fire combat had shaken the enemy to point that when the opportunity to close
presented itself the defender usually gave way and left the field in disorder to avoid the melee
and it’s subsequent rout.
Melee Procedure
A melee happens when two units of opposing armies touch their bases together. Melee
happens regardless of formation, facing or movement. A melee is a simplified method depicting
the combat with bayonet, saber and hand-to-hand fighting. The reader should note that melee
occurs only between the figures of opposing armies who have bases touching actually touching
one another. Bases of friendly figures touching the meleeing friendly figures but not touching the
bases of enemy figures are not included in the melee.
Therefore, a melee can take place between just two figures (one from each opposing
army) or a line of figures in the case of a regimental front rank in Melee with an opposing army’s
regiment. When there are multiple units in a melee, attacking and defending units must fight in as
many pairs as are possible.
If a single defender is attacked by two or more attackers, or two or more defenders are
attacked by a single attacker total the number of figures in all units involved in the melee for each
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side for the purpose of determining the initial Attacker/Defender Ratio, then the Attacker rolls one
ten sided die for each attacking unit.
Morale results that applied to the figure are applied to the whole unit after all melee has
been resolved. Kills are treated against the losing figure only and not the unit as a whole.
A defender attacked by more than one attacker may suffer multiple negative results in
one turn, or may repulse all attackers, or may suffer negative and positive results at the same
time. To determine the odds, figures count as one figure as follows:
Die
0
1
2
3
4
5
6
7
8
9
a.
One cavalry figure counts as one figure (in woods counts as 1/2 figure).
Dismounted cavalry are treated as infantry;
b.
One infantry figure counts as one figure;
c.
One artillery figure counts as 1/2 figure; and
d.
One General or Aide figure counts as 1/2 figure.
1:3+
K1/--K1/--K1/--K1/--K1/--K2/K1
K2/K1
K1/K1
K1/--K2/---
1-2+
K1/RT
RP
RT/K1
K1/--K1/--K1/--K1/--K2/K1
K1/K1
K1/---
2:3+
---/K1
K1/RT
EN
RP
RT/K1
K1/--K1/--K1/--K1/--K1/K1
Melee Chart
Attacker/Defender Odds (# Of Figures)
1:1+
3:2+
2:1+
3:1+
4:1+
---/K1
---/K1
---/K1
---/K1
---/K1
---/K1
---/K1
---/K1
K1/K1
K1/K1
K1/RT
---/K1
---/K1
---/K1
K1/K1
EN
---/K1
---/K1
---/K1
---/K1
EN
K1/RT
---/RT
---/K1
---/K1
RP
EN
K1/RT
---/K1
---/K1
RP
EN
EN
---/K1
---/K1
RT/K1
RP
RP
---/RT
---/K1
---/K1
RT/K1
RT/K1
K1/RT
---/K1
K1/--K1/--K1/--RT/K1
K1/RT
6:1+
---/K2
---/K1
K1/K1
K1/K1
K1/K2
---/K1
---/K1
---/K1
---/K1
---/K1
8:1+
---/K2
---/K1
---/K1
---/K1
K1/K1
K1/K2
K1/K2
---/K1
---/K1
---/K1
Melee Results:
?/? – Attacker/Defender
RT - Retreat 200 meters from position where failure occurred. Unit receives a Panic
Marker
K# – The number of figures lost due to being killed or captured. The side with higher
figure loss retreats 200 meters from position where failure occurred unless opponent has
RT result. Otherwise the melee may continue.
EN – Engaged, next phase both sides may add to the melee or retreat.
RP – Repulsed, attacker retreats 200 meters from position where failure occurred unless
opponent has RT result. Receive a Disorder marker.
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As with other combat there are a number of cases that can modify the result. All melee
cases are considered cumulative.
Use this chart to modify the melee result:
Melee Case Modifiers
Case
Attacker Result
Right one Column
Commanding General with
Right one Column
Uphill from enemy
Right one Column
Each higher Élan Grade than enemy
Right one Column
Defending behind a fence/wall
Left one Column
Crossing ford or stream
Right one Column
Shotgun/lance versus Cavalry
Right two Column
Defending fieldworks
Right two Columns
Attacking flank or rear
Right one Column
Two ranks deep
Right two Columns
Three or more ranks deep
Right one Column
Light Cavalry Attacking
Left one Column
Heavy Cavalry Attacking
Right one Column
Lancers versus Infantry
Right one Column
Pike defending against Cavalry
Right one Column
Overenthusiastic (Optional)
Left one Column
Out of Ammunition (Optional)
Defender Result
Left one Column
Left one Column
Left one Column
Left one Column
Right one Column
Left one Column
Left two Column
Left one Column
Left one Column
Left one Column
Left one Column
Right Two Columns
Left one Column
Left one Column
Left one Column
Right one Column
A unit forced to retreat or rout and which cannot find a 50 meter gap to move through due
to being surrounded by enemy units, or impassable terrain will surrender en mass instead, note
rule on Coloured troops below.
Effect Of Retreats/Routs On Friendly Units
The affects of combat on a unit can have affect on other units watching the combat from
nearby. This effect can be cumulative and on an army with bad morale can cause the
abandonment of the field to the enemy.
A unit may receive disorder markers if a friendly unit routs past within 100 meters as
follows:
Retreat/Rout Condition
Retreats within 100 meters
Routs within 100 meters
Effect Of Retreats/Routs On Friendly Units
If Poorer Morale
If Same Morale
No Effect
Take Morale Check
Take Morale Check
Take 1 Disorder marker
plus a Morale Check
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If Better Morale
Take 1 Disorder marker
plus a Morale Check
Take 2 Disorder markers
plus a Morale Check
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Commander can apply his leadership modifier to this effects requirement. Commanders
attached to a unit suffer the fate of the unit and may not leave that unit until melee is resolved.
Commanders will also step back, retreat, or rout with the unit for one full turn before moving to
another unit.
Cavalry In Melee - When advancing into melee, attacking mounted cavalry armed with
pistols, revolvers or shotguns may fire these weapons against the defender in the last second
before moving into melee, taking all normal deductions for small arms fire. This fire is resolved
before the melee starts.
COMMAND AND CONTROL
General
Command and control is exercised by commanders of Armies, Corps, Commands (early
war Confederate term for Corps) Divisions and Brigades (which are the basic organizational
formations above unit level) by being given one of three basic orders - Attack, Defend or Reserve.
The commander figure must restrict himself to the normal command distance 125 meters of his
units. Each of the basic orders has the following effects on units under the command of a
formation commander given that order.
Defend
The commander must deploy his units in a defensive posture around his location facing
the known enemy or enemy board edge. The commander may move to rally units, but must
return to his assigned position after completing this task. We assume that the Commander
moves to rally units while his staff and messengers retain their position. Units under defend
orders can only move towards or change face towards visible enemy when it comes within range
of them.
Attack
A formation commander with attack orders will advance on a known enemy. The
commander must advance on a stated line of advance. Similarly when orders change it is often
easier to just state the 'line of advance', this system should make it difficult to abuse the
knowledge of the enemies plans. In fairness, this order must be written down and known to the
umpire or be challengeable by the opposing player.
The commander must follow this line and must advance at least half his maximum
movement allowance along it each turn. The commander has the option of halting (one turn only)
or varying the speed of his advance, but not changing its direction. The formation may not react
to non-visible enemy.
Reserve
Formations in reserve may not move or fire at all and all units are assumed to be
limbered or in march column formation. They will suffer the penalties described above if 'caught'
in such formations by the enemy. The advantage of being in reserve is that such formations can
automatically change its orders and react to the commanding generals wishes. Normally a
maximum of one in three formations (minimum one) may start the game in reserve.
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Changing Orders
Orders may only be changed by highest army commander and in reaction to events that
the formation commander or higher commander can see. Higher commanders may only try to
change one subordinate formations order each turn, if they are not in Reserve. Changing orders
is attempted at beginning of the movement phase.
How to Change Orders
The higher commander is assigned a value between 2 and 6, this is the number or higher
on a single 10 sided die roll that the commander needs to roll to successfully change a
subordinate formations orders.
The command value is probably best assigned based on the abilities of the historical
generals performance. In the absence of this the following values can be used to represent
'generic' generals.
Command Rating
Commanders have an effect on the ability of their subordinate units in both combat and
morale as follows:
Commander Leadership Modifier
Command Level
Effect on Morale Check
Effect on All Combat
+1(1 unit/turn)
+1 (1 unit per turn)
Brigade Commander
+2 (1 unit/turn)
+2 (1 unit per turn)
Division Commander
+3 (1 unit/turn)
+3 (1 unit per turn)
Corps Commander
+4 (1 unit/turn)
+4 (1 unit per turn)
Army Commander
Players may give certain commanders exceptional or poorer abilities based on historical
performance. If a commander is attached to a unit that takes hits from enemy fire during a turn,
he must immediately roll 1 six-sided die for each hit taken to see if the commander is a casualty
by applying it to the table below.
Commanders may affect the fire and morale of a unit only when they are attached to the
unit, that is to say that a commander’s figure base must touch the figure base of a unit.
Command Initiative
The orders rule above assumes that commanders have no initiative. This assumption is
quite plainly false. Most General officers in combat have the ability to read the situation as it
develops. While they may not always be right, in fact sometimes down right incompetently, they
can read a situation. Therefore, initiative is checked whenever a condition in a commander’s
area of operations forces or gives an opportunity for the commander on the spot to make a
change in his standing orders on his own initiative.
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Therefore, the game requires some kind of intervention in situations where the orders do
not match the current situation of a particular organizational formation. Player must be able to
attempt to change the initiative of the formation commander.
Thus in the player’s movement or fire phase he may attempt to chance the formations
orders by rolling a initiative die for that commander. Roll one six sided die with a 1 to 4 indicating
no change in orders currently given and a 5 or 6 indicating that the commander has taken the
initiative to face a new situations.
The commander’s leadership modifier is applied to the Command Initiative die roll to full
effect.
Should a player be successful in changing the order of a commander, he must write the
order change down and send it by messenger to the higher commander.
Command Casualty
If the commander is with a unit that took losses in melee, roll 1 six-sided die for each
figure lost in the Combat. If the "1" is rolled on any of those die rolls, roll 1 six-sided die again
and apply the following results:
Die Roll
1
2
3,4,5
6
Command Casualty Chart
Result
Killed. If attached, unit under immediate command takes 2 disorder markers from
confusion. All units under command take an immediate morale check regardless of
whether they have already been activated, applying results immediately (including
rallying, retreating, or routing).
Serious Wound. Commander retires from field (only important in campaign game).
If attached, unit under immediate command takes 1 disorder marker from confusion and
takes an immediate morale check, applying results immediately as well.
Light Wound. Can only move half normal movement rate per turn. If wounded again,
treat as Serious Wound above.
No effect
If a brigade commander is killed or seriously wounded, the colonel of the senior regiment
in the brigade (determined in advance or randomly during the battle) will take command during
the following morale phase for the unit. A general figure is placed with the originating regiment.
The senior brigade/division commander will replace any division/corps commander removed in
the same fashion.
OPTIONAL RULES
General
These rules are included to add a fun dimension to the overall game none of them are
important to play.
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Balloons
Balloons - A balloon and cart moves at wagon speed when the balloon is not aloft. It
takes two full turns to inflate a balloon and allow it to ascend to altitude. It acts as an Elevated
observation point, able to see into all dead ground up to 3 kilometers distant.
A balloon communicates with the ground by telegraph or by wigwag signals. It may use
the latter to direct artillery fire into dead ground. It takes two turns to lower a balloon and pack it
away for transit.
Rifle-muskets, Early rifles, carbines and Rifled artillery may fire at a balloon. If fired at,
the balloon has a saving roll of 2-6. On a score of 1 it is destroyed with its crew. Destruction of the
balloon wagon by a direct hit results in loss of the balloon.
Balloons cannot be used in high winds, heavy rain or snow. A balloon may alternatively
be raised from within a fort or from a large boat.
Telegraph
Telegraph - A wagon equipped with telegraph equipment may not be moved once
positioned. Wires may run in two directions from the wagon. These may be to a balloon, fort or
command post or to a further telegraph wagon. They may also run off the board to connect up
with the telegraph network.
A telegraphic message takes one turn to transmit, once the message has been delivered
to the telegraph point. It is sent in the morale phase of one turn and is assumed translated and
received in the morale phase next turn.
A successful hit on the telegraph wagon or telegraph post puts it out of action
Telegraph wire is automatically cut by enemy troops moving into contact with the wire
route. Friendly engineers can repair the wire when they are moving across the area where the
break occurred.
Messengers
Messengers – If you have extra cavalry figures add one to each Division and Corps
headquarters as the messenger party. Messengers are treated as cavalry except that they have
no combat or morale capability. A messenger figure should be indicated by writing messenger on
the figure base or picking a figure in a non-combat pose with no weapons in his hands.
Messengers move in the movement phase from their headquarters General to lower
echelon commanders subordinate to that Headquarters by touching bases with these lower
echelon commanders. By this method the orders changes described in Command and Control
are delivered.
If a messenger is meleed with his messages maybe captured and read by the enemy.
Messages can be intercepted, use this chart any time a messenger is meleed with:
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Die Roll
1
2-5
6
2/13/2005
Messenger Combat Chart
Result
Missed Him – messenger is step back and unaffected, he may continue on his route.
Turned Back – messenger is picked up and placed next the headquarters General
who sent him. Messenger may try again next turn.
Captured – messenger is removed from table and the new order is revealed to enemy
player
Indians
Indians - A number of Indian risings occurred during the Civil War, which distracted
some Union forces. In addition, a few units of Indians were raised by the Union and a few more
by the Confederates.
These units were clothed in a mixture of army uniform, civilian clothes and traditional
dress. Armament was the poorest available, often including native weapons such as bows,
lances and tomahawks. Indians were not enthusiastic supporters of either cause, tending to use
the war to work off personal grudges and go home when they pleased.
Indian units will be cavalry, armed with mixed smooth bore and muzzle loading carbines.
They should be classed as Green, being unwilling to die in large numbers for the white man's
war. Whether mounted or on foot, Indians will always fight in skirmish order and never take up a
formation. Indians do not take prisoners at all.
African American troops
African American troops (Coloured Regiments) - These are treated exactly like other
Union units, with the following exceptions. Being engaged in a struggle for their own freedom, the
lowest classification for a 'Coloured' regiment is Green. They were often given inferior weapons.
The first action of a coloured unit was in October 1862.
Historical Leadership
Historical Leadership Modifiers - Officers of 'Dullard' or 'Unreliable' status would
seldom rise above brigade command and make hopeless Commanders-in-Chiefs for war games.
Those listed as Gifted were capable of repeated acts of brilliance but were not infallible.
Leadership
Leadership Type Modifier
+4
Gifted
+3
Able
+2
Cautious
+1
Rash
0
Steady
-1
Limited
-2
Unreliable
-3
Dullard
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These are the ratings of the more senior commanders of both sides. Players should feel
free to dispute the rating given to their particular hero. Note that as these are all famous
personalities, few are rated poorly, even though some performed abysmally. Use this chart:
American Civil War Historical Leadership Ability
Confederate
Ability
Federal
Ability
Rash
Cautious
Ashby
Banks
Cautious
Able
Beauregard
Buford
Steady
Rash
Bragg
Burnside
Able
Unreliable
Cleburne
Butler
Rash
Able
Early
Canby
Cautious
Rash
Ewell
Custer
Limited
Unreliable
Floyd
Ferrero
Gifted
Rash
Forrest
Fremont
Able
Gifted
Hardee
Grant
Rash
Able
Hill, A.P
Grierson
Able
Cautious
Hill, D.H.
Halleck
Rash
Able
Hood
Hancock
Gifted
Able
Jackson
Hooker
Cautious
Unreliable
Johnston A.S
Ledlie
Cautious
Cautious
Johnston J.E
McClellan
Steady
Steady
Kirby Smith
McDowell
Gifted
Able
Lee
Meade
Able
Rash
Longstreet
Pope
Steady
Steady
Pemberton
Rosecrans
Dullard
Gifted
Pillow
Sheridan
Unreliable Sherman
Gifted
Sibley
Rash
Able
Stuart
Shields
Able
Cautious
Taylor
Thomas
Random Battle Generator
If you want to play random battles these tables will assist in force generation. The
following rule of thumb ratios guidance may be of assistance in developing a historically accurate
army:
Ratio of Arms in Army
Arm of Service
Federal Confederate
80%
70%
Infantry
14%
20%
Cavalry
6%
10%
Artillery
At the start of each game the players use the table below to determine the exact size of
each regiment in their command.
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Determination Of Random Forces
Number Of Brigades Per Side
Roll
Roll 1 Die per Brigade
Number Of Regiments Per Brigade
20 figures or Roll 2 Dice
Size Of Infantry Regiments
16 figures or Roll 2 Dice
Size Of Cavalry Regiments
1 per Division
Number Of Division Artillery Batteries
1 per Brigade
Number Of Brigade Artillery Batteries
With regimental numbers determined the player now determines the weapon composition
and élan morale grade of each battalion, regiment and battery. Use the following table to
determine the weapon types.
Weapons Determination
Die
0
1
2
3
4
5
6
7
8
9
Weapons And Morale
Infantry
Cavalry
Artillery
Smoothbore Musket
Pistols
6lb smoothbore
Smoothbore Musket
Pistols
12lb Napoleon
Smoothbore Musket
Shotgun
12lb Napoleon
Rifle-Musket
Shotgun
12lb Napoleon
Rifle-Musket
M/L Carbine
12lb Howitzer
Rifle-Musket
M/L Carbine
12lb Howitzer
Rifle-Musket
M/L Carbine
24lb Howitzer
Rifle-Musket
M/L Carbine
6lb Rifle
Rifle-Musket
B/L Carbine
3 inch Rifle
Sharps B/L Rifle
B/L Carbine
3 inch Rifle
Élan
Militia
Poor
Green
Green
Regular
Regular
Regular
Regular
Veteran
Elite
On the chart, above roll 1 ten-sided die per regiment for both weapons and morale with
for -1 for weapons for pre-1863 battles and +1 for Union troops after 1863.
Élan – In the early war, both sides were very inexperienced therefore a -1 to die roll for
élan is appropriate. By mid-war, the Union with its faulty manpower replacement policies is the
only side to receive -1 to die roll. In the late war, both sides roll even for élan.
CSA Artillery Type – The Confederates suffered from both poor cannon and faulty
ammunition throughout the war therefore and a -1 to die roll for confederate batteries.
Fatigue
Fatigue – We have touched on fatigue under the section on charge where a unit double
time twice or charge only once every 10 turns. Therefore, seven continuous turns of overland
movement in line formation or combat (fire and/or melee) causes fatigue.
Fatigue causes the body to slow down therefore, units that are considered fatigued move
at half their movement allowance and resolve fire combat and melee one column to the left.
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FORTIFICATIONS AND FIELD DEFENSES
General
In its most general sense a fortification was considered to be any natural or artificial
feature of the terrain that could be used to enhance the defensive strength of an armed force.
Natural fortifications included such features as woods, marshes, water-courses, hills, and
mountain ranges that could be used to cover an army's front and protect its flanks or rear as it
maneuvered or assumed a position to prepare for battle. Artificial fortifications consisted of
constructed or adapted features that either improved the defensive strength of natural
fortifications or supplied this strength where no natural fortifications previously existed.
Artificial fortifications were divided into two categories, permanent fortifications and
temporary fortifications, according to the durability of materials used in their construction and the
strategic importance of their positions. Permanent fortifications were generally sited in positions
of lasting strategic value and were constructed using durable materials (brick and stone) capable
of resisting the destructive effects of weather for many years. Temporary fortifications were
constructed using perishable, but readily available, materials (wood and earth) to defend
positions of temporary strategic or tactical importance.
Most of what appears in this section is explanatory, so that players can grasp the
complexity of military engineering at very basic level.
Fortifications
In this game, there are nine types of fortifications: blockhouses, stockades, redoubts,
breastworks, fortresses, redans, rifle pits, breastworks and trenches.
Blockhouses - Blockhouses were solidly constructed enclosed wooden fortifications
designed to allow small garrisons posted at isolated locations to protect themselves from attacks
by superior enemy forces. They were also used as interior keeps within larger earthen field
works. Like most other minor field fortifications blockhouse designs ranged through almost all
levels of structural complexity from simple single level squares to large elaborate cross and
hexagon shaped works capable of receiving an artillery armament.
Block houses are considered hard cover for units manning the firing embrasures and full
cover units not firing.
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Stockades - Stockades are usually built by a field army to secure a vital point in the line
of communications. They consist of a palisade wall surrounding some buildings. The wall usually
has a firing step for troops to fire over the wall. As such in the American Civil War they are a
temporary structure.
Stockades are considered hard cover for units manning the firing step and full cover for
units inside the fortified ground.
Redoubt - Also Redout, Redoute (French). In the context of nineteenth century military
engineering the term redoubt referred to very different types of fortifications that served very
different functions depending on its frame of reference. Taken in the context of permanent
fortification a redoubt was a reduit within a larger outwork; in the context of field fortification a
redoubt referred to a particular type of field work defined by its outline or trace.
In common usage the term has often been used to denote a field work of unusual
strength.
a.
Permanent Fortifications - A redoubt in permanent fortifications was a reduit
within an outwork designed to prolong the defense of the work after a breach or
to provide an interior shelter for the collection of troops and materials necessary
for the defense of the outwork.
b.
Field Fortifications - In field fortifications a redoubt was an enclosed detached
field work without re-entering angles. Redoubts could be laid out as any regular
or irregular convex polygon as necessary to adequately fortify a particular site;
the most common being four and five sided figures. This type of field work could
be adapted to fortify almost any position, but were generally applied to situations
in which a garrison might be compelled to defend itself against attacks from any
direction.
This included isolated garrison posts along lines of communication and
continuous lines of works where it might be necessary for a work's garrison to
maintain its position after another section of the line had been breached. Several
redoubts could be placed in defensive relation to each other to form lines with
intervals in which fire from the faces of the redoubts crossed to defend open
intervals between the works. In some systems of attack by regular approaches
redoubts were prescribed at the extremities of the various parallels to protect
advancing siege works from sorties.
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Redoubts are considered hard cover for units manning the firing step and full cover for
units on the fortified ground.
Fortresses
A fortress is a permanent fortification of some complicity and expense. It is usually well
manned and armed. Fortresses guard areas of vital importance and usually only surrender after
a long siege or by underhandedness.
The following parts of fortresses are described to the model builder.
a.
Enceinte - The first continuous line of rampart or parapet of a fortification that
enclosed the fortified ground. It was the line of works specifically constructed to fortify
the sides of the fortified polygon and was often referred to as the Body of the Place.
b.
Bastion - A distinct sub-division of the enceinte of a fortification consisting of
two faces forming a salient angle and two flanks. Bastions were usually, but not always,
traced in such a way that they joined the extremities of two collateral fronts of fortification
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with the salient (flanked) angle anchored on the vertex of one of the angles of the fortified
polygon. Bastions were an integral element of the flanked disposition: each bastion flank
could cover the flanked angle of the next bastion and cross its fire with the curtain, flank
of the next bastion, and face of the next bastion to defend both the main ditch and crest
of the counterscarp.
c.
Ravelin - An outwork with a redan trace (two faces joining to form a salient
angle) positioned opposite the curtain of the enceinte and separated from it by the main
ditch. The object of most demi-lunes was to oppose an attack against a bastion with
strong outworks that placed the attacked bastion in a retired and flanked position. To
attack a bastion protected by demi-lunes the besieging army would necessarily be
compelled to extend their trenches to attack and capture two demi-lunes before being
able to establish breaching batteries against the bastion.
Fortresses are considered hard cover for units manning the ramparts and full cover for
units inside the fortress.
Defensive Value of Fortification Walls - In this section we cover defensive value of
fortifications. There are three main types of fortification structure in this section:
a.
Palisade Wall - a palisade wall is the standard stockade of the 18th and 19th
century. Upright pointed logs lashed or nailed to an interior frame. Such walls
provide hard cover to units manning them and full cover to units within but not
manning the walls. Palisades are usually found in stockades built by a field army
to secure a vital point in the line of communications. As such in the American
Civil War they are a temporary structure.
A palisade wall has 200 firepower points of defense value per each three
centimeters.
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b.
2/13/2005
Reveted Wall - a reveted wall can have a surface of many different types of
materials, including wood, sandbags, iron sheeting, gabion, and loose stone.
There is an inner and outer wall with loose dirt fill between. Reveted wall is
found in field works of a semi permanent nature that guard a vital point of more
permanence such as a base of operations are as an add on defensive structure
to a fortress.
A reveted wall has 350 firepower points of defense value per each three
centimeters.
c.
Stone Rampart Wall - This is a purpose built inner and outer defensive wall
packed with earth and honey combed with casemates, sally ports and barrack
space. This wall is the main structure of fortress and as such it is a permanent
structure that is highly fortified and not easy to destroy or capture.
A stone rampart wall has 550 firepower points of defense value per each three
centimeters.
Field Defenses
Rifle Pits - In siege operations a rifle pit was a small trench for one or two men with a
slight parapet or other cover in front. Rifle pits were generally established well in advance of a
fortification's outworks or main line of field works in front or on the flanks of a besieging army's
approaches. Fire from rifle pits was used to harass the heads of sappers and working parties and
to bring the embrasures of siege batteries under small arms fire. This type of work could also be
used to cover ground that could not otherwise be seen from a main line of field works and as
protection for advanced pickets.
Rifle pits are considered 360 degree soft cover for units manning them.
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Breastworks - In its widest non-technical sense the term breastwork was commonly
used to refer to any protective embankment arranged for a musket armament that provided cover
to the level of the chest. This could include field works with ditch and trench used as cover for
infantry.
Breastworks are considered hard cover for units manning the firing step and no cover for
units through the open rear.
Trenches – Trenches are excavation was intended as the source of material required to
raise the protective embankment. The trench was proportioned to produce a sufficient volume of
material to give the embankment a height and thickness necessary to intercept hostile fire.
Troops deployed in a trench were assumed to stand either at the bottom of the trench or on a
step cut into the forward side of the trench to deliver their fire.
Trenches are considered hard cover for units manning the firing step.
Lunette - In field fortification a lunette was a detached field work open at the gorge
traced with two faces forming a salient angle and two flanks adjoining the faces. Lunettes were
employed in much the same fashion as redans; as advanced works or elements within a line with
intervals.
Lunettes are considered hard cover for units manning the firing step and full cover for
units on the fortified ground and no cover for units through the open rear.
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Redan - A redan was a simple field work consisting of two faces joined to form a salient
angle. This basic trace could be modified in several ways to produce elements that could project
columns of fire across ground in front of the salient. Two or more redans could be joined together
to form double or triple redans.
Redans are considered hard cover for units manning the firing step and full cover for
units on the fortified ground and no cover for units through the open rear.
Fortification
Blockhouse
Stockade
Redoubt
Fortress
Cover
Hard
Hard
Hard
Hard
Palisade Wall
Hard
Reveted Wall
Hard
Stone Wall
Hard
Rifle Pit
Breastwork
Trench
Lunette
Redan
Soft
Hard
Hard
Hard
Hard
Fortifications Chart
Fortified Ground
Special Rule
Yes
Palisade Wall
Yes
Palisade Wall
Yes
Reveted Wall
Yes
Stone Wall
200 Firepower Points Defense Value per 3
N/A
Centimeters
350 Firepower Points Defense Value per 3
N/A
Centimeters
550 Firepower Points Defense Value per 3
N/A
Centimeters
N/A
360 Degree Cover and Firing
N/A
No cover through rear
Yes
Full cover if not firing from within.
Yes
No cover through rear
Yes
No cover through rear
ENGINEERS AND PIONEERS
General
Engineer operations are an important consideration in war and never covered in sufficient
detail by most war game rule sets. This section will go some way towards redressing that
imbalance.
Engineer Organization
Engineer regiments are organized like infantry except that they are bigger and more
resistance to attrition. Union Regular Army engineer regiments are organized on the French
model with 3 battalions of 8 companies of 100 officers and men, this is a total of 120 figures per
war game regiment. Union volunteer engineer regiments were organized as per the volunteer
infantry regiments.
The Union raised a total of six regiments during the war of which 3 served in the engineer
brigade of the Army of the Potomac. Union engineers served in the fortifications, pontoon trains
and siege trains of the Union army. In the field the active army relied on the pioneers of its
regiments under the direction of the Army Engineer officer to do engineer tasks.
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Confederate engineer regiments are organized into regiments of ten companies of 100
officers and men; this is a total of 50 figures per war game regiment. The Confederates raised a
total of three regiments during the war. Confederate engineers were allotted in company batches
to the divisions in the field army on active duty.
All infantry and cavalry regiments had a number of pioneers present. Pioneers are
capable of doing limited engineering tasks such as demolition and supervision of field works
construction. Both sides may conscript local civilian labour to assist with the building of positions
and obstacles.
Obstacles
Entanglement - An obstacle placed before the ditch of a fortification consisting of strong
vines or wires stretched between tree stumps or small pickets. Its purpose was to trip the leading
ranks of an attacking body of troops or slow their march as they attempted to pass over the
obstacle, breaking the momentum of the attack and destroying its ensemble.
Units cannot do formation movement through areas with abatis and skirmishers must
move at fifty percent of their normal movement pace.
Ditch - Military engineering as it was practiced during the middle period of the nineteenth
century made a definite distinction between a ditch and a trench. To anyone not steeped in the
jargon of the period the difference may seem remote.
A ditch on the exterior side of a fieldwork was assumed to be deep enough and wide
enough to present a significant obstacle to enemy troops attempting to break into an attacked
fieldwork. Here the ditch functioned as an obstacle and did not serve as an integral element of the
protective cover that shielded troops occupying the work from hostile fire.
A ditch is treated like a deep water stream to enter and exit from and like open ground to
move on the bottom of. Note that the owner can spike the bottom of a ditch with small pickets.
Abatis - An obstacle composed of felled trees stripped of their leaves and smaller
branches with remaining branches sharpened into points. Trees were placed side-by-side and
staked down with the sharpened branches pointing toward approaches to the protected fieldwork.
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Usually positioned on the engaged side of field works within close musket range of the
parapet. Its purpose, like other obstacles exterior to the ditch, was to break an assaulting body of
troops' momentum and hold them up under close musket fire delivered from the parapet.
Units cannot do formation movement through areas with abatis and skirmishers must
move at fifty percent of their normal movement pace.
Four infantry figures can remove abatis in five turns provided nobody fires at them.
Abatis may also be removed by the demolition procedure discussed below.
Chevaux-de-frise - A Cheval-de-frise was a non-static obstacle consisting of a horizontal
beam 9 to 12 feet long and 1 foot in diameter pierced by two diagonal rows of sharpened lances
that were about 2 inches in diameter and 10 feet long. Eye bolts or hooks and chains were
attached to the ends of the beams to allow several cheval-de-frise to be bound together to form a
chevaux-de-frise.
Since this type of obstacle was free standing and could be moved about it was
considered suitable for blocking roadways and closing the entrances to temporary fortifications.
All units must move around a Chevaux-de-frise, they cannot move through it.
Four infantry figures can remove Chevaux-de-frise in five turns provided nobody fires at
them. Chevaux-de-frise may also be removed by the demolition procedure discussed below.
Slanted Palisade - A second type of cheval-de-frise described by some sources was
constructed using a stout sharpened timber or palisade to which one or more legs were attached
to fix it in an upright position inclined toward the direction of an expected attack.
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All units must move around a slanted palisade, they cannot move through it. Slanted
palisade may also be removed by the demolition procedure discussed below.
Small Pickets - Pickets 1 to 2 inches in diameter, 2 1/2 to 3 feet long, and sharpened at
both ends used in large numbers to form obstacles that can be positioned in a fortification's ditch.
This type of obstacle was designed to distract attacking troops by compelling them to step or
attempt to jump over a low obstacle that threatened to both trip and impale them.
Units cannot do formation movement through areas with small pickets and skirmishers
must move at fifty percent of their normal movement pace.
Fascine - Fascines are bundles of wood poles that can be dropped into a ditch or made
man moat to allow figures to cross the obstacle. In effect, the fascine is a causeway across the
obstacle.
Fascine procedure is simple. The wagon or troops carrying the fascine drives up to the
obstacle to be breached and stops all movement. At the beginning of the next turn the fascine is
considered to be in place and maybe used.
Fascine is considered open ground unless improved by the use of an earthmover.
Improved fascines are considered roads. Fascines are considered to be the width of the widest
friendly unit.
Fascine may also be removed by the demolition procedure discussed below.
Obstacle
Entanglement
Obstacles Chart
Effect On Movement
Formation
Cover Provided
No
No Cover
Ditch
No
No Cover
Abatis
Cheval-de-frise
Slant Palisade
Small Picket
Fascine
No
Yes
Yes
No
Yes
Soft
No Cover
Hard
No Cover
No Cover
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Notes
Enter/Exit Penalty, Open Cover
on bottom.
Can be moved by 2 stands.
Functions as causeway of ditch.
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Demolitions
Demolitions - Players may use engineer units to destroy bridges, blocks, and
fortifications. Basically, any infantry figures said to be engineers or assault pioneers by the
scenario are considered to have explosives as part of their kit.
Using a minimum of two engineer figures, follow the procedure outlined in the paragraphs
below.
Procedure - The engineer figures move next to or on the object to be destroyed. Both
figures must be next to each other.
On the next turn the engineer figures move off to a safe distance.
On the third turn a die is rolled (provided at least one engineer figure has made it to
cover). A "4", "5", or "6" means the demolition attempt was successful and the object is removed
or destroyed. A "1", "2", or "3" means the procedure must be repeated.
Demolition Chart
Action
Die Roll
4, 5, 6
Success
1, 2, 3
Failure
As a game aid make a one centimeter square block of wood, paint it red and use it as the
demolition charge after the engineers have placed it.
Demolition charges, once placed, may be captured in accordance with the captured
weapons rule and used against their owners by opposing engineer units.
Pontoon Bridge Building
A wagon pontoon bridge is a floating bridge made up of floating pontoons and a bridge
deck of wood. The bridge deck can be built up of a wood frame or be of semi modular
construction that is bolt together.
Pontoon bridges are carried dismantled on wagons. This convoy of wagons is called a
“Bridge Train”. At a minimum, a bridge train contains a bridge deck of eight units of measurement
in length, two pontoons, two bridge ramps and one boat. Each two of these items is carried on a
separate wagon, so a total of three wagons are required to transport the bridge.
In addition to the bridge, a minimum of 1 boat and 8 engineer personnel figures are
required to complete the construction of a wagon pontoon bridge.
Procedure – the procedure of building a wagon pontoon bridge is as follows:
Turn 1 – Map recce is conducted. The player who wishes to build the bridge
picks possible locations by looking at the map board.
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Turn 2 – Site Recce is conducted. The Bridge Train command group figures are
moved to the proposed bridge building site. This part may take longer if the
command group is far away from the bridge site.
Turn 3 – The Bridge Train is moved to the site and backed up to the spot were
the bridge is to be built. The engineer personnel figures are unloaded. All
movement stops once this happens.
Turn 4 - All bridge parts are unloaded beside the site of the bridge building.
Turn 5 – All wagons are moved off the site to a holding area and the boat is
launched.
Turn 6 – The near shore pontoon is emplaced.
Turn 7 – The near shore ramp is raised to the near shore pontoon. Maximum
point of building is the top of the near shore ramp.
Turn 8 – The far shore pontoon is emplaced.
Turn 9 – The bridge deck is emplaced. Wagons may now drive up to the end of
the near shore ramp. Maximum point of building is the middle of the bridge deck.
Turn 10 – The far shore ramp is raised. Wagons may now drive to the middle of
the bridge. Maximum point of building is the top of the far shore ramp.
Turn 11 – The pontoon bridge is completed and wagons may use it normally.
During the building process the engineer personnel figures are placed at the maximum
point of building.
An erected pontoon bridge sits on the water so all boat traffic is cut off from proceeding
up or down river pass the erected bridge.
Pontoon bridges may hold all types of animal and personnel traffic. Pontoon bridges are
one-way traffic only, thus all traffic must be off the bridge before traffic going the opposite way
can use the bridge.
TERRAIN
General
Terrain is one of the most important factors in battle. The proper use of terrain in
defending a position can lead to success as the improper use can lead to drastic failure. Terrain
affects not only the way we fight but the movement of troops as well. A commander must know
and understand the ground he is to move over and how it will effect his movement and the type of
equipment he can use.
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Terrain in adds or subtracts to the movement point allowance of a given unit. Different
units have different movement capabilities based upon their historical type of movement
mechanism. Terrain in reflects this historical factor. Terrain also affects intervisibility and cover
that units find themselves in.
Terrain Effects
Terrain affects movement in the following ways:
Road - Roads, both paved and dirt are considered open ground in combat purposes.
Units in that are limbered or in column formation may use their road bonus movement allowance
on roads.
During periods of rain and mud all dirt roads should be considered open ground and do
not receive road bonus to move along a road.
Forest - Forest is all groupings of trees and is considered soft cover in combat. Forest is
considered a line of sight/fire obstacle, thus visibility is one-half the stated scenario visibility in a
forest. Forest has no effect on personnel movement if skirmishing. Personnel in other formations
reduce their movement allowance by fifty percent.
There are two sub types of forest:
a.
Forest with undergrowth – the best way to simulate undergrowth is to combine
the effects of Forest and Scrub into one. In effect undergrowth is scrub inside a
forest.
b.
Orchard – an orchard is a forest where the trees are lined up in neat rows.
There is no undergrowth. The rows of trees provide natural lines of sight and
fire, thus no reduction on visibility is necessary. There is no protection from
overhead sighting attempts.
Swamp - Swamps have soft, watery ground that affects movement while a figure is
moving in it. Swamps provide soft cover to infantry but not to cavalry. Swamps are not line of
sight/fire obstacles. Cavalry, Infantry and skirmishers pay fifty percent of their movement rate.
Wheeled vehicles may not enter.
Hill - Hills are an obstacle to line of sight/fire, yet the occupation of hilltops can be a
benefit to line of sight/fire. Cavalry, Infantry and skirmishers pay twenty five percent of their
movement rate. Wheeled vehicles pay fifty percent of their movement allowance.
Scrub - Scrub provides an obstacle to line of sight for personnel figures only. Personnel
must be within twenty-five metres of one another to spot another figure. Cavalry, Infantry and
skirmishers pay twenty five percent of their movement rate. Wheeled vehicles pay fifty percent of
their movement allowance.
Field - Fields are similar to scrub in terms of height and cover advantages so use the
scrub rule but simulate fields.
In the wintertime fields are considered open ground.
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Shallow Water - Shallow water obstacles consist of small streams that provide no cover.
Cavalry, Infantry and skirmishers pay twenty five percent of their movement rate. Wheeled
vehicles pay fifty percent of their movement allowance to enter and fifty percent to leave as well
they pay fifty percent to move across.
Deep Water - Deep-water obstacles have steep banks that act as a trench for personnel
units only as far as a cover is concerned. All trench effects on vehicles apply to the banks of a
deep-water obstacle.
Movement-wise, cavalry, Infantry and skirmishers pay fifty percent of their movement
rate. Wheeled vehicles pay fifty percent of their movement allowance to enter and fifty percent to
leave as well they pay seventy five percent to move across.
If deep water is specified in a scenario as extra deep no one may enter deep water
except by boat.
Open Ground - Flat open ground is free of contours and vegetation and provides no
obstacle to line of sight. All units using open ground move at the normal overland movement
rate.
Buildings – Buildings perform a aesthetic function in the game and may not be entered
into by any game figures. Buildings do act as a line of sight/line of fire obstacle. Combat in
towns is implemented using skirmishers, as formed bodies would not work.
Walls/Fences – walls/fences provide hard cover to figures who occupy a position directly
behind it. Walls are not a line of sight/fire to a figure directly behind it, but are a line of sight/fire
obstacle to a figure not behind the wall/fence, but attempting to sight pass the wall/fence.
Walls/fences require fifty percent of an infantry movement allowance to cross. Cavalry
pay twenty five percent of their movement allowance. Wheeled vehicles may not cross a
wall/fence except at a gate.
Hedges – hedges provide soft cover to figures who occupy a position directly behind it.
Hedges are not a line of sight/fire to a figure directly behind it, but are a line of sight/fire obstacle
to a figure not behind the hedge, but attempting to sight pass the hedge.
Hedges specified as high are considered a line of sight obstacle to all regardless of the
distance a unit is from the hedge.
Hedges require twenty-five percent of infantry cavalry movement allowance to cross.
Wheeled vehicles may not cross a wall.
Snow and Mud - Next we must consider snow and mud. Snow and mud on the ground
adds its penalty for movement on all types of ground including the roads (except for paved roads
are not effected by mud).
Therefore, snow and mud doubles the movement points expended in a movement phase
in all types of terrain (exception; paved roads that are considered plowed are not effected during
periods in which snow is present on the ground or falling).
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Falling snow, mist or rain reduces visibility ten percent, while fog reduces visibility by
twenty-five percent.
Terrain Effects Chart - Below is the Terrain Effects Chart, which details the various
terrain effects in brief for you to refer to, as you need it during your play of the game:
Terrain Type
Open Ground
Extra Deep Water
Deep Water
Shallow Water
Scrub
Fields
Hill
Swamp
Forest
Road
Buildings
Walls
Hedges
Snow and Mud
Terrain Effects
Terrain Effects Percentage Decrease on Movement Allowance and LOS
Skirmishers
Foot
Horse Wheeled
LOS
Cover
0
0
0
0
No effect
No
No
No
No
No effect
Soft
75%
75%
50%
Note 2
No Effect
Soft
50%
50%
50%
Note 1
No Effect
Blocks on same
25%
25%
25%
50%
Soft
level
Blocks on same
Soft
25%
25%
25%
50%
level
Blocks on same
25%
25%
25%
50%
level
50%
50%
50%
No
No Effect
Soft
Blocks on same
Hard
50%
50%
50%
No
level
See rule
No
Bonus Bonus
Bonus
No Effect
No
Blocks on same
N/A
N/A
N/A
N/A
Hard
level
50%
50%
25%
No
Hard
25%
25%
25%
No
Soft
Double the penalty of other terrain but all
Mud has no effect on
units can movement 25 meters per turn.
pavement
Note 1 – 50% to enter or leave and 50% each turn while moving through.
Note 2 – Note 1 plus 75% each turn while moving through.
Bridge - Within the game, all bridges are considered roads for movement purposes.
Bridges can be destroyed by artillery or demolition attacks.
Visibility, Night and Cover
Visibility - Conditions of weather, dust and smoke can provide a different ability to view
the battlefield by two different observers. This rule is intended to reflect that fog of war and as
such is important to conduct of the game but may slow the game down a bit. To get the best
benefit from the fog of war players should roll for visibility.
This roll can be done more often in situations where snow or rain is present.
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This visibility chart reflects the changing weather conditions of the fog of battle, using two
six sided dice roll on the following chart to determine visibility throughout the scenario:
Visibility Range Chart
Visibility Range
Dice Roll
Unaided
Aided
12
50
90
8-11
40
85
5-8
30
75
2-4
20
65
Unaided visibility means only via human eye or open gun sight.
Aided means telescopes, and other aids as indicated in the scenario. All leaders are
considered to have telescopes and know how to use them.
Unaided night vision range is one-quarter the range rolled on the visibility table. Wind,
falling snow, mist, dust or rain effect range of unaided night vision. Roll for visibility at the
beginning of each game turn or by agreement of the players using 2 six sided dice.
Night - Night games and turns include some special rules.
Visibility is reduced to half if a moon is present and one quarter if no moon is present. All
combats are resolved with one column left in addition to any other column change. If the unit
fires another unit that it hears due to movement outside the maximum visibility range, the combat
is resolved with three columns left.
Commanders can only command one unit the one he is closest too.
All units can use only half of their movement allowance on all terrain except on roads.
Units can use their full movement allowance on roads.
Mounting/Dismounting, Limbering/Unlimbering take twice as long.
Morale is checked one level lower unless a commander is present.
Cover – Cover can be a hard thing to deal with in a miniature war game simply because
the player is not at the eye level of his figures. For game purposes, a figure is defined as being in
one of three possible cover conditions:
a.
In cover – a figure is considered in cover if the figure is surrounded by a cover
that blocks the line of sight/fire to and from the figure in all directions. A figure in
cover may move and not be spotted unless the figure moves from the cover,
moves to the edge of the cover (less than 25 meters of the edge) or an enemy
figure moves to within 25 meters of the figure. For additional focus on in cover
see the concealment rule;
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b.
Obstructed by cover – a figure is obstructed by cover if the figure is next to
cover (the figure’s base touches the cover) and has cover between the figure and
the traced line of sight/fire. A figure obstructed in one direction may or may not
be un-obstructed in another direction. A figure obstructed by cover is spotted
when the figure fires or moves;
c.
Not obstructed by cover – a figure in open ground is not obstructed by cover
and can be seen and spotted always (exception of smoke and visibility rules);
and
d.
Full Cover – a figure is completely surrounded by cover and cannot be seen or
affected by fire unless specified otherwise in the rules.
Within the game, figures can be in one of three types of cover. Cover is defined as any
natural or man-made feature on the game board that obscures the line of sight/fire. These three
types of cover are:
a.
Open cover – open cover is the one type of cover in the category of the no cover
condition. All figures are considered spotted (exception of smoke and visibility
rules);
b.
Soft cover – soft cover is defined as wooden fences, hedges, fields, water,
swamps and scrub. Soft cover is an obstructed by cover condition; and
c.
Hard cover – hard cover is defined as fortifications, field works, streambeds,
stonewalls, buildings and forest.
Line of Sight/Fire
Terrain effects whether units can see one another or not. Players use a straight edge
(such as a wooden dowel) to check line of sight/fire. Ensure that the edge is very straight.
If an eligible terrain feature is in the way and neither the spotter nor the target are next to
the terrain feature, the line of sight/fire is blocked and that unit may not see or fire at that target.
Eligible terrain includes forests, buildings, streambeds and hills.
Terrain such as hedges and walls only affect line of sight/fire if the unit is using them as
cover (is considered next to or within twenty-five metres of them).
NAVAL OPERATIONS
General
These rules are not designed to cover naval battles as such, but cover those aspects of
riverine or amphibious warfare that affected land battles. Ship models will be over scale relative
to the ground scale in use, so if using a number of large vessels such as gunboats, it can be
useful to have these in a smaller scale, or represented simply by boat-shaped cardboard cutouts.
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Types of Ships and Their Characteristics
Ships used in this section are capable of carrying passengers and armament.
Passengers may only be dis-embarked at a wharf or transferred to lighter boats and landed on a
beach. For purpose of loading a ship, a one-gun artillery stand, a two-man cavalry stand, a two
two-man infantry stand take up the same space.
Section Boats - Small rowing boats, each large enough to carry 1 infantry figure. When
a unit makes a river crossing by boat, it is assumed that each stand has 2 boats to carry it. A
group of 2 small boats can be represented by a single model.
Barge – A barge is a flat-bottomed boat with low sides and propelled by towing or poling.
A barge is large enough to carry 2 stands and may carry a cavalry and their horses dismounted.
Large barges can carry wagons and artillery.
Cutter – A small sail-driven ship. Cutters are large enough to carry 3 stands plus a crew
of one figure. In addition, cutters may mount a battery of light artillery in the bow.
Sloop – A sail-driven ship. Sloops can be small, medium or large and carry passengers
plus crew and armament.
Sloops are capable of carrying the following troops, crew and armament based on their
relative size:
a.
Small Sloops - 4 stands, 1 crew figure and 2 batteries each side;
b.
Medium Sloops - 6 stands, 2 crew figures and 4 batteries each side; and
c.
Large Sloops - 6 stands, 4 crew figures and 8 batteries each side.
Steamer - Steamers may be stern-wheelers or side-wheel paddle steamers or be screwdriven. Steamers may carry passengers, crew and armament.
Steamers are capable of carrying the following troops, crew and armaments based on
their relative size:
a.
Small Steamers - 4 stands, 1 crew figure and 1 battery;
b.
Medium Steamers - 6 stands, 1 crew figure and 1 battery; and
c.
Large Steamers - 8 stands, 1 crew figure and 1 battery.
Gunboats - These may be stern-wheelers or side-wheelers or screw driven. They may
be purpose-built or converted civilian vessels.
Gunboats are capable of the following crew and armament based on their relative size:
a.
Small Gunboats - 2 crew figures and 2 batteries per side.
b.
Medium Gunboats - 3 crew figures and 3 batteries per side; and
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Large Gunboats - 4 crew figures and 4 batteries per side.
Players with access to data on ships of the period may adapt the above general ship
types to represent real gunboats.
Boat Movement Rates – Boats have the following movement rates:
a.
Section boats and barges
12 centimeters;
b.
Steamers and ironclads
24 centimeters;
c.
Wooden gunboats
36 centimeters; and
d.
Sailing ships
12 centimeters.
Weather - The movement rate is cut in half anytime a ship makes a turn over 90
degrees. Add or deduct a quarter of the movement rate in strong currents or in High winds
depending on whether the current or the wind is against or with the movement of the ship.
Ship Defensive Value
Ships may be Unarmoured, Wooden, Iron, or Cottonclad armour. Seagoing sloops are
wooden, all other boats and the decks of sloops and converted steamers are of light planks.
Steamers, sloops, gunboats may have different types of armour added to their superstructure. All
monitors are considered to be of Iron construction.
Some converted steamers would have their batteries protected by iron sheeting with
other lesser armour along the rest of the vessel.
Ship
Boat
Barge
Cutter
Sloop
Steamer
Gunboat
Monitor
Ship Defensive Value
Armour Type
Unarmoured
Wooden
Cottonclad
8
N/A
N/A
10
N/A
N/A
15
N/A
N/A
N/A
30/60/90
N/A
20
40/70/90
60/90/120
N/A
50/75/100
70/85/130
N/A
N/A
N/A
Ironclad
N/A
N/A
N/A
N/A
80/100/130
90/130/160
250
Read as Small/Medium/Large size where appropriate. Muskets have no effect on
armoured boats. Basically, keep track of the accumulated firepower points fired at each boat
when it equals the defensive value the boat is sunk. After half the defensive value of a ship is
gone the player must start rolling for the firepower points effect on the passengers.
Firepower points fired at a ship with passengers effect the passenger at the rate of ½ the
total firepower points.
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CAMPAIGN GAME
General
The campaign game and its related parts are here for those of you who want to re-fight
the whole war rather than just the historical battles. Campaign games are lots of work but good
clean fun for a group of good friends.
Player Roles
Players serving in this campaign game will function in the following roles of Army and
Corps Commanders for the battles that are generated by this game.
Army and Corps Commanders - Players will be assigned to serve as Corps
Commanders at the start of the war. They will not be given the actual traits of their person, but
rather left to develop them on their own. Players who are promoted to Army commander will lose
command of their Corps, which must be broken up and assigned to serve as part of a different
Corps. If an army general is removed from command, that player will be assigned to the
command of the next available corps.
The Strategic Map
The map consists of boxes marking locations within the eastern United States, which are
linked to one another by transportation lines representing rivers, railroads, and roads. Movement
will be done along the transportation lines linking the different boxes. Those boxes that have
numbers in the lower corners are considered as recruiting cities, in which reinforcements can be
raised for the two sides. While most cities will only allow recruiting by one side or the other, some
cities will allow recruiting by either side. If the number is in the lower right hand corner, it is a
recruiting center for the Confederacy. If the number is in the lower left hand corner, it is the
recruiting number for the Union.
The total number of friendly recruiting cities controlled by a side determines the total
strength of that side’s army in terms of units. The Union starts with 33 recruiting cities in its
control, with 2 additional ones that can be captured and used. The Confederacy starts with 28
cities, with an additional 6 that can be captured and used.
Recruiting cities can be gained or lost as the game progress. A side may not have a
larger army in play than they have recruiting cities to support. If that happens, a side does not
remove units from play. Rather, they may not recruit any additional formations until the actual
army size falls below the number of recruiting cities that they control.
Capturing Boxes - Each side starts the game in possession of the set number of boxes.
Northern boxes are indicated by being blue, while Southern boxes are indicated by a gray.
Kentucky starts the game neutral, and its boxes are considered to belong to neither side and are
marked in tan.
To capture a box from the enemy, at the end of their turn a side must have one or more
units in the box after all battles are resolved for that turn. Units that move through a box in the
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course of the turn do not capture the box. They must end their turn in a box for it to be
considered captured. Once captured, a box belongs to that side until an enemy unit ends their
turn in the box, and recaptures it.
Game Length and Victory
The game can go as long as forty-eight turns, though it is possible for it to end before that
happens. By agreement, players can play longer.
Union Victory Conditions - The Union side wins when (and if) they control every
Confederate recruiting city with a value of 2. These cities are New Orleans, Mobile, Charleston,
Wilmington, Richmond, Nashville and Atlanta. When the Union side captures the last of these
cities, play ends and the Union side has won the war.
Confederate Victory Conditions - The Confederate side wins if either of the following
two conditions is meet:
a.
At the end of the June, 1865 turn, the Confederacy still controls at least one
Confederate city with a recruiting value of 2 or more;
b.
Capture enough recruiting cities (and avoid losing enough) so that the
Confederate Army maximum is larger than the Union Army maximum. If the
Confederate Army maximum is 28, and the Union Army maximum drops to 27,
play ends and the Confederates will have won the game; and
c.
Fall of Washington - The Confederate capture of Washington may or may not
have ended the war, as it's impact on Union public opinion would depend on a
number of political factors. Regardless, it would have a major importance on the
outcome of the war, and the safety of the capital was always something that the
Union high command needed to worry about. If the Confederates ever capture
Washington, one six sided die will be rolled. The result is the number of boxes
that the Union will permanently lose from their army maximum. If Washington is
recaptured by the Union, the Union will only regain one recruiting box, as that is
Washington's recruiting value. If the Confederates are able to capture
Washington a second or even third time, the procedure is repeated.
Sequence of Play
The Strategic Campaign Game is played in a series of game turns, each representing a
single month during March to February. Each turn consists of a Union Turn, followed by a
Confederate Turn. In the Union Turn, the Union is considered the active side, while the
Confederates are considered as the non-active side. In the Confederate Turn, the roles are
reversed. Each turn is divided into four phases, which are conducted in the following order:
a.
Movement Phase;
b.
Battle Phase; and
c.
Reorganization Phase.
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All actions in one phase must be finished before the next phase can begin. All battles
must be fought by the Union player before the start of the reorganization phase.
In addition, at the end of the March, June, September, and November turns, a special
Recruiting Phase is added after both sides have carried out their turns. This phase consists of a
Union Recruiting Phase, and a Confederate Recruiting Phase. Note that this phase only happens
four times a year, and occurs after both sides have completed their turns.
Strategic Movement Phase
Each side may move their divisions/corps/armies during the movement phase of their
turn. The overall number of marches possible will be diced for on 1 ten sided die, with a roll of a
0 being treated as a 2.
Each march allows any or all of the separate formations at a given box to move to other
boxes that are connected to the starting box by roads, rivers or railroads. Formation may move to
different cities as part of the same march, provided they all start the march from the same city.
Units may move either as a division or a complete Corps.
The distance that a formation moves in a march will depend on the transportation line on
which it is moving:
Transportation
Road
Railroad
River
Strategic Movement Chart
Union Infantry Rebel Infantry Union Cavalry
1
1
2
4
3
3
2
2
2
Rebel Cavalry
2
2
2
Railroads - To use railroad movement, all boxes moved through must be controlled by
the moving player. Any rail line that runs between boxes controlled by opposite sides is treated as
a road, and rail movement is not permitted.
Union formations (not Cavalry) that move by rail may move a total of four boxes per
march on a railroad. Confederate formation (not Cavalry) moving by railroad may move a total of
three boxes per march. Cavalry formation may move by rail, but they move one less box then
does infantry.
In any given turn, the maximum number of marches that can be used by a given
formation is two. If a formation moves into an enemy occupied box, movement ceases and a
battle is fought unless the moving unit uses a "jump" march to avoid combat. (See below) If a
battle results from movement into a box, any remaining movement left to the unit is lost.
Special Movement Cases
Cavalry Formation Jump March - A Cavalry Formation may move through a box
occupied by the enemy under the following restrictions:
a.
The movement may not be by river or rail;
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b.
There cannot be an enemy cavalry formation in the box that is being moved
through; and
c.
It cannot end this march at a box containing enemy troops after moving through
another occupied box. If it uses another march, it may continue it's movement
and enter into battle elsewhere, but not while using a "jump" march.
Running The Guns - After the March 1862 turn, the Union side has the ability to use a
"Jump" march on waterways by "Running the Guns". This move may only be made in a down
stream direction, and may not be done by a cavalry formation. The Union formation may not
make a "Running the Guns" jump move if any part of the march used is upstream.
Potomac River Restrictions - Due to the presence of the Union Navy, Confederate
formations may not move along the Potomac between Fredericksburg and Washington. Union
formations may however use the Potomac to move between Washington and Fredericksburg.
Union Naval Movement - The Union, due to its naval superiority, may move units from
friendly port to friendly port (Ports are marked with anchors). Each unit so moved costs one
march. Therefore, if three formations move from one port to another port, it still counts as three
separate marches. Formations that use naval movement may not make a second march as part
of their turn.
Naval Invasions - On any turn that the Union rolls a "6" for movement, the Union may
launch an invasion of any Confederate port. The Union formations used must start the game in a
port held by the Union at the start of the game (Fortress Monroe is considered as a Union port).
This move still costs 1 march per formation used, and if more than one formation is used, it must
land at the same Confederate port. Any formations that make a Naval Invasion move may not
make a second march as part of their turn. The Union player is not required to make a naval
invasion when a "6" is rolled, but the ability is lost, and may not be saved for later use. If the
invasion results in the Union formations being landed at a box where Confederate troops are
located, a battle will be fought.
Entrenchments - With the exception of the entrenchments at Washington, Richmond,
and the Mississippi River fortress, non-battlefield entrenchments are built as part of strategic
movement. A formation may elect to use a march to entrench, with it costing one march to
entrench in a recruiting city, and two marches to entrench elsewhere. The marches used to
entrench may also be used to move formations that start the turn at that box.
The amount of entrenchments built in centimeters is equal to the number of units in the
formation times 3. A formation with 11 units could build 33 centimeters of entrenchments during
its turn. Entrenchments built last as long as a garrison remains there to keep the defenses up. If
all units move out of the entrenchments, they are lost and must be rebuilt.
Strategic Battle Phase
When units during their move enter a box containing enemy units, a battle may have to
be fought. As long as the moving player has a cavalry superiority of 2 to 1 or more in terms of
adjusted cavalry strength, a battle MUST be fought in that box.
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If the cavalry superiority of 2:1 is lacking by the attacker, the defender has the right to
withdraw his force from the box in question to any other adjacent box which is currently controlled
by him, and which was not used by the enemy this turn. All of the defenders units must withdraw
together, and move to the same box. No battle needs to be fought on the tabletop, but this does
count as a victory for purposes of recruiting during the next recruiting phase for the moving
player. The defender never has to withdraw unless he wishes to, as it is an option that is up to
that army's commander.
Battlefield – The defender is the one who picks the ground on which he is to fight. Refer
to the master for the box the battle is to be fought in. The defender (the player who entered the
box first) determines his dispositions. These dispositions are subject to the side of the box the
defending player entered, he must set up in the quarter of the box he entered if he entered the
box that turn, otherwise he is free to pick his ground.
Starting Time - The attacker rolls one six sided die (each number is considered an hour),
and add it to sunrise to determine the starting time for the engagement. If the attacker is entering
by more than one transportation line, then a separate die roll is made for each group of units that
are entering the board by a different route. This determines the order of entry for reinforcements.
The battle continues until one side decides to withdraw.
If sunset occurs before this happens, the battle may continue to be fought over a multi
day period. Sunrise and sunset is determined by the following table:
Starting Time Table
Month
Sunrise
7 AM
January
7 AM
February
6 AM
March
6 AM
April
5 AM
May
5 AM
June
5 AM
July
5 AM
August
6 AM
September
6 AM
October
7 AM
November
7 AM
December
Sunset
5 PM
5 PM
6 PM
7 PM
7 PM
8 PM
8 PM
7 PM
7 PM
6 PM
5 PM
5 PM
Reinforcements - Each side may bring additional units as reinforcements as the battle is
fought. The reinforcements must be located in adjacent box which has a transportation route
linking it to the box in which the battle is fought. The reinforcements may not have already fought
a battle this turn.
The attacking player may not reinforce a battle from a box that has enemy units in it. The
defending player may reinforce from a box that has enemy formations in it, providing that the
number of formations left in the box are equal to the number of formation that the enemy has
moved into the box this turn.
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Starting at the 1 PM turn, a reinforcing formation may enter the board in road column at
an entry point. For any additional formation to enter the board on that road which is starting in the
same box, any prior formations that had arrived as reinforcements must have already cleared the
road.
Warning - bringing in more than one reinforcing formation per day per road
will be very hard - just like at Cashtown.
If the battle becomes a multi-day affair, one additional formation can be brought in as
reinforcements during the night turn. Remaining formation will enter on the following day, with the
first unit at 9 AM, and the second unit arriving at 1 PM.
Units are considered to have the élan morale grade they had at the end of the first day on
the start of the second and subsequent days.
Victory - If any portion of a battle has been fought on the tabletop, after it is over it
counts as a victory for purposes of recruiting during the next recruiting phase for the winning
player and as well as a victory for the purposes of promoting troops. Victory should be clear as
no player in a campaign game will fight to the last man, if it is not clear then players will a have
resolve the dispute as best they can.
Recovery
After all battles are fought, both sides recover 50% of all of the losses (rounding up) from
that battles fighting. These are considered the stragglers, lightly wounded and local
replacements. After a battle is determined when both armies break contact and move away from
each other, so battles can be multi-day without a recovery.
Strategic Reorganization Phase
The active player may reorganize his forces by shifting stands and divisions between
formations. Troops can be switched as long as the units are in the same strategic box on the
map. The restrictions on the size of formations as listed in, Maneuver Formations below, must be
maintained. Army commanders should be appointed and removed at this time.
Players may also consolidate units whose stands drops below 6 in the case of infantry
and cavalry units, and 2 figures in the case of artillery units. These stands may be consolidated
with other stands within the box, provided that the new formations do not exceed maximum
average size for the year of the campaign. If consolidated with a unit with a different status
rating, the rating of the majority of the unit is used.
Strategic Recruiting Phase
At the end of March, June, September, and November turns, after both sides have
carried out all portions of their turns, a Recruiting Phase is held. The Recruiting Phase exists to
raise additional formations and refit artillery units.
Recruiting New Units - Each side has an Army Maximum that gives the number of units
that side can place in the field. If the number of formations in play is under the Army Maximum,
additional formations can be raised. The maximum number of formations is equal to the number
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of map boxes that side controls. A formation in this case is considered a division, thus the Union
starts with 33 divisions and the Confederate states start with 28 divisions.
The number of new formations cannot raise the total number of formations over the Army
Maximum number. If the number of formations in play was 22, and the Army Maximum number
was 26, then the largest number of reinforcements that could be raised this turn would be 4.
In addition, there is an adjusted Recruiting Number that serves to cap the maximum
number of formations that can be raised a turn. Each side starts with a Base Recruiting Number,
which is adjusted as the game proceeds. To this is added the number of battles won by that side
in the last three months to produce the adjusted recruiting number. This adjusted recruiting
number is the maximum number of formations that can be raised during this turn by that side.
If the Confederacy had won two battles in the last two months, they would add two
to their Recruiting Number of 2 for a total of four. The largest number of new units
that could be recruited this turn would be four.
The base recruiting number for the Confederacy is 2 throughout the war. The base
recruiting number for the Union is 3 in 1861 and increases each year in July ending at 6 in July
1864.
To recruit new formations, a one six sided die is rolled for the side in question, with a roll
of 1 treated as 2. The number rolled is the number of new units that can be raised, providing that
neither the Army Maximum number, nor adjusted recruiting formation is exceeded.
If the number rolled is higher than either, the capped number, or army maximum number
(whichever is less) is used in its place.
The newly raised formations must follow the standard order of battle laid out below and
always start as green units. They may not be placed in any recruiting city that is on the front line
(connected to an enemy held recruiting city) but may be placed on any other recruiting city held
by the side raising them, with a maximum of one unit per location raised.
Supply
Units must be in supply to avoid attrition. Supply can be provided either by tracing a
supply line back to a supply source or by foraging. Supply is determined at the start of a player’s
turn, before any movement is done. If units are out of supply there is no immediate effect, but
supply must be checked at the end of the player’s movement phase. Each division out of supply
may not move.
Supply Sources - A supply source is any friendly recruiting city or unblockaded port
connected by rail or river, or a combination of the two to another friendly recruiting city or
unblockaded port. The connection can be of any length, but may not pass through a box
controlled by the enemy (Since the Confederacy cannot blockade the Union, all Union controlled
ports count as connected for purposes of supply).
Supply Lines - A supply line is traced from a unit back to a supply source. The supply
line may be of any length by friendly rail or water, but may not be more than one link by road.
Supply lines may not pass through an enemy held box.
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Foraging - Units needing supply can forage in recruiting cities at the end of their
movement phase. The recruiting value of a city is the number of formations that can subsist by
foraging there. Units may not attempt to forage in the November - February turns.
Attrition – We will not consider attrition in this campaign game. Rather we will use the
historical average unit strengths as indicated below:
Average Regimental Strength Table
Regiment (In men/figures)
Date
Infantry
Cavalry
720/36
480/24
1861 to August 1862
560/28
400/20
September 1862 to August 1863
400/20
320/16
September 1862 to August 1864
320/16
260/13
September 1864 to August 1865
Historical Fortifications
The nature of the American Civil War is such that special rules need to be used for the
fortifications at Fortress Monroe, Washington, Richmond, and Vicksburg:
Fortress Monroe - At the start of the game, Fortress Monroe has 96 centimeters of fort,
and is manned by 2 siege artillery battalions. Additional works can only be added at Fortress
Monroe by means of entrenchments.
Washington - Fortifications and heavy guns are placed at Washington according to the
following schedule. They show up at the start of the turn before any movement is done by either
side (Field works can be converted to forts at the cost of additional 1 centimeters per 1
centimeters converted). These works can be part of a continuous belt, separate works, or a
combination of both.
a.
August 1861 – 96 centimeters of breast works;
b.
September 1861 – 96 centimeters of breast works and 1 battalion of siege
artillery;
c.
October 1861 – 96 centimeters of breast works and 1 battalion of siege artillery;
d.
November 1861 - 96 centimeters of breast works and 1 battalion of siege
artillery; and
e.
Starting in January of 1862 - 24 centimeters additional of breast works at
placed at Washington each month. In addition, at the start of this and each
following year, two additional battalions of siege guns are placed in the
Washington works.
Richmond - Fortifications and heavy guns are placed at Richmond according to the
following schedule. They show up at the start of the turn before any movement is done by either
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side. (Field works can be converted to forts at the cost of additional 1 centimeters per 1
centimeters converted). These works can be part of a continuous belt, separate works, or a
combination of both.
a.
August 1861 - 96 centimeters of breast works;
b.
September 1861 - 96 centimeters of breast works and 1 battalion of siege
artillery;
c.
October 1861 - 96 centimeters of breast works and 1 battalion of siege artillery;
d.
November 1861 - 96 centimeters of breast works and 1 battalion of siege
artillery; and
e.
Starting in January of 1862 -12 centimeters additional of breast works are
placed at Richmond each turn. In addition, at the start of this and each following
year, one additional battalion of siege guns is placed in the Richmond works.
Vicksburg/Western Fortress - The Confederacy can build a fortress in the west on the
Mississippi River by designating the location during the July, 1861 turn (It need not be Vicksburg).
The location must be controlled by the Confederacy at the time it is designated. Fortifications and
heavy guns are placed there according to the following schedule. They show up at the start of
the turn before any movement is done by either side (Field works can be converted to forts at the
cost of additional 1 centimeters per 1 centimeters converted). These works can be part of a
continuous belt, separate works, or a combination of both.
a.
August 1861 - 48 centimeters of breast works;
b.
September 1861 - 48 centimeters of breast works, 1 battalion of siege artillery;
c.
October 1861 - 48 centimeters of breast works;
d.
November 1861 - 48 centimeters of breast works and 1 battalion of siege
artillery; and
e.
Starting in January 1862 - 12 centimeters additional of breast works are placed
at Vicksburg each turn. In addition, at the start of this and each following year,
one additional battalion of siege guns is placed in the Vicksburg works.
Siege Train - At the start of the January turn, both sides get one siege train in their
capital. These units must be attached to a formation in order to move, and that formation may
only move by rail, river, or naval movement. The formation may not move by road if siege guns
are attached. Siege guns can be removed from the fortified cities and attached to formation, but
the above limitations on movement apply to them as well. See standard units below.
Special Rules
The following special rules come into play at different times during the game.
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Kentucky Neutrality - At the start of the war, Kentucky declared its neutrality and
refused to take sides in the conflict. The result was that neither side was willing to be the first to
enter into Kentucky and to violate her neutrality, and push her into the other camp. This fact is
reflected in the following, whichever side first sends troops into Kentucky, automatically gives to
the other side a battlefield victory for the purpose of computing recruitment during the nestrecruiting phase. This is in addition to any battlefield victories that might be won during this
period.
Home Guard - One new feature of the Civil War was the growth in the number of quasimilitary men needed to support the troops in the field. At both Richmond and Washington military
industrial complexes grew as the war progressed. Though not able to take to the field, the
manpower of these complexes could be called out in the event of an emergency. The following
rules take this into effect:
a.
Washington and Richmond - Starting in 1862, Washington and Richmond get 1
militia regiment. This force is increased by one regiment at the start of the
subsequent year. These regiments may not leave Washington, and are only
called up if enemy troops enter the Washington/Richmond box. They may not be
reassigned to any other unit, or serve under any other commander other than the
senior officer present. If either city is captured, the ability to raise the Home
Guard is lost and all units are removed from play. It is not re-raised when the city
is recaptured;
b.
Home Guard Cities - After the start of the January 1863, all Southern cities with
a Recruiting Value of 2 or more may also call out their Home Guard brigade of 2
militia regiments when Union troops enter their boxes. They may not leave their
box under any circumstances. They may not be reassigned to any other unit, or
serve under any other commander other than their brigade commander present.
If the city is captured, the ability to raise the Home Guard is lost and all stands
are removed from play; and
c.
Sharpshooters – Sharpshooters in this case refer to the 1st and 2nd United
States Sharpshooters Regiments, each of which starts the game in the
Washington box at the start of the war. USSS Regiments may be shifted
between divisions and corps, but not broken up. In addition to serving as
sharpshooters, these stands have a limited usage as light infantry; therefore all
figures are on single figure stands.
Maneuver Formations
The basic formation of the campaign game will be the division. At the start of the game a
standard division for both sides with some variations will be used for the starting formations.
Newly recruited formations will also be of the standard type. During the course of a game,
players may within limitations, reorganize their commands as they see fit.
Types of Units - There are two types of formations that can be raised within the game:
a.
Infantry Division - An infantry division can have a maximum of 17 units
attached, with said units being infantry regiments and artillery batteries. When
calculating the overall army strength, divisions count as one formation.
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Cavalry Division - Cavalry divisions may not be used by the Confederacy until
January of 1862, and by the Union until January of 1863. Prior to those dates
cavalry serve as brigades under any Corps. A cavalry division can have a
maximum of 17 units attached, with said units being cavalry regiments and horse
artillery batteries. When calculating the overall army strength, divisions count as
one formation. Cavalry divisions may not number more than one quarter the total
number of divisions in play on one side. Both sides may organize a cavalry
Corps in June of 1863.
Orders of Battle
In order to simplify the process campaign process we use standard units of like type and
grouping. Players are free to move units within formations once the formations are activated after
the recruiting phase. Standard units, however, is what will be activated. The only except is that
players may forego a formation to get a pontoon train or siege train.
Army - An Army can have any number of Corps attached as well as a siege train,
pontoon train. Armies also have a supply train of 8 wagon figures.
Corps – Each standard unit Corps will consist of a Corps Headquarters of 1 Corps
General and Staff, 1 Provost Guard in the form of a Cavalry Regiment, 1 Corps Engineer
Regiment, a Corps artillery battalion of 4 batteries (three 3 inch rifle batteries and one battery of
Whitworth cannon for long range sniping), 1 supply wagon and 1 artillery caisson. Additionally,
there are 3 divisions (Mixed Corps has 1 Cavalry and 3 Infantry Divisions, Infantry Corps has 3
infantry Divisions and a Cavalry Corps has 3 Cavalry Divisions.
The Union is allowed a maximum of 11 Corps and the Confederate is allowed a
maximum of 8 (which are called armies in 1861, Commands in 1862 and Corps starting in 1863).
If a Corps is destroyed or captured it is activated again in 3 months time at full strength in any box
bordering an enemy held box (when activated it does not have any formations attached to it and
must seek these out in the next recruiting phase or switch some from another Corps).
Infantry Division – The standard unit infantry division will consist of the division General,
4 infantry brigades and a division artillery battalion of two batteries (3 inch rifles should be
considered normal), division supply wagon, forge and artillery caisson.
Infantry Brigade – The standard unit infantry brigade will consist of the Brigade General,
4 infantry regiments (size explained above) and a brigade artillery battery (12 pounder smooth
bore should be considered normal).
Cavalry Division – The standard unit infantry division will consist of the division General,
4 cavalry brigades and a division artillery battalion of two batteries (6 pounder smooth bores
should be considered normal), division supply wagon, forge and artillery caisson.
Cavalry Brigade Headquarters – The standard unit infantry brigade will consist of the
Brigade General, 4 Cavalry regiments (size explained above) and a brigade horse artillery battery
(6 pounder smooth bores should be considered normal).
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Engineer Pontoon Train – The standard unit Pontoon Train will consist of 2 pontoon
train wagons with 4 ramps, 4 pontoons, 2 bridge decks, and 2 teams of 2 horses, 4 wagon
handlers, 1 engineering officer and 8 individual engineers armed with muskets. An engineer
pontoon train is considered a brigade-sized formation.
Pontoon trains are usually allotted one per Corps in an operation that would require them.
An engineer pontoon train costs one infantry brigade to recruit and activate. Each side may raise
and have in operation a maximum of two pontoon trains in any particular year.
Siege Train – The Standard unit siege train will consist of 1 Mounted Artillery General
officer commanding with 6 heavy smooth bore batteries, 4 heavy rifled cannon batteries and 2
siege mortar batteries and 1 regiment of engineers, A siege train is considered a brigade sized
formation.
Players can also strip their own (not captured) fixed fortifications (Washington and Fort
Monroe for the Union and Richmond and Vicksburg/Western Fortress for the Confederates) of
their siege artillery with four battalions equaling one siege train (provided these fortifications have
not been captured).
Engineer Regiments - The Union may raise a maximum of six regiments of engineers,
while the Confederates may raise three.
Only one Union regiment may accompany the field army, the remainder must stay with
the pontoon and siege trains or remain in the Washington Fortress. All confederate regiments
may accompany the field army.
Initial Set-up
Union - Federals initially organized a number of Corps in primed recruiting areas that
were named, commanded and located as follows (read Corps, Last Name of Corps Commander
and City of Station):
I Corps McDowell, Washington
II Corps Butler, Washington
III Corps Hunter, Washington
IV Corps, Patterson, Harper's Ferry
V Corps, Heintzelman, Pittsburgh
VI Corps, McClellan, Columbus
VII Corps, Anderson, Cincinnati
VIII Corps, Buell, Fort Wayne
IX Corps, Halleck, Fort Wayne
X Corps, Grant, Chicago
XI Corps, Pope, Chicago
XII Corps, Lyons, St Louis
Confederate - Confederates initially organized a number of Corps sized armies along
threaten invasion routes that were named, commanded and located as follows (read Army, Last
Name of Army Commander and City of Station):
Army of the Valley, J E Johnston, Strasburg
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Army of Northern Virginia, Beauregard, Manassas
Army of the Potomac, Holmes, Fredericksburg
Army of North Carolina, Hardee, Charleston
Army of the Tennessee, Polk, Atlanta
Army of the Gulf, Bragg, Mobile
Army of the Mississippi, A S Johnston, New Orleans
Army of the Missouri, Price, Springfield
Before strategic turn one the Confederates have the option of moving two divisions to
Manassas from either Strasburg or Fredericksburg, or one from each, or neither.
Weapons Determination
Use the following table to determine the weapons/élan grade value for new units and the
upgrade of élan and weapons for old units. Units from the previous year keep their current
equipment and élan level, although the player, at his option may attempt to increase the élan
morale grade with a die roll.
DIE
0
1
2
3
4
5
6
7
8
9
WEAPONS and MORALE
INFANTRY
CAVALRY
ARTILLERY
Smoothbore Musket
Pistols
6lb smoothbore
Smoothbore Musket
Pistols
12lb Napoleon
Smoothbore Musket
Shotgun
12lb Napoleon
Rifle-Musket
Shotgun
12lb Napoleon
Rifle-Musket
M/L Carbine
12lb Howitzer
Rifle-Musket
M/L Carbine
12lb Howitzer
Rifle-Musket
M/L Carbine
24lb Howitzer
Rifle-Musket
M/L Carbine
6lb Rifle
Rifle-Musket
M/L Carbine
3 inch Rifle
Sharps B/L Rifle
B/L Carbine
3 inch Rifle
ÉLAN
Militia
Poor
Green
Green
Regular
Regular
Regular
Regular
Veteran
Elite
Procedure - On the chart, above roll 1 ten-sided die per regiment for both weapons and
morale with for -1 for weapons for pre-1863 battles and +1 for Union troops after 1863.
Élan - Early war, both sides are "-1" to die roll. Mid-war, Union only is "-1" to die roll. Late
war, both sides roll even.
CSA Artillery -1 to die roll
DESIGNERS NOTES
Well, not much room left to wax poetic without using another full page, so here goes.
This book is the best of a number of free online rules meshed them together and it seems to have
turned out rather nicely. This not to say that this was blind effort, rather I read everything I could
lay hands on about civil war weapons and tactics. Armed with this knowledge, I went through 17
rule sets on the American Civil War and 3 on the Seven Years War (for the more detailed
fortification and siege warfare rules). Taking and massaging that which epitomized the warfare of
the period but which was also fully playable within a simulation context.
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I think the artillery effect is real nice and realistic once you understand it. These
fortification rules are the only set on the internet on the American Civil War period. I plan to add
more to the siege rules in a companion to this rules book, “The Billy Yank Battle Manual”.
Players will note that there is sufficient data and weapon simulation to play the
Napoleonic period as well as the American Revolution, Seven years Wars, French Indians Wars
and Wars of succession.
Thanks and enjoy.
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