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 1 Billy Yank; 10mm ACW Rules 2/13/2005 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 2 Billy Yank; 10mm ACW Rules 2/13/2005 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 3 Billy Yank; 10mm ACW Rules 2/13/2005 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 4 Billy Yank; 10mm ACW Rules 2/13/2005 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 5 Billy Yank; 10mm ACW Rules 2/13/2005 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. 6 Billy Yank; 10mm ACW Rules 2/13/2005 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 7 Billy Yank; 10mm ACW Rules 2/13/2005 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 8 Billy Yank; 10mm ACW Rules 2/13/2005 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. 9 Billy Yank; 10mm ACW Rules 2/13/2005 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 10 Billy Yank; 10mm ACW Rules 2/13/2005 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: 11 Billy Yank; 10mm ACW Rules 2/13/2005 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. 12 Billy Yank; 10mm ACW Rules 2/13/2005 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. 13 Billy Yank; 10mm ACW Rules 2/13/2005 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. 14 Billy Yank; 10mm ACW Rules 2/13/2005 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. 15 Billy Yank; 10mm ACW Rules 2/13/2005 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. 16 Billy Yank; 10mm ACW Rules 2/13/2005 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. 17 Billy Yank; 10mm ACW Rules 2/13/2005 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. 18 Billy Yank; 10mm ACW Rules 2/13/2005 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. 19 Billy Yank; 10mm ACW Rules 2/13/2005 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. 20 Billy Yank; 10mm ACW Rules 2/13/2005 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. 21 Billy Yank; 10mm ACW Rules Élan Grade Elite Value Veteran Value Regular Value Élan Grades Value Élan Grade 10 Poor Value 9 Militia Value 8 Green Value 2/13/2005 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. 22 Billy Yank; 10mm ACW Rules 2/13/2005 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; 23 Billy Yank; 10mm ACW Rules 2/13/2005 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. 24 Billy Yank; 10mm ACW Rules 2/13/2005 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 Billy Yank; 10mm ACW Rules 2/13/2005 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. 34 Billy Yank; 10mm ACW Rules 2/13/2005 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: 35 Billy Yank; 10mm ACW Rules 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 36 Billy Yank; 10mm ACW Rules 2/13/2005 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 37 Billy Yank; 10mm ACW Rules 2/13/2005 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. 38 Billy Yank; 10mm ACW Rules 2/13/2005 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 39 If Better Morale Take 1 Disorder marker plus a Morale Check Take 2 Disorder markers plus a Morale Check Billy Yank; 10mm ACW Rules 2/13/2005 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. 40 Billy Yank; 10mm ACW Rules 2/13/2005 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. 41 Billy Yank; 10mm ACW Rules 2/13/2005 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. 42 Billy Yank; 10mm ACW Rules 2/13/2005 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: 43 Billy Yank; 10mm ACW Rules 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 44 Billy Yank; 10mm ACW Rules 2/13/2005 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. 45 Billy Yank; 10mm ACW Rules 2/13/2005 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. 46 Billy Yank; 10mm ACW Rules 2/13/2005 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. 47 Billy Yank; 10mm ACW Rules 2/13/2005 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. 48 Billy Yank; 10mm ACW Rules 2/13/2005 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 49 Billy Yank; 10mm ACW Rules 2/13/2005 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. 50 Billy Yank; 10mm ACW Rules 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. 51 Billy Yank; 10mm ACW Rules 2/13/2005 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. 52 Billy Yank; 10mm ACW Rules 2/13/2005 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. 53 Billy Yank; 10mm ACW Rules 2/13/2005 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. 54 Billy Yank; 10mm ACW Rules 2/13/2005 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. 55 Billy Yank; 10mm ACW Rules 2/13/2005 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 56 Notes Enter/Exit Penalty, Open Cover on bottom. Can be moved by 2 stands. Functions as causeway of ditch. Billy Yank; 10mm ACW Rules 2/13/2005 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. 57 Billy Yank; 10mm ACW Rules 2/13/2005 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. 58 Billy Yank; 10mm ACW Rules 2/13/2005 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. 59 Billy Yank; 10mm ACW Rules 2/13/2005 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). 60 Billy Yank; 10mm ACW Rules 2/13/2005 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. 61 Billy Yank; 10mm ACW Rules 2/13/2005 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; 62 Billy Yank; 10mm ACW Rules 2/13/2005 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. 63 Billy Yank; 10mm ACW Rules 2/13/2005 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 64 Billy Yank; 10mm ACW Rules c. 2/13/2005 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. 65 Billy Yank; 10mm ACW Rules 2/13/2005 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 66 Billy Yank; 10mm ACW Rules 2/13/2005 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. 67 Billy Yank; 10mm ACW Rules 2/13/2005 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; 68 Billy Yank; 10mm ACW Rules 2/13/2005 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. 69 Billy Yank; 10mm ACW Rules 2/13/2005 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. 70 Billy Yank; 10mm ACW Rules 2/13/2005 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 71 Billy Yank; 10mm ACW Rules 2/13/2005 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. 72 Billy Yank; 10mm ACW Rules 2/13/2005 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 73 Billy Yank; 10mm ACW Rules 2/13/2005 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. 74 Billy Yank; 10mm ACW Rules 2/13/2005 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. 75 Billy Yank; 10mm ACW Rules b. 2/13/2005 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). 76 Billy Yank; 10mm ACW Rules 2/13/2005 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 77 Billy Yank; 10mm ACW Rules 2/13/2005 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. 78 Billy Yank; 10mm ACW Rules 2/13/2005 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. 79 Billy Yank; 10mm ACW Rules 80 2/13/2005 Billy Yank; 10mm ACW Rules 81 2/13/2005