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    1862 - Civil War Campaign Rules

    Player Information

    I. Weather

    Weather varies by the month of the year. In hot weather there is good

    potential for straggling on any march. With rain, movement may be

    slowed and fords may become impassable. When the weather is

    freezing some attrition will be suffered during any movement.

    II. The Map

    The map is divided into hexes, each about four miles square. Only major features arenoted. Each hex contains a number of other features such as small streams, roads,

    villages and so on.

    ROADS - There are two types of roads - major and secondary. Major roadsare well laid and generally hard surfaced. They always cross water at a

    bridge. Secondary roads are usually dirt and typically cross water at fords.

    RAILROADS - These are primarily used for supply purposes but may alsobe used as secondary roads. They always cross water on bridges. Also used

    for rail movement.

    MAJOR RIVERS - These are generally impassable without long delaysexcept at fords and bridges.

    MINOR RIVERS - These are generally difficult to cross other than at fords.

    MOUNTAINS - These are areas of extremely rough or impassable terrain. FOOTHILLS - These are very hilly areas which would be very difficult to

    cross when not on a road.

    WILDERNESS - Heavily wooded areas that have not been developed.Difficult to move through, easy to hide in.

    PASSES - These are the roads that cross mountain areas. TOWNS - These are typically a small collection of buildings which serve as a

    local market center.

    CITIES - These are usually fairly large areas that serve as regional marketcenters.

    III. Organization of forces

    Both armies are divided into corps, divisions, and brigades. Additionally, each force

    will have supply trains (food, ammunition, ambulances) that need to accompany it on

    marches. The lowest level unit that can be given independent orders is the brigade or

    supply train. Divisions receive some benefits if ordered to operate as a single unit. To

    be in supply a unit must be within 8 road miles, or four cross country miles, of its

    division's supply trains. Brigades operating independently can live off the countryside

    for food, but do have trains for ambulances and ammunition.

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    IV. Subordinates

    Each military unit, and the sub commands within it, has an officer in charge. Each of

    these officers has a "personality" that includes their popularity, reliability, tactical

    ability, strategic competency, and political clout. These personalities determine howthe subordinate will act when not under the direct supervision of the player. They are

    also ranked in terms of their seniority in the army, corps, division, and brigade.

    If any of these subordinates performs in an unsatisfactory fashion they may be

    removed from their position. The next ranking officer will be promoted to fill their

    position, or you may select another officer for the position. The army commander

    may brevet any officer who performs with distinction, up to the level of Brigadier

    General. Subordinates will attempt to carry out their orders. If they are cut off from

    communication, meet a situation that requires an immediate response, or cannot

    carry out their orders they will act on their own initiative.

    V. Formations

    1. March Formations

    When a unit is marching it will be spread out as indicated below. Infantry regiments

    in normal and forced march will be in "route columns" formation, with stands one

    inch apart in column formation. On the tabletop regiments in this formation move 20

    inches on roads, 12 inches in open, 6 inches in broken and 3 inches in rough. A

    disorder roll is needed to go to any other formation. The unit may not fire and saves

    from enemy fire on a "1". Its morale effect is as skirmishers. In cautious march

    regiments are in march column.

    Unless specifically ordered otherwise, formations are as follows:

    Normal March1. Each regiment occupies about 400 yards2. Each brigade is separated by 250 yards3. Each gun section occupies 150 yards4. Each wagon in the train occupies 150 yards5. Advance and rear guards add 500 yards to the length of the column.6. Guns are grouped in front of the wagon train.7. One regiment forms the advance, and one the rear guard.

    Cautious March1. Regiments occupy about 250 yards2. Each brigade is separated by 100 yards3. Each gun section occupies 125 yards4. Guns accompany their assigned regiment, if applicable.5. Each wagon in the train occupies 150 yards6. One regiment is advance guard, one is rear guard. Forced March1. Each regiment occupies 400 yards2. Each brigade is separated by 100 yards3. Each gun section occupies 125 yards4. No rear or advance guard

    Non Moving Formationso Hold March - Unit forms trains off roadway and deploys around

    them, one brigade to front and one to the rear. The rest camp near

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    the wagons. This force occupies the distance of their supply trains.

    There is little or no delay if ordered to resume their march.

    o Ravage - Units will be quite spread out. Artillery and supply trainswill be at a central location, otherwise regiments will be scattered

    through the settled areas performing their duties in disorder.

    o Formed - Set up as player desires.

    VI. Tactical Battle considerations

    1. Coming into contactWhen units on opposing sides try to occupy the same space there will be

    contact. This may lead to a tactical battle. Contact can result from formed

    units advancing on each other, marching units bumping into each other or a

    variety of other circumstances.

    If a player is with a contacting force he or she may make the decision as to

    initiate a tactical battle or not. If a subordinate is in command he will decided

    on an appropriate response.If a tactical battle develops other units may or may not respond to it. If

    ordered to form for battle, about one hour is necessary for each brigade in

    the unit.

    2. Size of unitsUnits may be reduced in size due to previous casualties or straggling. Each

    regiment or battery that has forced marched, marched in hot weather, or

    marched while tired will be subject to straggling. The longer a unit has

    marched under adverse conditions the greater will be its straggling. Losses

    due to straggling will be determined prior to the table battle.

    3. MapsMaps: Each player will be given a set of two or three maps of the battle area.

    1. The Grand Map - This is a large scale map showing the hexes, thecampaign terrain and the forces known to the player. This will

    usually cover ten or more hexes.

    2. The Hex Map - This will show the terrain in the hex where the battletakes place. The actual detail on these maps will vary depending on

    the circumstances. From these maps the defender selects the terrain

    on which the battle will occur. These maps may be used to order

    flank marches and will show the position of the unit's trains.

    3. The Table Map - This is the detailed tabletop terrain map.

    4. Battlefield Losses1. There are four types of potential losses in any battle:

    1. Routers, some of whom may never return.2. Walking wounded, who immediately return to the unit.3. Lightly wounded, who are carried on ambulances to local

    hospital facilities. A percent of these may eventually return

    to the unit.

    4. Seriously wounded and killed, who are permanently lost.2. Any unit that suffers losses in a tactical battle will have significantly

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    more of its troops returned if it stays on the field the day following

    the engagement, whether the battle is won or lost.

    3. Guns lost can only be replaced by captured guns or moving the unitto the capital to pick up any available replacements. A unit may

    never have more than its original gun assignment. Additional

    captured guns may be sent to a depot for storage for later use.

    4. If your forces loose a battle there may be additional people andequipment captured and a potential morale deficit.5. During a battle a player may declare a rout. The battle will end in a

    random number of turns after the declaration ( one to six turns).

    The looser will probably have additional losses, including supply

    trains, beyond those suffered in the battle.

    6. Units that force march into a battle will probably suffer straggling oftroops and guns.

    7. Units that suffer losses will retain those losses throughout thecampaign.

    5. Losses, Recovery, and retreatIn a tabletop battle units may be reduced by straggling, routing, capture, or

    by casualties from fire. Guns may also be destroyed or captured. In any

    battle staying on the field the following day will significantly increase

    recovery of losses.

    1. Routs - Not all routers will return to their unit. A force which stayson the field will have significantly more routers return than will a

    force that leaves the field.

    2. Casualties - The number of men who are immediately or eventuallyreturned to the unit will depend on the outcome of the battle and the

    availability of hospital facilities and ambulance space.

    3. Guns - Cannons which are destroyed or captured can only bereplaced in the field by capturing enemy guns. Excess guns may be

    sent to a depot or given to another unit. Captured guns are normallyconverted into a type originally carried by the unit.

    4. Recovery of Losses - After a battle a number of men willimmediately return to their unit, some will return after a recovery

    period in a stationary hospital, and others will never return.

    5. Retreat - If your force is pushed off the table or suffers a point lossthat requires it to retreat before nightfall there will be greater losses

    than if you hold on until nightfall and order a retreat.

    When retreating, the distance your force will move will vary

    depending on the circumstances. Retreats typically move less

    distance than do routs.

    An army that retreats or is routed from the field suffers some

    morale penalties for a number of days following the battle.

    A player may decide to "declare a rout" and the tactical battle ends.

    6. Pursuit - If on the winning side you may order any command topursue the retreating foe. This may result in increased casualties to

    the losing side.

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    VII. Movement

    The ability to move is based on the type of terrain moved through, formation,

    weather, supply state, traffic, orders, and the ability of the commander of the unit.

    1. Formation1. Column - Unit may use roads2. Formed - Unit may not use roads

    2. Terrain1. Roads - two types

    Major Roads (pikes)- Hard Surfaced and graded. Secondary Roads and railroads - Considered soft surfaced

    for foot movement (subject to delays).

    2. Cross Country Clear - Farm land and small lanes Wilderness - some paths, but easy to get lost Foothills - rugged, difficult terrain Mountains - Impassible.

    3. FordsMost secondary roads cross water at fords.

    3. Move Distanceso In Column Formation

    Miles per day on Roads

    Infantry - Normal March = 16; Cautious March = 12; Forced March

    = 20

    Cavalry - Normal March = 24; Cautious March = 16; Forced March

    = 32

    Miles per day Cross Country

    Infantry - Normal March = 8; Cautious March = 4; Forced March =12

    Cavalry - Normal March = 12; Cautious March = 8; Forced March =

    16

    Cavalry Scout/Screen = 12

    o While FormedIn clear terrain: Infantry = 6; Cavalry = 10

    In wilderness areas: Infantry = 3; Cavalry = 5

    In foothills: Infantry = 1; Cavalry = 2

    Extra Heavy Artillery, Reserve Ammunition Wagons, and supply trains

    NEVER move more than 16 miles a day. If the unit they are with moves

    further than this, they will be left behind.On a good day an infantry unit may march up to 8 miles more than this basic

    rate (Cavalry up to 12 more). On a bad day, a unit may not move at all, but

    typically will move at least 4 miles.

    Movement may be delayed due to:

    o Using secondary roadso Traffic jams

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    o Crossing fords or riverso Being tiredo Bad weathero Poor commanderso Out of supplyo Luck

    Movement may be increased due to:

    o Losing a battleo Good commanderso Imperative orders*o Clear and present dangero Luck

    *(Imperative orders always work the first time, but with each subsequent use

    they become less effective as motivaters.)

    To form or unform a unit will generally take about four miles away from themarch.

    Units may be ordered to march at night, but it can be done only at the

    normal or cautious rate, and counts as a forced march fpr aatigue and

    stragglers.

    When available railroad trains take about a day to load a unit, about a day to

    unload a unit, and move at a rate of about 80 miles a day. Infantry may load

    anywhere on a rail line, but everything else must load or unload in a town,

    city or rail junction. It may take some time to gather sufficient railroad

    trains to begin rail movement. A similar procedure is available to the Union

    with sea transport.

    4. FatigueUnits will suffer fatigue if they are ordered to march for a number of days in

    a row. Although it will vary by unit, more than six days of continuous

    cautious or normal marching, or more than two days of forced marching will

    cause problems for the unit beyond those normally suffered. For cavalry,

    more than six (or so) days of continuous operation (meaning having to move,

    picket, etc.) will have a similar effect. A battle is considered a day of forced

    marching. To recover from fatigue, infantry must spend one day "in camp"

    (not moving) and in supply. Cavalry must spend one day "in camp" in a

    friendly town or city, or with the army reserve. If involved in a battle, units

    will have morale detriments when they force march over four miles that day.

    Units that are tired will have straggling, with the longer they march tired, the

    more straggling. Moving tired has an especially severe impact on artillery.

    5. Occupying spaceWhen not marching any number of units may occupy one hex. However,

    when moving on roads each unit and its trains occupy a certain lengthof

    roadway. When a unit is marching on a road it cannot move throughor be

    moved through in any direction by other marching units.

    Cavalry brigades always occupy one hex while marching.

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    Marching units occupy a variable amount of space depending on their size.

    Each brigade (or supply train) occupies one and one third miles of roadway

    when operating independently. A division, regardless of its composition,

    occupies four miles of roadway (one hex).

    If two or more roads occupy the same hex, then that number of units may

    march through the hex at the same time.

    6. ScoutingWhat is seen and who can see it, and how they determine what they see are

    based on the following:

    o Any military Unit:1. Forced March - What is on the road.

    2. Normal March - What is in the hex passed through. 3. Cautious March - Hex they move through, hex to each side

    if it contains a road. Plus a chance to see into adjacent hex.

    4. Deployed - Hex in and all adjacent hexes. After one daydeployed, know what is within eight miles

    o Cavalry only:0. Scout/Screen - May scout or screen one hex per regiment in

    the brigade.1. Picket - Main body stays in one place, important locationsare picketed by small groups. If they see anything they will

    report to the main body. There is a chance they will be

    captured before they can report.

    VIII. Orders and information

    A. Communications

    Communication between players and their subordinates may be either face-to-face orby message (courier or telegraph).

    1. Face-To-Face: When two players are in the same hex they may meet and talkfreely. Subordinates in the same hex with a player will immediately change

    their actions if ordered to do so.

    2. Messages: When not in the same hex all communication must be by message.Subordinates will continue to carry out previously issued orders until new

    ones are received. The time it takes for a message to travel will vary

    depending on the communication mode and the distance. Messages will

    always be sent by the quickest means unless ordered otherwise.

    3. Communication Modeso Courier - Couriers travel about 40 miles a day on major roads. They

    may become lost, captured, injured, or otherwise stopped fromdelivering their message.

    o Telegraph - Telegraph stations exist at every city and town markedon the campaign map. Each station has a number of riders who will

    deliver the message from the station to the unit. If a city has been

    captured by the enemy, communications are cut to all areas further

    from the capital. Telegraph lines may be cut or tapped.

    4. A unit will usually not communicate with the commander until it has

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    completed its orders or encounters an unusual situation.

    B. Information

    You will constantly be receiving information of varying quality from a variety of

    sources. The only information that you have any control over will come from orders

    given your units. Around nightfall of each day you will receive reports from yourunits and other information.

    C. Orders

    Once you have received your day's information you issue orders for the next day. You

    may order units to perform some action at night if you are close to them. If units

    receive their orders they will attempt to carry them out beginning at dawn of the next

    day.

    The orders listed below are the most common ones used, and ones that will be clearly

    understood by your subordinates. You may issue any orders you wish, however.

    March OrdersUnits that you want to march should be given a destination, a route (if

    necessary), and one of the following march types1. Normal march (Assumed unless ordered otherwise) - March at a

    good pace with minimal scouting.

    2. Cautious march - March carefully with flankers out and checkingfor potential enemy in the area.

    3. Forced march - Move as rapidly as possible. Trains left behind.Good potential for straggling.

    4. Hold march - Camp along the road but be ready to marchimmediately if so ordered.

    Form OrdersTo move into or out of march formation the unit must be ordered to do so. It

    takes time to perform this action. When forming from a line of march you

    should indicate any specifics that you deem necessary.

    Orders to Formed UnitsWhen a unit has formed out of line of march it may be given one of thefollowing orders on how to deal with a real, expected, or imagined enemy.

    1. Hold (Assumed) - Stay in formation and await orders.2. Probe - Most of force stays in place. A small part of the unit is sent

    forward to obtain information on the enemy.

    3. Advance - Unit moves forward in formation4. Withdraw - Unit moves backward in formation. 5. Attack - Unit moves forward and engages the enemy.

    CavalryIn addition to the above orders cavalry may be ordered to:

    1. Scout - Move in some direction and feel for the enemy. 2. Screen - Try to deny information to enemy scouts. 3. Picket - Remain stationary but send out small groups to watch

    important locations.

    You can scout or screen a number of hexes equal to the number of regiments

    in the cavalry brigade. You can picket up to twice that number. In all cases

    the cavalry will have dispersed to some extent in order to fulfill its objectives

    and will take time to reassemble.

    Other Notes

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    A unit may be given more than one order at a time - such as march to a

    certain location and form.

    When formed a unit's trains will be about a mile to its rear unless ordered

    otherwise.

    Units may be issued "follow" orders. In this case they will do whatever the

    unit they are ordered to follow does.

    Many orders will take more than a day to execute.

    IX. Supply

    For a unit to be considered in supply it must be within four miles by road or in the

    same hex as its supply trains, or a depot. Supplies carried with the unit are not

    depleted if a depot can be used.

    There are three levels in the supply network

    1. Source - This is where the supplies come from. They are Richmond andWashington. These contain an unlimited number of supplies as long as an

    unbroken rail line exists between the city and the edge of the map.

    2. Depot - Limited stores of supplies that allow the army to operate furtherafield. These may be created during the campaign.

    3. Trains - These are the supplies carried in wagons with the units to allowthem to move and fight.

    Supply is abstracted into three components:

    1. Food - General term to refer to food and equipment. 2. Ammunition - Ammunition and weapons repair3. Ambulances - Medical supplies and transport for injured.

    1. Supply Capacityo Source - If cut off from a rail link capitals hold 200 days of food and

    50 days of ammunition.

    o Depot - A maximum capacity of 100 days of food and 25 days ofammunition.

    o Trains - Each division has trains for six days of food and two days ofammunition for each brigade in the division. There are also enough

    ambulances for ten percent of the division's strength.

    o Towns and cities - Any town or city may contain an unlimitednumber of casualties and has unlimited medical supplies.A "day" of supply is how much one brigade will use in one campaign

    day, whether eating or fighting (one day of battle is one day of

    ammunition - regardless of how often the unit actually fires).

    2. Resupply1. Depots are restocked automatically if an unbroken rail link (or

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    water for union) can be traced to the source. Depots connected by an

    unbroken road line restock at some percent of capacity per day.

    2. Trains1. Ammunition may be resupplied by one of the following:

    Spending one day in a capital or depot with supplies Spending one day on an unbroken rail line leading

    to a source or depot (unit may be moving). Capturing enemy ammunition wagons.

    2. Food may be resupplied in a variety of ways: As long as the unit is on an unbroken rail link to a

    depot or source, food is automatically resupplied.

    Spending one day in a capital or depot withsupplies.

    Remaining in place for one day within the supplyradius of a depot, or within 4 miles of a railroad

    that leads to a depot.

    Capturing enemy supply wagons. Foraging from the countryside:

    Food availability varies by area. Each hex has a maximum numberof "food days" that can be extracted from it. The supply is greatest

    in cities, and least in open country. Food may be gathered by looting

    or requisitioning it.

    To loot food, movement is reduced as you move through ahex. Each hex moved through will be plundered until your

    unit's wagons are full or all food is extracted.

    To requisitioning food, spend one day in a hex withoutmoving. That hex will be bought out until your unit's

    wagons are full or the food is exhausted.

    Once food in a hex is gone it will not be replaced during thecampaign until the fall.

    3. Ambulances - Casualties in ambulances may be dropped off in anycity or town moved through with no penalty.

    Supply trains must operate as a single unit at all times. Trains cannot loot

    food unless accompanied by a military unit.

    3. Supply EffectsA unit is in supply if a capital, depot, or its trains are within four miles by

    road, or in the same hex as the unit, and there are supplies available, or if on

    an unbroken rail line leading to a supply depot or source. Units are out of

    supply otherwise.

    0. In Supply Food - Movement is unaffected. Ammunition - Unit may resupply on the tabletop in a battle,

    and all units's ammunition is resupplied after the battle.

    Ambulances - Units will have reduced losses from wounds inbattle (for this purpose, a controlled town or city within

    eight miles by road, or in the hex with the unit counts as

    unlimited ambulance space).

    1. Out of Supply Food

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    government if the hex is in friendly control.

    3. Telegraph linesThese follow railroads with branch lines to towns not on the line. They may

    be cut or tapped by the enemy or partisans. Once cut, they will be replaced

    by the central government once the area is under friendly control.

    4. Pontoon TrainsIf these are available they occupy four miles of road, and move as supplytrains. They take about one day to construct and one day to disassemble.

    5. Depots and Supply TrainsThese may be captured by the enemy if unprotected. You may order their

    destruction if you have a military unit at the depot or with the trains.

    6. CapitalsBoth Washington and Richmond have garrisons and fortifications.

    7. Friendly ControlAll of Pennsylvania, Maryland, and Virginia west of the South Branch of the

    Potomac are friendly to the Union. The remaining area is friendly to the

    Confederates. Additionally, should a Confederate infantry unit move south

    of Westminster, Maryland, and east of Washington, that area in Maryland

    will become friendly to the Confederates. When operating in unfriendly

    territory, an infantry unit generally extends a "friendly zone" for eight miles

    around itself, and cavalry for four miles. Areas behind clearly defined front

    lines are also usually friendly until the opposing side's forces move nearby.

    8. Railroad Trains and Water Transport.To use either of these for transport write a request to the central government

    specifying in what city or town the transportation should be gathered in, and

    the unit you wish to transport. It takes more time to gather the

    transportation for larger units. You will be notified when the requested

    transportation is available.

    9. Destroying food production.Areas can be stripped of their intrinsic food supply. To do so order your

    units to ravage the countryside, and each brigade engaged in such activity

    will destroy some of the hex's food.

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    1862 - Civil War Campaign Rules

    Moderator Information

    These rules are a work in progress. There are some sections that are incomplete and

    other sections that have not been play tested. These are presented for the assistance

    of anyone brave enough to undertake running a campaign. Of what is written, if you

    don't like it, change it.

    Table of contents

    I. Weather V. The tactical battle IX. Supply

    II. The Map VI. After the tactical battle X. Officer Tables

    III. Miscellaneous VII. Movement XI. Brigade Tables

    IV. Before the tactical battle VIII. Orders and information

    Introduction

    This campaign is designed to reflect the American Civil War, Eastern theater, in the

    second year of the war. It needs a moderator who will keep track of and generate

    information. There can be from two to any number of players, but three per side

    seems to work best. It is designed to create problems for the players, some historical

    and some less than historical, but within the spirit of the time. Most important for

    this campaign is lack of information and poor communications.

    I. Weather

    At the beginning of each day roll for weather on this table.

    Roll on

    2d6April May June July August September October

    2 Snow ColdHeavy

    Rain

    Heavy

    Rain

    Heavy

    RainCold Snow

    3 ColdHeavy

    Rain

    Heavy

    Rain

    Heavy

    Rain

    Heavy

    Rain

    Heavy

    RainCold

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    4Heavy

    Rain

    Light

    Rain

    Light

    Rain

    Light

    Rain

    Light

    RainLight Rain

    Heavy

    Rain

    5Heavy

    Rain

    Light

    Rain

    Light

    Rain

    Light

    Rain

    Light

    RainLight Rain

    Heavy

    Rain

    6Light

    RainFair Fair Fair Fair Fair

    Light

    Rain

    7Light

    RainFair Fair Fair Fair Fair

    Light

    Rain

    8 Fair Fair Fair Showers Showers Fair Fair

    9 Fair Fair Showers Showers Showers Fair Fair

    10 Fair Showers Showers Hot Hot Showers Fair

    11 Showers Showers Hot Hot Hot Hot Showers

    12 Showers Hot Hot Hot Hot Hot Showers

    Before weather roll 2d6. if a "4" or less the weather is the same as the day before.

    Skip weather roll.

    Immediate effects of weather:

    1. Light Rain - Add one to March Ability. Second day in a row treat as heavyrain.

    2. Heavy Rain - Add 2 to March Ability. Fords impassable.3. Showers - on 1d6: 1-2 - No effect; 3-4 - treat as light rain; 5-6 - treat as heavy

    rain.

    4. Hot - 2d6% of force are stragglers if unit marching. On second andsubsequent days add one to March Ability.

    5. Cold - 1d6% of force becomes casualties if marching.6. Any rain for four or more days in a row - treat all movement as night march.

    All fords are impassable. Roads improve to normal after two days of no rain.

    Fords become passable after three days of no rain.

    Return to table of contents

    II. The Map

    The map used for this campaign is the eastern theater of the Civil War. It streatches

    from Petersburg in the south to Harrisburg, PA in the north, and from the

    Chesapeake Bay in the east to Staunton in the west. The campaign map can be

    printed out in color for reference purposes. It should be printed out in black and

    white - one map for each turn - for the moderator to keep track of the location of the

    various units.

    When a contact occurs on the campaign map you have two options. One is to use

    actual terrain from topographic maps or the like to create the battlefield terrain. The

    other option is to use the section in this site on generating random terrain . If the

    random terrain is used, a sepecate campaign map showing the terrain already

    generated should be kept in case another battle is fought on the same ground.

    Each hex on the map represents a four mile by four mile area, or sixteen square

    miles. There are a number of general terrain types and features on the map:

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    Clear - Open land, farms, orchards, some woods, many obscure roads andtrails

    Small Mountains - Rugged terrain. Hilly and heavily wooded. Few farms orroads.

    Mountains - Impassible. Pass - A narrow roadway through otherwise very difficult terrain. City - Major (for the time) metropolitan area. Town - Smaller groups of homes and commercial establishments. Major river - Impassible except at bridges or fords. Major rivers are

    navagatable to naval vessels to Harrisburg, Baltimore, Washington,

    Fredericksburg, Richmond, and Petersburg. Small river craft can use any

    part of these rivers.

    Minor river - Significant streams. These are generally fordable to at leastinfantry in many places not marked on the map.

    Ford - A shallow area that allows crossing rivers by all types of units. Theymay be impassible following periods of rain.

    Railroad - These can be used for rail movement. You will need to notify theplayers of what lines are open for each side (for example, rail line between

    Culpepper and Washington needs to be broken into a north and south

    portion). Telegraph lines only exist on rail lines and on the one most direct

    road from a rail line to a city or town not connected by a rail line.

    Minor road - Generally dirt or sand. Narrow and potentially muddy. Major road - Generally well maintained and surfaced. Not influenced by

    weather.

    Wilderness - While not noted on the map, wilderness areas may be notedwhere desired. These are fairly level areas that are covered by forest and

    have few roads.

    Each hex has an iintrinsic food value - the amount of food and forage that can be

    gathered by the troops in the field in that area. If the unit spends time collecting this

    food they may restock their supply wagons, or sometime "live off the land." They

    may also destroy the food value to deny it to the enemy. The moderator may want to

    keep track of the food used up in each hex. This can be a bookkeeping headache, but

    it is fairly simply if a separate map is used for this purpose.

    To determine the food available in any hex roll the number of d6 indicated below for

    each hex type.

    Random Food Availability (d6)

    Terrain type Dice Terrain type Dice

    City 20 Town 10

    Costal Plain 6 Piedmont 5

    Foothills 4 Valley 6

    Wilderness 1 Next to a river +1

    In Maryland +1 In Pennsylvania +2

    Roll the number above of d6 and that is the supply level of the hex.

    Coastal Plain areas are east of a line between the cities of Harrisburg,Baltimore, Washington, Fredricksburg, Richmond, and Petersburg.

    Piedmont area is west of the coastal plain to the first range of smallmountains - a SW line from York, PA.

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    Foothills are between the piedmont and the first mountain range, and allareas west of the valley. Also all the scattered small mountains should be

    considered foothills.

    Valley areas are between the first and second range of mountains, notcounting the mass near Luray. This is the Shennendoah valley.

    Return to table of contents

    III. Miscellaneous

    1. If a unit has a chance to see into additional hexes, it is a 50% chance exceptin wilderness or across rivers with no fords, where there is a 17% chance.

    Cavalry that are scouting or screening are always spotted by the enemy if the

    unit scouted is stationary. If moving, a 50% chance to spot cavalry scouts.

    2. When ordered to ravage, roll 2d6 for each brigade in the command. Subtract4 if green, add two if elite. The result is the food reserve destroyed in that

    hex. Food reserve can not be less than zero.

    3. Popularity - If the army commander removes a subordinate, the unitcommanded by that subordinate will respond in the following way,

    depending on the popularity of the commander:

    Popularity Response

    o Poor Unit improves morale by one for one day.o Good Unit decreases morale by one for one day.o Exceptional Unit decreases morale by one for three days.

    4. Political Clout - If a subordinate of "much" clout and higher rank is notpromoted, and one with "poor" clout is, the promotion may be overturnedby the government, or some other trouble may result.

    Return to table of contents

    IV. Before the Tactical Battle

    Determining actual regimental size

    Prior to being placed on the field the number of figures lost to the unit must be

    determined. Calculate all permanent losses and mark that number of figures off the

    unit. Then calculate straggling losses (if necessary) and mark those off. The result is

    the number who actually are available for the fight.

    Time required to prepare formations:

    Form for battle (and flank march in a tactical battle):

    Determine where head of column is. Each one hour of time allows the brigade to form

    up within one foot of that location. If other brigades are in the unit, they continue to

    move until the head of the column is where they want to form.

    Response of Subordinates if a tactical battle nearby:

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    When a tactical battle occurs within 8 miles of a unit commanded by a subordinate,

    they will respond with one of the following actions. As units further afield reach the 8

    mile radius they will respond as well. All others carry out their orders. Roll 2d6 on

    the table below to determine their response.

    Strategic Response Rating

    Response Timid Cautious Average Bold Dashing

    Carry out

    previous orders2 - 7 2 - 5 2 - 5 2 - 4 2 - 3

    Form in place 8 - 10 6 - 8 6 - 7 6 --

    March to battle*11 -

    129 - 12 8 - 11 6 - 10 4 - 8

    Attempt flank

    march*-- -- 12

    11 -

    129 - 12

    *If moving to a battle the subordinate may declare a forced march. Roll 1d6 for the

    commander. A force march will be ordered if the indicated roll or less is achieved: 1for Average, 2 for bold, 4 for Dashing.

    Response if attempting Flank March:

    If a flank march is performed by a bold or average commander, they will form prior

    to entry on the field. On a roll of 8 or more on 2d6 a Dashing commander will have

    his troops enter in column. Any of these may charge onto the table.

    Response if ordered to flank march in a battle

    Roll 1d6 for Tactical Response. If the roll is more than the Tactical Response number,

    roll 1d6 again and perform the following actions:

    1. Move one half distance and form2. Move one third distance and form3. Move one quarter distance and form4. Become lost and move away from the battle5. Return to the field in 1d6 turns with some excuse6. Return to the field in 2d6 turns with excuse

    Determine point levels of engaged forces prior to battle.

    Points are combined only within a division or corps unless the Army commander is

    present.

    The highest ranking officer on the field is "in command" for ordering other units.

    Return to table of contents

    V. The Tactical Battle

    If reinforcements arrive, or a commanding officer is removed from a battle, refer to

    the ranking lists of officers for the command. The highest ranking officer overall will

    assume command of the forces on the table. This may change withdraw or stop

    advancing point levels.

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    Point loss and Battlefield response:

    The following are point levels where the commander must stop attacking or must

    retreat. They are always based on the highest ranking commander on the field. It is

    quite possible that the levels will change as commanders are injured or

    reinforcements arrive. Treat Corps, Divisions, or Brigades as separate units for

    points if a higher level commander is not present.

    Strategic

    LevelStop

    AttackingWithdraw

    Player 55 75

    Dashing 50 70

    Bold 45 65

    Average 40 60

    Cautious 35 55

    Timid 30 50

    Return to table of contents

    VI. After the tactical battle

    1. Recovery of Battle Losses1. Infantry:

    Total separately the number of figures killed, routed, and captured

    by regiment (or by brigade if many units involved).

    Determine the number that return to the unit using the following:

    1. RoutersUse a base of 70%, and add or subtract the following:

    - 4d6% Unit does not stay on the field the dayfollowing.

    + 2d6% Unit on winning side (ignore if a draw). + 4d6% Brigade leader is exceptionally popular. + 2d6% Brigade leader has good popularity. + 2d6% Division leader is exceptionally popular.

    Multiply results times number of routers and round down.

    Result (never more than 100%) is the number who return to

    the unit the next day. Rest are missing for the campaign

    2. CapturedThese are gone unless exchanged. Captured figures must be

    sent to a depot to be held.

    3. CasualtiesThere are three levels in casualties:

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    1. Returned immediatelyTo determine the number who return the next day

    to the unit, add or subtract from a base of 50% the

    following:

    - 2d6% Unit does not stay on the field theday following.

    - 4d6% No ambulance space or friendlytown within eight miles.Multiply results times casualties and round down.

    Result is the number who return to the unit the next

    day. The remainder are unfit.

    2. Returned laterTo determine the number of unfit that may return

    to the campaign eventually, add or subtract from a

    base of 50% the following:

    - 2d6% Unit does not stay on field the dayfollowing

    - 2d6% No ambulance space or friendlytown within eight miles.

    + 2d6% Controlled town or city withineight miles.

    Multiply results times total unfit and round down.

    The result is the lightly wounded, who are placed in

    ambulances or sent to hospital.

    Those not so placed are the killed and seriously

    wounded.

    If facilities (ambulances or towns) are not available,

    or are over capacity, the lightly wounded become

    seriously wounded.

    Once the lightly wounded are dropped off in acontrolled town or city (hospital), they are returned

    to the unit at the end of one week.

    3. Never ReturnThose figures who do not fall into one of the above

    categories are the killed and seriously wounded

    (who are lost for the campaign).

    2. CavalryAll routers return the day after combat. Captured are gone for the

    campaign. Casualties are returned the next day based on the

    following:

    60% Unit on victorious side in battle. 50% Battle is a draw. 40% Unit on loosing side in battle.

    3. Artillery crewsAll routed crews are returned the day following the battle. Captured

    crews are gone for the campaign. Crew casualties are returned as

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    whole crews based on the following:

    60% Unit stays on field day following battle. 40% Unit does not stay on field day following battle. Always round down. (There are no unfit artillery crews)

    Lost crews can be replaced by subtracting one infantry figure per

    gun from a unit. Result is a green crew.

    4. CannonsCannons destroyed or captured by the enemy are lost for the

    campaign. Cannons that are captured may be used to replace any

    gun lost by the capturing force. A unit may never have more guns

    than it began the campaign with. Extra pieces may be transferred to

    other units or sent to depots for storage.

    If parrott rifles are lost due to dice rolls, roll 1d6 for each gun. If a 3

    - 6 is rolled the gun is returned the next day. The remainder are lost

    for the campaign.

    5. LeadersSeriously wounded officers are rolled for once the battle is over on

    4d6. On a 4 - 14 the officer returns in that span of days with benefits

    intact. On a 20 or more the officer dies. If the officer has not died or

    recovered in two weeks, roll for him again, adding 14 days to the

    time of return. Continue this process until the officer dies or returns.

    2. Morale1. If a unit withdraws from the field after nightfall following a battle it

    is a voluntary retreat. Roll 1d6 and divide by three for each unit

    (round down). The result is the number of days (0 - 2) that the unit

    suffers a "-1" morale detriment for all its components.

    2. If a unit is routed from the field due to points, or declares a rout, dothe following:

    3. Roll 1d6 for each unit in the force. A 1 - 3 means the unit's morale isdecreased by one, a 4 - 6 means the units morale is decreased by two.

    4. Roll 1d6 for each unit, divide by two (round down) and add one. Theresult is the number of days (1 - 4) the unit suffers these penalties.

    3. Retreat Distances1. If a unit is voluntarily retreating it moves one hex away from the

    battlefield and immediately goes under the player's control.Afterwards it operates normally.

    2. If a unit is routed from the field, it moves one full forced marchmove at night with no March Ability penalties. The next day it does

    the same. On the second night it moves a full normal move with no

    March Ability penalties, after which it operates normally.

    3. If there is not enough room on the road the remaining units form inthe hex next to where the battle occurred. If they lose a second time

    the penalties for loosing are applied a second time as well.

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    4. Pursuit and Losses to routing forces.The victorious side in a table battle may order a pursuit. Units so ordered

    move at normal march speed and are subject to all the normal movementpenalties. If they fought in the battle they are not considered to have

    remained on the field following the battle.

    If a force is routed from a battle, roll for straggling as in a normal forced

    march. If there is pursuit, these will all be captured.

    If pursued by the enemy, each individual train will be lost with the following

    chances (on 1d6):

    1. Supply - 1-22. Ammunition - 1-23. Ambulances - 1-3 (any wounded will be captured)

    If not pursued, each individual train will be lost due to breakdown with thefollowing chances (on 2d6):

    4. Supply - 2-45. Ammunition - 2-46. Ambulances - 2-3

    When regiments in a brigade are reduced to where combining them into one

    is possible, this should be done.

    Return to table of contents

    VII. Movement

    March ability is always based on the highest ranking officer with the force. These

    abilities are all rolled for at the start of the campaign, or when promoted to

    command. To determine the unit's march ability roll 1d6 and subtract the leaders

    March ability score. If the result is less than one, unit will move four miles less than

    ordered. If the result is five or more, the unit may move four miles further than

    ordered.

    In all cases, if another unit is blocking the road, the moving unit must wait for it to

    clear. Each wait causes a four mile loss to the potential move. Each one hour of time

    should delay the blocked unit about one mile of travel.

    1. Modifiers:1. March Ability2. Weather

    Light Rain - add 1 to March Ability. Second day in a row,add two to March Ability

    Heavy Rain - Add two to March Ability. Fords Impassible. Showers - 1d6: 1-2, no effect; 3-4, treat as light rain; 5-6,

    treat as heavy rain.

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    Hot - Second and subsequent days add one to MarchAbility.

    Any rain for four or more days in a row, treat all movementas night marches, and all fords are impassable. These

    conditions improve: roads after two days of no rain, fords

    after three days.

    3. Secondary roads - add one to March Ability.4. Crossing fords - roll March Ability without other modifiers. If fail,subtract four miles from the march.

    5. Cross Country - Add two to March Ability roll. 6. Formed Movement - Add two to March Ability roll. Minimum of

    two miles of travel. If crossing water, roll as a ford.

    2. Night Marches1. May only perform normal march.2. Maximums of 12 miles on Major roads, 8 miles on secondary roads,

    and 4 miles otherwise.

    3. Add two to Move Ability roll.4. Movement at night counts as a forced march for tiredness and

    straggler rolls

    3. Straggling due to forced march:Stragglers return to their unit the night following the loss unless closely

    pursued by the enemy, in which case 50% will be captured and 50% will

    return. Stragglers lost when a unit routs after a battle are all captured if

    pursued.

    1. Infantry and cavalry:Roll for each unit on the following table:

    Unit Morale Roll

    Elite 1d6

    Average 2d6

    Green 3d6

    2. Add or subtract the following to the roll based on the popularity ofthe highest ranking officer present with the unit:

    Exceptional -6 Good -4 Average 0 Poor +2

    Result is the percent loss to the unit each day of forced marching

    (round down).

    3. Artillery:Roll 1d6 for each gun on the following table:

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    Unit Morale Roll

    Elite 1

    Average 2

    Green 3

    4. If the listed number or less is rolled the gun breaks down and is lostfor the day.

    5. All stragglers return to the unit the night following the march unlesscaptured.

    6. In hot weather add 1d6 to the straggling roll.7. If entering a battle and the unit has marched over one day in

    conditions that result in straggling, roll for stragglers the day of the

    battle, then roll for each day that the unit continuously marched in

    adverse conditions before the battle. Multiply the result times 50%

    and treat that number as additional stragglers.

    8. These rolls are only necessary if a unit is entering battle.

    4. Moving tiredUnits may march continuously for a number of days after which they become

    fatigued. The ability to march depends on the units morale:

    Green - 5 days Average - 6 days Elite - 7 days

    2. Tired units may not force march.3. Tired units suffer the same as stragglers4. When entering a battle tired, a tired unit's moral is one worse than

    normal.

    5. Tired cavalry loose their scouting modifier and stragglers do notreturn until the unit has rested.

    Time required to perform actions

    6. From a march column to a formation - 4 hours.7. From some formation to a march column - 4 hours.

    Responses of Subordinates

    1. Actions if meet enemyFirst estimate size of enemy unit (see below), then respond on the following

    tables:

    Use 1d6 on each of the following tables. A roll of the indicated number means

    that the subordinate will order the action.

    Response if enemy Estimated as Larger

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    Commander Withdraw Form Attack

    Timid 1 - 6 -- --

    Cautious 1 - 5 6 --

    Average 1 - 3 4 - 6 --

    Bold 1 - 2 3 - 5 6Dashing 1 2- 4 5 - 6

    Response if Enemy Estimated as Equal

    Commander Withdraw Form Attack

    Timid 1 - 3 4 - 6 --

    Cautious 1 - 2 3 - 6 --

    Average 1 2 - 5 6

    Bold 1 2 - 4 5 - 6

    Dashing -- 1 - 2 4 - 6

    Response if enemy Estimated as Smaller

    Commander Withdraw Form Attack

    Timid 1 - 2 3 - 6 --

    Cautious 1 2 - 5 6

    Average -- 1 - 5 6

    Bold -- 1 - 3 4 - 6

    Dashing -- 1 2 - 6

    Modify the above attack rolls by "-2" if the unit to be attacked is in a pass or

    across a ford. Modify the withdraw roll by "-2" if defending a pass or ford,

    of if estimated enemy strength is less than 50% of the commander's force

    size.

    2. Estimating enemy size:Roll 2d6 and multiply by 5. This is the percent difference between actual and

    reported force size. Modify the roll by the following:

    o +/-2 If cavalry (make the estimate more accurate)o +8 If commander Timido +4 If commander Cautious

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    o -2 If Averageo -4 If commander Boldo -8 If commander Dashing

    Picketing, Scouting and Screening

    Scouting/Screening cavalry may scout or screen one hex per regiment in the brigade.Artillery always accompanies the first regiment.

    When ordered to scout an area larger than the regiments available, pickets will be

    placed at all important locations and the body will remain stationary in one location.

    The main body will be informed of any enemy activity in the picket's hex on a 2d6 roll

    of 7 or more. Otherwise the picket is captured and the information is not passed on.

    The most hexes that can be picketed is twice the number of regiments in the brigade.

    RAILROAD TRAINS - Each Railroad train can hold about a brigade (add one

    brigade for a division's worth of artillery) and occupies about two miles of track. In

    large train movements subtract two miles from the second train, four from the third

    and so on. Only those trains that are at their destination can unload the following

    day.

    SHIPS - Ships will not move if the weather is heavy rain.

    Return to table of contents

    VIII. Orders and information

    All communication between commanders must be sent by one of the following means.

    This applies to messages going in both directions.

    Telegraph - If a unit is on a road leading to a controlled town or city and theunit is stationary (such as at night) the message is transmitted immediately. If

    the unit is moving, or no lines exist, the message is sent to the nearest town

    and a courier is dispatched with the message. If an enemy unit is on a

    telegraph line they will intercept any messages on a roll of 7 or more on 2d6.

    Telegraph lines follow all railroad tracks, with branch lines to towns not on

    the tracks. Each town not on a railroad has a single line following roads to

    the nearest railroad.

    Couriers - Travel one hex per hour in daytime, two per hour at night. Allcouriers roll 2d6 to see if the message arrives. A roll of "2" or less indicates

    the message does not arrive. When operating in enemy territory subtract

    three from the roll. Any roll of less than two indicates the dispatch has been

    captured.

    If enemy units cut telegraph lines they take one day to repair after the enemy have

    left the hex.

    When operating in enemy territory a roll of 4 or less on 2d6 indicates the telegraph

    line between the army commander and the capital has been cut for that day. It is

    automatically repaired the next day (but can be cut again).

    Government and Civilian Information

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    CSA

    There are three outside sources of information - The President, the Richmond Times

    Newspaper, and other sources.

    1. The president always supports the CS commanders.2. The Richmond Times rolls 1d6 at the beginning of the campaign or when a

    new commander takes over:

    o 1 - 4 = Supports the commandero 5 - 6 = Does not support commander.

    If the Times does not support the commander, roll 1d6:

    o 1-2 = too aggressive;o 3-4 = too passive;o 5-6 = unfit.

    The Richmond Times will periodically report stories about CS troop

    movements, but will not be very specific. If they support the commander they

    will place any story sent to attempt to deceive the enemy. If they do not

    support they will write periodic editorials about movement, strategy, and so

    on.

    (A story of some sort should appear when 2d6 result in a 6 or less. If some

    special event occurs - arrival or reinforcements, etc, it should be reported.

    These stories are reported to both the US and CS player)

    3. Other sources of Information for the South:When the enemy is operating in CSA territory, roll 1d6 for each unit orgroup of units:

    o 1-3 = no information;o 4-6 = some information relayed.

    If information is relayed:

    o 1-2 = Units position, designation, and movement o 2-4 = Units approximate strength and location.o 5-6 = all of the above.

    This information comes from (1d6):

    o 1 = Spies (treat as cavalry information)o 2-4 = Civilians (treat as cautious commander for strength)o 5-6 = Captured or deserters (treat as timid commander)

    If in unfriendly territory, information comes on a 1d6 roll of 6 only.

    This information comes from (1d6):

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    o 1 = dissatisfied civilians (treat as cautious commander)o 2-6 = deserters/ captured (treat as timid commander)

    USA

    There are five outside influences and information sources for the USA - The

    President, the Secretary of War, The Secretary of Transportation, the New York

    Post, and others. If there is only one US commander, they will act as the CSA does.

    If more than one US commander, each of the above may have a favorite (1d6)

    Two commanderso 1-2 = Commander One is favoriteo 2-3 = Commander Two is favoriteo 5-6 = Neutral - no favorite

    Three Commanderso 1 = Commander One is favoriteo 2 = Commander Two is favoriteo 3 = Commander Three is favoriteo 4-5 = Neutral - no favoriteo 6 = Roll again

    If a commander is not a favorite, roll 1d6 to see what they think about that

    commander:

    1-2 = too aggressive; 3-4 = too passive; 5-6 = simply unfit.

    The people in the government will attempt to further the interests of their favorite,usually attempting to have them placed in overall command. Those not their favorites

    will have roadblocks placed in the way of their requests, and other things will occur

    to make their lives miserable.

    The New York Post will frequently report quite accurate information about US troop

    movements, positions, strengths, and orders in their stories. They will print stories

    from the commanders if the commander is their favorite. They will also print articles

    about their beliefs with some frequency:

    Each turn roll 1d6. On a 1-4 some story will be written. If there is a story, roll 1d6

    again:

    1-2 = story about army, orders, positions, etc.; 3-4 = editorial about commander they don't like; 5-6 = both of the above. These stories are given to both the US and CS

    players.

    Other Sources of Information for the USA

    When the enemy is operating in USA territory, roll 1d6 for each unit or group of

    units:

    1-3 = no information

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    4-6 = some information relayed.If information is relayed:

    1-2 = Units position, designation, and movement 3-4 = Units approximate strength and location. 5-6 = all of the above.

    This information comes from (1d6):

    1 = Spies (treat as cavalry information) 2-4 = Civilians (treat as cautious commander for strength) 5-6 = Captured or deserters (treat as timid commander)

    If in unfriendly territory, information comes on a 1d6 roll of 5 or 6.

    This information comes from (1d6):

    1 = dissatisfied civilians (treat as cautious commander) 2-4 = deserters/ captured (treat as timid commander) 5-6 = escaped slaves (treat a timid commander times two)

    Return to table of contents

    IX. Supply

    Consuming Supplies

    Each brigade consumes one food unit per day. At the end of each day's movethe number of supplies carried on the trains should be reduced to reflect this

    consumption. When a units trains are out of food, treat the unit as out ofsupply.

    Stationary units up to 12 miles away from a supply depot by road, anydistance by rail, or four mile overland consume none of their trains supplies,

    but rather take them from the depot.

    Stationary units outside of this radius will consume supplies in the hex theyare in unless ordered otherwise.

    Foraging

    Each hex on the map contains intrinsic food reserves. Once a hex is foragedthe level is reduced until it reaches zero. At this point no more food can be

    gathered from the hex. If a city or town is destroyed treat the hex as the surrounding terrain. Units take one day to loot and two days to buy supplies in an area. They get

    supplies only from the hex they are in. When units are ordered to forage for

    supplies, roll 2d6 for each infantry brigade in the unit. Subtract 4 from green

    units, add two to elite units. That is the amount of food gathered. If food

    gathered is in excess of that which can be carried by the trains, one half is

    destroyed and one half is returned to the hex foraged.

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    Living off the land:

    Independent Brigades may "live off the land" by subtracting one food pointfrom the hex they occupy. They do not change their March Ability roll, but

    they may not force march without the effects of being out of supply. When

    marching remove one food point from the hex they end their march in. Stationary units larger than brigades that forage remove enough food to feed

    the.

    Out of food supply effects:

    1. Add two to March Ability roll.2. Unit may not force march.3. Roll for stragglers each day. 2d6% of these are lost to the unit permanently. 4. After two days out of supply a units morale decreases by one. 5. Stationary forces out of supply after two days roll for stragglers and 2d6% of

    this number are lost permanently.

    Creating new supply depots

    Time necessary to create a depot depends on the distance from existing depots and

    the transportation available.

    On water or Operational Rail Line 4 days Within 24 miles by road 5 days Between 25 and 48 miles by road 7 days Between 49 and 72 miles by road 9 days (Over 72 miles not possible except in stages)

    If a second depot can be used to help create a new one, subtract 2 days from the time.No more than two can be used to create a new depot.

    Return to table of contents

    X. Officer Tables

    X. Officer Tables

    Table #1 - March Ability (1d20)

    US Effect CS

    1 - 2 0 1 - 3

    3 - 10 1 4 - 13

    11 - 15 2 14 - 18

    16 - 20 3 19 - 20

    Roll once for each leader of a maneuver element.

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    Results of March Ability on Marching

    For each march roll 1d6. If number is equal to or less than March Ability, unit moves

    four miles less than ordered. If roll minus March Ability is 5 or more, unit marches

    four miles more than ordered.

    Table #2 - Strategic Response (1d20)

    US Response CS

    1 - 4 Timid 1 - 2

    5 - 8 Cautious 3 - 5

    9 - 16 Average 6 - 13

    17 - 19 Bold 14 - 18

    20 Dashing 19 - 20

    Effects of Strategic Response can be found under the section on actions of

    subordinates.

    Table #3 - Popularity (1d20)

    US Popularity CS

    1 - 5 Poor 1 - 4

    6 - 12 Average 5 - 10

    13 - 17 Good 11 - 15

    18 - 20 Exceptional 16 - 20

    Popularity effects the number of stragglers and returned routers, and may effect unit

    morale if the leader is removed by a player.

    Table #4 - Tactical Benefit (1d20)

    Players that are Army Commanders are always +3.

    Subordinate players are always +2.

    If extraordinary events occur in the game an officer's benefit can be increased

    without consulting these tables.

    Other officers must be rolled for on the following tables.

    US Officers

    Original Command +3 +2 +1

    Corps 19 - 20 11 - 18 1 - 10

    Division 20 14 - 19 3 - 13

    Brigade -- 17-20 6 - 16

    Regiment -- 20 11 - 19

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    CS Officers

    Original Command +3 +2 +1

    Corps 13 - 20 5 - 12 1 - 4

    Division 17 - 20 12 - 16 1 - 11

    Brigade 20 14-19 3 - 13

    Regiment -- 17 - 20 6 - 16

    Militia and Garrison officers roll one command level below their actual command.

    Table #5 - Tactical Reliability

    Add two to the officer benefit roll. This comes into effect when ordered to operate

    independently off table.

    Table #6 - Political Clout (1d20)

    US and CS Clout

    1 - 5 Poor

    6 - 15 Average

    16 - 20 Much

    This comes into play if an officer is removed by a player.

    Return to table of contents

    XI.Brigade Tables

    Table #1 - Morale (1d20)

    US Morale CS

    1 - 6 Green 1 - 4

    7 - 17 Average 5 - 14

    18 - 20 Elite 15 - 20

    Table #2 - Infantry Weapon (1d20)

    US Weapon CS

    1 Poor Rifle 1 - 2

    2 - 6 Musket 3 - 8

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    7 - 20 Rifle 9 - 20

    If weapon carried by regiment or brigade is historically know, use that instead of a

    random roll.

    Table #3 - Cavalry Weapon (1d20)

    US Weapon CS

    1 - 15 Carbine 1 - 12

    16 - 18 Rifle 13 - 15

    --- Musket 16 - 17

    --- Shotgun 18 - 19

    --- Pistol 20

    19 - 20 BL Carbine ---

    If weapon carried by regiment or brigade is historically know, use that instead of a

    random roll.

    Table #4 - Tactical Battle Point Values for Officers

    Corps Division Brigade

    +3 = 9 +3 = 7 +3 = 5

    +2 = 8 +2 = 6 +2 = 4

    +1 = 7 +1 = 5 +1 = 3+0 = 6 +0 = 4 +0 = 2

    Major players are always +3 and 15 points.

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    Johnny Reb 2

    General modifications andclarifications

    and specific changes for the

    1862 campaign

    Optional rules in effect for the 1862 campaign from Johnny Reb 2 (see

    rulebook):

    2. Orders for Shaken Units 10. Canister Hit

    3. Primary Fire Zone 11. Skirmishers

    4. Firing on Own Troops 12. Single Stand

    5. Fire through Enemy

    Skirmishers

    13. Cavalry Charge through

    Woods

    8. Artillery Fire at Large

    Groups14. Smoke and Visibility

    9. Parrott Rifles 15. Night

    Once a campaign contact turns into a tactical battle the following are

    special provisions that govern these battles.

    1. Tabletop Setup - Once the terrain is selected the defender sets upfirst within two feet of his edge of the board using hidden

    markers. The attacker then sets up within one foot of his edge,

    with visible units deployed and hidden markers otherwise. If a

    meeting engagement, units will be deployed within one and a

    half feet of their edge.

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    2. Supply on Table - Each unit that is in good supply forammunition may bring on one wagon to represent its

    ammunition supply. This wagon may only resupply that unit

    and moves as very heavy artillery.

    Both infantry and artillery may resupply from the wagon, but

    artillery may not resupply canister. To resupply, an infantryregiment must spend one turn marked formation change

    touching the wagon, after which it is resupplied. Artillery must

    spend two turns marked formation change touching the wagon.

    Only one unit may resupply at a time.

    If destroyed, immobilized or captured the owning unit looses

    one full ammunition wagon from its reserve trains. If a wagon

    that has not been destroyed is in the possession of the enemy at

    the end of the battle he can replace one unit's ammunition train.

    If a supply wagon is destroyed all units within three inches must

    do a disorder roll.

    3. Orders and Couriers1. Each unit on the field must be given specific written

    orders as to their tactical task. If the overall commander

    wishes to change these orders a courier must be sent

    unless the commander's figure is touching the officer in

    question. Orders are written at the beginning of the turn

    the courier is to be sent.

    2. Available Couriers: Army, 6; Corps, 4; Division, 2;Brigade, 1. The highest ranking commander on the field

    receives one additional courier.

    3.

    Officers may not move to meet couriers.4. Couriers move only during the officer casualty phaseafter rolling for being hit, and before rolling for officer

    casualties. They have a maximum roll of 2 dice no matter

    how far from the enemy.

    5. Couriers move as officers. They may double their move,but if they do so they are lost on a roll of 6 on one die (or

    1 worse than otherwise would be the case).

    6. If a courier is contacted by the enemy during movementtheir dispatch is given to the capturing player.

    4. Artillery being chargedmay elect to disengage if it has not fired.It may not fire and must declare the disengage before the bonus

    move of the charge is rolled. Disengaging artillery moves its

    entire limbered move (no penalty for limbering) but rolls for

    loss of gun: 1 if in open or road; 1 or 2 if in broken; 1, 2, or 3 if

    rough. Very Heavy or heavier guns may only disengage if

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    limbered or in the process of limbering.

    5. Firing on own troops by artillery - Artillery's primary fire zone isthe width of the stand to the front of the section OR battery.

    6.Any officermay give first fire or charge orders to a regiment heis in contact with during the mark orders phase.

    7. To replace officers above the level of the brigade a courier mustbe sent to inform the officer of the promotion. On the turn of the

    loss place a courier where the loss occurred. Treat this as a

    regular courier. If the courier contacts the replacement then the

    replacement is promoted. Otherwise the courier waits until the

    next turn to move.

    8. If an officer is removedthe next ranking officer in the commandis promoted to fill the vacant slot. If they were not assigned a

    tactical benefit before, it is rolled for at this time. If the next

    ranking officer is not on the field, no one is promoted during the

    battle.

    9. Replacement officers, if removed by fire, create a point loss fortheir army. While these are not calculated into the original point

    total they do count toward total points lost.

    10.Officers who receive a light woundretain their benefits but theirpoints are lost. If a light wound is received the figure stays in

    place. At the beginning of officer casualties roll 1d6. If a 1 - 4 is

    rolled the officer returns to normal, otherwise it stays in place.At the player's option the figure can be moved at this point, but

    if moved may not roll for recovery.

    11."Stunned" or lightly wounded officers may not move whilestunned. If they are contacted by the enemy they are captured.

    12.Units may not charge with empty muskets unless out ofammunition or if their target is behind some form of works.

    13.Skirmishers do not block line of sight for conditions requiring amorale check.

    14.Line of sight is judged by the figure's head, not associatedweapons and flags.

    15.When units are lying prone treat them as a skirmish line withthe following exceptions:

    1. Friendly infantry units may fire over a prone friendly

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    unit. If doubles are rolled the prone unit receives the

    same number of casualties as the unit fired upon, with no

    saves for being prone.

    2. Prone skirmishers do save if fire is shot from artillery,but must make a morale check.

    3. If canister is fired over a prone unit they are hit on anyNONDOUBLE roll, and do not save for being prone.

    16.Night Rules:1. Player's, if on the table, may order their units to continue

    fighting, which they will do for two turns. If no "player"

    is present, or two night turns are finished, a roll of 5 or 6

    on one die (during officer casualties of the previous turn)

    will mean the battle is over.

    2. When a battle ends for the night units occupyingdefensible terrain (gives morale benefit) stay in place.Other units are moved to at least twelve inches apart (or

    to defensible terrain to their rear). Units may be shifted

    behind this line during the night, and hidden markers

    used.

    3. If both forces are on the field in the morning following abattle it may begin again. If a player is on the field, he

    may order an attack two turns before dawn.

    17.If rain is occurring visibility will be reduced and the following:1. Light Rain - Units out of ammunition roll is one worse

    than otherwise.

    2. Heavy Rain - Units out of ammunition roll is two worsethan otherwise. All terrain is one class lower than

    otherwise. All streams unfordable.

    3. Showers - Periodic effects of light or heavy rain.

    18.When an infantry or cavalry unit is captured the unit comesunder the control of the capturing player. The unit immediatelydoes an initial route move and subsequently move during

    movement as a routed unit. It may be moved in any direction by

    the controlling player. Once off the table it cannot be

    recaptured. If the captured unit is contacted by friendly troops

    the unit becomes a shaken unit out of ammunition under the

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    control of the original commander.

    19.Supply wagons are destroyed if they receive one hit from anysource. If contacted by enemy troops, they may be destroyed,

    immobilized, or moved at the players discression.

    20.Flank marches may be ordered and traced out on the largerscale map. Officers in charge of these forces may or may not

    carry out your orders.

    21.Moving through built-up areas may cause problems for unitsnot in column or skirmish formation. Use the following:

    1. Move full distance, do disorder roll2. Move one inch less than otherwise the case with no

    possibility of disorder.

    3. If unit takes bonus distance, two disorder rolls arerequired.

    Headquarters and Courier

    Rules

    1. Couriers only move during the officer casuality phase.1. They may move as officers. If so, 12 on 2d6 (or less if

    closer to the enemy) means they are removed and the

    message not delivered,

    2. They may move twice officer movement. If so, 6 on 1d6(or less if closer to the enemy) means they are removed.

    3. They are always rolled for at the end of their move andbefore they deliver the message.4. If contacted by an enemy unit they and their message arecaptured. They may not be the object of a charge.

    2. Finding Commanders.1. Commanders of forces must be searched for and found

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    before a message can be delivered unless the commander

    has an established headquarters

    2. To locate a commander a courier must be in contact witha unit under that commander's control and have rolled

    an appropriate number on the commander location roll.

    3. Commander Location Roll. On the first turn of contact a9 or better on 2d6 is needed to locate the commander.For each subsequent rolls the needed roll decreases by

    one (8 on second roll, 7 on third...).

    4. Couriers who fail their location roll may move only to thenext closest unit in the following turn.

    5. Once a commander is located the courier may movedirectly to that commander.

    3. Headquarters1. Brigade commanders may not establish headquarters.They must be searched for by each courier.

    2. Army, Corps and Divisional commanders may establisha headquarters. To do so the headquarters must be

    declared before the game begins or the general must stay

    in place for four moves (two if at a building). When a

    headquarters is established couriers may move directly

    to the headquarters.

    4. Commanders may leave their headquarters, but couriers moveto the HQ and must roll as if looking for a general.

    Sun rise and sun set times

    and full moon dates

    For 1862 at Washington City - In fifteen minute increments

    Only dates where there is some change are recorded.

    Month Day Sun Rise Sun Set Moon

    April 1 05:45 18:30 --

    April 6 05:30 18:30 --

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    April 15 05:30 18:45 --

    April 16 05:15 18:45 --

    April 26 05:00 18:45 --

    April 28 05:00 18:45 Full

    April 30 05:00 19:00 --May 6 04:45 19:00 --

    May 15 04:45 19:15 --

    May 25 04:30 19:15 Full

    June 2 04:30 19:30 --

    June 21 04:30 19:30 Full

    July 8 04:45 19:30 --

    July 19 04:45 19:30 Full

    July 24 04:45 19:15 --

    July 27 05:00 19:15 --

    August 8 05:00 19:00 --

    August 12 05:15 19:00 --

    August 15 05:15 19:00 Full

    August 18 05:15 18:45 --

    August 28 05:30 18:45 --

    August 29 05:30 18:30 --

    September 8 05:30 18:15 --

    September 12 05:30 18:15 Full

    September 13 05:45 18:15 --

    September 17 05:45 18:00 --September 26 05:45 17:45 --

    September 28 06:00 17:45 --