Gettysburg: The Wheatfield - Victory Point Games · 5 1” x 1/2” leader units ... 3rd Michigan...

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Tattered Flags Gettysburg: The Wheatfield Game Rules v1.0 1 © 2011 Hermann Luttmann and Victory Point Games TATTERED FLAGS Gettysburg: The Wheatfield Table of Contents [1.0] INTRODUCTION ....................................... 1 [2.0] GAME EQUIPMENT.................................. 1 [3.0] SET UP ..................................................... 2 [4.0] SEQUENCE OF PLAY ................................ 2 [5.0] INITIATIVE............................................... 2 [6.0] BATTLE CARDS ....................................... 3 [7.0] ORDERS & COMMAND ............................ 3 [8.0] UNIT ACTIONS ......................................... 4 [9.0] UNIT FORMATIONS ................................. 4 [10.0] MOVEMENT ........................................... 4 [11.0] FORMATION & FACING CHANGES ....... 6 [12.0] REORGANIZATION ................................ 7 [13.0] FIRE COMBAT ....................................... 7 [14.0] BAYONET COMBAT ............................. 10 [15.0] MORALE TESTS ................................... 11 [16.0] RALLY.................................................. 12 [17.0] EXTENDED EXAMPLE..... INSIDE COVER [18.0] SCENARIOS ........... SCENARIO BOOKLET [19.0] DESIGNERS NOTES..... SCENARIO BKLT [0.0] USING THESE RULES New gaming terms, when they are initially defined, appear in dark red lettering for quick referencing. The instructions for this game are organized into major Rulessections as shown in large green CAPS font, and represented by the number to the left of the decimal point (e.g., Rule 4.0 is the fourth Rule). These Rules generally explain the game‟s components, procedures for play, the game‟s core systems and mechanics, how to set it up, and how to win. With each Rule, there can be Casesthat further explain a Rule‟s general concept or basic procedure. Cases might also restrict the application of a Rule by denoting exceptions to it. Cases (and Subcases) are an extension of a Rule shown in how they are numbered. For example, Rule 4.1 is the first Case of the fourth Rule; and Rule 4.1.2 is the second Subcase of the first Case of the fourth Rule. Important information is in red text. References to examples of a Rule or Case are in blue text and/or this font. Text in shaded boxes, like this, provides the voice of the game‟s designer, who is addressing you to explain an idea or concept that is not, itself, a Rule or a Case. [1.0] INTRODUCTION Tattered Flags is a series of Kriegspiel-style historical miniatures/board games depicting battles of the American Civil War (1861- 1865). In this first game in the series, each player controls a Union or Confederate force at the Battle of Gettysburg, struggling for The Wheatfield on July 2nd, 1863. Future games in this series will expand the detail and accuracy of this system. Since many players do not have the time, funds or eyesight to paint armies of miniature figures, Tattered Flags comes with colorful cardboard counters, called Stands(in the vernacular of miniatures gaming). These games also use a printed battlefield game map in lieu of miniature trees, hills, buildings, etc. Feel free to substitute miniature figures if desired! Important: Der Spielgeist There is a spirit of the gamein Tattered Flags that must be maintained during play. Because of the inexact regulation of the movement and positioning of pieces on the map, players should not vigorously debate every fraction of an inch during play. Be reasonable, have fun, and let a friendly roll of a die solve any dispute that is at an impasse. [2.0] GAME EQUIPMENT Parts Inventory 1 11x 17map 65 1x 1/2combat (“Stands”) 5 1x 1/2leader units (“Stands”) 60 1/2square information markers 20 Battle cards 2 Player Aid sheets 2 Measuring “Rulers” 1 Game Turn Track 1 Scenario booklet 1 Rules booklet Required but not included are two 6-sided dice. [2.1] The Game Map: The game map depicts the area around the Rose Farm wheatfield at the Battle of Gettysburg with north being the top edge, west to the left, etc. The scale is approximately 50 yards to the inch (so the entire map is about a half-mile wide by a third-mile deep) and each contour line is a 10 foot change in elevation (the numbers being x10 feet above sea-level; e.g., 52 = 520 feet above sea level). Tattered Flags is a miniatures-style game without a grid on the map; units are moved, and firing ranges are determined, by measuring inches, not by counting hexes or squares. The terrain features are as they existed at The Wheatfield battle and affect movement and combat. Each contour line‟s relative height is given on the map, with the ground between contours considered to be at the height of the lower of those two contours. [2.2] Units: The rectangular pieces, called Standsfrom the small bases that miniature figures are glued to, represent the troops that actually fought at this battle. Each Stand represents approximately 150 men (for Infantry type units) or 3 to 4 guns (for Artillery type units). The front of each Stand is its full-strengthside, and the reverse is its reduced-strengthside (with its Name and Type in red) showing it has suffered significant casualties and/or disorganization. Armament: Ris for Rifled and “S” for Smoothbores (Muskets for Infantry and Cavalry, or Cannons for Artillery). The number before this letter on Artillery units is the actual number of guns in that Stand. Nationality: Union and Confederate. Experience: As shown by military rank insignias below: Number of Stands in Unit: Some units consist of multiple Stands, such as the 15th South Carolina Regiment, which consists of three Stands. This is indicated by the number in the top-left corner of the Stand. Brigades: Units (of one or more Stands each) are grouped together into Brigades under a named Leader. Note that each Artillery unit is an Independent Battery temporarily attached (assigned) to a Brigade each Turn and functions under that Brigade‟s Leader. For Example: De Trobriand‟s Brigade consists of the 17th Maine (two Stands), 40th New York (three Stands), 3rd Michigan (one Stand), 110 th Pennsylvania (one Stand) and 5th Michigan (one Stand) Infantry Regiments. [2.3] Leaders: Each large rectangular piece represents a Brigade (Brigadier) General and his staff. Leaders each command a group Crack: Silver Captain‟s bars Veteran: Silver Lieutenant‟s bar Seasoned: Sergeant‟s stripes Green: Corporal‟s stripes Raw: Private‟s stripe ] Experience Armament Unit Name (full-strength) Brigade Commander Unit Type FRONT SIDE BACK SIDE Unit Name (reduced-strength) Number of Stands in Unit

Transcript of Gettysburg: The Wheatfield - Victory Point Games · 5 1” x 1/2” leader units ... 3rd Michigan...

Page 1: Gettysburg: The Wheatfield - Victory Point Games · 5 1” x 1/2” leader units ... 3rd Michigan th(one Stand), 110 Pennsylvania ... Tattered Flags Gettysburg: The Wheatfield Game

Tattered Flags Gettysburg: The Wheatfield Game Rules v1.0 1

© 2011 Hermann Luttmann and Victory Point Games

TATTERED FLAGS Gettysburg: The Wheatfield

Table of Contents [1.0] INTRODUCTION ....................................... 1

[2.0] GAME EQUIPMENT .................................. 1

[3.0] SET UP ..................................................... 2

[4.0] SEQUENCE OF PLAY ................................ 2

[5.0] INITIATIVE ............................................... 2

[6.0] BATTLE CARDS ....................................... 3

[7.0] ORDERS & COMMAND ............................ 3

[8.0] UNIT ACTIONS ......................................... 4

[9.0] UNIT FORMATIONS ................................. 4

[10.0] MOVEMENT ........................................... 4

[11.0] FORMATION & FACING CHANGES ....... 6

[12.0] REORGANIZATION ................................ 7

[13.0] FIRE COMBAT ....................................... 7

[14.0] BAYONET COMBAT ............................. 10

[15.0] MORALE TESTS ................................... 11

[16.0] RALLY .................................................. 12

[17.0] EXTENDED EXAMPLE ..... INSIDE COVER

[18.0] SCENARIOS ........... SCENARIO BOOKLET

[19.0] DESIGNER’S NOTES ..... SCENARIO BKLT

[0.0] USING THESE RULES New gaming terms, when they are initially

defined, appear in dark red lettering for

quick referencing.

The instructions for this game are organized

into major “Rules” sections as shown in large

green CAPS font, and represented by the

number to the left of the decimal point (e.g.,

Rule 4.0 is the fourth Rule). These Rules

generally explain the game‟s components,

procedures for play, the game‟s core systems

and mechanics, how to set it up, and how to

win.

With each Rule, there can be “Cases” that

further explain a Rule‟s general concept or

basic procedure. Cases might also restrict the

application of a Rule by denoting exceptions

to it. Cases (and Subcases) are an extension

of a Rule shown in how they are numbered.

For example, Rule 4.1 is the first Case of the

fourth Rule; and Rule 4.1.2 is the second

Subcase of the first Case of the fourth Rule.

Important information is in red text.

References to examples of a Rule or Case are in blue text and/or this font.

Text in shaded boxes, like this, provides the

voice of the game‟s designer, who is

addressing you to explain an idea or concept

that is not, itself, a Rule or a Case.

[1.0] INTRODUCTION Tattered Flags is a series of Kriegspiel-style

historical miniatures/board games depicting

battles of the American Civil War (1861-

1865). In this first game in the series, each

player controls a Union or Confederate force

at the Battle of Gettysburg, struggling for The

Wheatfield on July 2nd, 1863. Future games

in this series will expand the detail and

accuracy of this system.

Since many players do not have the time,

funds or eyesight to paint armies of miniature

figures, Tattered Flags comes with colorful

cardboard counters, called “Stands” (in the

vernacular of miniatures gaming). These

games also use a printed battlefield game map

in lieu of miniature trees, hills, buildings, etc.

Feel free to substitute miniature figures if

desired!

Important: Der Spielgeist – There is a “spirit

of the game” in Tattered Flags that must be

maintained during play. Because of the

inexact regulation of the movement and

positioning of pieces on the map, players

should not vigorously debate every fraction of

an inch during play. Be reasonable, have fun,

and let a friendly roll of a die solve any

dispute that is at an impasse.

[2.0] GAME EQUIPMENT Parts Inventory

● 1 11” x 17” map

● 65 1” x 1/2” combat (“Stands”)

● 5 1” x 1/2” leader units (“Stands”)

● 60 1/2” square information markers

● 20 Battle cards

● 2 Player Aid sheets

● 2 Measuring “Rulers”

● 1 Game Turn Track

● 1 Scenario booklet

● 1 Rules booklet

Required but not included are two 6-sided dice.

[2.1] The Game Map: The game map depicts

the area around the Rose Farm wheatfield at

the Battle of Gettysburg with north being the

top edge, west to the left, etc. The scale is

approximately 50 yards to the inch (so the

entire map is about a half-mile wide by a

third-mile deep) and each contour line is a 10

foot change in elevation (the numbers being

x10 feet above sea-level; e.g., 52 = 520 feet

above sea level). Tattered Flags is a

miniatures-style game without a grid on the

map; units are moved, and firing ranges are

determined, by measuring inches, not by

counting hexes or squares.

The terrain features are as they existed at The

Wheatfield battle and affect movement and

combat. Each contour line‟s relative height is

given on the map, with the ground between

contours considered to be at the height of the

lower of those two contours.

[2.2] Units: The rectangular pieces, called

“Stands” from the small bases that miniature

figures are glued to, represent the troops that

actually fought at this battle. Each Stand

represents approximately 150 men (for

Infantry type units) or 3 to 4 guns (for

Artillery type units). The front of each Stand

is its “full-strength” side, and the reverse is

its “reduced-strength” side (with its Name

and Type in red) showing it has suffered

significant casualties and/or disorganization.

Armament: “R” is for Rifled and “S” for

Smoothbores (Muskets for Infantry and

Cavalry, or Cannons for Artillery). The

number before this letter on Artillery units

is the actual number of guns in that Stand.

Nationality: Union and Confederate.

Experience: As shown by military rank

insignias below:

Number of Stands in Unit: Some units

consist of multiple Stands, such as the 15th

South Carolina Regiment, which consists

of three Stands. This is indicated by the

number in the top-left corner of the Stand.

Brigades: Units (of one or more Stands each)

are grouped together into Brigades under a

named Leader. Note that each Artillery

unit is an Independent Battery temporarily

attached (assigned) to a Brigade each Turn

and functions under that Brigade‟s Leader.

For Example: De Trobriand‟s Brigade consists of the 17th Maine (two Stands), 40th New York (three Stands), 3rd Michigan (one Stand), 110th Pennsylvania (one Stand) and 5th Michigan (one Stand) Infantry Regiments.

[2.3] Leaders: Each large rectangular piece

represents a Brigade (“Brigadier”) General

and his staff. Leaders each command a group

Crack: Silver Captain‟s bars

Veteran: Silver Lieutenant‟s bar

Seasoned: Sergeant‟s stripes

Green: Corporal‟s stripes

Raw: Private‟s stripe

]

Experience

Armament

Unit Name (full-strength)

Brigade Commander

Unit Type FRONT SIDE

BACK SIDE

Unit Name (reduced-strength)

Number of Stands in

Unit

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of units as per the Order of Battle listed in

each scenario of the game. Note that Leader

Stands have two halves (“Ready” and

“Activated”) to indicate their current game

status (see Rule 4.0 3-B).

Command Rating: This is indicated by the

number of stars near the center of that

Leader‟s Stand:

= Inferior

= Average

= Superior

[2.4] Markers: The ½” square pieces are the

game‟s various information markers and are

explained in detail in their appropriate Rules

sections.

[2.5] Battle

Cards: These

cards simulate

the types of

unusual

events and

special

combat

circumstances

that occurred

on the Civil

War battle-

fields.

[2.6] Player Aids: The Turn Record Track

and two-sided Player Aid sheet display all the

tables and charts needed to play.

[2.7] Rulers: Although Tattered Flags comes

with a pair of Rulers (one for Movement and

one for Fire Attacks) that must be cut apart,

you may want to find a ruler and/or yardstick

to help measure longer distances during play.

[3.0] SET UP Players must select a scenario from the

Scenario booklet. Gather and deploy your

forces, noting any Special Rules and that

Scenario‟s Victory Conditions (17.0).

Next, shuffle the deck of Battle

Cards, dealing two cards, face-

down, to each player. Players may

freely examine their own cards.

The remaining cards are placed,

face-down, in a Draw Pile nearby.

If either player received the Fog of War card,

that player replaces it with a newly drawn

card and shuffles the Fog of War card back

into the Draw Pile before commencing play.

Put the Game Turn Track in a

visible location near the map where

both players can easily read it, and

place the Game Turn marker in the

„1‟ box showing the side with the Initiative

face-up.

Finally, place the remaining markers, dice and

Player Aid sheets within easy reach.

[4.0] SEQUENCE OF PLAY A Game Turn consists of the following

activities that must be conducted in order:

1. Initiative Phase: Players each roll one die

for Initiative. The high die roll wins and

that player decides who will be the First

Player and Second Player that turn (5.0).

2. Battle Card Phase: The First Player draws

a new Battle Card into his hand. He may

then discard one unwanted card and replace

it with another newly-drawn card. The

Second Player then does the same (see 6.0).

3. First Player Turn: Each Player Turn

consist of two Phases that are conducted in

order:

A. Orders Phase: The player whose turn it

is (only):

1) Must select one of his unactivated

Leaders (Brigades) this turn to

become Active; this formation is

known as the Active Brigade

2) May attempt to change that Brigade‟s

current Order (see 7.2);

3) Determines which units in that

Brigade are within Command

Control (see 7.3);

4) Then he assigns any one Artillery unit

to the Active Brigade (see 7.4).

B. Action Phase: Some, none or all of the

units of the Active Brigade (only), in

any order desired, may each conduct up

to its limit of eligible Actions to conclu-

sion (see 8.0). When all of the units in

the Active Brigade are finished, slide that

Leader‟s Orders marker to the left

revealing that Leader‟s “Activated” side.

4. Second Player Turn: The Second Player

then performs his Orders and Action

Phases for one of his Leaders (Brigades) of

his choice.

5. Alternating Player Turns: Players then

alternate activating Leaders (Brigades) until

all Brigades in play have been the Active

Brigade exactly once this Game Turn.

6. Mutual Rally Phase: Both players must

attempt to Rally their Broken units. Players

alternate Rally attempts, one unit at a time,

starting with the First Player (see 16.0).

7. Housekeeping Phase: Advance the Game

Turn marker one box to indicate that the

current Game Turn is completed. Slide each

Leader‟s Orders marker to the right to

reveal its “Ready” side.

A complete game of Tattered Flags continues

in this manner, repeating this Sequence of

Play turn after turn until the end of the final

Game Turn of the Scenario (17.0).

Each Game Turn represents a variable amount

of time (perhaps 15 to 20 minutes). The

Tattered Flags system gives the proper effect

simulating the ebb and flow of the action and

reaction on a battlefield, with the lulls and

surges of activity smoothly conforming to a

fixed number of Game Turns.

[5.0] INITIATIVE Initiative represents each force‟s higher

(Division) level command‟s ability to issue

their orders to each of their Brigades. These

higher-echelon Generals are located else-

where on the larger battlefield beyond the

edge of the map and are handled abstractly.

[5.1] Procedure: During this Phase, both

players roll one die and the Confederate

Player (only) adds one (+1) to his die roll for

superior leadership at the Division level at

this battle.

The player with the higher roll gains the

Initiative and flips the Game Turn /

Initiative marker to his side (Union blue

or Confederate butternut background) as a

reminder that he has the Initiative this turn.

Tied rolls are won by the player who did

not have the Initiative last turn.

[5.2] Effect of Initiative: The player with the

Initiative decides who will be the First Player

during that Game Turn.

Turn Record Track

Player Aid sheet (front and back)

Command Rating

Brigade Commander‟s Name

Corps - Division

Showing “Ready”

half

Showing “Activated” half

Sample Markers

How the card is applied

When the card can be played

Card Title

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© 2011 Hermann Luttmann and Victory Point Games

Example: The Confederates had the Initiative last turn. During this turn‟s Initiative Phase, both players roll one die. The Union Player rolls a 4

while the Confederate Player rolls a 3, which is

automatically increased by +1 for a total of “4.” With the rolls tied, the Union Player gets the Initia-tive since the Confederate Player had it last turn.

The Union Player ends this Phase by declaring that he will be the First Player this turn.

[6.0] BATTLE CARDS Battle Cards are self-explanatory player-

controlled random events. Each card details

when and how it can be played, and what its

specific effects are. These effects supplement,

bend or even break certain Rules. When there

is a conflict between the Rules and cards, the

cards take precedence.

Procedure

During the Battle Card Phase, each player,

beginning with the First Player, draws one

card and may then discard one unwanted card

from his hand and immediately draw another

card to replace it. There is no limit to a

player‟s card hand size.

Battle Cards are played at various times, as

stated on each card. There is no limit to the

number of eligible cards that can be played in

any turn or even at one time. Cards are

resolved in the order in which they are played.

If players simultaneously commit their cards,

the First Player decides in what order they

are resolved.

After resolving a card‟s effects, that card is

placed into a Discard Pile, face-up next to the

Draw Pile. The Discard Pile can be reshuffled

to make a new Draw Pile when necessary.

Cases

[6.1] Card Colors: If the card shows two

events, the Union Player can only use the one

in the blue box and the Confederate Player

can only use the one in the gray box.

[6.2] Leader Casualties: If a card‟s effect

results in the

wounding or

killing of a

Leader, that

Leader Stand is

immediately

flipped over to

its Replace-

ment Leader side. In

addition, a

newly placed Replacement Leader‟s Order

(7.1) is set to Confusion.

[6.2.1] A Wounded Leader is removed

from play for a certain number of turns.

Place any unused markers that many turns

ahead on the Turn Track as a reminder. He

returns to play when the Game Turn marker

advances into that box. A returning

Wounded Leader‟s Stand is flipped back

over to its normal Leader side, keeping its

current Order marker.

[6.2.2] Killed Leaders are permanently

removed from play and do not return.

[6.2.3] Replacement Leaders: A

Replacement Leader who is himself

wounded or killed simply “replaces him-

self.” The only game effect is that his Order

is immediately changed to Confusion.

Example: The Union Player wants a regiment (unit) to charge a badly shot-up Confederate unit, but that Union Brigade is under a Defend Order and thus can‟t make Charge moves.

But the Union Player holds a Unit Initiative card, and cunningly plays it at the beginning of that unit‟s Action Phase activity. From his hand, he plays the card, face-up, onto the table, and rolls a die.

The result is a 3 (“Steady!”), allowing the unit

one extra Action plus that unit is considered to be under any Order the player desires. The Union Player declares that unit is now operating under a temporary Attack Order and immediately conducts the desired Charge move!

If he had rolled a 1, the unit would have had to

Withdraw away from the nearest visible enemy unit. If he had rolled a 6, it would have had to

Charge the nearest visible enemy unit without conducting any other Actions.

[7.0] ORDERS & COMMAND Orders represent battle directives issued by a

Brigade‟s General that provides its units their

operating parameters. Each type of Order

grants certain advantages and disadvantages

to those affected units. Players must carefully

consider the ramifications of each type of

Order when employing their forces.

Cases

[7.1] Types of Orders: Brigades always

operate under one of four Orders. The appro-

priate Order marker is placed on top of the

corresponding Brigade Leader‟s Stand. Each

unit of the Brigade that is in Command Range

of that Leader (7.3) is considered to be

operating under that Order at all times.

Attack: Units are ordered to act

aggressively towards the enemy and

be mentally and physically prepared

for offensive combat.

Defend: Units are ordered to hold

their ground, consolidate and be

ready to receive enemy attacks.

Maneuver: Units are ordered to

move quickly and continuously to

new positions.

Confusion: Units are extremely

wary, panicky and/or indecisive. This

Order is imposed upon a Brigade.

[7.2] Changing Orders: During Step A.2 of a

player‟s turn, he may attempt to change the

current Order of the new Active Brigade. He

rolls one die on the Change Orders Table (see

the Player Aid sheet) and applies the result.

If the roll is high enough, the Brigade‟s Order

is changed to any other desired by replacing

the current Order marker on that Brigade‟s

Leader. A “No Effect” result means the Order

remains unchanged. If a 1 is rolled, the

Brigade receives a Confusion Order instead

(and can try again to change it next turn).

Example: The Confederate Player assigns a Brigade a Maneuver Order as it enters play along the map edge. The Brigade‟s units march onto the map in Column formations, with each using its last Action that turn to deploy into Battle Line in preparation for an assault the following turn.

During his next turn, the Confederate Player activates that Brigade again (Step A.1) and, during his Step A.2, announces that he wishes to change its Order. He rolls one die and the result is a 5,

which is successful (“Changed”). He replaces the Maneuver Order marker with an Attack marker on that Brigade‟s Leader Stand. Now the in-command units of that Brigade operate with the advantages and disadvantages of the Attack Order.

If he had rolled a 2, the Brigade would remain

under its Maneuver Order. If a 1 was rolled, the

Order would be changed to Confusion, represent-ing a SNAFU caused by the “friction of war.”

[7.3] Brigade Command Control: During his

Step A.3, a player determines whether the

Active Brigade‟s Leader has tactical control

over his units.

Procedure

Consult the Command Range Table on the

Player Aid sheet and compare it to the active

Leader‟s Command Rating (in stars). The

Command Range given is measured from any

part of the Active Brigade Leader‟s Stand to

any part (Stand) of each unit under his

command. If, when tracing this range, the path

touches any Woods or Rocky Woods terrain,

the entire distance that can be traced is

halved. In addition, the Command Range

cannot be traced through an enemy unit.

If any Stand of a unit is within Command

Range, that unit functions normally under its

Leader‟s current Order.

Units outside their Leader‟s Command Range

receive an Out of Command marker at this

time and function with one less Action that

turn. In addition, if the Brigade‟s Order was

just changed this turn, Out of Command units

keep the previous turn’s Order (and are still

subject to that Order‟s parameters). Give each

such Out of Command unit its own Order

marker (with the Brigade‟s previous Order),

placing it next to its Out of Command marker.

That unit remains under that old Order until a

future Step A.3 in which it is within the

The Replacement Leader is still “Ready” and performs normally that turn, but he begins with a Confusion

Order that must be sorted out.

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Brigade Leader‟s Command Range, at which

time that unit reverts to the Brigade‟s current

Order automatically.

Example: The Union Player has just successfully changed his Brigade‟s Order from Confusion to Attack. He checks to see which units are in Command Range of his Inferior-rated Brigade Leader (Command Range = 2”).

The first unit is about 1” from the Leader Stand and is thus in command. Another unit is 2” away but inside a copse of Woods and so is out of command, as would be a third unit that is 6” from that Leader. These latter two units both receive Out of Command markers (meaning that they operate with one less Action this turn) and are also each given a Confusion Order marker representing the Brigade‟s previous Order because they did not “receive word” of the Order Change.

[7.4] Artillery Units: Artillery units are

Independent formations, not permanently

assigned to any Brigade (hence they have no

Brigade commander‟s name on their Stands).

To conduct Actions, an Artillery unit must be

assigned to an Active Brigade. This can occur,

once per Game Turn, during that player‟s Step

A.1 when activating a Brigade by simply

declaring that the Artillery unit is attached to

it that turn. That Artillery unit then conducts

its Actions as part of its assigned Brigade.

They can be reassigned to different Brigades

each Game Turn in this manner. A maximum

of one Artillery unit can be assigned to each

Brigade each turn.

Because Artillery units

are Independent, they

are never affected by

Command Control (7.3) or the Brigade‟s

current Order (7.2; think of them has having a

permanent status of “No Order”). Thus, they

can use all of their basic allotment of Actions

(8.1) and receive no Fire Combat dice modi-

fiers for being under a specific type of Order.

[8.0] UNIT ACTIONS Each unit in the Active Brigade may conduct

some, none or all of its Actions allowed by its

Experience and modified by its current Order

(see the Player Aids). During a Player Turn,

each unit must complete all of its desired/pos-

sible Actions before the next unit begins

conducting any of its Actions.

[8.1] Action Procedure: Each unbroken unit

has a number of Actions available to it each

Game Turn as per its Experience Rating:

Crack & Veteran = 4 Actions

Seasoned = 3 Actions

Green & Raw = 2 Actions

Broken = 0 Actions

The player commanding the Activated Brig-

ade activates its individual units (i.e., all of

that unit‟s Stands) that are not Broken (i.e.,

do not have a red Broken marker) in any

order he desires. When a unit is activated,

each Action it conducts must be performed to

conclusion before its next Action is started.

If you take care of one unit at a time, one

Action at a time, until all of that unit‟s Actions

are completed, management of forces is easy.

[8.2] Types of Actions: When a unit performs

one Action, it may do one of the following:

[8.2.1] Move: Each Move Action a unit

performs allows it to move up to the

distance listed on the Movement Distance

Table based upon that unit‟s Formation.

Note that there are detrimental effects for

moving through some terrain types as per

the Terrain Effects on the Movement

Table.

Move Limit: The maximum number of

Move Actions a unit can take during any

single Game Turn is limited by its Order.

[8.2.2] Fire Combat: Each unit can only

initiate a maximum of one Offensive Fire

attack per Game Turn, but multiple Fire

Combat Actions may be “pumped into” that

one Offensive Fire attack for added effect.

The first Fire Combat Action used allows

that unit to conduct its Offensive Fire attack

that Game Turn against up to two eligible

enemy target units. Before that attack is

resolved, for each additional Fire Combat

Action that unit uses, an extra Fire Die is

rolled for that Offensive Fire attack.

Example: A unit spends all three of its Actions that Game Turn conducting Fire Combat. Its Offensive Fire attack (initiated with the first Fire Combat Action) would therefore throw two additional Fire Dice (gained by adding in the second and third Fire Combat Actions).

[8.2.3] Change Formation: Each Change

Formation Action allows that unit to make

one adjustment of its Formation or Facing

(as per 9.0, below).

[8.2.4] Reorganize: Each Reorganize

Action allows that unit to do one of the

following:

A) Reduce its Disorder Level by one;

B) Remove a Gone to Ground marker;

C) Roll once on the Recovery Table in

order to attempt to recover losses.

[9.0] UNIT FORMATIONS Every unit must be deployed on the map in a

particular Formation: Battle Line or

Column for Infantry and Cavalry units; Un-

limbered and Limbered for Artillery units.

The important General Rule is that every

Stand in a unit must remain in contact with

another Stand of that same unit. That is, a

unit consists of all of its Stands; they are a

single body of troops (a Regiment or Battery).

A unit‟s Stands are never “detached” and

cannot operate independently of each other!

[9.1] Battle Line: An Infantry or Cavalry

unit can deploy in this Formation by placing

its Stands in contact with each other along

their sides in a single straight line.

A Battle Line can be “bent” by using a

Change Formation Action (11.0), but it may

not move while bent.

[9.2] Column: An Infantry or Cavalry unit

can deploy in this Formation by placing its

Stands in contact one behind the other in

contact front-to-back.

[9.3] Unlimbered: An Artillery unit is

deployed in this Formation to fire its guns. Its

Battery‟s two Stands are deployed in this For-

mation by placing its Stands in contact with

each other along their sides in a single straight

(or bent) line (like a Battle Line; see 9.1).

[9.4] Limbered: An Artillery unit is

deployed in this Formation to move about the

map. That Battery‟s two Stands are placed in

contact one behind the other in contact front-

to-back (like a Column; see 9.2).

[9.5] Single Stand Units: A unit with only

one Stand is assumed to be in Battle Line

(Infantry or Cavalry) or

Unlimbered (Artillery) Form-

ation. If it is not, place a Column

/ Limbered marker next to it to

identify that the unit is in this

alternate Formation.

[10.0] MOVEMENT

Units move voluntarily when activated by

using Move Actions and measuring takes

place with the green Ruler.

.

[10.1] Normal Movement: The owning

player refers to the Movement Distances

Table and finds the moving unit‟s current

Formation (9.0) on it. This lists the maximum

distance that unit can move for that Action.

Important: Normal movement for a unit is

always directly forward, maintaining its

current facing. If a unit wishes to turn or

Battle Line (straight) Battle Line (“bent”)

A Confederate Regiment in Column Formation

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otherwise adjust, it must first use a Change

Formation Action to rearrange itself as

desired, then use a Move Action to go straight

ahead. Thus, complex battlefield maneuvers

will require multiple Actions.

Example: In the above illustration, the Union Regiment in Battle Line Formation uses Normal Movement to advance 2” (measured by the green Ruler) straight ahead through the Wheatfield.

[10.2] Sidle and Fallback Movement: Both

of these special types of movement can only

be conducted at one half (1/2) the maximum

distance that unit can move for that Action.

Also, the unit conducting one of these Special

Moves must maintain its current facing

direction (no turning or “angling” allowed)!

A unit can Sidle (“side step”) by moving

directly sideways (left or right).

A unit can Fallback by moving directly

backwards.

[10.3] Charge Move: A unit can conduct a

Charge move only if it is not Broken, Gone

to Ground or under a Maneuver, Defend or

Confusion Order, and can make contact with

an enemy unit by moving up to 3” directly

forward.

Hindrances: A unit conducting a Charge

move still suffers normal movement

Disorder penalties for terrain advanced

through, and that unit must stop upon

contact with an enemy unit.

Limit: A unit can only conduct one Charge

move per Game Turn (unless otherwise

instructed by a Battle Card).

Example Continued: The Union Regiment in the previous illustration is in Command (9.0), has an Experience Rating of Seasoned (giving it 3 Actions this turn), and its Brigade has an Attack Order.

With its first Action, as pictured, it advances toward the Southern Regiment defending the Stone Wall. With its second Action, the Union Player wants to make a Charge move and initiate Bayonet Combat (14.0). After seeing the results of that, the Union Player might use the third Action to help recover his own devastated unit, or pour Point Blank fire on the Confederates and try to finish them off.

[10.4] Order Limits: Units under Defend and

Confusion Orders are limited to only one

Move Action each turn when activated.

Units under Attack Orders may perform up to

two Move Actions each turn when activated,

and these may be the same or different types

of movement (e.g., a unit with an Attack Order could Sidle and make a Normal move in the same turn by using two Actions, one for each move).

Units with a Maneuver Order are not limited

in the number of Move Actions they can make

each turn when activated.

[10.5] Terrain Effects: A unit‟s move is

always strictly affected by crossing terrain

features on the map.

If any portion of any Stand in that unit

touches a terrain feature that affects move-

ment at any point during a move, that

terrain‟s effect is applied to that unit at the

conclusion of that Move Action.

Terrain effects penalties must be strictly

enforced. Any contact a unit has with affect-

ing terrain equals a possible Disorder for it.

Disorder measures a unit‟s physical disorg-

anization, psychological trepidation and

reflects casualties (i.e., troops falling out).

Think of it as the state of a unit’s cohesion.

Units moving through affecting terrain at their

full Movement Rate increase their Disorder

Level by one (+1) for Light Obstacles or

by two (+2) for Heavy Obstacles. This

Disorder penalty is applied at the end of each

Move Action in which that unit moves

through affecting terrain.

If multiple types of terrain are moved

through, only the single worst Disorder

penalty is charged.

If a unit is at Disorder Level 4 and receives

a Disorder result, one of its Stands must

take one Casualty per unsatisfied Disorder

result exceeding Disorder Level 4.

[10.5.1] Steep Hills: A unit conducts Steep

Uphill movement when the front edge of

any Stand in that unit moves from a lower

elevation to a higher elevation through a

“hatched” contour line.

Steep Uphill movement adds one

additional (+1) Disorder per hatched

contour line crossed to the normal

Disorder penalty charged by other terrain

moved through.

Note that units moving in Battle Line tend to

“catch” more terrain than units moving in

Column do; this is an intentional feature.

Example: A Confederate unit‟s Move Action takes it through Rocky Woods, over a Fence and across two Steep Hill contour lines. It is only charged two (+2) Disorders for the single most difficult terrain affecting that one Move Action (Rocky Woods; ignoring the Fence), plus two additional (+2) Disorders, one each for moving up slope across the two Steep Hill (hatched) contour lines.

For this single Move Action, this unit is charged a total of four (4) Disorders. Since it began that Move Action at Disorder Level 2, it is raised to Disorder Level 4 and two Stands suffer Casualties (i.e., are flipped to their reduced-strength sides).

[10.5.2] Re-Ordering the Line: If a unit

moves half (1/2) or less (for units that

Sidle or Fall Back, this means moving 1/4

or less) of its maximum movement for that

Action, the Disorder penalty for that Move

Action is reduced by one Disorder (-1)

as shown on that column of the Terrain

Effects on the Movement Table.

[10.6] Passage of Lines: One friendly unit

can move through another if either is in

Battle Line or Unlimbered Formation.

Units cannot “stack,” meaning one unit‟s

Stand(s) cannot remain on top of another‟s at

the end of a unit‟s activation (i.e., at the

completion of all of its Actions). If stacking is

unavoidable (e.g., during a Retreat or

Withdraw move), move the active unit

further along in the same direction until it is

no longer stacked. If this forces the unit off

the game map, the unit is kept off map until it

can be moved back on from the same spot.

[10.7] Movement Prohibitions: The

following movement situations are prohibited

to friendly units:

[10.7.1] Moving Unit’s Status: Units that

are in a bent Battle Line or have Gone to

Ground cannot be moved voluntarily. They

can be forced to move (e.g., from a Morale

Test result or Battle Card effect). An Un-

limbered Artillery unit can only perform

one Move Action (of up to 1”) per Turn.

A unit in Column or Limbered Formation

cannot move through another friendly unit

that is also in Column or Limbered

Formation except while Withdrawing or

Retreating.

[10.7.2] Enemy Units: Enemy units cannot

be moved through. They can only be con-

tacted with a Charge move (10.3).

An enemy Leader that is contacted by a

friendly unit is instantly picked up and

placed directly behind the nearest enemy

unit (i.e., so that Leader is touching the

back of one of that unit‟s Stands).

[10.7.3] Off-Map Movement: A unit may

temporarily “spill over” the edge of the

map while moving but may not end its turn

with Stands off the map. Entire units may

temporarily leave the map as a result of a

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Withdraw/Retreat (see 10.6), but suffer the

normal penalty (see 15.3). While off map,

units cannot do anything except Rally

and/or Reorganize and cannot be attacked

in any way until moved back onto the map

(as a Reinforcing Unit). They may also

permanently leave the map to meet the

scenario Victory Conditions.

[10.8] Leader Movement: Leaders move at

any time while their Brigade is activated.

Leaders are not “units,” therefore:

They do not have a Formation or Facing.

They ignore all terrain penalties.

They can stack with friendly units, and

do not block or otherwise affect those

units.

[11.0] FORMATION &

FACING CHANGES

A unit uses the Change Formation Action

(which is not considered “movement” per se

and is never affected by terrain disruptions) to

adjust its Formation and/or reorient its facing.

Important: All of the Stands in a unit must

remain in contact with each other at all

times along their edges or, when their

Formation is “bent” (11.3) at their corners.

Think of them snapped together like magnets.

Each time a unit uses a Change Formation

Action, it can make one of the adjustments

listed below (11.1 to 11.4):

[11.1] Line, Column and Limber: Infantry

and Cavalry units alternate between Battle

Line (9.1) and Column (9.2), while Artillery

units can switch between Unlimbered (9.3)

and Limbered (9.4) Formations.

To alternate between its allowed Formations,

that unit uses one (1) Change Formation

Action, its Stands are repositioned into the

new Formation (and, if desired, that unit‟s

facing may be freely changed, see 11.2).

Procedure

When changing Formation from Column

(Limbered) to Battle Line (Unlimbered), a

unit‟s Stands are lined up horizontally on

either side of the Stand at the front of that

Column in equal numbers on both sides.

When a unit has an even number of Stands,

the extra Stand can go on either side (below).

When changing from Battle Line (Unlimber-

ed) to Column (Limbered), determine the

Stand at the center of that unit‟s line (it is the

owning player choice between the two center

Stands if that unit has an even number of

Stands in its line) and place the other Stands

in that unit behind that center Stand in

Column (Limbered) formation.

[11.2] Change Facing (Rotate/Spin): To

alter a unit‟s facing, “spin” an unbent (11.3)

unit (i.e., all of its Stands) on that unit‟s

geometric center point to the desired new

direction while maintaining its Formation

(e.g., Battle Line).

Important: When spinning a unit in place to

change its facing, the geometric center of the

entire unit (i.e., the sum of all its Stands) must

be maintained before and after the change.

Think of that point as being nailed down.

Example: A Battle Line of four Stands Changes Facing by “spinning” on its geometric center. Note its Stands stay “snapped” together like magnets. Historical Note: We are aware that units did

not “pinwheel” on a battlefield, but “wheeled”

instead. Quite simply, a pinwheel is much

easier to explain to new players and functions

satisfactorily during gameplay.

[11.3] Bend or Straighten the Line: A multi-

Stand unit in Battle Line / Unlimbered

Formation uses this Action to “bend” the End

Stands (any single or group of Stands that are

entirely to one side of the Stand at the center

of that unit‟s line; the owning player‟s choice

between the two center Stands if that unit has

an even number of Stands in its line) and thus

extend its facing to more than one direction.

“Bent” units cannot move voluntarily! A

player wishing to move a bent unit must first

use an Action to restore it to a Formation that

can move. Note that a bent unit forced to

Charge, Withdraw or Retreat, automatically

“unbends” and snaps back into a straight

Column or Battle Line before conducting

that forced move.

[11.3.1] Refusing a Flank is achieved by

simply bending the End Stands forward or

backward, making sure that the Stands stay

in touch with each other at some point.

The threat of the advancing Confe-derate unit in Battle Line Formation from the west convinces the Union Player to use an Action to Change Formation and bend the End Stand of his unit‟s Battle Line as shown (“refusing” its right flank). This is important when conducting Fire Combat (13.0). Notice that the refusing Stand stays connected to its unit by touching the corner of the adjacent Stand.

Restoring the Line is accomplished by

spending an Action to return (“snap”) the

original Battle Line /Unlimbered Formation

back to its original position. Alternately, a

unit with a refused flank can be changed

directly into a Column (or Limbered;

11.1) Formation by using the requisite

Action(s).

[11.3.2] Irregular Formation is used to

bend up to every Stand in that unit so that

they conform to the natural contours of one

or more terrain features at that unit‟s

location.

The Union unit wants to hold the peak of The Stony Hill and defend it against all comers. An Irregular Formation allows it to bend and wrap its Stands to conform to the contours of the summit. Note that even in an Irregular Formation, the Stands must remain in contact with one another.

Returning to Formation happens when an

Irregular Formation is changed into a

Column (or Limbered; 11.1) Formation by

using the requisite Action(s).

Note that an Irregular Formation cannot

return directly back into a Battle Line!

“Control” of the unit must be re-established

first by organizing it into a Column (or

Limbered) Formation, and then spending

another Action to re-establish a Battle Line.

Refusing a flank as shown above protects a

unit from being “outflanked” in combat.

Pushing a flank forward (instead of “refusing”

it) sets up a “killing zone” where Stands and

Guns can concentrate more fire to their center.

An Irregular Formation is great for defending

a certain piece of key terrain (e.g., a hilltop,

buildings or river), but reforming afterwards

to maneuver or counterattack takes some

effort.

[11.4] Voluntarily Go to Ground:

To make a unit with a Defend Order

(only) less vulnerable to enemy fire,

X

FRONT

BEFORE (Column)

FRONT

AFTER (Battle Line) This Regiment‟s fourth Stand could be deployed on either flank of its new Battle Line.

This unit, the 17th Maine, consists of two Stands, shown here deployed in Battle Line Formation. Its geometric center, halfway horizontally and vertically amid the sum of all its Stands, is shown with a thick “X.”

X

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Measure out from the Fire Triangle at the bottom-center of each Stand to the top corners to find the 45-degrees Fire Arc.

The Fire Arc of 45-degrees.

it can be commanded to Go to Ground.

Simply place a Gone to Ground marker with

that unit. A unit must be under a Defend

Order to perform this Action.

[11.5] Orders: A unit under a Maneuver

Order may conduct one free Formation

Change Action (11.1 to 11.4) at any point

during its activation.

Example: The Confederate Player activates a Veteran Infantry Regiment [4 Actions] in Column Forma-tion and under a Maneuver Order since he wishes to move to occupy a fence line as a defensive position.

The unit moves forward 3” straight ahead (10.1) for the first of its four allowed Actions (8.1).

It then turns towards the fence line for free (11.5) and moves just over 2” straight forward into contact with the fence for its second Action.

Now in position against the fence, it changes into Battle Line Formation (11.1) for its third Action.

For its fourth Action, it bends its right-most end Stand back, thus “refusing” its flank to meet a Union threat to the north. But it runs out of Actions before the unit could conduct Fire Combat (13.0) with its refusing Stand against the enemy unit!

[12.0] REORGANIZATION When a unit performs a Reorganize Action, it

is gathering stragglers and the lightly wound-

ed, putting them back into action, restoring

order, and otherwise getting that unit in a state

of better control during the tumult of battle.

[12.1] Stand Up!: A unit voluntarily removes

its Gone to Ground marker by using one

Reorganize Action to do so. Note that a Gone

to Ground marker is automatically

(involuntarily) removed if that unit is forced

to move due to a Battle Card, Morale Test, or

being Charged.

[12.2] Restore Order: A unit removes one

level of Disorder (e.g., from 3 down to 2) by

using one Reorganize Action to restore order.

Adjust (or remove) its Disorder marker to

reflect this improvement. You may also freely

rearrange that unit‟s reduced- and full-

strength Stands within its current Formation,

if desired, when restoring order (2.2).

[12.3] Recover Casualties: A unit that has

more than one reduced-strength Stand, or

has any Eliminated Stands, can attempt to

recover those casualties by using one Reorg-

anize Action per attempt to recover casualties.

For each Reorganize/Casualties Action, the

owning player rolls one die and consults the

Recovery Table. On a Recover result, that

player may either flip a reduced-strength

Stand back over to its full-strength side – OR

– bring an Eliminated Stand back into play

on its reduced-strength side. In the latter

case, place the regained Stand at the back of

that units Column (Limbered) or on the flank

of its Battle Line (Unlimbered) whether or not

it is bent in some way.

[12.3.1] Recovery Limit: A unit can never

regain its “full health” by using Recover

Casualties Actions during play. At least

one reduced-strength Stand must remain

in that unit (which cannot be recovered).

[12.3.2] Eliminated Units: Non-Artillery

units (only) whose last Stand is Eliminated

can still be reorganized by using Recover/

Casualties Actions. (In fact, while wiped

off the map, this is the only type of Action

they can perform). No Die Roll Modifiers

apply to a Recovery roll in this case. Upon

elimination, the owning player places that

unit on the Turn Record Track two turns

ahead of the current turn. When that turn is

reached, the player may begin to roll to

Recover Casualties for that unit. Artillery

units cannot Recover Casualties once

completely eliminated!

The first successfully recovered Stand is

placed by the owning player anywhere off

map in a friendly Deployment Zone or, if

that scenario has none, off of a friendly

map edge (North edge for the Union, South

edge for the Confederates). That unit imme-

diately receives any Order, is placed in any

Formation and receives a Disorder Level 4

marker. It functions normally in all respects

from then on as a Reinforcing Unit.

Example: A Seasoned unit [Disorder Level 2 and 1 Eliminated Stand] is under a Defend Order while holding a piece of vital ground in Irregular Formation. It is being pounded at Extreme Range by enemy Artillery fire as enemy Infantry closes in for an assault. In preparation, the unit steels itself by using three Reorganize Actions in a row.

Its first two are used to Restore Order and thus remove both Disorder Levels (12.2), completely restoring the unit‟s cohesion and removing its Disorder marker. “Rally „round the flag, boys!”

With its third Action, its owner attempts to Recover Casualties (12.3), rolling one die on the Recovery Table. Since this unit is not within enemy Battle or Point Blank Fire Range, and has a Defend Order, there is a plus one (+1) Die Roll Modifier (DRM). The player rolls a 4, which is increased to a „5,‟

allowing that unit to recover its one Eliminated Stand. The player returns the previously Eliminated Stand to play by placing it on either flank of that

unit‟s Formation on the map (12.3, last sentence) on its reduced-strength side.

[13.0] FIRE COMBAT

Units can shoot at each other on the battle-

field, representing the disciplined discharge of

their weaponry (e.g., muskets or cannons).

General Rules

A unit uses one Fire Combat Action to

“shoot” at enemy units with a Fire Attack

and additional Fire Combat Actions may be

used to increase the deadliness of that attack.

An activated unit can only conduct one Fire

Attack during its Player Turn. (This excludes

Defensive Fire or Return Fire conducted

during the opponent’s Player Turn.)

An active unit (only) can fire at up to two

separate enemy target units during its single

Fire Attack on that turn.

Example: A unit could not conduct a Fire Attack, move forward, and conduct a second Fire Attack during that same turn. It could move, conduct a Fire Attack against one or two enemy units from that position, and then perform other non-Fire Combat Actions to complete its turn.

All Fire Attacks (including Return Fire and

Defensive Fire) use the following procedure:

Fire Combat Sequence

1. Check Each Firing Stand for its Fire

Zone, Range to, and the Visibility of, the

Target Unit(s; up to 2 different targets)

2. Determine number of Fire Dice to use;

Firing player rolls them against each target

3. Determine and Apply Hits

4. Target unit’s possible Morale Test

5. Target unit’s possible Return Fire,

repeating Steps 1-4, above

Cases

[13.1] Fire Eligibility: When a unit fires,

each Stand in it is checked individually and is

allowed to participate (i.e., becomes a Firing

Stand) only if it has a Fire Zone (13.2), is

within range of (13.3) and can trace visibility

(13.4) to at least one enemy Stand (called the

“Target Stand,” see below).

Each Firing Stand‟s designated Target Stand

must be the nearest eligible (i.e., meets the

Fire Zone, range and visibility requirement)

Stand of the Target unit.

[13.2] The Fire Zone: To be an eligible

Target Stand, it must fall into the Firing

Stand‟s Fire Zone. A

Fire Zone is a 1” wide

corridor (i.e., the same

width as this game‟s

Rulers) that can be

tilted in an arc extending

from the unit‟s front

facing edge outward at

up to a 45-degree angle.

Action 1: Advance

Free Turn, Action 2

Action 3: Battle Line

Action 4: Refuse Flank

No Action 5, so no

Fire Combat

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One way to check a Stand‟s Fire Arc is to

line up a straight edge with the triangle at the

bottom-center of the Stand and extend it over

either top-corner of that unit.

Another way to check a Stand‟s Fire Zone is

to simply line up the cut, bottom edge of the

Combat Ruler with front edge of the Stand as

shown above.

[13.3] Range: The range of a Fire Attack is

determined by measuring the shortest distance

between the Firing and Target Stands.

A Fire Attack is conducted at one of three

ranges: Point Blank, Battle and Extreme.

The Firing unit uses the longest range

measured from among the Firing Stands used

to conduct that particular Fire Attack. Fire

Combat is prohibited beyond Extreme range

for the Firing Stand‟s weapon type.

These ranges, as per the Fire Combat Table

and the Combat Ruler, are the maximum

distance for each range category.

[13.4] Visibility: Finally, to be an eligible

Target Stand, some portion of it must be

“visible” to the Firing Stand targeting it.

Visibility is measured by tracing a Line of

Sight (LOS) from any part of the Firing

Stand to any part of the Target Stand,

regardless of the distance traced through

unblocked terrain.

Restrictions on Visibility

[13.4.1] Terrain (Key Concept): Where

there is no terrain blocking visibility, the

distance that a Stand can “see” is unlimited.

When tracing through certain types of

terrain within its Fire Zone, how far a Stand

can see may be limited. Where the LOS

from the Firing Stand to the Target Stand

touches one of these terrain types (as listed

on the Player Aid sheet; e.g., Woods), its

ability to see can be no further than the

cumulative maximum distance listed.

If the total distance traced through

restricting terrain exceeds the distance

shown on the Terrain Visibility Table, that

LOS is considered blocked and the target

unit is not visible.

Example: The Confederate unit is shooting across Rocky terrain (unlimited visibility) through a 1/4” patch of Rocky Woods (1” max visibility) in front of if. The Target Stand is at Extreme Range (between 3” and 5”), and is itself behind 1/2” of Rocky Woods.

The target Stand is visible, as the cumulative amount of Rocky Woods being “seen through” is 1” or less.

When more than one type of restricting

terrain is being looked through to see the

target unit (e.g., both Orchard and Rocky

Woods), all measurement is based upon the

worst terrain for visibility.

Example: A Firing Stand peering through 1” of Woods and ½” of Rocky Woods is considered to be looking through 1½” of Rocky Woods, and thus the target unit would not be visible.

[13.4.2] Elevation: The elevation contours

of the map are marked with numbers

representing the relative height of the

contours (e.g., elevation contour “53” is

two lower than contour “55”).

A Stand‟s elevation is determined by the

location of its front edge. If that should

straddle one or more contour lines, it is

to be considered at the elevation where

the majority of that Stand resides. When

that is evenly split, it is to be considered

at the lower of those elevations.

For terrain to restrict visibility (i.e., for

Case 13.4.1 to apply), that terrain‟s

elevation must be at or between the

elevations of the Firing and Target Stand.

Example: If the Firing Stand is at elevation contour “52” and the Target Stand is at contour “56,” only intervening terrain located at contours “52,” “53,” “54,” “55” and “56” could hinder the LOS. Restricting terrain at elevation “51” would be too low to block LOS.

An LOS may never be traced through a

contour line (regardless of terrain) that is

at a higher elevation than both the Firing

and Target Stands (i.e., a “rise” in the

ground between the two Stands blocks

their Line of Sight to each other).

Example Continued: Restricting terrain at contour “57” would automatically block LOS as it is higher than both units.

A Firing Stand‟s cumulative maximum

LOS distance through restricting terrain

is increased by one inch (+1”) if that

Firing Stand is at least two (2) contours

higher than the Target Stand.

Examples: A Firing Stand is at contour “55” and its Target Stand is at contour “51.” There is an intervening 1½” strip of Rocky Woods at elevation “52.” The maximum LOS through the Rocky Woods is 2” (the 1” base amount + 1” due to the contour difference); therefore the Firing Stand sees its target.

If, instead, the Firing Stand unit were at contour “52,” the maximum LOS would be 1” through that terrain and it could not see the Target Stand.

If both the Firing and Target Stands were at contour “54,” the intervening restricting terrain at contour “52” would not affect LOS at all.

[13.4.3] Other Units: An LOS cannot be

traced through other Stands (friendly or

enemy) at the same contour level as the

Firing Stand. A Firing Stand‟s Fire Zone is

blocked if an intervening Stand at the same

contour level as the Firing Stand occupies

½” or more of the 1” width of the Firing

Stand‟s Fire Zone.

A Firing Stand can always shoot over

intervening Stands if both the Firing and

Target Stands are at higher elevations than

the intervening Stand.

Important: Units at a higher elevation

firing over friendly units (only) at a lower

elevation that are in the Firing Stand‟s Fire

Zone can conduct Overhead Fire.

To conduct Overhead Fire, a Stand must

be at least two contours higher than the

intervening friendly Stand.

Overhead Fire is prohibited if the Target

Stand is within 1” of the intervening

friendly unit.

Overhead Fire is always allowed if the

intervening friendly unit has a Gone to

Ground marker (regardless of contours

or the Target Stand‟s relative distance).

Resolving a Fire Attack

[13.5] Fire Resolution: Unlike determining

Fire Eligibility (13.1), Fire Attacks are

resolved by unit, not by Stand. All of a unit‟s

eligible (13.1) Firing Stands fire (i.e., roll

their dice) together as a single “fistful” at the

designated Target Unit.

Procedure

The Firing player rolls a number of Fire Dice

(each symbolized with a 3-D die symbol: z)

Maximum Fire Arc

A 1” wide corridor

45º angles

The Confederate Firing Stand is at the edge of its Extreme range to the designated Union Target Stand located in the angle of the Orchard.

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as shown on the Fire Combat Table on the

Player Aid sheet (an odd ½ die is rounded up).

The number of Fire Dice thrown is adjusted

for all applicable firing and target unit

conditions listed on the Player Aid sheet.

All Hits rolled are then applied to the Target

Unit by its owning player.

[13.5.1] Conditions Affecting Fire Dice: Various conditions affect the number of

Fire Dice rolled:

Additional Fire Combat Actions: A

unit using multiple Fire Combat Actions

for its single Fire Attack that turn gains

one additional Fire Die (+1 z) per

additional Fire Combat Action used to

“pour it on.”

Terrain Cover: The Target Unit benefits

from terrain cover (i.e., reduces the

number of the attacker‟s Fire Dice) if:

o Half or more of the Target Stands in

that attack have their front edges

occupying the qualifying terrain, OR

o Half or more of the Fire Zones traced

from Firing Stands to their respective

Target Stands in that attack passed

through any amount of such terrain

and that terrain is located at the same

contour or within one contour (higher

or lower) of either Stand‟s elevation

(even if the Target Unit itself does not

qualify as occupying such terrain, see

above).

In order to derive cover from a linear

obstacle (e.g., a wall), half or more of

the Targeted Stands must be in direct

contact with that feature and it must be

between the Firing and Target Stand –

being on top of the feature is no good.

Cover is not cumulative! Use only the

single most beneficial cover modifier.

If the final total of Fire Dice in a Fire

Attack is less than one (<1), one Fire

Die is rolled. The To Hit number is

always a 6 (regardless of range) and the

Target Unit does not take a Morale Test.

[13.5.2] The “To Hit” Numbers: The Fire

Combat Table on the Play Aid sheet lists

the To Hit number(s) needed to score

“Hits” on the target unit (e.g., at Point Blank

Range, the To Hit numbers are 5 and 6; at

Battle or Extreme Range, only a 6 inflicts a Hit). After the Fire Dice are thrown for a

Fire Attack, those results that are To Hit

numbers are “Hits.” All other results are

“misses” and have no effect.

[13.5.3] Applying Hits: The owning player

applies all of the Hits inflicted to the entire

Target Unit, regardless of how many Stands

were actually targeted. Each Hit is applied

separately in one of the following ways:

1. Disorder: The Target Unit‟s level of

Disorder is increased by one (+1), up

to a maximum of Disorder Level 4

(). A unit currently at Disorder

Level 4 must take all further Hits as

Casualties (see below).

2. Casualties: Reduce one Stand in the

Target Unit. If there are any full-

strength Stands in that unit, one of them

is reduced by flipping it over () to its

reduced-strength (red print) side,

starting with the Stand closest to the

firing enemy unit. If there are no full-

strength Stands in that unit, one

reduced-strength Stand (again starting

with the one closest to the firing enemy

unit) is eliminated (removed from the

map and set aside). It can be recovered

later as per Case 12.3.

Example: The Confederate 3rd South Carolina Battalion is at Disorder Level 2 () and is pummeled by a strong Union attack that inflicts 3 Hits. The Confederate Player applies the first 2 Hits as Disorder, increasing the Disordered marker to reflect its new status of Disorder Level 4 (). With the 1 Hit remaining, he has no choice but to flip one of the unit‟s full-strength Stands to its reduced-strength side.

[13.5.4] Point Blank Smoothbore Fire: For

each Hit inflicted by a Smoothbore-armed

unit (Cannon or Rifle) at Point Blank range

(only), the firing player first rolls one die. On

a roll of 5 or 6, that Hit must be applied as

a casualty. After this roll is made, the

remaining Hits that do not result in mandatory

casualties are applied normally.

This procedure is to simulate the devastating

morale and physical effects of the “Napoleon”

smoothbore cannon and the shotgun-like

“Buck n‟ Ball” ammo of smoothbore rifles.

[13.6] Morale Tests: The targeted unit must

immediately take a Morale Test (15.0) if one

of the following conditions applies:

It was an Infantry Fire Attack at Extreme

range and inflicted at least two Hits;

It was an Infantry Fire Attack at Battle or

Point Blank range, or an Artillery attack at

Extreme range, and inflicted at least one

Hit;

It was an Artillery Fire Attack at Battle or

Point Blank range (always);

It was a Defensive Fire Attack (always,

see 14.2).

[13.7] Return Fire: Once per Action Phase (unless under a Defend Order) an Inactive

unit that did not receive a “Broken” result

from a Fire Combat Morale Test (15.0) can

immediately interrupt the Active Player and

conduct a free “Return Fire” Combat

Action back at the Active unit.

[13.7.1] Resolution: A Return Fire Attack

is conducted like a normal one-Action Fire

Attack (i.e., as per Rules 13.5 and 13.6)

except that the Return Firing unit does not

need visibility to the Active enemy unit.

[13.7.2] Opportunity Fire: Should an

Active unit end any Move or Formation

Change Action within eligible Point Blank

range of an Inactive unit, that Inactive unit

can immediately interrupt the Active Player

and conduct Opportunity Fire (before

being shot at) in lieu of Return Fire (after

being shot at). Note that Opportunity Fire is

normally not allowed by the target of a

Charge; it will issue Defensive Fire in-

stead, as per 14.2. However, if the charging

enemy unit does not close, the target of the

charge may still issue eligible Opportunity

Fire. Opportunity Fire counts as that unit‟s

one allowed Return Fire for that Action

Phase and is resolved like Return Fire.

Opportunity Fire is the price the Active unit

pays for “putting on a parade” in front of an

Inactive enemy unit. Note that Opportunity

Fire is less effective (-1 w) than Return

Fire but has the advantage of pre-emption.

[13.7.3] Defense Orders: Inactive units

and Artillery batteries can only conduct one

Return/ Opportunity Fire Attack per

Action Phase with the exception of units

under a Defend Order. Units under a

Defend Order may perform an unlimited

number of Return/Opportunity Fire Attacks

(but they can’t issue both Opportunity Fire

and Return Fire at the same enemy unit.)

[13.8] Multiple Targets: A Firing Unit may

divide its Firing Stands between up to two

eligible enemy units per Fire Attack. Each

Firing Stand can still only fire at one enemy

Target Stand per Fire Attack and determines

its Fire Attack separately against its designat-

ed Target Unit/Stand.

Bonuses and penalties for the Attacking unit

apply to both Fire Attacks. The conditions for

each Targeted Unit are determined separately.

Example: A Seasoned Confederate Infantry unit with four full-strength Stands and a Disorder 2 marker is under an Attack Order and it uses all three of its Actions for Fire Combat against two nearby 1-Stand Union units.

The two left-side Confederate Stands are eligible to fire at only the first Union unit, and declare to do so. All of the Confederate Stands are eligible to fire

+ =

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at the second Union unit (which is in Rocky Woods terrain), but only the two right-side Stands remain to be fired, and those two are declared to do so at the second Union unit.

The left-side Fire Attack receives six Fire Dice (2 z each for the two Stands, -1 z for the Firing

Unit‟s Disorder, +1 z for the Attack Order, and

+2 z for the two extra Fire Combat Actions).

The right-side Fire Attack starts with the same six Fire Dice, but loses -2 z due to the Target Unit‟s

terrain for a net total of four z.

Fire Combat Example: A Veteran Confederate Infantry unit with three full-strength Stands and a Disorder 3 marker is under a Confusion Order. It is Rifle-armed and decides to stay in place and blast away at a Union defensive (fence line) position that is 2” away (i.e., at Battle range).

It uses four Fire Combat Actions for its Fire Attack, meaning the Confederates roll six Fire Dice (2 z each for the three Stands, -2 z for the

Firing Unit‟s Disorder, -1 z for the Confusion

Order, and +3 z for the three extra Fire Combat

Actions). The dice roll is: 2, 5, 6, 4, 2 and

6, resulting in two Hits to the targeted Union unit.

The Union Player decides to take both of these Hits as Disorder results (13.5.3) and places a Disorder 2 marker on the unit. Since the Union unit took one or more Hits (13.6), it must take an immediate Morale Test (15.0).

Assuming that the Union unit passes its Morale Test, it may Return Fire (13.7). The Union unit, which is under a Defend Order, has three Stands, two of which are on their reduced-strength sides. The Union Return Fire rolls three Fire Dice (2 z

for the full-strength Stand, +1 z each for the two

reduced-strength Stands, and -1 z for the unit‟s

own Disorder Level). The Union Player rolls 3,

1 and 5, which all miss. The Confederate unit

suffers no Hits, does not have to take a Morale Test, and its turn then ends.

[14.0] BAYONET COMBAT

A unit conducting a Charge Movement

Action (10.3, a.k.a, “the charging unit”)

begins the Bayonet Combat sequence by

attempting to contact the targeted unit and

engage it in Close Quarter Combat.

Bayonet Combat Sequence

1. Defender Morale Test to Hold. If the

defending unit is Broken or Shaken +

Withdraw, the charging unit is declared

the winner; if it holds, proceed to Step 2

(below)

2. Defensive Fire at Point Blank range

3. Attacker Morale Test to Close. If the

charging unit is Broken or receives any of

the three Shaken results, the defending unit

is declared the winner; if it closes, proceed

to Step 4

4. Close Quarters (“CQ”) Combat Rounds:

A. To Hit Rolls are made for both sides

and applied (14.4) simultaneously

B. The unit suffering the most Hits takes a

Morale Test first (if both suffer equal

Hits, then both take Morale Tests and

apply the results simultaneously)

C. If the unit suffering the most Hits passes,

then the other unit takes a Morale Test

D. If either unit fails, it is declared the

“loser” and the other unit is the “winner”

E. If both units pass, another Round of

Close Quarters combat is fought (Step A)

Cases

[14.1] Morale Test to Hold: A unit contacted

by a charging enemy must take a Morale Test

to Hold. If it gets a Broken or Shaken +

Withdraw Morale Test result, it is moved per

the normal Morale Test procedure (15.3) and

the charging unit wins (see 14.4.3). If the

contacted unit does not suffer a Broken or

Shaken + Withdraw result, it automatically

performs Defensive Fire (14.2).

[14.2] Defensive Fire: This is a “free shot” (a

unit makes one free Defensive Fire Attack

every time it is charged) resolved by that unit

performing one Fire Combat Action at Point

Blank range against the charging unit.

[14.3] Morale Test to Close: The charging

unit must take a Morale Test to Close after it

receives Defensive Fire (even if no Hits were

scored). If it suffers a Broken, Shaken,

Shaken + Go to Ground or Shaken + With-

draw result (these latter two are collectively

referred to as “Shaken +” results), it is moved

per the normal Morale Test procedure (15.3);

no actual Close Quarters Combat ensues and

the defending unit wins (see 14.4.3). If the

charging unit does not receive a Broken,

Shaken or Shaken + result, Close Quarters

Combat ensues (14.4).

[14.4] Close Quarters (CQ) Combat: CQ

Combat (fought with very close range fire,

bayonets, etc.) is conducted in “Rounds.”

Each Round is conducted according to Steps

4.A-E of the Bayonet Combat Sequence.

Immediately remove any Gone to Ground

marker (at no cost) from units engaging in CQ

Combat.

Players begin by consulting the CQ Combat

Table to determine how many dice each side

rolls to inflict Hits on the other.

Important: All Stands of a unit participate in

CQ Combat, even if they are not physically in

contact with the enemy unit.

The results of both players‟ rolls are applied

simultaneously with each 6 scoring a Hit.

Note that there is no minimum number of CQ

Combat dice thrown!

[14.4.1] Bloody Fight: At least half (i.e.,

rounding up to the next whole number) of

the Hits inflicted by CQ Combat must be

taken as casualties (13.5.3, #2).

[14.4.2] Morale Tests to Stand: The unit

that received more Hits in a Round of CQ

Combat must take a Morale Test to Stand.

If that unit does not receive a Broken or

Shaken + result, then the other unit must

similarly take a Morale Test to Stand.

If both sides receive an equal number of

Hits (even zero), then both units must take

Morale Test to Stand with the results

applied simultaneously.

[14.4.3] Ending CQ Combat: A unit that

is completely eliminated loses that combat.

If a unit receives a Broken or a Shaken +

Morale Test result, it is moved per the

normal Morale Test procedures (15.3) and

loses that combat.

If both units lose (i.e., both fail a required

simultaneous Morale Test to Stand), both

are moved per the normal Morale Test

procedures (15.3) and there is no winner.

If there is no loser declared that Round (i.e.,

neither side‟s Morale Test to Stand resulted

in a Broken or Shaken + result), then

another Round of CQ Combat ensues

(Steps 4.A-E), and this is repeated until

either a winner or no winner is declared.

[14.4.4] Winning and Losing CQ

Combat: The winning unit receives a

Confident marker (overriding any previ-

ously placed morale marker on the unit).

If the winning unit Charged or fought a

Round of CQ Combat, its level of

Disorder is increased by two (+2) to a

maximum Disorder Level of 4. Do not

inflict any additional casualties.

If the losing unit is an Infantry type and

fought a Round of CQ Combat, its

level of Disorder is increased by two

(+2) to a maximum Disorder Level of 4

(unless Broken, of course). Do not inflict

any additional casualties.

If the losing unit is an Artillery type and

fought a Round of CQ Combat, it is

completely eliminated.

[14.4.5] Charge Impetus: If the Charging

unit is the winner, it is moved forward,

occupying the defender‟s vacated position,

6 z

3 z

Fire Attack

Return Fire

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up until its front rank contacts the

geometric center of the losing unit‟s former

position (11.2). However, it must stop ½”

short of contact with another enemy unit.

[14.5] Charging Multiple Units: If the

charging unit contacts more than one enemy

unit simultaneously, all charged defending

units are treated as one large unit for Bayonet

Combat resolution purposes, with the

exception that each takes its own individual

Morale Tests to Hold and to Stand.

Hit results applied to the defending units from

CQ Combat are distributed as evenly as

possible between these units (with any odd

result assigned by the owning player).

A charging unit must defeat all defending

units to be declared the winner (14.4).

Note that actual hand-to-hand combat in the

American Civil War was uncommon. Usually,

one side or the other would give way before

coming that close.

[15.0] MORALE TESTS

Morale Tests measure a unit‟s intestinal forti-

tude under combat duress. Units must check

their courage by taking a Morale Test on vari-

ous fight-or-flight occasions during a battle.

Cases

[15.1] When Morale Tests Occur: A unit

takes a Morale Test as indicated when:

It is required to per the Fire Combat and

Defensive Fire procedures;

It is entering Bayonet Combat (testing to

Hold or Close);

It is involved in CQ Combat (testing to

Stand);

It is contacted by a Retreating or With-

drawing unit (i.e., trying to avoid panic);

It is attempting to Rally.

[15.2] Morale Test Procedure: The owning

player rolls two dice. Their sum is modified

and compared to the Morale Test Table with

the indicated result applied to the testing unit.

Die Roll Modifiers

Terrain Cover: A unit gains the Morale

Table Die Roll Modifier (DRM) benefit

from “cover” if the front edges of half or

more of its total Stands occupy that terrain;

for linear obstacles (e.g., a fence or wall),

that Stand must be in direct contact with

that terrain feature and the feature must be

between the Stand and the enemy causing

the test (or the closest enemy).

Terrain Cover Morale Test modifiers are

cumulative (as opposed to Fire Combat

Terrain Cover modifiers which are not)!

“Flank” or “Rear” is defined as any

Attack that contacts the side or rear of the

unit‟s closest End Stand at a 90-degree or

greater angle and at least half of the

attacking unit‟s Stands are located entirely

behind the Target Unit‟s Front Line (an

imaginary line drawn across the front of the

targeted unit‟s closest End Stand).

Example: Is the Union unit outflanked?

Yes by the Confederate unit on the Union‟s left flank since “at least half of the attacking unit‟s Stands are located entirely behind” the target Union unit. Two out of three Stands in the enemy Column are behind the Union unit‟s imaginary Front Line.

No by the Confederate Battle Line on the Union‟s right. The Union Player has bent his line, refusing that flank to make it harder to be thus outflanked.

[15.3] Morale Test Results are applied to the

testing unit as follows:

Passed: The unit passes the Morale

Test and its morale is stable.

Remove any Confident, Shaken or

Broken marker from that unit.

Confident: The unit passes

the Morale Test with flying

colors. Remove any

Shaken or Broken marker

from that unit and place a Confident

marker on it.

Shaken: The unit passes the Morale

Test, but barely. Remove

any Confident or Broken

marker from that unit and

place a Shaken marker on it.

If this unit received Defensive Fire (14.2)

or Opportunity Fire (13.7.2) during a

Charge move, it backs up 1/2” from contact

with the unit it was charging.

Shaken + Gone to Ground:

The unit is right on the edge

of failing the Morale Test.

Remove any Confident or

Broken marker from that unit and

place a Shaken and a Gone to

Ground marker on it.

If this unit received Defensive Fire (14.2),

it backs up 1” from contact with the unit it

was charging and then goes to ground.

The act of going to ground represents the

troops “hitting the dirt” to find cover.

In CQ Combat when testing to Stand

(14.4.2), the testing unit does not go to

ground, instead it fails the Morale Test; in

that case, this result is treated as a Sha-

ken + Withdraw result instead (below).

Shaken + Withdraw: The unit fails

the Morale Test. Remove any

Confident, Broken and/or Gone to

Ground marker from that unit,

place a Shaken marker on it, and it

conducts a Withdraw move by

performing these Steps:

1. If the unit is in a “bent”

Formation, straighten it out for free. If it is

in Irregular Formation, reform it into a

Column (11.3.2) for free. If it is an

Artillery unit, place it in Limbered

Formation for free.

The Withdraw Move

2. Spin the unit to face the enemy unit that

caused the Morale Test (or the nearest

visible enemy threat in the case of with-

drawing due to a failed Rally attempt; see

16.0). This spin can temporarily contact an

enemy unit, but it has no effect. (Artillery

units are faced away from the nearest,

visible enemy unit).

3. Move the unit 2” directly backwards

(Artillery units move straight ahead; i.e.,

directly away), ignoring all terrain Disorder

effects during this Withdraw Move.

4. The withdrawing unit‟s level of Disorder is

increased by one (+1).

5. All friendly units contacted by the with-

drawing unit must immediately take a

Morale Test (to see if any panic spreads). If

the withdrawing unit ends its move on the

friendly unit, move it along further until it

is no longer touching a friendly unit.

If the unit withdraws beyond the map’s edge,

it stops off-map at its exit point and ends its

withdrawal. If a withdrawing unit has no

option but to come in contact with an enemy

unit, that withdrawing unit instead stops ½”

short of contact. If either of these conditions

applies, that unit has its Disorder increased

by two additional (+2) levels (for a total

of three) for failure to complete its Withdraw

move.

Broken: The unit fails the Morale

Test. Remove any Confident,

Shaken, Disorder and/or Gone to

Ground marker from that unit and

place a Broken marker on it. Then

conduct a Retreat Move by

performing these Steps:

The Retreat Move

1. It is placed in Column Formation and spins

to face directly away from the cause of the

Morale Test (or the nearest visible enemy

threat in the case of retreating due to a

failed Rally attempt; see 16.0). If a With-

drawing/Retreating friendly unit contacted

it, this unit takes that units same facing.

2. It then moves exactly 4” within a retreat

zone of 45-degrees of its current facing,

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ignoring all terrain Disorder penalties as it

flees.

3. The retreating unit suffers one (additional)

casualty (i.e., flip or remove 1 Stand).

4. If any friendly unit is physically contacted

by the retreating unit, that friendly unit

must take an immediate Morale Test. If the

withdrawing unit ends its move on the

friendly unit, move it along further until it

is no longer touching a friendly unit.

If the unit retreats beyond the map’s edge, it

stops off-map at its exit point and ends its

retreat. If a retreating unit has no option but to

come in contact with an enemy unit, that

retreating unit instead stops ½” short of

contact. If either of these conditions applies,

that unit has its casualties increased by one

(for a total of two) for not completing its

Retreat move.

Bayonet Combat Example: A Seasoned Union Infantry unit with four full-strength Stands in Battle Line Formation under an Attack Order announces a Charge Move against a Seasoned Confederate Infantry unit with two full-strength Stands in Battle Line Formation under a Maneuver Order behind a Stone Wall.

The distance between them is 2”, so the charging Union unit moves straight ahead and closes to contact with the Stone Wall. Since this Charge move (of 3”) was greater than half a move (>1.5”), the charging unit suffers a Disorder 1 (for hitting the Stone Wall “tired” after a long Charge; see Terrain Effects on Movement Table).

The Bayonet Combat Sequence begins with the Confederate unit taking a Morale Test to Hold (14.1). Rolling two dice, their sum is „6,‟ which is modified by -1 for being under a Maneuver Order and +2 for the assurance of the Stone Wall, for a net result of „7.‟ It Passed, so play progresses to the next Step in the Bayonet Combat Sequence.

The Confederates unleash their Defensive Fire Attack (14.2) at Point Blank range, rolling three Fire Dice (2 z each for the two Stands and -1 z

for their Maneuver Order). The dice roll is: 2, 5

and 4 resulting in one Hit to the charging Union

unit. The Union Player flips the Disorder 1 marker over to its Disorder 2 side then grimly takes the next Step, a Morale Test to Close (14.3).

The Union Player rolls two dice and the result is a ‟12,‟ which is modified by -1 for its state of Disorder, for a net result of ‟11.‟ A Confident marker is added to the Union unit as the Union Player whistles the first bar of The Battle Hymn of the Republic while proceeding to the next Step.

CQ Combat ensues (14.4) and, while any Hits are applied simultaneously, the players take turn rolling them out. The Union Player tosses nine dice (2 z

each for the four Stands and +1 z for being

Confident) to the Confederate Player‟s four dice (2 z each for the two Stands). The end result is that

the Union scored only 1 Hit while the Confederates rolled no Hits.

The South takes this loss as a casualty (14.4.1; at least half of CQ Combat Hits must be casualties), and so one Confederate Stand is flipped to its reduced-strength side. And since the Union inflicted more Hits during this Round of CQ Combat, the Confederates are obliged to take their Morale Test to Stand (14.4.2) first.

The Confederate Player throws two dice for a miserable result of „3,‟ which is modified by -1 for the Maneuver Order and +2 for the security of the Stone Wall for a net result of „4.‟ The unit is Shaken + Gone to Ground (15.3) which, because this is CQ Combat, becomes a Shaken + With-draw result instead. The unit receives a Shaken marker and performs a Withdraw move 2” directly backwards away from the victorious Union unit. It also receives a Disorder 3 marker (two for the fighting and one for the Withdraw move).

The charging Union unit has won and so needs not take a Morale Test to Stand. Its Disorder 2 marker is replaced with a Disorder 4 marker from the fighting (14.4.4) as it moves across the Stone Wall (14.4.5), and keeps its Confident marker.

[16.0] RALLY

Broken units cannot voluntarily perform any

Actions, they can only attempt to Rally.

During the Mutual Rally Phase, both players

must attempt to Rally their Broken units.

Procedure

Players alternate Rally attempts, one unit at a

time, starting with the First Player, until all

Broken units have attempted to Rally. A unit

“Rallies” by taking a Morale Test to Rally.

If the unit is off map when testing, do not

apply any terrain modifiers to the Rally test.

Rally Results

If the rallying unit receives a Broken result,

apply it normally. If currently off map, the

unit is eliminated instead.

If the rallying unit receives any other result,

apply it normally. Afterwards, place a

Disorder Level 4 marker on that unit

(replacing any previous Disorder marker).

The owning player may then give the unit any

Order. From that point on, the usual Brigade

Command Control Rule (7.0) applies

normally. If the unit is off map at the time of

Rallying, it is treated as a Reinforcing Unit.

GAME CREDITS

Game Design: Hermann Luttmann

Development: Alan Emrich, John Buck

Rules: Alan Emrich

Map Art: Rick Barber with Tim Allen and Brandon Pennington

Graphics and Counters: Mike Smith

Playtesting: Joe Caniano, Frank Chadwick, Dave Ells, Paul Fish, Charles Golightly, Taylor Hoffman, Pete Martin, Stephanie Newland, Frank Popecki, Kent Reuber, Dave Rosenzweig, Jan Spoor, Mike Taber, Van Vorhis

Proofreading: Hans Korting, Leigh Toms, Ian Wakeham

Points to Remember / Gameplay Hints

Remember to reference the size of each

unit. Units can consist of more than one Stand

and all such Stands must act together as one

unit. So an Infantry unit of three Stands is one

large unit, not three separate small ones.

Don‟t be intimidated by the terrain details

on the map. The terrain breaks down into only

three simple categories:

Clear: Open and Wheatfield;

Heavy: Rocky Woods;

Light: all the other terrain in the game.

Just keep those three categories in mind and

all the beautiful details on the map will not

be confusing at all.

Study all the subtle effects – pro and con –

of each of the Orders. They may seem

irrelevant, but having the right Order at the

right time (or vice-versa) has a very tangible

effect on the battle!

Remember, there is always a minimum

Fire Attack die roll of one die, hitting on a

6 (but not causing a Morale Test). And yes,

these “cheap shots” happen a lot (especially

with the small, 1-Stand Union regiments)

when fighting around Rose‟s Woods and on

Stony Hill.

Don‟t forget your Battle Cards and read

them carefully! These subtle events can be

game-changing, so use them wisely.

Manage your unit‟s Disorder Level based

on what you are trying to accomplish that

turn. For example, if you‟re looking to

maximize firepower against a target, don‟t

waste an Action reducing Disorder from “2”

to “1” or “4” to “3” – it won‟t change the

number of your Fire Dice. On the other hand,

if you‟re defending a position and need to

hold it, reducing Disorder is helpful as it

staves off those costly Casualty Hits and

elevates morale.

Your Leaders will likely get wounded or

even killed – it was a reality of the American

Civil War that officer casualties were high. So

use them to their fullest extent before that

stray bullet or sniper fire gets them.

Remember that units that are Out of

Command when the Brigade changes Orders

will operate under the old Order – and they

keep doing so until the Orders Phase of the

turn in which they are then back In Command.

There is nothing wrong with your counter-

sheet – in Gettysburg: The Wheatfield there

are no Smoothbore Musket-armed units, there

are no Crack or Raw morale troops, and there

are no Cavalry troops. Some of that will

change in this game‟s first expansion, as it

includes the arrival of the Union‟s Irish

Brigade.