American Civil War Campaign Rules © Greg Novak & Frank Chadwick


Section 1: Goal:

The following game is based on Frank Chadwick's House Divided.  Modifications have been made to bring it in line with the V&B Miniatures System, as well as better meet the author's personal prejudices, with the result that it is somewhat different from that published in the Battles of the American Civil War.

The following rules have been modified with use of 1/2 scale V&B basing.

Section 2: Player Roles:

Players serving in this campaign game will function in the following roles: A: As the presidents of the two warring countries, and B: As Army and Corps Commanders for the battles which are generated by this game.

2.1: Presidents: The two presidents, Abraham Lincoln and Jefferson Davis, will serve as commanders in chief. They will appoint and remove army commanders as they see fit, allocate marches to them, and determine where reinforcements will be raised. They may communicate with their commanders as they wish.

2.2: Army and Corps Commanders: Players will be assigned to serve as Corps Commanders at the start of the war and given the name of an actual commander. They will not be given the actual traits of their person, but rather left to develop them on their own. They may be promoted to serve as Army commanders at the Presidents wish, and removed in the same manner. Players who are promoted to Army commander will lose command of their corps, which must be broken up and assigned to serve as part of a different corps. If a army general is removed from command, that player will be assigned to the command of the next available corps, and given a new personality unless the President deems otherwise.

Section 3: The Strategic Map:

The Strategic Campaign Game is played on the attached map from the House Divided Game. It differs in a number of ways from the map within the Battles of the American Civil War.

3.1: The Map: The map consists of boxes marking locations within the eastern United States, which are linked to one another by transportation lines representing rivers, railroads, and roads. Movement will be done along the transportation lines linking the different boxes. Those boxes which have numbers in the lower corners are considered as recruiting cities, in which reinforcements can be raised for the two sides. While most cities will only allow recruiting by one side or the other, some cities will allow recruiting by either side. If the number is in the lower right hand corner, it is a recruiting centre for the Confederacy. If the number is in the lower left hand corner, it is the recruiting number for the Union.

3.2: Army Size: The total number of friendly recruiting cities controlled by a side determines the total strength of that sides army in terms of units. The Union starts with 33 recruiting cities in its control, with 2 additional ones that can be captured and used. The Confederacy starts with 28 cities, with an additional 6 that can be captured and used. Recruiting cities can be gained or lost as the game progress. A side may not have a larger army in play than they have recruiting cities to support. If that happens, a side does not remove units from play. Rather, they may not recruit any additional units until the actual army size falls below the number of recruiting cities that they control. When computing the size of an army, corps count as 1 unit and field (double corps) count as 2 units, Cavalry corps from 1862 to 1863 count as 1 unit, but starting in 1864 they count as 2 units.

3:3 Capturing Boxes: Each side starts the game in possession of the set number of boxes. Northern boxes are indicated by being clear while Southern boxes are indicated by a dot pattern. Kentucky starts the game neutral, and it's boxes are considered to belong to neither side and are marked in stripes.  To capture a box from the enemy, at the end of their turn a side must have one or more units in the box after all battles are resolved for that turn. Units which move through a box in the course of the turn do not capture the box. They must end their turn in a box for it to be considered captures. Once captured, a box belongs to that side until an enemy unit ends their turn in the box, and recaptures it.

3.4: Cavalry Corps: Cavalry corps may not capture boxes by themselves if the box in question was part of the opposing country at the start of the game. They can be used to recapture boxes that were part of their country at the start of the game. Note that Kentucky is not considered part of the Union or Confederacy.)

If a Cavalry Corps ends their movement in a box in enemy territory, that box is considered captured. As soon as they leave the box and move elsewhere, it reverts to the control of the enemy. The only exception to this is if a friendly recruiting city in enemy territory is captured by a cavalry corps, and a new unit is raised in the box during a recruiting phase. Then and only then does the box not revert to the enemy if the cavalry corps vacates the box.

Section 4: Game Length and Victory:

The game can go as long as forty turns, though it is possible for it to end before that happens.

4.1: Union Victory Conditions: The Union side wins when (and if) they control every Confederate recruiting city with a value of 2. These cities are New Orleans, Mobile, Charleston, Wilmington, Richmond, Nashville and Atlanta. When the Union side captures the last of these cities, play ends and the Union side has won the war.

4.2: Confederate Victory Conditions: The Confederate side wins if either of the following two conditions are meet:

  • At the end of the June, 1865 turn, the Confederacy still controls at least one Confederate city with a recruiting value of 2 or more.

  • Capture enough recruiting cities (and avoid losing enough) so that the Confederate Army maximum is larger than the Union Army maximum. If the Confederate Army maximum is 28, and the Union Army maximum drops to 27, play ends and the Confederates will have won the game.

4.3: Fall of Washington: The Confederate capture of Washington may or may not have ended the war, as it's impact on Union public opinion would depend on a number of political factors. Regardless, it would have a major importance on the outcome of the war, and the safety of the capital was always something that the Union high command needed to worry about. If the Confederates ever capture Washington, a D6 will be rolled. The result is the number of boxes that the Union will permanently lose from their army maximum. If Washington is recaptured by the Union, the Union will only regain 1 recruiting box as that is Washington's recruiting value. If the Confederates are able to capture Washington a second or even third time, the procedure is repeated.

Section 5: Sequence of Play:

The Strategic Campaign Game is played in a series of game turns, each representing a single month during March to October, and two  months in November-December, and January-February. Each turn consists of a Union Turn, followed by a Confederate Turn. In the Union Turn, the Union is considered the active side, while the Confederates are considered as the non-active side. In the Confederate Turn, the roles are reversed. Each turn is divided into four phases, which are conducted in the following order:

  • Movement Phase

  • Battle Phase

  • Promotion Phase

  • Reorganisation Phase

  • Recruitment Phase

All actions in one phase must be finished before the next phase can begin. All battles must be fought before the promotion phase commences, and all promotions must be made before the start of the reorganisation phase. In addition, at the end of the March, June, September, and November-December turns, a special Recruiting Phase is added after both sides have carried out their turns. This phase consists of a Union Recruiting Phase, and a Confederate Recruiting Phase. Note that this phase only happens four times a year, and occurs after both sides have completed their turns.

Section 6: Manoeuvre Units:

The basic unit of the game will be the corps. At the start of the game a standard corps for both sides with some variations will be used for the starting formations. Newly recruited formations will also be of a standard type, depending upon the year in which they are raised. During the course of a game, players may within limitations, reorganise their commands as they see fit, but only during the reorganisation phase.

6.1: Types of Units: There are three types of corps that can be raised within the game:

6.11: Corps: A corps can have a maximum of 12 units attached, with said units being infantry and cavalry brigades, and artillery battalions. These units may be assigned to divisions within the corps, or attached directly to the corps. When calculating the overall army strength, Corps count as one unit. Only Corps Commanders can move corps or divisions.

6.12: Field Corps: A field or "double" corps can have a maximum of 24 units attached, with said units being infantry and cavalry brigades, and artillery battalions. These units may be assigned to divisions within the corps, or attached directly to the corps. When calculating the overall army strength, Field Corps count as two units.

6.13: Cavalry Corps: Cavalry corps may not be used by the Confederacy until January of 1862, and by the Union until January of 1863. This includes cavalry corps raised as such, and those built by combining cavalry brigades. Cavalry divisions may be raised as such prior to the use of cavalry corps, but are assigned to the control of a non cavalry corps. A cavalry corps can have a maximum of 12 units attached, with said units being cavalry brigades and horse artillery battalions. These units may be assigned to divisions within the corps, or attached directly to the corps. A field or double Cavalry corps may not be built. When calculating the overall army strength, a Cavalry Corps counts as a single unit from 1862 to 1863, and as a double unit from 1864 to 1865.

6.2 Special Notations:

6.21: Commanders: The are a finite number of corps and divisional level commanders in this game. Their numbers will determine the size and organisation of the different corps. Each corps starts the game with one corps commander and two divisional generals. Army commanders exist by appointing corps commanders to that position, and then dividing the elements of the corps among other formations. A corps operating by itself treats it's corps commander as an army commander.

6.22: Artillery Battalions: The number of artillery battalions assigned as corps artillery must be less than the number of battalions assigned to service as divisional artillery. Only one battalion of artillery may be assigned to a division within a corps. Exceptionally, cavalry corps may always have one artillery battalion at corps level, regardless of the number of artillery battalions with the divisions. Only field calibre artillery may be assigned to a cavalry corps (i.e. SB-F or R-F VB&G units).

6.23: Garrison Units: Players may detach divisions to serve as garrisons of different boxes during the course of a game as their parent formation moves through, or exits that box. (A division is defined as being a divisional commander and at least two combat formations.) Divisions may not move on their own, but may only move if with their corps or army commander.  Divisions count as being part of their corps for purposes of determining corps size, and for overall army size.

6.3 Special Artillery Rules:

6.31: Horse Artillery: Any artillery unit assigned to a cavalry division or corps will be considered a horse artillery unit. No other units will be considered horse artillery units unless at the umpire's discretion. Horse artillery units may only contain field calibre guns (i.e. SB-F or R-F), and any SB-H unit assigned to a cavalry formation will be converted to SB-F. OOB provided by the umpire will list horse artillery units as such. No other units are horse artillery units.

N.B. it will technically be possible to create a great flying mass of horse artillery by assigning lots of guns to cavalry corps. The umpire reserves the right to limit the amount of horse artillery created in one turn, or indeed overall.

6.32: Siege Artillery: This may never be assigned to corps. It may be ordered only by an AC or CC, and may enter an enemy box only if either he is an AC, or if he is a CC and it is the Siege Train unit which is being moved. The Siege Train can be taken along by sea without the use of an additional march by any CC. Other siege artillery can be taken along by sea without an additional march only by an AC. siege artillery may only enter an enemy box by water (river or sea), except the Siege Train unit which can be taken along by land. If the enemy box is entered by land then the siege artillery is not deployed for that battle, but will be available subsequently for the defence of the box. This is intended to effectively limit the use of siege artillery to fixed friendly locations - it was basically immobile - but allow it to move behind friendly lines if enough effort is expended.

The Siege Train is effectively a division with no DC. When created it contains 2 siege artillery stands. Others can be assigned to it only to replace losses. If the Siege Train is completely destroyed it may not be recreated. The maximum strength of any siege artillery stand is 2 SPs.

On the battlefield Siege Artillery have the following restrictions

  • They move at 6" per turn.

  • They require a complete turn to limber or unlimber.

  • They may only fire when stationary.

  • They have a 45 degree arc of fire (i.e. 22.5 degree either side of straight ahead) unless in the right sort of fortification (when they are assumed to be on a barbette).

  • They may be commanded only by an AC or a CC. Remember that the senior officer present counts as an AC, so if only a DC is there he can still command the Siege Artillery.

Section 7: Strategic Movement:

Each side may move their corps/armies during the movement phase of their turn. The overall number of marches possible will be diced for, with a roll of a 1 being treated as a 2. This number will be communicated to the President of the country, who will assign the marches to his commanders as the President sees fit.

Each march allows any or all of the corps at a given box to move other boxes which are connected to the starting box by roads, rivers or railroads. Corps may move to different cities as part of the same march, provided they all start the march from the same city. The distance that a corps moves in a march will depend on the transportation line on which it is moving:

Transportation

Union Infantry

Rebel Infantry

Union Cavalry

Rebel Cavalry

Road

1

1

2

2

Railroad *

4

3

3

2

River

2

2

2

2

* Railroads: To use railroad movement, all boxes moved through must be controlled by the moving player. Any rail line which runs between boxes controlled by opposite sides is treated as a road, and rail movement is not permitted.

In any given turn, the maximum number of marches that can be used by a given units is two. Units can freely move through unoccupied neutral or enemy controlled boxes. If a corps moves into an enemy occupied box, movement ceases and a battle is fought unless the moving unit uses a "jump" march to avoid combat. (See below) If a battle results from movement into a box, any remaining movement left to the unit is lost.

Special Movement Cases:
7.1: Cavalry Corps Jump March: A Cavalry Corps may move through a box occupied by the enemy under the following restrictions:

  • The movement may not be by river or rail. Rail lines (enemy or friendly) can be counted as roads for the purposes of cavalry jump moves. Rivers are never considered to be roads for strategic movement purposes.

  • There can not be an enemy cavalry corps in the box that is being moved through.

  • It can not end this march at a box containing enemy troops after moving through another occupied box. If it uses another march, it may continue it's movement and enter into battle elsewhere, but not while using a "jump" march.

7.2: Running The Guns: After the March 1862 turn, the Union side has the ability to use a "Jump" march on waterways by "Running the Guns". This move may only be made in a down stream direction, and may not be done by a Cavalry Corps. Union corps may not make a "Running the Guns" jump move if any part of the march used is upstream.

7.3: Potomac River Restrictions: Due to the presence of the Union Navy, Confederate units may not move along the Potomac between Fredericksburg and Washington. Union units may however use the Potomac to move between Washington and Fredericksburg.

7.4: Union Naval Movement: The Union may, due to its naval superiority, may move units from friendly port to friendly port. (Ports are marked with anchors.) Each unit so moved costs one march. Therefore if three units move from one port to another port, it still counts as three separate marches. Corps which use naval movement may not make a second march as part of their turn.

7.5: Naval Invasions: On any turn that the Union rolls a "6" for movement, the Union may launch an invasion of any Confederate port. The Union units used must start the game in a port held by the Union at the start of the game. (Fortress Monroe is considered as a Union port.) This move still costs 1 march per unit used, and if more than one unit is used, it must land at the same Confederate port. Any units which make a Naval Invasion move may not make a second march as part of their turn. The Union player is not required to make a naval invasion when a "6" is rolled, but the ability is lost, and may not be saved for later use. If the invasion results in the Union units being landed at a box where Confederate troops are located, a battle will be fought.

Starting with 1862 the US will get one guaranteed naval invasion per calendar year. This allows an invasion move to be made in any turn even if no "6" was thrown for the number of marches. However the point of departure, point of invasion, and unit(s) assigned must be specified to the umpire in the Union turn in the month before the invasion takes place. Marches are used as normal - 1 per corps - in the turn that the invasion takes place. Should the US elect not to make the invasion the assigned units may not make any other move, and the pre-planned invasion is lost for that year. If a 6 is thrown for the month the invasion is scheduled for, only one invasion may take place - which can be either the planned one or anywhere else - but the assigned units can be used only for the planned invasion. For winter months (Nov-Dec and Jan-Feb), if a 1 is thrown (giving two marches) the invasion is postponed or cancelled due to bad weather. If the assigned units remain assigned then the invasion may be made in the next turn instead.

7.6: Entrenchments: With the exception of the entrenchments at Washington, Richmond, and the Mississippi River fortress, non battlefield entrenchments are built as part of strategic movement . A unit may elect to use a march to entrench, with it costing one march to entrench in a recruiting city, and two marches to entrench elsewhere. The marches used to entrench may also be used to move units which start the turn at that box.

The amount of entrenchments built in inches is equal to the number of units in the corps times 1˝. A corps with 12 units could built 18" of entrenchments during its turn. Entrenchments built last as long as a garrison remains there to keep the defences up. If all units move out of the entrenchments, they are lost and must be rebuilt. A garrison may be as small as one division.

7.61: Battlefield entrenchments: Units may not build field works on a battlefield until after January of 1863. It then takes four turns for a infantry stand to build 1˝" of hasty works. Hasty works give a save from small arms fire, and a +1 to morale. They can be converted in four turns to field works, which gives a save to all fire, and a +1 for both morale and melee. All works built during a battle automatically fall into disrepair when it finishes - they are never represented on the strategic map.

7.7: Officer movement: Officers will require marches to move even if they take no units with them. Officers moving alone follow the normal rules for the movement of the fastest type of unit (i.e. cavalry corps by road, infantry corps by rail or river). An officer moving with no units must do so entirely through boxes which were friendly at the start of the turn. An officer moving with units may drop them all off during the movement phase and keep moving - but the previous sentence means that he can drop them only in boxes which are already friendly controlled - moving into an enemy controlled boxes means that he must retain at least one unit. A unit (of whatever size) can never be left in a box without at least a DC, unless that box is a permanent fortification.

7.8: TO&E command restrictions: The senior officer in any box is deemed to command all the units therein - but here senior means in terms of DC, CC or AC. Note that this means it can only be changed during the reorganisation phase which follows the movement phase. Until then two or more units at the same level can exist in the same box, in which case their officers are peers and cannot pinch units from each other during that movement phase. Divisions may not be broken up during the movement phase, even by the action of a CC or AC - you must get your prior reorganisations right! This is intended to act as a strategic brake - to reflect the fairly ponderous nature of staff operations during the Civil War.

Section 8: Scouting and Limited Intelligence:

The referee will record the location of all units for both sides, and provide intelligence reports for the President and Army commander at the start of their turn. After the side is given their intelligence reports, the operations for the turn will be written down and executed. In addition before a battle commences both sides will receive a further intelligence report of areas where a battle would take place and for those formations which have an ability to feed a battle as reinforcements. This will assist in determining if a battle will take place.

8.1: Types of Reports: There are three types of intelligence reports that can be issued, depending on the sources of information that a side has available to it. They are: Fragmentary, Complete, and Detailed.

8.11: Fragmentary Reports: These will tell whether or not there are enemy troops present in the location. Details on their strength, commander and type will NOT be included. Example Fragmentary report: Enemy troops present, numbers unknown.

8.12: Complete Report: A Complete Report includes the number and type of divisions present, the commander of the overall force, and whether the units have just arrived there, or have been already there for at least one turn. Example Complete report: Army of the Ohio: 3 infantry and 1 cavalry divisions with artillery, Genl Buell commanding. Mostly arrived last month.

8.13: Detailed Report: A detailed report includes the names of the army commander as well as those of the corps commanders, the total number of brigades and battalions present, whether entrenchments have been built, and where the units which arrived in the last turn came from. Example Detailed report: Army of the Ohio: 3 infantry and 1 cavalry divisions, totalling 10 infantry brigades, 3 cavalry brigades, 5 artillery battalions, Genl D C Buell commanding. One corps HQ in evidence (XIII, Genl G Thomas). All but one infantry division arrived last month from Munfordville. Moderate length of fieldworks.

8.2: Sources of Scouting: The following five sources provide intelligence reports. In the event that more than more report can be given on a box, the best detailed report will be issued. The five sources are:

8.21: Infantry Corps, No Cavalry, and smaller formations: This unit gets a complete reports on all adjacent boxes unless the box has an enemy cavalry brigade located in it. In that case a fragmentary report is issued in its place.

8.22: Infantry Corps with Cavalry Attached: This unit gets a complete reports on all adjacent boxes unless the box has an enemy cavalry division located in it. In that case a fragmentary report is issued in its place. In addition, a fragmentary report is issued for all enemy boxes two spaces away, unless the box in between has an enemy unit in it. In that case no report is received. N.B slightly different rules apply to 1SP units in particular 1SP cavalry units can see only 1 strategic box.

8.23: Cavalry Division: This unit gets a detailed reports on all adjacent boxes unless the box has an enemy cavalry corps located in it. In that case a complete report is issued in its place. In addition, a complete report is issued for all enemy boxes two spaces away, unless the box in between has an enemy unit in it. In that case a fragmentary report is received in its place. If the box in between has an enemy cavalry division in it, no report is received. A Cavalry division will only get these enhanced scouting benefits (and screening benefits outlined in 8.22 above) if it possess at least 30 scouting points - i.e. adjusted cavalry strength - SPs x morale. If insufficient scouting points are present the cavalry division will count in all respects as an infantry corps with cavalry present.

8.24: Civilian Sympathisers: A side always gets a fragmentary report on any box with civilian sympathisers. All boxes which were friendly to the player at the start of the game, all boxes in Kentucky, and all boxes which are potential recruiting cities contain civilian sympathisers. The Union will always get reports from any box in the Union at the start of the game, as well as from all boxes in Kentucky and Knoxville. The Confederacy will get reports from any box they hold at the start of the game, as well as Kentucky, Cairo, Evansville, Cincinnati, Chillicothe, and Baltimore.

8.25: Naval Blockade: The Union gets a Fragmentary Report on any seaport currently under blockade. The Union starts the game with Charleston under blockade, and may add one seaport per every other turn to the blockade list. (Ports are added to the blockade list in August, October, November-December, January-February, April, and June.)

Starting in January of 1862 the Union also gets a Complete Report on one seaport per turn. The port must already be under blockade, and this report is in place of the Fragmentary Report normally received on that port.

Section 9: Battles:

When units during their move enter a box containing enemy units, a battle may have to be fought. As long as the moving player has a cavalry superiority of 2 to 1 or more in terms of adjusted cavalry strength, a battle must be fought in that box. (Adjusted cavalry strength is done by multiplying morale times strength points to better weigh the experience of the cavalry. A 2-5 cavalry brigade would have an adjusted cavalry strength of 10, while a 3-4 cavalry brigade would have an adjusted strength of 12.) Units are set up in the manner mentioned below, and the defender if he wishes to withdraw must do so on the tabletop.

If the defender must fight a battle, but wishes to retire immediately the resulting game can be of limited interest: The defending player has two choices in this situation:

  • Fight a table top battle, where he must not retire any units of at least one corps off the table before the 12 noon turn, simulating a rear guard action while the area is evacuated or

  • Advise the umpire to simulate the above by rolling one die for each division, with a maximum of two dice, and suffer that number of SP casualties. In this case the defender gains one, and the attacker three, potential combat upgrades.

If the cavalry superiority of 2:1 is lacking by the attacker, the defender has the right to withdraw his force from the box in question to any other adjacent box which is currently controlled by him, and which was not used by the enemy this turn. All of the defenders units must withdraw together, and move to the same box. No battle needs to be fought on the tabletop, but this does count as a victory for purposes of recruiting during the next recruiting phase for the moving player. It does NOT count as a victory for the purposes of promoting troops.

The defender never has to withdraw unless he wishes to, as it is an option that is up to that army's commander. The President may indicate to the army commander his preferences, but the final decision is up to the army commander.

9.1: Battlefield: It is the duty of the referee to generate the battlefield map. The referee will have a master file showing a 6’ x 6’ area for each box on the strategic map, based on, but not the precisely the same as that shown in the Official Atlas of the War of the Rebellion, or fictionally at the referee’s discretion. Based on the size of the table available - usually 4' by 6', the defender will indicate the area that he will defend. On occasion the referee will select to use a smaller table, if so after the defender indicates the area to be defended, the attacking player indicates the axis of orientation of the map. The referee will then determine the board edge that the attacker will enter on, based on the orientation of the map, and the transportation routes that the attacker is using to march to the box in which the battle is fought.

9.2: Setup For Battle: Due to limitations of resources in the area of the battle field the defender is only able to begin the battle with two corps (or equivalent) concentrated in the immediate area of the battlefield. Any additional troops will immediately begin to arrive once the battle begins. These troops arrive by a maximum of two road routes. In addition the defender sets up half of all his available on table units first on the table as he wishes, but with no units within 1' (one foot) of any board edge that attacking forces may arrive from.  The attacker now writes down the road of entry if more than one road on the table top enters the table for each strategic map entry point. The defender now deploys his remaining on table troops.

If the defender has the edge in adjusted cavalry strength, the attacking force starts with one division deployed on the board within 3" of the edge of the board, and within 4.5" either side of the entry point used, with all remaining units assumed to be in road column behind that unit. If the attacker has the edge in cavalry, then one corps is permitted to start deployed on the board within 6" of the edge of the board, and within 9" either side of the entry point used, with the rest of the force in road column behind that unit. If the adjusted cavalry strengths are equal, the edge goes to the attacker. If more than one transportation line is used to bring troops to the battlefield, than a separate deployment area is set up for each such force. Note it might be possible for the attacker to enter on more than one board edge.

9.3 Starting Time: The attacker rolls a D6, and adds it to sunrise to determine the starting time for the engagement. If the attacker is entering by more than one transportation line, then a separate die roll is made for each group of units which are entering the board by a different route. The battle continues until one side decides to withdraw. If sunset occurs before this happens, the battle may continue to be fought over a multi day period. Sunrise and sunset is determined by the following table:

Month

Sunrise

Sunset

January – February

7 AM

5 PM

March

6 AM

6 PM

April

6 AM

7 PM

May

5 AM

7 PM

June

5 AM

8 PM

July

5 AM

8 PM

August

5 AM

7 PM

September

6 AM

7 PM

October

6 AM

6 PM

November – December

7 AM

5 PM

 9.4: Reinforcements: Each side may bring additional units as reinforcements as the battle is fought. The reinforcements must be located in adjacent box which has a transportation route linking it to the box in which the battle is fought. The reinforcements may not have already fought a battle this turn. The attacking player may not reinforce a battle from a box which has enemy units in it. The defending player may reinforce from a box that has enemy units in it, providing that the number of corps left in the box are equal to the number of corps that the enemy has moved into the box this turn. Reinforcements can be divisions from either army and need not have a corps commander being presumed to march to the sound of guns.

Starting at the 1 PM turn, a reinforcing unit may enter the board in road column at an entry point. For any additional unit to enter the board on that road which is starting in the same box, any prior units which had arrived as reinforcements must have already cleared the road. Warning - bringing in more than one reinforcing corps per day per road will be very hard - just like at Cashtown.

If the battle become a multi day affair, one additional corps can be brought in as reinforcements during the night turn. Remaining corps will enter on the following day, with the first unit dicing for time of arrival, and the second unit arriving at 1 PM.

If the route used by the reinforcements is a friendly rail line, one division of the corps using that route may move by rail. Note however that only one rail line can be used to reinforce a battle, multiple rail links can not be used. Starting at the 9 AM turn, and every hour thereafter, one stand of that division arrives by rail and may only disembark at the major town on the map that the rail line passes through. The division commander arrives with the first unit. The corps commander can arrive with the last unit or march by road with any other units of the reinforcing troops. It is possible for rail links to be blocked by enemy stands. If this occurs no further troops arrive by rail instead they arrive by road from 1pm. If the start of the battle is delayed the reinforcements still arrive by rail starting at 9am. The stands of the division are deployed in field formation within 3" of the town and may not move until the battle commences.

9.5: Multi day Battles: If an engagement becomes a multi day battle, ie players wish to continue fighting the battle on the following day, the following procedure is used during the night turn that exists prior to the start of battle on the next day.

9.51: Recovery: Both sides recover 50% of all of the losses (rounding up) from that day's fighting. Losses from previous days have already been recovered, and are not counted again when determining losses for that day. In addition, the state of the division at the end of the day determines what it can do during the evening turn.

9.52: Non Exhausted Divisions: Divisions that ended the day without being exhausted starts the new day fresh. Any recovered losses are removed from divisions exhaustion record. All disorder markers, both red and yellow, are removed from stands of the division. The division can entrench is permitted by the rules, and may make up to two (2) night moves.

9.53: Exhausted But Not Broken Division: A Division which was exhausted, but not broken, starts the new day fresh. Any recovered losses are removed from divisions exhaustion record. All yellow disorder markers are removed from stands of the division, while all red disorder markers are converted to yellow markers. The division can not entrench during the night, and may make up to one (1) night move.

9.54: Exhausted And Broken Division: A Division which was exhausted and broken starts the new day exhausted, but not broken. Any recovered losses are not removed from divisions exhaustion record, so that if additional losses are require the division to start rolling for collapse. All yellow disorder markers are removed from stands of the division, while all red disorder markers are converted to yellow markers. The division can not entrench during the night, and may make up to one (1) night move.

9.55: Night Movement: All units which move at night are subject to the following rule. They may not move closer to an enemy unit unless the move also takes the unit closer to a friendly unit. In other words, a unit may close up on the front lines from the rear, but may not move beyond its own front lines at night.

9.56: Withdrawal From a Battle: Once an engagement has started on the tabletop, the following rules apply to any attempt to withdraw from battle.

9.57: Daylight Withdrawals: Are conducted as normal. Stands that have routed and have not been rallied may not move. All normal movement rules apply. Note that an army commander may withdraw these units all at once, or leave some units behind to serve as a rear guard to cover the retreat of the withdrawing units.

9.58 Nightfall: If the game lasts till nightfall, the referee will ask both sides to write down if they are staying or withdrawing. If either side writes down that they are withdrawing, all stands which are able to exit off the board are removed from play, and are moved from the box in question to any other adjacent box which is currently controlled by him, and which was not used by the enemy this turn. All of the defenders units must withdraw together, and move to the same box.

9.6. Victory: If any portion of a battle has been fought on the tabletop, after it is over it counts as a victory for purposes of recruiting during the next recruiting phase for the winning player and as well as a victory for the purposes of promoting  troops. On occasions victory will not be clear. The umpire reserves the right to make a ruling on this if required. Generally however the capture and holding of the major town is considered a victory requirement for the attacker.

Section 10: Recovery and Promotions:

After all battles are fought, the recovery and promotion phase commences:

10.1: Recovery: Both sides recover 50% of all of the losses (rounding up) from that day's fighting. Losses from previous days have already been recovered and are not counted again when determining losses for that day.

10.11: Artillery losses on the table top are higher proportionately than infantry losses, while historically normal proportions of guns were generally maintained by both armies. Therefore 3 Infantry strength points may be converted into 1 x 2SP M5  SB-F PT artillery battalion.  New artillery units may not be so formed if there is at least one battalion per division in the location they are forming.  It can only be done if the formations are in supply and occurs in the recruitment phase.

10.2: Promotion: Promotion effects the status of a stand. Stands are classified as Green, Trained, Elite and in very rare cases, Crack. The status of a stand effects its morale, the percentage of losses used to determine losses, and in rare cases, it's status as "shock" troops. The listing of a unit as PT, "Poorly Trained". is not effected by promotion, but by recruiting as mentioned in section 10.

10.21: Green Stands: Green stands, which include newly raised troops, have an infantry and cavalry morale of 5, and an artillery morale of 5. Green units use 40% as their exhaustion number. Green stands can be promoted to Veteran status. Green stands are considered to have “no elites” present except in special cases.

10.22: Trained Stands: Trained stands, which are either stands which have seen action or are well trained, have a maximum infantry and cavalry morale of 5, and a maximum artillery morale of 5. Trained units use 50% as their exhaustion number. Trained stands can be promoted to Elite status. Trained stands are considered to have “no elites” present except in special cases.

10.23: Elite Stands: Elite stands can only be promoted due to combat experience. Elite infantry divisions have a morale value of 5 and are considered to have “elites” present for melee ties. Elite cavalry divisions have a mixture of M6 and M5 stands, and are only allowed to have a single stand with the morale of 6. Divisions made up only of elite stands have a division exhaustion value of 60%. Elite stands can under special circumstances be promoted to crack status. Artillery morale is 6.

10.24: Crack Stands: Crack stands can only be promoted due to combat experience, and then on a stand by stand basis. They have an infantry and cavalry morale of 6, and an artillery morale of 6. Crack units use the exhaustion number of the majority stands of their parent division. Crack infantry stands are always considered to have “elites” present.

10.25: Mixed Formations: From time to time divisions will exist that are made up of a mixture of stands with different status. In these cases, the exhaustion number of the largest group within the division in terms of SP's will be used. Thus, pairing a 7-4 infantry stand with a pair of crack 3-5 infantry stands in a division will cause that division to use 40% for its exhaustion number.

10.3: How Promotion Occurs: Stands may be promoted under any of the following circumstances, with the proviso that any given stand may only be promoted once per play game turn.

10.31: Promotion by Training: During the recovery and promotion phase, two divisions within that sides army can be promoted from green to trained, even though they may not have been in combat during that turn. These divisions have the morale of the stands within the division adjusted upward by 1, and their exhaustion number becomes 50%. Promotion by training can only be used to raise stands from green to trained - it may not be used to raise stands from trained to elite.

10.32: Combat Promotion: During the recovery and promotion phase, for each battle gamed out on the tabletop that turn, the following is done. The winning side gets to pick three divisions and the losing side gets to pick one division for battlefield promotion. These divisions may be promoted one level in status if the following conditions are meet: To promote from Green to Trained the division must have been engaged in action. To be considered engaged in action the division must have either caused casualties, or taken casualties during the course of the battle. To promote from Trained to Elite, the requirements are a bit different. There are two ways they can be promoted: 

  • If all of the sides divisions present are rated as Trained already, including any promotions just given out, then Trained divisions can be raised to Elite status if they were engaged in combat.

  • If on the other hand not all of the sides divisions present are already Trained, then the following criteria must be meet: The newly promoted division must have been engaged in action, and gone into exhaustion without suffering a morale collapse. If this condition has not been meet, then a Trained division can not be promoted to Elite.

In both cases corps troops are promoted to the next level when the majority of the stands in their unit reach that level. A majority is defined as more than half the stands in the unit.

10.33: Battlefield Promotion and Demotion: From time to time stands will perform above and beyond what can be expected of them or conversely fail to carry the day when all is in their favour, The referee reserves the right to make such promotions and demotions as the events on the battlefield play out. The ability to confer shock status on stands can also be earned on the battlefield.

Section 11: Reorganisation:

After all promotions are taken, the active player may reorganise his forces by shifting stands and divisions between formations. Troops can normally only be switched as long as the units are in the same strategic box on the map. However corps are functional organisations, and it may be sensible for the units left behind in various boxes to be combined as a corps whose function is garrison duties. Or if a whole army bar one division moves form one theatre to another, the remaining division should probably be reassigned to a corps in the area it remains in. Therefore at the umpire's discretion reorganisations may take place when not all units are present in the same box. Note that the parts of a division must always all be in the same box: this freedom applies only to parts of corps.

The restrictions on the size of formations as listed in Section 6, Manoeuvre Units, must be maintained. Every manoeuvre unit must be assigned to a corps; only siege artillery, gunboats and home guard militia units are exempt. Army commanders should be appointed and removed at this time. Players must also consolidate stands whose size drops below 3 points in the case of infantry units, and 2 points in the case of artillery units. These stands may be consolidated with other stands within the box, provided that the new formations do not exceed 6 SP's in the case of infantry formations, and 3 SP's in the case of cavalry and artillery formations. If consolidated with a formation with a different status rating, the rating of the majority of the unit is used.

11.1 1SP Units: From time to time 1 SP units may come into existence. The US get several when the USSS are recruited. Others may appear at the umpire's discretion, or as a result of battle casualties which cannot be consolidated. 1 SP units never count against corps maxima. 1 SP cavalry units will always be SKO (skirmish only) units, and will be able to see only one box on the strategic map. 1 SP infantry units will be skirmishers. 1 SP artillery units will never appear in tabletop battles (batteries are below the level of this campaign). 1 SP units which are created as the result of battlefield losses must be consolidated as soon they are co-located with a unit they can consolidate with.

Section 12: Recruiting:

At the end of March, June, September, and November - December turns, after both sides have carried out all portions of their turns, a Recruiting Phase is held. The Recruiting Phase exists to raise additional formations, upgrade unit levels, and refit artillery units.

12.1: Recruiting New Units. Each side has a Army Maximum which gives the number of units that side can place in the field. If this number of units in play is under the Army Maximum, additional formations can be raised.

However the number of new formations can not raise the total number of units over the Army Maximum number. If the number of units in play was 22, and the Army Maximum number was 26, then the largest number of reinforcements that could be raised this turn would be four (4).

In addition, there is an Adjusted Recruiting Number, which serves to cap the maximum number of formations that can be raised this turn. Each side starts with a Base Recruiting Number, which is adjusted as the game proceeds. To this is added the number of battles won by that side in the last three months to produce the adjusted recruiting number. This adjusted recruiting number is the maximum number of units that can be raised during this turn by that side. If the Confederacy had won two battles in the last two months, they would add two to their Recruiting Number of 2 for a total of four. The largest number of new units that could be recruited this turn would be four. No more than six corps may be raised in any one recruiting turn.  

The umpire rolls a die for each side. The score of the die is equal to the number of corps that can be recruited except the number of corps can not be more than the Adjusted Recruiting Number. If a die score is a one this counts as a two.

The newly raised formations use the organisations found in Appendix A and B. (Note that these organisations change as the war lasts.) They may be placed in any recruiting city held by the side raising them, with a maximum of one unit per location raised. The location is idetified at the beginning of the player turn and can only be adjusted if the recruiting city is lost, in which case the corps is recruited at the nearest free recruiting city.

12.2: Upgrading Units. During the recruiting phase, those units which were raised six months earlier lose their PT (Poorly Trained) rating. Note that this is regardless of what the units status currently is in terms of green, trained, elite etc. The units existing at the start of the game will loss their PT status at the end of the November - December turn. Those units raised in September lose their PT status at the end of March, etc. The basic rule is that it will take six months before newly raised troops lose their PT status.

12.3: Artillery Upgrade. Starting in March of 1862, the Union can upgrade one artillery battalion per corps each recruiting phase. The upgrade can be from any battalion to either SB-H or R-F. Starting in June of 1862, the Confederacy can upgrade one artillery battalion per corps each recruiting phase. The upgrade can also be from any battalion to either SB-H or R-F.

Section 13: Supply:

Units must be in supply to avoid attrition. Supply can be provided either by tracing a supply line back to a supply source or by foraging. Supply is determined at the start of a sides turn, before any movement is done. If units are out of supply there is no immediate effect, but supply must be checked at the end of the sides movement phase. If the units are still out of supply, they must check for attrition. Each corps out of supply suffers attrition separately.

13.1: Supply Sources: A supply source is any friendly recruiting city or unblockaded port connected by rail or river, or a combination of the two to another two friendly recruiting city or unblockaded port. The connection can be of any length, but may not pass through a box controlled by the enemy. (Since the Confederacy can not blockade the Union, all Union controlled ports count as connected for purposes of supply.)

13.2: Supply Lines: A supply line is traced from a unit back to a supply source. The supply line may be of any length by friendly rail or water, but may not be more than one link by road and the road link must be the first, counting from the unit. Supply lines may not pass through an enemy held box.

13.3: Foraging: Units needing supply can forage in recruiting cities at the end of their movement phase. The recruiting value of a city is the number of corps that can subsist by foraging there. (Remember that field corps count as two for purposes of foraging. Units may not attempt to forage in the November - December, or January - February turns. Units which forage do not have to roll for attrition.

13.4: Attrition: Attrition consists of rolling one or more D6 and adding the total of the dice to determine how many strength points the unit will lose this turn. The number of dice rolled will be determined by the month in which the die roll is made, as shown below:

Month

Dice

November-February

3

March-June

2

July-October

1

The lost points will be removed by the umpire as he sees fit. This loss is taken before any battles are resolved and (unlike battle casualties) are not subject to the 50% recovery at the end of the first battle day. However the exhaustion levels of the divisions in these corps are not recalculated before the battle starts, so that all casualties will count toward the divisions exhaustion.

Section 14: Fortifications:

The nature of the ACW is such that special rules need to be used for the fortifications at Fortress Monroe, Washington, Richmond, and Vicksburg:

These are qualitatively different from those created with marches, in that they continue to exist even if left unoccupied, and indeed even if occupied by the enemy. The rationale for this is that for each permanent fortification (Washington, Fortress Monroe, Richmond, Mississippi River Fortress) there is a nominal labour organisation dedicated to its upkeep. However if taken by the enemy this labour organisation is assumed to be disbanded, and thereafter the works must be occupied by the capturing side or they will degrade with a half-life of one turn. If recaptured by the original owners this degradation will stop.

14.1: Fortress Monroe: At the start of the game, Fortress Monroe has 12" of fort (not fortifications), and is manned by 2 SG-SB 2-5 artillery battalions. Additional works can only be added at Fortress Monroe by means of entrenchments.

14.2: Washington: Fortifications and heavy guns are placed at Washington according to the following schedule. They show up at the start of the turn before any movement is done by either side. (Field works can be converted to forts at the cost of additional 1" per 1" converted.) These works can be part of a continuous belt, separate works, or a combination of both.

August 1861 - 12" of field works
September 1861 - 12" of field works and 1 battalion of 2-5 SG-SB
October, 1861 - 12" of field works and 1 battalion of 2-5 SG-SB
November-December 1861 - 12" of field works and 1 battalion of 2-5 SG-R
Staring in January - February of 1862, 3" additional of field works at placed at Washington each month. In addition, at the start of this and each following year, two additional battalions of siege guns (a 2-5 SG-SB and a 2-5 SG-R) are placed in the Washington works.

14.3: Richmond: Fortifications and heavy guns are placed at Richmond according to the following schedule. They show up at the start of the turn before any movement is done by either side. (Field works can be converted to forts at the cost of additional 1" per 1" converted.) These works can be part of a continuous belt, separate works, or a combination of both.

August 1861 - 12" of field works
September 1861 - 12" of field works and 1 battalion of 2-5 SG-SB
October, 1861 - 12" of field works and 1 battalion of 2-5 SG-SB
November-December 1861 - 12" of field works and 1 battalion of 2-5 SG-R
Staring in January - February of 1862, 1.5" additional of field works are placed at Richmond each turn. In addition, at the start of this and each following year, one additional battalion of siege guns (a 2-5 SG-R) is placed in the Richmond works.

14.4: Vicksburg/Western Fortress: The Confederacy can build a fortress in the west on the Mississippi River by designating the location during the July, 1861 turn. (It need not be Vicksburg.) The location must be controlled by the Confederacy at the time it is designated.

Fortifications and heavy guns are placed there according to the following schedule. They show up at the start of the turn before any movement is done by either side. (Field works can be converted to forts at the cost of additional 1" per 1" converted.) These works can be part of a continuous belt, separate works, or a combination of both.

August 1861 - 6" of works
September 1861 - 6" of works, 1 battalion of 2-5 SG-R
October, 1861 - 6" of works
November-December 1861 - 6" of works and 1 battalion of 2-5 SG-SB
Staring in January - February of 1862, 1.5" additional of field works are placed at Vicksburg each turn. In addition, at the start of this and each following year, one additional battalion of siege guns (a 2-5 SG-R) is placed in the Vicksburg works.

14.5: Siege Train: At the start of the January February turn, both side get a siege train in their capital. The siege train has a 2-5 SG-R, and a 2-5 SG-SB. These units must be attached to a corps in order to move, and that corps may only move by rail, river, or naval movement. The corps may not move by road if siege guns are attached. Siege guns can be removed from the fortified cities and attached to corps, but the above limitations on movement apply to them as well.

14.51: Siege Guns: To better represent their abilities, siege guns need to be mounted on stands 0.75" by 0.75". If placed in a fieldwork, their field of fire will be the normal 90 degrees. The angle is measured by a line passing diagonally across the stand from rear corner to front corner.

Diagram 1: Siege Gun behind Field Works showing arc of fire.

 

 

If placed at the corner or salient of a fort, their field of fire will be 180 degrees to better reflect their abilities. The angle of fire will pass diagonally from one corner to the other.

Diagram 2. Siege Gun in corner of a fort showing arc of fire.

 

 

 

 

 

 

Note that Forts and field works maybe combined such that Forts are placed at corners with field works between them.

14.6: Battlefield Works: Units may not build field works on a battlefield until after January of 1863. It takes four turns for a infantry stand to build 1.5" of hasty works, Hasty works give a save from small arms fire, and a +1 to morale. They can be converted in four turns to field works, which gives a save to all fire, and a +1 for both morale and melee.

Section 15: Special Rules:

The following special rules come into play at different times during the game.

15.1: Kentucky Neutrality: At the start of the war, Kentucky declared it's neutrality and refused to take sides in the conflict. The result was that neither side was willing to be the first to enter into Kentucky and to violate her neutrality, and push her into the other camp.

This fact is reflected in the following: Which ever side first sends troops into Kentucky, automatically gives to the other side a battlefield victory for the purpose of computing recruitment during the nest recruiting phase. This is in addition to any battlefield victories that might be won during this period.

15.2 Cavalry Stands: From the start of the war to the end of 1862, all cavalry stands when dismounted serve as skirmishers, with 1 skirmisher per SP that the unit has. Starting in January of 1863 in the West, Confederate cavalry brigades have the option to dismount as regimental stands. In January of 1864, this option is extended to all other cavalry stands in the game.

15.3 Home Guard: One new feature of the Civil War was the growth in the number of quasi military men needed to support the troops in the field. At both Richmond and Washington military industrial complexes grew as the war progressed. Though not able to take to the field, the manpower of these complexes could be called out in the event of an emergency. The following rules take this into effect:

15.31 Washington and Richmond: Starting in 1862, Washington and Richmond get 1 divisional commander and a 6-4 militia stand of infantry placed in the Home Guard Pool. This force is increased by one stand at the start of the subsequent year. These stands may not leave Washington, and are only called up if enemy troops enter the Washington box. They may not be reassigned to any other unit, or serve under any other commander other than the senior officer present. If either city is captured, the ability to raise the Home Guard is lost and all stands are removed from play. It is not re-raised when the city is recaptured.

15.32: Home Guard Cities: After the start of the January - February 1863, all Southern cities with a Recruiting Value of 2 or more may also call out their Home Guard when Union troops enter their boxes. They may not leave their box under any circumstances. The Home Guard for these cities is a divisional commander and two 5-4 militia stands. They may not be reassigned to any other unit, or serve under any other commander other than the senior officer present. If the city is captured, the ability to raise the Home Guard is lost and all stands are removed from play.

Starting with the January - February 1864, all Southern cities with a Recruiting Value of 2 which have been captured by the Union before January - February 1863 are allowed a Union Home Guard. The Home Guard is called out when Confederate troops enter their boxes. They may not leave their box under any circumstances. The Home Guard for these cities is a divisional commander and two 5-4 militia stands. They may not be reassigned to any other unit, or serve under any other commander other than the senior officer present. If the city is recaptured, the ability to raise the Home Guard is lost and all stands are removed from play.

15.4 Valley Pike: One of the few all weather roads in the South was the Valley Turnpike, which ran from Harpers Ferry to Staunton down the Shenandoah Valley. For purposes of supply only, this road is treated as a railroad for both sides. It is not treated as a railroad for purposes of moving troops.

15.6 Additional Upgrade: As not all Civil War units are the same, the referee reserves the right to up grade certain formations as they are raised. Upgrades come in two types - One Time Upgrades, and Re-occurring Upgrades:

15.61 One Time Upgrades: There are two upgrades that happen during the September 1861 Recruiting Turn, and do not occur again. The first Union corps raised in Washington gets the 1st and 2nd US Sharpshooters, each of which is represented by 2 1-5 ss skirmish stands. For additional rules on these units, see 15.7 below. The first Confederate corps raised in the east gets a 6-5 PT shock infantry stand - Hood's Texans. This is the only shock infantry stand that can be raised in this manner - all other shock formations must earn their reputation in combat. Once Hood's Texans become veteran, their morale becomes a six (6)

15.62 Re-occurring Upgrades: Each side will gain up to two upgrades a recruiting phase, in addition to those gained in September 1861, for the remainder of the 1861 year.  The recurring upgrades are as follows:

Additional Cavalry Brigade - Union Only - The corps has a 3-4 PT Cavalry brigade as part of its corps troops, only if no such unit is normally present.

Additional Artillery Battalion - Confederate Only - The corps has either a 2-5 R-F battalion, or a 2-5 SB-H Battalion assigned as Corps Artillery, only if no such unit is normally present

These units are not considered PT, and after their first combat their morale will rise to 6.

High Cohesive Units: These are infantry or cavalry brigades which due to leadership or other factors, start with a higher Cohesiveness that other formations. These units start with a morale of 5, and after their first combat their morale will rise to 6. Examples would include the Irish Brigade, Taylor's Louisiana Brigade, Iron Brigade, etc. These units are always considered to have “elites” present.

15.7 Sharpshooters: Sharpshooters in this case refer to the 1st and 2nd United States Sharpshooters, each of which starts the game with two (2) 1-5 sharpshooter skirmish stands. These stands have a 3" range, and hit on die rolls of 5 or 6 when engaged in fire combat. If engaged in melee, they hit on a 6. Regiments may be shifted between divisions and corps, but not broken up, ie both stands of a regiment must be assigned to the same division.

In addition to serving as sharpshooters, these stands have a limited usage as light infantry. For purposes of scouting, they count at half value, so that each stand is worth 2.5 scouting points. In addition, their scouting range is restricted to one box.

15.8 Naval vessels: Gunboats, Rams, steam frigates and other such vessels are generally outside the scope of the tabletop game, generally keeping their distance from the main battles where ever possible. However, on some occasions Ironclads influenced land battles to a greater degree. They are represented on the tabletop by a stand of Ironclads representing several vessels

15.81:  Recruitment: Ironclads will only be made available at certain times within the campaign by the umpire. These can be considered one time upgrades.

15.82: Strategic Movement: Flotillas of Ironclads may only move with a Corps or Army commander as if they were a siege train, and may only move along rivers marked on the campaign map. In addition Union Ironclads may move by sea routes, Confederate Ironclads may not move by sea routes.

15.83: Battlefield effects: Ironclads and Monitors move as 12” per turn on the table and receive no free facing change, they are self-ordering being considered a “division”. If facing downstream on a river they must move 2” with the flow of the river as anchors and reverse engines are insufficient to hold their position. Ironclads fire to front, rear or either flank with normal arcs of fire applying, while monitors fire in any direction. Only visible enemy targets may be engaged. They are considered as mounting a SG-SB with a maximum range of 6”. Unlike siege guns they may never become stationary and therefore only fire with one fire dice per turn. They must test morale when they come within close range of any guns on land that can cause damage or when they have suffered a hit whose effects have not been successfully saved from. Once routed they retire off the table and do not return during the tabletop game. They are immune to small arms and field artillery fire and when hit by artillery make a saving throw as follows:

Hit by:

Saved at Short Range on:

Saved at Long Range on:

Heavy artillery:

4, 5 or 6

2, 3, 4, 5 or 6

Siege artillery:

6

4, 5 or 6

Siege artillery firing from hills:

No saves

No saves

 Section 16. Additional Tabletop Rules.

16.1 Major rivers are represented on the campaign map. They are crossed by bridges and ferry points, instead of fords. Ferry points cost a full turn to cross and put the stand into disorder on the other side. Some large rivers such as Mississippi and the Missouri have no bridges.


Appendix I - Union Corps:


Until the January-February 1861 turn, newly recruited Union Corps will have the following: Note that Vth Corps (Pittsburgh) and XIIth Corps (St. Louis) are different.

Infantry Corps - Corps Commander
Corps Artillery 2-5 R-F

1st Division - Divisional Commander
1st Infantry Brigade 6-4 PT, NE
2nd Infantry Brigade 6-4 PT, NE
3rd Infantry Brigade 6-4 PT, NE
Divisional Artillery 2-5 SB-H PT

2nd Division - Divisional Commander
1st Infantry Brigade 6-4 PT, NE
2nd Infantry Brigade 6-4 PT, NE
3rd Infantry Brigade 6-4 PT, NE
Divisional Artillery 2-5 SB-F PT


V Corps (Pittsburgh) - Corps Commander
Corps Artillery 2-5 R-F
Corps Cavalry 2-5

1st Division - Divisional Commander
1st Regular Infantry Brigade 4-5
2nd Regular Infantry Brigade 4-5
3rd Infantry Brigade 6-4 PT, NE
Divisional Artillery 2-5 SB-H

2nd Division - Divisional Commander
1st Infantry Brigade 6-4 PT, NE
2nd Infantry Brigade 6-4 PT, NE
3rd Infantry Brigade 6-4 PT, NE
Divisional Artillery 2-5 SB-F PT

XII Corps (Saint Louis) - Corps Commander
Corps Cavalry 2-5

1st Division - Divisional Commander
1st Regular Infantry Brigade 4-5
2nd Infantry Brigade 6-4 PT, NE
3rd Infantry Brigade 6-4 PT, NE
Divisional Artillery 2-5 SB-H

2nd Division - Divisional Commander
1st Infantry Brigade 6-4 PT, NE
2nd Infantry Brigade 6-4 PT, NE
3rd Infantry Brigade 6-4 PT, NE
Divisional Artillery 2-5 SB-F PT

After January - February 1862,  Union Corps consists of the following - The Union players may not form Cavalry Corps until January-February 1863.

Infantry Corps - Corps Commander
Corps Artillery 3-5 R-F PT
Corps Cavalry 2-4 PT

1st Division - Divisional Commander
1st Infantry Brigade 6-4 PT, NE
2nd Infantry Brigade 6-4 PT, NE
3rd Infantry Brigade 6-4 PT, NE
Divisional Artillery 3-5 SB-H PT

2nd Division - Divisional Commander
1st Infantry Brigade 6-4 PT, NE
2nd Infantry Brigade 6-4 PT, NE
3rd Infantry Brigade 6-4 PT, NE
Divisional Artillery 3-5 SB-H PT

Appendix II - Confederate Corps:

At the start of the game, Confederate Corps consist of the following, note the Army of the Valley is different.

Infantry - Corps Commander
Corps Cavalry 3-4 PT

1st Division - Divisional Commander
1st Infantry Brigade 6-4 PT, NE
2nd Infantry Brigade 6-4 PT, NE
3rd Infantry Brigade 6-4 PT, NE
Divisional Artillery 2-5 SB-F PT

2nd Division - Divisional Commander
1st Infantry Brigade 6-4 PT, NE
2nd Infantry Brigade 6-4 PT, NE
3rd Infantry Brigade 6-4 PT, NE
Divisional Artillery 2-5 SB-F PT

Army of the Valley - Corps Commander
Corps Cavalry 3-5

1st Division - Divisional Commander
1st Infantry Brigade 6-5
2nd Infantry Brigade 6-4 PT, NE
3rd Infantry Brigade 6-4 PT, NE
Divisional Artillery 2-5 SB-H PT

2nd Division - Divisional Commander
1st Infantry Brigade 6-4 PT, NE
2nd Infantry Brigade 6-4 PT, NE
3rd Infantry Brigade 6-4 PT, NE
Divisional Artillery 2-5 SB-F PT

After the January - February 1862 turn, a newly raised Corps consists of the following. The Confederate player may form Cavalry Corps starting at this time.

Infantry Corps - Corps Commander
Corps Artillery 2-5 R-F PT
Corps Cavalry 3-4 PT

1st Division - Divisional Commander
1st Infantry Brigade 6-4 PT, NE
2nd Infantry Brigade 6-4 PT, NE
3rd Infantry Brigade 6-4 PT, NE
Divisional Artillery 2-5 SB-H PT

2nd Division - Divisional Commander
1st Infantry Brigade 6-4 PT, NE
2nd Infantry Brigade 6-4 PT, NE
3rd Infantry Brigade 6-4 PT, NE
Divisional Artillery 2-5 SB-H PT

After the June 1864 turn, a newly raised Corps consists of the following.

Infantry Corps - Corps Commander
Corps Artillery 2-5 R-F

1st Division - Divisional Commander
1st Infantry Brigade 5-4
2nd Infantry Brigade 5-4
3rd Infantry Brigade 5-4
Divisional Artillery 2-5 SB-H

2nd Division - Divisional Commander
1st Infantry Brigade 5-4
2nd Infantry Brigade 5-4
3rd Infantry Brigade 5-4
Divisional Artillery 2-5 SB-H


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