|
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. 2.2:
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. 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. 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.
4.3: 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. 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:
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. 6.23:
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. 6.31:
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
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:
*
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.
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. 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. 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. 8.12:
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. 8.23:
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. 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. 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:
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. 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:
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. 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. 9.58
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. Section
10: Recovery and Promotions:
After
all battles are fought, the recovery and promotion phase commences: 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. 10.31: 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.
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. 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. 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.
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. 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. August
1861 - 12" of field works 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 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. The
following special rules come into play at different times during the game. 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. 15.32:
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. 15.61
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:
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
2nd
Division - Divisional Commander 1st
Division - Divisional Commander XII
Corps (Saint Louis) - Corps Commander 1st
Division - Divisional Commander Infantry
Corps - Corps Commander 1st
Division - Divisional Commander
2nd
Division - Divisional Commander 2nd
Division - Divisional Commander 2nd
Division - Divisional Commander 1st
Division - Divisional Commander 2nd
Division - Divisional Commander
After the June 1864 turn, a newly raised Corps consists of the following. 2nd
Division - Divisional Commander
|